Blender 4. 0 complete guide master 3D modeling | Nicolas Forgue | Skillshare
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Blender 4. 0 complete guide master 3D modeling

teacher avatar Nicolas Forgue, Welcome awesome students !

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

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

      3:14

    • 2.

      Start with dashboard

      6:40

    • 3.

      Edit preferences

      7:20

    • 4.

      Edit views

      4:56

    • 5.

      Master navigation

      4:02

    • 6.

      Edit displays

      8:36

    • 7.

      Edit orientations

      5:26

    • 8.

      Snap objects

      7:38

    • 9.

      Add shapes part 1

      10:07

    • 10.

      Add shapes part 2

      10:22

    • 11.

      Add curves part 1

      9:45

    • 12.

      Add curves part 2

      6:52

    • 13.

      Add surfaces part 1

      10:17

    • 14.

      Add surfaces part 2

      10:32

    • 15.

      Add metaballs part 1

      7:33

    • 16.

      Add metaballs part 2

      9:09

    • 17.

      Add text

      8:33

    • 18.

      Add armatures part 1

      8:31

    • 19.

      Add armatures part 2

      9:37

    • 20.

      Add lattices part 1

      8:04

    • 21.

      Add lattices part 2

      6:10

    • 22.

      Add empty objects part 1

      8:37

    • 23.

      Add empty objects part 2

      9:57

    • 24.

      Add forces part 1

      8:08

    • 25.

      Add forces part 2

      7:19

    • 26.

      Add reference image

      6:51

    • 27.

      Add background image

      6:58

    • 28.

      Start with object mode

      9:00

    • 29.

      Master selections with object mode

      10:22

    • 30.

      Edit object properties

      7:50

    • 31.

      Edit object dimensions

      6:35

    • 32.

      Move objects

      6:12

    • 33.

      Rotate objects

      6:20

    • 34.

      Scale objects

      6:14

    • 35.

      Add annotations

      8:21

    • 36.

      Add dimensions

      6:18

    • 37.

      Add shapes

      4:45

    • 38.

      Edit properties

      7:13

    • 39.

      Create mirrors

      5:43

    • 40.

      Duplicate objects

      7:15

    • 41.

      Join objects

      4:23

    • 42.

      Add parents

      8:02

    • 43.

      Convert mesh

      5:57

    • 44.

      Start with edit mode

      5:35

    • 45.

      Master selections with edit mode

      9:13

    • 46.

      Create extrusions

      11:26

    • 47.

      Inset faces

      6:51

    • 48.

      Create bevels

      9:50

    • 49.

      Create loops

      7:55

    • 50.

      Create cuts

      5:32

    • 51.

      Move selections

      6:09

    • 52.

      Slide selections

      5:09

    • 53.

      Spline selections

      8:40

    • 54.

      Smooth selections

      7:53

    • 55.

      Subdivide faces

      8:22

    • 56.

      Delete selections

      7:30

    • 57.

      Duplicate selections

      7:10

    • 58.

      Separate selections

      5:41

    • 59.

      Master collections part 1

      8:19

    • 60.

      Master collections part 2

      6:18

    • 61.

      Array modifier

      5:58

    • 62.

      Bevel modifier

      5:44

    • 63.

      Boolean modifier

      9:12

    • 64.

      Build modifier

      5:44

    • 65.

      Decimate modifier

      6:57

    • 66.

      Edge split modifier

      5:55

    • 67.

      Mirror modifier

      9:37

    • 68.

      Multiresolution modifier

      6:45

    • 69.

      Screw modifier

      7:22

    • 70.

      Remesh modifier

      5:36

    • 71.

      Skin modifier

      13:46

    • 72.

      Solidify modifier

      7:58

    • 73.

      Subdivision surface modifier

      7:31

    • 74.

      Triangulate modifier

      5:50

    • 75.

      Wireframe modifier

      5:10

    • 76.

      Armature modifier

      8:01

    • 77.

      Cast modifier

      9:21

    • 78.

      Curve modifier

      6:37

    • 79.

      Displace modifier

      7:43

    • 80.

      Hook modifier

      9:05

    • 81.

      Laplacian deform modifier

      5:31

    • 82.

      Lattice modifier

      7:20

    • 83.

      Shrink wrap modifier

      6:46

    • 84.

      Smooth corrective modifier

      5:04

    • 85.

      Smooth laplacian modifier

      4:39

    • 86.

      Warp modifier

      7:13

    • 87.

      Wave modifier

      6:38

    • 88.

      Cloth modifier

      13:11

    • 89.

      Collision modifier

      9:30

    • 90.

      Find textures

      6:47

    • 91.

      Start with materials

      10:40

    • 92.

      Add materials with faces

      9:18

    • 93.

      Use principled BSDF

      10:43

    • 94.

      Add image texture

      14:30

    • 95.

      Add image texture with extension

      7:38

    • 96.

      Add brick texture

      9:34

    • 97.

      Add checker texture

      5:02

    • 98.

      Add musgrave texture

      7:49

    • 99.

      Add magic texture

      8:15

    • 100.

      Add shaders

      10:03

    • 101.

      Mix shaders

      7:27

    • 102.

      Edit colors

      8:45

    • 103.

      Use color ramp

      8:44

    • 104.

      Use displacement vector

      8:22

    • 105.

      Organize materials with frames

      11:30

    • 106.

      Organize materials with groups

      10:22

    • 107.

      Organize materials

      7:20

    • 108.

      Link materials

      6:02

    • 109.

      Add lights part 1

      11:17

    • 110.

      Add lights part 2

      10:13

    • 111.

      Add lights part 3

      8:29

    • 112.

      Add cameras part 1

      6:25

    • 113.

      Add cameras part 2

      7:26

    • 114.

      Add cameras part 3

      7:42

    • 115.

      Find environments

      7:07

    • 116.

      Use render engines

      8:23

    • 117.

      Edit scene

      8:41

    • 118.

      Create renders part 1

      8:38

    • 119.

      Create renders part 2

      6:13

    • 120.

      Add background

      8:49

    • 121.

      Add environments

      11:01

    • 122.

      Master layers part 1

      10:39

    • 123.

      Master layers part 2

      14:24

    • 124.

      Compositing create scene

      6:29

    • 125.

      Compositing understand principle

      8:15

    • 126.

      Compositing edit views

      8:23

    • 127.

      Compositing edit images

      7:51

    • 128.

      Compositing add filters

      7:19

    • 129.

      Composititing edit colors

      11:02

    • 130.

      Compositing add transformations

      7:11

    • 131.

      Compositing master layers

      11:26

    • 132.

      Master vertex groups part 1

      10:01

    • 133.

      Master vertex groups part 2

      9:10

    • 134.

      Master shape keys part 1

      8:30

    • 135.

      Master shape keys part 2

      10:52

    • 136.

      Add particles part 1

      9:29

    • 137.

      Add particles part 2

      9:42

    • 138.

      Add particles part 3

      11:16

    • 139.

      Add particles part 4

      12:18

    • 140.

      Physic force field

      8:48

    • 141.

      Physic collision

      11:04

    • 142.

      Physic cloth

      10:42

    • 143.

      Physic dynamic paint

      10:02

    • 144.

      Physic soft body

      8:52

    • 145.

      Physic fluid

      16:33

    • 146.

      Physic rigid body

      8:51

    • 147.

      Texture paint part 1

      10:16

    • 148.

      Texture paint part 2

      9:43

    • 149.

      Sculpting part 1

      10:21

    • 150.

      Sculpting part 2

      10:16

    • 151.

      Start with animation

      6:04

    • 152.

      Add keyframes

      10:24

    • 153.

      Edit keyframes

      12:12

    • 154.

      Edit interpolations

      10:48

    • 155.

      Find models

      6:17

    • 156.

      Add models

      6:58

    • 157.

      Import models

      10:41

    • 158.

      Loop part 1

      6:31

    • 159.

      Loop part 2

      6:15

    • 160.

      Align part 1

      9:08

    • 161.

      Align part 2

      6:31

    • 162.

      Mesh part 1

      8:14

    • 163.

      Mesh part 2

      8:26

    • 164.

      Curve part 1

      7:26

    • 165.

      Curve part 2

      9:23

    • 166.

      Edit mesh part 1

      10:38

    • 167.

      Edit mesh part 2

      8:51

    • 168.

      Edit curve part 1

      9:53

    • 169.

      Edit curve part 2

      7:33

    • 170.

      Sapling tree part 1

      9:35

    • 171.

      Sapling tree part 2

      12:48

    • 172.

      Landscape part 1

      10:02

    • 173.

      Landscape part 2

      8:54

    • 174.

      Archimesh part 1

      14:09

    • 175.

      Archimesh part 2

      10:49

    • 176.

      Rigify part 1

      8:10

    • 177.

      Rigify part 2

      18:47

    • 178.

      Create grid part 1

      7:54

    • 179.

      Create grid part 2

      8:31

    • 180.

      Create object part 1

      8:35

    • 181.

      Create object part 2

      8:32

    • 182.

      Create vase part 1

      11:20

    • 183.

      Create vase part 2

      11:40

    • 184.

      Create sofa part 1

      6:35

    • 185.

      Create sofa part 2

      6:17

    • 186.

      Create sofa part 3

      7:53

    • 187.

      Create sofa part 4

      10:45

    • 188.

      Create bed part 1

      12:33

    • 189.

      Create bed part 2

      11:38

    • 190.

      Create bed part 3

      8:16

    • 191.

      Create bed part 4

      8:30

    • 192.

      Project create structure

      9:56

    • 193.

      Project add objects

      11:21

    • 194.

      Project add textures

      7:42

    • 195.

      Project create renders

      6:07

    • 196.

      Project edit environment

      6:47

    • 197.

      Project edit compositing

      9:42

    • 198.

      Geometry principle

      7:14

    • 199.

      Geometry add shapes

      8:12

    • 200.

      Geometry add curves

      7:55

    • 201.

      Geometry transform geometry

      6:23

    • 202.

      Geometry set position

      8:08

    • 203.

      Geometry join geometry

      9:18

    • 204.

      Geometry add instances on points

      7:27

    • 205.

      Geometry distribute points on faces

      7:14

    • 206.

      Geometry duplicate objects

      7:45

    • 207.

      Geometry extrude faces

      5:01

    • 208.

      Geometry divide surfaces

      5:54

    • 209.

      Geometry add object informations

      6:04

    • 210.

      Geometry scene time

      7:05

    • 211.

      Geometry add constant value

      5:45

    • 212.

      Geometry combine axes

      6:47

    • 213.

      Geometry proximity

      8:33

    • 214.

      Geometry raycast

      6:36

    • 215.

      Geometry add materials

      8:56

    • 216.

      Geometry add text

      7:08

    • 217.

      Geometry edit text

      7:35

    • 218.

      Create ground part 1

      8:51

    • 219.

      Create ground part 2

      9:56

    • 220.

      Geometry convert points

      7:22

    • 221.

      Geometry transform instances

      6:04

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About This Class

Blender software

Blender is a free open source software for 3D modeling. Its fields to work for 3D modeling are impressive. Creation of 3D models, realistic environments, visual effects and much more. Blender is an open source software that is free to use. Blender is an extremely versatile and complete modeling software. Version 4.0 is an impressive release that offers exceptional possibilities. Blender has a fully customizable interface, to adapt the dashboard according to uses. Blender has many modes such as object, painting, sculpting, animations, renderings and more. Blender allows you to create realistic renderings with powerful features. Add materials, environments and effects to the scene. Blender has powerful render engines.

Training course

In this training course you will be able to learn Blender software. Version 4.0 is the version used in the training. This course is a complete guide that allows you to master all Blender software. All features are explained, step by step, with a course structure to optimize learning of the software. With numerous sessions, you will be able to progress gradually in learning Blender. At the end of the training, you will be able to work on your modeling projects and use all the features. You will be able to create your models, work on environments and create realistic renderings with the software.

Meet Your Teacher

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Nicolas Forgue

Welcome awesome students !

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Level: All Levels

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Transcripts

1. Introduction: Okay. Hello, everybody. It's Nikolas and welcome to this Curse blender, the complete guide. Blender software, what it is. It is a free. It is an open source software for Swede modeling. You can make a lot of things with blender, and definitely, you can create a lot of Swedi models, create realistic environment. You can add visual effect and so much more. Blender is an open source software and it is free to use. Blender therefore is extremely versatile and complete modeling software. Version four is an impressive version that offers exceptional possibilities. Blender has a full custom interface to adapt the dashboard according to the different uses. Blender has many modes such as object management, edit management, painting, skelting, animation, renderings, and more. Blender allow you to create realistic rendering with powerful features. You can add material environment and effect to the sen with a powerful rendering engine. Why to use blender. Because blender, it is free and open source. It has a customizable interface. It allows efficient modeling of any object. It allows to create a realistic rendering. It allows to generate impressive send with puffer rendering ngid. It has a number of impressive features. It is a versat software. You can export blender file to different types of formats and blender allows the massive use of keyboard shortcuts. The context menu has exceptional settings. Now what you will learn in this training u. This trainingure is a complex cures. It is a complete guide to see all the blender features and to perfectly master the software. You will be able to learn blender software with a version four, and you will see all the features to perfectly master blender. It is a complete guide that allow you to master blender software. All features are explained step by step with a cure structure to optimize the learning of the software. With a lot of session, you will be able to learn blender gradually and at the end of the differentiation, you will be able also to work with different type of project and to see one more time how to use the different features. You will be able to cut your swede models, you will be able to work with realistic environment, and you will be able to master perfectly all the features of blender. Blender complete curse. 2. Start with dashboard: We are going to see the dashboard. One of the first things to do is to see how to work with the dashboard. When you start with blender, something very important is to understand that you can work with different work benches. This is the interface, and as you can see when you start, you have a scene. Inside this scene, you can find a cube. This is the first element that we have, and you can find a camera and light. When you create a scene, if you want to create a render, you need every time to have an element, you need to have a camera and you need also to have a light to create this scene. Totally on the top, you have different parameters. First here, I will show you that it's possible to edit the preferences. When you go on file, you can export document, you can save your work. You can also add deferent element. Here you can see the undo and redo action panels and have access to the preferences. Here we will be able to crat render. We can edit the windows, and we have more element. After you have deferent work benches. So it means here this is the layout war benches. So most of the time we work on this war bench for the simple reason that we can create the scene using the layout war bench. But you have also do war bench. For example, if I click on modeling, Adjust enter in the Edit mode. Here you have the object mode and the edit mode. Layout, it is the object mode modeling, it is the Edit mode. You can also have access to skelting just like this. You can have access to the UV editing mode. Skelting you will be able to st your element with different type of tools. If you go on the UV editing, you will be able when you add, for example, materials, when you add a texture, you will be able to change the appearance using the UV editing. You have also texture paint mud, and thanks to that, you can use a brush and you can paint directly on shapes, for example, you have the shedding mud. What you will be able to do with the shedding mud, you will be able to add materials and a texture to create a real rendering. You can also work with animation animation model. It's possible to cut animation directly for this workbench. Here you have the rendering mode, so after to cut a render, you can edit your render using the rendering mode. You have the compositing mode inside the compositing mode, you will be able when you cut a render to add different modification with the compositing. You have also a geometry node. It's something. It's something where it's possible to add different nodes, and after that, you can create transformation directly on the selected object, and then you have scripting mode here. If you just click here, add a workspace, it's possible also to add a work base if you need. You're not going to do this, but it's possible also. After that, when you work with the layout mode. By default, this is a object mode. On the left, you have different type of tools. But depending of the mode that you choose, if for example, I change for the edit mode, I will have access to different or type of tools. But on the left, you will have some tools. Don't forget that on the right, by default, you have a scene, and it is like a construction tree, so here you have layer panels, and at the same time, you can see all your elements inside collections. Here you can drag and move this window at your convenience, so you can extend the window. At the same time this window, you can also drag and move to change the positions. I think the best thing to do is to have all this parameter on the right. Definitely, most of the time you will keep the same collections, and you will keep all this window. Why this window is very important because you have everything that you need. Every time that you create a selection, depending of what you want to do, you will have access to different type of options. Here you can, for example, work with the render, you can work with the properties. You can also work with collection. You can work with the parameter of the object. You can add modifier extremely useful. You can work with particles. You can also work with materials and texture. So it's extremely important to use these panels because you can do anything that you want using these panels. Totally on this area, as you can see, we have animation set why it is useful because you can cut animation, and also when you add, for example, some modifier, sometimes you can cut render just using the animation, and you will be able to stop at the point of animation to have a render. This is the first thing to do about this window. In the center here, we have the scene when we start. Here on this area, you have different type of view, so it's possible to have different type of view. Don't forget that can also in this area, you have a small element and you can try and move this element. Thanks to that, you have different type of options as you can see. Here, for example, you have different type of options. You don't have everything here, for example, you have cat y I have cred for the simple reasons that I ad extensions. When you add extensions, sometimes you will have some extension appearing on the right. But sometimes sometimes the extension will be on a different way, but it is something important to know at the beginning. When you drag and move here, you can have access to different type of options. For example, this is an extensions. If I just continue here, I will show you after you have different parameters to manage the views on this area, and here also you have different tools to Zoom to work with the camera and more. 3. Edit preferences: We are going to see the preferences. When you want to edit a different parameters, you can have access to the preferences, and for this, you can go and edit and directly, you can see the preferences. When you click on the preferences, the aim is not to create modification on all the different elements, but the aim is just to take a glance about what you can do. If you're selling the interface here, first, as you can see, you have different type of options, and one of the first options that you can use it's to change the language. If you need to change the language, you have translation axis here, and in the translation axis, you can make some transformation about the language here. If you change the language, you can go and edit preferences and directly, you will change the language here. After that, if I continue, you have the options. When you go the options, as you can see, you have different element, and when you go inside, you have a lot of things. The aim is not to change the thing, it's just to show you that you have different type of appearance. If for example, I go here, you can find different type of colors, and if you want to change the color, it's possible. You have a lot of options, as you can see. Every time if I kick on user interface, for example, I select the menu, I have specific color for the menu, and this is the color by default. If you want to change any color, it's possible. So just to change the appearance on your interface. One more time, is it really useful to change the color or the appearance of the interface? In this case, I think, no. After if I just continue, you have some view port options. As you can see, you have a by default, you have a gismo size. What is the gismo it is when you click on one of these tools, you will have access to a gizmo and you can see the size here. If you want to increase the size of the gizmo and decrease the size of the gismo, you will be able to use these parameters. After if I just continue, you have the quality texture, we are going to keep the different parameter selections and you have also subdivisions. If I just continue, you have the light. Here it is something little bit specific. You can add specific things about the light, but by default here, it's not possible to edit anything. You need to install element if you want to edit the studio light. When you go on the editing parameters, here you have different type of options. One more time, the different option we can keep. You have also animation options, for example, the animation, you have a minimum grid spacing. You can work with the opacity just here. Here it is the different extensions. It is very interesting because from these panels, we will add extensions. All this extension, you can directly have axes. You just need to click on the extension and install the extensions. During differentiation, we will have to add extensions for different reasons because the extensions will help you to cut something sometimes faster and will help you to cut something that it will be more difficult to use without extensions. In different way we will add extensions. I will explain also different extensions, how you can use, and you have definitely a lot, but some are extremely useful or are useful, any in specific situation. This is the extension panels and you can add extensions. If I just continue, as you can see, you have a lot of possibility. I have already validated some extensions as you can see, at the beginning, you don't have and after we will add more extensions. This is also extensions that you can have access in the blender preferences, it's also possible to add extensions, so you can just donde extensions outside of a blender, and then you can install also. If I just continue here at this input, I'm going to keep this different parameter, you have the navigation. As you can see, you have the orbit methods, turn table and track balls. I think definite turntable is very good with orbit sensitivity. By default, we work with perspective view, and here you have different value for the smooth few rotation angles. Just like this, rotation ing is important because when you turn, you can press control on the keyboard and you can activate constraint. When you activate this constraint, you will be ever with a number of degres and here you have rotation angles. If I just continue, you have world view navigation work, we are going to keep this one, here's the key map. In the preferences, when you create selection, it is just with the left click on the mouse. Definitely it's good in most software. You crat selection with the left click, left click is definitely the best Spacebare actions. It is to play. When you create animation, you will pray the space bar, and thanks to that, you will be able to play. Activate Gizmo event, just dragging options here tokeys immediate, and we are going to keep the parameter one more time. After that, the last posing that we have where the system options here, cycles render devices, operating system. For example, you have the memory mit undo steps, so by default, we have 32 undo steps. So when you undo an action, you can do 32 undo steps. If you want to decrease or increase, it's possible using these tools. Here we have seven loads, save versions, recent files, you can activate the save options and have automatic save every number of minutes. By default here, we use 2 minutes. If you want to have automatic save with something larger, you can or if you want to reduce the time, you can also use this with the automatic save. The last point is just a five pass. If for example, we use some extensions, we will be able to have axis just here. This is how to start with the preferences, as you can see the aim is not to edit everything. The aim is just to take a glance about what you can do. The most important things to do is just to see that you can change the language, and you can have access, for example, to the extensions, very useful for the creations after. It's okay with this. 4. Edit views: Okay. We're going to see how to change views. When you work in your space, just like this, we work in the Swedish space, it's possible to specifically define views. For example, when you go on the right, you have this element. Thanks to that, you can choose a specific views. As as explained in the navigation, you can click on the scroll wheel and you can turn around. What you can see when you turn around, you can see that this element is moving at the same time. When you turn, this element will move at the same time. If you apres shift, I can also dragon move just like this. In this space of work, we work with axis, the x axis y axis axis, and this is what we can see on this area. For example, my green axis, this is a y axis is on this direction. This is why here, it is the same direction to select a specific view, if for example, I want my top view, I can just click here, and I will rotate the view directly on the Zaxis. Now I'm working on the view Zaxis. If I click here, x axis, if I click here, y axis. This is the type of thing that you can do. To show you better, I will silk this cube and I will delete the cube. After to delete this cube, we will add another element. So I can go and add silt mesh, and I will try another one. I will work for example with a cylinder. So after to work with this cylinder, I can go on the Z and here you can see the top of the cylinder and I can Zoom just kicking here, at any moment I can turn is. If I want to come back to my front view, it depends what is the front view that front view can be on the y axis or x axis. It depends about what we want. I can go here, for example, just like that, or I can go on the side view on the x axis. Every time you can you can also turn around, so it means you can drag and move the mouse. You can go left click, stay left click and you can turn around using this element. It is something important. After you will be able to select a view camera and the view camera is different because it's just the position of your camera. If for example, I work on the Zaxes top view here, and I click on the camera. I will go in my camera view depending on the position, but we can edit the position of the camera. I will explain this after. If I just click here, I can come back directly to the view where I was working. You can also if you go on the options. You have the view option. When you work in the object mode, you can find view, and when you continually tell bit, you have, for example, some viewpoint. You can use also the shortcut if you need. Personally, I prefer to click here for it's more convenient, but if you prefer to use the shortcut on the keyboard, it's possible so you can go on view and you have also different shortcut, and as you can see, you have to bottom form back right and left. If I slick up, I can come back or mace directly. If I just click one more time view, viewpoint, you can find also some navigation, and it is here it is different type of viewpoints, the basic viewpoints that you can use. If you use navigation, you can also use something more specific. For example, if I click roll left, I will have exactly this view. If I just come back view and clic navigation, if I click, for example, the pan view, I will have directly this view. For example, I go here, clic view, navigation and pan left and I will obtain this render. So we don't use this too much, but just to show you that it's possible. Here you can find again the zoom in and the zoom out also on this parameter. We don't use this too much, but just to show you when when you go on the view options, you have different options here, camera options, you have the viewpoint options, the navigation options, and the en view active. Because you can also in the view to something little specific. I will show you why it is useful, for example, we can change the view with a camera and it will be useful in a different way. But we will see that after. So this is the first thing to do if you want to navigate with the views and change the views. Okay. Okay. 5. Master navigation: We are going to see the navigation. What is how you can, it's possible to navigate directly on your space of work. First, you need to understand that we are in a sd view as you can see, and it's very important to use your scroll wheel on the mouse. Because when you click on the scroll wheel, you can turn around on your scene. So one of the first things to do is when you go left click, you create to selections. If I click here, I can select the camera. If I click here, I can select the light, and if I click here, I can select the cube. The first things to understand is when you use the left click, you can just select an element. After that, when you go right click, right click, you will have access to different options. Every time when you go right click, depending on your selections, you will have access to different options. And when you click on the scroll wheel, when you click on the scroll wheel, you can turn around in your space software. For example, I have my cube, and when I press, when I click on the scroll wheel, I can turn around the cube. So now what's happened if I want to move? If I want to move, I need to press shift with the scroll wheel. You need to click on the scroll wheel and you need to press shift on the keyboard. When you press shift on the keyboard and you click on the scroll wheel, you can move in your space of work just like this. About the view, see the views after, but concretely, if you just go on this area, you have also the possibility to Cilic different views. So for example, this is on the Z axis, it is the top view just here. Here we can turn with the views just like this if we need. After if you go on the right, for example, I come back with my scroll wheel. You have also different tools. You can use the Zoom in Zoom out in the view, and when you click here, you can zoom in and Zoom for example, here I create a selection. If I click here, you stay left click and when you stay left click, you can zoom in and zoom out in this way. It's also possible to work like that. You click on this area, you drag and move the mouse, and you can zoom in and zoom out. Here this is the move in the view, so you can also click on the tools. When you click on this tool you can just drag and move the mouse with the left click and you can move. Here it will be the camera views. It's something little different, and you can switch the current view from perspective to partography. If I click here, I have the camera views, as you can see. By default, the camera view is located directly on the perspective view of the cube. Here this is directly, I can go out like that. When I go left click, you can switch perspective to tographic projection. In some cases, it's useful to use tographic projections. I'm going to show you it is a perspective. If I go on the top view like this, I can change for orthographic perspective orthographic. Let's just turn around just like this. This is a perspective view and you can switch at any moment to the orthographic view. So if you want to move in your space of work, you have these options on the right, that we don't use too much for the simple reason that it's better to use the scroll wheel and to shift. I'm going to show you again. You click on the scroll wheel, you can turn around in your space of work, and if you click on the scroll wheel and you press shift, you can drag and move in your space of work. This is one of the first things to understand about the navigation. Okay. 6. Edit displays: We are going to see how to edit the views. It's possible to edit the parameters of the views, and one of the first things to do when I go on my scene, as you can see, we have this cube. At the same time, we have the cursor in the midle we have the camera and we have a light. To edit the parameters of the views, you can go directly on this area. On this area, you have what we call the views with the different parameters. For example, what we have here, by default, we have agreed, and we have a floor as you can see. Sometimes it's possible to work without these parameters. You can just deactivate the floor, and as you can see now, we just keep the axis and we can deactivate the floor. If I reactivate the floor, I can see the x axis, the y axis, and we have the z axis. By default in blender, we don't have the z axis. Is it a problem? Definitely not? You can add the Zaxis if you prefer. If it's more convenient to you, you can just apply the z axis and you will see the blue axis here. The blue axis is the Zaxis. The the y axis is a green axis and the xaxis is the red axis. So by default, if you want to activate this blow axis, it's possible, but personally, we are not going to work with a differentiation with this. But if you want, you can activate. If you want to remove this axis, it's also possible. X and y axis, you can remove. Something important is the scale value. By default, we have a scale value about one with ten subdivision. What does it mean? It means that if I zoom little out, here we have a value of one and we have ten subdivision, but every time when you move when you zoom little bit, you will have automatically new subdivision. For example, here, we are going to have one by one, and inside, we will have ten subdivision every time. But if you zoom in or if you zoom automatically the grid will change, and this is why it is important because automatically when you zoom in or Zoom crewed automatically will change depending on the level of Zoom. If I just go on the right here, you have also a number of subdivision, but yet it's not possible to edit directly. So I'm not going to do this, but you can deactivate the grid also just like this, and you can also only deactivate the floor or the grade of the floor. It depends about the view if I just go on this area. As you can see, now I'm not on the top view and where you are not directly on a specific view, it's not possible to remove the grade. It's only possible to remove the floor, as you can see, strange, but it is like this. After you have more options, so it means, for example, if you want to deactivate All the element on this in, you can deactivate the x, y, you can deactivate the floor. We have now the sqursor in the midles as you can see. If I take my cube, I can drag and move the cube on the left, just like that. As you can see, this is the sqursor located in the center by default. When you click here, you can also remove the three D cursor. You can also remove the nation. If you need, I will explain how to add a notation and you can hide the notation. After you can hide more things here, but I don't have the different elements, in this case, it's not extremely useful. This is the first things to understand. Now, if I want to come back, I will activate again, Sud cursor, maybe a notations floor, x axis, and y axis, just like this. It's important to understand this base when you start with this type of software because it is very difficult software, so this is the reason it's very important to understand the basics. When you go on the right, you have different type of view, and here, for example, when you go on this area, you can use the wire frame. It is x ray view, and when you click here, as you can see now the cube is with x ray. And when you go in this area, you have also this is the wire frame. Here it is x ray, and this is a wire frame mode. If for example, I silk to another object. Let's just come back to this mode here. And I define an odor object, so I can delete this one and to add an order object, you can click directly on add mesh. For example, I would add just a cylinder. With this cylinder let just change the render. I can click here, activate x ray for this object after to create a selection. This is a X ray in a different way, I will show you why it is interesting to use this. If I just go on this area, this is a wire frame. But you can also when you use the wire frame, you can deactivate the x ray. Something important also, it is a sweet type of render after the sweet type of shedding options. The first shedding option is the solid options. When I go on this area, this is the solid options. When you work with the solid options, if you add materials, you add texture, you won't see these materials. The second option, it is materials preview. It is just a preview of the materials that you will have, but nothing more, you won't have parameters about the environment parameters about the light. If for example, you have a light, you won't see the light properly, you won't see the effect of the light. Only the render of your materials or your texture on your object. The last possibility is the final render and this is a shading rendering. When you click here, you will see your object. With the parameter of the environment. The environment, it can be, I will show you that it's possible to add, for example, AD image as the environment, but it just with the light. For example, I have my light here. If I just click on the light, I will be able to try again move the light with the parameters, I can slick my light just here. When I go on the transformation panels, I can move the light on the Z axis, for example here. If I want to have more power, so here I can see the light, If I want to have more powers, I will have different type of options in this parameter, object data properties. If we want to change the power, it's possible. I can take for example 10,000, and I have more power. This is a suit type of render, solid mod basic mode, I'm going to deactivate this one, solid mode here. This is directly the material preview, and this is the rendered preview, the rendered view. When you go in this area, you have a small element, and you can also activate the same light and you have also the same word. By default, it is activated, but it's possible also to deactivate. For example, I deactivated my light, and this is why now in this mode, I don't see really my cylinder for a simple reason that in the rendering mode, I deactivated my light, and you have also the same word here. If you activate the same wall, it will be possible to edit some parameters, something specific more about the render, so we're not going to enter in the details now. Because if you click here, we go directly on the options, you will come back just on the light preferences, and in the light preferences, possibility to edit studio light, but it's something more specific, so I'm not going to show you this one now. Let's just come back with a solid model. 7. Edit orientations: We're going to explain how to edit orientation, edit orientations. It's very important to understand this process for a simple reason that when you would like to move your object, your selections, it's possible to edit the orientations. One of the first things to do I have this cube, and I'm going to change the value of this cube. I can select the cube, go a little bit on the right, and here you have the object properties. In the object properties, you can change the value of your object. For example, I have a scale value here and I'm going to change the value on the x axis. For example, I can tape six, just like that. After I will zoom it all out and on the y axis, I will tap eight. For example, on the Z axis, I will tap two. Something important to understand is if I create a rotation to this cube, I'm going to click on my cube and I will use the rotate tools here on the left. When I click on the rotate tools, First, before to show you this, if you click on the move tools, you select the object, as you can see, you have this orientation with the dismo. You have the Z axis with this arrow, you have the y axis, and you have the x axis. It means you can move your cube on the different part using this gismo. Now what's happened if I cratrotation? I create rotation, and I will use little the green axis just like this. One of the problem is now if I use these tools, the move tools, I click on my queue. As you can see, the orientation of the gizmo keep the orientation of the axis and don't follow and are not going to follow the orientation of the que. And if I silk, for example here, and I want to move on this axis. Following, for example, this edge, it's not possible. I need to move here, then move here or move here, then move here, and it's not convenient. I can also silk circle, the y circle to move here and I can try to press control to keep axis, but definitely it's not convenient. This is why in this type of case, you can change the orientation of the gizmo. We're not going to see all the orientation. The thing that you need to understand is to go in this area and you have transformed orientations. By default, it is global. And when you click on global, you will keep just the axis of your space of work. If you change for local, you click here and you silk local. Now, if I select my cube, as you can see the orientation I change and the orientation is now good for the position of my cube. If I go here, for example, now, I can move like this on this axis because the orientation is different. It is something extremely important to understand. After you have this element, transformation orientation, you can use normal, you have also this one, this one, this one, and this one. It is something more specific to use. I think definitely the thing that you need to understand is generally you can set swift, global to local or global to normal generally is good. After you have more options, but the most important things to understand is to switch here global to local or global to normal. Thanks to that, you can have this orientation. I to show you another example. I will remove this one and directly, I will add another element. We'll add mesh, and let's silk one more time this time the cylinder. This cylinder, I will go on the right and I will change the ZD value. In the ZD value, I will tell, for example, eight, just like that. Now I have this cylinder. I will move little the cylinder. I use my move tools, I salt the ZD axis, and I can drag and move like this. Now what happened? I will create a rotation, just like this. I will click on my rotation tools and I can create a rotation is, and I will also create a nodal rotation on the rid axis just like this. Now, my cylinder is like that. If I select my move tools, I click here. As you can see, I have local. But if I change for global, I keep directly the parameter of my space of work with the same axis. If I want to move, as you can see, I just follow the different axis of my space of work. In some case, you will change change for local, thanks to that, I can keep, for example, the axis of the cylinder if I work with this one, just like this, or if I work with this, or if I work with this. It is something important to understand when you start, you can swift to transform orientations. We are going to come back to global. 8. Snap objects: Okay. We're going to see how to snap and for this, you can go directly on the top and you can have axis to the snapping options. One of the first things to do is to click on the cube. We're going to change the size of the cube. Let's go on the right and just use the scale value here we can change, and we're going to increase the size. Let's just tap for example eight on these directions. On the directions, I will tap six, maybe six is not enough. Let's just press eight also. On the axis, I will work with two. It's okay for that. I will increase a little bit more my value. Maybe I can work with 12 on this area. Some things that I can do, one of the first things to do is you can snap to the cred. For example, when you go here and you select your move tools, if for example, you select one of the view and I can advise you to use one of the view, you can move, but as you can see, you don't snap to the cred because you didn't activate snap to cred. When you go in this area, you can find snap and you can activate this value. After to activate this value, you have different options, snap, whiz by default, you have increment. Increment, what is this, it is just to snap to the grid. When you use increment to closest, you can just snap to the grid. Now what's happened? If you zoom a little bit, you can use this and as you can see, you will see that you can snap directly to the grid depending on your level of Zoom. If I go here, the level of Zoom is deferent, so I can snap differently on my grid. If I go on this area, I can zoom also. And I can snap directly to this different part of my grade. This is the first things to understand extremely important because, for example, I can add mesh, and I can add another cube. Just like this, I can change. The value scale on the x I can apply, maybe two scale on the y axis I can apply two, and on the Z axis, I will increase the value with eight, just like that. So if for example, I want to put this object on the top of the or one, I can just use the snapping options. I can select this view, and with my arrow, I can draw and move and I can just use my grid and I can just snap here. If I want to go in the corner, I can go on the left, and I can snap here. I can also use here, select ano view and I can tray and move at my convenience, just like that. For example, I'm going to duplicate this element. Right click, and let's just click on duplicate the object like this. You can constraint on an axis pressing for example x to constraint on the x axis. It is the same way you can snap directly. For example, you can also select a view, but you need to s the view before, and I can position this element on this area. After you have other type of options that we don't use too much, but you can change. For example, you have vertex. If you click just on vertext here, select this one and you have snap value and affect what move rotation scale. Most of the time we will use move, and now I change my way to snap. If I just go here and I want to move on this area, or you can just take the circles, as you can see, you can snap directly to corner. But sometimes it's convenient, sometimes it's not every time convenient. Depending on the Yes, I can snap, for example, when I arrive close to a corner. Automatically, he will try to snap to this corner. I can go here, so wise part, and he will try to snap directly to a corner point. But as you can see, it's not extremely convenient. I can move here, move on this area, and yes, he will snap to this corner point or snap to another one, and he will try to find a corner point, and that's it. You can snap just like this to this corner point or I can snap here. You have more options. You can also use edges. The aim is to snap two edges with the closest. Every time if you move ops, he will try to find edges to snap just like this. But definitely it's extremes not extremely convenient to use. The most of the time you would use increment. After you have more option, you can snap to face also just like this. If I sk this one, I can move little bit, and when I arrive close, automatically, I can snap to the face as you can see, I can move and automatically, he will snap to the face. For example, I'm here. Go in this area and he will snap to the face directly. Just like this. If I just continue, I have also volume, you can find also H center, h perpendicular. Every time it is different way to snap that we don't use too much as I explained, and you can use H center also. Every time you can take your element and he will snap the center of he, for example, and the last possibility, you have also edge perpendicular, so I can select perpendicular like this, and you will try to find edges perpendicular to my object. I think some things that you need to keep in mind. It is to use the snapping options of the increment because we will use the most of the time. So you can change, you can come back increment. Here you can activate snap. If for example, I add one more time mesh. For example, I decide to add mesh, and I select one more time a cube. I will change my value of this cube on the Zaxis on the Z axis, I will tap, for example, 14. I just want to position this element. I have the snapping options. I can click here, I can just use my grid and move and position this on the top. If I select this view, each time you need to work with the view and I can position, for example, this one here if I need. I can position in the corner in another corner depending on what I want to do. This is how to work with the different snapping possibilities. Okay. 9. Add shapes part 1: Okay. We are going to see how to add shapes. To add shapes, we can go to add here and we're going to see that it's possible to add different shapes. Concretely, it is mesh. Why it is a mesh because automatically you can generate a shapes, and we're going to see that it's possible to add different things and we have a different type of option and a mesh is different of a curves. The curve is different of a surface, and we have more options. So one of the first things to do, it's very important because it is all these basic shapes that we can have. First, let's select the cube. It is a basic mesh. I will press delete on the keyboard. Let's click on add mesh and select the plane. You click on add mesh and plane. To understand that every time on the bottom left corner, you have the options directly. You can click here. Thanks to that, you can have axis to the options. Depending on the mesh, you will have different options. In the plane options, I can change the size. I can just drag and move my mouse, and I can also enter a specific value. You can also work with the position here on the x axis, y axis, or again, axis if you need. Something that I'm going to do is here I'm going to come back, tape zero on the axis. Here I will tap zero also. If you want to change, you can change the position. And here you can define the size. If you are satisfied, you can just go left click and you can validate. After two validate, you won't have access to these options, but you can click on your mesh. You go on the right, and here you will be able to, for example, change the scale value. But if now I change the scale value, as you can see, we have x one, one, and one. But before I change four four, and this is why it will be important to understand that you can change. Directly at the beginning, the size and you can scale the value directly at the beginning. After to define this value, if you want on this area, you can change the value again. If I want to enter a unit, here, it's not a unit, it's just a value, a value, it's not a dimension, it's just a value that you can enter, and I can also increase here. When you work with the plane, it's not possible after to work on the daxes because as you can see the plane, don't have any sickness. This is something important to understand. So this is a plane. I will delete if you want to, you can change the proportion of so of your plane. Another measure that you can add. We are going to see the different mesh step by step. The other one is add a mesh cube. Here it is pretty simple. One more time, you can use the scale value after, but if you define a size here, one more time, for example, I define four, I can press four and enter. Automatically, the scale value will keep one, one, and one. And this will be the value in the dimensions in meters, and this is just value, is different. Here it's a dimensions, and here it just a value that you can edit after if you need. If for example, I define two here, it will be like to have eight meter because I defined at the beginning 4 meters. This is why it's important to understand this type of things. When you go on the left, you select view here. And as you can see, you will be able to have axis to item, and here I have the scale value and I have the dimensions. Thanks to that, you can really see the dimensions of your mesh, and here I can see eight four and four. You can also change the dimensions here. If I decide now to change my value and on the y axis, I'll define two. Now I have eight meter on the y axis also. You can work also from these panels. The importance of these panels, you can see scale and you can see dimensions. Here you just have the scale value. Here you have the Delta transform it something a little bit specific. So it is how to add the cube, so it's pretty simple for the cube. Then if you want to scale, you can press S on the keyboard, and when you press S on the keyboard, you can scale the cube. If you press S and an axis, for example, y axis, you can scale on the y axis. If you press, x, you can scale only on the x axis. If you press Z, you can scale only on the Z axis. Let's just press delete. Let's continue. I'm going to add another mesh. So let's just go and add mesh, and this time we will select the circles. When I go on this I write it's a little strange because we just have this element, they put this as a mesh. But when you go on the options, one more time, you have a number of vertices and a radius. Here's the radius, it will Change. It's independent of the scale value, but not the vertices, you can increase the number of vertices. Here, you have the feeling you can not do anything. The fact is you can use this element if you want to go to crat modification here, it's possible as you can see. But something that I can do if I come back at one, I can just go in the edit mode, why it is useful because you can go in the edit mode and you have different vertices if you press E on the keyboard, you can extrude and you can precede and you can extrude like this. Something that you can do also is to go on the left, and you can just use one of the tool. When you go here, you have extra derision, short cut, and you can also extra derision one more times just like this, and I can press S after to scale and to obtain this render. This is the aim to create this type of circles. But it's not a surface because after I will show you how to create a surface, and it's not a surface, it is considered as a mesh where this icon on the right, as you can see. Let's press delete. Another mesh that you can add. I will continue. Let's click on add mesh. You can add UVs fare. If I select the UVs fair here, you have some options. What type of option you can work with the number of segment here, you have different subdivision, and you can increase the number of subdivision, and you can also increase the number of ring. If you increase this, you will have something with more You will have something more like a perfect sphere. If you decrease the number of segment at the minimum, you can credit directly very specific shapes, like for example, sue and sue. If I change, for example, the number of segment, but put rings sue, I can obtain also this render, or I can put the segment at and increase the number of rings to obtain this type of value. If I want something more like a sphere, I come back with a number of number of rings, like, for example, this one, or maybe this one. And let's just increase. If I just go left click, I can validate. Here I just change, I didn't change the dimensions. But after I can scale one more time of these options. If for example, you scale only on the Z axis, you can also change your shape just like this. I can then scale on the x axis or scale on the y axis, and you can also create this directly from the sphere. Let's remove the sphere. You can work also with another one. Let's click on a mesh ecosphere. The ecosphere is a little different for the simple reason that it's not the same topology, that the sphere, you have a different topologies about the subdivision. When I go on the left, I can see the number of subdivision, and this is the only thing on which you can work. If you reduce to one, you will turn this render. If you increase, you can add something more like a sphere, but with a different topology. After that, you have a radius and you can work also with a radius here. After that, it is same. You can press S, and you can make some transformation at your convenience on your ecosphere S, y. For example, I can create something like this or z again, and I can definitely scale on different axis to create different type of render. Directly from a shape, you have a lot of type of options. I will press delete on this one. Okay. It's okay for that. It's extremely important when you cut mesh to understand that you have different type of topologize Depending on this type of topoologize after when we will work in the edit mode, we can make different type of works. Don't forget also that when you add the dimensions here, the dimensions is different that units. Not that the unit the dimensions is different is independent, is different that just the value. We have the dimensions and we have the value. Okay. 10. Add shapes part 2: Okay. We're going to continue with shapes. So how to continue with shapes, we can go on the cube here, and we can just press delete. After to delete this que, we are going to continue with the different element. Let's just click on add a mesh, and here we can add a cylinder. I can click on the cylinder, Zoom little bit. And if I go on the left, you can go on add cylinder options. So one more time, if you change the due here, it's not going to change the value on the right. But something that you can do first is to change the number of vertices. The number of vertices is on this surface, as you can see, and here this is the due. So directly, the number of vertices and the radius. You can also change the deep, just like this directly from these panels. After that, if I just click here, I can validate, as you can see the scale value is still at one, one, and one on this area. But if I just drag and move these panels, I can see directly in the items options, the real dimensions of my object. It is something important to understand. After I will just come back on this area, So that's nothing more to to know for the cylinder. After if you want to scale your cylinder, you can press S. You can also press S and ZD if you want to constraint on a specific axis. I'm going to delete this cylinder. Let's just click on add mesh, and something that we can add it's a con. I can click on the con. I have different options one more time. Here, this is the number of vertices. You can increase the number of vertices if you want to increase the quality of your con, as you can see. But if you reduce at the maximum like, you can create this type of shapes just reducing the number of vertices. So this is something important to know. You can just create this type of shapes reducing the number of tics. You have also two reduce. This is a reduce number one, but you can find also a second reduce and you can also open your shapes just like this. You don't need to finish at zero if you want to change the value, it's possible, and here it is just the tap options, as you can see. If I want to increase, I can come back with a big number of vertices. After I will come back with one of the radius. For example, this one, I will change his value of zero, and I can crate this c, just like this. After it is same, you can scale your c if I scale on the Zdaxis then, I can crate this type of shapes. Let's post delete on these shapes. Let's just continue. Add mesh, and you can add the Torus. It is like a ring, and when you go to the left here, you have deferent preset, but definitely just to restore the operator by default, so it means if you increase here, you can restore directly the preset by default. For example, I increase, I want to restore the basic preset. I can come back and restore operator default. You have two types of segment that you can use the measure segment and the menor segment. It means if first I decrease the measure segment, and here if I decrease the menor segment, I can obtain directly this render. For example, I crut four here, and on this four, you can also directly crack the shapes with a phase of a torus. Depending on what you want to do, I can also increase my number of menor segment, but only keep four measure segment. In this case, I can crut something like this. After I I need to scale, I can also work, I have mineral reduce, measure reduce, you can scale like this, also in this direction, but don't scale too much because if you scale too much, as you can see, you won't have something inside. But you can also scale like that. Increase a little bit, measure reduce, minor reduce, and you can obtain this render. Then I can work with more menor segment. As a base of torus, you can almost cratpere if you need. Now, some things that I can do is I'm going to decrease the number of meter segment, but just work with a measure reduce to recuperate in the metols just like that. If I want to create torus with a lot of segment, I can increase my segment, measure segment, minor segment also. If I increase a lot maybe with this type of value, I can just press left click validate and I will obtain this render. One more time, you can scale if you want, you can press and if I press Z. As you can see, you can change directly your general appearance. It is something extremely important to know. From a base of shapes, you can create multiple things. Okay. So let's delete this one. Okay. I will come back little on my views, select add mesh. You can also add a grid. The interest of add grid is just that directly, you have subdivision. I'm going to show you something. I'm going to delete this one, and I will just add a plane because you have a difference between a grid and a plane. If you add a plane add mesh plane here, you don't have any subdivision. I can validate if I go on the edit mode, click here and you can switch to the edit mode. To the dit mode, you have access to the faces to the vertices and to the segment. I just have one phase, as you can see, I just have one phase, even if I will be able to subdivide this. It's pretty easy. You can subdivide after with right click subdivide, and I can enter the numbers that I want on this area for the subdivision. For example, if I want four subdivision, I can take four just like that. Here. But if you add a grid directly, you can have this type of subdivision. I'm going to come back to the object model and sllxis and press deviate. After that, we will add a creed and directly, you can enter the subdivision at mesh cred. If you click on the options, you have a number of subdivision. Here, you don't see directly, but after the edit mode, you will see we have ten and ten, you can scale the size if you need just on this area. After to cred this number of subdivision, you can change the subdivision at your convenience. I click here, go directly on my edit mode, and automatically, I have already my subdivision. Even if after you can subdivide again, right click. Subdivide again, if I want to subdivide inside again, it's definitely possible entering a value. Let's just come back to the object mode. This is the difference between the plane and the grid. I'm going to delete this one. And we are going to see directly, the last one. Last one, it is very good in different example. I like to use this one in different example. It is the monkey. And when you click here, you have a monkey head and not too much subdivision, I will show you after that we will be able to subdivide more to have a different render. If I go on the options and monkey, you just have the size, so you can just change the size of the monkey head going on the right. So here I can just change the size, for example, I can put for. After to do this work, the monkey head, you can press S if you want to scale your monkey head, as you can see. At the same time, you can if you want to not keep the same ratio, you can press S x, for example, and you can change the ratio of your monkey head. You can press S just like that, y, so you can change the ratio of your monkey head if you need. In different example, it's very useful to use the monkey head. Going to click here, and just press delete. It's okay for that we have seen how to add the different mesh. Every time when you add one of this mesh, you will see this on the construction tree on the right, and automatically it will be a part of collections. So as you can see, we have just one collection when we start. I will explain after why it is useful to work with collection. It's useful for different for organization, but also useful for the render at the end. And by default inside this collection, we have a camera, we have the light and every time when you add mesh, by default, your mesh will be located inside your first collection just here. But after if we need to dey the collection, if we need to classify indifferent collection, it's possible, no problems. It's okay for that to add meshes. 11. Add curves part 1: We are going to see how to rat curves. To rat curves, we can go and add and we can see curves. We have different types of curves that we can add. One of the first things to do is to select the cube and to digit the cube. Okay. You have different interests to crato curves that we explain this after. First, let's click on add mesh curves, and let's just click on the baser curves. After two do this, you can zoom a little bit, you can see the small curves appearing here. You can go on the left, add baser curves, and you just have the possibility to work with the reduce here and the location. If for example, I want to change the radius, I can tap what I want, for example, 2 meters. If I just validate, as you can see on the scale options here, we can stay at one. How you can edit these curves, you can click on the curves, and then you can insert inside the edit mode. When you are in the edit mode, you can have access to the handles and this endles. For example, I click on my top view just here, I can take the endles here, if I select my move tools, I can join and move this ender on this direction or on this direction. I can also take directly this part of the enders I can also change my curves. Just clicking here as you can see. I can do the same with this point. I can click on this point, move this part, or I can take this part of the enders and change my curve just clicking here. Something that you can do also it's to extrude your point. You have a first point and last point. If I click here, I can press E on the keyboard and I can extrude my curves, I can extrude my curve. For example, I can press. When I press, I can extrude to rate a new point, for example on these directions and rate point. After to rated point, I can change my curves, clicking for example here. Depending on what I want to do, I can go for example on these directions. I can click here. Pre if you press here, it's going to work also, but the point will be located on this part. Each every time you can extrude your curves. I can extrude and I can arrive on these directions. Then if I want to turn, I can fick here and I can turn on the directions. If you go to the left, you have different type of tools. It's a little specific. You can reuse the trade tools. You have also the curve paint. For example, if you click here and you click on extrude, you can also have access to the extra tools just like this, as you can see. If I just come back a little bit and I select one of these points, I have a type of tool. I can take the curve print pin just to make some adjustment to my curves. You can also create a new curve inside as you can see when you click on these tools. If I come back, something that I'm going to do is to remove this segment. I think I can take this part and I can remove and here I can remove dissolve vertices. After two cratutus just like this, you can come back to the object mode like that, and someth that you can do, one of the use is you have different types of uses. But Something that you can do. If for example, you select all the curves and you are in the edit mode, you press A on the keyboard, if you select all the curves, as you can see, you have your selection tools, and you select all the curve here. If you press, you can extrude on these directions and you can also go on this area. Depending of what you want to do, you can work on s axis or not on the same axis. If now, I'll just go outside. I go on the object mode, I have my curves, I go on the right, and I have the options of the data object data properties. On the data properties, something interesting, you can change the resolutions of your curves. But something interesting, you have the field mode, and if you just continue a little bit, you have the texture space, you have the geometry, and when you work on the geometry, you have, for example, the role object and profile. When you click on rule here, you have field cap also. You have a different type of options. I can continue. Here, yes, you have geometry offset and extrude. Some things that you can do is to craft extrude, just like this. If you want to cut offset, it's also possible. You can craft an extrusion of your curves. After you can select object profile, Rule. If I click rule, I can increase with dip and obtain, for example, this render with a resolution. You can cut also offset just like this. I can change my value of extrusion, I can reduce, increase the dip, and you have also more options, but we're not going to use these options in this case. If I just come back here, as you can see, I can obtain this render for my curves, just like that. So this is how to work. If I delete these curves, I'm going to show you another example, so I can click on add here curves. You can crate the circles. When you create a circles, you can just change the radius on this area. If you go in the edit mode, just like this, it is the same. You can edit different point. For example, you use your selection tool in the edit mode and you can make some transformation to the different point. In this case, it's not very useful to extrude. If you press, you can extrude, but you will have something little strain so it's not extremely convenient to extrude in this case, as you can see. You can just make some transformation on this point. If I just come back to the object model, it is same I can go on the right, data property, and if I need, I can continue geometry, and I can create also offset extrude, and I can obtain this render. Can work with the deep also and I will obtain this. Let's remove this one. Something that we can do also is to go directly and add curves, we can create, for example, the nerve curves, and we have the nerve circle. It is two way to work. If I salg the nerve curves, I go in my edit mode just here, I can salk this view. And when I silk this view, as you can see, you can take different handles and you can drag and move. Is another way to rato curves. For example, you can take this point, you can press to extrude, and I can extrude with another one. I can press e again and extrude again, and extrude, and I can extrude with different way and rato curve. Each time you can select the different point and you can make some transformation to your curves, just like that. It is same. I can come back to my object mode. I obtain this render. For example, if I go on the object properties on the right, I can one more time cut extrusion if I need just like this. If you want, you can cut upset also for your curves and the last point you can change for round In this case it is like to increase and obtain this render. But if you don't want, you can just You won't apply your beaver, you just stay like this, and you can grate something like that. Here on this area, now we have a nerve curves as you can see, it is the curves. I'm going to delete this one. Some things that I can do also, it's another way to create a curve. You have a curves, and you have the nerve circus. This time we work with the circles. I can go on the edit edit mold here. It is another way to work with the circuits. You can take this point again. If you press, it is the same, it's not very convenient to extrude an element. If you press, you will just have something like this. It's not very good. If I just come back, I can take my point and each time can make some transformation depending on what I want to do. If I come back to my object model, one more time, I can go on the right. If I go on the options, I will be able to make some transformation with a offset and extrusion one more times like this. 12. Add curves part 2: We are going to continue with the curves. To continue with the curves, let select one more time the cube here and I'm going to remove the cubes. To continue with the curve, we have other types of options. If I just click on add mesh, add curves, we can also cro pass. Definitely, it is interesting to cryo pass. I can click on Crato pass. After that, you just have one line. On the options of the pass, you can just work with the radius, one more time. If one more time I want to change, I just tap two, I can tap two for the dus. Now let's go on the edit mode. If I work on the edit mode, I can silk, for example, my top view here, Zoom little bit, and I have access to the different handles. If I just click here, I will be able to try and move on these directions and start, for example, with the curves. If I click here, I can also go on the directions and ct curves. I can also take this print. As you can see from these basic handles, I can build my curves. If I want to create an extrusion, I can click on the last one. I can press E on the keyboard, and I can create an extrusion. I can continue to press press and every time when you press E on the keyboard, you can create an extrusion. Every time you can work with the different handles just on this area. It is just another way to build the curves. If I just come back to my object object mode, I created these curves, as you can see. After that, it is the same principle. You can go on the right, and we're working on the data properties. The data properties, I can continue, work with extrusion value just like that, and I can also obtain this type of render. If I say use offset, I can crate a little offset and here I can increase with a dip, as you can see if I need. You have different way to work with the curve. It's not the only way to create an extrusion after. Here I just to show you, but in a different case, I will explain that we can use the curves to create different type of things. But in this case, I just want to show you how you can add a curves, and if you need to create an extrusion after how you can do this. After I can also work with the dip one more time on this area. Let's click on this and delete. One of the last possibility is when you go on add, you have the possibility to add what we call four. But you need to apply this on an object. For example, I can add an object. Click on add. Just select the cube, and this cube, I will change little bit the size. I will go on the right and I will change the size. On this axis, I will work with four on this axis, I will work with six and on this axis, I will work with two. After that, you can create an effect using these tools. You just need to click on the object, add curves. After to go on curves, you can sedict this one fe after that, when you click on this one, as you can see, you have multiple element, and when you go on the right, you have quick fur you can work with the length. You have different type of options like you can change for here. You can also work with low and it's also possible to work with medium. For example, I can come back with low, or I can come back to medium one more times. Can change the lane just like that. So I can change the line. If I just come back to, I will have multiple heirs directly on this area. If I just click here, you go on the right, you can see the cube here, and you have also a curve. We have a curves and we have the cube with the curve. If I click up the curves here, and I want to dragon move as you can see just an object. It's something a little different. If you click here and you press move, I will have axis only to these curves now on this area. If I just click here, you can take this element, and I can, for example, drag and move the element, just like this. If I drag and move the element, now, as you can see, we have the cube, and we have this element. But we have the base of this element thanks to the cube. If I click here, I can drag and move also the cube. If I move the cube, the element will follow also. Because the curse is inside the cube. If I click my cube. Just on this area, I go on the right, and when you click here, you have different type of options, and automatically, we have a modifier. If I click on the curse, modifier, you have also the data property, but on the data property, you won't have too many things. You can go on the modifier, automatically, modifier have been activated with this, and I can change, for example, the radius, I can change the shapes on this area, and it's possible to make some transformation. Not going to enter too much in details here, but I just want to show you that it's possible when you got the right, you can use the base shapes and after you can add, for example, curves, just like this. If you need to change the position, it's possible. But you need to understand that automatically, we have a modifier this is why when we click on the curves, modifier, even if we will see the modifier after you have automatically modifier created just like this. It is okay. This is how you can add curves. So you have multiple way to craft curves, and you will have different us with the curves. 13. Add surfaces part 1: We are going to see how to add surfaces. To add surfaces, let's just first select the cube and just delete the cube. It's extremely useful to add surfaces. You need to go here, add and you can find surface. You have different options of surfaces. We're going to see the different options and just first crate occurs. You need to understand that now when we go on the right on the construction tree, you have this element, it means that we can work with the curves, and it's different that to add directly, we can work with the surface. It's difference that to work with the curves and you are going to understand why. When I click just here, I go on the left, add surface curves, you can just work with the radius. If I want to change the radius here, I type something different like two, I created the base of my surface. Here you have the feeling to just have a curve. But in reality, if you go in the edit mode, let's the edit mode. You can select the top view on the d axis. You can make some transformation just like that. I can move here or I can move on the directions. I can also select these different handles. Something that you can do is to rat extrusion. When you are on this view, you can click on this point. Press and you can rate extrusion, and I can press and rate extrusion just like this for the scares. Now, how you can cut the surface. I'm going to show you, you can press A, and when you press A, you can select the element. You can press A and you can select all the curves here. Now, after to press A, it's not possible to do this when you work with the curves. But when you work with the surface, it's possible. You can press A, you select everything. After when you click on to true, you can cut your surface, and I can press and I can constraint on the Z axis. I can press after E and Z, and I can crate my surface just like that. Left click to stop the extrusion, and I can obtain this render. If I want to extrude again, I can go for example on this view, I can press, and I can extrude again on the Z axis just like that. I could continue. I can press and to constt on the Z axis. I created these curves, and you can edit the curves after that. So for example I can select all this point on the left, and I can drag and move here, I can select all the point here, I can drag and move. I can select on this print, make some transformation here. Take this print transformation, take this sprant transformation and I can make adjustment to my curves using this different point. This is why it is useful, and I can obtain this render. Now after that, I can come back to my object mode and I created this type of curves. If I want to create rotations, I can use my rotate tools, and if I need to create rotation, I can rotate just like that. Going to move, it will beat my curves. On the option of this curve, if I click here, you can find the data property of the object. When you go on the right, you have different types of options and Not many options to definitely make some transformation to your curve, you can just increase little resolution. If I just come back, let's apply, for example, this value. If I want to add sickness to my curves, I will be able to add a modifier. But if you click on modifier, add modifier and I select the modifier, generate and here we can find solid solidify just like this. I can increase the sickness and I can add sickness directly on my curves, just like that. One of the problem, if I want to apply the modifier, he's going to say that it's not possible because it is not a mesh. In this case, something that you can do going to deactivate the modifier with this. You can click on the curves, and when you go an object, convert, you can convert to mesh. After to convert to mesh, now you can find the small element, it is now a mesh, and I can activate the modifier and use the modifier, so generate. Solidify, I can work with small value like sickness, just like this. Here. After that, I can validate the modifier and it's okay because I change for a mesh, and you can create something like this with the base of a surface. Let's delete this surface. You have other types of options, let's click on hard so here we can go on add again surface and let's click on the nerve circles. One more time, you have some options on the left. I can select the ded mode and turn inside the ded mode. One more time if I s my top view first, you can just the point as explained before at your convenience if you need. But something that I'm going to do is just to click here comeback and click here comeback and click here comeback. After that, I can press A. If I select all the element of my curves with A, you can then create an extrusion. You can also have access to these tools on the left, but here it's not possible. You can press. If you click here, you can use these tools, and thanks to that here, you can just make some transformation. You have different type of transformation, but it's not what I want to do. Something that I'm going to do is to come back here, sel my selection tool press and I can just like this. You can constraint on an axis. You can pressed to constraint, just like that. For example, I can crate this base. If I select my view, this view, the side view, I can press here again, and I can also press S to scale, for example, I can crust something like this. I can press here again to constraint on the axis, and I can press S again to scale. This is the type of thing that you can do. Yes, I can also select, for example, I can come back here. I can select this part and this part, I can press and I can extrude on Z axis, and I can scale also if I need. If I just come back to my object mode. Now I created this surface on the base of the curves. One more time, you can repeat the process. You can convert to mesh, and then you can add the modifier to add sickness if you want. Let's continue. Let's click on ad so you can go here ad and surface, we can find the nerve surface, nerves surface. When I go on this area, it's a little different because automatically, you have a surface. On the left, you can edit the radius of the element, and if you go on the right, you will have some property, you can edit the resolution one more time. If you go on the edit mode, you can click on the edit mode, as you can see it's a little different about the structure, and if for example, you select the tb, you can just select different point. For example, I can click on this one. On this point, I can use my tools, for example, I can pull on the directions. Or this one, I can pull on the directions, I can take this point, in this direction, so you can use the different point to make modification to your curves, just like that. But something that you can do also, it's for example I can take If I take this four point, I can press and I can crack to an extrusion on a specific direction. For example, the x axis, and I can press here again and go on the x axis one more times and I can drag and move a little bit on the directions if I want to. Sometimes it's not every time easy to pull, as you can see. If I sing my front view, it is the same. I can make some transformation. I can click on this point and I can pull on the directions or go on these directions one more times. If I go on my top view, I can come back with extrude, not extrude, move here, move here. If I slik this point and I press, I can extrude on these directions as you can see, and I can constrat on an axis like the y axis. After that, you can validate object mode and you can crato curves just like this. Okay. One more time if you want, you can repeat the process. You can convert to mesh this surface. After to convert to mesh, you can use the modifier if you want to add sickness. But you can also just stay with the curves. 14. Add surfaces part 2: We're going to continue with the curves. Let's silk the cube and delete the cube. So we have seen different ways to add curves. Let's continue add curves, and we can use this surface. We have the nerve cylinders here. Nerves sphere, and we have also the nerve tours. I'm going to continue with these different options. Let's first select the nerve cylinder like this one, and automatically, we have already a surface. After to have already a surface, I can go on the left add surface cylinder. The only option is just to work with the radius. If I want to change the value of the radius, I can click, I can tape for example two meter if I need. After that, I can edit in the edit mode, so I can click here object mode swift to the edit mode. As you can see, I have different types of options. If I select for example, this view, I can cratoselection like a frame of selection just here, and I can just drag and move on this area and I can for example reduce and I can arrive around this part. After that, if I need to extrude, I can press E on the keyboard and I can create a first extrusion. But if I want to constraint on the same axis, I need to precede in this case to constraint on the Z axis. After that, if I press S, I can scale and I can scale on this direction or on the directions. They just scale on the directions. I can continue. I can press. And I can press to constraint here and I can press S to scale, for example on this direction or on the directions. Just like that. And if you want to make some transformation, it's possible you can take her knees two point if you need or you can take her knees two point or you can take her knees point, so you can make the transformation that you want on your different point. Wo to come back, just stay on this base just like this. After that, I will come back to my object mode and I created this base of a surface. One more time, if I want to add sickness, it's possible. I need to convert my surface. I click on the surface object, and you have the options here, convert, and you can convert to mesh. Thanks to that, you can add a modifier. Let's click on convert to mesh. After I will go on the right modifier, add modifiers, I will select generate and we can use solidify. After to use solidify, I can enter the sickness value just here. You can also cut offset if you need on the directions, and you have also more options, even sickness here, feel or this one. Just going to click on feel. Go inside and you can increase the value as you can see. That just work maybe with only this value. I can activate the modifier, click here, and apply, and I will obtain this render with the base of a surface. Let's slick on this one, and let's continue with the different options. I will go and add one more times. Let's select surface nerves nerves sphere. After two sing the nerve sphere, you can go on the left here. You have the radius one meters, and it is a sphere, but it's a surface. If I just go on the edit mode, I can click on the edit mode, I can edit my sphere with a different way for a simple reason it is a surface. If you just go onto the data property here, you have some can increase the resolution if you need, just like that. Something that I can do is to go on this view, and for example, I can select this part with a frame of selection, and I can pull on the right my surface. Or if I want, I can only take this point, and I can pull on the direction or on the direction my surface. But if I want to take all the elements, I can create a frame of selections and just pull on the direction. Just go in this direction. If you want to extrude, you press, and when you press, you can also create an extrusion and I can go on the axis, pressing and if I press S, I can scale just like that. I can press to extrude again. To scale, and I can scale also on the directions, as you can see, so I can scale and just like that. You can make some transformation on the base of your of your sphere surface. If I just come back to my object mode, as you can see, I crated this element, and it is a surface, just like that. Something important, I'm going to show you the last options. I will click on this one and just press delete. Let's just continue. I will go on add here will Cilic surface nerves Taurus. It is a way to craft a Taurus and thanks to that, we can work with the surface Taurus. On the options at surface Taurus, we can just edit the radius. If I go on the edit mode, just here, it is saying I will have access to these different options, and I will be able to change the different point. For example, I can go on this view. Something that I can do is to create a frame of selection of the different parts on the top, just like this. I can for example, not extrude, I can just pull on this direction. If I pull on this direction, I will obtain this render directly. But you can also crate extrusion. For example, I can come back here and I can decide to craton extrusion. I can press and z to constraint on the Z axis, just like that. If I want to scale after to use the left click, I can press S and I can scale on this direction or one more time on these directions. And we have a base of a tours, and as you can see, I created this element. I can also take for example this part, and I can try and move if I need here. I can press S to also scale on the directions. If I just come back to my object model, I crated with a base of a surface, I crated this element, just like that. Don't forget that I'm going to press delete, that you can convert to mesh every time it's possible. Okay. As I explained, you have differences. You have different differences. When you go on ad, you can see curves and surface, and it's different. In the two s, you can work little in the same way, but definitely when you go on the surface, you have order point to edit directly the surface. And when you work with the curves, it's, it's not the same way to edit the different parts of the curves. Let's click on and surface. Is the nerve curves by default, and I can come back on the edit mode. I can press A, and I can extrude, as you can see on specific directions, just like that. Can come back on this area, press again, extrude to scale, and I can press extrude and scale, and I can press Z and scale again. You can crat multiple things. Can also go in the directions, Clixispnt I can move here, Cx print, move here, C Lxispritve here. Just like that. I can make some transformation to these curves. But I can also go here and select all this print and just go on another directions. Every time you can craft frame of selections and with this frame of selection, you can pull different part and make some adjustment. If I just come back to my object mode, so here we have the options. If we go on the edit mode, you won't have access to the deferent phases for the simple reason that it is a surface. But if you convert to me, you will have access after to the edit mode on the different phases. Okay. 15. Add metaballs part 1: We are going to see how to add metols to un metols. One of the first things to do is to selk the cube and we can delete the cube. After that, let's work with metols. It is something extremely useful that you can use. When I go on metabolt you have different type of options. The first options is just to click what type of metabols you want to start. If I click on the first one, just this one, I can go on this area, and when you go on the left, you have add metol. First thing to do, let's see the different metabol that you can add. This is a primitive. By default, you have this one, you can work also with the capsules. You can work with the plane just like this, and you can work with the eso head and you can work with the cube just like this. You have different type of base that you can use. If, for example, I come back with the first one, so this is the first one, you will be able to work every time with what with a reduce. If I click here and I want to change the reduce, I can enter the value that I want on this area. This is the first thing to understand how to add metols After when I go here, you will go on the right and you have some property data property. First, you have the object property. If I click on the metols here on this area, you can find metols inside, also, I have another element. You can work and scale the value if you want on the different axis. Let just come back with a value of one on the x axis, one on the y axis, and on the z axis, one. After that, when I click on the data property, we have the resolution of the metol. Why it is useful because you can here we have a texture space and custom property. But if I just come back to the resolution, you can change the resolution, and you can increase the level of details of the metols using this resolution. After you can also work with a value for render and you have also influence here. But it's more important when we will use some different parameters. Now why is interest to rato metols? I'm going to show you the basics. Let's first click on add here. Let's go on add and select metols with this one. After two select this one, I will zoom a little bit, and something that you can do, you can move your metols just like that. Something important if I duplicate the metol or created one. For example, I can go right click and you have duplicate object, right click duplicate object. When I duplicate the object, what's happened? As you can see, we are in link with the first metols if I drag and move, I can go outside just like this. But if I arrive close, we have a link specific link for the metols just like that. I can go outside, for example, just here on this area. But every time if I select one of these metabols I select, for example, the second one like this one. If you click here, you will select all the metales, but if you click only on the circle outside, you can drag and move the metales. For example, I can duplicate multiple times and I'm going to show you. Let's go on this area and just come back. Here I have my metols. Just click here, position for example here. First, what happened on the construction tree, you have the first one and you have the second one on this area. I can take the second one and just drag and move and position my second one just here. As you can see, I have the increment activated here. I can press control D or duplicate object, a shift D or duplicate object, and I can dragon move this metabol also. If I want, I can position this one just like this. I can continue right click duplicate object, and I can craton do link on this area and Put the metabol like this, right click duplicate object, and I can position just here, right click duplicate object, and I could continue on these directions and right click duplicate object. And right click duplicate object one more times, just like that. It's okay for that. If you go on the construction tree, you can find multiple metables If you select the first one, as you can see, everything is selected. But you can move only the first one here. If you select this one, I will work on the second one and this one, I will work on the third one. Something that I can do is to go now on the resolution options, and when I go on the resolution options, I can increase the resolution. Depending on the level of resolution, you can have your metols more independent just like this. Here we can see the difference. This is why the resolution can be important. I can try and move my resolution value and I can increase the resolution. If you when you want to increase the resolution, it is more a small value. If I increase the resolution, take a glance but the quality is definitely different when we work like this, we have different quality, and I can also decrease the resolution to have the maximum of render, just like this. Here you can also work with a render value, and you have also some influenced work. If I select one more time, for example, the last metols, I can just click here and one more time, I can drag and move. It's a little bit long for a simple reason that we increase a lot the resolution. This is why it's a little bit long when I want to drag and move now this metabols. Even if I work for example here, I move little bit, you can also create link between two metabols if you need. Let's zoom a little bit, go in this area and I can take this part and I can try again move one more times depending of where I want. For example, I can put the metabols just here. 16. Add metaballs part 2: We are going to continue with the metols. For this, let's just click here add, and we can go directly on metols and we have different types of options. I will sellect this one first, and after to sellect this one, it is possible to create something you can create a base. After if you want to reuse this base for, for example, the scripting mode, it is possible. Something that I'm going to do is to click on this base, the first thing to do is to go on metabols here, and I will work with a reduce. By deft, I have this radius. If I want to change that, I can press S D and I can create a base, for example, just like that. I will go on my phone view on this phone view, I will move a little bit on these directions, and I have the snapping options activated as you can see. After that, I will press Z and increase little bit the size on the zxis. I will duplicate this part. One of the problem is it's not possible to work directly with symmetry with the metabols. I will go right click and I will duplicate the object and I will go on the right. After to go on the right, I will use S and I will scale little again on the directions, scale Z I will craft a rotation of this element, and I can turn on these directions, and I can press shift to constraint. Now I obtain this render. Something that you can do is to click on the seven metols I can use my move tools. I will move little bit on the directions, and for example, you can create a link on this area. I can crate a link, for example on this part, and I will duplicate one more time, duplicate the object. When I duplicate the object, I will press y axis to constraint on this area. Now I can duplicate this part. Right click duplicate this part, and I will position this element just on this area. After I will use the axis and I will create a rotation on the x axis. I will use my move tools and just turn and place my element just on this area. I can move a little bit and position this here. As you can see the position is not good on this axis, so this is why I need to make adjustment. After I can duplicate more if I need, so I can go little bit on the right and right click duplicate the object one more times, and I will go on the directions. When I arrive here, I can create a little rotation. And I can drag and move again this part. So you can just cut a base, and if I want you want to reuse for the skting mode or any things like this, it's possible. I can use this metabols and I can use the last one. It means this one, not this one, this one, and I can drag and move little bit on the directions. I can zoom again and make some adjustment about the position. Okay. Let's continue. I will select the first metolsight click duplicate the object one more times, and I will press Z to constraint on the axis. After I will scale the element, and I will zoom a little bit on this area to crate for example base just like that. I can continue. I will press to scale a little bit, and I will extrude with the right click duplicate, and I will position another element here. Let's work on this area, select the x axis. I can press S to scale, I can press S to scale on the x axis and s y to scale on the y axis. And I can position this element, as you can see, just directly here. Perfect. I could continue. You can continue like this and you can craft to base, for example of a character. I can select another metabolis like for example, it can be This one, I can select my X few, same thing. You can go right click, duplicate the object, go on the left, and I can craton part. I can scale little and I can continue like that. I can go right click, duplicate the object, go on the right, and position this element also here. I can take another mets like for example, this one, Okay. And this one, I can duplicate also right click duplicate the object, and position another one. I can press S to scale. I can click on maybe, this one. I can go right click. Duplicate the object, duplicate the object, and then I can press S, scale, and position another one, just like this. I could continue as you can see, you can create just a base. I can continue. Sedict for example, maybe maybe I can sed, this one, and I can go right click, duplicate the object one more times. First, I can position my object here, create a rotation with the rotate tools. And I can create a rotation maybe on this axis like this ops. I think I'm not on the right axis in this case. I need to work on the green axis. But it's not extremely convenient, so I need to turn here and change the position like this position. I can move a little bit and duplicate again, right click duplicate this element, and I can create do link just here. One of the last possibility is, if I want to continue with this one, I can click on another metols for example, it can be this one. I can select this view, and I can do the same type of work. Right click duplicate, and I can create a small one just on this area. I can use scale options. Perfect, and I will duplicate the object, go on the right on this or I can move a little bit and position another one. As you can see, thanks to the metols I created this base. If I just go on the right on the options, one more time, I can work with the resolution just like this, but be careful because if the resolution is to, you won't see anything. I'm going to change my resolution and recuperate for example, this type of view, just like this, here. Something important. I have my first metables. If you just go on this area, you have object. First, if you go to edit mode just like this, you upturn this render. It's not a mesh. If you go on the right, you can see the metabol selected. If I come back to my object mode, I select the first one. I can use object, and if I use convert to mesh, I can convert my metols to a mesh just like this. Now if I go to the edit model, as you can see, I have a topoloogiz it is interesting because sometimes you can have interesting topoloogize. Something that I can do also is to use my skelting model. When I go in the skelting mode, I created this space, and now I can use different tools. With this different tools, I can work to, for example, increase, I can skelt. I can also use a mirror. For example, it can be the y axis mirror, on the y axis mirror, I can make some adjustment, and I can try to make some transformation for this character just using my skt mode just like this. Here, I just use the basic tools. This is the first one, and I will be able to make some transformation. Okay. So this is an example about what you can do with the metols you have different type of example. But first, to understand that. Okay. 17. Add text: Add text. We are going to see how to add text. Some things that I'm going to do is to click on the cube and just delete the cube. It is possible to add text. To add text, we can go directly on add, and you can find text. I'm going to click here. After that, what you can see, you can see the text appearing on this area. I'm going to change little bit the view and zoom on this area. One of the first things to understand when you click on your text, so it is possible to edit the content. To edit the content, you need to swift to the edit mode, so I can go here and go directly on the edit mode, and I will just delete this content, and I will type something different. For example, I would type title. After two type title, as you can see in the edit mode, we only have this type of tools, and I'm going to come back to my object mode. And now this is my text. As you can see, we don't have any sickness on the text. If I want to go on the properties, first things that I can do is to go on the right. I have my object properties, so here is this classical, I can scale on the x axis, scale on the y axis and scale on the Z axis. I can also change the location of my text on the different axis if I need, and then I can create some rotation as you can see with this different value. Let's just come back at zero on the x axis, zero on the y axis and zero on the Zdaxis. Now, something that we can do is to go on the text property. To go on the text property, we can click here object data property. And thanks to that, we have access to different options. If I just continue a little bit, I have the gment here. One of the first things to do, you can work with the resolution. By default, the most of the time we'll keep this resolution. You have some texture space, geometry. In geometry, it is interesting because if you want to create an extrusion, it's possible. One of the first things to do you have trade here, geometry, extrude, and you can crate an extrusion on this Rn, you can enter the value that you want. For example, let's work with 0.08. After to create an extrusion just like this, I can change my view, so it says, Yes, I'm going to come back because the view was not really good, so if I go here. Yes, you can see the extrusion on this area, and if I go on my top view, I can see my text just like this. Yes. Now the view is a little better. So you can apply an extrusion. After you can work with the offset also for your extrusion, it's possible just like this. Okay. If you don't want any offset, you can come back with the value of zero, and you can also add rounded corners with val. You have round object profile here in this case, I'm going to focus on round. I can add rounded corners clicking on the dip. You can also increase the resolution after or decrease the resolution. Here you have field car but it's not going to change anything in this case. Just come back to zero. After you have also some font, so it means you can change bone regular. Not going to spend too much time on the text. We don't use this too much, but just important to understand the principle. But the transformation, even if you set the size first on the object property, it's possible after to set the size but proportionality of your text. You can also use shear to create some transformation like this. And you have everything that you need to edit your text. If you continue, you have even the paragraph aliment, if I zoom little bit. For example, you have multiple word you can change for center, you can change for right, you have also justify even flush. Let just come back on left. Here you have also the top top base line, mid bottom base line and also bottom. You can just change the igment with different value. It's more useful if for example, you have multiple words. If you continue, you will be able to work with the character spacing, line spacing, word spacing. So for example, in this case, I'm not going to work with many word, but just with the character spacing, you can extend just like this with the character spacing. This is what you can do to a text. After that, if you want to edit this text in the edit mode, because when we go on the edit mode, as you can see, you can just change the content. Something that you can do, it's the object mode, it's to convert the text to mesh. You just need to click on the text, then you select object. When you select object, you can go and convert and mesh convert to mesh. After that, when I go on the right, you can see text and now we have this element, it means that we are working on the mesh. Because now we are working on the mesh, you can see the option now this is the data property of the mesh. If I silk my edit mode, now I can edit my letters if I need. And I can sedict the faces, edges or the vertices. If for example, I want to change something like this one, I can take the first one, I can take this part. If I take this part, I can press to extrude and I can click on Z to constraint on the Zaxis. I can press and I can constraint and I can't crat an extrusion just on this area. But I could also take this face and just dragon move the face also on this direction. But if you dragon move the face, equivalents, it's a little strange because you have nothing inside, so we'll have something strange like that. This is why it's better to crut an extrusion, probably in this case. Probably, I think it's better to crat extrusion. If you want to make audio type of modification, for example, I can click here, I can press S, I can scale also. But the render won't be really good. But after the extrusion here, I can press S and now I can make something different. Just to show you that after you need to edit the letter, you just convert to mesh, and after to convert to mesh, you can edit the letters. If I select my view Z, I can, for example, take the first letter, just like this. I can select all the element. But here, I didn't selected all the elements. If you want to select all the element, you need to change here for x ray. Now I can select all this part, and for example, I can drag and move, I can also scale everything at the same time, and I can deactivate x ray. I can come back to my object mode. This is the type of thing that you can do. If I come back here, I can act here again x ray, selectory thing, and I can move also the position of this letter if I need. I can come back to the object mode just like that. Can silk this one and drag and move or six this one again, move on the directions, come back to my object mode, and I can craft this type of transformation. 18. Add armatures part 1: Add armatures. We are going to see how to add armatures. Well, the first thing to do is to slick the cube, and we are going to delete the cube. We are not going to enter too much in the details about the armature because after we will see in a concrete example how it's possible to crat for example, a character to add armatures and to move the character with the armatures. But first, let's just see the basicle. You can click on add. And when you click on add, you have R matures here, and you have different type of options. It means you can just add for example a single bond, but you have also different or type of options. The type of option that I have is because I use an extension, because I use the extensions, you can have a directly multiple element. But if you don't use the extension at the beginning, you can just add, for example, you have single bond here. If I just click on the single bone, I can activate this one, Zoom little bit and automatically, you can see a bone on this area. Now, if I click on this band, I go on the right end. I have the object property. One of the first things to do is you can scale here. But even if you scale, you can work on the different axis. The best things to do will be to scale on the edit mode. But you can scale your bond directly on this area. So here I can scale, here I can scale, and here I can scale. I just come back zero, zero, zero, going to come back with one, here we come back with one, and here we come back with one. I recuperated this ban. If for example, you delete this bond, and I'm going to click on add mesh and select one more times directly armature single bond. When you've got the options here, you can only work with the radiu at the beginning as you can see. After to understand that, what is the Mm? If you click on the bon, you have data property, so here you can find your bond on this area. This is the main bond the reference bond here you have also some bone options on this area and you can find some relation. One of the first things to do is to go on the edit mode, click on the edit mode, and after I will show you an example, we'll create a cylinder and we will put different bonds inside the cylinder and link the armature to the cylinder. First, you understand that when you go into edit mode, you have your base, so you can select your bond here, and for example, you can drag and move the bonds, and you can also select the top of the bonds or the bottom of the butts. When you select the top or the bottoms, you can create extrusion to create a second butts. When I click on this area, something that I can do is to press E on the keyboard, and when I press, I can create an odor bond. You can constraint to axis. If I press, I can constraint on the z axis to cratonoorbon, as you can see. I'm going to go on my view just like that. I could continue. I could press and constraint on the Z axis, just like this. I can continue, and constraint on the Zaxis one more times. After that, each time you have the parameter of your extrusion on the right. Now, if for example, I can silicx this one and I want to go on the right, or I can crater extrusion and just like that. Now some thing that I want to do is to start with this one and just go on the right. I can press and this time, I will constraint on the y axis. I can press, y, and go on the right, just like this, y, and just go on the right on this area. I can press. Y, and I can go on this area. You can also at any moment, move your element so it means you can take any element, as you can see, you have a link, and see something important. If example, I go on this area maybe or maybe this one, it depends. I can see this one, let just come back here. I'm going to press, and I can go on this area, and I can go on this area if I want to move, I can move, and I could continue. This is some basical. Each time when if you select a bone here. For example, I select this one, I can drag and move the bone and depending on how I move, the bonds on the top or on the bottom will be automatically scale. It will change the size of the order bond. If I press S and scale, it is the same. I can increase or decrease the size of my bon. If you want to move, you can also move the bone just like this and the order bond will follow. You can at any moment take a print and you can also drag and move like this using your move tools. This is a bicycle to. Now if I just go on the right here, you have the data properties, and the data property will see on more details after. You have a post position and rest position, so we'll be able to rest the position when we link an armature, for example, here I have also some options because I the extensions. If I just come back to the basic bone property, each time when you click on a bone, for example, I click on this one. I have the head, location x y axis. I have the tails, location x y axis, and the role in degrees. For example, I have the head, and I can drag and move the head just like this. I have the tails just here, and I have this on the Z axis. I can also work with the tails just like that. One of the problems is I'm moving this one, and when you move directly from these panels, is a little different because it's not like to move here, because when you move here with your move tool automatically, we keep continue to have this link here, it is not the case. You have also a role in degras you can your bon. After you can have some options. Here it is transformation. You have a number of segment for the bandy bonds, but here it's not going to change anything properly, and you can find some relations. If I click on any bonds, you can see the name of the bond. This is my reference bond. If I click here, I have bone connected just here, and it is parent to the bond. This is my first one. This is the parent bond, and this one has have as a parent bonds, this one. If I click here, this one of the has as a parent bonds by bond number zero one, and we can see every time the connections. Yes, this is some parameter about additions that you can use in this property. So after if I just come back in the object mode, you will have the possibility to work object mode, edit mode and post mode. This is why we're going just after to create a cylinder and to create an armature inside the cylinder and see how you can link an armature and why it is interesting to do this. Okay 19. Add armatures part 2: We're going to continue with the armatures. So we have seen how it's possible to add bones. Now it is the interest to add bones, we're going to see a concrete example, and for this, I will go and add directly add the mesh, and we can select the cylinder. After two cylix cynnder will zoom little bit here, I have some options about the number of vertices. Let's just increase little bit the number of vertices, and I can work with, for example, 80 vertices just like this. After to work with 80 vertices, we are going to focus on the radius. We can keep this parameter first. When I go on the right, I go on the scale property and I can change the value on the Zaxis. Let's just change this value. I'm going to go here, change the value on the axis, and we'll apply a value of 12 just like that. After that, I will change little bit the position of my element, I will go on this view, select my move tools, and I will move litle bit on this area, like that. It's okay for that. Now I'm going to create subdivision on this cylinder. If you don't add subdivision, it won't be possible to move the element with armatures. I will go directly on the edit mode, and I will create subdivision, but I just want to create some cuts. No subdivision here because we are already subdivisions on this area, but I need to create horizontally. Horizontally, I need to create cut. I can click here. And when I click here, as you can see, you can cut cut, you go one neve click. After you go one neve click, you can go on the options, and on this option, you can increase the number of cuts. And some things that we will do is to add at least maybe 20. Let's work with 28 cut just like that. After that, I can validate my work. How do you come back to the object model. Now that I have subdivision, I will add bones. I can add mesh and add directly matures bon. Okay. After that, I will enter in the edit mode. Let's go on edit mode just here. I don't see directly my bones for a simple reason that you need to change here, and you need to activate. You can work with the wire frame, or you can work also only with the x ray. You can click here and you can just only work with x ray and I can see my bone inside the element. First things to do it is with the move tools, you can increase it the size of the directions. You can click on the bone and you can position the bone just at the base of the cylinder. I can scale little bit my bonds just like this, and I will position the bond just here. I will take a glance about the render. I think it's not bad. Something that I will do now is to click on the top, and we can stay on this view on the x view, and I can press and after that to constraint on this axis and create a second bond with around the same size. And I will repeat the process. Every time you just click on, then, and you can constraint on the same axis. Z and z. I think I'm going to make adjustment to have the same type of ratio. So I'm going to click on the different parts and just go a little bit on this area because the bonds on the top has little too small in comparison on the bonds on the bottom. I will change a little bit the size just here, and having definitely now it's better, can move a little bit on this part and we can continue to move here again. Move on this area, move on this area, and move on this area. Let's do something like that. As you can see, I have my series of different bonds here. Something that I can do, it's now to come back to my object mud. I will come back to my object mud just here. When I come back to my object mud, I have the possibility to link the armature to the cylinder. How to do this. You can select if you select the object, the cylinder, you press shift, and then you silxarmature, you s the cylinder and you can press shift and silxarmture. You can press control p or you go object, and on object, you can select parents, and you have armature deformation. You can also use the shortcut control P and you can use you have different options. The most of the time we will use with automatic automatic weight. I'm going to click with automatic weight just like this. Now what I realize, I realize that I just have on the right armatures. Inside the armatures, I have pose armatures, and I have my cylinder. Now why it is interesting when you link the armatures to the mesh. Because if you select the armatures, so you can continue to see inside, you can go on the pose mode. You have an mode now here pose mode. When you click on the butt pose mode, what you can do. You can select the bon, for example, this one, and as you can see, I can drag and move the bon and turn on on a specific location. When you click on the bon, automatically, you use your move tools, you can create some rotation on the axis. Here it is a green axis, but I can use the red, for example, I can turn like that. I will be able to click here, for example, and I can move on the green axis. I can take another one like this one, and I can also move on the blue axis. You can create some rotation. You can move your element just using the armatures. It's not really a way to deform. It's a way to create some movement using the armatures. It's definitely interesting because when you click, for example on the pace, you've got the right and you have different type of bond options one more time just here, and you have also some data property here. You have the resit position, and when you click on the post position bon position, this is the position with your transformation. If you click here resit position, you can come back to your first position. If I click on sit position and now I want to move, cannot change the pose when rest position. Because if now I click here, it's not possible because I just revisit the position to see how it works. At any moment, I can come back to my pose position just like this. It is interesting and after that we'll be able also to create animation because you can use your armature to move your element and create animation. I'm not going to enter too much in details. We will make a concrete example of how we can create a character after create complete complete armatures, and then links the matures and create an animation using this. This is the reason for which it's just important at the beginning to understand the basics, but not to enter too much in details. At any moment, you can come back, so we are in the object mode and we have the armatures. If you want to link the armatures, you can click on the armatures here, and when you go right click, you have parents, and you can clear parents clear and keep transformation, clear parents inverts. Something that you can do it to clear parents. When you clear parents, as you can see, nothing happen because you need to clear parents on the mes. This is the cylinder that you need to select and right click parents, clear parents. In this case, as you can see, you can recuperate your cylinder. You can see again your armatures, but the armatures have the deformation. But where remove the cylinders of the armatures. Just like this. Okay. 20. Add lattices part 1: We're going to see how to add lattice. To add lattice, we can go on add here, and we can select lattice. It is important to understand that you will have to use this one with a modifier. If you don't use the modifier, it's not going to work properly. One of the first things to do, we are going to remove this cube is to understand the principle of lattice. Thanks to the lattice, you will be able to deform a mesh, and you will use the lattice to deform a mesh. First things to do, let's click on a select lattice. If I zoom a little bit on this lattice, you can see it is just like a cube, but a cube without any face. So if I select on the left, you have have add object. First things to do, you can just work with the radius of your lattice, and you won't have more options here it is just the type of thing that you can add. So it's not more options. If I want to increase the size of this lattice, I can click here and just activate directly a value, and for example, I can type two if I want. After that, you can edit the parameter of this lattice. First, if you want to scale, it's possible. You go on the right, you can change the position, you can create rotation, and you can also scale. If I want to increase little bit here, I can use four, for example, if I need. Another important things is the options in the object data properties. In the object data properties here, you can work with the resolution. The resolution is important because you can subdivide your lattice. For example, if I just click here, I can increase the resolution, and in this case, I will have more subdivision, and I can work with more subdivision here. If you want to have more precision after to deform your mesh, you will be able to use this one. So this is the first thing to understand. You can add a late and you can subdivide. Now let's see the principle of work. I'm going to remove this element, and I would like to add the cube and to deform this cube using a late. I will click on add mesh. You click on add here. Oops, I think, yes, I have something selected. Let's come back add mesh cube. This cube, it is important to understand that if you want to use the lattice, you need to subdivide the cube because if you don't subdivide the cube, it won't be possible to make really transformation on this one. I will click on my cube first. I go on the options. I will just scale a little bit on the Zeb axis, and I will work, for example, with the value of four. After that, I will position my cube. I go in this area, and I can position my cube, maybe a little bit here, and I will subdivide this cube. I will go in my edit mode, and in the edit mode, you can select all the cubes, so you can press A to select everything and right click subdivide. About the number of subdivision, I will increase in the options here, and I will increase with, for example, a number of eight subdivision. After to apply my subdivision, I can come back to the object mode, and I will use the lattice, so I can go on add lattice, and I need this lattice be around my object. So I can scale on different taxes. I can press hoops. I think, yes, I change for this render. I'm going to come back. Yes. I can click on the lattice z the is just to be around my cube. I can press Z again. Move a little bit z just like this. After two have this position, I can also press S, y axis to diutes on this area. Maybe I can press again to diut little bit more and position around my element. It's okay for that. Now what I will be able to do, I think it's not enough, I will scale a little bit more. What I will be able to do. I will be able to use the cube, click on the cube first, after you can go on the right, add modifier, modifier add modifier, and we can select directly the modifier lattice. You can find this directly in deform, and in deform, you can find a lattice. Here, it is important to understand that you have lattice object to deform. What you will be able to do, you will be able to click here on the per tools, and you will be able to select the lattice, this one. Nzolatis is linked directly to my cube, and why it isn't useful because if I click zlatis and I select Edit mode, I go for example on this area, I take this point. I can take this point, move tools. As you can see, I can deform my mesh using these tools. This is why it is important to use to change the resolution and to have more subdivision also for the t. I will come back to my object mode, cx on the right, data properties, and we can change the resolution. About the resolution, I will work for example with four here. Here I can work with four and I will increase on this area with maybe eight subdivision. After to apply subdivision, I can come back to the edit mode, select this view, and I can, for example, select this part, just on this area, all this element. If I press S, I can scale, as you can see on the directions, and this is why it's important to understand that if you don't subdivide your cube, At the beginning, you won't have any renders. Already I just make eight subdivision. It's not enough because here you can see it's not very good about the render, but it's just to show you the principle of work. And if I silk for example, the vertices on this area with a frame of selection, I can press S, and I can for example reduce or increase, and I can go on this area, I can press S, and I can increase the size just here. If I just come back to my object mode, it is a way directly to edit your object, and you can use the lattice to edit your object and sometimes it's very convenient. I will come back to my cue. What's happened if, for example, I silk my lattice I want to remove that. If you remove the lattice, just like this, you will come back with your basic cue. So it's not what I want. I'm going to come back and need to click on the cube, and if I want to validate, I can go on modifier and I can validate the modifier, apply the modifier. You can also decrease the strength of the effect of your modifier, just clicking here with a strain. Something that I'm going to do is just to validate, click here, apply. Now if I click on my lattice, I can remove the lattice and I can validate my work just like this. Okay. 21. Add lattices part 2: We are going to continue with the lattice. We have seen how it's possible to create a lattice. Now, something that we are going to do is to see a different example. So we click on the cube first and press Delete on the keyboard. After that, we will add a different type of mesh just to see the principle of work one more time. I will click directly here, add mesh, and we will use the monkey face. After to use the monkey face, I can ly tell bit about the options here we have the size. I can increase directly the size if I want. Let just take for example four at the beginning, and I can change a little the position of the monkey face. Just go on this area, and I can select this view, and I think I can stay here. After the second thing to do is to craft the lattice to be able to deform the monkey face. First things to do, click on add select lattice, and this lattice, we can scale. I'm going to scale just like this first. After that, I will select for example, this view, and I will position my lattice cube around the monkey face. I can press to scale also on this direction just like that. So after to do this work, I need to add more subdivisions. So I can go on the right, and I will silk the data properties of late and I can change the resolution. I can work with at least four, maybe four on these directions, and also four on the directions. If I want to create more, it's also possible to add more subdivision. Maybe I can increase and put six on this area. I think I need to scale on the y axis also, so I can go on my side view, and I will press S, y to scale also on the directions definitely, it will be better. It's okay for that. Now, some thing that I will do is to select the monkey face, go on the right, add modifier, and on this modifier, we will use directly the deform modifier lattice. The second thing to do is to select the object to deform the mesh. I click here, ropers, and I silk the lattice, just like this. After to do this work, I can click on my lattice and now I can go into edit mode and make transformation to edit the monkey face. I will, for example, select this view. Something important is when I want to deform directly, I don't have the symmetry options here, but I can, for example, create a frame of selection of this area. On this area, I can press S and scale and take a glance, I can deform just like this, the monkey face, for example. Some things that. Something that I can do, it's to, for example, reduce on these directions. Now I want to increase this part. I can take this part, just like this, and I can press and I can scale also the monkey face maybe on the directions. One of the problem is best it's not possible to work directly with symmetry. Expect if we work with another modifier, but I'm not going to show you this now. I'm just going to click here, for example, in this case, I will just use my grid. You can also activate the grid, and you can also use the grid to deform on this side, and can click here and just use the grid to deform in the same way on this side also. I can do something like that. But I think it's not perfectly, yes. Center, maybe I can work like this. You can also have make transformation on your different part just here. Here I'll just work on this view, but it's possible also to select andar view. I can click on this view. If I want to edit, maybe this part on the back, I can take this and I can make some transformation, as you can see, or if I want to edit this part on the top, I can take the vertices and I can increase. My monkey phase don't have too much subdivision. But if we add more subdivision, it's also possible to work with the lattice. After that, the last point, you can go in the object model. If you want to validate, you need to validate the modifier because if you remove the lattice now, as you can see, I just come back with my monkey face at the beginning. I can come back and edit and do I will click on the monkey face, go on the right object, and here you can also work with the strength of your modification on this area. Something that I will do is just to and with this one apply. Now you can remove the latte if you don't need anymore. I have the transformation on this monkey face thanks to the lattes. Okay. 22. Add empty objects part 1: Okay. We are going to see how to add empty object. It is interesting to add empty object for different reason, after when we will use different features, sometimes, sometimes we will be able to use empty object. One of the first things to do, I'm going to show you this different empty object. We're going to show you some basic cues of this. But after in differentiation, we will see that we can use again this empty object. One of the first things to do is to seal the cube and we can press delete on the keyboard. So after that, let's see this different empty object. First thing to do, you're going to add and you can see empty. You have these different options. First, we are going to do this in a simple way just to see the appearance of the different empty object. You can create plane axis so I can zoom a little bit. Every time you will have some option, but not too many things just a radius as you can see, and you can just scale with a radius value just on this area. This is some basic axis. When you've got the right, one more time, you will have the object property with the transformation panels, and you will have the object data properties. In this case, echo glands, we only have plan x directly from this panel, you can also change from these panels, empty object, and you can change the size also directly from this area. Oder type of empty objects that you can use, you can click on ad, you can select empty and directly, you can use arrows. This is the main type of thing but directly, we have the different axis. X y axis, Z axis, and on this area as you can see, adjust have empty. Let's just press delete on this one. Another type of empty object. Add empty, you can crate just a single arrow. Just have arrow in one direction, and you can set the size after if you want to crate rotations. It's also possible. Let's delete this arrow. Let's continue. Click on ad, and click on empty, you can create also circles basic circles. You need to be careful. It is not a curve. It is not a surface, it is empty object, and you can see that on the top right corner. As you can see the small element here, indicate to us that it is empty object. The use will be different that if you use, for example, something like a surface or something like a curves, it is not the same use. Okay. I will press delete on the keyboard, I just click on add empty, and you have also the cube. You can add empty cube, as you can see like this. After you can also scale the cube, and you can resize the cube at your convenience after if you need. Just press delete on this cube. Let's continue, click on add empty. You can also crat directly a sphere. This is the same. You have a sphere as an empty object, and this is why we have different type of circle. We have a circle on each axis. And I can continue. I can press delete. I can click on add select empty and we will be able to add a con just like this, empty con, as you can see. The last possibility is to click on ad and when you go on empty, you have the posited to create empty image. Create empty image, just like that. After when you go on the right, little different because it's possible to open the image, but I will show you how you can work with image in part image and you can drag and move with O of set is and you can change. One more time, you have the option if you want to change for another option of empty object. Okay. Let's see concrete concrete basic use that you can do just to have an ID. I will click on add here mesh. Something that I will use it is the monkey face. I can click on the monkey face, just as that. On this monkey face, I will change the position. I will go and move. I will select this view first, and I will move little bit on my Z axis and move little bit on my x axis. Maybe I can opt just come back. Maybe I can move little bit here and move little bit here. Just like that. It's okay for that. I position this monkey face. If, for example, I want to create symmetries and I don't have any axis. I can click on the monkey face. When you go on object, you can find mirror here. You can also click on right click here and you can find mirror. This is not exactly what I want to do. I'm going to add a modifier, so I can click on the monkey face, go on the right modifier. Thanks to the modifier, you create a different type of things, add modifiers and you have different type of categories. I will use directly the generate and select mirror generate clic mirror. When I click here, what happened? I realize that I'm going to have a mirror, but I don't have any axis yet. If I activate axis, for example, y axis, I have, as you can see, my monkey face with a mirror but directly on the same way depending of the cursor clic Z. Now it is on the Z axis, but just in the same location. This is why I obtain the same render. If I click here, we have a mirror on all the axis. And it is not what I want to do. I want to mirror on the right and mirror, for example, on the bottom here. This is why you can use here dropper to select an axis and you can use empty object. For example, I can go here, I can select ad, and I will use empty, just the basic empty plane axis. After to select this one, if I come back to my monkey face, I can click on the monkey face, I still a my modifiers and you can click mirror object, you select the dropper left click here, and you can select the empty object. When you arrive close, you can see object empty, you can go left click and now the empty object is selected. Why it is the tool because if now I click on x, It's good because I can mirror on the right. If I click on y, here it's not useful because I'm in the same way. If I click on Z, I will mirror on the axis. For example, I can use in this case, x and I can use for example Z and hanks to the empty object, I can mirror my monkey face on different axis properly. After that, if I want, you can keep the modifier, but if you want to validate, you click here, apply. One of the things that you need to understand is it's not duplicated in the collection. It means in the collection, you will have just one entity. I just keep one entity when you use this type of work. Sometimes it's not very good, sometimes it's okay, sometimes it's not very good. It depends about the use that we want. But it is an example about what you can do with this empty object. 23. Add empty objects part 2: We have seen how to cut empty object, and I'm going to continue about the way to use this empty object, and we're going to see another example. I have this cube. I'm going to click on the cube and just press delete on the keyboard. You can use also empty object for example to cut parent link, and you can use this empty object to move for example multiple element at the same times. When I go directly on add, I will add different element, I will add first the monkey face, so I can click on the monkey face. I will create some rotation, so I will click on my rotate tools, and I will turn on the D axis like this, and I will press control to constraint. After that, I will move my monkey face here. Maybe I can change a little bit of the size, go on the scale options, and on the scale options, I will tape a value of two. Here I will tape a value of two, and here I will tape a value of two. Okay. So it's okay for that. I position my monkey face on this area, and I will duplicate this monkey face. We syllx this view first and right click duplicate object or shift D. When I duplicate the object, I can drag and move on the right, and I can for example press Y axis and position another monkey phase, for example here, I can duplicate again, right click duplicate object or shift D, and I can press y two constraint on the y axis, just like that. Maybe I can move a little bit the monkey face just here, and move a little bit here. Depends on what we want to do or we can add more space if we need between the monkey face. Just like that. Now some things that I will do is to go and add mesh, and we will take the ecosphere. The ecosphere will drag and move here, position this ecosphere around this area. I will scale little bit my ecosphere or I will just keep one it's okay. I will duplicate also this ecosphere. The position is here. I will select this view. I will select the ecosphere and right click and duplicate the object. I can press y to constraint on the y axis like this, and I will go right click duplicate the object, go a little bit on the left and y to constraint on the y axis, or I can go on the right. It's better. No need to go on the directions. I will go on the right and position this element just like that. It's okay for that. After something that I will do it is to add empty object. And I will select all this ecosphere move little bit on this area. First things to do add empty and will select the cube. After two silks the cube, I will move and I will put the cube around my su monkey face. I can press S and I can scale on the Yaxisy two for example, cra something like this. I need to check also in the directions. If I go in this direction, it looks pretty nice for surrounding the monkey face. Here it's okay and here it's okay. And I will repeat the same process with the ecosphere. Add select sphere. I can go on empty and select cube. But you can do this with the sphere if you want, it's going to work properly. First thing to do is to position this element around my ecosphes I can click here. Zoom little bit, and I will press S and y axis, first, just like this. Now I want to reduce on the x ax S Z I will move little bit here, I will turn on my side view. I will click on the y axis. On this area, I will press S x to diulebit and move just like that. It's okay for that. Now what is is to link my different object to the empty object. Something that are important that you need to understand about the selections is when you create you select multiple elements, you select the first one, you can press shift, you select the second one, shift the third one. As you can see, you have different orange color. Why you have different orange color? Because the darker orange color is something selected, but not the last one, not the active object. The orange color with more bright colors. Means that it is a selected object and it is active object. It's very important because this is the active object will be the object where we can apply the parents. If I press shift, I can select also my empty object. If I press shift again on this monkey face, now this monkey face will be the active object, or if I continue to press shift on the empty object, the empty object will be the active object. Okay. Why it is important? Because now I can use a parent link and Ali on ad, and if I s click on object, and you can find parents. You can also click on Control P and parents to object, parents to object, and the active object will be the parents. If I click here, parents object. I will repeat the process also on my ecosphere. So I will select. The first one shift, the second one shift the third one and shift the empty object. You can also go right click. When you go right click, you have parents, or you can press control P and you will see object here, parent to object. Now when I go on the left, I have empty and empty here. Something that I can do is to double click, I can change the name, and I can change parents. I can even tape something like group monkeys, and here I can change, double click and tape group spheres, spheres, just like this. Why it is because now I can link the two element inside my group monkey, I have my monkey faces, and inside my group sphere, I have my ecosphes. If I just click on the group monkey, only on my empty object, If I move, I move the content inside. I move also the monkey face when I select my empty object. If I crato rotation like this, I can crato rotation with the content inside. If I decide to scale, I can use my scale tool, select the y element, and I can scale also here. I can also just press, and when I press S, I can scale the content. I think I'm not on the good direction, and just come back. I can use this tool, I can press S and I can scale all the content inside my empty object. If you bring any transformation to the empty object, it will bring to the content linked to the parents. I can do the same thing here. For example, I can move my empty object, and everything will be moved inside. Even if I click here, I have empty object, I can change the size here just for the empty object, but if I press S, I can scale with the content also inside. If you need to come back, it's possible. You just select here you have different options. If you select for example this one, you can go right click and you have parents, and you can clear parents, just like that. Now I recuperate the position of my elements. If I click here parents, and I can clear the parents. If I click here parents, and I can clear also the parents. If I do, I repeat the process for clear parents on each sheeps parents. And the one it is this one, right click parents and clear parents. What you can see, you can see that now we are in the same levels, so it means we recuperate the original position for this object. Now we have the lattice, we are not the lattice, we have the empty object, and now the opt object is not a parents of these different ones. Okay. 24. Add forces part 1: We are going to see how to add force field for this, one of the first things to do is to click on the cube, and we're going to delete this cube. When we want to work with the force field, we will have to work also with some properties on the right, and we will work with physics and for this first let's go add and here you can find different types of force field. Something that I will do the field that we use the most, it's just a force. Let's just click here. What you can see, you can see just an element on this area. This element, if you click on the move tool, you can try and move your element at your convenience, and you can move your force field. You have different type of force fields that you can use. This time, it's just a basic force, but you can go on add and you can select force field and you can select to and one. If for example, I select this one harmonic, as you can see it's a little bit different about the render. When you got the right in the construction tree, you can find the forcephield here or again the harmonic force fheeld. Depending about what you choose, I can see for example, also a wind and one more time, I have something little different. Depending on what you choose, sometimes, it would be a little difficult to drag and move in this example of the wind. If you want to move your element, you need because you don't have any empty object, you need to use these parameters to be able to use your empty object. Now how to work. Something that I will do is to add an element. I will go on hard mesh, and I would silk plane, and this plane, I will go on the right, and I will press S on the y axis, S on the x axis to create something like this. I will press S to scale a little bit more. After to do this work, I will make some little bit more transformation. For this, I will go in my edit mode and I will go right click first subdivide. About the number of subdivision, we will work with 20 subdivision. I would come back to my object mode and I would use my modifiers and modifiers, and I would use deforms to apply the displaced modifiers. With the displaced modifiers, we'll see that in details more after, so it's not a problem if at this moment, everything is not easy, and you can go on the right and you can create a new texture. Click on here, create a new texture. After to cut a new texture, you need to go on the option of the texture just here in the texture properties. In the texture properties, I can add a texture with the type, and on the type, I will select clothes. Thanks to that, I can obtain this type of render and something that I will do, it's just to change the size, and I will increase the size to obtain something more like this, as you can see. Perfect. After I will rato rotation of my element, I can validate my modifier, so you can come back on modifiers properties. We will see the modifiers after everything in details, and you can validate the modifiers with here apply. When I click here, I can crater rotation on the x axis like this, and I will press control to position this element around this area. I can use my object properties. Here, we have a rotation value, and I will tape 90 degrees. And I will put my element just around here. Now what happens if I apply a force field? I will click here and I will try and move this force field and I will move the force field on this area. Just like that, and put the force field just on the front. And after to do this work, I will be able to drag and move little this panel of animation here because we can create an animation on this area. Well the first things to do is to click on the force field, and we have some properties like the data properties. So here we have different type of force field by default it is axis, but we can change four arrows or single arrows. But just click the plane axis. You can change the size like this. This is the properties of the Object, and this is the properties, the data properties and we can go on physics here automatically, you have the force feel activated. We'll see that more in details after, but automatically, you have force feel activated and you have a force here with a strength and shape. If you want to play your animation, you go in this area and you can play the animation clicking here, play animation, and when you go here, you can come back at the beginning. If I go here, I can play animation. As you can see nothing special happen. If I go on the strength here, I can increase the strength with higher value. If I play the animation, as you can see, nothing really happen. For a simple reason that I need to apply on this plane a physical properties. I can click here, I can go on the right, and I can apply one of these physics properties, so I can click on physics, and it can be different type of options. If I use for example close just like that. I activate just close keep All the basic parameter, we're not going to see that in details and come back at the beginning here. But you can see the force field will push the element just like that. When I go here, the force field will push the element, depending of the power that we have. If I just come back here, if I decrease the strength, like just maybe this value, and I come back to play the animation, we just have this part. But if I just change here and I increase the strength, I will have so much power and the object will move on the directions. We have also the gravity on this object, so it means if we click here on this element and we go at the end on the field weight, we can decrease the gravity to zero. In this case, if we push the object, he will stay like this or he will go on the top. If I just come back to this empty object here, have different type of shapes that you can use, but you can also apply some noise and something that you can do is to apply a percentage of fall off. For example, I go here, I go in the directions. But if I apply a power of fall off on, for example, the z axis, can have different type of render. Take a gland it's going to move a little bit slower because I change also this value. Z s to do it to remove this one and click here. This is the type of thing that you can do. 25. Add forces part 2: We are going to continue with a force field. We have seen that it's possible to add force field and we can add an object. Thanks to the physics properties, it's possible to create an animation. When I go directly on add here, we have different type of force field. As explained before, you can just use force here. When you little bit, you have a effectors and when you click here, you can also have the possibility to edit the type of force that you want on this area. You have multiple possibility depending on what you choose. Let's come back to force here, and after to do this work with my move tools, I will move a little bit on the left. I will add another element. Let's click on add mesh and something that I will use in this case, it is the U Vphere. I can click on my U V sphere. And I will scale my UV sphere. To scale the UV sphere, I just press S on n s to scale like this, then s x to scale like the UVsphere I will on the y axis, S y and maybe reduced little bit just like that. I will create a little rotation. I have the rotate tools here. We can click here and on the right axis I can turn le bit and position my element just like that and put this on the right. Something that we can do it to one more time, see how to process. We have a force field here on the right, if I go on the physics property, automatically, I have force field activated, and I can select the type of force one more time that I want here. If you want to change the type of force directly on this area, it's possible. If you deactivate with no, you don't have your physical property activated. I just come back on force field. After when I click on this sphere, I need also to activate one of these options, and in this case, something that I will just apply, we can use, for example, just the close, but we have also type of possibility. We can use also a sob body, for example. And when I click here, and I want to play your animation, as you can see, it's going to move a little bit like this. In this case, we don't have too much power. If I select this object, the force field, and I increase the strength, let's increase with run 20, and applay the animation, as you can see it is going to move like this. Why it's going to move like this because it is a sf body. But if I just deactivate so body with this object, and I activate close, for example, the element is going to fall one more time just like this. And About the options, as I explained before, when you click on the sphere clause, continue, continue, you have the field weight, and the element is going to fall because we have the gravity. If we put the gravity at zero, here we can play the animation, I will optan this render just like this. After echar about this element, we can also change some parameters like for example, the vertex max, we can change the tension, so we can change multiple elements. Depending on this element, we can have different type of render. The mass is stronger. This is why now it is slower to pull the element just like this. I'm going to decrease with for example two. And you can change your force field. If I tick on the force field one more time may just change. Let's Cilic for example, if I just go on this area, let's click wind. You can crat wind with the direction. The direction is on the top of the Zdaxis. But if you use rotate, you can turn and put this on the direction of the sphere. After to do this work you can also click here and you have the power strength with this little arrow and you can put for example, this part here. Now, what happens if I play the animation? I can click here, come back to the beginning, and play the animation. It is another type of force field that we can have, as you can see, and this is a wind and one more time, we have different options that we can use. If I change that, you have more option, you can use for example, turbulence and can use my selection tools. If I click here, place the animation because I have type turbulence, and I just play the animation. Nothing really happened. Maybe I can drag and move this element and put this more around this area, I can increase my strength. Just here, increase the size and the flu, and let's just try you about the turbulence. Yes, we have a little move, as you can see, but definitely it's not too much. Okay. This is, for example, the type turbulence. After you have multiple options, you can use magnetic and here in this case, something more specific. Let's just stay with things simple because at this moment, it just the beginning, so you are not going to understand a lot of things if we enter too much in details. You can also use something like vertex and you can turn like this as you can see. If you want you can decrease the strain and I'm going to decrease the flu also and decrease the strain to turn with slower, just like that. And why it would be useful because you can create animation or you can stop at a moment, and if you stop at a moment, you will be able to, for example, obtain a render. This is how you can add force field and not enter too much in detail for a simple reason that we will see the physics properties after. Here it just to show you that you can add different type of mesh and a different type of object of element. In this case, this is the force field and you have different possibilities. Okay. 26. Add reference image: We are going to see how to add a reference image, add reference image. For instance that I'm going to do is to click on the cube and I will just delete the cube. Why it is interesting to add a reference image. Because if you want to create a model of something, in a different case, you can just use a reference image to help you to create your models. In it can be different things, it can be, for example, an object, it can be a tree, it can be for a character creation also. First thing to do, you need to go and add. When you go an image, you can add a reference image reference image. I'm going to click here image reference. When I go an image reference, I would go on my descop and I selected this image as an example, and I would load the reference image. I can just click here. Something important that you need to know. Is the position of your reference image. By dephon my reference image is located here, and one of the problems, as you can see, is my reference image we have the same thing on the two sides, so it's good. But one of the problems is the position. I can change the position. For example, I can go on the rotation first, and on the rotation, I can take, for example, zero degres and if I tape zero degrees here, and if I tape zero degress here, I will obtain this render. I can use my reference image, for example on this view. And if I want 90 degrees, I can change and cra rotation. If I tape 90 degrees here, I will obtain this render. And it's not exactly what I want to do. If I tape 90 degrees, I will have this, and I think I would prefer to work on this axis with 90 degrees. After that, I can for example move my element, and when you click on the move tool, you can move exactly as an object element. One of the problems if you click on move, you select your gizmo, it's not working properly. You need to go on the right and to set the location position. So for example, I go on this view first, and I can change the location position using my ZD axis. Here, for example, I can change the position and put this on my convence where I want. And let's just a position maybe if I position this at four, let's try at four. If you want to scale if you press S, you can scale your reference image as you can see. When you go on your reference image, you can also use this part to scale, and you have also use this part to scale, and you can also scale on the different directions. But you need to be careful because when you skate on this different direction, you won't stay in the center. You can also take this print and drag and move on this direction to scale on a specific location. Here, this is the empty image as you can see inside of our image. We can go on this area and we have the data object data properties. And as you can see, before I explained that we can crate empty object. It's just a empty object with inside a image. Here, display has, as you can see, it is a image with the size, one more time, we can one with the size here. Rate offset if we need, we can crate upset here or offset in this direction. But this is not what I want to do, so I will come back and do and do. So why it will be interesting to do this one because, for example, you can create a base of a character just using this element. I'm not going to create a full character. It will be long in this case, but just to show you some basic, you can add any things like a cube, something like a cube, you can position your cube on this area. Then you can scale on the axis. You can work also with different view, so it means you can work with image reference here and an order image reference on a different axis. And I can scale on Z, just like that, and I can scale on x just here. For example, I can craft a base located on a specific location. I can go here. Tl strange because it looks like the image is in the center. But when I go with my cube, as you can see here, it's not exactly symmetric, the image is not perfectly well positioned. I think it's not extremely good about that. So we're not going to enter in details. I just to show you some basics we'll be able to apply, for example, a mirror modifiers. We're not going to do this here. I just to show you some basics, so you can just ct for example, a cube. You can go in the edit mode and with the edit mode, you will select the face on the top. And you will use your image reference to work. I can click on extrude, just like this, S, scale, extrude S scale, and I will continue extrude scale extrude and Cro for example, base here, extrude and S two ops. Let's just continue. Yes, just like that. Extrude Z axis, two constraint after the left click, I can scale little bit on this direction, extrude again. After a left click, I can scale on the directions just here. And I could continue. As you can see the image is not really symmetric, and this is the type of thing that you can do and I can press here, extrude Z it axis until this area. You can just use your reference image to, for example, create base or something with more precision. Yes, that's just exist. We could continue just to show you the principle of how you can improve the image. At the end of the work, you will be able to click on the image, and if you are satisfied, you can just delete your image and you will reuse for example, what you have created for here in this case, the character or for another element. This is the principle of the image reference. 27. Add background image: We are going to see how to add image backcros. It's possible to add image backgrouns and you need to understand that it is different that the reference image. First, I have this cube. I'm going to click on the cube and just press delete on the keyboard. To add an image on the backgrounds, you need to click on add and you can find image and you can put a image on the backgrounds. When I click here, automatically, I will search an image on my computer. I will click on my descop in my case and select image here, and I will just use one of these. Something that I would use is the image with the Ocean, for example, so I can click here. And as you can see, the image is appearing on this location. The image appear depending of your view. If you don't select a specific view, your image will be like that. But it's not a problem you can work on the different axis here. I were to work on the different axis, take a glance on the back, we have nothing. It is not like a reference image, and I can put zero. Here I can put zero, and here I can put zero, just like that. So now if I want to have an image on the back room, I can turn. For example, the image. Let's put 90 degrees. And as you can see on the back, we have absolutely nothing. It is one more time empty object. When I click on empty, I can see my image inside like the image reference. If I go on the properties just here, I will find one more time. It is a empty object, and I can see my image located on this area. I can also change the image size from this area or just change the position size also clicking here. If you change the size and the position size here, you come back in the object property, no things will change on this area, as you can see. So why it can be interesting because you can just select your image, you can also scale directly with the different panels that you have and also the corner point. You can just use this on the background, so I can select my image. If you click on this tool, it's not working properly to dragon move. You need to use for example, one of the axis, so I can use my x axis and put the image here. I can press S. And I will work on this view. Let's change the position, position here, position, for example, on this area. Now if I add something, I can click on add mesh, let's silk to the monkey face. Just on this area, the monkey face, I can move a little bit, scale and position my monkey face here. I will little bit position the monkey face. Maybe I can make something smaller, maybe just around this area. I will add subdivision to this monkey face. To add subdivision modifier, add modifiers, and I will use the generate modifiers. It's okay. We'll see that everything in details after. It just click on subdivision surface to add subdivisions and to have a better render for this monkey face. I can click here, subdivision surface. I can increase the value with, for example, four levels of. And I will obtain this render. At this moment, I'm not going to show you the material, the texture. We'll just position the element just here without anything special. Why it is useful because you can just set your camera. You can click on the camera options here. When you click on the camera options, First, I will add apply the modifier. When you click on the camera options, you can silk object properties, and click on the camera, silk the camera view just here, you can define the position of your camera. For example, I can change hoops it scale. It's not that, yes. I can scale the axis. I can scale I can change the position on the y axis, and also on the x axis, let's cut some rotation. Let's cut some rotation, y axis, I'm not going to move here, better to stay on zero. And I can change on the axis like this. Let's change the position again, location x, y, and z, I will go around this area. I can zoom little bit, position this here, select my monkey face, move little here. I can press S to scale little bit and position the monkey face just here. Then I will select my camera view again, change the position on the Zaxis just like that, and change the position on the y axis to go little outside. Yes, here. You can also change when you go on the data properties of the camera. You can change the focal length as you can see. It's possible to change the focal length if you need. Okay. But one more time, we'll see that in details after. I will increase the focal length, and I will come back with a value maybe I can focus on 53. And that's it. After you will create a render, you will have the camera view, and I will show you how to create a render, and this is why it is useful to create a background image. Because when you will export your work, you can just have a image on the backgrounds. We will have this view directly, and we will have the image on the prons. This is why you can add a backgrounds, just like this. You position the image on the background of a scene depending on what you want to do. After you position your camera to have a specific view, and where we will create the render, we'll have the image on the pcrons. Restacs. 28. Start with object mode: We are going to see how to work with the object mode. So for things to do, you need to understand that we are in the object mode when we create when we have different elements, and by default, we work on the object mode. The object mode is located here. When you are in the layout mode, by default, you work with object mode. In the object mode, it's possible to make transformation directly on different type of object like meshes, but also other type of object. And you have also the edit mode. The edit mode is different because you can work directly on faces, you can work on vertices, and you can work on edges. In this mode, for example, I have this cube by default, and I'm going to remove the cube first, pressing delete on the keyboard. When you are in the object mode, you can add different type of elements. When you go on add here, you have different type of options. Something that you can do for example, is to add meshes. I can go on mesh and for example, just add the cube. Every time when you add an object, you will have some properties on this area, and at the same time to have some properties, you will have access to the object properties on the right. For example, my cube, if I want to change the size directly at the beginning, I can change the size at the beginning just here. And when now I go on the right, I have the object property, and I can also change for example, the value. If I want a cube with a different size, I can take for example four on the axis. Here, if I want to take four, I can tape four, and on this area, I can take for example just two. Every time you will have some object properties. I can click on this one. If I want to change the position, I can also work with the location on this area, so we can change the location. Something that I can do also is to create some rotation of my object using the value on the x, y, and z axis. At any moment, I can come back and enter the value of zero if I want to come back at the beginning. When you are in the object mode, you can add any element every time you will have access to these tools on the left. What type of tools you can do? You can move your object, you can create rotation of your object, you can scale your object. These tools, you can do also the same type of work on the object properties. For example, I can use the move tools, and with the move tools, I will be able to move my object on some directions. I will be able to use my rotate tools and create rotation of my object. I can press control to activate constraint. And I can also, for example, use my scale tools, and I will be able to scale my object using these tools. For example, I have this cube here, and I want to add another object. I can go and add mesh, and I will select something different like for example, the ecosphere. Now I have my ecosphere. I can use my move tools or just use my selection tool. It depends about what I want to do. It is same, I can use this value. We have different shortcuts. So for example, if I want to scale my object, I can just press S on the keyboard, and I can scale directly my object instead to use the tools or instead to use this value. But if you want to have more precision, you can tape specific value. So I have this ecosphere and I can drag and move just here. Let's add another mesh. I can add, for example, the monkey face. I can press S and I can scale the monkey face. If I want to crate a rotation, I will use my rotate tools, or I can press air also on the keyboard to create a rotation just like this. If I press control, I will be able to activate a constraint to have more precision. And I will come back to my move tools and move, for example, the monkey face. I can continue with a mesh. I have a lot of types of options, and I can add, for example, a cylinder. I can press Z I I press Z I can constraint on the z axis, or if I just press, I can scale proportionally my cylinder. This will work for any element. Here, I show you with the meshes, but you can add the curves. You can add a surface. You can add this different element and we will stay directly in the object mode. In the object mode, you have also a camera and you have also a light inside the object mode. You can also edit this property. If you select, for example, the light here, you have also the properties of the light, and you can change the position or you can scale your light as you can see if I select S. I can change the position of my light on the x axis, y axis or Z axis with the different properties. It ss that depending on the mesh that you choose. Depending on the objects that you choose, if for example, I silic my ***, I will have the data properties of the object, and here we have data properties for mesh. But if I silic for example, the light, I will have another type of properties, data properties but this time for the light. But every time the object property, it is the same parameter for all the object. After depending of your type of thing that you had, you will have different data properties. Object property properties are the same for the different object. Data property are different depending of the object that you choose. Every time you will have these different tools on the left, so you can insert an element, you will be able to use these tools. In the object model also you have object here. It means you have different transformation that you can add. When you click on object, you can, for example, reuse. One more time, you can use one more times transform. You can change the origin, you can apply mirror. You can use the snapping option so this is. You can duplicate object also very important. You can work with different type of things. You can also convert different objects in another type of object. And you can do this in the object options. When you click on any object, you can go right click and when you go right click, you have also different types of options, and these options are inside the object mode. This is the object mode, don't forget you have the edit mode and the object mode. If I change for the edit mode, I can select the edit mode here, and as you can see, now it's a little different for the simple reason that we don't have exactly the same tools, we can have the same type of tools, but we will apply these tools whether to the face, w to the edges, w to the vertices, and you can select what you want depending on what you choose here. We have a edit mode and we have object mode. You can also switch layerot modeling. Layoout is object mode, and if you click on modeling, Modeling is just to go inside the edit mode. Directly, when you go on modeling, as you can see, you have the edit mode, so it is the same. You can do what you prefer if you prefer switch layout to modeling, it's possible. Or if you want, you can click object mode, or you can click Edit mode here depending on what you want to do. In this object mode, you will have also the collections on the right, and every time when you add something, you will see that on the collections on the right. Okay. So it is very important to understand the different subject mode edit mode when you want to start with the software. 29. Master selections with object mode: We are going to see how to work with the selections in the object mode. One of the first things to do is to select the cube. We're going to remove the cube, and we will have different matches. You can use this type of selections for all the object. Let's just click on A here and we're going to create different meshes, so I can click on mesh, and I will select the cynder. So I have my cylinder on this area, if I go on the options of my cylinder. Here, I define I have some radius. It just change we have the deep. Just going to enter this value and just change on the right with the scale value, and I will crate value on the z axis. So it's okay for that. I will put my cylinder, little bit on the left and put the cylinder, for example, just here, little bit on the top, and I will continue add mesh, I will select the ecosphere. I will press directly S to scale and I will move this sphere, little bit on this area. Add mesh, I will select UV sphere. I will press S to scale this v sphere and position the sphere may be just here. And I will continue with add mesh. Let's select Taurus. I will press S to scale the taurus and position my taurus may be just here. I will continue add mesh. Let's select, for example, the monkey face, and I will press S. I will cratons on the D axis ops. Let's do this again with this axis, and I will press control constraint, and I will drag and move the monkey face a little bit on the right. Let's move tell B this element here. It's okay for that. I have different type of object, as you can see. This different object, how to work with the selection. Go to move tel be this one and move tel be this one just here, it's better. One of the first things to understand is to ct a selection of object, you just go left click and your object is selected. You can see that on the collections on the right, the sphere is selected. If you click outside, you delt. Why you keep this element because you keep every time a active object and the last object selected is by default, the active object. Even if I want to make some transformation, I keep the parameters of my active object. Now, even if the sphere is not selected, this is the last active object and we can enter in the parameter of this object. This is the first things to understand it means if I go here, I select the scale value as you can see it apply on the sphere because the sphere is still active even if it is not selected. You can also select an element directly on the right. So for example, I click here, and I select the Taurus from my collections. When you have a camera, when you have a light or any other type of object, it is the same. You can just select here or select on this area. For example, I have my camera, located here, can select the camera and have access to different options. Now, when you go on select, here, you have different types of selections. First, basics, it is select all, select non, and invert. If you want to select all your object, you can press A on the keyboard and you can select all the elements. Now if I dragon move, I can press A, dragon move, I can move all the elements. Why it's not possible. For a simple reason that the camera in the light, you can't move like this. But if you press A and you just press G on the keyboard with G on the keyboard, you can drag and move your element as you can see. Don't forget that when you use the shortcut G, you can move your element. If you want to deselect, you can click outside, think it is the best. If you want to invert a selection, for example, I select the monkey face, and I want to select everything, expect the monkey face. I select the monkey face, and I can press on the keyboard, Control A, or if you just go here, you have control A on this area also, you can click. When I press control A, as you can see, I selected all the elements expect the monkey face. You just invert the selection. After when you go on select, you have both selection circle selection, like so selections, when for example, you go in this area, you have also some selection tools, you stay left click and you have tweak. When you click on tweak it just to go one left click. But you can change for the select box. What is the select box, you select for example view, and you can just create a frame of selection like this and you can select only specific elements. I can press and move this element. If I go in this area, you have the Cilic circles, and the celc circle, it's what you can just Use your cursor and you can select the element. Going on your cursors. For example, this swing one, I can press g and move on is the swing one. You can also define the due just here on the top left corners. You have also it means here, I have a bigger radius, and as you can see, it's pretty fast for the simple reason that I increase the due. An other options, it is a clic lasso and you can crato selection with the lasso. For example, you go left click and you can start with your lasso tools, and you can create a selection just like this also. This is different options. Another inter string print. When you go on selection, you can select by type, and here you can select what you want. If we have multiple element, it can be can go on add, and I can add, for example, lattice. I can add a lattice, I can scale my latte just like this, and I can position my lattice maybe here, and I can duplicate this latte. Right click duplicate the object, position another one just here. I will add something more. I will click on add. For example, I can add empty plane axis, and I will move this axis here, press S to scale, this axis. I will go on add empty and I will add empty sphere. Just like this, I will press S to scale, and I will move my empty sphere just on this area. Some things that you can do is to select by categorize. If I click here, add, select and I go directly by type. If I click on mesh, as you can see, all the meshes are selected. Thanks to that, I can select only the meshes. If you continue, select by type, and I decide to select late. I click on late, my lattices are selected and I can move Osletss or scale slatss also if you want with a shortcut. If I continue, I'll just click on select and select all by type, and I want to select for example, empty object, so I can continue and you have empty. Now my two empty objects are selected. You can repeat the process also for camera and also for light. So when you go on select, you can also select. For example, you have the active camera, and you can also select by types, the light or the camera if you work with multiple camera and multiple light, it can be useful. This is how you can work with selection. The last point is to select element with shift, and you just need to understand that the last element will be the active object with a different color. For example, I select this fhere, and I can press shift, select the cylinder, select the Taurus, select the ecosphere and sealing the monkey face. The orange color is a little different. Here it is darker, here it is lighter. For a simple reason that the last object, it is the active object. The monkey face will be the active object and not only a selection. Why we have the separation, as you can see, about the orange color. Because when we create different things, like, for example, it can be armatures, or it can be apparent slick. We will link this to the active object, and this is why it's important to understand the active object. But if I press shift again and I select the ecosphere. Now the ecosphere will become the active object because range color is little different. You can change your active object, you just press shift, and silk for example, and one, and everything is still selected, but teaches that the active object is different. This is how you can work with the selection. 30. Edit object properties: Okay. We are going to see how to work with the object properties. When we go on the right, when you create a selection, you can have access to the object properties. So I have my cube, and when I click on this cube, as I explained before, you can transform this cube with different options. First, you have the different tools on the left, and the options also on the right is to select the object properties. Object properties, it's not only for meshes, it is for all the objects that you will have on your scene. So for example, I have my scene collections here. And I can edit venipacliomera or venipaclizlt. I will have also these object properties. But it works for all the type of element. When you go on add, you have different options and every time you will have object properties. If I tal bit select the cube. What you can do, the things that we use the most, it is just the transformations. When I go on the transformations, I have my different location. To explain the first thing that you can do, for example, it is to scale your object. If I want to scale my cube, I can change the value, I can take for example four on this axis. On this axis, I can take for example eight, and on this axis, I can take for example two. You can scale your cube directly entering this value. You have also a su posited to create a rotation. For example, on this axis, I can tape 90 degrees and I can turn here, if I want 90 degrees, I can turn like this, and if I want 20 degrees here, I can turn like that. It's important because when you use your tool, you can check also where you are located. If I just come back with zero degrees, zero digress and zero digress, you can also work with a location. While it is useful because sometimes you can move, you will move a little bit, and if you want to have more precision, here, I have this value, you can enter a specific values. For example, I can enter a specific value like -12 and directly, I know that I will be positioned at -12. On the y axis, it is the same. I can drag and move, so you can just drag and move the mouse to move and you can enter the value that you want. If I want to go at ten, I can just enter ten, for example. If I want on the Zaxis be at 40, I can just step 40 and my cube will be located on the Zaxis at 40. This is how you can work with this type of things. If I just press delete. It works for everything. You can add, for example, a mesh, it can be a ecosphere. If I use my ecosphere, it is the same. I can work with the location, the scale value. If I want to change the ratio, I can tap four here, I can tap four on this area, and I can just tap two on this area to create this ecosphere. I'm going to Zoom just with my move tools. It works for everything if I add something like it can be a surface or curves. I can add a surface like nerve curves. As you can see this is my nerve curves, I can scale my upturs on the x y axis in axis. I can also create a rotation of my upturs if I need. If I want a lattice, I can add lattice here. It is same I can scale my lattice with the different value and I can work with different options. It's okay for that. Other types of things that you can do. It's you have more parameters. Let's just come back with the cube, so I will add select mesh, cratocube. We'll just change one more time the scale value. Let's work with six on the x axis, eight on the y axis and four on the Z axis. You have also the Delta transformation is something a little specific, so it means after the transformation, you can use again transformation. Honestly, we don't use this too much, I'm not going to enter in details with this for a simple reason that it's not really something that we use a lot. We focus more on this transformation. Every time you have more options, like for example, the relations, and if you create a relation to a parents, you will be I will explain after how to create relation with parents. You will see the parents located here. If you select the collections, it is same. You can see where is your object inside the collections. By default, we just have one collections, and we can see that this object is inside the collections. We can work also with instances, non vertices faces, here something little specific. You have also motion pass. Here motion pass is just where you want to work with the number of step it is concerned for the animation. You have the visibility. Visibility selected viewport renders. By default, everything is selected here, and you have also the viewpoint display. Viewpoint display can be interesting in some features because if you have my cube here, you can change the viewpoint display. For example, here it is just a color it is something specific, so you can change here in red. Nothing specific will happen, but something important here. Okay. If, for example, I use the red color, and I decide to go in my shedding options here. When I go in my shading options here, we'll be able to add nodes. Here, it's not going to change anything, but you can find one more times of play display, and here we can edit the color on this area. But here, it's really it's something a little different, and I'm going to come back to my layout mode and something important that I wanted to show you, you can show more things about your elements. For example, you can choose the name. You can choose axis. You can show wire frame, ledges, texture space, and in front. So you can add more parameters. By default, we just have the shadows, but you can add more parameters. You have also the display options. It is texture, but you can work only with solid and sometimes it's useful because you can work only with wire. Here you have bound and let just come back on texture. If I just continue, you have line art, little specific and then the custom properties. The most important things here were to see how to work with the transformation panels, and that also you can change the view and you have the display of your element on this area. It works for everything. You can select the camera. You will have different options also. You select the light, you will have different options also, and you can use this object properties to edit the parameters. Okay. 31. Edit object dimensions: We are going to see how to work with the dimensions. When you add an object, you have the possibility to have access to the dimensions. Something important when you have access to the dimensions is the difference between the dimensions and the value. Here, for example, we have a cube. I'm going to select this cube and zoom bit, and this cube, when you go on the right, you have the object properties, and you realize that we have a scale value. The scale value is one, one, and one. But the real size of this object is not one, one, one. It is 2 meters. This cube has the size of 2 meters. How you can check that because if I just go in this area, I s for example, one of this view or for example, this view, you realize that here we have one big square and it means from here to here we have 1 meter, and here to here we have 1 meter also, and this object have two meter by 2 meters, and T is important to know. If you change the scale value, you will have different possibilities. For example, if I go here, I can change the scale value. If I go on the x axis and I decide to tape something, I can tape for example two, and here I can tape for example two, and here I can tape for example two. And now I have a cube with for meter by for meters. Now, how you can know that this cube has for meters. You just need to go on this area and you can drag and move this window. When you drag and move this window, you have the item property. Here you have different options and you need to go on item. When you go on item, you can find the transformation panel one more times, and here you can find the scale value and the dimensions, but you won't see the dimensions directly here. What I can see, I can see that I have a scale value of two, but I have a dimensions of 4 meters, and it's not independent, but something that you need to understand is when you go on this area, if, for example, I define one, I can come back with one here automatically on the axis, I have two. If I define for example, six, I can take six and automatically now I have 12 meter on this area. But if I change here, for example, I define the axis, six meter. What I can see I can see here. Something important to understand is when you go on this area, you have object. When you click on object, you can find apply here, and in the apply options, you have the scale value. And when you click on scale value, you can ask two blender as two blender to apply the dimensions to the scale value. If I click on scale, apply scale, as you can see, now this is the new scale value, and the dimension six four and four meter now will be at the scale value. This is something important to know. If for example, you change here, now if I put two, it's something a little different, and now two is equal to 12 meter. But before two was equal to four meter. If I come back to one, as you can see at the beginning with this cube, one is equal to six meter. But now before one was equal to two meter and now one is equal to six meter. This is the type of thing that you can do. If I just show you a second example, I will click on this one, press delete. We can add another element, so I will go directly on add and I will select another type of mesh. What type of mesh I can use I will use, for example, the ecosphere. After to add the ecosphere, you have different options here. Okay I'm going to click here and do this again because I want to have access to the ecosphere options. When I go on this are radue of the ecosphere options, and you can also enter the radius and the radius will not change the unit here. So it means if I change the radius here. I tap two directly, and I decide to close. As you can see on the right, I keep one, one, and one. But if I click on my ecosphere. I can go on the right silk the items, and now we can find another type of value here. But I can ask to blender one more time, for example, I can apply value like four here. On this area, I can apply like two, and on this area, I can apply two. One more time, I can ask to blender to have this new value if I need. Or here I can increase more, I can tape maybe six, just like this. I can ask to blender to have this new value. So I can go on the left, select object in the object properties, something that I can do is to click here and apply scale. Now we have the new scale value as you can see. So it is definitely something extremely important to understand this unit and value. You have the dimensions that you have the value. News for anything, you can add anything that you want, you can add a mesh. If you want to add a cylinder, it is the same. I can start with my cylinder, and automatically, I will have some options for this cylinder, and two meter two meter two meter is equal on this one. But if I define for example four, I can define four on this area. And I can define maybe four and on the daxes two. One more time, I can ask two blender to go an object. Select apply scale, and now I have my new scale value as you can see. 32. Move objects: We are going to see how to move object. Let's select the cube, and after to select the cube, we're going to change little dimensions. I click on the cube, ground the right and I can change the dimensions on the property. Some things that I will tape, I will work with the x axis, and I will change with the value of four. On the y axis, I will change with the value of eight, and on the Z axis, I will change with the value of two. If you want to move this cube you go on the left and you have the move tools. You can also use on the keyboard, the shortcut g. When you select your object, you click on these tools, as you can see, now we are in the center of the object, this element, and we can just move on the axis that we want. First things to do if you want to move if you want to move free, you just click on the Y circle and when you click on the y circles, you can move at your convenience where you want. If not, you can just move on the zd axis on the y axis and on the x axis, just like this selecting the different arrows by colors. I'm going to come back. The best things to do when you want to move, it's to select views, so you select the views that you want. After select the view, you can activate depending on the situation, the snapping options. So for example, I can snap here, snap to the cred. And if for example, I go on my top view, just like this. I can drag and move and with a precision, I can move exactly where I want, for example here. Now, if I want to move on these directions, I can also use my tb view. And I can Cilic this time this axis, and I can move on my convenience just here, as you can see. If I want to move on the axis, ben things to do it to click, for example, this view on the x axis, and I can dry and move on this axis depending on where I want to position my element. If you want to check that you have specific value, you just go on the right. You go on the panel, subject properties. For example, here, I know that I snapped to the grid for a simple reason, I have a value like, for example, we have -14 meters, 12 meters, 8 meters, so it means we just move every meters using the grid. When we little bit, you can also why you have different points here because you can move on two axes at the same time. If I click here, I can move on two axes at the same time as you can see. If I click on this one, I can move on two other axis at the same time and this one, two other axis at the same time. The last possibility is to use also G, and when you press G on the keyboard, you can just move your element just like this. Sometimes it is convenient because for example, you have here, you have the camera, you have the light, and when for example, you click on the camera, it's not possible to use these tools. When you click on the light, it's not possible to use these tools. But when you click on the camera, if you press, you can move with your camera, as you can see, so I press G, and I can move on my convenans and constraint on the axis pressing, for example, Z x or y. I'm going to come back with my camera just here. For the light, it is the same. You can use the value of the property on the right, but you can press also, and if you pre press one of the axis, you can constraint to a specific axis. This is how to move your element. If I just press an ad, mesh, elic something little different. Let's just take the ecosphere like this. You can also press G, and when you press, you can activate a constraint on the x y or z axis. For example, I click on my cos fare, I press G on the keyboard, as you can see here, I move free, but if I press x, I can constraint on the x axis. This is why you can use g and press one of the axis, for example, x. If I want to constraint on the y axis, I press g and y and now I can constraint to the y axis, and I can press G. Z, and I can move on the ZD axis. Every time on the move here, you will have what we will be able to do for the move for example here, I have the options on the ZD axis. If I just come back, delete this ecosphere just to show you the options, you can go on add. Let's select mesh. Let's take for example, the cylinder, just like that. If I take again, my move tools, if I move on the x axis, just like this, you go on the move options, and here you can enter the value that you want on axis, but you can work also on the y axis, Zaxis and you can take specific value if you need. Just like that. For example, if I want to increase on the zxis, it's possible. 33. Rotate objects: We are going to see how to rotate object. To rotate object, we will select the cube, and we will change a little value of the cube. I will go on the right here of the x y axis, and I will change the value on the x axis. I will tape a value of four on the y axis. I will tape value of eight and on the z axis, I will tape a value of two. To rotate object, you have two possibilities. You click on your object and you go to search the rotate tools, or you can press on the keyboard, the short cut her. If I just use my rotate tools. Here you can find your element like what you can create rotation, and you can have the different axis. First things to do if you want to rotate free, you have the y circles, and when you use the circles, you will just rotate on all the axis depending of the views. If I just come back here, I want to rotate, for example on the axis. I can click on my blue axis just like this, and I can rotate. If you want to apply a constraint, you can just press on the keyboard control. When you press control, it's possible to constraint. In this case, zero, we have 51015, 20, 25 30, and you can constraint like this for the number of degrees. Thanks to that, I created a rotation of 90 degrees. I can go in my transformation panels and I can see the rotation value -90 degres. But you can also use this transformation panels if you need. If I want to rotate on the x axis 90 degrees, I can click on my object, and I can just tap here 90 degres and I can rotate also directly of 90 degrees. Every time you can use one of the axis and you can press control if you want to apply a constraint for the value. Here, I can see this axis and I can press control also. Okay. If for example, you want to sit your object and come back at zero. You just go on the properties. You click here, and the best things to do, you can tap again zero. You can tap again zero and thanks to that, you will be pretty sure that you come back with zero. When you create a rotation, you have the rotate options here. I select my tools. If I select the blue axis, don't forget that you can select specific view also, can go on the top view. I can turn on the blue axis. If I press control, I can constraint like that. Here, I have the angles, -90 degress, but you can also work with a specific value. If I want to turn a -90 degress, yes, I can just take -90 and left click to validate. The other options, I'm going to show you it's just to rotate, so you can use your move tools, then you can change for rotate, for example. Another option is to use air. If for example, with my move tool, cyclic here, a curate modifications, I can press air on the keyboard, and when I press air, I can turn and it is you can constraint on the axis. If I press after, I can constraint on the Z axis. If I press X, I can constraint on the x axis. If I press y, I can constraint on the y axis, and as long as you didn't validate with left click, you can change the constraint at your covenant. X axis, y axis, Zaxis, you can just press x, y, or z axis to apply a constraint, and then you can press control again if you need to apply another constraint. And you can position at your convenience and crater rotation. I'm going to delete this element, you can do this for all the objects, so you can select any object, a mesh can be for example ecosphere. I'm going to press S to scale on these directions. After I will use for example, my rotate tools, turn on this direction, press control, and I will apply 90 degrees, just like that. Okay. Let's select another example. I will go directly on add mesh. For example, I select the plane. And this plane, I'm going to enter some values on the right, and on the y axis, I will increase with the value of two. I just want to crater If I just use air, I can press air first, and then I constraint on the y axis, and on the y axis, I can turn like that. In this case, I want 45 degrees. I can press left click, go on the options, and here I can just take minus. Okay. 45 digress. I can press enter left click and I created this plane with -45 digress. If I want to move in the right directions, I can change local and now I can move on the directions if I need. 34. Scale objects: We are going to see how to scale object to scale object, we're going to use the cube. And after to use the cube, I will change a little bit of size so I can go on the right. The first thing that you can see is on the transformation panel on the object property. You can change directly the value and you can scale your object from the panels. This is the first thing that you can do, for example, I can tap eight, I can tape eight here on this area and I can tape two if I need. I can just scale my object using the property panels and I can change the different values. After that, if I go on the left, I have also the scale tools. When I click on the scale tool, so first things to do, you need to select the object, so I can click on the object, and I can activate the scale tools. You have different way. If you want to scale proportionally, you can just take the circle here. When you take the circle, you can dry and move and you can scale proportionally. As you can see, when you see on the right, the values are changing, and when you go on the re size options, you can also enter the values that you want. If you draw and move here, you will drag and move with proportionality on the different side. Now you can also scale on specific size. You can click on the cure. For example, I select the y axis, the x axis, the x views. When I work on these views, I can drag and move this y, this green handles, and I can just scale only on this area. Here we work only on the y axis as you can see. In this area, I can work only on the y axis. If I change the views, I select my ZD views on the top. I can click on this handle. This is the x handles, and I can scale only on the x axis as you can see. The last thing that I can do is to select these views, take the handles and only scale on the ZD axis. But you can also enter the value that you want directly on this area. Last important print is you can scale also when you use S, and it's very, very useful to use S many times the shortcuts. For example, I go directly on add here mesh and I add a monkey face. When I add a monkey face here, for example, by default, I would use my selection tool or my move tools. If automatically I want to scale, I select my monkey face and directly, I can press S on the keyboard and I can scale proportionally. If you press S, you can scale proportionally first, but you can also scale on the constraint axis. I can press S again, Z, and I can scale only on the Z axis as you can see. Every time you can work with the value on this area also. If I press S x, I can scale on the x axis. If I press S, y, I can scale on the y axis, and you can also reduce y, and I can reduce again, just like this at my convenience. If you just press S, you will scale proportionally your object. But if you press S and you activate after Z, x or y, you can contrate on a specific axis. It's also very useful because you don't need to every time use your scale tools and you can just use this. Something important. When you use the scale tools, you have also another tool, I teach the scale cage tools. When you click on the scale cache tools, you can have access to a cache and you can also drag and move the different different print. So for example, I go here on this view. And as you can see, I have this print. And when I click on this print, I can scale only on the right. And when I click on this print, only on the left, for example, if I click here, only on the top or here, only on the butto. It's a different way to scale that it's not possible to do just with the scale tools. You have access to different handles and you can scale in a different way and you can scale only a specific side if you need using these tools. Here the scale tools, and you can work also with scale catch tools and take a glance about what it can be interesting. I'm going to add mesh selector cube here. Sing my selection tools go on this area. And I will activate here snapping options, and I will position my cube, yes, just maybe here. I would like to scale. Okay. Maybe I'm going to position here. I would like to scale only on the right here. For this, I can click on the cube, select the tools, and I can just drag and move only this part. As you can see, I can only scale my cube on this direction. This is why it is useful sometimes to use this type of tools, but the recis options here, if I want, I can tap two, just like this. And I think on this area will be able to tap two, and I can make a transformation of my cube just only on this side, as you can see. This is why it is useful. 35. Add annotations: Add annotations. Let's explain how it's possible to add annotations. When you go on the left here, you have the annotation tools. What is interest to use annotation tools? It's not directly for the conception. It is just for you if you want to explain something, if you want to show something, you can use the anoation tools. For example, I have this cube. I'm going to click on the cube, and first I will press Delete on this cube. So after to do this work, I will just add another element, add mesh, and for example, I will just use the ecosphere and I will press S and I will increase the ecosphere. I can go on this view and I can drag and move the ecosphere a little bit on this area. I can even put this little bit on the top just here. How to use this annotation annotation tools. You go on the left and you select annotate because you have other tools that you can use. Let's select just annotate. When you click on annotate here, you have different types of options here and you can select a specific view. It's important to seek a specific view. For example, I can see this specific view and I can just create a line just like this, create another line just here. If you want to create something like arrow, you can do something like that. If you want to add text, you can also click and I can tap something like this. As you can see, you can crat annotations. You can do anything that you want, you can draw something with these tools. Here you have also the possibility to stabilize the struck. When you activate on these options, you have stabilized the strokes and you have a due and a factor. It is the tool because now if I just crate something like a curves, as you can see, we have a stabilization and it can be better to crate something. If I cra also just a line using the stabiliz, it can be also sometimes better. So here, as you can see, we stay on the same view. So this is why it is important to stay in the same view because if for example, we use this view and we create something like this, as you can see, we won't be on the same view. If I just press undo panels, I can just remove my last actions. Something important. Here I created this part is you have annotation options, and here this is the color of the nutations. If I want to change, I can change the color here of my annotation. On the right here, you can create different annotations, and it is like a layer panels, but layer panels for annotations. Here I have not. This is my first. If I want to create a door one, I can click here plus, and I can create a door one. For example, on this new note, I can change the colors and let's change for something like yellow. Now I can stay on this view and I can use again my annotation tools and let's cut something more. I think let's cut something just here, and can just show something. So just like that. And if I want, I can deactivate the stabilized strokes, and I can continue with annotations here. I can click Plus, and I can change the colors and let's work with green. After to work with green, I can create something on the back here. And just here. After that, you can classify your notations. When you go on this option, you have the first node, the second node, and the third nude. If you click on the first, you can rename. For example, I can just take nude number one. Here in yellow, it is the node number two, and here this is the node number. When you go on the right, you can at any moment, deactivate the view of one, so here I can hide the view of this notation, the first one. When you go here, you have in front, so it means you can also position element in front or in back. I mean, if the notations, take a glance. We can do this on the front, and if you click on the notations, not number three, and you put in front, you will be in front. But if you put, for example, annotation number one in front, Just here, it can change something about the render. Here, you don't see too much, but you can just drag and move. I think the better things to do is to drag and move. If you drag and move, you will have something on the front. Here, the blue is on the front. But if I go here, I can change and now the blue is on the back. I just continue here. You can change the position of this area. At any more, you can click on press, add a new notation layers or remove a new nation layers. You can even on any layers, work with the opacity of layer. Here, I work with my first note with the transparency as you can see. You can even work with the sickness of your layers. Here this is the size, the sickness and we can decrease or we can decrease by default we, but it's possible to change. Last things to do to know it is you can use the annotate tool, but you have also a notation line. If I come back to my first note, you can just cut a line, and why it is useful because here you will cut a perfect line. You can use also the annotate polygons. In this case, if I come back to my view, I can just c multiple point to define polygons like this. And the last tools is the annotation riser. Because you can erisee for example, a specific part if I come back to annotate, I can click here. If I want to erise layer notation like the one and the two and the sue, I can click here. Oops, I think I make the mistakes. Yes, I see the node number two and menus, the node number and menus. Now, in size number one, if I don't want to delete everything, I can just silk notate eriser with the notated eriser I can silk the radius of my eriser you can just rise like this, just only what you want. Define the size of your eriser. Take a glance like this, going to reduce, after you can just rise only what you want on your conceptions, just like this. If I want to rise everything, I just come back on annotate, select the layer panels, and I can for example, click on minus on this one. This is how to use the annotation tool. Sometimes it can be useful if you want to show something or if you want to give information indications, you can use annotation tool and something interesting is working with layers. You can hide your annotation at any moment or you can remove the annotation after if you need. Okay. 36. Add dimensions: We're going to see how to add dimensions. Let's first select the cube and after to select the cube, I will be able to change little the dimensions. I will go on the right first, and I can scale with specific value. On the x axis, I will change my value, and I will work with two. On the y axis, I will change my value, and I will work with eight. On the axis, I will change also my value. I will work with two just like this. Maybe I will increase little bit in this direction, four, and I will increase little bit in this direction with 12, just like that. After that, I will select this view as you can see, and I will change little position. I can click Move tools. I will activate also the snapping options and I will try and move little bit just on this axis. After let's cratonoder cube. I will go on add, mesh, sllectonoder cube. This cube, first I can go on the left just here, and I will move a little bit on this area. I will use my scale options. I will work on the D axis first, so I can zoom little out, and on the z axis, I will change my value. I will tape a value of eight. On the y axis, I will tape a value of two, and on the x axis, I will work with a value of four. Just like that. I will position this element. I select this view I will move a little bit, and I will position this on the left. I will duplicate this element to have the same thing on the right. Right click directly duplicate the object, and you can just stay snap to the grid and duplicate just here, like that. It's okay for that. I created this element. Something that I would like to do is to add dimensions. When you go on the left here, you can find the Maser tools. When I click on the Maser tools, I can select first point and I can select a second point. You can just snap to different corner. You can also snap two lines. If for example, I decide to snap to this point, left click and I go left click here. As you can see, you have zero and zero because you need to stay left click. I'm going to undo. Click on my tool again and you need to stay left click and why you stay left click, you can snap to the order corner. I realize what I realize that I have 16 meters. Why you 16 meter because I has explained when we have this value of eight, it means that we have 16 meters depending of the parameter of the object. As I've explained before, when you click here, you can open this panels, and as you can see, we have this ratio. At the beginning, when we craft a cube, we have by default x y z on the scale value one, and the dimension will be two meter on the x y in this axis. This is why now on the x four I have eight, two, I have four and eight, I have 16 here. This is why I have 16 on this area. This is the first thing is important to understand. Now if I continue with my tools, as you can see, you only see the dimensions when you click on the Maser tools. When you click on the meser tools, for example, I can snap another corner this corner and I can snap here and I can find 4 meters. I can also maybe you can also snap to a corner and I can snap to this corner and I will have a total or 32 meters. And I could continue. For example, I can click here, dragon move until here, and I know that I will have 24 meters. So the aim is just to add dimensions. So know what happens if for example, you select an element in the midle it's possible you can snap midle to mydols or you can snap this mid midles. When you arrive close to midle point, you can also snap. You can see the small element like one, here it is the corner, here it is the corner, and here it is the mids. You can also take, for example, this part and you can create dimensions just like this. This is how you can work with the dimensions. Something interesting is you can drag and move the view. The dimension will be adjusted to the view. If I go here, I can find all my dimensions. If I go on the top, I can see also all my dimensions with the values. The M is just word dimensions, just like that. So after nothing more to say, I'm not going to enter more in detail. You can see the measure of the object. Just don't forget the difference between the scale value and the dimension value. By default, the scale value is not the same as the dimension value. This is why this here are not going to be equal to the scale value on the right. Okay. Now we have the dimensions. I'm going to click here and come back on this area. If you just go out of the dimensions, as you can see, you won't see the dimension anymore, at any moment, you can click on meso and you will see your dimensions just like that. Something that I can do, it's just to delete this different cube. 37. Add shapes: Add shapes. It is possible when we use these tools here to add shapes. It is just another way to chaps. For example, something that I can do is to click on this cube, and on this cube, I will just press did it. It is just another way to tch. I can go on the left, I can select these tools, and when you select the tools, you can add a cube, but it's a little different about the process to work. You can also add c cylinders, visphere and ecosphere. If I select the cube, just here. Something that I can do it is to go for example area and you stay left click first, left click. After to stay left click, you can drag and move the base of your cube. For example, I drag and move the base of my cube, and when I stop left click, I can work in this direction now and you can create another element, for example, can be this one, left click. As you can see, I create in my cube working like that. If I go on my construction tree on the right, I can see my cube here that we've just created. So this is how it is and way to work, you can just go one left click, you stay left click and after when you stop left click, you can work on the order direction to create your cume. If I just continue, you can do the same thing with a con, so I can start on for example here. Left click, crat the base of the con. If you press shift, you can constraint to have a perfect base, so it means a perfect circle. When you stop left click, you can just drag and move to crotch the top of the con just on this area. If I select cylinder, it is the same. I can create a base. Left click here. Stay left click, you can press shift to constraint on this axis. After you can drag and move on a direction, for example, the directions, and I can create a cylinder. After to add a cylinder, for example, you have the options. So Before to do the left click, you can work with your vertices exactly like we have done when we add a mesh. You can also create a radius. You can work with the radius, and you can work with the deep after. After you can have access to the same options that we have seen when you add a mesh. If I just continue, add this sphere. I will go left click here. If I press shift, I can constraint to have a proportionality, and then I can go in these directions, and it is the same you can press shift if you want to constraint to have something perfectly proportional if you don't want, you can just go like this and you can craft this type of sphere. The last one is ecosphere. And let's just go left click, rato base, it is the same you can press shift to cratoperfect base. After when you stop, you go left click and you can do the same thing, but this time with the ecosphere as you can see. Now if I just take a glance on the right, each time you will have a new mesh, and we have this, this cube, this other cube, this cylinder, this ecosphere, and this sphere. Is it really useful not too much because we can just add meshes from our panels. It is just another way to add element. Is it really useful? Yes, because sometimes you can also directly snap to a face. When you snap to a face, you can directly also create an element. For example, you go here and you can snap to a face and directly, you can create also an element. Sometimes it is useful for that. But for the rest, not big change. Or I can also crab my recon girl left click, left click and crad this con girl. 38. Edit properties: We're going to see how to edit the properties of the object. Every time when you add objects, it means you have element, you have the possibility to edit the properties. One of the first things to do is to see when you work on meshes or when you work on object. Here we have a cube and when I click on this cube, what I can see. I can see on the right by default, we have the panels, and this is object properties. Why it is useful to use the object properties because you can create different type of transformation. After two, for example, a a cube, as I explained before here, you have a scale value, and the scale value, it is just a value. It is not a dimension. So it means if you drag and move these panels, and I click on my cube. My cube I a scale value of 111, it just the value. And the dimension is two meter. We have a dimension of two meter and the scale value of one. It means if I change the scale value, I can also change the scale value here, and I change the value with two, just like this. As you can see now on the x axis, we have four meter. It is the first thing is important to know. The difference between the scale and dimensions on this area. You can also use the transformation panels, when you click on the object, you got this area, you drag a little bit, and you have items, and you can find one more time the transformation panels. Now, if I just come back here, Something that I can do also. It's to use this transformation panel. So first, as I explained, you can change the value. So for example, if I want six on the y axis, I can press six. If I want four on the Zaxis I can tape four. After that, you have a Delta transform. It's something a little bit specific. After that, you can transform again with another value. Is it really useful? We don't use this too much. Here in this case, I'm going to come back, edit, do, do and edit undo to this value. If I just come back to this transformation panel, something that you can do after it's to change the position. In a different way, it will be important for the position For example, I can change the position of my element on the x axis just here. Or I can change on the y axis also. If for example, I want to position this element in a specific part, I can just click on my axis just here. I would like to position this element at -20 meter, so I can take -20 meter, and here I would like to position on 40 meter. On the axis, I can position, for example, a two meter, just like this. I position this element here. Maybe I can change for four meter on this axis, just like that. Okay. And now the element is located here. If I turn it a little bit, you can find the position. I can increase also with maybe six meter. If I duplicate and I want to have the same thing on another axis, I can go right click. When you go right click, you have duplicate object. When I click on duplicate object, you can constraint. If I press x on the keyboard, I can constraint on my x axis. If I want to be at the same distance on the y axis, I can do the same value, but in the positive way. Here I can change for 20 meter, just like that, and here I can put 40 meter and six meter. This one -20 46, and this 12046, and thanks to that, you can position your different element. If I select this one, I can go right click and duplicate the object again, and I can press the y axis to constraint. If I want to have the same distance, one more time, I can go on this area, and here you can enter some distance just here, if I wanted to have the same distance, it's possible also. But something that you can do, you can also click on this one, click on this one, dragon move on the right. Now I can change the position of this two one. You can also enter a position for two object selected. To select two object, you can press shift and you can select two object at the same time. If I go out with this one, right click and duplicate the object, I can press the y axis and just go on this area just here. And I can click on this one, click on this one, and I will define -24. So I can tap -24, and you can position your different object sank to the transformation panels as you can see, just like that. If I click on this one ops, I don't have 24 on this one. Title strange ops, and I can click on this one -24 I want. I will tape -24. You can have the right position of your different object. You can also create some rotations, fact add mesh. I will add the monkey face. This monkey face, I will press to scale, and I can change the location, so you can use your gizmo with your move tools if you want. But you can also set the position. You can define the location x y axis. You can use also a scale value just like this if you need. If I just continue, I want to create rotation. For example, I'm going to keep the same ratio, so I can press ten. On this area, I can press ten, and on this area, I can press ten. Something that I can do it crate a rotation. If I create a rotation, I can turn on the x axis, turn on the y axis and turn on the axis. Why it is useful because sometimes, for example, if I come back at zero, I come back at zero and I come back at zero. Sometimes you can crato rotation, you can use these tools. And you can create rotation under axis. You can press control to constraint, but you won't have the precision to be, for example, close to 90 degrees. Here I'm not at 90 degrees, so I can start and if I work to complete, I can enter the value on this area. In this case, I can take -90 degrees and I can press enter, and you can check, for example, when you create rotation directly the value on the right. It is a way to create transformation and it is a way also to check your transformation. 39. Create mirrors: We are going to see how to work with mirrors. The first thing that I'm going to do is to select the cube and I will delete the cube. After to delete this cube, we will add an object. I will go and add mesh, and we will use the monkey face to see this example. I will turn a little bit on the monkey phase, but if I want, I can also crate directly a rotation on this monkey face. First, I will move little bit on the directions. After to move the monkey face on this direction, I will crate rotations and I will work directly on here we have the x axis, and I will tape a specific value like 90 degrees. I tape 90 degrees, as you can see, ten this render. Maybe I'm going to work maybe on this axis. We have 90 deg. So yes, I will work on the axis, it's better. So it's okay for that. After to do this work, I would like to create a mirror. So it means I can turn directly the face on one of these axis. If I zoom here, this is a monkey face, I can go on object and you can see mirror. If you go right click, you can also use mirror and you have global and local. Here, if we use global, I'm going to click on this area, x global, and I will obtain this render and I can turn the monkey face using the x axis. If I go right click, mirror elic y, here, nothing will happen because we have the same symmetry on the monkey face on the left and on the right. This is why we don't see difference, and object select mirror and global, and here I can turn on the sad axis. This is the first things to understand. So what you can do, for example, you can also use the local. But the local is different. Why it is different because if for example, you rotate your monkey face. You click on rotate and you turn a little bit on the y axis, and on the y axis, I'm going to apply menus like let's apply -40, just like that. After to apply -40, we have a difference between global local. As I've explained before, you can change the transform orientations. So when I click here and I use my selection tools, as you can see, we have the gizmo here and it is global and you can change for local. And at the same time if you click mirror global and mirror local, you won't have the same render. Take a glance. I go on this area. I click on my monkey face and right click mirror. If I silx x global, I have this red x global. This is the x global. But if I go right click mirror and I select the x local, I won't have exactly the same render. Something that I'm going to do is to Take the monkey face, I will go on the right, and I will duplicate the monkey face. Right click duplicate the monkey face, and I will press X axis to go on the left. Now let's move the toll beat here and move the toll beat here. If I selk this monkey face, I go right click and I apply a mirror. If I apply the mirror y global, here, I won't see any things, but if I apply the mirror, x global, I obtain this render. This is x global render, so we have perfectly the same thing on the left and on the right. Now, if I work with locals, right click, mirror, locales. As you can see, it's not the same. If you go on right click, mirror and not x local, y local. Yes, y local. As you can see the render is deferent because he takes the local dismo in this case, we have the render. This is why it is deferent. If I select mirror, y local, I can obtain this render, if I select mirror and y global, I will obtain this mirror it global. This is why there is a difference between global and local. Now, if I continue, I go right click and silk mirror, Zlobal. I obtain this render as you can see. This is a Zlobal render. I now I go right click mirror and local, as you can see the render is different because we don't use the same coordinate between global and local here. This is why when you apply a mirror, you need to be careful about that between global and local. So it's okay for that. Let's just delete. This one nothing more to to know about the mirror tools, you can just turn your object at your convenient depending of axis. 40. Duplicate objects: Duplicate object. We are going to see how to duplicate object. For the first things to do, we have this cube, and we can select this cube. Scallytle this cube I will go on the right, and I will change the value. Let's work with four on the x axis. I will change four eight on the y axis, and on the z axis, let's just work with. I have this cube. I'm going to position my cube first on specific area. I will use the z axis here, view, and I will select my move tools. I will activate the snapping options. Thanks to that, I can snap to my grid and I can position, for example, my cube just on this area. Here. As you can see I have specific value like -26 and -28 on the x and the wile axis. Now how to duplicate an object. To duplicate an object, you can click on the object. You have different options. When you go on object, you have a list of different of different features that you can use, and you can see duplicate object. You can also press Shift D. Or you can also go right click. When you go right click, you have duplicate object. When you click on duplicate object, you can move the object like this. But the best things to do generally is to apply a constraint. For example, I can press y. When I press y, I can constraint on the y axis. If I press x, I will constraint on the x axis. If I press, I will constraint on the c axis. In my case, let's take the y axis. I'm going to click on the y axis and I will move and I will use my grid just like this. I can put perfectly on the right in comparison of this axis, just like that. This is how you can duplicate. You can also take your element, and if you press shift D, you can also directly duplicate. I can click here, Shift D, and I can directly duplicate my element, and here in this case, I just using my grid. It's okay for that. Let's see a concrete example about what you can do. I'm going to add a mesh and let's lick to cube first. This cube, I will change the size on the x axis, work with 20, and here we'll work with 20. Maybe I can work with a little bit more 28 and on the y axis just 28 and on the axis, I work with a value of. Two. I will click on my cube. I will go on this axis, and I will just position the element on this base. After that, I will go on a mesh, and something that I will use it is another cube. This cube, I will go on the y axis. I will move a little bit, first, I will scale this cube. I will go here first. On the Z axis, I will change my value, and I will take a value of 20. On the x and y axis, I will keep one and one, and I will go on this view front view, and I will position my element just directly on the cube. And I will go for example at -21 and on the y axis on the axis 24 and on the x axis, I will change also the position. On the x axis, I will try and move here, and I will go on 21 21 -21 24. Now, something that I will do is to duplicate this element. I will click on x here to be on the front view, and I will duplicate with the right click or shift duplicate object, and I will duplicate first time to arrive around this this area, and I will position my element with 21 minus eight, 24 meters, and I will duplicate again, right click duplicate, and I will position this one with 2018 and 24. This is why it is useful to use this because you can also a lined in the right way with the transformation panels using specific value. Equivalent here, I have 21 minus a 24. Here I have 2018 and 24. Let's duplicate again, right click and duplicate the object, and I will position this here. And because on the first one, I have -21 on the y axis, here we have 21 on the y axis. Perfect. Now I'm going to select this four element. Click here, click here, click here, and click here with shift. I will select my side view and I will duplicate again. Shift D or right click duplicate, and I will traga and move on this area. And I will position my element at eight, 21, and 24 on my transformation panels. I will duplicate again this four object, duplicate object, and I will go just here, and I will position minus eight, 21, and 24. I will duplicate again, right click duplicate, and I will position my element here. I can use also my grid. It's pretty simple in this case. -21, 21, and 24, and I duplicated this different element. Some things that I'm going to do now is to duplicate my base. I can click on my base, salkis view and I can go right click duplicate object or shift study and I can position my element here. Before to position on the top, I will position the element on this area, scale little bit, scale D axis. On my value on the axis, I will change for just like that. Then I will take this element and I will try again move on the top of my area. And that's it. I can craft, for example, this element. You can duplicate like this. Here on my construction tree, you can see a lot of. We have a lot of cube for simple reason that I do this thing, but it's possible to craft collections. For example, it's possible also to organize the element inside the same element. But first, it was important to see how you can duplicate object. Okay. 41. Join objects: We are going to see how to drain object. So one of the first things to do is I'm going to drag and move a little bit here, and I will select my cube and I will press delete on the keyboard. So what is the aim to work with this? What is the aim to train object? When you add element, for example, we are going to add a mesh, and we will use for example, the ecosphere. After to add the ecosphere here on the right, you have the collection and you can see your ecosphere appearing on this area. One of the first things to do, I'm going to scale little bit this ecosphere. I can press S on my keyboard, and I will move the ecosphere, for example on this area. After I will duplicate this ecosphere, as explained before, right click duplicate object or shift to D, and I can press the y axis to constraint on the y axis, just like that. I will duplicate again the click duplicate object. I will press the y axis to constraint one more time on the y axis. Okay. On my collection panels, I have my first ecosphere, my second ecosphere, and my second ecosphere. Let's add an element. I will go on add mesh, and I will select, for example, just the cylinder, and I will try again move the cylinder here, press to scale little bit. I will add another element, add mesh, and I will use the Vphere I will try again move metal on this direction, my U V sphere. After that, I will scale also my UV sphere. I will add my last element, add mesh, and I will create the Taurus, I will move little bit the taurus here, and I will press S to scale the taurus also on this area. Just like that. My sphere, maybe I can dragon move little bit and my cylinder position this here. It's okay for that. What is the principle to drain object. If I select my ecosphere, I select the first one, shift the second one, shift the third one. The active object will be the last selected and you can see the orange color is a little different. It means you can train the object on the last active object. If I want my active object be this ecosphere, a pre shift on my keyboard and now this one is the active object, and you have the possibility to go on object and to click on train or you can use Control G Control G. If actually on train here. What's happened, you go on the right, and as you can see, we have train all the ecosphere on the first one. It means on my active object, it was this one. If I go on this area, now, we just have one element. It means if I click on any of this ecosphere, it just one element, and I can press S, I can scale if I want. I can move crater rotation. We only have on the collection panels, one element. Let's repeat the process with this element. I can lixotorus shift lixocylinder, shift licosphere. If I want everything go with in the collection on the sphere, I can stay like this because it is an active object, and when when I press control g, I can press control G. Automatically, I can train. When I go on the right, I have mepere on this area. Now we just have one element, so it means I can drag and move this element, I can scale this element. If I want to edit and go into edit mode to edit my element, it's possible and we just have only one object. So this is a principle. We don't have more things to do. You just need to train so you can go on object. You have the possibility to train or you can use directly control G and it works properly. Let's de this one and let's this one also. 42. Add parents: Add parents, we are going to explain how to add parents. For this, I have this cube first and at this level of this cube, I'm going to remove the cube. What is the process to add parents. The process is you can create a link between different object using parents. First, let's click on add mesh, and I will just select the ecosphere. Add this ecosphere, I will zoom little bit and I will scale little. After that, I will duplicate this ecosphere. Right click and duplicate. After to duplicate, I will constraint on the y axis to position another sphere here, and I will click on this one, maybe Move little bit here also. Something that I will do is to duplicate again, right click duplicate the object, and I will press Y axis to constraint on the y axis. Just like that. Now, let's crate another element. I will click on a mesh, and I will select the monkey face. After to select the monkey face, I will scale a little bit. I will drag and move the monkey face on the back, and I will press hair to crate a rotation. I will constraint on the Zaxis and I will press control to activate 90 degrees. I can do in my property check, 90 degrees on the z axis. I will move a little bit, my monkey face. I can scale also a little just like that. Position a little bit more on the top and duplicate also the monkey face. Right click duplicate, and I can press the y axis to go on the right, just like this. I will duplicate again. You can also press Shift D and I will press the y axis to keep the constraint. I created the two elements. Now some things that I'm going to do is to create a link of parents. You can also do this with different objects. Here we have different type of object, and it can be used also with different object. But let's just see with the meshes. First thing to do is to select the elements. I will select the monkey faces just like this. You need to understand that the element that will be the parents will be the last element selected or the active object. What is the active object? Here in this case, it is the last selective. It means it is this one because the range color is little different. Here it is darker above the range color, and here it is lighter and the active object is with a lighter range. If I press shift again and I click on this one, now this monkey face will be the active object. I would like the active object will be W be in the center, so it means this monkey face. I can press shift, click on this one. After that, when you go right click, you can find parents. You can also apply control P, and when you click on Control P, you will have different options, and here you have parent object. If I go out I can press Control P, and here you have set parents two also, and I will select object. Now, when you go in the option, you have just the type, so you select object here. Now as you can see, we just have one element and inside we have the sw monkey face. I'm going to repeat the process with the eqosphere. I select the first one, the second one, the third one, and I want the parents in the mid, so I can press shift and select the ecosphere in the midles then I can press control P or right click parents, and I will use object. What is the interest? If you go in the collection, you can see the monkey face just here and we have the suit monkey face, and the first one is consider it as a parents. In the vehicle sphere, it is the same. Well, it is useful, it is useful because if you first something that you can see, You can see when you click here, you can see a small link on this area. It means if you sing the monkey face in the center and you draw and move the monkey face, as you can see all the monkey faces are going to move and to follow because we move the parents. But if you selling this one, for example, it is still independent. But if you select the monkey face in the midle, this is the parents. If you move the parents, you can move all the elements. If you scale the parent with S, you can scale all the elements also. If I press S again, I can reduce all the elements also. If I press air to cryo rotation, I can use the Zaxis and I can cryo rotation with all the monkey face. The same for the ecosphere. If I click here, this is the parents, so I can drag and move the parents, I can press S, scale the parents if I need. If I press air, I can turn on axis. You can see the parents link here. It means we have this element, it proves that we have parents link. Know how to unlink the parents. To un link, if you need to do this, you select the parents. If you go right click, you have parents here, and you have clear parents. If you apply clear parents, as you can see, it's not working properly because you need to select all the monkey face like this. When you all the monkey face, even if it is not the parents active object. If you go right click parents and you select clear parents, now it's going to work. You just need to select all the concerned elements, so I can see the first one, the second one, and the second one, and the third one and right click parents, and you can use clear parents. You have also P to clear the parents. When I click here, what you realize you realize that you can also recuperate some positions about different elements, not the parents, but you can recuperate position about some other type of element. And that's it. This is the type of thing that you can do. And if I just come back here, we can recuperate the different element. I wanted to show you something if you come back just on this area, just going to come back and at the moment where I didn't clear the parents. Let's just come back here. I'm going to do my last actions. Yes. Just like that. If one if I select this different element, and I silk we shift, the parents as the last one active object, right click parents, clear parents. I will obtain the same render here. I can sell this three elements. I can click here, right click parents and parents, and I will obtain this render. 43. Convert mesh: We are going to see how to convert to mesh. And to do this, something that we can do first it's to select the cube and we are going to remove the cube. In a different way when you add, for example, you can add different element, like for example, it can be a curve, it can be a surface, and the fact is after you have the possibility to convert to mesh. Let's take the example of the surface. I will create the surface, first, so I have deferent type of options here. Let's just take, for example, the nerve surface. After to create the nub surface, I can zoom little it and I will create some transformation on this surface. First, I can press, I can scale, and after that, I can enter in the edit mode. In the edit mood, I want to make some transformations. I can select the side view and I can, for example, take this print, and with my selection tools, I can move on the directions, but I can also take this print and press E on the keyboard to create an trison if I need. Or I can take all this element and dragon move to increase my surface, or I can also take this print on this area. Anyway, if you press, you can also gon move, and I can make some transformation to this surface. After that, I will come back to my object model, and if for example, I want to add a modifiers, because I would like to add sickness, it's not possible. It's not going to work. If I select, my surface, I ground the right, add modifiers, and I use one of these modifier, where the modifier solidify, generate, solidify. And when I use this, I have the render. It's not a problem, so I can work with the render here, increase little bit, one of the problems is if I want to apply the modifier, it's not possible because it is a surface. When I go on this area, you can see the small element showing that we work in surface. If I want to apply the modifier here, he's going to say that it's not possible because it's not a mesh. You need to apply this type of modifier directly on the mesh. Something that I'm going to do is to click here, remove the modifiers and to convert to mesh, you need to go on object here. When you go on object, you can find convert. You can also go right click and you will find just on this area convert. Also, you need to go convert to and use it select mesh. After to convert to mesh, here you have different option, but I just need to select mesh. Now I have a mesh, you can see the element is a little different here, and I can add modifier generate, and I can select for example, solidify and it's going to work if I want to apply my modifier. Now it's working because it is a mesh. So it is something important to know. Let's take just a single example, but it is exactly the same process, so I can add another surface, and you can repeat this process for different, different options. If I select surface one more time, let's take the nerves cylinder just here. After I'll go on the options, edit mode, and in the edit mode, I will scale on the dxs like this. And something that I will do is to click on this view, select the top area and press to extrude on the Zaxis and s to scale, stasis, and to extrude, to constraint on the Zaxis and S to scale. For example, I can create something like that. I can select this part also, press S to scale, and I will obtain this render. It's okay. I will also click on this area. Maybe I can select this one and press to scale just on the directions, and I will click on this area and press S to scale on the directions. I can presence scale to obtain this render. After to do this work, I will go in my object mode. I obtain this render, and it is same if I want to add a modifier generate, but it can be also subdivision surface. If I want to apply the modifier subdivision surface, I can click here and enter a value like four and I want to apply it is same. It's not possible because it is not a mesh. You can keep the modifier and convert to mesh if you need or you can just remove the modifiers and convert to mesh first. I can click here object. And slicvert mesh. Now something that I can do it is to modify or generate. I can use the subdivision surface if I need. But I can also if I validate, it's not going to change many things, but after I can generate and I can select directly solidify I can increase the value with, for example 0.1, and I can just validate, apply just like this. Okay. 44. Start with edit mode: We are going to see how to work with the edit mode. We have seen that it's possible to change the mode and to work with the edit mode. To work with the edit mode, when you go on the object mode here, you can change for the edit mode. And when you change also the layout here, it's possible to use modeling and you will go to the edit mode. One of the first things to do, we are going to just take this cube and just change a little bit the value, so I can go on the right, and I will apply a different value on the x axis. I will apply a value of four, as you can see. On the y axis, I will apply a value of eight. And on the ZD axis, I will apply value also of four. I have this que. If I want to edit, I can go on the edit mode, and the first thing to do is to understand what is the principle of work. The principle of work is to choose what you want to edit. When you go on the top here in the edit mode, you have different options. You can work with the views here. You can work with the selection. You have different type of selections. And you can work on add even inside the edit mode, it's possible to add element. You can also work with mesh here, so you can have different options like, for example, you can duplicate, you can crater extrusion. You can also split part using these different options. Here you have vertex, you have H and you have also face here. The first thing to understand is you can select whether the face mod, whether the H mod, whether the vertex mod. As you can see here now, you can see the different edges, you can see the vertices, and you can also select the faces. If I just click here face and a creat the selections, I can select this face. After to select this face, I will have different actions, and I will be able to use different tools, like for example, the move tools, and I will be able to just pull this face, I can select this face, and I will be able to pull this face also. So this is the type of thing that you will be able to do. You can also select multiple phase. I'm going to show you selections after. If I just come back here, you can select, you can select edges. So if I click here, I can select these edges, and it is on the edges, I can use this different type of tools. And for example, in this case, I just dragon move these edges. Let's just dragon move here or I can take these edges and dragon move these edges on the directions or take this one, dragon moves the edges on the directions. You can also, for example, use other types of tools and I will explain this after. And the last possibility is to select just vertices. In this case, the vertices, for example, we have ones here, I can select the vertices, and I can also apply some transformations directly on the vertices. Something important when you go on the right here. You have some locations, and when you work on the location, you can have the object property. The object property are just available. If I just go here, you can still use the object properties, but it will apply on all the object exactly like in the object mob. So this is the first thing to understand. So when you go into object mode, at any moment you can come back and you will have your transformation. Let just take another example with a different type of mesh. I can use directly add here mesh, and let's add another one. I can use the ecosphere. If I select the ecosphere, we have different type of subdivision, here it's not possible to edit the subdivision in the object mode. I can go on the edit mode, and when I go on the edit mode, I can zoom a little bit, and now you can see the topologize this ecosphere. While more time if I click on phase, I can, for example, select the phase, this one is the phase, this one, also, this one, and you can drag and move the different faces if you need. If I want to select a edge, I can click here and this one is edge and I can drag and move this one. If I want to select just vertex, I can for example, click on this one, and I can just pull on a direction the vertex. This is the first things to understand. After that, you can use layout and modeling, so I can go directly on modeling, at any moment, I can come back on layout, Layout modeling, Layout modeling, and you can also change object mode to edit mode. Okay. Mm. 45. Master selections with edit mode: We are going to see how to work with the selections and we will see how to work with this in the edit mode. So one of the first things to do is to select this cube, and we will make some transformation so I can just change the value on this area and some values that I will apply. I will change on the x axis with the value of four and on the y axis, I will change with the value of eight. I will work also on the Z axis with a value of four. So let's just make some transformations. I'd like to change the scale value of the Q because I think it's great to see a different type of topologize. So now, something that I'm going to do is to go in the edit mode. In the edit mode, when you have your element selected, by default, if you switch to the edit mode automatically, you will be able to have everything selected by default. The first thing to understand is if you want to select everything, you can just press A, and in this case, even if you select any select mode, everything will be selected. For example, but it depends on what you would like to do. If for example, I switch here, you can see the color is different because it's here vertices, here about edges, and here about faces. Something important. Here you have select all non invert. If I selic for example, face, I can click on this face and when I click on this face, if I want to the silic you just click outside. If I click on this face, I want to invert the selections, I can go on select invert or control, and in this case, I can invert the selections on the faces. And something important is you can find again the different type of tools. One more time, you can see, for example, the silic box. So with the silic box, I can for example select vertices. If I go on this side, I can create box of selections and just select these different vertices on this area. Let's just continue with the selections. You can also click here, and when you click here, you will have access to clic circles. In this case, as I explained, we have just elements, so for example phacilc phase, I have a radius, I can work with the radius, and you can just create a selection using a cursor. The last possibility is select lasso and in this case, you can just create something like this to select multiple phases. After that, if you just go on view. If you just go on selection, you have more type of selection that you can use for the simple reason is I'm going to show you something. You can use polygon, perimeter, normal, mani different things because we're in the edit mode. I'm going to come back to my object mode and just press delete. And I will add something different. Something that I will add it to click on Add here mesh, and I will just use the plane. After that, I will zoom a little bit, change the scale value, let just apply two on the x axis, and on the y axis I will apply f. Here you can change, but nothing will happen for a simple reason that it's just a plane. And after that, I will enter in the edit mode. Inside the edit mode, I just have one phase. Here we just have one phase. We can subdivide this phase using right click subdivide, right click subdivide. After to subdivide, I can go in the options and you have a number of cut, and I can increase the number of cut, as you can see here, I don't see anything for the simple reason that I need to select all the elements first, and right click subdivide, and now I'm going to have the render. I can subdivide with, for example, let's see eight subdivision. If I use my face selection, as you can see, you have different face like that. If you want to select multiple face, you can also press shift, and when you press shift, you can select multiple elements at the same time. For example, I selected this different face. If I use my move tools, as you can see, I can just move these different faces and the topology will change depending on the phase that you have selected, just like that. It is something important to know. Now, if I just come back edit and, you can do the same type of work with edges or vertices. If I just go on selections, when I continually tell b, you have, for example, select random random link silic vertices. Why it is useful if you go on select, you can select random again, and you can just sometimes when you want to create something like a plane, it can be useful, they will select directly multiplyin by default. If you click on vertices and I just go on select random. Now, as you can see, just for the vertices and if you click here, select for G select, Random, it will work but only for edges. This is the first thing, one of the first things to understand about more difficult selections. If I click on face, select, random, and here about the faces. Let's just continue about the selections here, you have select sharp edges. When you slick sharp edges, you can, for example, just define edge, you can select edge, and you can have select and sharp edges, and you will try to slick all the edges, but here, it's not a good example for this one. If I just continue, You have also select similar. Why it is interesting because if for example, I hear everything, many things have the same length. If I silk for example, this edge, and I go on select and I silic similar length, he will select all the edges with exactly the same led. If I use my move tools, as you can see, all the edges with the same late are now selected. If I move everything in this case, it likes to move the plane. If I select this one, for example, I can go on select, similar length, and now it is these different edges with exactly the same lane. It can be order criterias. You have do criterias like for example, similar, it can be a directions, it can be a face angles are you have different options just like this. You have also selected by more or less here, but something interesting, it's also loops, and you have loops and rings. Something that I'm going to do is to go on the object mode and remove this element to see another example with something circular. Okay. Something that I will do is to go and add and I will silk mesh, and I will apply cylinders. After to create the cylinders, I'm not going to add more modification, and I go directly in the edit model. Okay. When I go into edit mode, just like this, for example, if I select edge like this one. You can have multiple edge if you want to select all these edges around, it can be a lot to silk. You can press shift and you can repeat this process. But definitely it along. You can just select one. After you've gone selections and you have loops. You have loops and rings. If I select loops, he's going to select all the edges around here. Sometimes you will have also some options, and here he defined rings. Ring little different here it is loops, and he will select these parmeters. If I click on this one, and I go on selections, Cilic loops, edge rings. As you can see, now it is all this edge selected on the directions. This is something important when you want to select something circular, you can just use this type of process of selections. And this is the main things to do, this is the main things to do after you have more options. But in different example, we will see how to use again these different selections. But first thing to do is to understand all these basics of selections when you work in the edit model. 46. Create extrusions: We're going to see how to create extrusions and to create extrusions. What are the first things to do, we're going to use the cube and just change the value of the cube. So I can go on the right, and I can change my scale values. On the x axis, I will take a value of four. On the y axis, we tape a value of two, and on the axis, we tape a value of eight and on the Zaxis value of two. Something that I'm going to do is to go in the D it model. It's extremely interesting to be able to use extrusion. When you click on the face, for example, I click on this face, and I'm going to select the face on the top, If you use your move tool just here, you can just drag and move the face, but you don't create new cut. You just drag and move the face. The tool that you have here, it is extrude regions, when you click on the face, you can activate this tool extrude regions. Now if you just move this element on the directions, automatically, you will have an extrusion on the direction here on the axis I can for example, do something like that. I created an extrusion. If I continue, I can create another one here. If I select this face, I can create another extrusion on this area. If I select this face, I can create another one just here. Every time when you create an extrusion, if I come back to my selection tools, as you can see, you create new faces. Something that I'm going to do is to click on Undo and just come back with my original cube. I would just come back here. And just come back with my original cube. Something that I can do is to craft cut. When I go on the left, I have a loop cut tool here, and when you f close, you can go left click and you can add a cut. I'm going to add ones here, left click again, left click again, and maybe left click and left click. I created a new cut. If I use my selection tools, I can click on the face, and for example, something that I can do is to select this face. I can pre shift select this one, and I can create extrusions. And you can also activate the mirror. What is interesting. If you click only on this one and you activate the y mirror. You click on the extra tools just here. If you pull here, as you can see, it's not working because it is for the move tools, and here it's not working properly. I will have in this case to pre shift lixis two element, and I can create an extrusion, for example, on the directions if I need. Created one, if I need, just like this. Every time you can crate extrusions. It's not only working, you can also crate extrusion and edges, even if we use less. After you have more tools, and I'm going to come back to my original part, so I would come back just here and with this cut. You can have more tool, for example, this one, you can have access to the extrude manfold trade dissolve edges with faces from flat surface and intersect new edges. You don't have big different ages that when I draw here, as you can see, we don't have a edge on this area. This is why it can be useful. Directly, you won't have this edge. If I just continue, you have extrude along normal, you can just extrude along the normal. If I just take this one, he will automatically extrude along the normal. And as you can see, we don't have the x axis. Automatically he will define the normals. If I just come back to extrude individuals, I can click here extrude individuals. Extrude individuals is useful when, for example, if I just come back to my original cut, here I will come back to the object mode, sllxis and just go and add a mesh, and I will define another cube, and I will go directly in the Edit mode. The case of this one if I select this, if I select all my cube, for example, and I use the extrude sans. As you can see, I will just upturn this type of render. But if you just change for extrude individuals, just like that, and you now drag and move, you will upturn this render. This is why it can be useful also to use. The last possibility extrude to cursor. It is something little bit specific. You can for example, selective phase extrude to cursor. When you extrude to cursor, the extrusion will follow your cursor. Depending of what you want to do, you can for example define a view. For example, I can define this view, and after to define this view, I can just go left click and I can use multiple left click and I can create something like a pass just like this, using this one. You have different way to extrude. Last things to know about the extrusion, I'm going to try to come back to my original cube because I created different cut here. Other important things is when I use the little bit and you use these tools, the extrude radians, when you start an extrusion, here, you can go on the extrude options and you can enter the value that you want. Automatically you will be on the axis. You will have a constraint of the axis, but you can change the orientation is automatically the normal by default. You can also press E on the keyboard, and when you press here on the keyboard, for example, you have your section two, you can press and you can create an extrusion. You can also extrude for example vertices, if I silk this one, and if I silk this one, I selected these two vertices, extrude, and I can extrude only vertices. If you click on point, it's not very useful. You can select a point if you press. You can extrude the point, but it's not extremely useful for example, in this case to extrude the point, as you can see. But it's possible to select a point and you can extrude the point. Okay. I will come back to my object mode. So you can do a lot of things with the extrusion tools. You can, for example, add mesh and I can add a cylinder just like this by default. And I can go to my edit mode, I will silk for this face, and this face, I will move a little bit to rato base. I will use this tool. The face is still selected. Something that I can do is to go on press and crato extrusion. After I can press to scale, I can press again, and I can press L to scale again, just like that. Every time I craton extrusion just here. I will show you different example about how you can extrude in different trainings. But this is everything you need to know about extrusion. I want also to add something if I come back to my edit model. Just here I silk for example this face. You have also the possibility to activate on the right x ray. When you activate x ray, the face is still selected, I can go inside and crate an exclusion in the other way. For example, I can press I can press and then, and I can just come back a little bit on these directions. Just like that. If I deactivate, I will obtain this render. Now, I will continue with x ray, and I will select, for example, this side view. After to s this side view, I can press on these directions. When I arrive on this area, I can go left click press S to scale inside, just like this. When I arrive here, I can press. Like this, extrude on these directions. When I go left click again, I can validate and press S to scale on the directions. Just like that. I can do something like this inside. If I deactivate my x ray, I can turn this render like this. Something that I can do if I need it to subdivide. I can press A to select everything and right click, we can subdivide, and on the subdivide options, we can increase the number of subdivision. For example, I can apply for subdivisions, just like that. Now if I come back to my object mode, I will obtain this render. We'll be able to add modifier if I need, I can add modifiers, generate clic, the modifier subdivision surface. Here, just do this shape, but we can do something different. It was just to surely tell bit the principle of work about what you can do. I will seek my modifier just like this and about the level views. I can increase my level views, for example, and here we have the renders and I can validate apply. Sometimes it's little long for the simple reason that I recall my screen at the same time and when you recall the screen, sometimes it can be little long for the computer, and I can obtain this render. If I select, I can go right click shut smooth or you have shad auto smooth also, and you have Shad flat. But here in this case, I'm not going to have be difference. 47. Inset faces: We are going to see how to inset faces. To do this, first things to do, let's select the cube, and I will change a little bit the values of my cube on the x y and z axis. On the x axis, I will change with the value of four. On the y axis, I will change with the value of four and on the z axis, I will change with the value of two. After to do this work, I will go in my edit mode. You can select a face, for example, I can select this face. When I select this face, you can use the inset faces here. I can use for example, my selection tools. Just click on the face and then have access to the tools inset face. When I click on these tools, you can drag and move the circles, and automatically, you can create a new cut directly on this face. You can create a new cut here. And that's it. I can validate. If I select again this phase, and something that you can do, you have your selection tools. As you can see if you press, you can also do the same type of thing. You can use a short cut, and you can also try and move after and you can continue like this. When you go in this area, you have inset phase and you can work with the sickness. It will be just the value to crat this type of offset on the face, just like that. So while it is useful, I'm going to come back here. Something that I can do in this case, I will come back on the directions. I will first use this tool, inset phase. I will drag in move a little bit on these directions, here, here I can enter the values that I want. After I will create an extrusion. I can click on my extrusion tools, and I can extrude on this direction, for example. Then I can come back to my inset phase tools, and I can create inset, little bit different here I think I will repeat the process, just like that. Little bigger, and I would use my extrusion tools to crated extrusions on these directions. I could continue. I can select this one and cset I can click on these tools and continue on the directions. Oops, I think it was not working properly about my extrusions, just like this on this axis. I created this element. This is why it can be useful to use these tools. Now, let's hear another example. I will come back to my object mode and I will delete just this element to add a door element, and on the mesh, we will select directly the cylinder. What I can do about this cylinder. First, I will change a little bit the scale value on the x axis, I will enter a value of two. On the y axis, I will enter a value of two, and I will just keep maybe or maybe it's not enough, I will work with four, here I will work with four, and on this axis, I will work with two. Here are the cylinder options. Maybe I will increase little bit the number of vertices. One of the problem if I increase the number, I need to redo again my actions. Here I will take again four. I will tape four one more time here and two on this area. I will enter inside my edit mode, and something that I'm going to do inside my edit mode, it's to click on this face. One more time, if I activate, for example, a mirror, here I activate on the Z axis, and I want to use these tools in set face and I drag and move on these directions. As you can see, it's not going to work because it just with the transformation tools. Something that I can do is to Just go back, select this one, and I can press shift, and I can select this one at the same time, this face and this face. Now I can drag on the directions. I can, for example, apply a specific value, just apply something like 0.4, just like that. I will just drag a move a little bit with my move tools and just create something like this. Because I use the mirror, I can move on the two sides at the same time, as you can see, just like that. Okay. So after to do this work, I will crack extrusion. I will click here, and I will click here also. If I create an extrusion, it's not going to be very convenient because if you create an extrusion on the z axis, as you can see, it's not going to be nice in the order side. I'm just going to select this one. Press, for example, z axis to constraint, and I will enter a value on the Zaxis we will work with four. I will repeat the process on this side, and I will press it to extrude on the Zaxis I will enter on the normal value of four. And that's it, I will turn this render. I could continue, for example, I can salate this one. I can press shift and seal this one insert phase like this, I can drag and movely to bit and something that I can do after it's to use my move tools. I have steal my mirror and do for example, something like this. It's okay for that. I win deactivate side. Go on my object mode, and I corrected, as you can see, just this element using the extrusion and using the insect. 48. Create bevels: We are going to see how to work with vals. To work with vals, and we'll click on my cube, and first thing to do is to change the dimensions. On the x axis, we will change the value and we will tape four on the y axis, we will tape eight, and on the z axis, we will tape four also. I have this cube and we can just work in the edit model. First things to understand it is the principle of the vals. When you go on the left, you have the tools, it is the val tools, and you can select edge or multiple edges. For example, I can select this edge. But if I want to repeat the process on this one, I can also press shift and I can select this edge if I need. You can also apply a vs directly on the face and it's going to work on the different edges. If I select, for example, this face first and I go on the left, I can select vals. After two select avals here. You will have some options. First things to do, you can select these handles, and you can drag and move the handles on a direction. In this case, I'm going to move on this direction, but you can do also the opposite process is going to work and you can stand your beavers. If you move on the scroll wheel, you move your scroll wheel, you can add cut. When you drag and move the scroll wheel, you can add multiple cut, and in this case, you can make something more rounded like this. After to stop your left click to stop to drag and move this element. You can also work with a number of segment here, and you have also edge or vertices in this case, will focus on edge, and something interesting, you can also work with the shapes. This is different options that you can do at the beginning before to create your beavers. After to do this, if you want to edit this v before to apply the left click, you go on beaver options, and here you can use the different properties. First things to do, you can increase the wide or decrease the wide just on this area. One more time, this is the number of segment, so you can create a val like this, and you can also change the shape. If I increase the number of vals like of segment, like, for example, 40, and I work with my shapes, you can go on these directions like this, or you can go on the directions. By default, you have a value of 0.5. Depending on the shapes, you can change this value just here. Here's the material index. Going to work too much on this. Sometimes you can also change with other types of options. If I just continue, you have meter here, you have also some intersections. But in this type of case, it's not going to change anything for my type of case. I'm just going to enter the value that I want here. Let's work with, for example, 0.6, and here I can increase a little bit of wide, and after that, I can go left click and when I use left click, I created this val. I mean, if I just come back to my object mode, take a glance about the surrender of the vals on this area. You can also apply this on edges. If I just come back here, just before this one. I can make the choice to select this edge. For example, two edge, I can select on this one shift on this one, and I can start my verts just like this. After to start my verts, I can go on the options and depending of what I want to do, I can increase change the shifts like this. Something important to know why the beverls have not the same balance here. Just for a simple reason, we don't have the same ratio. It will depend on your number of cut on this area. I'm going to explain myself here I obtain this render. Now, what's happened if I decide to crut cut, and I can use the loop cut tools and I can crate cut here, cut here, cut here and one here, and once here. Okay. And I crut to cut here and one here and one here. Can I press kit. If I crut a beaver now, the beaver, the maximum of the beavers will be if I use my selection tools, if I select. This edge, and I can pre shift asilxis edge. The maximum of the val will be on this edge until this one and until this one. It's not possible to go further for a simple reason we have created cut. Now if I use my val tools, vals, and I dragon move in this direction, as you can see the maximum that we can do, it's to go until this edge and until this edge. After that, I can go on the options and I can increase my wide, so the wide the maximum here because we have a cut here and the cut here and I can work with a number of segments and work again with the shape. Just like this. For example, I can do something more with this value, and I can obtain this render for my vs. If I just got object mode, I will obtain this render. Let's create a part just using this process. I'm going to remove this one. Let's make something not too difficult, but just to understand what you can do. Click on add here, mesh cube. This cube will resize on this area, so I will tap multiple dimensions, eight, here we tap six. On this area, we have one. I think I'm going to increase a little bit with 16 on these directions and maybe 12, just like that. On this area, we can take two, but I think two will be a little too much. Let's just stay with one. Let's work with two it's. After I will add a cylinder, add mesh cylinders. I will increase my vertices. I have already 134, it's good, and I will scale my cylinder first on the Zaxis with eight like this on the y axis with a value of four and four on the Zaxis Maybe I can increase a little bit, five. And five if I try with six, r with six and six. After I will craft bolian operation. I will select my cube go on add modifiers add modifiers, generate bole Something that I want to do is to use one of these options, I will select deference, and you have the dropper, you can select object here, slixodroper and sllxo cylinder with left click now the deference operation is made. I mean, if I validate my modifier, apply, I can select my cylinders and just drag and move the cylinders, and I have created holes, and I can delete my cylinder. The last step is to add the beavers, so I can go in my edit mode, can select this object, edit mode, and I will define for example here, I can select this element, and I can selt this one, shift this one and shift this one. And I will apply your beavers. I will try and move on the directions first. On the options, I can take a glimpse about the options, and I will work not too many wide. Maybe I can try to work with one point. Two. After we'll increase the number of segment. Let's work with 40 segment, and I can change a little bit of ratio of the shapes just like this. In this case, let's just work with 0.6, just like that. Here we have offset something that you can do. You have also more options more options. I mean, if you click here, you can work with wide and you can enter directly The wide options, you have the options also. You can work with the percentage options, and here you can just enter a percentage, and the last possibility is absolute also. We can change this value. If I just come back on offset 0.2 and 0.6, and I will just validate like that. Now I will come back to my object model and I created this part as you can see. Okay. 49. Create loops: We are going to see how to cut. To rate cuts. Something that I'm going to do is to select this cube and we'll change a little the value of the cubes. When I go on the right, I will scale on the x axis with a value of four and on the y axis with the value of eight and on the axis with the value of two. After to do this work, let's enter in the edit model. To crut cut, you have the tools. This is a loop cut tools. Why it is useful because you can add new subdivision adding a cut. If I click on these tools, and I just go on this area, take again. Depending of the view and depending on how you can drag and move the mouse, you can position cut on different axis. If for example, I go here, I can just go left click and crut cut on this area. Why, it is useful, first, you gurn the left and you can also increase the number of cut if you need after. If you want to create a market, you can decrease the number just here with this. You have also a value for smooth, and in this case, automatically, you can create this effect when you apply smooth, and you have different options for the smooth options after that. A factor and more. This is the type of thing that you can do, but if you just want to create a cut about the smoothness, you can just enter a value of zero, and you can just add a cut. If I just come back with, if I apply eight, I will go here, and I created a new cut on this area. I can continue. I can go on this area, click here. And loop uptions I can increase with the value and I can create four cuts here. I can use my section to. Now I subdivide so much more and if I create the selections, as you can see, I just have this face, and if I drag and move, it is only this one or only this one, just like this. It's extremely useful. I'm going to do these actions, do these different actions and undo here. Something that I can do, for example, it's to cut, I can use my tools. Just crate a cut in the midles here. After to crate cut in the medals, I can use my selection tools and with edge selection, I can only see this edge. With my move tools, for example, I can also activate the ZD mirror and I can do something like this automatically. Now, if I add a cut, I can add another one loop cut, and I would like to add a cut here, left click. I can also select for example this mode, H selections, and I will work with the mirror on the x axis. With my selection tool, I will just select this H. When I drag and move, I can move on these directions or just like that. And take a g, you can do something like this or do something like this, one more time. Let's just increase little bit on this direction. I can do this because I create different type of cut. Let's just come back to the object model and press delete. You can do this type of work on any type of object. Every time when you want to add a cut in multiple way in different trainings, I will show you that many times we had cut. I can go and add mesh, and just let select a cylinder, just like that. This cylinder, I will go on the options. I have a lot of cut here vertices. If I just step 120, for example, can go here and just keep this value. If I select my edit mode just like that. As you can see on this cylinder, we have cut on this side, but we don't have new cut here. Something that I can do is first I can press, I can select this face and I can drag and move it to a bit on the directions. I can use these tools, the loop cut tools, and I can go in the midle here and I can go left click and if I go on the options, I can increase the number and let's t for example 20, and I can subdivide on this area in validate. For a different way it will be extremely useful. Now, if I come back to my object model, I will delete this one just here. Something that I wanted to show you also is I will go on add mesh cube. Let's change one more times the scale value, I will work with a scale value of eight. Here, I will work with four and on this area, I will work with two. After to do this work, I will just come back to my edit mode, selx the cube, edit mode. You have a second tool that you can use. When you use the loop cut tool, you have also the offset edge loop cut. What is this? If you select the edge, for example, I silk this edge, and I go on this area offset edge. You can just go left click, stay left click and you can tag and move new edge on the two side just like this proportionally for example, I can add edge just here and I created two new edges here and here. But something that you can do also is for example. I'm going to come back first with the edges. I will delete this edges. I would click on this one. Press Delete on the keyboard, and I will select edges. But if I select edges, I will open. I will press delete on the keyboard and I will use dissolve edges. I will click here, press Delete on the keyboard and dissolve edges. Now, something that I'm going to do is to crate cut with a loop cut tool, send create cut in the midles after to create this cut, something that I can do is to use my offset edge loop cut tools. First, I select edge like this one, and I will select offset edge loop cut. If I go left click starting from this, I can create offset with two new edges. For example, I can rtfset with this one, or you can work after with the offset value just here. And I can validate. Because if you create a cut with a loop cut every time it will be perfectly in the midles sometimes you don't want this. This is where you can work place this. I can take this edge, for example, dragon move in this direction, but I can also take this one. Drag and move here or take this one, dragon move here also. 50. Create cuts: We're going to see how to crat cut, and for this, we can use a tool, and this is the knife tools. First things to do, let's select this cube, and one more time, I'm going to change the scale value. Let's go on the scale value. Let's reuse the value of four on the x axis. Let's reuse the value of eight on the y axis and two on the axis. Second step, I will go to my edit mode just like this, and I would like to crat the curd but this time using my knife tools Why it is useful because you can crat different type of topoologize and using the knife tools. When you go on the left, you can see the knife tools just here. If I click on these tools, you can just when you arrive close to edge, you can just go left click and automatically he will snap to the edge. It is interesting when I go close to here, I can continue, but if I just go close to here, and I just press enter, automatically, I created a new cut. If I go here, I can also create another one, just like this, and I can continue and I can press enter to validate. You can just change the topoologize. You can add new vertices, but you are free to define the vertices where you want. You can just snap and for example, you can just create something like this and validate. So now I can see the deference. If for example, I take my selection of faces. I use my selection tools we have a faces here. If I want to extrude, I can press. I have also a face here. If I want to extrude, I can press and because I change the topologiz. It's also useful for a different way. I'm going to come back to my object mode, cratoselections and remove. I will add a mesh, let's select nother type of mesh. I will use the ecosphere. And this ecosphere I will enter in the edit mode just like that. We have this type of topologize on the ecosphere. Something that I can do is to If you select the loop cut. Here, as you can see, it's not going to be extremely convenient when you use the loop cut tools in, for example, this type of element. I'm going to use my knife tools, and something that I would like to do is to use this ecosphere. For example, we'll take this one, I can drag and move it if I need. I can take this one, dragon move. And if I want to add the cut, I will use my NaF tools. You can also snap to a point and I can craft a new cut here. Crater one, and maybe I could continue, and I can press enter and validate. I created a new cut. I can go in the directions, snap here, snap here, and then snap maybe on this area. I can press enter and I can add new cut. And so that this is how you can work, we'll see that in different trainings one more time. I will scale on the daxis but I will show the example of the cube again. Slit add mesh cube, and This time, I'm going to change again a little bit of value. Let's work with four on the x axis and just four on the y axis, and just two on the z axis. Something that you can do also, you have der tools when you select the edit model, and here you have the B sex tools. What you can do if you select phase here and you use the B sex tools, you can just crate on the face, directly cut just like that. After that, you can dg and move the cut on the face. If I use these tools, d sect tools, for example, I have this face, and I go left click on the face. After to go left click, you just traga and move the mouse on the directions and you can crate cut. For example, this cut, and after that, you can dragon move the cut on the face. If I want on this face, first I salg this face, then left click and dragon move to create the pace of your cut, and after that, you will be able to dragon move the cut on the face. You have also the options here and you can just position your point using the different options. If you just come back to the knife tools and cut the first point, cut a second point, and you just press enter. As you can see, we don't have options for these tools. Automatically, you can just drag and move with your knife tools. We don't have directly options. And I can press enter and I can validate. 51. Move selections: We are going to see how to edit, and for this, we can use a tool cites the poly build tools. Something that I'm going to do first is to select the cube and change a little bit the dimension one more times with a value of four on the x axis, a value of eight on the y axis, and a value of two on the daxis. After that, I will enter inside the edit mode. Inside my edit mode, you can just take these tools. It is a poly build tools. Thanks to that, when you have different subdivision, it can be very interesting to use these tools. One of the first things to do is to add subdivision, right click subdivide. As you can see, nothing happened for a simple reason that I need to create a selection. I will press A to select everything and right click subdivide. After I will enter the number of subdivisions and let's work with for example for subdivision. After to do this work, I will select my tool, the polypill tools. Concretely, what you can do automatically in a very fast way, you will select for example a parts. It means most of the time it will be a edge and you can just go left click and you can automatically drag and move with your cursor, the different point. Automatically, you can snap to edge. Snap to vertices and you can just drag and move the vertices in a very fast way. When you move a verticis just after you can also use the xtradcursor moves, and in this case, you can just change the last value. If for example, I select this one, I can drag and move and after I can enter what I want directly with these options. This is the type of thing that you can do with these tools. Let's remove this one, press delete. After I will go and add mesh, and, for example, something that I can select, it is the ecosphere. After to select the ecosphere, let's little bit, go into edit mode. I can add more subdivision, but let's just stay like this. If I use this tools in a very fast way, I will be able to try and move the point. If I just come back here, and I decide to add a mirror, for example, on the y axis. I can define different point, but as you can see, it's not going to work properly when you apply the mirror. The aim of these tools is definitely a very fast way you can move the point and it's very fast. Now, something that I'm going to show you also it's to go the object mode. I'm going to remove this one, and I will add a plane. Add mesh plane. After to add this plane, I will go on the right, and I will change the scale value on the x axis I will tape four and on the y axis. I will tape eight directly, maybe I can work with six on the x axis and on the Z axis, you can take what you want. It's not going to change anything. Something that I'm going to do is to go on the edit mode and crate subdivision first. To craft my subdivision, I will press A on the keyboard to select all the element and right click subdivide. On the subdivision options, we will increase the value and we will take directly a value of 20 subdivision. After to type a value of 20 subdivision, we can also do more. I will define selection, and I can use directly these tools in a fast way. But if for example, you define the selections here vertices and I can just activate the vertices selections, and when you go and select, you can directly select random. When I select random, something that I can do, if I use these tools, poly ble tools, automatically, as you can see, it's not going to work on that. I have different options. I can silic random, use my move tools. For example, I can move like this to cut, for example, if I want to cut ground, it can be interesting. And I can do this first, or I can come back on this area, deselect everything. If I use directly these two in a very fast way, I can just drag and move at my convenience different type of point. Just like this, I can move. In a very fast way, this different point. You can also go in the order directions if you need. You can create different type of selections and you can just drag and move at your convenience moving the different point. So this is just the type of thing that you can do. It just to show you that it's pretty fast because automatically, you will snap to a part, and when you snap to the part, you can dry and move the point in a very fast way. Just like this. Yes, this is just the type of thing that you can do with this tools. If I come back to my object mode, as you can see, I will upturn this render. Okay. 52. Slide selections: We are going to see how to slide selections and to slight selection, something that I'm going to do. First, it's to change the size of my cube. I will select my cube, go on the right, and I will change the value. So what value we tape, we'll tape four on the x axis, and on the wide axis, I will tape a value of four also. On the D axis, I will tape a value of two. After to do this type of work, I will go directly in my edit mode, and you have the possibility to slide selections. When you go this area, you have the H slide, and this is what we are going to do, but you can also use the vertex slide. So concretely, what you can do. You can just select edge. You have h selection. You can also work with the phase, but if you select a phase, for example, and you select he slide, you can see this cursor and you can drag and move. But something that you can do in this case is to obtain this type of render and you will have the g slide options and you can change the value. But the most interesting things is to work with another type of selections. I'm going to click here and selector edge so I can use my H tools, and I will click on this he here. Now, if I t and move this element, take a glance I can obtain this render or obtain this render also. Something that I can do is to after that apply a factor, and depending on the factor that I can apply, I will obtain this render. If I just select two edges. I select this one, but after that, I would like to select this one. I can drag and move on the direction, this direction or the directions just like that. One more time, you can work with a factor. It is another way to create some transformations. You can also use this way if you work with vertices. For example, when I click here, I can select vertex slide and I can use a vertex so I can just select a vertex. If I click on this one, he will define this part, or he will define this part or he will define more this part. If I select vertex, I can just click on the vertex, vertex is selected. If I go left click, I can go in this direction, this direction or this direction depending on how I'm going to move the mouse, and you can just do this type of things. This is what you can do with these tools. What happens if just you have subdivision, you can also work with subdivisions and I will select this cube. And something that I will do is at subdivision. I can press A, right click, subdivide and about the subdivide options. Let's enter a value of eight. After to enter my value of eight, if I select all the faces just like this, and I'm using my tools, H slide tools. What will happen? You can drag and move like this and ops, and as you can see, nothing really happen when you drag and move. If you select the vertex slide, it is some you can just slice the vertex, but you won't have a very nice render, you can just crat something like this using the vertex slide. Definitely, when you use the tools, it is to crank modification on a specific area. I can select multiple edges, so I can zoom little bit, select my edge selections, and I can select this one, this one, this one, this one, this one, this one, I can press shift in this case, and when I use edge slide, automatically, I can slide my edge just on the direction to obtain this render from this cut to this cut. And this is a factor. You can go to the last cut with a value of one. This is what you will be able to do with the tools. If I just come back with a vertex slide here and you can slide the vertex, and in this case, it's not going to be extremely interesting. If I go on this area, I select vertex, I click on this one, and I apply the vertex slide. Take a glance, you can just drag and move your vertex on the next cut moving your tools. This is the type of thing that you will be able to do with these tools. 53. Spline selections: We are going to see how to work with the spin tool. To work with the spin tool, let's first wave this cube, and something that I'm going to show you it's first using this cube. I can go on the scale value options, and on the x axis, we will change the value, and I will tape the value of eight on the x axis on the y axis, I will tape a value of six. Maybe I can invert the value with six here, and eight on this axis, and on the Zaxis we will work with the value of four. After that, we will enter inside the edit mode. When I go on the edit mode, here I have this face, and we can go to see these tools. This is directly the spin tools. You can extract selected vertices in circles around the cursor. Something that I can do first is to add little subdivisions and I will use the loop cut tools. With the loop cut tools, I will create subdivision, just one here, maybe another one here, another one here, and I will continue a little bit on this area. Let's continue on here and once here, one here and once here. Maybe I can continue with one here and one here. I have multiple subdivision. One of the first things to understand is, I will press a scape and use my selection tools. When you use these tools, you need to select vertices. If I select these tools, by default, I have nothing selected, so you can try to do something we have nothing selected. If you select faces. For example, you design to select these different faces just like this. You have by deft a number of steps, and if you just tag and move, as you can see, you can drag and move your different shapes around circles, it depends about where you want to position. It can be on the y axis, just like this. It's interesting because tecuglt can extrude just like that, and you can upturn this render just directly on the top when you select faces. If I just click here, for example, on the x axis, and I drag and move the plus on the x axis, you can create some transformation like that, and if you don't stop, you can just turn this and obtain this render. The aim is just to take a base and after when you take a base, you can move like this. Something that I'm going to do is just to come back. I will come back here. What happens if I silk these different faces. First, I will click on this view and I will salk the different faces with a frame of selection. Now, if I work on my x axis, I can pull like this and you can just drag and move and you can just pull the faces on directions. After I depends what you want to do, we need to come back to my edit mode, to my object mode, and take this element and press delete. Let's see another example. I will directly click on add here mesh and I will add a plane. After to use this plane, I will change the scale value, I will work with four on this axis, I will work with four on this axis also, and here you can take what you want on the Z axis. If I just go on the edit mode and I select this tool, take a glance, you can directly select to x, and you can turn axis automatically. After it depends about what you want to do. If I change the axis, y axis, I will obtain this render, and if I work on Z axis, I will obtain this render. What it can be also interesting is you can subdivide this face. I can go right click subdivide, and about the subdivision, I will increase the number of cuts, and let's work with four cuts. What happened if I select edges. You can also select edges, and if I see these different edges, just like that here all around and I decide to use my tools. I can use the spin tools and you can just turn the vertices on a specific location. This is this location can be the x axis and you can also turn like that, and something that you can do is also to work on the x axis. Here. This is the type of thing that you can do after you can work with the angles here, and you have also the number of steps if you need to create more steps. It's not a very easy tools to use, and we don't use this too much, but it's just to show you some basycles I will come back with undo and I will come back just with my planes and my selection tools. If you just continue here, you have the spin duplicate extra selected vertices in a circle around a cursor. Concretely, when you do this type of work, you can select some vertices, for example, if these vertices, and you can term just around a cursor, just like this. If for example, I define I decide to delete faces. I can take this face, I can select this one, this one, this one, this one, this one, this one, this one, and this one, and I can present delete faces. Now if I select vertices, I have different vertices here, I can select my view, and I can select multiple vertices. In this case, I will press because I don't have too much, but you can also work differently on the selections. If I work on the x axis, take again, and I decide to turn around the cursor, nothing will happen if I work on the y axis, nothing will happen. Now if I work on the Z axis, you can turn also just to create something like this, and you can create multiple vertices, you can change the number of step just like that, and I can also use angles and Yes, I I come back to my object mode, I will obtain this render just like this. I think it's not the best. I will show you other types of things to create this type of cut. We can use different things. But just to show you how you can work with this tool. Personally, we don't use this too much. You can just use the vertices and you can turn around an axis. To click here and do. If you just click on one, for example, you click here, you can just try and move only one vertices around and sometimes it is useful also you can add multiple point or you can continue and you can add as you can see multiple vertices around axis just like that. Here. 54. Smooth selections: We are going to see how to smooth selection smooth selection. For this, something that I'm going to do is to select the cube, and I will go on my values on the right, and I will change the values. First things to do on the x axis, step four on the y axis. Let step value of four and on the z axis, we will tap value of two. After I will enter directly to my edit mode. Inside my edit mode, you have the options, and directly, you can use smooth options. One of the first things to do is if you select all your cube. For example, you define faces, you press A on the keyboard, and you select these tools. After to select this tool, you can just drag and move the cursor, and as you can see, nothing happen expect to increase the size or decrease the size because I don't have subdivision. But before to do this work, you will have some options. You can just silk for example on your face, just like this face. If I silk this face and I drag and move my cube, I can create something like that just on a selected face. If I use a smooth vertices options, I can then apply a smoothing value. This is, for example, the type of thing that you can do using these tools. You can also repeat the process, so you have a first smoothing and you can increase the value. Even if it is to use a scale because we don't have any subdivision yet. If I just come back with my undo, I can come back here. If you silk, for example, vertices like this one and you take, it is like a dragon move vertices. Now what happens if we have subdivision, I'm going to come back here. And I will use subdivisions. First, I press A, I select everything, and I will go right click subdivide. I will increase my number of subdivisions and about the number of subdivision, let's work with eight subdivisions. After to do this work, I will press A to select all the faces or all the vertices. Just click on faces, press A, and select the tools smooth tools. Now if I use these tools and I want to dragon move. Take a glance about what's happened because we have subdivision. And I can drag and move a little bit first, go in this area, and as you can see, we can smooth the vertices, and in this case, we can add little rounded corner if we go on the directions. I can repeat the process just like that. It can be something interesting because if I go and validate, I come back to my object mode, as you can see, you can upturn this ronder. Even if we can work with a modifier and have the same type of ronder working with a modifier. But you can do this in the edit mode. If I just come back with my historic panels, edit, and I can undo the last actions. If you just select a specific area. For example, I can see vertices and I can go here, I select this one, pre shift, this one, this one, this one. Oops. Yes, this one, this one, this one, and this one. I just selected this corner and if I go here, as you can see, you can just make some modification on the corner and you can increase the value just dragging the element just like that. This is the type of thing that you can do. You have another type of tools, and the other type of tools, it is randomized tools. Something that I will do one more time, it is interesting to use these tools when you have subdivisions. I will come back with my edit mode just like this. I will come back with a phase selections and just press A to select everything. When I go on the right, I can select randomize. You can randomize the vertices. If now a dragon move, take a glances interesting, you can directly create this type of render. Here, and you can also apply this. I can press delete. Oops, I can come back to my object mode and just press delete. If I show you with something different, I can go and add mesh and just silic ecosphere. When I silx ecosphere, I will go in my edit mode, and I will use also the randomize o randomized options. Okay. After to do this work, I will go left click and take a glance, you can randomize your selections just using this value. I can do something like this. I can go on the randomize options and you can work with the amount that you want and you can work with uniform or not, or you can work with normals and you have also the random. One more time, we can do this type of work with modifiers, but you can also work with this directly on the edit mode. Take a glance I created this type of transformations. If I select my last example, my last example will be with the plane, so I can select ad, mesh, rato plane. This plane, I will just increase little bit of value. I will take four and here we'll take four and same on the Zaxis not useful, so you can put what you want, and I will select the edit mode. I will subdivide first, click, subdivide. On the subdivide options, I will increase the number of cuts, and let's work with, for example, 20 cuts. After to work with 20 cut, I will press A to select everything and I will use random randomize vertices. If I click the randomize options, take again automatically, you can create this render in just one step, and it's pretty fast to do this work. I can change the amount after I can increase the amount or I can decrease the amount. Here you have the uniform value, so you can change a little bit with uniform. You can also work with normals and you can then use a random side. What you like to use a random seed for a simple reason, you can try different render using this one. If I'm satisfied, I can create one more time, something like a cru maybe I can increase a little bit, just like that. I think it's too much. Yes, here, and I can use my object mode and obtain this render directly. Something that I can do after it just to smooth with modifiers add modifier, I will have more subdivision to add a smooth effect. I would use generate subdivision surface, and After to the subdivision surface decogld I can enter the levels of, let's fork with four and render maybe sweep I can obturn this render. I can validate my modifiers, and it is something useful that you can do also. I can scale and I can move a little bit my plane to obtain this render. 55. Subdivide faces: We are going to see how to subdivide phases. For this, we are going to select the cube first, and after I will change a little bit, the values, I will change on the x axis and we will tape a value of four on the y axis we tape a value of eight and on the axis, we will tap also a value of four. I created this cube and after that, I will enter in the edit model. As you can see, we don't have any subdivision, so we just have our cube with different phases. If you want to subdivide, proportionally the different faces. It means to add different cuts on each faces. You can press A on the keyboard and you need to select the element. After to select all the elements, something that you can do is to go right click and automatically, you have subdivide. When you go on mesh here, you have also different type of options, but one of the best things to do if you want to subdivide here, you have the faces, you have hedges You have also vert six. The best thing to do is just to go right click and to use subdivide. Right click and use subdivide. Right click here, and I have subdivide options. After to do this work, as you can see, you can find different new edges and you can go on the options here, and when you go on the options, you have the number of cuts. If I increase a little bit, you can define the number of cuts, and if I define, for example, eight, I can validate and I created subdivision. So now, it is useful to craft subdivision. Various in different way, I'm going just to show you an example. I will just undo the subdivisions and just come back at this stage. Here, we don't have any subdivision. If I go in my object mode and I go on the right, add modifiers, I will add a modifiers and we have the modifier for example, generate that we use a lot. It is a subdivision surface. When I click on the modifiers, you will see this render because we didn't subdivide in the edit mode. After that, I can enter the number of subdivision, and with four subdivision, this is the render that I will have with my basic cube. I'm not going to apply the modifiers. Now, if I subdivide, so I can click on the cube edit mode, and I will press A again and right click subdivide. After to do this work, I can increase the number of cut and I will apply a value of eight, for example. As you can see it is proportional to your face, so because we have different size on the x y z daxes, it is just proportional to the face. If I go now in my object mode and I add modifier generate and I select the subdivision surface. As you can see, it will be like to add a rounded corners because now we have subdivision, and if I increase my level to four, I will obtain this render for my cube. This is why it is important also to understand the subdivision surface. Let's sllx the cube. Go to click on my cube and just press delete, let's just add another element mesh and click, for example, the ecosphere. If I syllx the ecosphere, I can directly add subdivision, but you can also do this after a f you go in the edit mode. When you go in the edit mode, if I want to subdivide more, I can go right click subdivide again, and on my topologize I can increase the number of cut after you find it. I can do this type of work. Even if you want to see the difference in the object mode, in the edit mode, we have changed the topologize with so much more subdivision. And let's see a last example. I'm going to save my object mode and delete. We're going to add an element, mesh idoplane. This plane, I will go on the right, and in the properties of the object, I will change the value on the x axis, and I will work with eight, just like that. I will change also the value on the y axis and I will take 12. On the Z axis, you can take what you want. It's not going to change any c. Here, I don't have subdivision. If for example, I add another example with a modifier. I click on modifier here and I can select a modifier generate. You have, for example, the modifier a deform and we can use the modifier displace. If I use a displace modifier, nothing will happen because I don't have subdivision. I can create here, you can create a new texture, and when you create a new texture, we'll see that in details after with a modifier, so it's not a problem if you don't understand everything at this moment, I can go in texture, and in the texture, I can change the type of texture for clothes. And nothing special nothing special will happen. It will move just a little bit because I don't have subdivision. But I just want to show you the interest of subdivision. Now I'm going to come back here modifiers and deactivate the modifier just to remove the modifier. If I add no subdivision, so I will work in the edit mode and I will add subdivision. Select your element with A, right click and subdivide. I will change the number and I will increase with at least 20 subdivision in this case. When I work with my 20 subdivisions. First, it will work if you want to craft modification. You can, as you can see, Clic, for example faces, and you can dragon move, you will be able to craft some modification and modification at your convenience using this one. This is the first things to understand. Now I'm going to come back, it and do this actions, and do this actions, and and and do and also the actions to come back just with my plane and this number of subdivision. Now if I add a modifier again the same. Object mode add modifiers, deform modifiers, and I will select displace. After to select display, the principle of the displace modifier is to add a texture so you can crack new, and then you can modify your shapes using a texture. If I go on the texture properties, you need to go on texture here. You can add a texture, and I will change the type of my texture for for example, clothes, but it can be other ones. If I select clothes, now it is useful for the simple reason that I created subdivisions first. I can create a different topologize. I can create something like a crude and I have different type of options and I can work with my size like this, and I can increase a little bit and for example obtain this render. If I go on my modifiers, I can validate this modifier apply, and I will add another one now, add modifiers generate, and I will use the subdivision surface to have more like a smooth effect, and I will add a number of levels with level views four. I created this base, but it's important to understand at the beginning that you need to subdivide first. Let's click on this one. I can press S to scale and I can change little the position to see this render. Just like this. 56. Delete selections: We are going to see how to delete selection. For this, I'm going to select the cube first, and when we go on the right, we're going to edit the values. On the x axis, let's just tap a value of maybe eight on the y axis, I will create value of four, and on the Zaxis two maybe I can invert this value for the views and I can work with eight and just here we'll work with four. After to do this work, let's dig the edit mode. It's possible to delete faces. It's possible to to delete edges when you press delete on the keyboard after a selection. Let's first select face. I have to select this face if I just click on this area, and I want to delete this face to open my rectangles. You can just press delete on the keyboard or when you go right click, you have also the possibility to have a delete face, but you don't have all the options. One of the best things to do, if you click on face, you can also have access to different options on this area. But definitely one of the best things to do is to press Delete on the keyboard. And after two press delete, you have different options and you need to understand the difference between delete and between dissolve. Facilc delete phases, just like that, I will remove totally these phases here. If in this case, I press delete and I use dsolve face, as you can see, I will keep the face in this type of case. Now, something that I'm going to do is to click here, create a cut, and I will add a cut with one left click and I will create another cut here and another cut here. Now, what happens if I silk, for example, this edge. I select this edge or I can select maybe maybe I can select this three edges, we shift. After that, if I press delete on the keyboard, I can delete the edges. If I delete the edges, I will open totally my shifts. But if I don't want to open, I just want to remove the g. I can just press delete on the keyboard. In the options, I will only choose this solve edges, dissolve edges. When I do that, as you can see, we can only remove the edges, but we can keep the face just like that. Why it is useful because you can for example, use the tools, select this face, and I can drag and move this face if I want. But here, you can see is different because we have this one and we have this one also just like this. Let's hear another example. I'm going to go in my object model and delete. I will click on mesh, and I will select directly a plane. After to select this plane, I will change little the value, and I will work with four on the x axis, and I will work also with four on the y axis. I will enter inside my edit mode. After to enter inside my edit mode, I can create subdivision, right click subdivide, and I can enter the number of subdivisions that I want just on this area, and we will work for example for subdivision. If you select the selections, select mode vertex, for example, I select a vertex just here. If I press delete on my keyboard and I use delete vertices. I will open my ships on this area and the faces will be deleted. Now if I just come back and I press delete on my keyboard and I use dissolve vertices. I only remove these vertices and it means I can keep this face just like this, but I remove just the vertices. It is something important to know. If I want to only on this area, I can pre shift, sedate oops, I'm going to change the selection for edges, and I just want to dissolve these edges. I sedate my different edges. I can press delete on the keyboard, and I just want to dissolve, so I will use dissolve edges and I just remove the edges but keep the face. It is something important to know. The difference between the two. I'm going to come back just here. Yes. Now if I want to create just on this area, something that I can do it to scrat selection of face, and I can select this different face. If I want to keep the face, but only delete onlyol edges. I will press delete on the keyboard, faces, just like that, and I will upturn this render here. Now, if I just come back with this selection just like this and I want to create, I will press delete and this time, delete faces directly. Thanks to that, I can automatically create. This is how to work. Every time you need to understand the deferents and if I just go in my object mode, now I obtain this render. Every time you can go on add, you can add A mesh. It can be also, for example, you can add the cylinders and this cylinder, I can go in my edit mode and I can, for example, selxis phase. If I press delete, I can delete the phase just like this, and I can silk this phase press delete and delete the face and justo upen my cylinder just like this. If I come back to my object mode, I will obtain this render. But if I need, I can go and add the modifier and generate and I can select, for example, solidify modifier and just add a sickness to crate automatically, something like this and just validate my modifier. 57. Duplicate selections: Okay. We are going to see how to duplicate selection in the edit mode. One of the first things to do, I will select my cube and I will change the size of this cube, I will go on the right, and we will use a different scale on the x value. I will tape a value of four on the y axis, I will tape a value of eight, and on the z axis, I will tape a value of two. After to do this work, I will enter in the edit mode, edit mode, and you have the possibility to duplicate selection. For example, I can go on this area, selections and just click on the face, and I will select the face on the top here. I have the possibility to duplicate this face, not all the parts only this face. For this, when you go on the mes options here, you will find duplicate, you have also the shortcut Shift D. Shift D. And when I click on this one, I can duplicate as you can see. You can apply a constraint. It can be, for example, the ZD axis. If I want to go on the top, I can press and I will duplicate this face on the D axis, just like that. This is how you can duplicate element. Why it can be interesting. It can be also interesting. I'm going to show you something after. But one of the first things to do is you will be able to separate elements, so it means you will be able after if I will show you this after how to separate. Something a little different. I'm going to delete this phase and just come back to the object mode and scale my cube a little bit. On the x axis, I will change the value for just two. Maybe two is not enough. Yes, I will keep four, but I will change the axis for four also. I will use this view and I will activate directly the snapping options, and I will drag and move my cube and position this cube just on the y axis. After that, I want to craft something like a furniture in the edit mode. You can have different way to craft furnitures. In this case, I can use edit mode. I can select a face, so it means this face, and I can press delete on the keyboard and he's going to ask what I want to delete, and I will select face. And now I just have to select all the faces. I will activate the x ray options and select this view. After I can create a selection of all the faces, just like this. If you want to check that everything is selected, you can deactivate the x ray, and as you can see, everything is selected. If I select my x view just like this, I can duplicate. I can press shift to D and when I press shift to D, I will be able to duplicate and you can proceed to constraint on the axis and position another element just here. I can zoom metal out and press Shift D again, and I can drag and move the element, and I can preceed to constraint on the Zaxis. I can repeat the process again. If you go right click, you won't have the possibility to duplicate if you go right click. You need to go Shift or mesh. And when you go on mesh, you can also apply duplicate. I can proceed to constraint on the zd axis as you can see, and you can just put your element on the top just here. Now as you can see, I created this element to create for natures. If I need, I also here's the object mode and I can upturn this render. If you don't want the back, you can come back on the edit mode, and I can click here and press Delete face. You can click here, delete face. Click here, Delete face. Click here, and delete on the keyboard face. If I just come back on the object mode, I can just add sickness so I can go on the right and modifiers, add modifiers generate, and I will just use the solidify modifier. Thanks to that, I can just add little sickness for my furnitures like 0.08, if it's not enough maybe 0.12, and I can just validate my modifiers and I created this furniture just using the edit mode in the first way. But it's not perfect because here, as you can see about some modifiers, I need to change even sickness maybe, but only rim just like this. I won't have exactly the same sickness, in some way, it's not perfect. It's not perfect, but we can create something like this. Simple, we have also complex, it depends about what we want to do. This is how you can work with duplicate object. Let's take a last example. I will go directly on add here mesh, and I will select the UV sphere. I will keep the parameter of this sphere and I will enter directly in the edit mode. In the edit mode, I will select this view. It means a side view, we have the y axis here, and I will select selection phase and I will activate x ray. I will select on the top, on this part, for example, and I want to duplicate this element. I can go on mesh, duplicate or I can also press shift D. Shift D just like this, and I can duplicate this element. If I press, I can constraint on the z axis and position this element here. I can also drag and move my selection on the right. I can create another element directly here if I separate after. So I will deactivate this view and I can click on separate hoops. I forgot to, let's select again. I will separate this one. If I go right click, you have the options of separate here, the selections. You can also press P and you can separate the selection. Now what you can see, you can see that we have a first sphere and the second sphere. In the object mode, now we can work independently, I have this one, and I have also this one on this area, just like that. Okay. 58. Separate selections: We are going to see how to separate selections. For this one of the first things to do, I will select the cube and after to select this cube, I will change little bit the value and I will work on the x axis with four on the y axis with eight and on the z axis with two. After to do this work, I will enter in the edit mode so I can select the edit mode. Something that I'm going to do first is to duplicate the face so I will select selections face, and I will click on this face on the top, and I will duplicate this face. As as explained, you can use mesh and you can apply duplicate or shift to duplicate this face, and I will proceed on the axis to constraint on this axis. Now, something that you can do, you can separate a selection and have another element in the object mode. Here on the right, we have only one cube, and I can generate another mesh, just clicking on this one, this face, and when I click on this face, I can enter modifications. When I go here and I select mesh, I have the possibility to separate the selections. When I click on separate selections. Now when you go on the right in the collections, you can find another cube. It means now I can go in the object mode, and when I go in the object mode, I have the possibility to select this cube and to work with this cube or select this one because I have now to object to meshes directly in my collections. This is the interest to separate. Let's see another example. I will just click here and add a mesh again add mesh, and just let select the UV sphere. After to select the UV sphere, you can just create a new mesh from this base. If I select the edit mode, I will select the side view, and directly on this side view, I will create a selection on the top. To select all the faces in the two sides, you need to activate the x ray, you can crate a selection of faces, create a selection on this area, for example, now I will duplicate one more time. The most of the time in this process, it's good to duplicate. I can press Shift D or mesh and activate directly shifted d just here. To duplicate and I can duplicate, I can proceed on the daxis or I can drag and move my selection, for example, on the right, and keeping these selections here, I can deactivate ray. I can press P on the keyboard and I can separate the selection. After to separate the selection, I have another sphere on my collections. If I go in the object mode now I can, for example, work only with the sphere, just like this. And let's see a last example. I'm going to remove the servphere and go on add mesh, and something that we are going to use, it is, for example, the ecosphere. When I click on the ecosphere, I will enter in the edit mode. In the edit mode, you can see it's possible to add meshes inside edit mode. If you add the meshes inside the edit mode, for example, I seal the cylinder and I drag and move the cylinder, or I decide to add another element like for example, it can be a plane and I can drag and move the plane on the right. Because we're in the edit mode, it's possible to add the mesh, but the mesh will stay inside the ecosphere. So we are still inside the ecosphere. We only have one element. If I go in my object mode, I only have one element, as you can see. Sometimes it's good because you can add the mesh, and you didn't want to do this in the edit mode, or you made some mistakes and after you can correction cratocorrection of this mistake using the separations. I can click here, activate the x ray, silk for example, the cylinder. And I can press P on the keyboard and separate the selections. I can repeat the process with the plane. I can select the plane here, I can just crat one selections. If I press P on the keyboard, I can separate the selection. But one of the first things to do is if I come back to my object mode like this, so we have this element, as you can see, I will come back also in my edit mode, click here. Edit mode now we only have this element, and I will select the plane and I will press P on the keyboard and separate the selections. Now, as you can see on the collection, we have now ecosphere. After up to you to rename. Here we have ecosphere, but here you can double click, and if you want to rename for cylinder, it's possible, and this one, you can also double click and this one and you can also rename for plane if you need. This is the principle to create separation to separate the selections in the edit model. 59. Master collections part 1: We are going to see how to work with the collections. It's extremely important to understand the collections because you have different interests with the collections. The interest to work with the collections can be to organize first organize your your scene, and at the same time to organize the scene, you can also decide after what you want to show, for example, for the final render. And thanks to the collection, you will be able to deactivate the collections and in the final render to see only specific things. But who will see that also after. One of the first things to do is I have this cube here, and as you can see, by default, what you have in your scene. If you want to see the collection, I'm going to pull a little bit here. You have the scene collection on the top right corner and you can see by default, we just have one collections. Inside this collection, we have a camera, we have a cube, and we have a light. And all of these elements are inside the same collections. If you don't have a lot of things, you can just work with one collection, but when you start to have many elements, it's interesting to to organize with collection. One of the first things to do I can click Add mesh and I will select for example cylinder. After to select this cylinder, as you can see the cylinder is now on the collections area. If I want to select an oder one, I will take this cylinder and drag and move on these directions, and I will click on ad mesh and I will select the ecosphere. I will move the ecosphere for example here. I will click on add mesh and I will select the UVsphere. I will trgon move the UVsphere here, and I will click on add mesh, and I will select another example like for example, the monkey face, and I will create rotation on the daxis and press control to activate 90 degrees. I will try and move the monkey face, for example on this area. So in the collections, as you can see, every time when we add something by default, it is in the active collections, and my element is directly in this active collections. You can rename the collections. Here you can double click and you can change the name of the collections. If you want to add another collection, you have different way. You can go right click on collections and you have new duplicate collections. For example, you can delete also the collection copy p the collection and more. When you go on this area, you can also add filter for the collections, and when you click here, you can also add a new collections. When you add new collections, by default collection will be inside the main collections as you can see. Something that you can do, it's to go left click. You can drag and move on the left, and you can drag and move when you have ad collection instance here, and crated ad collection instance, but it's a little bit specific when you add the collection instance. Something that I would like to do is to move inside collection just like this. And now it is okay. When you obtain move inside collection, now the first one and the second one are at the same level. We can rename the collection, for example, I can change the name. Okay. And this one, I will take collection number one. And I can activate this and the second collections, I will rename also. Collection number one, and this will be the collection number two. I can change the name, and I can take collections number two just here. Now I have two collections. If you do double click on the collections, now I double click on this one, and you click on add mesh, and I decide to add a cube. This cube is inside the collection number two, as you can see. If I click on the collection number one like this, and I go on add mesh, I can add, for example, a plane, and this plane will be in the collection number one. If you have nothing selected, you can click on add mesh, I can select Taurus and automatically it will be on the first collections. If I select my collection number two, but just double click after this will be active. The last collection selected is the active collections. You can organize like this. You can also drag and move an element from a collection to another collections. When I have the Taurus, I can drag and move and put this inside these other collections. But here, it just in the same collection. You need to go inside and you need to go the right, and sometimes it's not every time easy, you need to go inside the collection number two. If I want to put my monkey face inside the collection number two, I can drag and move inside the collection number two. You can organize your element just like this. While it is useful, you can also go on the right, and you can find different options like Disable in render here, and something important, you have also this element excrete from view layers. When you collect the render, you can decide that in the final render, you will deactivate the collection number two in your render just like this. You can also click here for the collection one and deactivate this one. Something that I can do also, it's to disable in render, so here it will be only in the render and you can make the choice to disable one element in the render. The important point, you can also deactivate the view only in this mode and only in this mod, you can deactivate the view of an element here. You can cry different type of collections, and every time when you add things, for example, if I want to add a surface, I can cifent type of collections. For example, I can add new collections. I can click here, create new collections. I can dragon move tlebit here and create a new collections. These collections, it can be the collection number sue and inside the collection number sue, I can for example add surface like a erb surface, and dragon moves the nub surface. I can press to scale title bit. Now inside I have this surface. I can go and add select directly surface, and I will create a Nerb cylinder, and I will dragon move this nub cylinder just on this area here. And you can organize your collection like this. Don't forget that every time when you add an element, you can see in range, this is the type of objects that you have, for example, the camera, you can find this element. When it is a mesh, you can find this element. When it is a light, you can find this element. When it is a surface, you can add this element, and this work for all the elements that you can add, every time you will have a different arrange to recognize directly what type of element it is. I could continue. If I want I can ratonder collections. I can click here and ratonder collection plus collection four. And if I want to drag and move another element, it can be, for example, the plane, I can put the plane in these collections, and why not to put the sphere in these collections. 60. Master collections part 2: We are going to continue with the collections. We have seen how to work with these different parameters, and we're going to continue. Something important to know about the collections is if you want to organize in a different way, you can organize in a different way. For example, the first collections, I can change the name, and it can be some parameters of the scene, so it means I can rename for for example renders. Here I can for example, change the name for meshes. Just for object, it depends about what I want, and here I can change the name for for example surface. You can also change, you can put collections, it can be for example camera, and this one, it can be light if you have multiple light, just like this. And after that, I will reorganize. For example, this, I want to put this in object, so I move in object. Here I want to dragon move inside object. Here this is a camera, I will drag and move the light inside the light collections. Just like this, you need to go really inside sometimes it's not working properly, so you need to be careful. Here this is a cylinder. I'm going to put the cylinder inside the object. This is the ecosphere inside the object, and here we have our surface. For example, I reorganize like this. When you go right click here, You can also duplicate the collection. If I want to duplicate my camera collections, I will just click on the camera here, and I want to duplicate this collection. Right click and duplicate the collections. Now I have another camera collections, and it means it's located exactly on the same position. So if I drag and move here, this camera, if you want to move the camera, you need to for example, I can click on the camera, go on the object properties, and I can work for example on the Yaxes you can see we have duplicated the collections and the object at the same time. When I just continue with the right click, you can also delete a collection, so here I can delete the collections. After to do this work, you can also move your collection like this. Oops, here I have this camera. When you delete the collections, you need to understand that the object will go totally on in order levels at the end of your send collections. So I can press delete and delete this camera. Now if I continue a little bit, you can also move here, and it is useful when you have a lot of element inside your same collections. You can see the number of elements inside. Thanks to that, you can organize your object and you can deactivate the few and the final render of i collections, and this is why it will be useful also for the final render. If I just want to change the position of collection, you can select, for example, the slide collections. If I drag and move, you have moved before collections and I can move before. If I s object, I want to put this at the end. I can drag and move and you have moved for example, inside collections, or I can move inside collection just here. Sometimes it's not very useful. You need to search move after collections, and I can move after just like this. You can change the position, move before or move after, or you have also moved between before after and between. But you need to be careful sometimes it's not extremely convenient. Tegglts reorganize this scene with, for example, a light collections, a camera collection, the surface collection, and object collections. After you have your way to use the collection, but here I want to focus more on the organizations. If you go in the filters, you can also sort by something specific. By default, it is alphabetic. If you deactivate, as you can see, it's not alphabetically. You can apply different type of filters about how it will be organized when you click here. Here you can show all the collection of the object. If you deactivate the object, you can deactivate the view of the object. Here I can deactivate the view of the collections as you can see. You can also deactivate the view of the camera or deactivate the view of the meshes. It depends about what you want to select. This is how you can work with the collections send it is something extremely useful. Okay. Last point is when you click on object, for example, I have the cylinder and you go in the object properties. You can find collections. When you find collection, you can see what collections it is, and here I'm inside the object collections. If you click to add to collection, you can change the collection also here. It is not something that we use too much, but it's something also that you can know every time you select an object, and inside this object, you can see what will be the collection. Here, for example, for this camera. It is on the camera collections, just like this. And here you have some value, but it is something a little bit more specific and we're not going to focus on this area. If you click here, you can also remove the element of the collections, and as you can see, I remove the element just here. This is why you need to be careful also when you click here. But you can find your collection information where he is located also directly on this area. 61. Array modifier: We are going to see how to work with the array modifier. To work with the RA modifier, something that I can do, is to go directly on the right, and you can file the RA modifier. One of the first things to do is to click on the cube. When I just click on the cube, I will make some transformation on the right, and I will change the value. Something that I will do is just to scale on the x axis, and I will apply a value of four on the y axis, I will apply a value of eight and on the axis, will apply a value of two. So what I can do with this modifier, you can create repetition on different axis. For example, I can go on the right and to have axis to the modifier, silic modifier, a modifier, and we are going to start with the generate array modifiers. After to click on this one, you have different type of options and you can work on the axis. For example, if I select my ZD view just like that, I have the possibility to select a cont, and after to select a cont, for example, I can select eight. I have the possibility to change with the different factors. Something that I can do I can repeat on a way, and here this is a factor, so it means I can repeat on the x axis with a space of sue between the midle of this object and the middle of this object with sue. But I can also do this type of work on the y axis as you can see. The last thing is you can do also on the ZD axis, just like that. This is the type of thing that you can do with these tools. After you can activate the constant offset to have exactly the same offset and you have also the object offset. If here you can merge something little specific. If for example, I just want to repeat in one direction, I can put eight on the y axis, I will select zero, and on the z axis, I will select, for example, zero, just like that. I can just validate this modifier, or if I want to repeat on another axis, I can also directly add the same modifier. I can click on add modifier, generate array. After to click on Ray, I can do the same type of thing. I can select my top view. But this time, I can apply one more time may be eight. But instead to work on the x axis on the x axis, I will work with zero, I will work on the y axis. And on the y axis, I will take, for example, the value of three also, and I can repeat on this area. If I'm satisfied of this work, I can validate the modifier. To validate the modifier, you can click here and you can click on apply, and when you arrive on this area, you can click on apply also and I created multiple cube. In the collection, what you can see inside the cube, we just one cube and it's not separated. Automatically, we just have a repetition, but we still keep only one element in the scene collections. So this is the type of thing that you can do with the modifiers. After you have, you can make a lot of interesting things. You can add a mesh, and something that I will add is, for example, I will add a cube again. If I want to cut something like multiple stairs, I can just cut my first stairs with first, I can define some value on the x axis I can take two on the y axis I can tape, for example, just eight, and on the daxiss tape two. This will be, for example, my first stairs. Maybe I can change on the x axis fit. If I want to repeat these stairs, I can go on modifiers, add modifiers, generate, and I will select array. And I will define for example, this view, and I will create a number of code. Let's work for example with 12 steps. Here, you have the factor x, so I will define a little bit more offset with X factor like 1.6, and I will work on the Zaxis just like that. After to work on the Zaxis I can also select to side views and I can create stairs just using this process. On the Zaxis I can enter the value that I want. You can also apply constant offset and in this case, you will have adjustment to have offset constant even if you activate a value, just like that. About the feet tap, you pay fit by cont, but it's also fit by length, and in this case, you can just enter the lanes that you want. Depending on the lane that you want, you will have a number. If for example, I define 40 meter, As you can see, I will have this number of repetition when I define 40 meters. Automatically he will crat the number depending of your factors and depending of the length also. This is a factors. It means, if for example, I apply this factor 1.2, I can define a length, and this will be my maximum of length. If I increase, I can have more stairs. You can also use feet curves, and in this case, it's something little specific, you can just repeat your array around a curves. If I just kick here, I can vgdate the array, or I can increase the number of space just like that. Let's last 62. Bevel modifier: We are going to see the val modifiers. To use the modifiers, I'm going to click on the cube, and I will change the scale value. On the x axis, I will work with a value of four on the y axis. I will work with a value of eight. On the axis, I will work with the value of two. Something that I can do is to add the val modifier. I can earn the right modifier, add modifier, and it is a generate modifier, and you can add directly a val effect to your object. When I click on Bal, one of the first things to do is you have to type of beaver, you can work on edges, and you can work only on the vertices. If I work on edges, most of the time, you can select the what type and after you select the amount and the segment. I can increase the amount and take a glance about the render because if we don't subdivide the object, the cube in this case, we will obtain this render, but if we subdivide, I'm going to show you after, you will have a different render. After you can apply a number of segment, if you want to create something with more rounded corners, you can apply a number of segments. For example, I have 20 here, and then I can work with the amount on this area. Here is the angle. You can increase tal beat, but when you work with the angles, it's more if you work with vertices here and you can increase the tal beat the angles. Okay. After that, something that you need to know, you can change the offset for wide and going to come back here edges wide, and you can do the same type of thing with amount, you can use dipped. You can use percent and you can work with a percentage also, and the last possibility is absolute, and you have different render depending on what you choose. Here about the option, you have some profile options, geometry options, and shading option, it is more advanced features. Now, what happened? If for example, I'm just going to apply the modifier. What happens if you subdivide the shape. So for example, you click and I'm going to undo some modifiers and just come back here. I will go into edit mode and I will subdivide with right click subdivide after to select my shape. And the number, I will increase with, for example, a cut. If I come back to my object mode, just like this. Now if I add the modifier, I will have different render generate and I will apply directly the val modifiers, and if I increase, as you can see, it's not possible to even if you increase a lot, it will stay like this because we have subdivision, and I can increase the number of segment, but the maximum I will obtain this render because I have subdivision. This is something important to know. I'm going to show you also with the cylinder, so you can go on add the mesh. You can select the cylinder. If you don't have more subdivision here, I would select a modifier generate and val modifiers. I will increase the amount, and if I increase the amount, as you can see, we have this, for a simple reason, I don't have subdivision horizontally, and I don't have cut in this med. This is why I will obturn this render. If I increase, I can also increase the number of segment, and I will obtain and I will obturn this render. Okay. Like this. If for example, I subdivide, so I'm going to go edit and do a fair position second modifier. Let's remove this one and remove this one. If I decide to subdivide, I will go into edit mode and I will not only subdivide but create more cut in this area. I can click on the loop cut tools and ct one cut here and I can increase the numbers with the options. In the options, I will increase with, for example, let's position, also eight cuts here. And I will come back to the object mode. Now if I apply the modifiers, it will arrive only from this edge to this edge. If I go into the object mode, add modifier, generate an acelic vals. I can increase the amount, as you can see if you increase the amount, we will stay on this area because we have a cut here. And if I increase the number of segment, I can obtain this render. Depending of the subdivision, you can work with different render. Here's this white render, de render and percent render absolute render. I just come back if you say percent, you need to increase the value. You can increase the value, but not big change with a percentage. I would come back with the offset and if I just validate, I will obtain this render. Okay. 63. Boolean modifier: We are going to see the balan modifiers to use the boran modifiers, let's first select this cube, and I'm going to resize this cube. I will go on this area and I will change the value of this cube and on the x axis, I will work with a value of four. On the y axis, I will work with a value not four, I will work with six just like this. On the Z axis, I will work with two. Maybe lixisis little too much. I will increase little bit the value. Let's step eight, six, yes, two just like that. Some things that I'm going to do is to add a cylinder. I will use add mesh, select the cylinder. I will go on the options of the cylinder and I will increase the number of vertices and I will work with, for example, eight vertices. I will scale tlebat with cylinder and after I will enter specific value. On the right to the x axis, I will work with a value of here we have two, and we have two just axis. I think it's not enough for what I want to do. I will increase here, this is three. Here it is three, just like that. Let's apply a little bit more. I'm going to apply 0.4 on the x axis, and on the y axis 0.4 also. On the z axis, you can increase with eight, just like that. Let's see the bolian modifier. The principle is to select the object of reference, and it will be the cube as a base. When I go on add modifiers, add modifier here generate, you can see bolian modifier and you can make different type of operation to add to subs or to intersect your shapes. Here, what we can use. We have different options. By default, we have the difference options. What does it mean? It means you have operation type. I'm going to select object, and you need to select what object you are going to use to make a deference. If I click here and I select this object, the cylinder, just like that, I can remove the cylinder. Directly I can remove this cylinder. From the cube. Now the operation is made, and you can see a cut on this area when you select difference. If now I decide to click on apply just like this, I have the possibility to select my cylinders and to drag and move the cylinder. As you can see, we have a cut inside on this area. After you can make the choice to keep the cylinder or to remove the cylinder depending on what you want to do. Let's just continue with this example. I will click on select mesh and cratonod cube, I will try and move the cube for example on this area, and I will change the value of my cube with the options and on the x axis, I will work also with six. On the y axis, I will work with maybe two. On the axis, I will increase with maybe six, just like that. I think it's too much on the y axis. I will reduce on the y axis, just put the value of one. I will go in this area, activate the increment, and I will drag and move on the left, and I will drag and move also just here. And something that I will do is to just click on this area. I will move, and as you can see, we don't have the right positions, and I need to change the position here, and I will work with minus one. After that, I can Ink to the Zaxis and now I can move to perfectly past this cube. I will duplicate this element, right click and duplicate the obj ten position another one just on the right. Perfect. Now, what I want to do I want to link this two cube to this reference cube to create only one element. I will click directly on this one, and I would I would use modifiers and modifiers generate and I would select Bolean one more times. After to select Bonan I will change the operation for union. And I will click on the dropper tools, and I will recuperate this cube first. After that, I can just validate here. As you can see, if I click on this area, I just have one element, and if I click on Dragon move, you can see this element just here. Something that I'm going to do is to click on the order cube and this one moving and I can press delete on the keyboard. I will continue with this example. I will syllx this base now and I will link this part to this part. I will go on add modifiers generate bolean. I will slick one more time union and clicking on the hper tools, I will syllx this cube. With left click. After that, I can just validate my modifier. Here, you have some some options, but I'm not going to change anything here. I will click on apply, so now I can take this part and I can draw again move here, and I will press delete on the keyboard. Now I just have one element and you can create a different part object of this type using Bo operation. Let's see last one. I will go on hard mesh and I will sedict one more time cylinder. This cylinder, I will just cra rotation. I will rotate on this axis, and I will press control to constrain to 90 degrees. I will go on the options. Here, it's not 90 degrees, I will change on this area. It's better 90 degrees, and I will scale a little bit. I will press S, and I will scale on the y axis, just like this, again, and I will keep a value of one and one on the XN y axis, and I will just scale on the on this axis here. I will increase just like that. After that, I will position my element, I will select to side view and I will position an element, for example, just here. After to do this work, let's another Polian operation. I will click on this base here, so I can click on this base. After I will go on a modifiers and I will sel generate polyan If I select just intersections. I can crat intersections, and I will use ropers, and I will click on this cylinder, when you crat intersections of this type, you will just keep the part at the intersection, so it means if I click here, I can draw and move, and I just keep the parts at the intersections of the two object selected. I just only have this type of element. We don't use too much intersections, and in this case, it was just to show you. Let's just come back because here, something that I would like to do, it is a deference. We'll come back on this area, edit undo, edit, and und. I will change intersections to deference. And after to select this difference, I have seen my cylinder. Let's just do this again, activate this cylinder. It's okay. Difference, and I will click to apply. If I slip now this cylinder, I can dragon move and what you can see, you can see we have holes on this face, and we have holes on this face also, and it is exactly what I want to do. After that, I will delete, for example, the cylinder. So this is how to work with Bolean operation, extremely useful to add object, togeer to rat, for example, holes. You have different type of operations that you can do. Okay. 64. Build modifier: We are going to see the built modifier. To use this modifier, one of the first things to do is to select the cube, and we're going to delete this cube. To use the build modifiers, I will go directly on add and I will select mesh, and I will click directly on the ecosphere. After two with the cosphere I won't work with more subdivision are just going to take this example, and I can just increase a little bit of the ecosphere. I can just scale on the x value with four on the y value with four and on the value with four. After to do this work, let's position this modifier, add modifier, it is a generate modifier and you can find build. So is depending of the subdivision, depending on your number, faces, you can build, and you can also create animations. Something important when I click here, as you can see, we don't see anything. For a simple reason we start frame, and if I increase here, as you can see, I don't see anything. But if I go in a negative value, I can start to build my sphere, just as it just like that. When I will arrive to for example, close to two 100, I will obtain directly my sphere. My sphere will be complete. If I just change, you have the possibility to use reverse. For example, if I just come back to zero here, I can apply reverse. When I apply reverse, you can enter a positive value here, and now it's different because if I enter my negative value automatically, I start with the sphere, and I can like do the opposite of built, and I can destroy my sphere just like this, when I arrive at 100 because we have a length 100, we can obtain this render. But you can change also this area. For example, I can use verse and I can come back to zero here. If I decide to have a length of 40, I can tape 40. Now if I tape 40, as you can see, when I will arrive at 40, I will finish to build this ecosphere. This is the length. If I just come back to 100, so I will Okay. Come back to zero, you can also use animation. You have the panels here, animate the properties, and here you have animation options. What I can I can make the choice, for example, here to be start frame on this area, and I can start to anim the properties. Here, I can have a key frame now, as you can see, we have a key frame on number one. If I arrive at 100, just like this, automatically, You can arrive here and you can again the properties, and if you just go back here, you can create animations of this type. Why it is interesting because you can stop, for example, at the level of animation like this one, if you want. You can just validate the modifiers and you will upturn this render. Let's see a second example. I'm going to click here, press Delete, and I will go on add mesh, and I will select the monkey face. I have this monkey face and I can use add modifiers, generate and I will use one more time as the build modifier. If I go on the left, as you can see, you can build a part of the monkey face just like that. You can also craft to animation. If you come back here, Nothing happened because I didn't activated in key frame. I can come back and at number one, I can use, for example, zero here. If you start the animation, it's going to work even if you activate the key frame here. Something that you can do. We use zero at 100. You can also just play the animations. When you play the animation, you can also use the reverse if you want and do the opposite process just like that. And where it can be useful. You can just stop where you want. For example, if I just want to have the front of the face, I can try to move on my timeline, and I can take maybe around 48. I'm satisfied about the render, and I will apply the modifier. If you use randomize, you can have different type of render every time when you use randomize. If you deactivate, it will be just uniform and you can work with the number of seeds to have different render. If I just deactivate randomize, I can validate the modifiers. After to validate the modifier, I can come back to the fra number one. It is okay, it is validated. As you can see, I can just work with this part if I want. I have only this part of my monkey face, and it is, for example, what I want, so it's perfect. Okay. 65. Decimate modifier: We are going to see the decimate modifiers to use this decimate modifiers, we are going to click on the cube first and we'll delete the cube. And I will add directly mesh, so I will go on the left, add mesh, and we will select the ecosphere. After to select the ecosphere, I will change a little bit the size to increase the size and I will work with four on the x axis, four on the y axis, and I will work with four on the Z axis. Let's select this modifier. Add modifier, we can use this one in the generate modifier and decimate. When you use this, you can simplify your shapes and you can remove faces. As you can see on the right, you have a phase cont, we have 80 faces on this ecosphere. Something that we can do is to decrease the ratio, and if we decrease the ratio, we can reduce the number of phase cont for this reason, it is like to simplify the shapes, just like this. You can also work with symmetry. Depending of you choose, you can activate a symmetry and you will have different type of render depending on the axis of symmetries. You have also the options tringulate. Here, we don't see too much difference, but in some cases, you can have little difference when you apply tringulate. Why we have a vertex group will explain this. The vertex group will allow you to apply the modifier only on a selected part. It means I can select only a group of vertex and I can apply the modifier only on the vertex group. We'll see that in different example. If you change the type you have here, subdivide, and iteration, you can work with the number of iteration. It's not going to work with the ecosphere. I will show you after with a monkey face and you can work also with planar and you can remove some faces depending of angles. Here in this case, it's better to use collapse, and when you are satisfied, you can just validate your modifiers. I'm going to increase it to bids because we can also create animations. But if I just come back here, I can click on undo, can click on undo. For example, but the animation, you can start at one and at one, you can activate a keyframe here. We have now a keyframe on the animation timeline at one and I can go at 100. When I arrive at 100, I can decrease the ratio to zero, and I can animate the properties. Thanks to that, I created this animations. 0-100 on my time line, just like that. Let's click on ZiskiFrame Prestlitisky frame Presilit. This is the type of thing that you can do. I will show you another example. And for this, we will add the monkey face. One of the first things to do is to come back at one on the time line on the frame number one, and I will go and add mesh and I will slip the monkey face. We'll go on the directions. I will just scale little the monkey face, and I will tag move just a little bit around this area. After to do this work, maybe I will crat rotation also and I will focus, crat rotations just like this on the options, I will take 90 digress and I will go on this view. Okay. I will put this little bit on the top. It's better. It's okay for that. I would use my modifier. I will go on the right modifiers and modifier generate, and I would select decimate. After I can use the first option, it is collapse, and as you can see, you can reduce the number of phase by default, we have 500 phases here and you can change the ratio to decrease the number of phase. It's interesting because you keep all the base of the monkey phase, but as you can see, you can simplify just like that. When you are satisfied, you can for example, stop and you can take just this base with a different phase cote. In this case, if you use triangulate, take a glance to have little difference because the faces will be triangulate. You can see that. Here we have a face, you can see the tringle on this area, and it is just to have different part, different type of subdivisions. Here you can also work with the symmetry, x axis, y axis, Z daxis. You can work with different type of symmetries. Here. Another type of options, you can also use subdivide. Here we can see the difference when you use subdivide with a number of conte. The last option is planner and you can increase the angles to obtain different type of render. One more time I can use collapse again, create animation, so it means I can start, for example, this time at zero, activate keyframe clicking on the right, and on the frame number one, I have now one key frame. I can go for example at 100 and at 100, I can change the ratio to one and I can activate the keyframe to validate this value at the frame number 100. If I just come back, I can create something like this about my animations. But animation is just an option. You can create an animation, but just if you want, you can just use the modifier without to use the animations. You can click here and click here to remove the keyframe and just come back at once, and I can just cylicratio about subdivisions, like for example, this one, I reduce my number of face code, and I can just validate this modifier. Okay. 66. Edge split modifier: We are going to see the H split modifiers and to use the H split modifier, the first thing that I'm going to do, it's to click on the cube and I will change the value. I will go on the right, and I will enter a x value of four. I will enter a y value of eight just like this. On the axis, I will change with a value of four also. And after to do this work, I will enter in the edit mode. I will go in the edit mode to create subdivisions and I will go right click subdivide, and I will apply a number of subdivisions and we will work with. For example, here, we have two subdivision, one subdivision. Let's just increase a little bit, and I will work with the value of the subdivision. Okay. So after to do this work, if I see, for example, any face like this and I use my move tools, as you can see you just move apart, and we still have the edge, and when we use this modifier, we can split edges using angles. First things to do just come back here and just come back here. I will use my object mode and after to use my object mode, I will apply modifiers and modifiers generate. In the modifier generate, you can select he split. After to select H plet I have edge angle here, and you need to define edge angles. If you don't apply any H angle, you have also sharp edges. If for example, you don't apply this and you decide to click here. You come back to the edit mode, and for example, I select an edge like this one. As you can see, nothing special happened because I didn't apply any value. I'm going to come back to my object mode and select. I can come back just to my modifiers. Let's just come back here. Yes, I'll just come back here. So I can apply here 30 degrees. By default, we have 30 degrees, so I will validate this value by default, and I will click on apply. Now if I go in my edit mode, I see **** for example, something like this one, and dragon move, I obtain this render, this one, dragon move, I obtain this render. Depending on the value that you have, You can directly split the H here. It's not working properly for a simple reason that my value is still low. I would come back to my edit, I will undo this last actions, and I would come back one more time to my modifiers. I'll come back here, and I would come back directly to the modifiers undo and undo until I obtain this render. Okay. Even if we use 30 degress we can have results, but I'm going to show you where the result generate, and I will do this again, and I will use one more time the modifiers generate and I will leak the Hplit modifier. So if I apply 30 degrees directly like this, I'm going to edit mode. And if you take something like in the corner just here, what you can see, you can see that we have split some edges, and if I pull here, as you can see, we obturn this render and you have split these different parts. It depends about the number of degres and now I can use this one, just like that. This is just the type of thing that you can do when you use this type of work. If I take the element on the corner, I can just open using the modifiers. Now let's click on the object mode and I'm going to delete this one. I will add and mesh, and for this, I will use add mesh and we will select the monkey face. I will press to scale the monkey face, and I will press air on the seed axis to turn around and I will press control with 90 degrees. If I just use my monkey face, it is the same. I can click here, add modifiers generate, and I will select H split modifiers. I have a value of 30 degrees. I will keep this value and I would just apply the modifier. If I select my edit mode, go the edit mode, what I can see. If example, I click here, you can open like that for a simple reason that I use this modifier. Automatically, you can split some area and you can in a fast way open some area using this one. We don't use this modifier really too much. For a simple reason, we really need to have specific things to do. But just to show you the principle of work with this modifier. I can refer to again move this one and take this one. Move also in this direction, the directions, and I just remove this area and I could continue. Okay. 67. Mirror modifier: We're going to see the mirror modifiers. To use the mirror modifiers, something that we're going to do is to click on the cube and I'm going to delete this cube. After to do this work, I will add another mesh, and I will click on a mesh, and I will select just the monkey face. After to select the monkey face, something that I'm going to do is to go on the move options, and I will drag and move the monkey face, and I will go a little bit on the left, just like this or just move on the x axis. Then I will scan little bit the monkey face. No need to enter a specific value. Just drag and move on the left on the x axis, the monkey face. One of the first use because you can have different type of use with this mirror of modifier. The first thing that you can do is just to crate mirror in the object mode. I will directly, I need to add something as a reference to crate the mirror. I'll go on add and I will select empty object. In empty, I will add plain axis. Now I have my axis located in the model, I can press and scale, for example, to see better this empty object. Now, I would like to repeat the monkey phase on the x axis on the right and also on the axis. I will click on the monkey phase, go on the right, add modifiers, and you can find these modifiers in generate and you can use mirror modifiers. After to do this work, you can select the axis that you want. But the important point first is to select a mirror object. Because you can select anything that you want here. It's not going to be very interesting. Take a glance here a mirror on x axis. Nothing happened, y x is I will obtain this render and axis is render. Because my reference by default is just my object. This is why I obtain this render. Now I will click. You can also click on this area, but and flip, but it's something a little bit more specific, I'm not going to see that. I would use as a mirror object, my empty object, so I will click here object empty. Now, this will be my reference. What happened? If I click on x now, as you can see, the monkey face is repeated with a mirror with the symmetries on the x axis depending on the location of the empty object. If I select y axis now, I will obtain this render, so not very interesting. And if I select the Z axis, I will obtain this render. I can also use x and z d axis. What happens if you click here on the empty object and you dragon move, as you can see the symmetry will change because your dragon move the empty object. It is something important to know. I will come back with my empty object in the miter. If I come back to my monkey face here, you have merged and you can activate the merge options or deactivate it depends about how you create your symmetries. You can also create some offset, but in this case, it's not going to work properly in this example. If you are satisfied, you can just apply the modifiers, and as you can see, we have this element. Another example of use. I will remove this one. Another example of use is I will add directly a cube and you can work in the edit mode. Let's click on add mesh, just select a cube. One of the first things that I'm going to do is to subdivide. I will show you after how it's possible to ct for example phase, how you can crut body using this type of process. But first, let's click on add modifier generate, and I will use the subdivision surface modifiers. After to use the subdivision surface, what I will apply, I will just apply a value of one, and I will just click and apply. After that, the principle is to be able to edit with the mirror in the edit mode. The first thing to do is you can click here, add modifier generate, and you can apply mirror. But before to apply mirror here, I will just go on the edit mode and I will delete the alp of my sphere. Not my sphere of my cube, but it's a little different because of the modifier. I will select a view. It can be this view on this one. Something that I will do is to activate the x ray here and create face of selections on the left part just like this. Now this part is selected. You can press delete on the keyboard and you can delete faces. I have now only this part, the alp of my cube. And now I will be able to edit this. But first, I will add modifiers, so in the object mode, I can select this part, add modifiers generate, and I will use mirror, and as you can see in this case, I will work on the axis. Well, it is useful because now you can keep your modifier, not validate the modifier. You just keep the modifier, you go in the edit mode. If for example, I want to create a base for a face, I can work on the two sides easily. For example, I can click on this edge and I can decide to try and move a little bit. I can click on this face. And if I move, as you can see, it's move on the two sides at the same time because we still keep the modifier. For example, I can also go on the back, and I'm not going to make a complete phase, but it just to show you some basics. I can go here, can change a little bit this part. So I can move on the directions and just crat base for my face first. And I will be able to move Little B to change Little B to topologize something that I will do to silk this face, for example, with this face, I will press E and I will be able to create first part just like this. I will be able to maybe I can add some subdivisions. But before to add subdivisions, I will be able to click here, and extrude. One of the problems when we do this work is you will have to go on the right, and on the right, you can activate clipping. When you activate clipping, you can press S, and as you can see now, the two part are linked together, and it's definitely better. I can press to base to to base for mouse, for example, just like this, and I press to extrude inside, and I can press here again to extra bit more just like that. Here will slip, for example, this phase, I can change le beat the topologize clicking here and I can dragon move on this area, dragon move in this area, dragon move tl beat. I can also create more cut so it means you can use these tools and you can create a new cut here. Maybe a cut here also, and with my selection tools, I will change a little bit the topologiz with this one, this one, this one. We will make a training where we will create this completely here just to show you the modifiers. I'm not going to create complete face, but it just to show you that it's extremely interesting to use the symmetries modifiers. I will be able, for example, to click on this phase this face and this face and press extrude, and again, for example, go little inside on the directions, and I can press extrude again. Or scale first and go a little bit inside, just like this to crate the pace for the eyes. I could continue, select more subdivision, just cra cut just like this and if I wanted to make the noise, it's also possible. It's okay for that. I just wanted to show you some basics, and you keep the modifier you can only validate the modifier really at the end if really you are totally satisfied of your work. But something important, you don't need to validate the modifier. You can just stay like this and it's okay. You can just keep the modifier inside your object. But if you apply it only when you finish your work and you are sure you don't want to come back. It's okay for that. Okay. 68. Multiresolution modifier: We are going to see how to work with the multi resolution modifiers. To work with this modifiers, let's first click on the cube here, and this cube, I'm going to create some transformation about the size. So I will go on the right, and here you can work with the scale value, so I will change. And on this axis, I will take four. On this axis, I will tap eight and on this axis, I will tap two. What is the principle of this modifier? One of the first things to do, you can click on this cube, and you will be able to use modifier, a modifiers and you will find this in generate, you can use directly this one multi resolution. So after to do this work, what you can see, you have different options here with a number of levels, Scholl ten renders. If you move something here, nothing happened because the first thing to do, is to define the subdivision here. And you have more options like shapes, generate and advance. One of the first things to do is to click on subdivision subdivide, just here, you have two options, simple and linear, so you can use linear or you can use simple. If I just click on subdivide here, when you use simple and linear, nothing special happen. If you use subdivide, you can enter a specific value. So for example, I can increase increase, and now I have eight level of subdivision. If I just validate this modifier, I can click here, go on the edit mode, and what you can see, we have a big topologize just like this. Okay. So something that I will do is to undo this last modifiers, and I will do to show you something a little bit different. So here I will deactivate my modifier. I would go on add modifier generate, and I will use one more times Multi resolution modifier. If I go in my edit mode just like this, and here as you can see it's not possible to have the display in real time. I'll go in my object mode. If I just make something simple with one simple with a second time. Now if I go in my edit mode, as you can see, you won't see any things particular. Even if you go in the object mode, you can just click here and you can apply. Now if I just click here, I go in my edit mode, as you can see, we have subdivide with something very simple to exactly like if we go right click, subdivide, we'll obtain the same render. It's okay for that lets just come back just before this one. You can also use the process linear. First, I deactivate this modifier. Let's do this again and modifiers and select multi resolutions, and I will work with linear just like this, maybe one and maybe two times. If I just validate the modifier, I can go in the edit mode and we have a linear subdivisions. This is the type of thing that you can do, and the last options, I can click on edit undo. Remove this modifier and modifier generate and I can select multi resolution, and this time, I will just apply subdivide ones, and I will just apply subdivide a second time. Now we have something different for simple reason I didn't apply simple or linear first. You can also use subdivide, but if you click here, it's not going to work properly because I already subdivide like this. I can upturn this render just like that. If you crat subdivision and then you apply this one. Going to come back and just undo the modifier. If for example, you're going to the edit mode first. In the edit mode, you go right click and you apply for example subdivide first, and I will enter a number of subdivisions and I will work with eight. After I will come back to my object mode, a modifiers and select multi resolutions, and I can use just subdivide here. I can use one time two times and you can find rounded corners because first we have subdivide. It is another way to subdivide because there is multiple way to subdivide and it is a way using these modifiers. Now, something that I'm going to do is to remove this element. You can repeat the process for a lot of object. If for example, I click here, I go on add mesh, and I will sealing the monkey face, just like that. After two selling the monkey face, I can zoom little bit on this monkey face, and I will go on add modifier, generate and one more time, I will select directly the Multi resolutions. I I can use one more time simple and I can use one, two, and I have more subdivisions. Or you can use linear also add modifiers, generate multi resolution, I can use linear a first time, a second time, and in my topology, I will have more subdivisions. We can see that just on the faces. But you can also just use subdivide. Add modifier generate, and you can just select subdivide, so I can use generate multi resolutions, and activate subdivide, can be one, it can be a second times or more. After to do this work if I go in my edit mode to check the topologize. Now we have so much more subdivision, so this is why the render is deferment. Just like this. This is how you can use the modifiers. Let's click on the monkey face and I'm going to delete on the face. 69. Screw modifier: We are going to see how to use the screw modifier. To use this modifier, something that we are going to do first, it's to select the cube and we will delete the cube. To use this modifier, we'll use the example with the cylinder. I just click on add mesh and we can use the cylinder. After the cylinders, I will change little bit the size, and I will drag and move about the cylinder, we can increase the number of vertices. Let's step for example, 84, and I will drag and move my cylinder on the left just like this. After to do this work, let's see first some basical. If you don't add any more things, you click on the modifier and modifier, and uselt directly generate and select screw. Something a little strange will happen. You have this render just like this. And you have a screw, you have a number of iteration. For example, I can go here. I can make a number of iteration. But the render is not really good because I can work also on a different axis x y z. Even if I work on this axis, I can start to do something like that. But definitely the render are not going to be very good for a simple reason that I need to have axis to turn around, and we don't have this axis object here at the beginning. This is why I'm going to add empty object. Let's go and add Let's select empty, and I would use just plane axis. After to select this plane axis, I will press S to scale little bit this axis. I will take my cylinder, go a little bit more close to the empty object, and I will repeat this process. We click on my cylinders and add modifier generate, and I will select the screw modifiers. After to do this work, now, something important, you can use axis object. You can click on the A dropper and you can click on the empty object. Now it is interesting because as you can see, you can have a different render. So now, the aim is to work on axis here, x, y and C. First things to do, you are going to increase the number of screw, and in this case, I will increase just like that. I will not work on the x axis work on the y axis, I will focus on the c axis. And I will be able to again move my cylinder around. I can work with the angle, and here this is the screw, after you can repeat with the number of iteration. For example, I can repeat with a number of iteration here on my Zdaxis. You can also increase the step, and you can also increase the render just on this area. If it's too much, you can decrease the number of screw, the number of iterations, and you can obtain this type of render. If I just zoom a little bit after you have axis, you can work also on the x axis, as you can see, and if I work on the x axis, I can also upturn this render. The cylinder will be repeated in this type of way. If you click on the object screw, it's not going to be really good, you just keep an object like this. I'm not going to activate that and we have an angle of 360 degrees, we can also change the angles just here. This is how you can work with this type of modifiers and you need to add empty oxy. Factly here I can go on scale also. Something that I will do is to delete this cylinder, so I will delete this cylinder and after to de this cylinder, I will add mesh, and as you can see you have different options, you can just add the circles. If I just add a circle, I can put my circle one more time on the left. After to put the circle on the left, I will go in the edit mode, and in the edit mode, you have all these vertices. If you press F, you can feel your circle. You can press F and you can just fill your circle. Now if I just come back to my object mode, just like this, I have my circles. I have my empty object. I can use a modifiers generate, and if I use one more time, the screw modifiers. Take a glance about what's happened. First, I can click on the axis object. I will obtain this render and I work on the Z axis. Now if I increase with the screw, I can also work with this type of things. Here I can work with the number of iteration. But because we just have a circle, I will obtain this render. Just like that. And you can turn around. I'm going to show you another example, phrase, if you want to use something like can be a cube, I can use add mesh and define a cube, drag and move little beat the cube on the left, and I will use a cube this time, add modifier generate and I would select screw. One more time, I will select axis object. I will define my empty object. I will obtain this render, and I can change also the value with this, and I can change the number of iterations one more times. F decrease little the screw because it's too much, I can reduce number of iteration, little bit, and I can create something like this. You can also on the x axis, y axis. But in this case, the axis will be great. I can increase little bit the render, and I can just validate my modifier. If I validate my modifier, turn this render, if I use a modifier again, generate and acyli something like subdivision surface. And I can work with a specific value. I won't have big different, but thanks to that, we can have rounded corners, and we can change a little bit of ratio using this value. After it depends on the render, but I can use my subdivision surface and just click on apply. Okay. 70. Remesh modifier: We are going to see the remesh modifier. To use this modifier, one of the first things to do, I'm going to select this cube, and I will scale the cube. I will go on this area and I will change the value on the x axis. I will tape a value of eight on a four on the y axis, I will tape a value of eight and on the axis. I will tape a value of two. I didn't subdivide this cube, and let's first recognize if we don't subdivide, you can use modifiers, add modifiers, generate modifiers, and we can use remesh. And thanks to that, you have different operations that you can use, like, for example, the first operation, this is voxels, and you can work with the size and you can make some transformation like this, you can use adaptivity and you can remesh your element. You have also the possibility to use the sharp options. Here with the scale value, you have sharpness, you can use the smooth options and the block options. As you can see, we don't see too much difference for a simple reason that abd subdivide this cube. This is why we will go in the edit mode, and in the edit mode, I will subdivide, click subdivide, and I will have different types of subdivision. I will increase little the number of cut. Let's tap for example, a cut, and after I will come back to my object mode. Now, we'll use a modifier generate, and I will select remesh modifiers. When I go on the right, one more time, I can use oxal size adaptivity here, and I can create some modification. As you can see, you can also smooth the shedding and you can make this type of transformation. Can also increase, it'll be the size. Here it is, for example, if I'm using ox. If I use sharp, I have a dip on this area, I can change this value, just like this. Depending on that, I can use scale value, and I can use sharpness also. Here we don't see too much difference when we work with this cube. You can also use smooth and you can use also the block, just like this. Now if I take another example, I will use directly add mesh and we will c for example UVphere When I crud my U V sphere, I will keep the number of cuts. After that, I will add modifiers and I will silk one more time, remesh modifiers. Here I can work with voxel size, and you can see some difference about the topoologz. For example, if I work like this, can definitely change the render of my sphere when I'm using this modifier and I can work with adaptivity. It's great because you can definitely change and obtain, for example, this render. If I'm using sharp, it will be a little different. The most of the time we will use voxels, but we have also more options like here can decrease the scale value, definitely, we can change the topology. You have also the smooth here. And you have also some blocks, and in this case, it can be interesting. You have multiple options just like that. Also. This is the type of thing that you can create. If I'm using oxales, I can just validate and about the render if I use my edit mode, now you can see the difference about the topoologize and the number of cuts. Nos the number of cuts, about the topoloogize. I'm going to delete this one and add another one mesh. Let's select the monkey face. If I select the monkey face, I will add also the same modifier generate, and I will use one more time the remesh modifiers. After to click on the remesh modifiers, I will go on this area, I have different options. If I'm using voxels, take a glance we can. Here if we apply a big value, we will just like simplify to come back with a cube, and if I dragon move, I will have different step to obtain the monkey face, and we can find different step just like that, and I can work on this area as you can see. I could also even create to nice animations. I have also the adaptivity. This is if you use this one, if you use sharp, it is same. You can use the scale value. You can craft different options. If I'm using smooth, you can work with the scale value and block also. You can craft for example, block effect. You just click here and from your element for your creation for your object, you can make multiple block. I can also work with my de value just on this area. You'll be able to generate an animation, if I click on oxals 71. Skin modifier: We are going to see how to use the skin modifiers. To use the modifiers, one of the first things to do is to click on the cube and just delete the cube. So after that, we will create der mesh and we will go on add mesh and we will click on the plane. About the scale value of this plane, we will keep just this parameter because we're just going to convert in the edit mode. I will click on this plane, go on my edit mode, and something that I will do is when I select everything, I can go right click and the first things to do very important to do is to use merge vertices and we can merge all the vertices at center. Right click, merge all vertices at center. You can also press M, and you will have the same result. After that, maybe you have the feeling that nothing happened. We just have only one vertices here. We still have the plane, but it's just one vertices. First thing that I'm going to do after is to go on the object mode and we can add the modifiers on the plane. So I can click on modifiers, add modifiers, generate, and I will use directly this one, the skin modifier. And what we can see, we can see something like a tube and you can work after you will be able to work with symmetries and where it is interesting because now if you go to edit mode, for example, you select plane, you have a vertices just on this area. Something that you can do is here we have our element. You can for example, click to see this view. And now we have just this element and something that we can do if we select the vertices and we just press extrude. You can constraint on the axis, and you can create something like that. I could continue. I can press extrude, Z axis, and I can create something like this. I just extrude my vertices. If I just come back to this field, we can upturn this render. And now I can press extrude and I can go if I want on this area or I can press extrude, and I can continue with this area. So let's see a concrete example. I will come back to my object mode, and I will press delete, and we are going to repeat the process, but make something a little different. One of the first things to do is to click on a let's click merge at the plane. After let's go back in the edit mode as I explained, you can press and you have merge at center. After to merge at center will go in the object mode. In the object mode, we will add the modifier generate and we will select skin. After to select the skin, I have this element. One of the first things to do, I'm going to add another modifiers first, add modifier generate, and I will use the subdivision surface. And I would like to craft a base for a character, for example. First, I'm going to use a subdivision surface, and I will increase like for example four just like this. I will keep my subdivision surface modifier on this area. You need to put the skin modifier first and I will come back to the edit mode just like this. If I go to the edit mode, something that I can do is to extrude, so I can press extrude. When I press extrude with, and I press, I can create a base for my character. For example, I can just create something like this. Something important, you can work with the mirror. For example, I can define here the mirror on the Zaxis y axis or x axis depending on what I want. If acc x axis. First, I can go on this area. I can press extrude again maybe on the axis, and here I can press extrude and I can go on the right. As you can see where the symmetry, but not exactly as we want, if you apply for example, a symmetry here, extrude Z, it's not going to work properly. Okay. So you can apply some symmetry, but in this case, I will press X. Something that we can do, can press scape just to come back a little bit, I can just come back at this step. When I am at this step and I'm using my edit mode, something that I can do also is to activate for example this view, and I can go directly on this area. Here we have a topologize you can select a, but I already created subdivisions. If I remove, for example, my subdivision surface, I obtain this element for my cube. If for example, I crut to cut, I can crate cut just on this area. But as you can see, it's not possible because I still have my cube. This is why we can keep the modifiers, going to come back on this area. I can click here, add modifier generate, I can still work with my subdivision surface, but something that I can do is also to add modifier generate, and I can use also mirror. If for example, I'm using mirror, I click on my move tool in the edit mode, take a glance about what happened. We can have this one on the two sides because on the mirror, I al the x axis and my red axis is located here. Now, if I just come back, So in the order, we have the skin modifier, the subdivision surface modifier and the mirror modifier. Now I can press extrude on the on the Zdaxis and crate, for example the base, just like this, extrude z again, just like that, and extrude z again. On this area, I can press extrude. If I go on the left blends, we can obtain this type of render. And if you apply here, you can apply clipping and I can extrude select x axis or the y axis. But because I'm using clipping, as you can see it's not working properly. This is why here I need to deactivate clipping, just work with the merge value. Here about the symmetries, I can just remove that press X, I can go on the left, for example, just here, and I can drag and move little bit, press and x on the x axis, just like that. Okay. After I can come back to this vertices, I can press to extrude and I can drag and move ly to bit on this area here and I can continue press, Zaxis and do something like that. And then go on this area, press and turn it to bit here. I can come back to this base vertices, press Z to go on this area, press again, just like this. Maybe I can move on the directions. At the end, I have the vertices, I can drag and move the tal bit and press, and I will constraint on the y axis, and move the t bat and crut something like this. You can just crut the base. Here I can press here again, maybe to continue litter you can just crate the base here. Okay. If example, you're satisfied, you can validate some different modifiers. If you change the position of the modifier, for example, you position this one, you move first, why it is interesting because if you use the symmetry modifier at the beginning, as you can see, you won't have the small trouble on the area that we have. You can position this one first. I can also position this one, not first in second. Here I can change move. Maybe I can keep this one to last is definitely not a problem, but just yes, add the modifier mirror at the beginning. Just like that. Something that I can do is to have multiple modifiers here, it is okay. After if you want to use the skelt, you can use the skelt I will use object mode first. If you use object mode, you can then apply the modifiers, just like that. For example, I created this space, and after After that, I can I can use the skting mode, directly in the skleting mode, I can have different type of tools to, for example, just use this base. I can use the basic tools. This is the first tools, and I can work with a radius, strength and take a glance about what I can do. I can increase. I'll be the size on this direction. But if you want something proportional, you need to activate a symmetry. We'll see that more in details after. In this case, I can activate the symmetries. I can do something like this. Okay. I will decrease the strength and after to decrease the strength. I can also work on this area. I think the strength is not enough and I can work here. After you can use also different types of tools. Here, for example, it's not really good, but just come back maybe Okay, let's. Here the aim is not to show you the skelety just to show you that with this base after you can make some transformation, and you can use this tool here, use this tool, but you can use other types of tools to have different render. Here. S like that. But I can use also in the order direction. We can use minus d type of tools that we can use, for example, the smooth tools, and we can smooth different part using these tools. I can decrease the strength of the smooth tools. Thanks to that, you can work with a better render using these tools. Okay. I just want to show you you can create a base if you need, and you can use after different type of tools. I'm not going to enter too much in details here. I was just to show you the modifiers. After you can use different tools that you have in this area and you will be able to work with, for example, for characters or any things like this. 72. Solidify modifier: We are going to see how to use the solidify modifier. To use the modifiers, one of the first things to do. We're going to click on the cube and just change the value of this cube. On the x axis, what I will tape, I will tape a value of four on the y axis, I will tape a value of eight, and on the axis, I will tape a value of six, just like that. Thanks to that, I can obtain this render. I'm going to go in my edit mode, just like this. In the edit mode, I will select with the phase selections, I will select this first phase, and I will turn around, I will press shift, and I will seal this second phase. The aim is to delete these two faces, and I can press delete on the keyboard and I can select what I want and we're going to use directly the faces. So thanks to that, I can open my cube, and as you can see, we only have different faces here and we don't have any sickness, and I can use my solidified modifier to add sickness to create this type of object. I can go directly in my object mode, just like this, and I will add the modifier. To do this work, click on the cube on the right add modifiers, and in the add modifiers, I will use generate and I will use solidify. After to click on solidify, I can work with sickness as you can see. I can use for example, this view, and if I'm using this view, so you can see the difference, this is just the sickness value. Depending of the size of the face, you cannot have the same sickness. You can use even sickness also if you want to make adjustment and When you use the scale the offset value, you can work more outside or more inside depending of what you want to do. Here you have only rim, but in this case, it's not going to be interesting. I can just use event sickness, and if you deactivate feel, you won't see anything, so I'm going to keep this one and keep this one. If I go on the mode, you have also the complex options, and on the complex option, it's just that you can change a little bit of boundary, but here in this case, as you can see, it's not going to change too much because I just have a cube at the beginning. I'm going to come back to simple and I just enter a value like zero point maybe. Let's just work like 0.12. After that, I can validate my modifiers and I created this element, as you can see. Let's see another example. I'm going to click on ad and let's slick surface, and I will work with what with the nerves circles. We have seen how to create the surface. For this, I can go the edit mode and I have everything selected, and when you have everything selected, you can also press A. If you press after you can extrude and crato base. I can press to stay on the daxis I will press to scale. First, let's do this again. First, I'm going to press, and I will validate and after I will press S to scale little bit on the directions. It's not working, just like that. It's okay for that. I created this element, I will come back to my object mode. I will press Z to create something like this and to scale on the directions. If I want to add sickness, one of the first things to do is to convert to mesh. Because if you don't convert to mesh, it's not possible to validate the modifier. I will select my circles and right click, you have convert two, and you can select mesh. After to convert to mesh, I can click on add modifier generate and I will silk solidify modifiers. Thanks to that, I can add sickness, and I can use a value like zero point A. I think I can use even sickness. If I use only m take glance about what's happened inside, sometimes it can be useful to use these options. If I'm satisfied I can decrease little bit, and I can just validate this modifier. My last example, I would like to create a ground using the plane, and for this, we will go directly add mesh and I will select the plane. This plane, I will change some value on the x axis, let just work with four on the Yaxiset work with eight. Oops I'm going to invert maybe eight here, and six on the y axis, and here you can tell what you want, it's not going to change anything. I will subdivide in my edit mode. Let's go on the edit mode and right click subdivide. I will go on the subdivide options and I will enter a value. The value will be 20, and I can just press enter, validate and come back to my object mode. Now, I would like to rato effect. We'll show this modifier afters, but in this case, add modifiers, deform, and you can use the displaced modifiers. After to use the displaced modifiers, nothing special happen. You just have the feeling of a little movement because we need to add a texture. I will go on this area, texture. New and we click on new. After to click on new, I need to edit the parameter of my texture to create an effect in the texture parameters, and you can find the texture parameter here, texture properties. After to do this work, you click here. You can select the type of texture that you need, and you have different options. We will use the clot texture. Thanks for that, I can obtain this render. After that, I can work little with the size, so it means I can increase a little be the size maybe like 0.4 t and keep the order parameters. I will come back to modifiers and validate these modifiers, and I will subdivide to have a better render. Add modifiers generate subdivision surface. After to apply the subdivision surface modifiers, I will increase the level of view. Let's work with four level of views, and I will just validate. I will press S to scale little bit and move a little bit my element on this area. So now, if I wanted to add a little sickness on this base because as you can see, just like a face just like a surface. I don't have sickness. I can take on modifier generate and I will select solidify. You need to be careful because if you apply a too big value, you can have something a little strange. It means if I apply too much sickness, take a glance but the render is definitely not really good when you apply to big value. So let just decrease, aim is to just apply a little sickness. It can be 0.1 or 0.2, and can be totally enough to add a little sickness. 73. Subdivision surface modifier: We are going to see how to use the subdivision surface modifier. To use this modifier, one of the first things to do, we're going to click on the cube, and we're going to change the dimensions. Let's work first on the x axis, and on the x axis, I will work with four on the y axis. I will work with eight. On the axis, I will work with four also. I created this cube. One of the first things to do is you need to understand when you use this modifier, so modifier and modifier generate, you can find subdivision surface. You will have different type of render if first in the edit mode, you subdivide your object or not. If directly, I apply generate subdivision surface here on my cube. You will be able to work with the level of views and also with the render. So if I increase my level of view, take a glance, we have different divisions, and when I increase, I can have more element on my topoologize here. You can also increase the level of render just as this. If I decrease a little bit, I put a value of four techo glans above the topoologiz. You can also work with simple. If for example, you work with simple, I'm going to apply a level of use for validate, apply my modifier, and if I go in my edit mode, as you can see, we have a lot of subdivisions. Okay. So now let's come back in the object mode. You can also, I'm going to come back here just before the modifier. So when I click here edit mode, we still have the subdivision. I will come back at this moment, and I will cancel the modifier. If I go in the edit mode, we have now this render. I will go in the object mode, the order possibility you can add modifier, generate subdivision surface, and you have the cat mode clark and the simple way. If you use a simple way, you just subdivide and you don't change any things on ab render. If you click here, you subdivide and you will change the render at the same time. If I apply four I can also use render view. You have advanced parameter, but we don't use this too much, and I will just validate. And if I go in my edit mode, I will obtain this render. First, you need to understand that you will have a different render if you subdivide first. If I add a direct mesh and I select a cube and this cube, I can come back to my modification and apply a scale value of four. Here I can apply a scale value of eight, one more times and a scale value of four on this area. If I go in my edit mode in the edit mode, I can go right click first subdivide, and I can apply subdivision just like this. Let's work with, for example, value, I will apply a value of eight subdivision and come back to my object mode. If now I apply this modifier modifier add modifiers and subdivision surface, just like this. Something that I can do is to increase the level of view and techo glans will have a different render because first we subdivide in the edit mode, and now the looks will be like to add rounded corners on my cube. If I go into the edit mode again, you can see the topologize now on this area. So this is how to use the modifiers. You can do this for all this type of mese, so for example, fi select a plane, and I'm going to scale a little bit this plane scale on the y axis just like this. I want to cratoground so I can go on add modifiers. First, I can go on I can go on the edit mode, click subdivide, and I will enter a number of subdivision, and I will enter 20 subdivision. Then I go on the object mode, add modifiers, deform and I will select display. I need to add a texture so I can kick a new criteria texture. I go on the texture property just here, and on the texture property, I will change for clothes. Take a glance about what I will obtain. I will obtain this type of render. I will increase a little bit. My size on the right may be with this value just like this. I will go on modifiers and I will apply the modifier. Take a glance, we can see the different subdivision here. The final render is not the best. Something that we can do. It's to use this modifier, so I can use generate subdivision surface, and I can have a better render just with increasing the level of view. If I apply four about the render, you can put the same or you can reduce a little bit and I can validate and I will obtain this render because after I subdivide again. In many cases we will use a lot this subdivision surface, this is one of the modifiers that we use the most. Let's just continue. I'm going to show you my last example, add mesh, you can do this for all these type of matches. You need to add a meshes if you want to use this modifier. Let's select the monkey face. When we click on the monkey face, I'm going to drag and move little bit. Take a glance about the topoologiz. If we go in the edit mode, we don't have too much subdivision to this monkey face, just like this. This is why we have this feeling to have different types of polygon on the monkey face. You can modifier, generate silx the subdivision surface one more times, and you can increase solivl of and take a gens, we have now different render. If I increase with one more time four, but we can do more, I will have different render for this monkey face and I can just validate just like this. And now we can have different render like improvement render. I can go directly in the edit mode and take a glance about topologize we have so much more subdivision. This is why the render looks different because we have so much more subdivision, and now we have the feeling to not have all these polygons here because we use this modifier. Okay. 74. Triangulate modifier: We are going to see how to use the triangulate modifier. To use this modifier, one of the first things to do is to select the cube, and we are going to delete the cube. After that, to see this modifier, we will take the example of the monkey face. The first thing to do is to click and add mesh and just slick the monkey face. After that, I can press S and scale a little bit this monkey face and just dragon move the monkey face on the top first, and I will duplicate this one, right click and duplicate object, I will constraint on the axis so I can press the axis just like this. I will duplicate again right click and duplicate or shift the d. Press the keep on the keyboard to constraint on the axis and position another monkey face just on this area. Let's select the first monkey face and add modifiers and generate select triangulate. You have different types of method that you can use on this area. And if I just go here, first things to do if you go on the edit mode, you will have this type of render, and even if you don't change directly the topologize, you can see that the face will be triangulate. I will come back to my object mode and take a glance about the render on the back on this monkey face and this monkey face. Here we don't have the face triangulate. When I go in this area, we can see the phase triangulate. You have different type of methods. You can use this one, you can use the fixed one. You can use a fixed alternate. You can use also the shortest diagonals and the longest diagonal. And every time you can work with a minimum of values. You have different type of render. For example, I can select the first one, this one, and I can also you can change after with the minimum just like this. If I select, for example, the second one, I can go on this area and add generate triangulate modifiers, and I can select another one like the longest diagonals, and I can click on apply, and I can select the first, the last one generate tri ungulate, and I will silk for example, the first one, just say this. If I sing the first, we have this way, this way, this way. If I maybe I can use. I think on the first, yes, maybe I can use this one. If I zoom little bit, you can see we apply triangulate. But it's not like to change the topologize. You will still have the same topologize, but take a glance about here, we have the faces triangulate, you can see the difference. If I select my order one, I can click on this one, and edit mode, we have the faces triangulate as you can see. If I go on add again, so I will go on my object mode. I will select add mesh, monkey face. I will scale a little bit and put this monkey face on this area. I will go on my edit mode. Take a glance take a glance at this area. We don't have the faces triangulate. We can see the topologize just here. Now, if I select the monkey face object mode here, and I go in my edit mode, you can see the faces triangulate in this area. This is what you can do in some cases, it will be interesting to use triangulate. I will come back to my object mode, delete the different monkey face, and just add a mesh, and I will select plane. This plane, I will scale little bit, I can press on the axis also, and when I go on my edit mode, I will subdivide, so I click and subdivide. I will enter a number of subdivision like four subdivision. So here my faces are not triangulate. If I go in my object mode, add modifier generate, I will select triangulate and now I can apply something here. Let's apply longer diagonals. If I go on my edit mode here, I don't see some difference, if I slig this one. This one or this one, I don't see difference because I need to validate the modifier. I'm going to validate the modifier and now if I go in my edit mode, you can see the faces triangulate. If I slig my face, I can click on the face selections, take a glance. We have different tri youngles inside. You can see the deferents. Here we have this tree younger. If I go here, a press and I can extrude, we can see the faces is now triangulate. This is the type of thing that you will be able to do with this modifier. 75. Wireframe modifier: We are going to see how to use the wire frame modifier. To use this modifier, I will select the cube first, and I will change a little bit the dimensions so we've got the right, and I will tape on the axis eight. Maybe eight is too much. I will tape. Four on the axis, eight on the way axis, and two on the ydxis. Four on the ydxis it is better. If we take a glance, we don't have more subdivision. So if I go in my edit mode, you can see the topologize and you can see where are located the different edges. When you use the wireframe modifier, you will replace the edges by directly, you can see the edges. With meshes, and it is like to remove the face to focus only on the edges. Let's take an example. I will go on the object mode. I will select modifiers, and modifier generate, and I will use wire frame modifiers. After to use this one, what can happen, we can focus only on the edges as you can see, and you can enter a value for the sickness and you can increase to upturn directly this render. This is why it is very interesting to use the modifiers. You can also cut upset, on inside or outside depending on the values that you want to place, and you can just try and move the value. Here you have also boundary. If I zoom little bit, I can obtain this render. He's not going to change anything. You have sickness even. In some cases, it can be interesting because you can have something more proportional if you apply sickness even. You can also apply the modification on on a vertex group so it means only on a specific area. I can obtain this render. Now, if I go in my edit mode just like this. If for example, I go and I decided to it subdivision, so I can go right click subdivide, on the subdivision options, first, I need to select, everything is better so right click subdivide, and I will add maybe to subdivision. After that, if I come back to my object mode, you can see the difference because we have more edges, and because we have more edges, now I created this render with my cube. If you are satisfied, you can just apply the modifiers. Let slicer been just pressed it, I will go on add mesh and select ecosphere. After tosylic ecosphere, one more time in the edit mode, you can see how is the topoloogize of this ecosphere with the different edges. If I go in my object mode, add modifier, generate, I would select wire frame one more time, and automatically, I can obturn this render. I can increase the value of my sickness, one more time, I can cut offset outside or inside if I need. Use bondin this case not change, and here you have also, even sickness, just like this that you can use. If you don't use replace the original, you can also add directly. You can keep the faces and also have the effect of the modifier, but you can also keep the faces when you use this one. You can make the choice to replace original or not to replace originals I can just validate. Let's see my last example. I will go and add the mesh and I will select the monkey face. After to select the monkey face, I will some little bit. I can go in my edit mode and you can see the topoloogize of this monkey face. If I go in my object mode, I will add multifier generate and I will select wire frame one more time. I can increase my value just like this to upturn this render. If I is a little bit, you can create upset outside or inside, just like this. One more time, you can use boundary if you need. You can see some little bit difference on the back on the eyes just here when you can apply boundary. Here you have even sickness, you want to have the same sickness on the different parts, just like this. The best thing to do is to work with the sickness value, just like that. This is the type of thing that you will be able to do with this modifiers d d. 76. Armature modifier: We are going to see how to use the armatures modifiers. To use the modifiers, I will slit the cube, and I will press delete first. We are going to take the example with the cylinder and add some armature on the cylinder. Let's first click on add mesh joclit cylinder. This cylinder about the options will keep this option of this cylinder. But on the scale value, I will focus on the Zaxis On the Zaxis I will apply a value of 12 and I will select my side view just like this, and I will move little bit on this area, my cylinder just like this. So after to do this work, I would like to add armatures. As has explained before to add armatures, you click on ad, you select armatures, and you can add a single bone. When I click on the single bone, the single bond will appear on this area, and the best thing to do its first to activate this view x ray. After that, I can see my single bonds. I can drag and move a little bit, press to scale first and position my single bonds just on this area. I would like to duplicate these bonds to then crate modification on the cylinder using the armatures. The first thing to do is to select the bonds inside and just go in the edit mode. When you go in the edit mode, you can select the sphere at the top of the bons, and you can press to extrude to craft another bonds, and don't forget to press to extrude directly on the Zaxis Just like that. I can press Z to extrude another one, and I could continue z, z and z. So we're going to focus with not too many bonds is totally enough for this example. We can make little adjustments, so it means you can click on the sphere on the different bonds and with the move tools, you can drag and move if you want to make some adjustment justices. After something that I can do, it's to go in my object mode. In my object mode when you want to add the modifier armatures. If for example, I select just my armature just like this and I go directly on modifier, as you can see, you won't have any modifier. If you select the cylinder and you go on modifier modifier, you can start with the deform modifier and you can see armatures. If you just click here, for example, you have object armature object to deform with if for example, you click on the element here, and you silk the armature, you have the armature inside and you can go on this area. If I select this armatures, what can happen? I can click directly on my armature just here. If I go in my pose mode, I can select, for example, an element, and if I go with my move tools. As you can see, it's not working properly for a simple reason we didn't have created any link to the armatures. I'm going to come back to my object mode. Just click on this one, and at this moment, we are going to remove this modifier. To link the armature to the cylinder, you need to first click on the on the cylinder shift. Click on the armature inside. After to click on the armatures, you can go right click and you have the possibility to add parents object and you can use armature deform. You can press also control P if you prefer, so you are here, you can press Control P, and you have set parent two and you are armature deform and you need to select in this case with automatic way. We use the most of the time this one. After two silk with automatic way here, you have make parents, it's okay. You can click just on the armature inside, so I can click on the armatures, just like this. And I will be able to go on my pose mode and on my pose mode now if I move, I will obtain this render. But why we have this render. It's not extremely good because we don't have subdivide the cylinder. One of the first things to do, I'm going to undo my last action. You can see that the modifier is automatically created when you link the armatures. But first, I'm going to come back at the moment where I set the parents. I will to come back here first. Yes, let's just come back at this moment. First before to do this work, I will click on my cylinder. Go in the edit mode and subdivide with different cut. To subdivide, I will use my loop cut, rato cut here and on the loop cut option, I will increase with, for example, 20 level of cut. It's okay for that and I will come back to my object model. Now, let's repeat the process. Click on the cylinder shift, click on the armatures, and you can press control P or you can go on object, directly have access to parents, after to have access to parents, we can use with automatic weight. After to do this work, if I click on my cylinder, what you can see about the modifier. Automatically, we have a modifier created and automatically, we have the object armature link. When you use this modifier, you don't need to select the cylinder at the modifier. Automatically the modifier will be created when you link directly your object with the armatures. Now, what I will be able to do, I will be able to select my armature. We are still in the x ray mode. If I define my pose mode, I can deform the cylinder just using the armature. For example, I click on this one. I have my move tools, and I can dragon move on for example, the directions. I can click on this one and dragon move on these directions. We can also create animations using this type of things. And I can turn on other direction maybe here, and I can do more things. Every time you can select an element. You can also create some rotation if you need on different direction or just drag and move the element, just like this. I'm going to come back to my object mob to see this modifier that you don't need more things to do automatically when you link the armature to the object. Automatically when you click on your object, you can see the armature is directly generate. If you just click here, as you can see, you can unlink the armatures correctly doing something like this, and now the armature is not linked. If you validate the modifier, you can also validate the modifier and automatically you will validate the link, but you don't need to really validate the modifiers. You can just keep the modifier like this. It is definitely not a problem. This is how you can work with this modifier. 77. Cast modifier: We are going to see the cast modifiers, and to use this modifiers, I'm going to take the example of the cube, lecher cylix cube and change a little bit, the value. I will enter four on this axis on the y axis, I will enter eight, and on the Z axis, I will enter also a value of four. So after two grad modification on this cube, something that I can do is to zootlebit if you use this modifier and you don't subdivide the cube, nothing specific will happen. So I can go on modifiers. Deform and you can see the cast modifiers. Here you will be able to apply some transformation, but as you can see almost nothing happened here for a simple reason that I didn't apply subdivision. Let's first remove the modifiers and just go in the edit mode. In the edit mode, I will add subdivision with right click subdivide, and I will enter a number of subdivision and we will take 20 subdivision. Okay. After two tapes 20 subdivision, I can come back to my object mode, and now I can add the modifier. Add modifiers and deforms and I would select cast. After that, you can see some deference, so you can deform for a sphere, you can deform for cylinder and you can deform for cuboid. You can also define specific axis. For example, it can be the x axis, it can be the y axis, or it can be the Z axis. Every time you can increase the factor axis. If I click all the different axis and I work with a factor equivalents, you can obtain multiple render just axis. Where it can be interesting, you can just create something like that, or if you go With minus, you can also directly create something like this on your cube, and it can be erstic. You can also work with a radius value, just like this and a size value. You can also change sphere for cylinder or cuboid. Here you have vertex group and object. It is perfect because I'm going to show you what is the interest to use the vertex group. The vertex group, the interest is to apply the modifier only on a part of the object, not on all the object. So four beds delete the modifiers and let's go in the edit mode. We're going to see a concrete example. You can activate this view. This is the x ray view, and after to activate this view, you can go on x axis, and you can create a selection of phase, and you can just create a selection. First, I'm going to deselect everything just like this. I would go on selection of phase, and I would create a selection only on the part on the top, so it means maybe this part. After that, because we work in the x ray work, we can see the faces also on the back. It is exactly that I want. I will go on the right, and here you can find directly some element, and you have materials here. You have, for example, the data properties, and on the object data property, you can create a vertex group. And you can click on plus here, and you need to as as this vertex groups, and now it's okay. I selected this vertex group to be able to apply the effect of the modifier only on this area. What I can do now I can go in my object mode. In my object mode, I can add the modifier a modifier deform, and in deform, I will select cast. Now, if I just change the vertex group here, your vertex group, you click here, and you select the group. I didn't rename the group because we just have one, so I can click on the group. As you can see the modifier is apply only on this area, only on the selection of the vertex group, just like this. This is why it is entteresting. I can change sphere, cylinder cub. Let just take an example with sphere. I can do maybe something like that on the top of my cube or going in the order directions to create something like this. Another important element, it is object. Here now, something that I'm going to do is to remove the object group and remove the modifier. Why it is interesting because if I click on add mesh and acylic for example, a U V sphere, I can press S and scale the UV sphere, just like this, and I can position the UV sphere just on the front. If I select again my cube, I can go and add modifiers. I will select one more time deform modifiers and I will select cast. If you use a object, you can use this object to cratmdification on the cube, and you can click on object, you select this. Take a glance about what's happened. We have a a sphere modification directly on this face, and I can change with the radius just like this. You can use an object to create a modification directly on the other object. If I think this object and at I can move just like this, depending on the position of the sphere, I will have different render as long as the modifier is not validate, just like this. If I scale the sphere, also, I can go on this direction just like that. Let's see another example. I'm going to go on add mesh, and I will select the monkey face. After to select the monkey face, I will press S, I will scale a little bit, and I will go on add mesh, and I will select UVsphere one more time and position the UV sphere here. Before to position the Vsphere let's just add a mesh, let just add a cube. And I can scale this cube scale on the d axis just here. Now, if I select my monkey face, just here, I go on a modifiers, deform cast modifier. First, if I don't apply a new object, I can obtain this render and one more time, I can work on the different axis, sphere, cylinder, do it. I can change the aspect of my monkey face, just using this different parameter. If I come back to cylinder or come back to sphere, as you can see, you can deform using the monkey face, just like that. If I want to use my object at the beginning, I can also click here and select object. And what happened? We can have something. The face will apply directly on the monkey face, and if I click on my monkey face, again, we can work with a factor just like this, and we will use just this cube to work with the monkey face. If I click on my cue, I will press delete. I will add mesh and I will select the UV sphere. I will drag and move the UV sphere here. If I select again my monkey face, I still have the modifier active. I can click this time on this sphere, and when I click on this sphere, t glans one more times. You can also go inside just like this and you will have a modification using this sphere. I can work just like this depending on what I want to upturn. And if I silk my sphere, I can also dragon move the sphere. Depending about how I dragon move, I can have different render. I can scale. But even if I scale in this case, nothing will change. I can click on my monkey face again, and I have the sphere still active, and you can crad modification using an object. But you can also use only the shape options here with the axis, the factor, the radius and the size. I can change one more time, my factor. Radius like this and also the size. Okay. Okay. 78. Curve modifier: We are going to see the curves modifiers. To use the modifiers, one of the first things to do is to click on this cube, and we are going to change the size of this cube. I will go on the right, and as you can see, we have a zed value, and I will change the D value with 12, and I will dragon move tlebit my cube, I will go on the x u like this, and I will dragon move the telle bit around this area. It's okay for that. One of the second things to do. Maybe I can go here and we also think you're on this area, it will be perfect. One of the second things to do is to add subdivision because if you don't subdivide your cube and you want to crack transformation on the cube using directly occurs. It's not going to work properly. I need to add subdivision on this cube. So I click on the cube, edit mode and right click subdivide. But I don't need to subdivide everything. I can also, yes, I will subdivide everything, so right click subdivide, and I will go on a level of subdivision just like this. And the level that I will apply will be 20 subdivision. After to apply 20 subdivision, I will come back to my object mode, and what I need to create, it is curves, so I need to click on hard curves, and what type of curse I can click, I can use, I will use the pass curves. But you can use another type of curse. It's going to work properly also. I can move little bit my curves just on this area. I can press S to scale little bit, and after that, I will create a rotation of the curves on my Y axis. I will press control. Just like that, I can check on the rotation in my object property, and I will change for 90 degrees on the y axis. Something that I will do is to dry and move the curves. I think it's a little big I can press S to reduce just like this. Yes, I think it's good, and I will go in my edit mode. We have the curse and I will crate extrusion and transformation. First, if I click on one point, I can use my move tools, and as you can see, you can start, for example, a curse. I can click on this part and I can drag and move also on this area if I need. Something that I will do is to select this point, and I will press on my keyboard to ct first extrusion. I would press to constraint on the Zaxis. And I will continue. I will press to extrude, z axis, and to extrude and z axis again. I created multiple exclusion and something that I can do, it's to create a deformation on these curves, create something here, here I can go on this area, and here I can go in this area. I can take this print, dragon move, little bit here. Take this print also, drag and move on this area. I will change little the render of my curves to obtain maybe something like this. And I will come back to my object mode. So as you can see, I created this curve. I will select also my cube. I can scale on the Zdaxes little bit more, just like that and move around this area. I can deform my cube using the curves, just using these curves. I can click on the cube first at modifiers select deform modifiers curves. After two select curves, you need to define the curve object. For this, you just need to click on the drop curse and to select the curves, this one. After that, what you can see, you can see that the cube is going to follow the curves just like this. After that, you can move, and if you move, you can also dragon move like this, and you can just keep the shapes of the curves. Here you have the deformed axis, but you can work on a different axis. In this case, it's going to work on the x axis. It's also possible to create a vertex group if we want to apply only on a specific part of the shape. Now what's happened if I click by curve. Can move the curves and take a glance, but the shape will follow just like this. You can move the curve if you want to have more precision, you can, for example, try and move the curves. If I arrive close, just like this, you can see the cube is going to perfectly follow my shapes, follow the shapes of the curves. Just say that. It is something important that you can do, and here I crated cube, but if you want to work with the cylinder or any other thing is going to work also. If I press S to scale, I can also scale my curves and the other element will follow, as you can see, just like that. If I will obtain something not very good. If I did my curve one more time, I slid my curves, and I didn't apply the modifier, I can move my curves, and I will cra at the same time the modification directly on my cube. As long as the modifiers is not validated. I can come back to my object mode, and now I have this element. If I'm satisfied, I can for example click here and apply. Now this curve, if you want to remove the curves at the end, you can also remove the curves, and I created this modification using a curves. Just like that. After if you want to scale again, you have a new shape. You have a new type of shape after you can do what you want using this shape. I can come back, edit mode, take a glance about the pot topologize this is why it is important to add subdivision because if you don't have the subdivision, the shape won't have the possibility to be deformed, and this is why you need to add subdivision, just like this. Okay. 79. Displace modifier: We are going to see how to use the displace modifier. To use the modifier, let's first select this cube, and on this cube, I will enter a scale value. I will work with four on the x axis. Let's just work with eight on the y axis and work with four on the daxis. How to use the displaced modifier. First, you need to subdivide because if you don't have subdivision, you won't really have some change. This is why I need to subdivide first. I will go in my edit mode here and in my edit mode, I will subdivide with the right click subdivide options, and I will enter a value. Further example, one more time, we will focus on 20, so I can take 20 just here, subdivision. Let's come back with the object mode and let's activate the modifier. First, you celc a cube, you go on modifiers, and modifiers, and you can find the deform modifiers. Something that I will choose it display. After to select display what we can see, we can see first we have something very basical that we can do with a direction, x axis, y axis, and zd axis. But in this case, it's not very interesting. You can work also with a strain and create something like this. Where it is interesting, it is when you add a texture. I can come back with a value of zero here. You can also apply the modification only on a specific area using a ver text group. But the most interesting things in this case, it is to use add a new texture because we can change the shape using a texture. I can pick a new here texture, and You need to edit the parameter of the texture in the texture properties. Now we have a texture. I can go on the texture properties, and you can silic what you want. Here, you can see we have displace directly displace modifier, perfect texture, and you can select the type of texture that you want. Take a glance about what happened. If for example, I select one of these. Here the clout texture. And I will be able to work with value just like this. But here, nothing special happen for the simple reason that I need to come back to my modifiers and I need to activate a strain. Now take a glance about what's happened if I use a cute texture and I activate a strain. I will obtain this render. I can also change the value just here. Because I have this texture. Now I can work with the strain first. After to do this work, if I come back to my texture, I can also go in the texture property just like this. I can change in this case, for example, the size, I can zoom little bit. I can change the dip and you have also type of texture that you can use. It is this one, but you can select this one. You can select for example. This one, if you want, you can use a magic texture and work with the properties of the texture here, we have a dip and we have a turbulence. We can work with a grave texture, and we can work with the size, we can work also with the different parameters of the texture. You can use also a noise texture just like this. If I come back to my clut texture, I can turn this type of render. If I'm satisfied, I can also come back to the modifiers and increase the strength or decrease the strength. If I'm satisfied can, for example, apply the modifier. Don't forget that after every time you can also use a subdivision surface if you need. Let's just delete and take another example. I will add a mesh, and directly, I will add a UV sphere, and I can create modification in the same way on this U V sphere. Add modifiers, deform displace. After to use this disp modifiers, I will craft a new texture just like this. I have a strain of one by default, and I will use texture type. I will change for one of these. If I select one more time, the clute texture that we use a lot of time, you can change the size and obtain this render. This is why it's important to have subdivision. If you don't have subdivision, nothing special will happen. This is the clue texture. You have also different type of options inside the cute texture, just like this, and you can also select order one on this area. As for example, Musgrave, I will come back to the modifiers and I can increase the strength or decrease the strength. I can also change a little bit here. You can change the direction if you want to only work on the x axis only on the y axis or only on the Zaxis just like this. If I click outside, I can for example, validate my modifier. Okay. Another example that we can do. You want to cratogro I show you this example already before, but we are going to do this again. Let's click on add, mesh, select the plane. You can scale little bit this plane. I can scale on the y axis, little bit also. First, I will add subdivision, according to the edit mode, right click subdivide. Let's one more time work with 20 subdivision. After to take 20 subdivision, I will come back to my object mode and I can change the render of this element using a modifiers deform display. After to do this work, I will create a new here. When I create a new, I will have a strength of one and I will use directly texture properties, and I will select a texture in the type. I can select for example clude but you can also use other type of texture for example wood, this one, You can select different type of texture. If I come back to my code texture, I can work with the size here to change the render. For example, it can be something like this, but you can also go in the modifiers and work with a strain depending on what you want to have. Something that I'm going to do after is to validate the modifiers, and I can obtain this render. The last step and for the order example, we could do this also. You can add an order modifiers and it can be, for example, the generate and subdivision surface modifiers. After to use this modifier, you can subdivide and you can enter your number of level views. Let's see, for example, four and not, and I can click and apply and I will obtain this render. If it's a very interesting modifier because you can use a texture to bring transformation to your object. 80. Hook modifier: Okay. We are going to see how to use the hook modifiers. To use the modifiers, I will click on the cube first, and I will press delete on the keyboard. So how to use this modifier. On the first things to do, we are going to add directly mesh, and we will add a plane. This plane, I will scale little bits on the x axis, I will enter a value of four, and on the y axis value of eight, and on the Zaxiss not important. You can take what you want. So something that I'm going to do on the x axis, I will change four six, I think it will be better for my example. Let's go directly on the edit model. In the edit mode, we are going to subdivide. Right click, subdivide when you are your element selected and I will increase the number of cuts, and I will work with 20 cuts for example. After that, I will come back to the object model. If you use this modifier now, nothing special will happen. What I need to do? I need to do first, I need to create a selection here. And when I go on the edit mode, you have the possibility when you select everything, you need to select everything. If you don't select everything, the The process is to go on vertext here you have hook and hook to new objects, selected object, selected bone. If you put hook to new object as you can see nothing happen. If you apply A and you select everything, you can go on mesh. You can go on vertex, ok to new object. Now what I can see, I can see empty object here link directly to my plane, just like that. What does it mean? It means if I go in my object mode, I select my empty object, and I drag and move the empty object, as you can see the plane is going to follow. It proves that directly the empty object is linked to the plane. And if you select if you select the plane, you go on modificator. Automatically what you can see, you can see the hook modifier. The hook modifiers is automatically generated. If you go and add modifiers, deform, you will find the hook modifiers. But if you want, it's better to use this process, so you go in the edit mode, you create directly new hook to the object, and automatically, you will have the modifiers activated with object empty. Now I need to have a vertex group because if I don't apply a vertex group, nothing more special happen, you can just link your empty object to the plane. So why it is interesting, I can use directly my plan just here and I go on my edit mode and I will craft the selection. I will use this axis first. After to use this axis, we will craft two types of vertex group. First things to do, let's click on select, and I will use, for example, the circle selections. After to sling the circle selection, I can move my scroll wheel to change the cursor value. For example, I will go on the direction. Oops think I'm not going to do this. It just press a scape. It's not what I want to do. Yes, I will select faces and I will go directly on select and circle selection. I will go on this area and I will select on this part. I can press shift if I want to remove this part, and I will go on the other side and I will do the same type of selection. After to do this work, I will go on these properties just on the right. But first, you need to deactivate these tools. You need to press escape once. After I can go in the data property. In the data property, I will create a new vertex group and I will change for group. Number one, don't forget to as the vertex group. You need to click on AM. Now we have this vertex group selected with these two parts. I will go left click to deselect, and I will create a second vertex group. One more time, I will use selections. In the selection options, I will use one more time the circle selections. You can increase or decrease your cursor. Something that I will do is, for example, to create a selection in the midles just like this. Here in this direction, this direction may be Like that, I can increase, like this. I can do the same thing in the order side. Yes. Perfect. I want to remove this. You can put shift and left click also. Now I created the selections. I will create another vertex group to apply my hook modifiers only on a specific part. First, I click on plus here, You need to press sap once and you need to click on plus here. I will craft second group. I will tap group number two, and don't forget to click on as to as the selections. We have our first selection and second selection. Something that I'm going to do is to go on my object model and you are going to understand why this modifiers now is useful. If I kick on my plane modifier, we still have the hook modifier with the empty object. Now what's happened if I activate vertex group. I kick here vertex group and I select my group number one, just like that. What's happened if I select my empty object? I can deform only the vertex group, and I select my empty object and take a glince about what's happened. We can use the empty object to drag and move and to apply the modification only on the vertex group. For example, I can go in the directions just like this if I want. I can also scale, and if I scale, I can also obtain a different type of render justices. This is what you can do with this type of modifiers. If I'm satisfied, I can go directly in the properties one more time, and you will be able to validate. Now, what's happened if I select my order groups. I can come back to the modifiers. Here you select. This one, modifiers, if you want to decrease for the strain, you can discreez the strength of the effect with just the strength value. One is the maximum of the effect, if you want to decrease the effect, you just work with the strain. You have also the possibility to use here we have the smooth option, but you have also different type of options. I think in this case is not going to change menth you can smooth a little bit, but not big change in this case. Now, I will remove this vertex group. What's happened if I silx or vertex group? I can click here group number two. As you can see one more time, I can select my empty object, and I can only try and move this vertex group using my hook modifier, and I can go for example inside, just like this, I can go in the options, one more time, can come back to my plane and I can decrease the strength of the effect and one more time, I can work and smooth with the radius. And if I'm just satisfied, I can just click here, apply the modification, and I created this using the ok modifier. 81. Laplacian deform modifier: We are going to see the laplacian deform modifiers. To use this modifier, one of the first things to do is to click on the cube, and when we go on the right, we can change the scale value. So I will enter a value of four on the x axis. On the y axis, I will enter a value of eight, and on the z axis, I will enter a value of four also. After to do this work, we'll just make some transformation. If you go on add modifiers, you can find directly the Laplacian deform. If you click here, nothing special happen, you can enter a number of repetition, but nothing special happen because you can mix this with, for example, hook modifiers. I will click on this element and just go on the edit mode and right click subdivide, and I will enter a number of subdivision with 20 subdivision. After to enter 20 subdivision, I will just kick here. Something that I will do is to create a selection of these different faces, so I can create a frame of selection just like this. I will go on the right, and in the data property, I will create a new vertex group, and I will change the name for group number one. I will as directly the vertex group. At the same time, something that I will do, it's to Go on vertex, and here you have hook and you can cratok to to a new object. Let's just click here. Something that I will do also is to go on the right, and I will do the same type of things. On the under side, I will create a face of selections. On this area, I will click on a new vertex group, and I will change form group number two, just like this. I will click on A. And at the same time to click on A, I will select vertex hooks to new object. So now I have two new object, one here and one here to empty object. If I go on my obdate object mode just like this and I select for example modifiers, I have every time my two modifiers on this cube. It means if I select for example this hook here and I click on Dragon move, I will be able to make some transformation here or to press S to scale, and I can just use this hook to make some transformation. But something that I can do also if I select this hook modifiers, just like this. I go on the cube. For the first hook modifiers, I can select a vertex group, the group number one. For the second hook modifier, I can select the group number two for the vertex group. If I click here, now on this et object, take a glance, you can create some modification, you can scale, and you can just apply some transformation on this vertex group. I can select my order hook modifiers and just kill also if I need. So why it is useful because after you can use the laplacian deform, I can also just using to pjust an adjustment. We don't use this too much honestly, but you can just after that, you can select, for example, You can select the cube and in the modifier and modifier, you can use a deform and you can select a laplacian deform. Thanks to that, you can enter a number of repetition just here. Depending of the number of repetition, you can come back to one step just here, and it will be interesting. You can also change the position of the modifiers and you can move first here and after that, you can enter a number of repetition. Thanks to that, you can at any moment, come back to a step using this type of modifiers. If I just click here, I can click on apply here. We not rest may be not correct, but it's going to be okay, and I can also click on apply and validate the modifiers. But here in this type of case, you can just select a vertex group. You see, for example, the group number one, a number of repetition just here and you can click on blend and at any moment, you can activate blend just like this. I can see crude number two, and I can click on blind and have any date to modifier. Okay. 82. Lattice modifier: We are going to see how to use the lattice modifiers. To use this modifiers are something that we are going to do first, is to select the cube and just delete the cube. So after that, we will be able to add another object and we will go directly on add mesh and we will select the cylinder. As I explained before we can add directly a lattice, and we can deform an object using a lattice. One of the first things to do, let's this cylinder, and I will just go on the options of the cylinder, and I will increase little bits the number of vertices. Let's work with, for example around 120, 124, it's good. After to do this work, I will also change with the scale value. So here, this is my scale value. I will work with 12 just like this. On this area, I will work with two, and on this area, I will work with two. It's okay. I will move a little bit, my cylinder. I will go on this view and drag and move a little bit to arrive around this position. To use the modify your lattice, you need to have a lattice. This is the reason for which you need to go ad and you select lattice. As explained before you can press S, you can scale your lattice and you can create a cube around your object to then deform the object. I can press to position my cube, I need to try to have the right position of this cube and the right dimensions. First, I can press Z again, and position my cube around the direction I can turn a little bit, and a thing like this, it's nice. After two position my cuberound you can also go on the option of the lattice if you need. But before to do this, you go on the right and you have the object data properties, and here in the resolution of the lattice, you can add more cut on the different axis. For example, on the axis, it depends about your position, but yes, W axis, I will increase the number of cut, and I will work with for example eight cut. I think it's not enough. Let's work with 12. If I want also to deform my object, I need on my cylinder to subdivide. I would cut on the cylinder edit mode, and I will create deferent cut also with a lop cut, and I will go left click here. And with the left click here, I will go on the options, and I will increase the number of cut on this area. Let's also apply 12, it will be perfect. After to do this work, I can come back to my object model. As has explained before, we have the object, we have the lattice around, we can click on the cylinder, and on the right, we can add modifiers. When I go and add modifiers I can select deform and I will select lattice modifiers. After to do this work, I will go on the options of the modifiers and you need to select the lattice. Click on the ropers here. And you need to sliglate with left click, just like that. Now we have the object with a modifier, we have the lattice selected for this object, and we can also work with vertex group if we want to apply a modification only on a specific part. Now, what happens? If I deform the lattice, I will deform my object. I can for example, sliglatis why not on this view, and I will be able to select in my edit mode of the lattice to ra different point here. Something that I can do it, for example, I can select this two part. Of the lattice, or I can silk for example, this one, and I can press S, and I will be able to scale as you can see in this direction or on this direction. After it depends about what we want to do. I'm in my edit model, I can scale on the directions. Then I can use for example, just this part and I can press S, and I can scale on this direction if I need or I can scale again on the directions if I need. I can select these two parts. If I want to move, I can also move and pull on this direction, so I can select this part, and if I want to move, I can also pull on the directions as you can see. You can just create modification using the lattice. I can also move only in one direction if I need, just like that. Here we use more the scale value, but you can also move part if you need at your convenience. I can also select this one, and if I want to drag and move, it's also possible. But you need also to subdivide first your object because if you don't subdivide, it's not going to be very sting. I can take this again, and I can scale again on the directions. This is how you can use the modifiers. If you are satisfied about your render, you can go on the right, select your object, and this is the strength value, so if you want to decrease the value of the effect, you can work with the strength after it's also possible. If you are satisfied, you can just click here, validate the modifier, and if you don't need the lattice anymore, you can select the lattice and just press delete on the keyboard. Something that I can do in this case, why not to add and modifiers. I can click on my cylinders, modifiers and why not to put subdivision surface modifier. It is how to use this modifier. I don't enter more in details for the simple reason that when we have seen how to add lattes, we have seen exactly how to work with this modifiers. But it was just another example. Thanks to that, you can really know how to use this modifier, how to use t and how you can work with this. It's okay for that. Okay. 83. Shrink wrap modifier: We are going to see the shrink wrap modifier. To use this modifier, one of the first things to do is to click on the cube, and we are going to delete the cube. So after that, I will add and mesh, so I will click on hard mesh, and we will define a cylinder. After to define a cylinder, I can just go on the options of the cylinder. We will increase the number of vertices with 80 vertices, and we will change a little bit the size of the cylinder. I will tap two on the x axis. On the y axis, I will tap two, and on the Zaxis I will tape eight. I will click on my cylinder, just drag and move a little bit around this area. And the next step is to add a plane. I will click on add mesh add the plane just here, and I will scale this plane on the right, so we'll go on the scale options value, and I will apply a value of four on the axis four on the axis, and on the axis, we can tap what we want. And I will dragon move this plane just on the top, and after two dragon move this plane on the top, I will go on the edit mode and I will subdivide. So right click, subdivide and go on the subdivide options, and we will increase the number here, and I will take directly 20. It's okay for that. The next step is to see how to use this modifier. So let's just go in the object mode. In the object mode, I can use modifiers and modifiers, deform, and I can use the shrink wrap modifiers. Thanks to that, what you can see, you can see that it's possible to use the target features. I s the plane, and I want to select a target, and the target will be the cylinder and after I will have deferent wrap method options. The first thing to do is to click on target, and I will define the cylinder. And what I can see, I can see that automatically the plane will go directly on this face. But with this rap methods not very good. So you have different types of rad method like project, nearest vertex and target normal project. For example, I just use target normal project, I will obtain this render. Something that I'm going to do is to come back here. And about my plane, if I go in my edit mode, you can see the plane here on this area. I can just scale little bit my plane, and I will tape a value of five, and I will tape a value of five. Now I will come back to my modifiers and for example, you can use project and you can use one more time nearest vertex, and you can use also target normal project. I will just use my object mode, it's better. If I use target normal, I can upturn this render and If you come back here nearest, you have also different options like on surface inside, outside outside surface or above surface. In this case, I can use, for example, target normal project, and I can crit also a offset just like this, and if I crit offset, I will obtain this render. If I select project and don't move the offset, I think it's not very good because you won't see properly the render. I will select directly Target normal project, and I can create a little offset just like this. If you are satisfied, you can just validate the modifiers, and I will obtain this render for this object, and I can drag and move, and as you can see, I created this object, thanks to the cylinder. Now let's see another example. I will add mesh, I will select a plane one more time, and I will try and move this plane, move a little bit on this area, and one more time, I will scale my plane. I will go into object value, object properties, and let's just change with the x value, it's too much, two will be enough. But on the y axis, I will work with maybe six is too much, maybe with four, and on the Z axis I can take what I want. And I will create a rotations with my rotate tools, and I will term like this, press control to constraint on my keyboard at 90 degrees. The next step is to subdivide, because if I want to have a good render, I need to subdivide my plane, so I will go into edit mode one more time and right click subdivide. And I will go into option of subdivision, and I will create a number of cuts and I will tape 20 cuts. And after that, I will come back to my object mode. That's okay for that. I will drag and move little bit this plane. Something that I would like to do is just to create the projections of this plane on the face of the cylinder. First, I select the plane. After that, I go on a modifiers, and I will use deform and shrink wrap shrink wrap. After that, I need to define the target. I click on target, I select the cylinder just like this and take a plans about what we can obturn. After it depends on the position of your elements. For example, if I come back to my plane, first, I can move a little bit the plane close to the cylinder, and I can change again and select this one, and I will obtain this render. After that, you have the rocking method, I can change for a projection one more time nearest vertex, and I can change for target normal project. Here, target normal project is something that we use the most because generally, we have a nice render on the surface, and you have the snap mode inside outside. Here it's not very good outside surface or above surface. If I slip above surface, I can create a little offset and take a glance I can upturn this render directly from the cylinder. I can just validate my modifier if I'm satisfied, for example, I can do something like this. Apply the modifiers and I can drag in move my shapes and I created this small element using these modifiers. Okay. 84. Smooth corrective modifier: We are going to see how to use the smooth corrective modifiers. To use the modifiers, let's first select the cube and just change the size of the cube. On the x axis, I will work with a value of four. On the y axis, I will work with eight. On the axis, I will work with four also. So one more time, it is important to subdivide, or you won't have a really interesting render if you want to use the modifiers, and if you don't subdivide, it's not interesting. So let's go on the edit mod, and I will go right click and subdivide my shapes. I go on the subdivide options, and I will increase with a number of cut. What I can type, I can tape one more time is the example of 20 cuts, and I will come back to my object mod. After that, let's take a glimpse to the modifiers. I will go on modifiers, add modifiers deforms, and we have here, this is the smooth corrective modifiers. Let's click on this one. One of the first things to do is to work with a factor and you can increase the factor just here. You have a number of repetition and you have also scale options. If you don't move the scale option, you want see the render at the beginning. For example, I can scale just on this area, or I can scale on this area to obtain also this render. After you can decrease the number of repetition, just like this. It means you can just apply one, two, s four or you can repeat more and you can work with your factor just like this. It's interesting if you want to create this type of effect from a cube, you can use these modifiers. And after that, you have small smooth types. It is a simple and you have also the length weight. It is a little different work. One more time if you want to apply only on a specific part, you can use vertex group if you don't want to apply the effect on all your object. And that is what you can do with this modifier, so you can also increase the number of repetition a lot, and I will upturn this render. I can also go in the order direction, even if if I go in the order directions with the scale value, it won't be really interesting. If I just apply something like this, it just like to add curves on my corners, so it's not extremely interesting in this case. That's your second example. I will remove this cube, and we will add Yes. We are going to add the monkey face for this other example. So add mesh and just sing the monkey face. I will press S to skeletal my monkey face, and I will rotate the monkey face on the id axis, and I will press control to constraint with 90 degrees. So after that, let's drag and moo little the monkey face because I have my camera addressed in front and I will zoom on the monkey face. Let's go and add modifiers. Let's select directly deforms, and I will use the smooth corrective modifiers. One more time I can work with the scale value first to have different type of render. It's interesting about what you can do because if you realize that you have a value under one, can obtain this type of render, reducing the values. After you have the factor also, you can work like this with your factors, and you can work with the number of repetition. For example, I have zero repetition. I come back to my monkey face just like this and I can put different type of repetition. Here in this case, I can obtain this render. This is why it is interesting. I can also change my scale value and go in the opposite process just like this. In the opposite process, I can also change my factors. Depending on what I want to do, I can obtain this render. In my case, it depends about what you want to do, but maybe I can just work this time with a factor and reduce the factor, reduce the scale value, the factor under one, but I can apply a little bit, maybe like this. Okay. And after that, I can enter scale value, reduce the scale value, and I can use this to, for example, turn this render. That's it. After a few want, you can validate the modifiers. As you can see, I changed my monkey face using smooth corrective modifier. It's okay for that. 85. Smooth laplacian modifier: We are going to see how to use the smooth laplacian modifiers. To use the modifiers, one of the first things to do. We will take the example with the cube, and I will click on my cube and I will scale my cube. On the x axis will change the value four four on the y axis will change the value for eight, and on the Z axis, we will change the value four also. Let's subdivide this que one more time if you want to use this type of modifier, you need to have subdivision. So I will go on the edit mode and right click subdivide, and on the subdivide options hops on the subdivide options, I will take a value of 20. After that, I will come back to my object mode and inside my object mode, I will go on the right modifiers and modifiers, deforms, and I will select the smooth laplacian modifiers. After two to use this work, I can zoom little bit, and with the laplacian smooth, one more time, you will be able to work with a number of repetitions. Here you have axis, and you have these two options here. So something that you can do is to work quiz one more time, this value on the directions. You can enter also a negative value. One more time you can have this type of render when you use this type of tools. You can also use the second one and you can smooth in this way, as you can see it is interesting, but you need to have subdivision. Here you can increase the number of repetition if you want to add more effect just like this. After that, you can also work on a specific axis. If, for example, I want to work early on the Z axis, I can tape Z and I will have this render. If I tape y, I will have this render. If I tape x, I will obtain this render. Let's apply x, y, and z. This is the type of thing that you can do, for example, using the laplacian modifiers. One more time, you have a vertex group if you want to apply the effect only on a specific part of the cube. If I change the value, so for example, I go in a positive value, I will smooth just like this and it is likely to a subdivision surface, but it's not exactly the same. You can just smooth like this. You can also increase the number of repetition, and I will, for example, apply the modifiers. Okay. Let just press delete and let's see the second example. To see the second example, we will use one more time the monkey face. Let's click on add mesh, cylixo monkey face, press S to scale a little bit, and use the rotate tools to turn with control and 90 degras. Here I can check 90 degrees perfect, and I can move my monkey face. After to do this work, let's use this modifier. Add modifiers deforms and I will use the smooth laplacian modifiers. If I zoom on the monkey face, one more time if I go on this value, take a glance at the render that we can make on this monkey face, and if I use the negative value, I will obtain this render. If you just work with this second value, you can also make adjustment as you can see. Here, it's literally firm because it focus more on this area when we use the second value as you can see. Okay. Something that I can do is to increase, for example, my first value, and my second value, I can make your adjustment for example on the eye using this value, and you can increase the number of repetition if you need. Let's just keep maybe two. One more time if you want to work on a specific axis, like, you will obtain this render, why you will turn this render and x, you will obtain this render. Let's activate the x axis, the y axis, and the z axis. Here, maybe it's too much, but you can reduce the value. Okay. And after that, if you are satisfied, you can just validate the modifier. 86. Warp modifier: We are going to see how to work with the mesh and deform modifier. To use this modifier, one of the first things to do is to select the cube and dilete the cube. After that, we will add just another element who will click on a mesh and who will select the plane. After two select the plane, I will scale a little bit this plane, so I will go on this area, and I will apply a value of eight on the axis, and I will apply also maybe a little bit, maybe six on the axis, eight on the y axis. On the axis, we can take the value that we mode. The second step is to subdivide, so I can go in my edit mode and right click subdivide. After that, I can go in the subdivide options and we will enter a number of subdivision of 20 subdivision for this example. Let's come back to the object mode. After that, the next step is to use this modifier, it's to add an empty object because we will be able to deform using a empty object. I can click on d and we have empty and we can just use the plane axis. After to use the plane axis, I can see my plane axis here. If I want, I can press S to scale little bit this plane axis. Now, if I click directly on my element and I go on the right, modifiers, add modifier, click on the plane, deform modifiers, and I have the possibility to select directly the mese deform modifiers. Here we just have one empty object. If I select this one empty object, I can click here and I can drag and move a little bit on the left. I can also add another one, add directly empty, and I can select another one like, for example, another axis, and I can press S, saltlebit and position another one dress here. If I select my plane a modifiers, deform modifiers, and I use directly the meg deform modifiers, you can select object, and here on this area, you can select empty object like for example, this one, after two select this empty object, I can yes, just click on this empty object. I think I can go on this area. First, you have the object here, and you have also a vertex group. But here, in this case, it's not this modifiers. Make some mistakes. It's not this one. It is a modifiers and in the deform modifiers, yes. This is the WAP modifiers. Thanks to that, you can deform using these options. And when you go the right, you have two possibilities, and you can use object from, so I can click here and I can use the empty object, and I can use object two and I can select the second object. Now what I can do when you use the first empty object and you apply the second empty object, you can now move your two empty object, and depending on how you are going to move, you will obtain a render. But the aim is to work on the two object at the same time. For example, I can drag and move the first one to go here. And I can select the second one and I can dragon move also the second one on this area. So now I have my first object. I can dragon move here. If, for example, select the views and you select the second empty object, you can pull like this the plane, and if you select the first one, it will define the direction. So for example, if I go near close to the surface, I will obtain this render. But if I go on the right, I will move the direction on the left, I will move the direction. So the first empty object will give me the direction where I want to apply the transformation first and the second empty object can give me in this case, the dip so it means I can go on this area. But I can also try again move to pull on this directions, or if I go on the top, I can pull also on the directions. So definitely is interesting because you can deform using two empty object. You can select the first one and the first one you can drag and move at your convenience, and you can select the second one and with the second one, you can also drag and move in a specific location depending of what you want to use. So in this case, maybe I can position my first one around this area, just like this. I can position my second one. I can click on my second one and just go inside, for example here, and I can create something like that. Or I can do the opposite process and just more to drop materials just like this here. Okay. After that, when you are satisfied, you can click on the plane and you go on the right, you can decrease the strength if you want. If you decrease the strength, you will go in the direction as you can see, or you can increase the strength of your effect. If you don't want to change too much, you just apply a value of one. After you have eventually more possibility, like for example, a due and you can activate a due like this. Here. Thanks to that, you can smooth your effect. You have also the possibility to craft a texture and if you go in the texture options, and I define the clode texture, you can also apply a texture on your effect just like this. For example, I can apply a texture just here. But if you don't want to apply a texture, you can just remove this. G in the modifiers and you can just smooth using the smooth options. If you are satisfied, you can just validate the modifiers. After if I need, I can also add modifiers generate subdivision surface. Thanks to that, I will have more subdivision, and I can apply a number of value like for example, four subdivision. If I want, I can add modifier generate and also solidify to just add a little sickness on my render. I can click here and apply also. Okay. 87. Wave modifier: We are going to see how to use the wave modifier. To use this modifier. One of the first things to do, we are going to click on the cube, and I will press delete on the keyboards. To see the modifiers, we will just add a plane. I will go on add here. I will go on mesh and I will select the plane, I will zoom little bit, and we will change the value. On the x axis, I will tape value of eight. I think is a little too much, let's just change for six. On the y axis, I will tape eight and on the axis, you can tape what you want. Nothing will change. So after that, I have this plane, and I would like to add a wave effect. And for this, I can go on modifiers, add modifiers, and in the deformed modifiers you can see waves. After two clic waves, what I can do, I can go on the right, and I have different options like the motion on the x and the y axis here, and something that we can do here is cyclic. We have the fall off, and it is interesting you can drag and move here. Why, nothing special Nothing special happened. For a simple reason I didn't have subdivision. So I will go in my edit mode and in my edit mode, I would use the right click subdivide, and on the subdivid options, we will work with 20 subdivision. Now if I come back to my object mode, I can use this modifiers and I will see the render so I can use deform waves. If I go here, you can work only on the x axis or only on the y axis depending on what you want to do. If I work on the two axis here, you can also use along the normal and apply some little modification. The most important thing is the fall off because you can increase this value here, and after you can increase the eight also, you have the value of the fell off and you can also then increase the eight, the wide and you have the options. Thanks to that, you can just crack like a waves directly on this plane. I apply like this, take again I can only do on the y axis, and here only on the x axis. Let's just work on the yxis for example, I can work with more eight on this direction or on the directions. I can increase the fell off. Here you have also narrowness and it's very interesting. When you work on on one axis, we can really see the difference if you apply this value just like that. We can create a waves directly on this plane. One more time, you have the start position, the times, and you have the texture here, just if you click on the start position, you will be able to use this coordinate and you can change the position of your waves. Because if you don't want to have this by default, you can change the value and you can position in different waves in a different way, your waves, using the two value. After you can create theset also, it's also working properly. It's also interesting if you want to create any animation, you can create a waves animation just using this modifier with a different properties on the right, but it is a about animation, so we'll see that in a different way. That's it. This is how you can use this modifier. If I want to use a motion, I can one more time work only on x and y axis. But I think it's very convenient to work on a specific axis. If I come back on x and y, here, I think I need to work with more value, for example, for the Y options. But here we don't see too much the render. If I just come back, click here, add modifiers, let's deform waves one more time. If it was just to update the value, something that you need to understand you can apply a texture and I can use texture news and you can have access to the texture property here. You can use also the wave modifier with a texture. If for example, I change for clothes, I will obtain this render, and I have different options. You can also s for example, Musgrave or another type of texture. It can be magic also depending on what I want to obtain. Let's say, for example, clothes after I have different options like the size here, the dip also of the textures. If I apply this, I come back to my modifiers just here. I can also increase the fell off and increase the little bit the y and the narrowness. I apply one more time. I apply also a texture on this effect. I can also just use for example, the y axis, and I will obtain this render. I can increase the eighth. As you can see, I also my texture is applying directly here. But you need to have subdivision. You can also create more subdivision. I don't create more subdivision for the example because if you have too much more subdivision, sometimes it's not interesting for the example. This is why I prefer to work with the round 20 subdivision for the different example. One more time I can change start position time, so it means I can create offset just like this if I need. Definitely, it's a very interesting way if you want to create on the plane, for example, a waves just like this, it is a very interesting way. You can also remove the texture if you need. This is how you can work. After that, if you need, you can add modifiers. You can reuse directly generate subdivision surface after to do this work. Thanks to that, I can subdivide more now and I can apply for example four, validate. If I want to add sickness, I can use add modifier generate, and I will use directly solidify and I can add a little sickness on my waves, as you can see, I can click and apply. Okay. 88. Cloth modifier: We are going to see how to work with the close modifiers. To work with these modifiers, we will need to use the physics properties. One of the first things to do, I will click on this cube and I will press Delete on the keyboard. After that, to see the modifiers, let's become ad mesh, and I will create a plane. First, I will resize this plane. I will go on the right. I will enter a value of four on the axis, eight on the y axis, and one more time, get tape what you want on the d axis. Maybe I will change for six on the axis. After that, I will subdivide, because if you don't subdivide, you won't have any render. For the example, one more time, let's go on right click subdivide, and we will use 20 it's great for this different example. And I will use 20 subdivision. After that, I will come back to my object mode and I will move a little bit my plane just around this area. Let's see this modifiers. It is like to work with the physic properties, so I can go on the right modifiers are modifiers and here you have physics, and I will work on the close modifiers. When you click here, the settings are inside the physics tabs. So it means you need to go in the physic tabs, and when you go here, you have physics. After to do this work, what you can realize, you can realize that you have the clause, physics activated. If you remove that, you go in the modifier, now you want to have modifier, the two elements are linked. You can also directly on physics. You can activate clause, and when you activate clause, automatically if you go on modifiers, you have the modifiers activated. So now what we can do is this modifiers and this physical property, I can go on physics, and if I don't apply any other object, I have different options and we will have to use animation to create or render. Something that I can do is to try and mothly tell my animation panels. If I go here, as you can see, just the plane is going to fall on the ground for a simple reason that we don't have more element. Why it's fall like this for a simple reason that if you go in the physical properties, you go on this area, you have the field weight. You have different options like this one, this one, the collision option properties weight, and here on the field weight, you have all these different options with a value of one, and by default, we have a gravity of one. This is why it's fall on the cron. If you decrease for zero, you go in the animation panels, you come back at the beginning and you read the animation, as you can see nothing happened because now the gravity is at zero. By default, if you have a gravity at one and you just click here, the object will fall on the ground. If I just come back on this area, something that we can do is to go here and you have different options. One of the options that we can use, it is a pressure. When you click on pressure, you can enter a value here. Let's work for example with the pressure around two. Now if I play the animation, just like this. As you can see, it's going to go on this area. After to put my pressure, I will set to gravity at zero, and when I will go back here, I will obtain this render. Why? Because we have too much pressure. I can reduce the pressure maybe 0.2. In the animation, I will come back at the beginning. Let's see what happened. We can obtain this render directly. Why it is interesting because you can stop at a moment of the animation and you can have a render of your object if you validate the modifiers. You can also have more properties here. For example, you have vertex max, and I can increase for two kilos. You can also increase the quality of steps, and I have also some options like the tension options and the compression options. Thanks to that, you can have different render. Let's just take a glance about what we can upt if we do something like this. If you work, I can reduce little mass and reduce little bit the tension, but I think I can work like this. Something that you can do also when you go on the right, don't forget that in the option of close, you have different options, cotton, denim, laser rubber and silk. If for example, a slic this one, you will have just different physical properties by default. It is exactly the same principle, but by default, the physical properties will be deferent. So you have different predefined physical properties. If I slic cotton, the physical property come back to this level. So when you change that, it just to have different physical properties depending of the type of clothes that you want to use. If I read the animation, I can have different render as you can see. Something that I'm going to do is to come back here, let's see, for example, the first one and I can go in this area, I can start here, and for example, I can stop at this step. If I stop at this step or maybe a little after maybe 20, just here. If it's too much, you can also reduce. I can reduce like the pressure, 0.1, or I can create something like this. Here I have less pressure. I can come back to 0.2, yes, just like that. This is the type of thing that you can do. For example, I can stop here. When I stop here or maybe at 80, I can stop at 84, I can go on the right. Something that I can do is to go on my modifiers and you need to validate the modifier. When you validate the modifiers, I just created this element. I can come back to my animation at zero, and I just created this element. Just like that. Now let's see another example. I'm going to come back just at the moment where the modifiers is still here, and I will come back to my animation just like that. We have the modifiers. We can come back in the physics properties. Let's just take this plane dragon move little bit and add the cube. I can add the mesh cube. This cube, we can scale little bit like around this area. I just need to have the plane little bigger, and I can scale on the Zdaxis also. So now, what's happened? I can change the properties. I can use this cube, and on this cube, I can change with the collision properties. I can activate the collision properties. When I come back to this element to my plane, I need to go on this area on the last field weight, and I can recuperate my gravity to one because I want that the plane fall on the cube. And now what's happen? If I just click here on my animation, the plane is going to work like this and it's not going to fall to really fall for a simple reason that I need to deactivate now also the pressure. So I can deactivate the pressure, and if I click here, The plane will fall here and I can also not only generate an animation, but for example, stop here. When you click on the cube, you can also set different parameters for the collision properties, but we'll see that in details after. I can just for example, stop at this moment. I can click on my plane and I can just validate the modifier, just click here, apply, and now I created this element using this animation and this physical particules. Let's hear last example. If I want to create something like a pillow. What you are going to use. You are going to use a mesh, and you can create a cube. This cube, I will go on the properties options, and I will change the value. I will enter a value on the x axis of four on the y axis I will enter may be six, just like this and on the Z axis may be two, just like that. I think it's too much for the example. I need to reduce on the x axis, and just increase more. I will work with 12 here, and I will work with eight. Yes, perfect. After that, I will subdivide. So I will go in my edit mode here, and I will subdivide, right click, subdivide. But I don't want to subdivide too much. I will go in the options. Let's work with 20 subdivision. If we take 20 subdivision, we will have a problem here. So this is why I'm not going to subdivide like this. I'm just going to come back just here. Something that I'm going to do is to work in a different way. So I will go in my object mode. It's not like this that I want to work. I will come back to my object mode and add mesh. We will add a plane. It will be better for the example, click on the add mesh and let's define the plane. This plane, I will go in the options on the x axis we will tape eight on the y axis, we will tape 12 and on the axis one more time, you can tape what you want, and I will go in my edit mode first subdivide with right click subdivide, and on the subdivide options, I will enter 20 subdivision. After that, I will extra little bits, so I will press and I will extra little bit, not a lot, just little bit like this with. After to do this work, I will come back to my object mode and I will come back to one on the animation and I will go on the right, add modifiers, physics, and I will select close. After to select the close modifiers, I can go in the physics properties, and in the physic properties, I will just deactivate the gravity and deactivating the gravity, I will activate the pressure. And about the pressure, let's start with two. If I want to set my animation, take a glance, we can turn this type of render. But we don't have too much pressure, so I can activate more pressure like 0.8, and I can do something like this, and it's perfect if you want to create a pillow. If we do this in the right order, you need to activate the modifiers or selk the physic properties. On the physic properties, you have the close activated, you select the type of clothes that you want to have. You will have different properties. It depends about the render that you want. You need also to make different try like most of the time vertex max, but also other type of properties. Don't forget that it's very important to use the pressure and to reduce the gravity at zero if you want to create this type of render. And now if I come back here, I can set the animations and I can create something like this. I can, for example, stop my animation here, and I think it can be perfect for a pillow or I can increase a little bit. I can try to select the right position, it depends, maybe this position, just like that. And I will validate my modifier. Maybe I can increase a little bit. Yes, just like this. I can for example validate my modifiers. I can go on the right. Don't forget to validate if you want to come back after at zero on the animation, and now it's okay we have created this pillow. I can press to scale on the Zaxis if it is to see just like that, and it can be perfect. You can also depending on the animation, change the aspect of your pillow. The last step is to add modifiers, generate, and I will use subdivision surface, and I will increase little bit my value and I will work with four, and this is how you can craft a very nice pillow using this process. It is the best. 89. Collision modifier: We are going to see how to use the collision modifiers. To use this modifier, something that we are going to do first, is to click on the cube, and we will change the value of this cube. I will go on the right, and I will change my first value will be 12 on the x axis, and on the y axis we will apply a value of 12. Maybe I can increase on this axis with the value of 16 and on the zxisle step two. But yes, I'm going to come back with 12, it will be perfect 12 by 12 and two. Something that I will do also is to create another element, so I will click on Ad mesh I will directly select here. We can select UVsphere. After to select this UVsphere about the option, I can keep these options, and I can drag and move the UV sphere a little bit on the right on the top, and I can change the value. Let's just change the value of this Vsphere. I can work with two on the x axis, two on the y axis and two on the Z axis. Something that I can do is to see how to work with the collision modifiers, and we will have to work with the physics, the physics parameters. So one of the first things to do is to click here, and I will increase ly tell b because definitely it's not enough. Let's work with three. Let's work with three, and tres work with three. Let's just click on the sphere first and after to click on the sphere, go on modifiers and modifiers generate, and we will use physics and we will use directly collisions. After to activate collisions modifiers. Here, one of the first things to do is to To play the animation. If for example, you have this element with a collision, nothing special will happen. Because this one, I need to change and not put collisions. This time, I can put different options. If I go on my physics, I can change collisions. Something that I can use, for example, it can be it can be for example, a solve body or it can be just a close. If I just click on close, the element can fall on the croon just like this, and we will upturn this render. But as you can see, it's not going to stop on the cube for the simple reason that we don't have collision on the cube. I can click on the cube first. After to click on the cube, I can add the modifier collision or directly click on collision here. It is the same. If you add the modifier collision or you activate collision, you will have the modifiers. If I go in my options, physical options, now what will happen if I play the animation one more time. You can see the sphere is going to fall directly here, but it's going to stop directly on this cube. And something that we can do after it's to work with the different properties. When I go on this area, I can for example change on here, we have the close property with this one and I can change with the vertex max. If I change the vertex max, I will have something a little bit faster. But because I have a close options, as you can see the sphere is going to fall and to be destroyed for the simple reason that we have a close property on this one. You can also change the close property, and If I deactivate the cross property, I can use also something different and it can be a soft body. When I click on served body, I can also do this type of work. But it's not going to fall directly on the crud. You can also have the rigid body. If I click on the rigid body, I can go here and it's going to fall. But one of the problems of the rigid body is you need to work with two rigid body if you want to obtain a render. Okay. Something that I will do is I can click on the soft body, for example, on this one. And if I just go on the right, I have different options with a field weight, I have this gravity, and I have also this type of option. You can increase the mass here and you have tip active, and this is the same type of weight. If you click here, it's not going to be very interesting. In this type of case, it's better to use just collisions. And if you apply two collision, so for example, you apply collision also on the sphere here, and you go on the different options on the right. As you can see, one of the problem is this element is not going to move, expect if we add something more, but in this case, we are not going to see that. So you can add any things. I can here, I have subdivision, but if for example, you just add a cube, you can just add mesh, usilic for example, a cube or it can be something different like. For example, I can click on the monkey face, and I can drag and move the monkey face, press S to scale crater rotation on the Zdaxis and turn a little bit with control. After to do this type of work, I can activate to the monkey face, for example, just close, something like this. If I just click here, my monkey face is going to fall just like that. But because we have a close modifier, we will have these options. About the collision, you can work with some options like for example, you can work with the permeability. You can work also with frictions, randomize, and you have different options on the left. If I just come back and play the animation one more times because I changing these different options, as you can see the render will be a little different when the multiphase will arrive on this area. Another important thing. It is perfect with a close modifier, so I will remove this one and remove this one. Something that we can do first it's to add a cube, so I will go directly on add, mesh and I will add a cube. This cube on the right, I will change the value on the z axis I will tape directly eight on the x axis, I will tap four and on the y axis I will tape four just like that. As has explained for the close modifier, you can use the most of the time plane. Add a mesh plane. I will try again move the plane on the top, and I will press S and scale little bit. I think we can apply a value of maybe at least four or maybe six on this axis and six on this axis. On this area, we can take what we want. I will subdivide first, so I will go in my edit mode and click subdivide. After to subdivide, I will go in the options properties and I will activate a value of 20. After to activate the value of 20, I we'll come back to my object model. What is the principle of the collision. First, on this plane, I can add, for example, the modifiers, add modifiers physics, and I will use directly the close modifiers. If I select the cube, just here, I will go on add modifiers physics, and in this case, I will select collisions. If I check in the physics option, physic properties, I select the plane and in the physics properties, we can see close just on this area. On the cube, we can see collisions. And now, something that I can do when I use clothes, I just need to check first that in the failed wells, I have gravity with the value of one and that I don't have pressure because if you have pressure, the element is not going to fall. This is why you don't need to use pressure. And if I just play the animation just like this, take a glanso element is going to fall directly on this area, and we can upturn this render here. Depending of the cube, you can change, for example, little the dumping, but here's the collision, it's for particles. If I change here, it's not really good because it is for the particle concern. Here, you need to silk soft body and close, and in this area, I can work with this different parameter, friction parameter also to have a different render. And I can name and play the animation, and I will obtain this value. If you are satisfied, you can stop the animation, you can validate the modifier, so this one, and I can also validate this one, and thanks to that, I created this clause using this modifier. 90. Find textures: We are going to see how you can recuperate texture. If you need to recuperate texture, we are going to use different texture during the sessions. It is important that you need to have high quality texture. You need to have multiple file on your texture. And for this, you need to go to a website, very specific websites that allow you to have high quality texture. Okay. So when you add a texture, you can just add only one image, but you won't have the better render. This is why it's important to go on website where you have really high quality texture and not just an image library. If you work with just an image library, you will have only one file, and this is not that exactly we work. So first, we have this website. This is the Polly In website. It is very interesting website. If I continue a little bit, you can find different type of things. So you can have access to models. You can have access to environment and you can have access to texture. Here we're going to focus on texture, but extremely extremely useful. This is free, so you can recuperate the texture for free. And you have different type of resolution. On this website, you can continually tell bit. You can find equality render and you can have just different information about the website. So first, I can just advise you to take a glance about this website. It is a very interesting website. Here we are going to focus on texture. Because we're going to focus on texture, I will go on texture, brand texture. When you go on the left, you have different options. You can slick what type of texture you want to have. If, for example, I want a brick texture, I can click on brick just here. And you have also other type of categorize inside and I can select this different type of texture. We can silk one just for example, if I select maybe this brick texture or we have this one, we can use this one, we have different type of models. I example, I just select this one. Something important to understand, you can go on the options here and you can find different type of view. We have this view, but you can also have access to this view and you can also have access to a swede view. Sometimes it can take a little bit longer time. You can also have access to a presentation of the texture. You will be able to see similar type of texture in the presentations, and something important on the right is as you can see, we have the blender, we have the blender logo here, and why we have the blender logo here because this is perfect to work with blender. Automatically, we have something perfectly working with blender with different files, and thanks to that, we can also integrate the extension in blender to directly put all these files with the extensions. Here, if I sealing my sweet view so you can zoom, you can drag and move with the mouse and you can zoom in and zoom out your texture. You can also turn we have hash environment around and you can turn just like this to really see the render of the texture. As you can see, we can find some displacement. We can also fine rootenss definitely it is very great. I can zoom little out. What I wanted to show you if I just come back just here, what I wanted to show you, it is the resolution. Here it's perfectly for blender already includes all roars texture maps, and the texture map is different files, and when you go here, you have different upshots, 1k2k 4k8k. What you use? It depends about different type of s. First, the power of your computer because if you use only eight k, a AK render. It can be very long after to create a render. This is the first things to do and it can be difficult for the computer. First things to understand it is the power of your computer. Second things to understand it is for what type of object? If it is an object on the from, very important, maybe it's better for sure to take a high quality texture four k or a K, but at least four k. A k after it is the most. But if it's just something on the backgrounds, really something on the backrooms definitely not very important. Why not to use one k or two k? It depends about different parameters. I'm not going to tell this that this is better, this is better. You just need to take in different parameters like your computer, where is located the object, what you want to do. After you can click on Dwnload just here, when you click on Dwnload you will have the possibility to recuperate the fine. You have different type of categorize. If I just come back here, you can see other type of categorize if you want something like I can continue here it is brick, but it can be also some floor, you have croon you have different type of options every time. For example, you have some wood floor, I can select this one, when I see this one one more time, I can have this view and I can seal it also the Swede view. When I go on the right one more time, you have the options here and you can see the size of the texture and you can download the texture, and it's perfectly maps. You have the perfect files for blender. So most of the time, we need to have around four files to crat high quality texture. Here I can turn around. I mean HDR environment, and tech glands are very high quality texture. I can come back here and select this one and this one. Definitely, you can go on this website very interesting website and you can focus on the texture. Okay. 91. Start with materials: We are going to see how to work with materials. To work with materials, one of the first things to do I have this cube here, and we are going to make some transformation. So we click on the cube, and I will delete the cube. After that, I will add another mesh, and one of the first things to do, I can click on a mesh, and I will just select the UV sphere. After we'll keep the different parameter of this UV sphere. How to work with the materials. I'm going to click on my sphere and go on the right first just scale a little bit, and I will enter a value of four on the x axis, four on the y axis, and then four on the axis. To work with the materials, one of the first things to do is to go on the right, and here you have materials properties, or you can go directly in the shedding properties just here, if you want to see your materials, you have different options about the views, and here you have the materials previews. On this area, you have the render preview. When you click on the render preview, you will have a view of your element with the light. If you just click on the material preview, you will have a render of your materials. Well, the first things to do is I'm going to move little bit my sphere. And at this moment, just move a little bit the sphere here. It's okay for the light because I just want to focus on the materials. You can click on this area and you have the shedding view. Here you can enter in a new panel and thanks to these panels, you have the possibility to add material on your shapes. Every time when you click on your element in the collection panels, you can add new materials. But you can also do this work directly from these panels. I will show you after. If you go on this area, you have a new and by default when you are in the shedding mode. By default, you can see you are in the material preview by default. To create a new material, you just need to click new just here, and that you have created a new materials and automatically, you have two blocks and you add a node. By default, we have the principal BSDF. Why it is very useful because you can do a lot of things with the principal BSDF you can just add any basic materials with the principal BSDF you have by default also a material output, and you need to have a material output if you want to see your materials. If you don't have this, it's not going to work properly. Now, if I go on the right and I open here, this is dextra property, but you have the material property. As you can see, by default, by default, you have materials appearing here. If I want to remove the materials, for example, I just change the color and I can add a red color, and I want to remove the material. I can remove my material here. I can also work from these panels. It's also possible. For example, I can remove the material with the minus options on the right. You can also add the material directly here. You can click on the sphere. You go in the material settings and you can also add the materials from these panels, add material slot. When I click on plus, it is exactly the same. I had a new material slot and I can click on just here. By default, I created a new material with a BSTF when I go on the right, I have also some options. I think it's definitely better to work in the sadding mod, but you can also work with this with the block on the right. And as you can see, you have the preview options and you have different type of preview, hereby defert we have the sphere. But you can work with a cube preview. You have different type of preview that you can use, this one, this one, this one, You can use also this one, depending of your object, you can change the preview. This is a different preview options that you can use. If I just continue on the right, you can see we have the principal SDF. And when I click here, I can change with different SDF. If I continue a little bit, I will have more options, but the options, you can work with options here. But as you can see if you go in the shedding mode, you can work with the different options on this area. What will be the principle? Here we have the material output. If I remove a node just like this, so you just dragon move, we don't say anything because for a simple reason we don't link the material output. Every time you need to have a material output. I can click on my BSDF just here, and I will be able to link the BSDF to the surface. When I go right click, every time when you go right cli, you diselt everything. When you go left click, you can select to block. When you left click outside, you can diselt. When you go right click, you can add and you have multiple options here to cratRal materials. And you have input output. By default, we have the material output. Every time we need to have a material output. And we have also some color converter shadows. Yes, Converters shadows, we have some textures that we can use webs vector and more. If for example, I had a texture, you have different type of texture, I'll just selling the bright texture. I can put the brit texture here, and I will be able to link the color directly from color to the base color. And on my texture option, I think you can drag and move this window just like this. On my texture options, I can relink color to base color, change the color, for example red here, and here I can select for example green, and here I can select ano color like wise. Every time you will be able to link different nodes. Together to obtain the render that you want. If it is a little bit, and I go on the principle BSDF I'm going to a to show you this in details. You can, for example, with the metallic option, rotenss options to change the render and have something different. But you have also more options just here. The most of the time we focus on metallic and rudeness. We will be able also to add image texture with right click add, and we have texture. We can add image texture, and if you want to make something properly, you need to have multiple file inside the image texture. I'm going to show you how we will work to do this work. If I change, for example, metallic here, it is the same option that I have on the right when I'm on materials properties. And by default, you can see materials preview here. Don't forget that here this is a preview option because Milit is located on just under, so this is why we don't see anything, and this is the render properties. Okay. This is how you can start well with the materials. Don't forget that you have also some options on this mode. But does it mean? It means that if I select my brick texture just here, I go on the right and I have a small panel that I can draw just like this. When I draw these panels, what I can see, I can see the nodes, so I have this block, for example, is my brick texture, and I will be able to change the name and to change the label if I can even change the color of the block if I need. I have also some color options, texture mapping, just on this area, and we have also some properties about the texture, but here if we go to the properties, it is the same properties that I have in this area, and in this case, for the prick texture. On the prick texture, I can work, I can scale, I can work with this one also. I have different options. Depends about what I want to do with my brick texture. We will be able also to apply here, it is a sphere. But if you create something with a cube with different faces, you can also apply multiple different materials on multiple faces. I will show you after how to process. At any moment when you pull this one, as you can see, you can pull this one, you can also just come back and you can do something like this. If I just come back to layout here, now we can see the render of the materials. But don't forget that if you don't see anything, it's just because you render is in the solid view. If you work with a solid view, for example, you can come back because when you create conceptions and sometimes if you use this view, it will be slower. It will be slower for the simple reason that you have the texture. Sometimes you will come back directly to the solid mode to continue your conceptions and after you will go in the materials views. If I want to remove my material, I can also remove sort with minus, just like this. 92. Add materials with faces: We are going to see how to apply materials on multiple faces. It's possible to apply different materials on multiple faces. I'm going to delete this cube, and after when you create an element, you can add materials on different faces. Let's kick on add here mesh and Yes, I will select. Here we can select I will show you after with the plane. Let's just focus first with the cube and resize little bit the cube. I can go on the right, and I will apply four on the x axis. I will apply eight on the y axis, and on the z axis, I will apply six. I created this cube, something that I'm going to do first is to create a new materials, and I will go in the sadding mode. After to go in the shading mode, I can select my cube just here. After to select my cube, I can drag and move little bit this window. Take my cube just here, and I will create directly a new slot, add a new materion. By default, I will have a new principle BSDF I can change the base color. Let's click on base color and let's supply, for example, red. I will apply little metallic options and reduce little bit the rootenss just like that. It's okay for that. As you can see, I have my red color on all the faces. If I want to apply only on one faces, how to work with this, we can go on the right, and when we are in the surface options, so here we are in size the material properties, you have the possibility to create a new one. Add a new material slot. I can click here, create a new one, and click on new again. As you can see, we are still inside the queue. We have the materials, and now I have der materials just here. On this order material, I can change the color here or I can change the color here, this is this d one and I can select the green color. So now I have another materials with the green color, and I can as sync this material to a face and for this, we can work in the edit mode. But first before we do this, I will create another one. We'll click on plus, create new materials again, and I will change the color this time on this area with blue, for example. I can also work with metallic here, Rotenss. I can come back to my materials, this one. I can increase metallic decrease the rootenss also one more time, and I will create another one. Let's click here. Let's create another one and click on. After that, I will change the base color. I can change the base color one more time from these panels, and I will increase metallic also and I will decrease the rootenss. Now I have four different materials. I can work in my edit mode, for example here, you can go in the edit mode in the edit mode, you can create a selection on a specific phase. You can just go and create a selection. I can click on face here, for example, I can select this face. If I select this face, I can go on these materials with the green color, and I just need to click on Assn I can as sing this material. It works also for texture. If you add multiple material texture, you can do the same type of work, and I can click on Acin just like this. And that's it. I have now the green color on this area. If I turn, I can select this phase. I can select these materials with the blue colors, and I can click on ASN. You can also select multiple phase. I can also click on this one. Press shift, click on this one, press shift, click on this one, and press shift, click on this one. If I want to apply the last one, I can click on the materials and As just like this. This is how you can work with multiple phases. And if I come back to my layout mode, I can click here. At any moment, something that I can do also, you can work in the edit mode here and open your materials property, and you can also work from this panel where in the edit mode, I can select this phase. I can come back to my first material, click on *** and it's going to work if you work from these panels also. So let's come back to the object mode, and I'm going to delete this one. Let's you know the example, ad mesh and I will select, for example, Yes. Let's just select a cylinder. If I select a cylinder, it is same. I have multiple faces, and I can create new materials, just like this, for example, and I can change the color for green and I can click and create and one plus new and I can change the base color for the red color just like this. If for example, I select a face, I can go on my edit mode, I can select this face and I can turn a little bit and silk this face also we shift, and I can ascend my single material. So it means this one, as I know I have the right color here and the red color here also. Let's hear a last example. I will see my object more press delete. Let's just create a plane. I will go directly on add here and mesh, and I will create a plane. This plane I will scale little bit on the y axis also. I will create subdivisions. I'll go in my edit mode and right click subdivide. On the subdivide options, I will increase little bit with, for example, the value of eight will be enough, and I will go in my object mode. After to go in my object mode, let's work with the shedding. When I go in the shedding here, I can create a new materials, and I will apply my materials on all my object. I will change the base color. Let's work with the green color, and I can increase the rootenss just here, and I can increase the value of metallics, for example, or decrease the rootenss and obtain this render for my plane. Now if I want to change that, I can go directly on the right, and I can create new materials here plus news, I will change the properties like red colors and increase the metallic options and decrease the rotenss just like this. Why not to just focus on that? After I can change the object mode for edit mode and if I go on pace, I can select multiple phases. For example, I can go on this view and I can make the choice to select this area, the different phases. After to do this work, in these materials, I can just click on An. I can as my second materials on this area. After if I want to change, this one, I can change with this value, just like this. This is how you can work if you want to have different texture, you go on the right and you click on AC. If I want to select this face, I can see this face just like that. With this face, I want to come back with the green color. I click on my material with a green color A I can apply the green color now on this area. If, for example, I remove these materials with the green color, all my object will keep this material, so it means this one that we have. 93. Use principled BSDF: We are going to see how to work with the principal BSDF. To see the principle BSDF, let's select the cube and just press delete on the keyboards. And we will add a monkey face, click on add mesh and select the monkey face just like this. This monkey face, I will create some rotation on the D axis, and I will press control on this area, and I will drag and move the monkey face on the top here, we'll press to scale little bit. Something that I'm going to do is to have a better render with subdivision surface modifier. I go on the right, modifiers add modifiers and we will use generate subdivision surface. About the number, let's change the level of use two, three, and I will apply the value of four and the render just like this. I can validate my modifiers just here. For the principle BSDF let's click on the sadding mode. After to click on the sadding mode here, I just go to see my monkey face. I can set my window first. Let's position this one here, and won move little this element. When you click on by default, you will have a principle BSDF. Why this BSDF is very useful because you can do all the basic things at the beginning. For example, one of the first things to do that you can do is just to apply any colors. You have the base colors, and you can change that and you can select a base color just like this. For example, I see something like range, I can put the range colors just here. You have color wheels and you can work with different values if you need. This is the first thing that you can do, change the colors. After you have metallic rootenss Air and Alpha. Why you have different point in front because you can create link. For example, the base color, you can create, you can add different texture just on the front. Something that you can do, why you have the different nodes because when we will add texture in the texture in the texture folder, we will have different files. So most of the time we'll be able to work with four different files, and we will link, for example, the base texture to the base color. We will link file with a metallic part on metallic, a file with a rootness part on rootness this is why we have these different options. If we don't have nodes in front, we just use the principle BSTF. We can work with the metallic option. It's pretty simple. You make you render more metallic as you can see here. And so you can decrease and you can increase. The most of the time we work with rootness It's pretty simple also just to have more rootenss or to decrease the rootenss. If you put the rootss at the maximum and you can also reduce metallic at the minimum, you will have something flat like this, something flat when you work like that. At the opposite, if you increase metallic at the maximum, you decrease rootenss at the minimum, you will have something with a lot of reflections on your surface. You can work with these two parameters. You can also work with the rootenss around this area. What you can do more. This is the basic parameters that you can use. I will decrease little bit metallics and work with more rootness just here. Something that you can do also it's to work with this value, and take a glance at the reflections. It's a little different where we work with A or hear, and the reflection will be different and change little bit, the colors. Here we have alpha features. It's not extremely useful in this case. It's more if you create a nodes. Here we have a nodes with normal, so it means it's for texture and you can have a file with normal in the texture to, for example, change the position of the texture, and this is why you have this node. If I continue, you have more advanced features like subsurface. When we use the subsurface, you can work with a weight, just like that, I can zoom little bit. Here, that big change can work with a radius, but it's not going to change too much when we work with this. You have specular specularities how the light will reflect directly on the monkey face, and here you can change the value on this area with a different color. And you have more also value like if I apply a tent here, green color, take a glance a but we have little green effect directly on the monkey face, if I see like for example, more blue, we have little blue color just on this area. You can work also with some oder value. But we don't we use d one. We can have also some transmissions just like this. But as you can see, not big change, and you have also the col shine and this element. Don't forget that also when we go outside I can go directly in my layout mode. When I go in my layout mode, I can change for these options, and here we can have the view with the light. If I want to change the position of the light, I have a light in my scene. I need to click on the light. G in the object properties, and I can change the position of the light with this just here, I can put on the daxis my light around this area. The light is located here now and on the x axis, I can move and position my light here. I don't have any power on this light to change the power because it is a light, you have the data property, object data property for the light, and here this is a point line and you can change the power. And what power I will apply? I can take 10,000. Maybe it's not enough. Let's work with 20,000, and I will obtain this render. I can come back to my object properties and just move it ttlebit on this axis and move the ttlebit on this axis. And on the sat may be here. Yes, just like that. Now I obtain this render with the light options. If I come back to my shedding views here it is, as you can see were in the skting mode on this area. I'm just going to come back with the shedding view, just like this, and you can change also with the view with the light. If I click on my object, I can rep my principle B SDF, and you can see a render view also and we more time I can work with the metallics, but here because we have the light, you can work a little differently for the render. I can go here, for example, and take a glance, I can change the metallic options just like this. If I just continually tell bit, here now when dragon moves, for example, dragon moves, you can see the light is a little different about the render. Here I have more of a tent and you can make a reflection with a tent value, and you can work with Azodtropic I can increase rotations, and we don't see too much big deal, but take a glance at the transmission. This is how the light will reflect and if you increase the weight, the light will has less reflections. The materials will take less light if you increase the weight, and you can increase the weight just like this or decrease the weight. After you are more parameter, we are not going to see too much big difference, but take a glance but the weight here cut weight, and this is the same when now we use this view. I can change here's the transmission and the cut, we can see how the light will change a little bit. The materials on the surface, just like that, and you can work with a different value. If you want to work with these parameters, you need to change in the render mode and you need to set the light first to have different type of reflection of the light directly on your surface. Here it is the same, can increase the value, and as you can see the light will reflect differently when I dragon move this value. One more time, I have a tent and I can add a general tent just like this also. Okay. You can even have more options about some colors one more times here. The is not to enter too much in details in this different parameter, but just to show you that the reflection on the light on your surface will be deferent if you edit these different parameters. And if you are in this mode, you won't see this option, you won't see the difference when you work with these options. Okay. 94. Add image texture: We are going to see how to add image texture. To add image texture, one of the first things to do is to click on the cube, and we're going to delete the cube. After that, we'll click on a mesh, and we will select the plane. I will change a little bit the size of this plane and on the x axis, I will work. Four on the y axis, I will work eight. And here you can take what you want on the Z axis. Maybe I will, yes, change four six on the x axis it's better. After that, we will go directly in the shedding view here. In the shading view, I will zoom a little out and I will create a new materials, new just here. What is the principle to work with texture image? I will just move a little bit this window. As I explained before when you recuperate image texture. If you want to make something more realistic, you don't need to have only one image. You need to have multiple image. The most of the time you can have four different type of files, you need to have four different type of files, and I'm going to show you exactly the process about how you need to organize. I will show you also after that that it's possible to use an extension and to do this work faster, but you will see that just after. One of the first things to do is to go right click Add, when you go on texture here, you can find different type of things and you have the image texture. I'm going to click on the image texture just here. I will duplicate this image texture multiple times. I will click here, right click and duplicate first time position just below, and I will go right click here, duplicate position, another one just below, and right click duplicate and position another one just below also. You need to position you can create a frame of selections like this and you can move all the elements and just position in front on the principal BSDF After to do this work, ideally, you can also add more element. When you go on right click add here, and you go on the input, you have different options, and something that you can use it is the texture cortin like this, and you can put a texture quarantine just on the front, so it means on this area, just like that. Another thing that you can do, it's right click add, and when you go directly on vector, you have the mapping vector mapping vector. You can select the mapping vector and position the mapping vector just on the front. By default, when you work with a texture, you need to work like this. You need to have a texture uinate mapping options, image texture here, and the most of the time for image texture. But it can do more or sometimes it can be sue also. After to do this process, something that I will do is to add my image texture. Something that I'm going to do first is to select this first is mess texture, and you can open an image texture here. You need to click on open, and I will go on my computer. I selected in texture a brick texture. I recuperated this texture in the website Poly haven, and when I go inside just here, we have four different files. The first file is the image file, the second file is the displacement files. The third file is the normal files and this one, it is the rootness files. The first one I select the image. Double click here, and as you can see it's pretty simple for the first one, you just need to link the color to the base color. You will replace in your principal BSDF with the image. And that's it, we can start to have something interesting. We have already the image texture just here. But if I mal bit, as you can see the render is not very realistic because we don't have rootenss, we don't have bump, and this is why we need to improve that. For this, I can select my second file, and I can click on open. On the second file, I can come back to Descop and I can select one more time texture bricks texture here, and I will apply the rootenss file rootenss. Double click here. For the rootness where I need to link this one, you need to link the color to rootenss as you can see. You can find the render on the left just on this area. Rotenss to rootenss here. Here about the color space, you can change that and you can apply no colors here. I think it is definitely better when you apply here, you can also apply no colors. You have different options and you can apply no colors. But if I apply here, as you can see, I obtain this render. Here I can stay in GB for this one, and for the rest, we can change the color space for no color. Let's continue. I'm going to select the third one image texture. I can click on open. I select directly on my computer. I go directly on texture, bricks, texture, and I will select this time the normal. Normal it is this file. You can see this type of color just here. After to do this work, as you can see on the BSDF principle BSDF, you have a normal point here, so you need to link the color to the normal just like that. And above the colors here, color space, you can also apply no colors. And the last point here, as you can see the render is pretty better now, and the last point is to click on the last image texture. Open, and I will select one more time in my deskcp will go on texture bricks, and I will select the last one. The last one that I have in this example, it is a displacement. I can click on displacement. But on the principle BSDF I don't have anything for the displacement. I need to go in the material output and you have the displacement here and you can link directly, for example, the color here to the displacement. Thanks to that, we will have pretty better render. Here you can change the color space also for no colors just like this. I will obtain this render. If I continue a little bit, why we have this texture coordinate in front and why we have this mapping options? Because we can scale the texture and cut rotation and move the texture on our object. Here, you need to link the U V to vector U V to vector, and when you link the U V to vector, automatically you can see location rotation scale, and you need to link the vector here to your first file here vector in this area. But something that you can do is to link with the different vector option. You can link directly to the vector here. One of the problem is you need to link also the vector on all this element at the same time, how to do this. You have the possibility when you go right click. And you press shift on the keyboard, right click and shift to crate a line and to create a new point. I'm going to show you again, for example, I'm going to come back here, right click and shift at the same time, right click and shift, and you can create a line to add a new point here. Thanks to that, you can link this point vector also on this area to apply the mapping options on all this file at the same time. I will click here also, and link vector to vector. Okay. It's a little difficult to understand at the beginning, but after we can simplify that thanks to directly an element. So I'm going to click here again and see some things that you can do every time when you want to apply your texture. If I want to scale my texture now, I can zoom a little it, I go on my mapping options and take a glance about what you can do. You can use the scale value, and you can scale on the axis on the y axis on the Z axis. Here, the Zaxis is not useful for sure. For example, I can apply a value of two on the x axis, and two on the y axis to have something smaller. If I want to cut a rotation on x 90 degrees, I can take 90 degrees and I can cut rotation like this. I can also create rotation on this area. I think it's not very good if I take 90 degrees on the y axis, I will obtain this render. But you can just apply something like 20, you can create some rotation. Here, it's not extremely good also. If I work on the Zaxis, yes, now we have the render, and now I can turn my bricks with 90 degrees working on the Zaxis. The last point is the location. So you can dragon move here on the Zaxis is not going to change anything, but you can move on the y axis and you can move on the x axis also. This is how you need to work with the image texture. You need to have this type of process. Different image texture, you create different nodes, and in front, you will have a mapping options and a texture ortinate. Okay. We can even add more things, and we can go right click add. When I go in vectors, I can also add the normal maps and link mal normal maps just here. After that, it is pretty better also for the render. So we can link the normal map color to colors and automatically normal to normals. Thanks to that, you can work with the strength and take a glance it's definitely better. If I as little bit just here, and if I don't have my normal map, I'm going to delete and just see the render. I obtain this render and Definitely, the render is better when you go and add the normal maps. I'm going to come back and add directly vectors and normal maps, and I can link the color here and normal to normals. I can obtain this render, increase the strain and take a glance, the render can be very, very great if I increase the strain. The last possibility is when you use this node, also the last nodes, you can go on right click with the displacement node and you can go vector displacement, and you can link the displacement node here, it means color directly, you have the color here, and you can link color to eight, and you can link displacement to displacement, just like that. You can obtain this render after you can work with the value. Let's zoom a little bit, and you can work with scale value here, increase. If you link to normal just like that, you can also work with the eight. It's not the best, but you can also, but the best things to do it is to link with the eight, just like that. Definitely now we have very high quality render texture. If I move just like this, it's very interesting. I can increase, increase also the scale value. I can work with more strength again. Here you can really see the difference when you work with the strength and when we have the normal map on this area. This is how you can add texture image and optimize your texture image. As you can see, it's not very easy to do, but it's important to understand this process first to work with the image texture. It's very important to understand this process. After we are going to use an extension and thanks to this extension, you can do this pretty faster, but it's very important to understand the process. I can click here now, I can click here and very nice quality texture on this plane. Okay. So I'm going to remove the object. 95. Add image texture with extension: We are going to see how to use an extension, and thanks to that, it will allow you. This extension, it will allow you to directly apply a texture image with all the different files properly. So how to do this. One of the first things to do I have this cube, as you can see, and we are going to remove the cube and we will add another element. Okay. So one of the first things to do, just click on select mess and one more time, let's click on the plane. One more time I will enter my different value. Let's work on yes, six on the x axis. Let's work on eight on the y axis on the c axis, you can tape what you want. After to do this work, I will go directly in Edit here, and in the edit preferences, you can go in the extensions panels and when you continually toll bit, You will have access to this one. This is node node wrangler node node wrangler. You can also directly search, and you can search this one node wrangler, you can just activate here. After to activate this extension, it is very fast to add your image texture. I will select first my shedding mode. Inside my shedding mode, so one more time, we can do the same process, first craft a new BSDF and you can do exactly the same type of work that we have seen, but in just a few clicks. The first thing to do is to select your principle SDF, and after to select, you can press Control Shift T. Control shift at the same time, N on the keyboard. Control shift, and automatically, you can open these panels, and now you can see principle texture setup. If I go, for example, on my descop just here, I will have just to select my texture. I will select bricks and inside texture here, something that I can do is to select the four files at the same time. I create a frame of selection. I select the four files at the same time, and you just need to click on principle texture setup. And that's it. After that, what you can realize, we can realize that we have exactly the same type of work that we have done before, but it's directly well organized with the different options. If I go here, we have a group with making here, and I have texture coordinate, V to vector, texture coordinate and then mapping, V to vector. After we have vector with a link and a point here to have the link to the different vector. And they also change the names. So for example here, they change their texture, and for the first one it is base color with the brick file. The second file it is the rootness file is brick rootenss. The third one it is normal file with the brick normals the fourth file, it is a displacement file with brick displacement. After that, we can see we have colors to base colors here. Here we have colors to rootenss. We have also colors to colors and normal map on this area normal to normal. And here we have displacement with color to eight, and we have displacement to displacement. This is how you can work. And after you can work with the values, so it means if I go on the left, just here, and I want to scale my texture. It's one more time possible. If I want to have the same type of render that before, I can tape two on the x axis, two on the y axis. We have seen that we can create a rotation on the xis. I can tape, for example, 90 degrees, and I will turn this render, just like that. If I zoom a little bit, Just on this area, we can improve the render also. If I go directly on my normal map, they just put the strength with the value of one, and it's up to you now to work with this value. I can increase the straight just like this. Here's the maximum is ten. If you tap your value, for example, at tape 20, it's possible to increase more. I can take for example 40 and take a glance I can really increase this value with the normals just like that. Think here now it's a little too much. But yes, you can change the value of the scrang and you can see the difference just here. So it's very interesting to use this normal maps. Maybe I will work with round four in this case, and it is same for the displacement. You can use the displacement feature. We have the eight. If I zoom a little bit, I can also work a little bit with this value and the scale value. But we have already the eight, so it is interesting for the transformation. About the color space. What we can see here in the base color we have Alpha, so we have the color space, it is RGB. The first one you need to keep keep this color space. But for the order one, rootenss we have color space, non colors. It is definitely better, and you want see big difference in many cases, but it's better. Here normals where the color space, non colors, and here the displacement file and we have the color space, non colors. So as you can see, you can arn a lot of time. I think it's definitely very interesting to use the extensions because if you have to repeat this process every time, sometimes it can be long, so you can arn a lot of time using this process. And directly all the different nodes are well organized. You just need to recuperate the texture that you want with the different files and don't forget to press shift control T at the same time and to select the principle SDF also. Let's just come back on my layout mode. And I can see one more time surrender with the different options. Then we have a realistic break textures as you can see. So it's very great to use this extension. 96. Add brick texture: We are going to see how to add a brick texture. To add a brick texture, something that we can do, is to directly silk the cube, and we will press delete on the keyboard. Okay. So after that, I will directly go on a mesh, and I will select the plane. On the plane, I will change the value, and on the x axis, I will enter value here. We have eight. I think eight is little too much. Let's just change for four. On the y axis, I will change for eight. On the z axis, you can take what you want. It's definitely not very important in this case. I want to add a brief texture on how to do this. Maybe at the beginning, I can even start with six just here, and here we can take what we want. It's okay. And I will go directly on the shading mode. On the shading mode, first, I can drag and move a little bit, this part and directly I can create a new principal BSDF new materials, and I have my principal BSDF. Out towards this brick texture, just go right click add select texture, and you can use the brick texture. I can position my brick texture on the front and I can sil directly link the color to the base color. Now, what happened? I can see my texture appearing here. I can zoom a little bit. Something that I can do first is to create the offset. You can create the offset if you want to as you can see, you have the brink, and if you want to change the gment you can create a offset just here. This is the first thing that you can do. After you have a frequency and you can change the frequency also just like that. And if you want to come back to something normal, you can change the frequency just as once and you will have the same ment also. Now what I can do also, I can continue. Here you have a squatch option. You can move a little bit and have different type of size for your brick. At any moment, you can come back with the value of one, and here this is the frequency, and you can increase the frequency also. Okay. After two under ten this, you can work with color, and I will change the color, so here we work with the red color, and on the second color, I can work with another type of red color, just like that. I can also change the color here, select this one, and select the first one and just change for this type of red color. What is Mortar is just the different link that we have here, and we can change this color also, as you can see, to drain the different brink. I can drag and move my brick texture, and after you have everything that you want, if you want to scale the value, you can use the scale value just here. You can also change the size just of the Marta size. Here you can edit with a different parameters. I can come back with here I think this value is not enough. Here I have value of one, so you can reduce and change the value of this one. After that, you have also more type of options and zero point. Let just step. Yes, I think I think this one is not very convenient when you drag and move this value. I'm going to remove this brief texture. Just do this again, add let silk texture and let's supply brick texture again and silk color to base color. And yes, I just want the value. Yes, it was 0.0 20. This is why I didn't see my elements. Let's just take a color one more times, select the red colors, and just select these colors maybe this one, but the mortar lets supply the white color. After you have the brick wide also, you can change that and you have zero eight also in this area. This is the type of thing that you can do. If you want to create a wall, you can do this one. One of the problem is it's not possible to turn. Because it's not possible to turn, you can go on right click add and you can select input first. On the input, you can select a texture cardit on the front and you can go right click ad, you can go on vectors and select a mapping options. Then you can link UV to vectors and then vector to vectors, and thanks to that if you want to create a rotation. For example, on the Zaxis, I can now apply a value of 90 degrees for the rotation. You can also scale if you want your brick just on this area, or crate offset, it's definitely possible. But here it's not very useful because you can do this directly with the texture. Let just apply a value of one, and here I'm going to come back with yes, value of one also on this area. This is the type of thing that you can do. If you just go right click and you silk add here, you have different options. If for example a silk to bump just here, and I can link for example the bump options just on this area. I can little bit. I can use my bump here and I can link normal to normals just like that. And I can increase the tal be the strength and the title be the distance, and thanks to that, I can add a bump. Here you can change the value, so it means if you increase, you can put more strength and you can increase the value. But I think definitely it's better here to use the bump options when you can put, for example, file, just on the front. If you go on add here, you have different options also that you can use. And if I just continue a little bit, you have the texture here and some thing I can do, you have also the vector here in this area. But I can use the normal maps, put the normal maps here, and try to have something with more strain and create some effect here if I increase my strength just like that. After that, you can also work with some specific value like metallic and routess on your principle BSDF Here, I have this value and I can try to increase the strain just like that. If you link your bump, for example, you link your bump directly to the displacement features, just like that. As you can see, it's not vert, you can have a little effect, but even if you increase the value, for example, I apply 20, you can have little render enterty. I can just remove my normal maps just like this. Zoom little bit on this area. Position my pump. You can also link with right click vector and you can use also displacement features just like this. But it's better if you have something on the front that you can link with the normal because in this type of case, you will have a little render, but not too much about the pump. If I want to go out, here I can come back to my layout. And I can have this view first, can silk this view also, and I can create some rotations here this axis on Caxis also I can turn. I'm going to remove that, tap zero on the y axis, I can tap 90 degrees. If I want, I can scale also on the y axis to crate like a wall. But be careful because after you will lose the ratio, or you can cru first. First one, and you can drag and move and you can duplicate also right click. You can duplicate if you need your element. You can go right click. You can duplicate the object. You can press the y axis, and you can create multiple walls. If you need, you can go right click duplicate the object. And I can press the y axis to put this on the left just here. 97. Add checker texture: We are going to see how to add a checker texture. To do this work, let's first select the cube and just press delete on the keyboard. After that, I will add a mesh, I will select the plane, and I will go on the right. I will change the scale value. Let's work with six on the x axis eight on the y axis and no need to change anything. After to do this work, I will select directly my shedding mode so we can go in the shedding mode. I will change a little my window, so I can move in the direction, Zoom little out on this plane, and we will see how to add a checker texture. Let's first add a new materials, and I can position the texture in front of my principal BSDF click add texture, and we can find the checker texture. When I click on the checker texture, I can position this one on the front and you can just link the color to the base color. This is the first things to do. After to link the color to the first line color. What you can see we directly checker texture on the plane, and when I go on this area, I can work with two colors. So not many things to know, you just need to sing the two colors. For example, I can select the first one, it can be red, and I can select a second one, it can be y not wise or can be wise or it can be blue. Let just sling the blue as an example, just like that. And after that, you can just cut to ground using this process, and you have also the scale value just this, so you can scale your texture on this area as you can see. One more time, you can use the options of the principal PSDF with the metallic or again, the rootnes value and you can work with the two value to change the render. This is something that you can do. If just on the front, you have the vector value, you select ad, and directly in the input, you have one more time, the texture coordinates that we can apply here and right click add. In the vector, we can use the mapping options. If I'm using the mapping options, I can go on the left, one more time, I can put V two vectors and vectors two vectors. You can just use the scale value here. But if I work on this area, something interesting, you can change the scale ratio. If you use your mapping options, for example, on the mapping options, I can decide to define four on this axis. Thanks to that, you can change the ratio. I can define for example two on this axis. One more time, the axis, if you change nothing special will happen. You can also create some rotation. If I just go here, here you can create rotation on this axis. In this case, I can crate rotation on this axis is not very interesting, but I can turn on the cd axis. For example, I craft 40 degrees, I can turn like that. If I apply 90 degrees, I can turn my value. You can also move the location with the x, y axis, and the zd axis. In this case, it can be interesting to complete with a texture coordinate first, then the mapping options and to link your vector to your vectors. Thanks to that, if you want to break the ratio of the scale value, you can do this using directly this one. This is why it is useful to use for example, the texture coordinate mapping for the rest of about the chat car texture nothing more to know about that. After that, it teaches the different options that you can use with the principal BSTF. It's okay with this texture. Okay. 98. Add musgrave texture: We are going to see how to add a mus grave texture. To work with this texture, one of the first things to do, we are going to delete the cube. For example, we will add directly the monkey face. I can select the monkey face. I can create a rotation air on the D axis. Turn a little bit, I can press control to constraint with 90 degrees. I can scale little monkey face just like that. Move the monkey phase just here and apply subdivision one more times, so I will go on the right and directly add modifiers, generate subdivision surface. Okay. So after to do this work will enter levels of use. Let's work with four and the render, we are going to work with three and I can validate the modifiers. Let's go directly on the shading mod. After two Zoom little bit, I will add a new principle SDF, and I will add this texture. Add texture, right click add texture, and we will use just the Musgrave texture, and I will position my Musgrave texture on this area. We can link directly the eight to the base colors like this, after what we can see, you can see like two colors. If I go on the option first, you can apply a scale value. Here you have also more options, but we don't use this too much, but you can also change this type of options. Thanks to that, you will have different renders just here, I can try with these different renders and this one also. You can also I can come back to this one. We have different type of dimensions that we can use depending of what you will choose, You can have different type of renders. This is the first things to do. You can sell different type of render just from these panels. If I come back to something by equals, you can use the scale value, so you can scale your most graph texture just like this. You can also increase the number of details. You can work with the dimensions. If I reduce the dimensions, techo glance, you can obtain this render. Here's just the dimensions, and then you can work with the inarity just here. Okay. So after to understand this work, if you want to apply color, you need to add a color ramp one more time. Right click add colors and converters. In the converter option, you will apply a color ramp. You can put the color ramp just in the model. Automatically he will link the eight to the AAC and the color to the base color. And you can define your two colors. You can select the first point here. Colors I can define a color, it can be, for example, the red colors just like that. And I can select a segment point like this one and define another type of colors, and I can just change a little bit and define for example yellow colors. Oops I think it is the first point that selects the segment point. Let's work with red, for example here. With my first point, yes, let's work with the yellow color. Now we can obtain this render. I will increase the Talbit metallic also decrease the albeit rootenss by the scale value, you can see now better the difference. On this graph texture, we can also have the level of details. Work with the dimensions, and again, the lacularity just here. If you add more color in the color ramp, you can also add for example in order one. It can be the green color. Move little beat this point on the left, and I can click on plus, move little B this point also here, and when I click on this one, I can define different colors. I think it's not the best. I think the best is to stay with two color with this texture, but you can apply more colors as you can see.Go click here, remove and click here, remove. One more time, you can go right click Add, you can selt also a Okay. Texture coordinate on the front and right click add, you can also use a vector, click add. Texture you can use also directly vector silector mapping on the front. One more time you can link the UV to vectors and here vector to vector. If you want to work also with these different options, you can work also with these different options. But sometimes it's not really good because you have something in this place in the model, and in the model, it's not really good when you move the element. But you can also do this type of work. And the last possibility. If I remove this different element, it's also to use as a displacement. I can use my principal DSDF define a color for my monkey face like the yellow colors, and I can go right click add, I will select a texture, and I will work with one more time the must grave texture. I will position this us grave texture here, and I will link A to Dplacement like this, and we can find this type of render. I can also go on click Add, and in the vector options, we can use also not the vector Dplacement Yes, in the vector options, we will select the displacement, and we can link the displacement just here to be able to work with this different parameter. You can create this type of effect as you can see. It depends already about what you want to do and I can create this type of effect, I can scale also the value just like this. You can also just remove the displacement, only keep the texture grave and position this here. If you work with these different options, this is the type of render that you can opt also if you use the texture as a displacement. 99. Add magic texture: We are going to see how to add a magic texture. To add a magic texture, I will click on the cube first and I will press Delete on the keyboard. After that, something that we're going to do is to click on ad mesh and we'll select the monkey face, and this monkey face, I can create a rotation, so a D and I can constraint with 90 degrees and I will scale a little bit the monkey face, just like that, maybe a little bit more, and I will try again move the monkey face on this area. After that, I will subdivide the monkey face with a modifiers and let's generate subdivision surface. Okay. And I will work with four levels of use and two levels of render and I will apply the modifiers. Something that I'm going to do is to go directly on the shedding mode. On the shedding mode. We can add directly a new SDF, so I can create a new materials here, and I have my principle SDF. Let's do a little bit on the monkey face. Just like this. After to do this work, to add magic texture, you go right click add clic texture, and we can use the magic texture. I can position my magic texture just on the front just here, and we can link directly the colors to the base colors. After tolling the color to the base colors, as you can see, we obtain this renders and one more time, you can work with metallic options and you can work with the rootenss options for your magic texture. What you can do in this magic texture, you can work with a scale value just here, so you can scale your magic texture and you can work with distortion value just like this. After that, one more time, it's possible on the front to exactly like the texture image. We can go right click add, when we go on input, you can add texture coordinate just on the front, you can go also on right click add, and you can select vector and you can just use mapping options. You can link the UV to vectors and you can link this vector to the vector options. After that, you can also use the location rotation and scale value if you want to one more time, move your magic texture. Is it really useful little but not as much as you want because you can work with the scale value and the distortion value here. But I just want to show you that after it's possible also you can change the location. You can create some rotation and edit your value with also these options. Now, what we can see. Here we have a dipped and we can change the level of dip. If you want to apply some specific colors, you can use another node. Let's go on right click, and if you select converters, you can select a color ramp. Thanks to the color ramp, you can select two colors or more and you can replace the colors. Let's kick on the color ramp. First, let's move a little bit the different nodes, and going to remove this nodes and position the color ramp in the doles and link the color to the FAC here, and the color to and the color to the base color. Now what you can see, if you link the color directly this one to this one, it is going also to work, but the render will be a little bit different. You can work with this two process. First, is if I were color to efface. You can in your color rum select to color. You select the first point here, and you click on color, set the selected colors, and I can just change on my color wheel, and for example, I can define something like. After that, I select the last point, so it means this one, and I can change the color here, and I will define something like yellow. Okay. And now I apply my two colors as you can see. One more time, you can use the scale value just here, and you can use the distortion value for this magic texture. Okay. And if you want to add more color, it's possible, you just need to click on plus and you can add a new point and you can repeat the process, you can select another one, and you can click on plus again, add another point and this point, you can select another color. Thanks to that, you can choose for your magic texture, the color that you want. If you just want two color, you just remove a point, you can click on minus, and you can click a point and click on minus to just work with, for example, two colors. At the same time, it is the same. If you don't want to have the two first one, you can also remove the two first one. Another thing that you can do also with this magic texture. If for example, you change the magic texture, and you're applying the displacement. You go right click and you add a magic texture, for example, or I can remove this one here and here. Here, I just apply one color on my monkey face, decrease the rootenss, increase metallic, and right click add, and I will select a texture and just a magic texture. After to do this work, I can also link the magic texture color to displacement just like this. I will obtain this type of render like effect. It is a little like a sued effect using this one. I can go also right click add and I will select one more time vector and I will put the displacement vector just in front and we have color to normal and displacement here. Let's just change the color, activate the yellow colors, and you can also use the texture in this way. When you go on the options here, you can scale one more time the texture to obtain something different just here, you can also work with the distortions. It is another use of this type of texture. You can use as a color, but you can also use to crate like this type of effect on your object. And I can also here this color to normal. I can work with eight here, I can work with this one, and I can also use the scale value. If you work color to eight, you can also do this one, but finally, it's not extremely useful in this way, but you can also use this one or link color to normal. If you link ic to normals, nothing will happen. Here you need to link the color to the normal, just like this. Okay. 100. Add shaders: Okay. We are going to see how to add sders To add shaders, one of the first things to do is to click on the cube and to delete the cube on the keyboard. Okay. After that, we will go on a mesh and we will select the monkey phase. I will change a little bit this monkey phase. I will go on the right, I will tape four on the x axis. I will tape four on the y axis, and I will tape four on the zd axis. I will crut a rotation directly on the z axis hoops. Let's just come back. I crut a rotation on the d axis, and I will press control to constraint with 90 degrees. I will check that go on the right, and I can take directly 90 degrees. Then I move a little bit the moti face on the top just like that, and I will add modifiers and modifiers, and I will select directly generate here and subdivision surface. After to do this work, let's work with four levels and apply. It's okay for that. If I go directly in my shedding mode, you have the possibility to add shedders. One of the first things to do is to c here, I can organize my window, move a little bit here and create a new material. By default, we have a principal BSD. Principal BSDF by default is sheds. When you go right click add here, you have sheders and you have multiple possibility of sheders. The aim is not to see all the shedders, but to show you that you have something different than the principle BSDF. One more time, I have the principle BSDF here. You need every time to have material output. If for example, I delete this one and delete this one, you can add another BSDF. I can go right click, add I can select just output material output like this, and I will go right click add and when I go directly on shedders, I can select another one. For example, something that I can use, it is just a glossy BSDF. If I click on glossy BSDF. You can just link the BSDF to the surface just here to have axis to your ender, and we will have a glossy rendering. I can just select a color like for example, the red color, and after I can work with rotenss We use a little bit less this different BSDF for the simple reason that when you use the principle BSDF, you can do a lot of things with just one, but sometimes it is useful, you can just use one of these SDF. Here is the glossy BSDF. You can also have more elements. If you want to add a normal texture, you can use something before. You can also add a texture. This is, for example, the glossy SDF. I'm going to go right click and delete. Right click add shaders. You can, for example, one of the things that you can use also, it is a glass BFTF Automatically, you will have a glass effect. You just need to link the BSDF to the surface and take a glance you can directly obtain a glass effect. Here it is interesting because it's not possible to do this directly with the principal BSTF I have the colors. You can also apply colors and you can work with the value of the rootenss you can also work with this. This is a glass BSD f. Something that you can use also add and let's see it directly shader. You have the simple diffused BS dF. Diffused SDF, what is this, it is just a color, so you can just apply any colors. You link the BSD f to the surface, you silk the colors that you want, and you just need to work with the rotenss just like this. We're going to see this different type of BSD f. Right click, let's silk shader, diffused BSD, glass BSD glossy BS df. Here it says one more times the principal BSDF it is exactly the same. We find again this one, one more time, I can work with my red color and see the different parameters as has explained before. Okay. Let's just continue, right click add shedders, and we can use the reflections PSD f, reflections BS dF. One more time we can cut inaltin efic link the BSD f to the surface. One more time we can select colors after we can work with the rootenss have also this value as you can see for the reflection of the light on the surface. I can obtain directly this render on my monkey face. One more time, you have a normal it means before you can add a texture, and you can add more things like normal maps or any things like this. Let's delete this one. Something that I will use also add shedders, we can use something like, for example, this is a reflection BSDF. You have also the specular BSDF I can use my specular BSDF here, link BSD f to surface, and in this case, I have first color that I can use, and I have a second color, this is a specular colors. Thanks to that, this is how the light will reflect directly on the surface with a color. After you can work with the rootenss And I say I have also emission. So it means you can also work with emission like this and you can change the color with a percentage of transparency also. This is the specular BS dF. After I will show you that you can also can mix the BSDF because we can use a mixed shader BSDF. When I go on shader, you have the mixed shaders. I will explain after how you can use this one. If I just continue a little bit, you have specular BSDF, you have the translucent BSD f link the surface, you can have access to a color, you can choose a color, and that's it, you won't have more things to do with this BFDF if it's just a translucent BSD f. It just deletes that add, let's select shedders. You can use also a transparent SDF, transparent SDF. What time to just a color, you can link here. You can have access to a color, and take a glance, if you just use a transparent, you will have nothing specific because you need to change the mode and to work with the light mode. Here we have the light also position on this area, but if you just see transparent it just something transparent. If I click on my light, just here, go on the options of the object to again move the light on the top, as you can see nothing special will happen. Even if you increase the value just on this area, it is transparent. Because it is transparent, it's like to really see something. In this type of case, it's not extremely useful. Going to select this. You can link something more. Something that I can do it is to add another notes, so I can go right click add and select directly sheds, and I can use for example Hders. If you use Hders I can put my Hhders here. I can go right click add on seders, I can use, for example, just a diffused BS DF. I can select BSDF to shaders just here, shaders to surface, and I can just apply a color like, for example, these colors, and I have the value of rotens. If now I use the transparent BSDF to shaders just like this, I can add as you can see a little effect on my element. And you can try with another one. I can delete this one. Right click add shaders. I can select for example, glaze PSD f position the glaze BSD f here, shaders to shedders colors, and on the colors, I can select yellow, and here we have the transparent BSDF If I remove this transparent BS dF, I obtain this render, and I can link the transparent BS dF here, selector color and take a glass you can make some transformation using the shedders. It is the type of possibility that you can use. But I will show you also after that you can use the mix shader. Oh. 101. Mix shaders: We're going to see how to mix shaders. To make shadows, one of the first things to do. I'm going to click on my cube and just press delete on the keyboards. So one more time, we are going to seal the example with the monkey face. It is a very great example. So six the monkey face, change the value on the right. You can tape on the x axis four on the y axis four on the ZaxisF you can crat a rotation also on the Z axis with 90 degrees and dragon move a little bit the monkey face around this area first. And after to do this work, I would subdivide my monkey face with modifiers, add modifiers generate subdivision surface, and I will increase the number of levels with four. So it's okay for that. Something that I'm going to do now is to see the mix shaders. Let's go on the shedding view first. And on the shedding view, I will zoom a little bit on the monkey face, position the monkey face here and add a new material first. After to create new material. It is same we have principle BSTF and we have a material output. As I explained just before, if I remove this one, remove this one, I'm still in my materials, and I can, for example, go right click add. Every time you need to add output like a material output, and you can use a mix shaders to mix two shaders effect. If I go right click add, when you go on shaders, You can see directly here mix shaders. I can use this one position just on the front. Here you can link a f shader a segon shaders and work with the value if you want to have more effect of the flour shaders or more effect of the segon shaders. What I can do, for example, I can go right click and I right click, I would like to select shaders. In the shaders, I would select a glossy BSDF I position my glossy BS dF just here. If I link, for example, this BSF to my first shaders and the shaders to the surface, just like this. I have just my gloss BS dF effect with the value of 0.5 on value 0-1. I have just the alpha of the value. I can work with my rootness just like this, and I can work also with this value. I can change the color and why I don't have the maxima of the color because I have 0.5, so I will just have the alf of the colors. Just like this. Let's see, for example, this red color. Now I want to mix with another shaders. I will go right click add shaders and I would like to mix with a glass BSDF to moreover have a glacfix. I can use my glass BSDF on this area and link this BSDF to these shaders. After that, what I can see, I can see that I mix the two shaders at the same time. Because if I just use the glass PSDF, for example, I remove this nodes, I will obtain this render with only the glass BSDF. I can also work with the different colors if I need, and I can work with the rootless value of my glass PS dF. If I ing the two BSDF just like this, I will obtain this render. You can also seeing the same type range of color, for example, I can put red, and here I can put some red color also. But Something important here, you have the rootnes value. Something important is the FAC here. By default, it is like to a 50% of this effect and 50% of this BSDF. If I go on the left, just here, I will reduce my gloss BSD f effect at the opposite, if I go here, I will increase my glass PSD f effect. Or if you prefer if I go here, I will increase my gloss BSDF if I go here, I will reduce my gloss BSD f. What shaders would be the most important. You can draw again move the FC to have more effect of one shaders or another one. Here, for example, I have more effect of the clase BFDF just like this. You can make some different shaders using this one. If for example, a press delete, I go click ad, and I select shaders like for example, I'm going to take a glance of glossy shaders and link the PSDF to the shaders and I can change the color like some yellow colors and reduce maybe this one. Yes, I will obtain this render. I will work with the FAC. If I go right click add shaders, if for example, I select a transparent shaders, just like this. You can make the PSDF just on this area, and you can add transparency feed, you can change the FC and take a glance at what you can obtain. You can use also this one. Even if the transparent PSDF is not very easy to use, can add little feed just here. But you can try with order one. You can go right click add shaders. Let's select another one. It can be reflection SDF, and I can remove the link of this one. Let's position this one here and right click add shaders. Let's select for example, I can come back with a glaze BSD f. But let's first use the reflection SDF, shaders to shaders, just like this. And that's it. We can obtain this render. I can add reflections with another type of light. It can be maybe some red colors. I can work with the rootenss just here. One more time with the FC, you can choose to have more effect from one shaders or from the other one. Let's go right. Delete takcilc one more taglesBSDF handing the shaders to the shaders and here I can change one more time the colors, and this is how you can mix two shaders. You can definitely use this type of mix. 102. Edit colors: We are going to see how to edit colors on materials. For this, something that I'm going to do first, it's to click on the cube, and I will press delete on the keyboards. After that, let's click on a mesh, and we will select the plane on the scale value, I will change the scale value on the right. Let's supply six on the x axis, eight on the y axis, and on the laxis we can tap what we want. I will enter directly in my shedding mode so we'll click on shedding. Just here, I will change little bit the view of this plane just like this, and I will move little bit my window just here. After to do this work, let's crat new materials. One of the first things to do, I'm going to dry and move a little bit my material output here. Select my principle, DF, and selecting my principle SDF, I will press shift control shift control t to have access to my texture panels. I would go on my deskcp just here. I would see texture, and I have a floor texture here. It is a wood floor texture, and I can click on texture and see these four fights at the same time just like this. After I would use the principal texture setup as explained using the extensions, and thanks to that, it's very convenient to directly upturn surrender. You can see we have this texture. I think about the scale value, it's great, so I'm not going to touch to the scale value on the options. And we're just going to focus here. In the texture, I have a base color. This is the first thing, and we can apply adjustment to this base color working on these nodes. One of the first things to do when you go right click add, so you select right click add, and you have different options about the colors. It is like photo adjustment, you can use also these options when we will work in the final render in the compositing mode. It will be extremely useful, but in this case of the material, you can also use this. Right click add Color. The first one is a brightness contrast and you can just put the element here color to color. On the materials, I can increase the brightness. It means I can have more can be more bright when I click here, just like that, or I can also darker if I go on the other directions with a negative value. You can also work with the contrast and you can increase the contrast on your element just using the brightness contrast. It is just like a photo adjustment and you can use this on the base color of the texture. Right click, let's just press delete. Let's continue. Right click add, and let's select a color. It can be the Gamma corrections, and I can apply color to colors and then color to the base color on my principal PSDF. You can use also the gamma correction, and it is another way little to darken or to lighten your materials. I can lighten my materials on the directions, or I can darken my materials on the directions. You can just use this one. Let's go right click li Let's continue. Add colors. Let's the saturation value, and I will link color to colors, and I will link color to the base color one more times. After to do this work, we can work with the u, so it means to change the color, we can make a different color using the Hue. You can come back in the model for the values. Saturation, you can improve the quality of the color if you increase the saturation. For example, if you want to have better color, you can increase the saturation. You can work with the value. One more time the value will be able to lighten or darken your materials. Here this is the power of your effect when you work with the FC. Okay. Let's go right click and delete this one. Let's continue. Add colors. I can select the invert color. You will just invert the color, in this case, it's not very useful. It's more useful if you work in the compositing mode, for example, with the final render. So here, I can try to invert the color, but definitely I won't have a very interesting render in this type of case. Something that I will do is to click on invert color and right click Delete. Now, right click add colors. Let's lick the order one, it is the light fell off. One more time this one, it is useful in the compositing mode on the final render when you want to edit the image render. But here in this case, even if you put color to strength, you can put here you have credit to the base color. And yes, you have just different type of render, but definitely, it's not extremely useful. I can put linear to the base color also, or I can put content to the base color. But in this type of case, it's not very interesting. It's more interesting in the composite model. Let's just go right click, delete. Because you can use the different nodes in different type of modes. Right click add colors, and I will select the mixed color. If you see the mixed color, you can change the general colors. With color, you can go on A, for example, if you go on A, you select the result with the base color. Something that you can do is just on B, select to different colors, and you can add another range of color directly on your materials. You can work with the factor just here. It's okay for that. I'm going to decrease the base color, clixomx and rightly press delete. The last one a colors will be the RGB curves, and the RGB curves is interesting for the simple reason with the curves you can work with the contrast, you can work with the at lights and the shadows. Link for the color to the colors just like this. Second things to do link the colors to the base colors. When I go on this area, you can see the curves. If you dragon move the curves on the top, you can lighten your materials. If you go on this area, you darken your materials because on the left of the curve, this is the shadows on the right of the curve, this is the at lights. Not going to talk in details about photo adjustment, but adjust some baccals. If you want to add contrast with this curve, you position one point here, one point here. If you dragon a point like that and you dragon a point like that, this is a typical curse to increase the contrast. If at the opposite, you put the point here and you put the point here, this is a typical curse to decrease the contrast. After you can make more point, make more specific scenes. But we're not going to enter too much in details. A is just to understand that you have, for example, a texture or materials, and if you want to change the Title Beat the render, you have the possibility to right click add colors and you have different image adjustment. It is image adjustments that you can use to improve le Beat the render on your image. Okay. 103. Use color ramp: We are going to see how to work with the color ramp. To work with the color m, something that we can do first is to select the cube and how we delete the cube. For this, we will just use the monkey face as an example. So mesh monkey, and just go on the right, one more time, we can change the scale value with a value of four on the x axis, four on the way axis, and just four on the axis. After that, I will move little bit the monkey face and one more time, apply the modifiers subdivision surface. So I will go on modifiers, and modifiers, generate, and we will reduce subdivision surface. About the number of views, we can work for example with four, why not render suit, and I will apply my modifiers. Let's select directly the sading mode. And on the sheading mode that will create new here, and I will drag and move my material output, and I will see the monkey face just on this area, select this view and position also my window just like this. So one of the first things to do about this color mp, why it is interesting. It is interesting when you use different type of texture and you want to change the color. For example, I go right click add, and here we have a different type of texture that we can use. And if I select one of the texture, for example, I would like to select the magic texture. I position my magic texture here. By default, I will have the color of the magic texture. If I click color to the base color, What you can see, you can see that automatically we have different type of color. It is just the color of the magic texture, and I can just change the scale value or the distortion value. Now what's happened if I want to change the color. If I want to change the color, the best thing to do is to use a color m. You go on right click add and you can find a convertor. These convertors is the color ramp. I can go on color mp just here, and I can position my color mp just on this area. Automatically, what you can see. You can see we have now two colors. Inside the color ramp, what we can have. We have two colors, we have the first one, the black color, and the second one, the white color, and you can choose the colors that you want. For example, I can select, the first point, click here, and when you go on this area, you can have axis to the color wheel and select the color. Just first go on the right. To I and move axis to recuperate the colors, and I can for example, select the red colors. And now I have the red colors as you can see using my magic texture, and I can see the second one, double click here, colors for example, I want the yellow, I can apply the yellow colors. Now from my magic texture, I can use my magic texture using this color wrap. You can also dragon move the point here. Dragon moves the point depending on the render that you want to have. But you can also add more colors. I'm going to show you. You can just click on plus here, add a new color stop to the color me. When you have this point, it is like a stop. You can add a new stop, click plus. You have now a new stop and I can click on the stop. Go on the color and select an under one like green. And I can drag and move the stop where I want. I can click on plus here, add another color stop, I can draw and move on this area, select the colors, and I can apply blue, for example. You can repeat this process as long as you want, for example, on this magic texture. I can go again on my scale value depending of the render that I want to have just like this. Distortion also value. One more time in my principle, BSDF I can change the metallic or the rotenss value. Definitely, this is why it is useful to work with the color ramp, and you can move little bit the point to change the render. If you want to remove a stop, you click on the stop and you click on minus delete the active position. I can click on this one, delete the active position. You can even delete a last one, but it's definitely not very useful because if you delete, for example, the last one, like this one, you will have just one color, and in this case, it's not very useful to use your magic texture. And the last one here, you can press delete. It will delete everything. Let's just press delete. Let's hear a second example. I will go on right click add shaders, right click add texture. You can do this for all the texture when it's possible to edit that. Let's just take a second example, the Musgrave texture. I can click on my Musgrave texture just here, and I can go on eight and base color first. This is a mas grave effect. This is what we can do. We can work with a scale value after. We can work with a detailed value dimensions. Just like this, I can also reduce the dimensions, and you have also the lacunarity. Let's reduce little maybe the scale value, just like that. Something that I would like to do is to work with two colors that I choose. For this, right click add, converters. Let's select the corra ramp and position the color ramp just here. After that, I can select my first color, so I select the first stop, go on this area and Ilic, for example, blue, and I select my second stop, go on the colors, and I can select mix with, for example, yellow. After that, I can change this one or I can change the position of this point depending of what I want to do. I can come back at any moment to my scale value also, just like this, levels of details, dimensions to change the render. If one more time, I want to add more point. I can click here, for example, take this point, move on the right, take this move on the right, and I can click on plus, and I can add a new stop and I can change the color like for example, red, Even if by default, the Musgrave texture is use more with two colors, you can create more after, and you can use more stops, and it's definitely possible to add more colors, even if you use your Musgrave texture. Even if most of the time we use this texture with just two colors, but you can work with more if you need. Take a glance about the scale value, the level of details, or one more time dimensions. If I want, I can remove this one, oops. But this one. I can just remove the stop, click on this stop minus and click on this stop and minus also. I can come back with just two, stop only and dragon move this one and I can obtain this render. One more time, I can work with my metallic options and my rootness options depending of what I want to have. This is a color ramp, very useful the most of the time with a texture where it's not possible to change the color. You can use the color ramp, and you can select the color that you want. 104. Use displacement vector: We are going to see how to use the displacement vectors with the materials. For this, something that I'm going to do first, it's to select the cube, and I will press delete on the keyboards. So one of the type of s that we can have, I will just go on add here, I will add a mesh, and I will select the UV sphere. After to select the UV sphere, we'll just go rightly shed smooth, and I will press S to scale little bit the sphere just on this area, and after that, I will enter in my shedding mode. Let's position the sphere on this area first. I will some little bit just here, and something that I can do is to click on new to create new materials. What is the principle of the displacement. You have different hues and something that we can do first is to apply a color, so I can click here and add a base color. Let's work with the red color just here, and I will increase my value for metallics and I will decrease for rootens to upturn this render on my sphere. Where is located this displacement. I'm going to Zoom little out and try and move the window again. When you go right click here, add, you can find this directly in the vector. In the vector, you can find the vector vector displacement. I can click here and position my vector displacement on this area. When you go into material output, you can see, you can see we have exactly displacement. This is why we can use the vector displacement directly here. Something important is when you go right click add, you can, for example, add a different type of texture, and let's select for example, a noise texture. I would position my nox texture just on the front on the vector displacement. And here you have the ec and the color. Something that you can do, I can, for example, link the noise texture, and I I ec to vector and displacement to displacement, take a glance about what will appear appears on the sphere. We can have this type of effect, so we can apply the texture. But because it is on the displacement, we can add its little like a bump effect and it is very interesting. If I just go in this area, you can use some value for your nose texture, and you can scale, for example, the texture just here. You can use the levels of details also, so I can increase the level of details, and you have also more options like for example, the rotenss and more. This is the type of thing that I can do. If I go in my displacement here, don't forget that if you link for example, the color here, if you link the color to vectors. Something important to understand is not You will have a render, but it's not exactly the same value, and you can use the scale option. You won't have exactly the same render, but you can use also the color to vector. When you go here, you can make some transformation using this value just like this, and I can go in the direction on this direction here. We can see the subdivision on my sphere when I change this value, and I have also the scale option just on this area. You can make some transformation here. If you link directly the AC to the vector and you work with this area, you will have almost the same render just a little bit different. Okay. So this is what you will be able to do when you do this type of work. So Now, something that I'm going to do, it's to click on this vector displacement present delete and this noise texture present delete. As as explained before, something that you can do. It's to here I have this BSDFb maybe we can come. Just remove the BSDF first. Let's just click on new. When you click on new, something that I'm going to do, it's to add with the node regular input. I will show you how a setup. I will show you how you can use also this one. Something that I will do is to click on the principle STF and to press Control, Shift T, and when I press control shift a t, I can go to search one of my texture. Here I have different type of texture, and I will select, for example, the brick texture. If I'm just using the brick texture, I have different options just the brick texture. As explained, you can see this four element just like that, and I can use principal texture setups. What I can see, I can see first let just wait little bit the render. I can see that when I go on this area, we have a file and this file, it is a displacement. We have a file, this is a displacement file, and automatically this displacement file the color is linked to the eight of the displacement, and the displacement is linked to the displacement of material output. When you add a texture, you will have different file, the most of the time four different fi you will have a displacement files, and you will link the color to the eight of the displacement and displacement to displacement in the output features. And here I can work a little bit on this area and on the scale value also. This is the type of thing that you can do. If I just come back here, remove, let's grat a new one. Let's see a second example, and I can just go on hoops. Yes, new material input. And I will show you with another texture. I will click on the principle BSDF and shift control T. And when I presift control T, I will come back here, and I would select another example. When I come back on this area, I have a wood texture. I'll select this wood texture texture inside, and I have four different elements, and this element is the displacement, and we will link this displacement to the node. So I will select the four element. Here, this is the displacement features, and I will use my principal texture setup with the node angle extensions. Okay. After to do this work, we can see the render as you can see, and one of the first things to do, I can zoom little bit it is on the sphere. We can work on different things. But the normal map I can increase. For example, the normal maps, here, I will increase this one. If I go on the displacement so we have a displacement file, the color is linked to the eight, we can change little the value and we can change also the scale value on this area, I will increase, and the displacement is linked to the displacement. If I Zoomlitle bit, Take a glen the render is nice because we can see like a little bump, we have also the displacement features, and it worked also because the strength of the normal. So we can decrease the strength here. We won't have exactly the same render. So I can increase the strength at the maximum here. Sometimes we can even tape more advanced parameter 40 and take a glen if I tape 40 on the normal map. I will have more like a bump just here. So this is how you can use this displacement nodes. Let just come back on the layout, and I will delete my sphere. Okay. 105. Organize materials with frames: We are going to see how to organize materials. To do this work, one of the first things to do is to select the cube and just delete the cube. It is very interesting to be able to organize materials. Let's just first add a mesh, let's silk the monkey face. After two silk the monkey face, I will scale a little bit and without a specific value. And I will create a rotations on the monkey face. I will press control just like this with 90 degrees on the Zdaxes I will dragon move the monkey face just around this area. After that, let's apply a modifiers let's add modifiers generate, and I would select the subdivision surface modifiers. After to do this work, let's increase the level of use with four and I will just validate. Some things that I will do after it, I will drag and move a little bit more of the multi face around this area perfect. After to do this work, I will enter in the shedding mud. Something that I'm going to do to see how to organize the materials, it's first to create a new materials. On these new materials, first, we will go right click add and something that we will use is just a texture. Let's work with, for example, a magic texture around this area. And I will go ad and I will add another texture, and I will add also Musgrave texture and position this one here. So for the magic texture, I will drag and move more on this area, and I will drag and move more the magic texture around this area. After that, I will go on right click, also add, and I will use directly a converter and a color ramp, and I will use eight to the FC and color to the base color. Thanks to that, I can add my us graph texture here, I will select as explained before this print, and I will define a color like why not red, and I will select this second print and I will define another color like yellow hoops. I think it's not this one. I'm going to invert the color. It's work like this. It's going to be good. And on the right, may be increase little metallics and decrease little bit rootenss. I can change the print use the scale value scrat something like this. Just on in front, I will go right click add, and I will use a texture coordinate just in front here, and I will go right click add and I will select also vectors and I will use the mapping vectors. It's okay for that. I will link as I explained before in the texture coordinate, the UV to vectors, and the vector to the vectors. I just want to add something like something like a bump. I can use, for example, this magic texture, and I can go right click and I will add other element. One more time, I will select click, add input, another texture coordinate here, and I will go right click add vectors, and I will select in the vectors mapping options also. Let's work like this. Let's work like this, and I can go the material output is here. Something that I'm going to do is to link the U V to the vector on this area, the vector to the vectors, and then the colors to the displacement. Just like this, thanks to that, I can have this type of render. I can use my scale value. Just like that. I can also link the C to the displacement. Just here, and after I can scale my value, and I can add just this type of effect, I can change with the distortions. If I want to use also the mapping option, it's possible. Let's just work like this. After to do this work, I will add another one right click add. I can add also a vector, why not to position a displacement, the displacement on the form just like this. Okay. And if you link the FC to the eight, you can also make little transformation using this value. And thanks to that, you can also make some transformation as you can see. Okay. It's okay for that. Now I want to show you how you can organize this element. One of the first things to do is when you have this element like that, you can click on any block. For example, let's lick the first one, the texture coordinate. If you want to have access to option, you can go right click and you have different options. You can also pull on the right here, and you have the options of the node. First, you have the name. This is just the name on this area, but you have the label, and here I have texture coordinate, if for example, I change that and I tape like coordinate, just like this, and I press enter, as you can see, we change for coordinate, just like this. Here, for example, I have a most grave texture. If I go on the option, just the name for the nodes. But for the label, you can change and I can take texture color any things like this, just to show you and if I press enter, as you can see, we can change the name, the label here. You can also apply your colors and on the block, you can change the color with the color option just here and you can define different colors if you need. If you don't want, you can just deactivate. You have also texture mapping options. When you on the texture mapping option, it depends but what you choose, you can also scale your texture directly from this area. Then the last point it is some properties, and you can also work with some properties. So you have more advanced features when you click here. If I select the mapping options, I have also some properties, not the same properties, and if I click on the coordinate, as you can see, I just have properties here. After to understand this principle of work, you can also create organize in a different way. Here it is the nodes. After you have options for tools, views. If you select an element, you have also some options here, and you have the node wrangle options, and when you use the node wrangle option, you will have access to the options on this area. After that, you can make the choice if you need, you can extend the window or you can reduce the window as you can see. Now, if I zoom a little bit, I can, for example, crate frame and selic different nodes just like this. I selected these four blocks, and when I go right click, I have different options. Something that we can do is to create frame. Thanks to that, we can organize inside frame, and I can use drain in new frame, and I created this frame. I'm going to repeat the same thing here, and I can drag and move little this element, and I can create a frame of selection just here, and I will go right click drain in your frame. Why it is useful because now if you drag and move the frame, you can drag and move all the nodes inside. If you have a nod inside, you move, for example, a silk this node, I move the node, the frame is going to extend at the same time. When you click on the node inside the frame, right click, you can remove from frame, and now the element is just outside of the frame. If you just go inside, you can come back inside the frame. Right click, you have drain in your frame and remove from frame. You can also click on the frame, and when you click on the frame, you can go right click and you can rename the frame. After that, if for example, Clixis block, I can go right click and I have rename and I can define a name, for example, I can create something can be a group or anything that you want. Can be for example, texture I can tape texture map number one, just like this. I can select the second one, and I can go right click and you have the options to click on rename. After that, I can tap texture map number two, just like this. This is how you can organize. When you use the node Wangler extension, no wnger extension, by default, automatically, you will have the element rename, and this is why it is very interesting. And I can drag and move all the elements here. I can also drag and move all this texture map on this area, just like that. Inside if you move, you can also add element inside. If you go right click, you can directly if you go outside. If you go inside, right click, you can also add directly element inside. This is how you can organize your node in this mode, so you have different type of possibilities. When you click also on the node, and you go right click, you can copy as pass the node. You can also duplicate the node, and you can also delete the node. But the most of the time when we want to delete a node, we just click on the node just here, and we can press dt on the keyboard. When you have this frame, you can go right click and you can remove from frame here or you can use the element outside, remove from frame, or if you click on the frame, just here, right click and you click Delete, you can just delete all your frame and keep just the deferent nodes, right click Delete, and I can remove the frame, but keep the deferent nodes. 106. Organize materials with groups: We are going to see how to organize materials with groups. It's possible to organize materials using groups. For this, one of the first things to do it is to silk cube, we are going to delete the cube. After that, let's go on add directly, add just here add mesh, and to change B we select the sphere. After two select the sphere, I will just go right click here. On the right click, I will use shed smooth. But the sphere, I will press S, I will scale a little bit my sphere, just like that, and I will drag and move a little on the top of the light and the camera just here. After two position my sphere, I will go in my shedding bud. So in my shading mode here, something that we can do it to create a new material, so I will go a new just here, and after to create this material, I will zoom metal bat. I will drag and move tal beat the window also. We have this principle, the SDF. Let's go rightly can just add different element. We will just use a texture, and let's just apply, for example, it can be noise texture, magic texture. It just apply a magic texture on this area. After that, I will silk color to the base color. And I will obtain this render. After that, I can change with the tip, I can change with the scale value. Something that I will do first is to go right click add colors add converters and we will use a color ramp. Just like this. After to select my color ramp, I can work with y no two colors. I will select the first point. On the first point, I will use the red colors, and I will select my second point. On my second point, let's work with some yellow colors. After that, I can use my scale value for my texture just like this. I can use also the distortions value. Let just change little the metallic options and the routine option just work like this. It's okay for that. After I can complete with right click add, one more time, input texture coordinate and click add and one more time I can use vectors and I will select displacement vectors. I will move a little bit the texture coordinate, and I will use, for example, the U V to normals and the displacement to vector just like this. We can use this type of work. But it's not exactly what I want to do. I will use vectors, and I will use a mapping option just to simple mapping options with UV vectors and vectors to vectors. Thanks to that, if I want to reuse my scale value, just here, I can change some parameters as you can see, just like that. On this axis or it can be on the order axis also not the axis, but on the y axis, I can also change my effect depending on what I want to have. After to do this work, I will reduce also it'll be this one. It's okay. I can also continue. On this area, I can go click add and something that we can use also on this area. We have, for example, the texture, and we can use noise texture, and I can link with the displacement to click add and something that I will use it's vector displacement just here, and I will link the fic to normal displacement to normal, but here it's not to the normal, we will work with the eight. Yes, we will change that and we will work with the eight. Just like this. After to do this work, I can zoom on on my texture noise texture, and I can make some transformation and can obtain this render just like this, can work with the rootenss of my texture and the different options one more times arity distortion here also on this area can complete with this value, maybe a scale too much, let's change it a bit. It's okay for that. Something that I wanted to show you it's how to rato group. To rato group when you go right click, you have make group, and you can use also control G. One of the best things to do is to select all the blocks that you want to use. So for example, I can select texture, quarantine, shift, mapping, shift, magic texture, shift, color ramp, and not the principle BSDF. I can go right click and I can make group or control G. After to do this work, what you can see, you can see a group input here. If I click outside, I have a group input, and now we are inside the group input, where's the group input and where the group output. So it's like to go in another menu. You have the main menu and it's like to have a sub menu. In this sub menu, I work with my texture coordinate, my mapping option, my magic texture. I can work one more time with the value with the different options, and I'm inside the group. If I want to go outside the group, it's possible. You just need when you go right click here. You have exit the group, right click, you can exit the group. When you go on this area, you have parent not tree and you can go to the parent tree also and come back on this area. And what you can see now, you can see that we have the node groups, node groups, and principal STF. So while it is useful, it is useful because if you have a lot of nodes in every direction and you have many, many things on this tab, and sometimes it can be difficult, you can just organize with group and parents. So you will have here we are in the parents menu, and if I click on double click on my node group, so here you can click on this node group, and you have the small icon on the right. And if you click on the small icon on the right, You can go inside this group. At any moment you click here, you can come back to the parent notree it means to the main not tree. If I select the noise texture and the displacement texture here. I can select these two nodes and I can go right click make groups or Control G. You have also insert in two groups. When you insert into groups, you can insert into another type of group. Here in this case, it's not very useful. I'm going to come back. Here come back on this are. Let's do this again. I'm going to select these two nodes, right click and make groups. I created a second group with just the noise texture, as you can see, and the displacement texture. We have the noise texture, and we have the displacement texture. Group input and group output just as this. After that, I can I can go outside. I have two options, I can click here, or I can go right click it group. After to do this work, I can come back on these panels, and now we have created a node group just here. And as you can see in the main panels, now we don't have too many things, and this is how you can also organize when you have a lot of element on these panels. When you click on the first node group, right click, you can rename. For example, I can tape group one, so I can just tape crop number one and here I can click on this group, right click, rename, and I can tape crop number two. When you click on the element when you drag and move here, you can also silxo group, see the group number one, and you can also change the name just for you on this area, group one and you have the label also. If you want to change the color, you can activate the color also on this area. As has explained before, exactly like a block is. If I click on this group number two, it is the same, I can change the name, tape group, number two, for example, and I can validate sis. Here, every time you have access to the different options, this is how you can organize. At any moment, you can ngroup just go right click and you have group or Control Alt g. Thanks to that, you can come back to the initial preview. You just need to drag and move again. Here I have my group number two. At any moment, I can group and right click group or control, and I can now have exactly the same thing that at the beginning. This is how you can use the group and how you can organize with the group. H. 107. Organize materials: We are going to see how to edit nodes, and we are going to use an extension. For this, one of the first things to do. I will click on the cube and I will delete the cube. We have an extension, very interesting to edit the node. And thanks to that, you can arrange the nodes it means you can work with the liqment of the nodes and you can work with also the space of the nodes. And for this, I will go and edit first, I would select the preferences, and in the extension, we will Continue here and on this area, you have a node, and we're going to select the node node arrange. So after that, I will click here. Something that I will do is just to take the example with the monkey face, add mesh, and I will select the monkey face. After that, I will scale a little bit, press air on the axis and turn the monkey face, and dragon moves the monkey face just on this area. Let's create a subdivision of surface. So modifiers and modifiers generate and it will use subdivision surface. After to do this work, I will change for four levels and sway renders, and I will go directly in my shedding mode. Let's click here. Activate the shedding mode Let's just cut something basical one more time, so we'll go on add. First, I will cut a new materials principle BSD f like this. I will go right click. Let's take the example with the texture like the Musgrave texture on the front, and let's click on add converters, and I will select the color vamp. I will link the A to the FC and the color to the base color. Here I can select the first point. I can change with for example red and I can select a second point just here, and I can change for for example yellow. And after I can work with some value here. Something that we can do. It's to take a glance how you can have access to the extensions. When you go on the right, you can pull little bit these panels just like this. When you pull little bit these panels, what you can see, you can see on the right, so we have used the node wrangle before very interesting, and here it is the arrange extension. So when I click on the arrange extension, you don't have many things to know, but it's interesting because first, if for example, you have your nodes in a different way, you can just adding the nodes just clicking on arrange notes. Automatically, the nodes are in the right egment depending on the top of the nodes. Here, for example, if I put this one, this one like this, everything will have the same igment on the top here, arrange all nodes. But if I put this one here, arrange note, this one is going to come on this area. After that, you have also center the node. It is depending on your space, where you position the node, you can activate center and inside this area, the node will be centered. Something that you need to know also it is ailing to selected. So for example, if I decide to click on this one. I click on this one, if I click on ailing two selected, nothing happened. But if you pre shift and celc for example, the four nodes, we shift. Aline to selected. So last selected, so it means if I pre shift and I select, this one here, ailing to selected, everything will be in the same ment, and the different nodes will be position in the midle. Here we have everything in the midle. If I just add something like click add, and I can define something like a magic texture or click add, but the vectors I can use, for example, we have the normal maps here, and I can go right click add and I will select pump also or I can use a pump. Depending but what I want to do, I can use this one. That's the normal map I can also not use. If I select here, we can link, for example to the eight, and we have some bums that we can link to the normals, and I will obtain this render just like this with my magic texture. If I link the epic let's try and move this one and delete. If I link the ec to the eight, I will obtain also this render and after I have the strength, just like that, and if I just got the magic texture, we can work with the tip or we can work with scale value. I can add bump like this. I can scale also with this value depending on what I want to up t t like this. If I use my arrange kne on all the elements just here, I can click on arrange node, and I will have automatically this render. I can also make the choice to move this here, move this here, select this one and this one and click on a Ln two selected, I can create a frame of selection of the four nodes and a Ln two selected. You can also activate the margin. On the x, if you move the margin automatically, they will arrange all nodes one more times. You can work on the x and on the y axis just like this. If you want to add more space, you can work on x and y axis. This is the type of thing that you can do. The last thing that you can understand is you can select an element, and when you select a node, you can move only the nodes on the x and y axis, and you can change the ys on the nodes also here. So it is the tools interesting that we can use to arrange the notes. 108. Link materials: We are going to see how to transfer properties, and for this, something that we're going to do is to click on the cube and press delete. We are going to see how to transfer properties for material properties. First things to do, let's click on hard mesh, and I will select the monkey face. After I will scale little beat the monkey face, press hair on the Zdaxis and press control to activate 90 degrees. I will try and move the monkey face a little bit around this area as you can see. After that, I will apply a modifier modifiers generate, and I will use the subdivision surface. Okay. Let's just apply one, two, four levels of views and three about the renders and I will be able to apply. Now what I will do, I will go right click here, and I will duplicate this object to crat second monkey face. I will position, for example, this one here. I will go right click and I will duplicate the object one more times. Something that I will do also is to go on to add another mesh. I will go on add the mesh, and I will select another one. What I will select, I will just sedate here, the UV sphere, and I will try again move the U V sphere here, and I will change little the ratio with S on the zd axis, and I will scare little bit. And it is the same. I will duplicate this element, so rightly duplicate position under sphere here, and I will press head on the x axis this time to change little bits the ratio of this sphere. So now I have this five different element, and I would like to add materials on the first one. So I will select the monkey face and after to do this work, I will go in the shedding mod or I can go in the shedding mode first and after I select the object that I want. Let's select this first object just here. I can salx this one, and after to silk this one, I will create a new materials. But the materials option, I will just apply the colors. Let's just work with, for example, the red colors and increase the metallic value. After that, about the rootenss I will decrease to obtain this render for this multi phase. So now let's add a bump here and to add like a bump, I can go right click add, first, I will add a texture, and I will use here I have different options, and I will use, for example, a magic texture. I will position the magic texture on the front here, and I will go right click and I will add also vectors and I will use the bump vectors. Something that I can do is to link the C to the eight and to link the normal to the normal. Thanks to that, I can apply the magic texture directly to the normals using a bump. Vectors. If I just zoom a little bit just here, as you can see, you can obturn this render. After that, if I need, I can make some transformation with my scale value depending of what I want to obtain. I can also work with the distance here to have a displacement and I can obturn this render. Okay. Now what I would like to do, I would like to have exactly these materials on all my object. After if I want to edit one material of one object, it will be applied on all the object. For this, when you go on object, you can select here you have what we the link transfer detail. Thanks to that, you can use link materials. One of the first things to do, it's important to understand that you need to have your active object and the active object needs to be this object with the materials. First, let's select all the object, here we shift. After that, I need to have these materials as active objects, so a press shift, and I select this one as the last one. How you can be sure that it is active object when you go on this area concretely, you can see the materials. Okay. Now after I will transfer these materials properties on all the other one, and I will click on object and I will select link transfer dt and I will use link materials. And what we can see, we can see that, in fact, in fact, we have this different object with this material on this different object. I can click on any object now, this one, this one, this one, or this one. I have the same materials. But where it is useful, also, it is is, for example, a slixis one and I decide to change the color. As you can see the color is applied on all the materials. Or if I define a transformation on the magic texture, it will be applied on all my object at the same time. Now the material are linked, so I can edit any of this object. The transformation will be applied on all the object. Thanks to that one more time, you can harm time because you won't have to edit all the object, you can just edit on one, and it will be applied on all the other ones. And this is how you can work with the link materials. It is definitely a very interesting feature that you can use. Okay. 109. Add lights part 1: We are going to see how to add light. And to add light, one of the first things to do, we are going to create a scene, and to create this scene, I will click on the cube and I will press Delete on the keyboards. Okay. So to crate this scene, one of the first things to do, let's just click on add mesh, and I will crate plane, and I will change the value of this plane. On the x axis, we are going to change, and I will tapes, I will tape maybe four on the x axis. On the y axis, I will tape maybe 12. I think it's not enough on the x axis. Let's focus on eight. Yes, just like that. Perfect. On the axis, you can take what you want. Nothing will change. So after that, I will click on this plane and I will duplicate, right click duplicate the object, and I will press x to constraint on my keyboard, just like that. After I will reduce little beat the value on the x axis, and I will change this value of six, and I will drag and move this plane. I will move on this area when I arrive close here. You have a value, and I will change the value for -14 menus 14. So after to do this work, I will cra rotation of this element, and I will press control on my keyboard just like this to apply a value of 90 degrees on the y axis, or I can just tap 90 degrees on the y axis. I will drag and move a little bit my plane. I will just click on this view. And I can also use this one to work with the greed I will drag and move on this area. Before to move this point to this part to this part, the first thing to do is to add materials. I will click on this element, and I will add materials. I will go on my shedding options. On my shedding options here for this plane, I will add a new materials, I will click on new, and I will click on the principle BSDF on the principal BSD f, I will prehif control T. When I prehif control T, I will go on my txcope and recuperated texture. I will use this texture. This is directly the wood texture. So we have this wood texture here, and I will not this wood texture, I will select the floor texture. On the floor texture, I have this four element and I will select the four files principal texture set up. So let's just wait a little bit to find the render. I think the render is interesting. If I go on my options here on the mapping options. Scale, maybe I can scale a little bit. If I work with two lets take a glance, it will be a little bit smaller. So I think I'm going to keep my texture like this. It's going to be nice. And that's it. So here we have our Materials, it's perfect. I don't need to change too much. Maybe I can change the normal map here we have a strength, and I can increase the strength because definitely, you can add like a bump. If you increase the strength, just I will use 20. Perfect. I will come back to my layer out to model. The second thing to do is to add a texture on this one. I have this one, I can move a little bit if I need and I will add a texture. I will select sadding also and I will create new. One more time, I have my principle BSDF I will click on the principle BSD f press Control T, and I will select another texture. Just on the backgrounds, let's select the brick texture that we used before, so I can click on brick texture, and I can select my four different files, and I will use principle texture setups. Here, I need to make some transformation because definitely it's not very good. So what transformation I will use. First, I will go on the right on the mapping options, and on the mapping options, I will create a rotation on the Zaxis. On the axis, I will take 90 degrees. After here I can enter a scale value one more time, so if I type two, I will increase, here I can tap two, I will decrease, it's better, and it's step two and two. And on the Zaxis you can take what you want. It's not going to change anything also. I will work also with here, you can see the principal SDF, and we have directly the normal map on this area, and I will clip on the normal map, zoom a little bit, and on the normal map, I can increase the strength. If I put one more time 20, take a glance we can ring for this one. But I think definitely too much in this case, let's just step four. So it's okay for that. I will come back to my layout mode just here. After I need to I want to see my texture. So I will go on this area, but just before to go on this area, I will drag and move my plane, I will select the side view, and I will drag and move my plane to position just here. Now the next step to craft this scene and work with the light, it is to add fronitues this is the reason for which I will go on file, and on file, I can directly used and Here you have the import features, but it's not exactly what I want to have. I will use Append, and when I use Happen, you can appen from a library blend file. I can go on this area just here. After to go on this area, I will go on my descop one more time, and I have some object features. I click on my object here, and I have different options, and in this case, I will use the table. I have this table and To have the right file, you need to go on texture here. I recuperated this in Polyvn and not on texture, I will go on wooden table here, and I have different options and I need to go in the option object, and in the option object, I will select my wooden table, and I will click on Append. And that's it. My table is located now here. I can press to scale my table, and I can press r to create a rotation on the zd axis, so Z, and I will create a rotation, I will press control to put my table just here with a value of 90 degrees on the y axis. And I will draw a and move ly to be the table. As you can see, we use the increment to stay on the floor, and I will position my table here. Now, what we can do for this scene. First, I need to change the view, so here this is the render view, and here this is the view without the light, just like that. I'm going to click here first just to have an appearance. When I click on my table, if I go on the sadding mode, what you can see, we have exactly the same type of work, and it is perfect. I can zoom a little bit here. And zoom on my table just like this. And what you can see about these wood materials, we have exactly the same type of things, and it is perfect. This is everything that we need. One more time, I have the strain, but I'm just going to keep the materials that we have by default. And I will come back to my layout mod. The last point before to work with the light, it is to set up the camera. So we're going to create a view, and for this, you can click on the camera and to have a view camera, you need to click on this point. Toggle the camera view. When I click on Togal the camera view, I will change the position of my camera. Click here, stay here and go on the right, click on the camera options, and in the object properties, you can change the location of the camera. For example, I can drag and move my camera on the Zdaxes. I can move on my Yaxis also on the Zdaxis I can create some rotation. In this case, I'm going to rotate on the Zdaxes. I will move a little bit on the x axis and on the y axis, oops, on the y axis, let's stay on zero, and I'll change the location just like that. If you go on the properties of the camera, you go here and you have data object data properties when the camera is selected on the collection tree. I can decrease the focal n and let's work with, for example, 40 for the focaln maybe a little bit less 38, and I will come back to the object data property. I will do more with my camera view, and I will change a little bit again, the rotation may be more like this. I will change a little bit the position on the y axis and on the x axis, I will go a little on the back just here. On the y axis, I think it's great. Maybe I can create some move title bit on the right, create some little rotation on move tele baton Zdaxis Yes, perfect, and create some rotation on the y axis. I can turn little bit on the y axis. Oops here. Not on the y axis on the daxis. Yes, perfect. I will change little the position on the y axis to create this type of view. I think it's nice, let's change the rotation axis, turn a little bit and change the position on the Zaxis just here, y axis, one more times and x axis little bit outside and Zaxismthle bit. I think it's okay for this camera view. Every time we are going to set up the camera like this and thanks to that, we will be able to see how to work with the light. We can also do more isometric view if you need with this camera, but I think definitely it's nice like this. Okay. 110. Add lights part 2: And we are going to continue with the lights, and for this, something that I'm going to do, it's to see how to manage the light. One of the first things to do when you go on the right, you have your light here. By default, we have a light, and by default, we have a camera. Something that I can do is to select the light just here. As you can see the light is located on this area. How to drag and move the light, you have different options. If you just press G on the keyboard, you can drag and move the light just like this at your convenience. But sometimes it's not extremely good because you don't have big precision. Something that you can do is to go in the transformation panels. Object properties, your light is selected object properties, and what you can do is to work on the x axis, work on the y axis, work on the z axis. You can also scale your light, you can press S, and you can scale your light little bit, even if it's not going to change anything in this type of case. You need to understand the different type of render. This is a solid render. This is the material preview render and where we'll create a final render, it will be with a light or it can be with a different type of things, and we will click on rendered. So after to do this work, why we don't see anything? Because the power of the light is very low in comparison of the size of my sin. Something that I can do is to edit the properties of the light, and to edit the properties of the light on the right, you have the data property. As I explained, you click on the camera, you have the data properties of the camera just here. And when you click on the light, you have the data properties of the light. And you have different type of lights that you can use. And one of the first things to do is when you click here, you have one light, you have the preview options, and you have different type of preview options one more time just on this area. If you can extend little bit this window if you need, and here you have different type of flight point by default, but you can use the sun. You can use the spot, and you can use the area. If I select the point, something that we use the most, you can define a power, and here if I want to see something, I will increase the power. Let's take, for example, 10001st, and now I can start to have a render. I think it's not enough, so let's increase little bit, and I will put a value of 20,000 for the power. And if you want to define a different color to a different type of efic, you can just change the color just like this. In this type of case, let's just come back with zero. If you want to come back with the wise color, you tape zero just here on the u, you tape zero on the saturation, and you will keep a value of one for value. And that's it so I position my light, and something that I can do, it's to change now the location. I have 20 tous If I come back to my light options, I will select object properties and I can drag and move the light. Take a glans I can go on this area or drag and move. I can change the position on the axis, y axis, so I can just change the position of my light. And if I just slick my camera view, I zoom directly, this is the render final render that I will opt in. When I will go on the render options here, you have the possibility to create a render image. The render image will take in count this mode of render. It is extremely important to understand. Now, about the light options, if I just come back here, you have also some value like the defuse value, so you can decrease the defuse value. You can also decrease the specular value, and you can decrease the volume value. After you can work with the radius, you can extend a little bit of radius. If you extend a little bit of radius, take a glance but the shadows, the render will be different. Don't forget that here in the work engine before to show you this. You can also work with the custom distance. Here, it's something a little specific. You can work with the distance. It's more about the shadows and you can change little the shadows render when you work with custom distance. And if you don't want the shadows, you can deactivate the shadows, you can have a render of your scene with tiny shadows. So most of the time it is the best, but sometimes you can use this with the shadows, and you can also if you did some parameter for this. After to understand that, you need to understand that in this case, in the render properties, I'm working with V. This is a render with V, but you can work also with cycles. Why I'm not using cycles because it can take little long time, convenient to and for the session, but if V just here. And when I come back with Is so much pretty fast, you will have also some options that you can use like the ambient occlusion, just like that. You can also work with more type of sing. You have some shadows options just here, and you can also work with some type of performance. You have also some parameter, but here, it's more of the same properties. So if I come back to my light option, we have seen how to work with the point. Now if you work with the sun, for example, you will obtain this render. It's not very good, it's more better if you work with the environment because here in this case, it's not definitely very good to use the sun feature. But it is possible to apply sun. If you apply spot, you can just create a spot, and if you apply arrea you can create ara. Um, if I just zoom little out and I silk the spot, as you can see, it's not very good because the direction of the spot is not well located. Something that you can do. When you have a spot like this, you can take this one and you can for example, change the position of your spot, just the size of your spot, just like this. So here just to change the size of the spot. So now if I want to create a rotation, use your rotate tools just like that, you can create a rotation for your spot, and I can drag and move on these directions just here. Now I can see my render. I can also press S and I can scale. When you use the scale value for the spot, it is very convenient, so you can press S. If you use the move tools, it's not going to work properly or you just need to press g, and when you press, you can drag and move your light, so you can press your silk the point, and I can drag and move my spot. So now, something that I can do is to go also on the data property and to work with more precision for this spot, and I can go here, I can go in the directions and maybe on the directions. On the laxis I will increase just more on the top, and I have the possibility to change with the scale value. I will take I have my first circles and I have my second circles and I can extend the two circles. When I extend the two circles, I have the possibility to extend the value of my spot. If you click on this circle, you can extend also. It's more like to a a fade effect when you work with the circles. This is how you can work with the spot. Now, something that I can do is to go here. For example, I can also work on the axis, go a little bit more on the top, work on the y axis, and on the x axis, I can go on this area. I can increase a little bit the Zaxis. My spot is very high, but I can go on the options, and on the options, I can increase one more time the power. If I take 4,000, I can definitely crack my spot like this. And you can also change for area, and it just like a big part and you don't have big difference between the point and the area, but you can also work with the area just like this. After what I'm going to show you is I'm going to show you that it's possible to add more light. First, let's select this one and just come back on point and with the point value, I will come back on the position and I will change the location one more time with the value of 20 doo z, and I will position my element, around this area. Here I can work with the value. If I define my camera view, think it's not too bad, maybe I can change the position on the axis. Just like this, I can go out of my camera hoops. Thus the position is not really good. I can increase the Zaxis, change the wise axis, and change the x axis also. If I select the circles, we have a fade effect, so I can decrease the circle. It will be definitely better. And as you can see the position is not very good. So this is why I will go on the right, just like that. I will go on my axis, and I will come back in front of my table. Just come back on the Zaxis perfect on the exacis just a little bit on this area. I can take this element reduces. If I selk my camera view one more time, as you can see, we can obtain a great render. Okay. Okay. 111. Add lights part 3: We are going to continue with the light and something that we're going to do is to see how it's possible to add more lights. We have seen that it's possible to edit the light that we have and after that, you can go in the property data properties, and when you click on the light, you can edit the properties of the light. One of the first things to do is to come back to the render view. I will click here and I will come back to the render view. After that, on the left, to add a light, we can click on add and we have different options. And one more time, you can add a point light. You can add sunlight, you can add a spotlight and you can add are light. Something that I will do is to work, for example, with sweepoint light. I will create another point. Just like this. The point will appear just on this area, and I will change the position. Take a glance about the options of the light on the bottom left corners. We can silk one more time the type. One more time, the radius by default, and we can change also the location here. But definitely, I think it's better to change the location in the properties on the left. So when I go on the left, I will silk the y axis, and I will move my light for example on the on the left, and I will move on the D axis, and I will craft a second point for example on the left around this area. I will work with my D axis little bit on the top. Not too much. Maybe maybe around this area just here, on the x axis, I will try again move just here. I created a second spot. On the x axis, we will be little bit before the table. It depends about the position of the view, just like this. After to do this work, I can use my camera review. This is my camera review, you need to zoom to be closest to the final render. So this is why you need to zoom here and to focus on the rectum gles. After to focus on this rectangle, if I click my second light. You have this point light just here in the collection scene you something that I can do is to change the light options on this area, and I will take just the light number one. Just light number one. After I we'll change this one for the light number two. Double click, and I will change for the light number two. So after to do this work in the light number two, I will go in the obj data properties, and I will change the parameters. I will increase the power. Let's just focus way to Tousan and we start to see the light on the left. But I can increase more. I can for example, put 10,000, and now I can see my light on the left. Why not to add a third point light. To add a third point light, I can go out of my camera views first, and I will select one more times add, and I will select another lines with a new point. After to define this new point, I will change the position here. I don't have any options to change, and when I go on the right, I will go in my object properties. Location first on the y axis. I will move on the right, so here you can move your light on the right. Yes, just like this. After to change the position, I will work a little bit on the Z axis, not too much, just little and location on the axis just on the back as you can see. Not on this area, but we can change the position on the back. If I turn my views, we can see a small light on this area. I can change the location one more time on the x axis. Y axis, I can position close to this part and on the Zdaxis bit up but not too much. I created this third point light. After to do this work, let's click on the camera views, Zoom just to be in the closest way of the rectangles because it will be the final render. And as you can see, we have different type of shadows for the simple reason that we have different type of views. And here if I go in these options, I can change the power also of this one and I can take 10,000. And if I take 10,000, I will have a third point light just on the right. After depending on the effect, I can add more light. It's okay for that. I can change my point just here. I can go on my options and I can change the name. Okay. So double click here, and I will change for the print number site. And that's it. After I will explain how it's possible to work with the camera. But here, definitely, we have sweep point light, and we have a camera views. So you have a final render which is ready in this scene. If I go directly on the random mode, you can define in the random mode to render a image. You need to wait little bit, you can zoom little out, and as you can see, it is the view from the image, and this will be the final render. As you can see it's pretty good, we have nice texture on the wall, texture on the cro. We have this table in the midols and we have different lights. As you can see it's pretty good and it just with V V render engine. We just use the EV render engine, but if you use cycle, you will have a better render, but it will take more time. Here for the session, I prefer to focus only on v. If I just remove this one, you can also go on the options here. When you go here, you can drag and move little this element. You can silic few. When you silk few, You can extend it bit and you can define view lock and you have camera to view. Why it is extremely useful, we explain more in details after because now if you click on the camera, you select the camera just like this, here I can rename. If you view if you change, you move on your space, automatically, the camera will adjust and in a pretty fast way, you can for example, just turn around and select another type of view in a very fast way. So for example I can select another view like this one, just like this. And after to define another type of view, I can also change some parameter of the camera. If I need, I can go on this area, and I can change some parameter of the camera. But when you use this one, I think it's definitely better if I zoom, I go out on the camera view. I go for example in this direction and I sel camera. But if I zoom as you can see, I will have this render. I'm going to extend here, clic view deactivate camera to view. So we'll be able to define another camera view, for example, after one more time, you can go and render render image and you can have multiple render image that we will be able to export after in the exportation options. This is how to work with light. So as you can see, it's very interesting, we can do a lot of things to work with the render when we a different lights. Okay. And after I we'll explain how it's possible to work with Cameras. Okay. 112. Add cameras part 1: We are going to see how to work with the camera. To do this, we are going to create a scene and to create this scene. The first thing to do is to delete this cube. After to do this work, we will use the same process to create this scene. So let's go directly on a mesh. I can add a plane. After we change the scale value of this mesh, on the right, I will change the x value, and I will enter a value of eight, I will change the y value, and I will enter a value of 12, and here, it's possible to tap what we want. This will be my first plane. One of the first things to do is to duplicate the right click and duplicate the object and I can press x to constraint on the x axis and position the plane just on the back here. After I will craft a rotation, so let's pick on the rotation tools and turn I can press control to constraint to 90 degrees. After to do this work, I would use my move tools and I will drag and move on these directions, and I will drag and move on these directions first. On on the z axis here, if I select my side view, here on this direction. I know that I need to use eight because I need to have specific value. After that, first thing to do it is to add a texture. So I would salt my first plane. On my first plane, I will go in the shedding mode. After to do this work, let's dragon move a little beat this window, and one more time, I will create a new materials. On this principle, the STF, let's shift control t, and we shift control t. I will use texture. Let's silk this texture. One of the first things to do is to select the floor texture. We can go inside texture, and I will select the four element here, and I will use my principal setup BSDF. But the render of the texture, it's pretty good, so I don't need to change anything. Maybe I can just increase the normal map if I want to have something a little better. I can put maybe 20 on the normal map. After to do this one, let's come back on the layer with mode I can select the order one and I could stay on the layout model, and I can create new materials. On these new materials, I will repeat the process. I would select my principle S shift control t, and I will come back to select to differ on texture, and I will use my brick texture texture, and I will select the four element and I will use principle texture setup. After to do this work, I need to take a glance on the right, and here on the value, I will create a rotation on the zxis with 90 degrees. About the scale value, maybe I can reduce little bit with two on the x axis, two on the y axis, and the Zlaxis need to change, it will be okay. After to do this work, I will also change little bit, the normal map zoom here and just change the strength, and I will apply a value of four. After to do this work, let's come back on the layout mode and inside my ayerot mode, I will add another element. But before we click on this plane, try again move and put this on the back, and I know that I will have to use on the x axis minus eight. After this work, I can reduce a little bit to have x value, and on the x value, I will take six. I need to make adjustment position this here. On the zxis I need to enter a value of six. After I integrate a new element, and To integrate this element, I will go on file, and I will sel directly happen, and I will go on my descop one more time, and I have different type of object that I recuperated in Polyv. Okay. So let's just go on my descope. I have object here, and I have different type of element. Okay. And the element that I want to choose, that is this one furnitures, and I can go inside, I will select the object, and I will use the furnitures. After I can press S to scale little bit crater rotation, also, I can rotate on my Zaxes press control to use 90 degrees, and I can press S to scale again. Let's position the shelves. I can go on this area, posit on the shelf around here. After to do this work, I will change the view. This is a render view, and this is the view with the materials. So now you can see the furnitures. We can take a glance about the shading view. If I zoom a little bit on these furnitures. Take a glance we have this type of materials on different faces, and if I Zoom, I'm not going to change anything. I just want to show you that one more time, we have the mapping mode, we have the texture, and we have the normal map here. Here in this case, we have also four files. Okay. So it's okay for that we have created this scene and after we'll be able to work with Camra we have this camera and we can define and use this camera to define a view. Okay. 113. Add cameras part 2: We're going to continue with the camera. One of the first things to do is to see how to set the camera. So by default, what we have, we have one camera, and when you go on the collection, here you can see the camera, and you can select the camera. How to drag and move this camera, you can just click on the camera, and when you press, you can drag and move the camera at your convenience. If I press, I can drag and move the camera and position the camera where I want depending of my views. After that, you can set the parameter, so the location with the object properties, and you will have also the data properties of the camera. When I use object properties, if I want to position the right way my camera, I can use the camera view and here we can switch to the camera view. Why this camera view is very important because it would be the final render. When we go on render here, render image, you can explore different type of views, and the views here will be the views of the camera. As you can see, when you go on this area about the camera, you have a specific size, and you can change this size. How you can do this, you go on the right, and you have different parameters. Here, for example, you have the render parameters. When you continue, you have the output parameters, and here you have a format. Inside the format, you have the resolution. This is this frame, and you can change the resolution, so 1,920, and you can change the resolution as you can see, using this way. So I can change the resolution. At any moment, you can also here it is the frame format for the camera, but you have also the format for the animation. And when we export the work, we'll focus also on this part. So here for the camera is only this work that we're going to focus. So we can change the resolution just like this. At any moment, if I want, I can come back and tape 1920 in this case, and I will come back and I will tape here just 1080. Okay. But you can change so you can change this resolution. You can also use the aspect ratio with the x and the y value. Okay. So after to do this work, I will position my camera. I will select this view. After to select this view, I will go in the object properties, and I will change the location of my camera, and I will create also some rotation. First thing to do, I will rotate on the Zaxis I will move my camera around this area to try to craft this type of view. After I will use the axis to go little on the back, and here you can also move a little bit on the axis, y axis on the right, maybe I think here it's nice, and I can create one more time some rotation. Let's create this type of view. If it's too close or if it's too far, you have the possibility to work with this. You can go you can have access to the data property. Object data property. When you click on object data property, you can find the type here, and you have first things to do the perspective, the orthographic view, and the panoramic view. Let's focus on the perspective view and we can change the focal lane. Thanks to that, you can go a little on the back edges of the focal lane, it is like a Zoom, but like a Zoom for the camera, and you can work with the focal lanes. In this example, I will reduce to 40 millimeter. You can change the length unit, and you can work in degras if you prefer. It is exactly the same principle, but with this way, you just work in degras. Let's come back in millimeter and let's enter a value of 40 millimeter. After you have also more value, you can shift using this, but I think definitely it's better to move your camera on the object properties. After you have also more element, but in this case, we're not going to focus on this different element here. After to position this view, something that I'm going to do is to come back to my camera, object properties, and I will go a little bit on the back and I will move a little bit on the Zaxis to upturn this render, and I will go a little bit on maybe something like this, it's nice. I will create some rotation on the x axis and on the Zaxis I will turn a little bit more. Perfect. We can have this first camera views. After when you click here, you can go outside, you can see the position of the camera. You need to work also with the light because if I just click here, we won't see a lot of things for the simple reason that we didn't activate the light properly. When I go here, I will obtain the view with my texture. Something that I'm going to do is to click on this area and to select now the light. I will click on the light and I will change this position. The object property, as I explained before, we're going to use just a one point light, go a little bit on the top, and after to do this work, I will change the power of the light, and I will increase with value. Let's just tap 20,000, and I think it's little too much, so I can change let's just tap 12,000 for the light. Now we have used the setup of the light. I can click on my camera, and we will upturn this render as you can see. If it's not enough, let's just try again with 20,000. I'll just go out. I have my camera views. The camera views is located here. Now if I export the work, I will upturn this render. I will go on outside the camera views. I will select render image. After to create a render image, as you can see it is exactly the view of the cameras. Exactly the views of the camera. After that, we'll have some options here. When you go on image, you can save the image as different type of file here. When you go here, you can find different type of options for this window. When you go on the right, but we will see that for the render, you can create different slots, and you can also work with layers. This is the render of the slot number one, but we can move the camera and have to create a render on the slot number two and repeat the process. I will just click outside, so this is how you can set the parameter of the camera. When you've got the construction tree, you can also deactivate the view of the camera at any moment. 114. Add cameras part 3: We are going to continue with the camera. So after to see how it's possible to set the different parameters of the camera, it's also possible to add a camera and to work with more camera. How to add another camera. You can just go on this area ad, and when you go on add, it's possible to add a new camera. You just have only this possibility camera, and the camera now is located here. When you go in the options a camera, you can just change the location first at the beginning. Maybe I can move on the ZdxisFirst to see my camera just on this area. If you press S, you can also scale the camera and just increase a little bit, because sometimes if you have a s with a different value, it can be interesting to scale the camera. One of the problem is, as you can see I have this camera, I can try to change a little bit the position, maybe I can work on the x axis just like this, and I can change the position on the y axis and maybe work in a different way. One of the problem, as I explained it is with the view of this camera when you click here, you still have the view of the first camera because you need to change the active camera. When I click here, this is still the view of my first camera. Even if in the construction tree, this one is selected. So how to change that. When you go in the data properties here, you can switch for an oder camera. But even if you switch for an oder camera, you still have this type of view. You need to go in an order parameter. So first, here I come back to this camera, the first thing to do is to go on the parameter of the scene and on the parameter of the scene, you can change the camera. Uselic scene, silk the oder camera. Maybe I can rename it will be pretty simple to understand I will tape camera number one, and here I will tape for camera. Number two. Now I have two camera, camera one, camera two, and you can see when we select, and you can define in the same parameter, what camera you want to use for the view. If I use my camera number one, I will obturn this view. If now I use my camera number two, as you can see, I will upturn this view. This is how you can switch for one camera to another camera to create the render. I can switch to my camera number two, go in these directions, and after two go in this direction, I will change the position of my camera. Let's first define this type of view with the light, it will be pretty better, and I will click on my camera, go on the object property, and I will be able to change for example, the value. Here on the y axis, for example. Let's just change the position, maybe around this area on the x axis, I can go more on this area, and on the Zaxis maybe I can try to make something like that. Something that I can do it to zoom a little bit. Maybe I can turn also on my Z axis, and I can crate rotation on the x axis, the position is to, yes, I think like this it's better. I will say the parameters change the focal length, let's increase. After to increase the focal length, I will come back to my object properties and one more time, change the position. Zaxis like that. Maybe I can cra a rotation also on the y axis, but on the y axis, definitely, it is not good. I will change with the location, little on this area. I think I can create this type of view. I can change also on the axis. After I can create a little rotation on my x axis. I can go here. Why not to create this type of view. One of the problem I see again this area, I can use one more time. I can create a movement just on this axis. And on the axis, I will go a little on the back. On the Zdaxis I will move a little bit, maybe just here, and I need to create a small rotation on the daxis that. After the zxis let's go a little up also. I will use my focaln one more time, and I can change can increase. Let's just reduce little. Change the position of the camera with the object properties, and on the x axis, I can go here, and I will turn again. It's not every time easy to set the position of the camera. You need to make different try, but it's not every time easy. Yes, let's try this one. I have to try this one, so now I have this view camera and I can create a render and when I create a render, I will use this view. Just like that. This is the view that I just made. After something that I can, it's at any moment, you can switch, for example, from one camera to another camera, and you will have to go in the same property. Another important thing, if I come back to my camera number one. I come back to my view, clic scene, I change for the camera number one, and now we have this view. Something that you can do is to pull little bit, not this window, you can put little bit, the element just here, you have a small element, and you can pull this element. When you go in the view options, you have the possibility to use view lock and you can slick camera to view. Well, it is useful because when you just move inside your space, at the same time, the camera will move with the view. For example, let's reduce that. If now I move, Just using the scroll wheel, as you can see, the camera is moving at the same time. Why it is useful because you can in a fast way create different type of views. For example, I can create more this view. After that, I will go in the render image, and in a very fast way, we'll be able to upturn this render. I can come back, I can change the view. Go use my scroll wheel, click for example, this one, After to define this one, I can go in the render options, render image one more times, and I will obtain this render. It is something that you need to know. You can just pull the element on the right. You have the view options and on the view options, you can select camera views. At any moment, you can just de select that to come back and you will be able to move normally inside your space. This is how you can work with the cameras. 115. Find environments: We're going to see how to find environment. And for this, we're going to use this website. This is a Poly Avon website, and it is very great if you want to find environment. When in blender, we can add environment, but it's not just image backgrounds. It's not just an image. This needs to be a HD environment. So when we go on this website, poly a first, you have a lot of options, and I can avist you to take a glance about all this website because definitely, it is a very great website. You can have access to a lot of features for free. And if I just come back here, you have three things that you can do. And you can recuperate has d environment. You can recuperate texture, and you can recuperate models. This is the three types of categorize. Here, we are going to focus on the hash DRI environment. I can click on bras as the environment, and when you go on the left, you will have different type of categorize. For example, something that I can select, it is you have all categorized just here, and you will have all the environment on the right. It's just select outdoor. When I click on outdoor I have different option, this is a different option. We can cilqua for example, this field. We have this one, we have this one, so we can select any DR environment. If I cilqu for example, maybe this one, we this one, let's just select one. I will continue. You have a lot of choice. It is very important to understand that environment environment take a different image to create dimensions environment. I can go on the right, Is this one. Let's just click on this one. After to click on this one, when I take a glance more about the features on the right, you will have different options. First, you need to understand that it is HD air, and you have also this one. In the two s, you can use the two, but definitely in blender, it is better to use the second file, so it means x heir by default, it will be better for blender. As you can see the size is big because here, for example, it's 1 gigabyte, but it's normal because it is a dy environment, but you can change because take again about the quality is very big. Depending first of your computer and depending second of what you want to do, about the size, you can select different type of size. I select just the first one, as you can see, it's not a big file, but maybe the most of the time you can try to work with four k, and I think it is okay reasonable to download this file. But if you select the best quality, you can have very, very big file, but it will be very difficult in blender when you will add the file. So after to do this work, you have different options. Here you can select this one, you can select this one. It is a render with a different sphere, and you can also select the SD view. It's going to take little time, you have also similar assets on this area, and you can continue. You can go on the right, you can see the otter names and you have different options here. But this is just more information about the element. It is a very interesting website every time when you want to work with D environment, all the features are for free, and you can use this one. And it's okay that's it, so we can see the environment. And when you go here when you use the left click, as you can see, you can turn around the environment. This is why it will be very interesting because when you will create the models in blender, you can select the environment, and you can, for example, create a table, put the table inside this environment or you just focus on the creation of the table, you add materials and after you can introduce your models in HDI environment. If I just continue, so let's just come back. I'm going to come back here, and you have different options. I can also silk for example natures and you can find different models of gardens also. But you have also different type of things. I can silk for example, this field. This is the same type of things, you can silk Swedi and you will be able to turn around. Okay. So definitely it's great because we'll be able to position the camera in different views and after the t environment, we can also turn the models and have different renders. It's okay for that. I can turn around, and this is just a f with a countryside view. If I just come back here, it is about outdoor, but if you want to silk something like a sky, it can be great because the ash environment will replace the light. By the 14 blender, we can work with light for interior cen. But the light will be interesting more for interior ce. You can also apply ash environment, and automatically, it will be to add a natural light on your models. You have for example model with skys that you can use. You can also select element like indoors element. I can click on indoors. You have also different models of studio, so you have definitely a lot of choice to introduce your models. You can create, for example, a table, you can introduce inside a studio. If you create outside environment with a tree, something like this, you can create outdoor environment. You can select outdoor environment, and you can also just select a sky environment. So it is definitely a very good website that you can use and you can select this categorize. Okay. 116. Use render engines: We are going to see how to work with the render engine. For this, one of the first things to do is to silk the cube and to delete the cube. We will just as an example, I will use a mesh, and we will select the monkey face. After to select the monkey face. I can change and scale a little bit this and I can drag and move on this area. After to do this work, something that I can do is to subdivide the monkey face. First, I can work on this area. Let's just create a rotation on the daxis and I can press control to constraint with 90 degrees. After that, I will go the right and I will use the modifiers ad modifiers, generate and we will use subdivision surface. After to use the division surface, I will increase the levels of with four and the render with three. Now let's just add materials. I can click on the monkey face, just go on the shedding options. On the shedding mode, something that I'm going to do is to create new material first, so I can drag and move this window and position the monkey face on this area and just crate new materials. What I can do on these materials, I can just take a base color. Let's just apply something on the front, so I can go right click. I will add something with the right click, I will add not a texture. Yes, we will apply a texture, and let's just apply noise texture, for example, after I will go right click add, and we will use the converters and we will use the color ramp. I will link directly the color just here and the color to the base color. I can also link if I want this one to this one. I will just select two colors. In my color ramp, I will select the first one and I will change with the red colors, and I will define the second point and I will change with the yellow colors. After I can scale my value, I can increase little bit the render with metallic value and just decrease the roteness So this is a render that we can obtain. I'm not going to put anything in front, we are going to stay like this. If I just come back to my layout mode. We have this element, and when we click here, we have a render, and we're going to move a little bit, for example, the monkey phase, just come back around this or because I want to use the light, and I will use this light. I will change little the position on the Zaxis and I will change little the position on the x axis. I will increase the value of the light and I will tape 12. We can see the monkey face just here. After it is the same type of y. You can also set the camera parameters and you can define view I will use this type of views, just go on the parameter of my camera sex this one, and in the focal lengths I will reduce a little bit, and I will come back with a view and just change the position on the zxes. This is an example of render that we can use. I just decrease with 30. What about the render engine? When you go on the right, if I just deactivate this one, if I just go on the right, you can have access to the renders properties, and the render engine by default, you have the render v. The render V is very fast and you have directly in real time the render. And it is definitely a very great render engine, but one of the problem is you won't have the same level of details that if you use cycles. It is something important to do. When I work in this session, I'm using V every time because if I'm using cycles, it would be a little bit long and when recorded screen, it's not very convenient. This is why I focus on V, but you can work also on cycles. If you don't have a very powerful computer, it's very difficult to work on cycles. Let elit V one more time, and I have the number of render with the view port and when you click, for example with this view, you have the possibility to add different options. For example, I can use ambient occion here and I can change the distance. I can work with this value. I can also work with the bloom and take a glance about the reflections. We can edit this one and we can enter a value of three holes. Definitely, you can also activate this different value. You have also, for example, the deeper field, the aim is not to enter too much details here, but you can make some transformation. You have also some shadows options just on this area. If I just continue, by default about the color management, the display device will work in RGB. But you have also different type of options, but most of the time we will work in RGB. What's happened if now I switch for cycles. I deactivate my view camera and I'm just going to switch for cycles. You have also on bench something a little specific. We're just going to focus on cycles. As you can see, when you move, for example, I move around, it's pretty slow for a simple reason that every time the render engine and need to calculate again. This is why if you have a scene, you have a lot of texture. It can be pretty slow, but it depends one more time of the power of your computer. Here, for example, you can see a render with more details, as you can see, but it's pretty slow, this is just the different fc and cycle options, one more time, you can result so you have the noise we hold, and you can change the value with this one. You can also apply Denise and you can keep the deniser automatic. Here, I need to wait if I want to have the final render. You have different options. After that, if I select, this is my view cameras, as you can see, I can go in render and I can select render image. When I slick render image, take a glance and per weight of time as you can see. When you go on the sample, this is the number of to create my final render. This example, we are four sample to create ts and take a final level of dit of your file. Here is the final render, I need to wait to obtain my render for this monkey face. You will have cut. They'll just come back with a render, and I now I switch, so I change that so it is the render with cycles, and I'm going to switch for EVs that we have by default. Now it's pretty fast. As you can see, you can see the difference. I will select this one, this view, and one more time, I will create a render and automatically in the real time we the render generate. Take a glance here, we have a number of frame and we don't have the same parameters. We don't just have the size here of the element and we don't have the same parameters. This is some difference between V and cycle, you need to to see how you prefer to work, you need to see what is the power of your computer if you want to have different levels of render. Okay. 117. Edit scene: We're going to see how to edit the sen parameters. And to edit this, one of the first things to do is to click on the cube and just press delete on the keyboards. After that, let's just click on add here, and I will select a mesh, and I will select the UV sphere. After to select the U sphere, let's just keep the parameters and just go right click and sad smooth. I will activate just shedding options. First, I will move little bit the sphere. I will keep the scale value, move little bit the sphere around this area first and go into the shedding options. Let's just add a material, so I can zoom and I will create a new materials for this sphere, just like this, create new. I will use my principal BSDF and I will use my material put here. Let's just add an element on the front, so just go right click add and directly, I will select sheder here. I will add a texture. I think it will be pretty better, and let's use one more time the magic texture. I will go right click add, and I will select also a converters and I will use a color ramp. Let's just select this one to this one and this one to this one. I will apply to color, so I can select my first point and on my first point, I will define the red color, and I will select a second point and on the second point, I will define another colors. After I will use my scale value just like this, reduce or increase like this, I will work with the distortions also, and I will increase my metallic value. And I will decrease the rootenss like this. Maybe I can change it little bit the scale value, it depends about what I want to do. Let's reduce the scale value to have something close to zero, just like that. I think I can apply one. It will be perfect, about the distortion, I just apply two. It's okay for that. Before to create a render, because after we'll explain how to work with the render, you have your scene. In the collection tree, you will be able to organize if you need. If you want to create a render, you need to have suit type of element. First, the object of the scene, you can have multiple object. Second, you can have a light, and third you need to have a camera view. This is what we are going to do. I can move the sphere position the sphere may be here and set a camera views and set the light also. To see this possibility, we can switch to the rendered view just on this area to work with the light first and to work with the camera. I think the best thing to do is first to see the camera, so I can click on the camera. I can go on the options as I explained before, and I will work hoops. It's not the camera, let's click on the camera. I will position my camera maybe like this, I will turn on this axis, and I will change the location. Here we have x axis, y axis, and I will go directly in the object data properties, and here I can change the focal length. Let's work with maybe 60 or it's a little bit more 65, and I can come back to this view and I can change the location of my camera. After that, it's okay. I can set the light, so I can click on the light. I can go out of the camera views just like this, and I can change the position of the light. But before to change the position, let's increase little bit of power and on this area, I can take a different value. Let's apply for example, 8,000. I think it's too much, so let's supply 4,000 and I can change little the position of this light with the object data properties and I can change little the location. Perfect. It's okay for that. After to do this work, you can edit the parameter of your scene in a different way. First things to do, you go on the right, and here, this is a render property, so you can select the render engine that you want to use before to create a render. After you have the output property, and this is here that we will work with the different properties before to create the render. First, this is a resolution and the resolution as as ex place, it is the size of your camera views, and when you create a render, you will use this resolution. So you can work and edit the resolution at your convenience. If you want to come back, I can tape one more time, 1920, and here 1080 1080 and I can validate. You can also work in a percentage if you need. Thanks to that, you will see that in the render and you can also change the aspect ratio if you prefer to work like this. After to continue, you have the frame rate, here it is 24 frame pair second, we're going to keep this, and you have the frame range. The frame range, it is for the animation. When we dry and move little be these panels, as you can see, we have the start one and the n 250. When we will be able to craton animation, the animation will start to one and will finish to the frame 250, and we can increase if we need. If for example, I tapes hundred just like this, As you can see now in my timeline for the animation, I have start one and 300. I can use this element to move, for example, on the right, or to move on the left. Here it's about the animation. When we clat to animation, we can change the frame start and the frame with a number of steps. By default, we have one step, but we can increase the number of steps that is so it means inside a frame, it is like subdivide the frame in multiple frame with a number of step. After we have the time stretch stretching here we will keep this type of value. And you have also the output value. So output value is interesting because when we create a render, I'm going to show you, you can create a render and render image. This is my render image in this case. And when I go on view here, I will have the possibility to image, I will have the possibility to save as the image. When I go on view image and Ilic self as, I have by default defferent options here, and I can change the default options and how to change the default options. It is in the proper output properties. If for example, I change PNG for GP here, and Ilic equality of 100%. If I just come back to render image, and I go on image. I will silk save as. What you can see, we can see the five format in our GPA with 100%. It's just some parameter by default that you can use for your documents when you want to save your work. If I just come back here so you can set the output parameters, and you can define the file format on this area. When you cut the animation, you can also export your work, and for the animation, you have deferent format also on the right, and you can use different format by default. Here is the color management. We're going to keep this one, metadata, you have also some options and post processing. This is the first things to do. After we are going to see in details how you can cut renders. 118. Create renders part 1: We are going to see how to cut renders and to do this work, something that we are going to do first, it's to delete the cube, and we will add an element because before to cut renders, you need to have object and you need to have a camera, and you need also to set the light. Let's first just click on a mesh. Let's select the monkey face. One more time, I can press S to scale a little bit, and I would cut rotation on Mzdaxs I would press control to scale until 90 degrees. So after to do this work, let's just try and move a little bit of monkey phase just on this area. I can go on the top first, and after to do this work, I will subdivide. So I will go on the right. Options a modifiers generate, and I will use subdivision surface modifiers, and we will apply a value of four levels of use on the right and just three levels of renders. Let's just click and apply. So it's okay for that. After to do this work, I will go in my shedding mode, Let's just apply materials. First, I will zoom on the monkey facts here. I will increase a little bit my window, and I will create a new materials. Let's go on right click Add let's select a texture and on the texture options, I will add directly. Let's reuse the magic texture one more time. It is a great example, and right click, I will use directly. The converters and I will use the color mp. I can put the color mp just in the model. I don't have the place. Let's position the color mp in the models, and I can link this one to this one and this one to this one. After to do this work, something that I can do, it's on my magic texture, I can define my first point, and I can select a color, what color I can use, I can use the red colors, and I can select my second point and I will define another colors. I will zoom, I will change the metallic value. For example, the rotens value, let's turn this render, and I will just go out on my layout mod. So it's okay for that. If I click on the monkey face, we can activate some renders just this one and we can have this one. Let's just click here. I will position again my monkey face more around this area, and I will set the camera and the light. First things to do, let's click on the light just here, and I will change a little the positions on the Zaxis I will move a little bit, my light, and I will work with the power of the light. Let's change the value, and I will take for example, 10,000. I will obtain this render. Maybe I can change the position one more times, move a little on the cd axis, little on the y axis, just like this and little bit on the x axis. After that, I will set the position of the camera, so I can activate the view of the camera. Very important, the final render will be the view of this camera view. This is why it is important to set the camera. When I go on the right, I can change the location of the camera, can select Z. Let's turn also on the Zaxis more around this area, and I can move the position on the x axis and on the y axis to try to obtain this type of render. I will move also on the Zaxis. When I go on the options, data properties of the camera will change the focal length, and I will decrease with for example 42. This will be, for example, render that I can use. After to do this type of work. You have set your camera and don't forget that as I explained before, if you work with multiple camera, you can go on the same property and you can switch the cameras that you want here. Now, let's see how to craft render. When you creator renders and you go on the renders options here, you have render image. You can also render the animation. When you rato animation, you will repeat this process, but you will use render animation. Let's focus on render image here. Automatically, you will turn a new window. If you zoom little out, you can see your frame and the frame it just the view of the camera, just like that. This is why it is very important to understand you can close the window at any moment that in the final render, it will be the camera view. This is why we need a camera and we need to see the camera every time. When you finish your work. When I click on render render image, you can have access to more options. One of the first things to understand is you have different slot just here. Before you see this one, you can drag and move here. One more time you have different option, you have simple, you can add also a notation. You have multiple notation here. If you want to add a notation, it's also possible. You can also drag and move these panels. You have the active tools, you can see image, you can see the view options, and you can see scopes options. Every time you can drag and move the panels and one more time, you can have access to different options. We don't use this too much for a simple reason that we have everything that we need, so at any moment you can reduce the windows just like this. If to see how to work with a slot, you have different type of options. You can go on this area. This is a slot number one. If I just click out, I can, for example, work with a slot number two. If I go on render render image, I can change the slot and select the slot number two, and on the slot number two, I have nothing. I can just drag and move my camera view, as I explained before, you can also dragon move here silic view, and you can just activate came two views. I can thanks to that, for example, just turn little bit on this area, and after to turn little bit, I can create another render. This new render is now on the slot number two, and I can select the slot number sue, for example, and on the slot number sue, I can drag and move tell my camera, and Cilic, for example, this view. And then I go and render render image. And now I'm working on the slot number sue, as you can see, you can continue as long as you want, you can every time switch and work with different slot. Well, it is useful to work with the slot because if you go on render, it is like to save a different type of views. This is, if I come back, this is one of the view on the slob number one, one of the view on the slob number two, and one of the view on the slob number sue. You can repeat the process as long as you want. At any moment, you can come back on one slot and thanks to that, you can harm time. Don't forget that we work with the V render with the V render engine, but you can work also with the cyclo render engine, and in this case, it will take more times to create the render. Here, let's just come back to the slot number one and just remove that. Something that I'm going to do is to define the view camera around. This view maybe or this one again. So tell out, and when I go on the right, I will switch these panels. One more time on these panels, I will deactivate this time camera two views, and I will try and move these panels. Okay. 119. Create renders part 2: We're going to continue with the renders. We have seen how to work with the renders and every time we need to select the camera views and after we can go in the renders options. If I come back to the render option, so I can select render image. If I Zoom tell as has explained, we can work with different slots. We have worked with this slot, but it's possible to work with slots. When we go on the right, you have a view layers. The view layers is interesting for the compositing. I will explain after how you can work the compositing, it means that your final render here, you will be able to bring transformation, you will be able to bring adjustment with different parameters if you need, and we will focus on the few layers. One of the first things to do here is to understand when you export your work. When you go on image here, you have the possibility to export your work, and you'll click on Save as here. You have your render, this one, and you click on image, Save as. After you can see li just on your computer, where you want to save your work, and you have different options here that you can use. This option by default, you can edit that for your work. So for example, I can close this one, and as as explained before, let's just first come back with this view. Yes, let's select this one. As as explained before, you can go on the output properties. When you work with the output properties here, you can find the output folder and you have the file format. By default, we work in PNG five. If for example, you want to change, you have the different options. If I sel g p here, I increase with 100%. Here you have also the color management and I can obtain this render. Now let's go on the left if I come back to render Ilic render image. I can Zomlytell out tag on image as Cilic save has, and now, as you can see the file format by default GP because I change in the output properties. We work in RGB 100%. After you can change if you work in PNG, you will have different options also. If you work, for example, in order type of like this one, you will work also in RGB. You just click on Save as image and you can export your image renders. This is something important to know about this window, also, when you go on this area, you have view, and you can define to put the view toll bars to put the view side bars for example, and you have also the tools settings. But we don't use this too much in the renders, but it's possible to activate these different options, the tool bars, side bars and the tools settings also. If I just come back here, this is the important things that you need to know about the render. We have seen also how to work with a slot and about the layers, it will be interesting for when we will work on layers and also we'll be able to make transformation with a compositing. When you've got on the right, you have different options. You can define a render also color and alpha. You can use also only color Alpha. Here, it's not very interesting. Only with the red channels, the green channels, and also the blue channels. You can have different type of render when you click on the top right corner. Let just come back on this one. After that, you can also work if you need with another type of camera. You can add a camera, second one if you need, can add camera, define change in the output panels here. I can go at the beginning, not output panels, but in the same panels, you can change the camera. And I can define my second camera. I can go on the options, and I need to silk, for example, the focal length on the camera. I think the position is not very good by default. I need to go here. Yes. The position is on this location, something that I can do is to press G, and I can draw and move a little bit in fast way, my camera. I can change the view and I can ops Let's just press G again. I can try to position my camera maybe around this area. I can use then my options. Object properties, work on the Z axis and work on the y axis, just like that. I will create a rotation just here. After to obtain this type of for, I can click on my view camera. As you can see, it's not pretty good, so I need to change Z axis, y axis on this direction and x axis on this direction. Now I can work with my focal lens and just reduce my focal lens depending on what I want to have. Let's just reduce the focal, for example, I can define just for example, another view like this one. If I define this one, it is the same way you can just click on render render image, and now we work with the second camera, as you can see. You can switch from one camera to another one. It is pretty simple. You just go on this panel, send panels, and you can change the camera you can switch the camera, wave this one and wave this one. The render will depend about what camera you choose. Okay. 120. Add background: We are going to see how to add bag crus. And to do this, one of the first things to do is to silk the cube and just press Delete on the keyboard. After that, I just create an object, I will go on ad mesh, and I will select the monkey face. This monkey face, we will press S to scallittle bit and crate rotations on the zd axis, and I will press control to constrain to 90 degrees. After to do this work, I will drag and move bit, the monkey face around this area. Something that I would like to do is directly to apply a modifier modifiers, and I will select the subdivision surface. After to do this work, I will increase the number of users with four, and I will work with the number of renders with three, and I will just apply the modifiers. Let's just apply materials on the monkey face. Let's see the shading mode. Inside the shading mode, I will just create a new materials. Let's make something pretty simple. I will go right click first and I will add directly a texture. Let's just add something like a mus graph texture on the front. Let's go right click, add directly a converters and I will use the color ramp, and I will position this color rum just in the models like this. After to do this work, I will link directly eight to the FC, and I will link the color to the base color. I will just select the first color in my color ramp. Let just activate something like the blue colors to change a little bit. On my second colors, I will apply something like maybe a little bit blue, but I will apply something like green. I will just scale a little bit, my texture, work with the level of details. I think it's okay, increase the little metallic and decrease the rotenss. So it's okay for that. Let's come back to the layout mode. One of the first things to do is to enter in the renders views. So here we have the options, and this is the render views. If you just work only with the materials view, it's only for the materials, it's not for the renders. Okay. Something that I would like to do is to add a background image and not to add the bground image, you can add a background image, but you can do so background color, and you can add a texture. When I go on the right, we can see word here. When you go on words, this is the way to change the backgrounds. And when I go here by default, I have surface, as you can see, backgrounds, and here you can have colors, and we can click on colors and on colors, we can replace with different options just here. So I can choose one of these colors just on this area. If I see the backgrounds here, We just have backgrounds, we can find different BSD that we can use. But I'm going to click on color first and I have different type of options just here. We can add a texture, we can add colors, and we can also add converters. If you go on surface here by default, we have the backgrounds, and you have also different options just here. So T e the background, the aim is just to replace color by one of these things. If I select, for example, a texture. Let's just click on the brick texture. As you can see the brick texture is appearing on the backgrounds. After I can indeed my brick texture with the different parameters, like for example, the upset or the color number one, I can change the color number two, and I can also change the link on this area. I can just cut backgrounds with this type of texture. I can also change this is a brick texture. Let's select something like a magic texture, and I can have the magic texture on the back. If I take another example, I will select colors. If I select, for example, here, we can define something like we have noise texture, gradual texture, if I click on the gradual texture. As you can see, it's not working really properly for a simple reason that here we need to change in another way. If I select the image texture, I have also the possibility to click on image just here. And if we go on open, we can add image on the backgrounds. Agro can open here, I can go on my deskco by selic image, and for example, I will define one of these. If I select this image here. I will have the image on the backgrounds, but as you can see, it's not extremely interesting to work with the image here. Even if we change, you have different type of position. One of the best things to do in this case is more to focus on the texture, so you can select different types of texture like for example, as I explained, it can be a magic texture or it can be a noise texture. Like this, and you can create a background like that. If you want to apply a color, you select here and you define colors, and you have different options. If you just select the RGB cures, you can just define colors If you select the use saturation value every time you have also a color that you can use. For example, in this case, I can define some yellow color on my backgrounds and I can use this for my render. How to process. Let's just define the camera first, so I will go on my camera settings. Let's select the camera camera views. Something that I will do is to set my camera in the object properties first, and I will change on the Zdaxis and I will work on the y axis, le cut rotation just like this. Edit my location, and just cut, for example, this type of view. I can decrease a little bit the size, and this is the render that I can have. As you can see a bad the light, I didn't change anything bad the light. So know what's happened if I go in the render image. I will obtain this render, and something important is when you add this type of backgrounds, automatically, you will have a light, and you will have a natural light. So it means even if my light is not strong, it's not very important because the backgrounds will replace the light. I can just add a color backgrounds. Let's just try another one. I will silk the wall properties colors, and I will try another colors. Let's silk for example, red, After you can change with some value, but it's not going to be extremely important in this case, but you can work with different values. If I select another color, for example brightness contrast, I can also define the color here. And after to do this work here, we have a red backgrounds. I will be able to see render image. After that, as you can see, we have the red color on the backgrounds. If I expert in my GPG file, I will have the render of the multi phase on this red backgrounds. This is how you can add a broom colors. You can also add a backrooms texture. You just replace the color here by the things that you want and after when you create a render, you can have a backgroun. Okay. If you want to remove this color, you just click on this point and you have the link remove disconnect and I will click on remove, and I can remove this color. Okay. 121. Add environments: We're going to see how to add environment. It is possible to add environment backgrounds, and it is HR environment that we can apply. One of the first things to do, let's click on the cube, delete the cube, and not just create a scene and for this, we will use the head of the monkey face. Just click on a mesh. Let's slick the monkey face. One more time. I will scale a little bit the size of the head, and I will create a rotation on the Zdaxis so I can press a Z and I will create a rotation on the ZD axis. Egress press control to constrain to 90 degrees. After to do this work, I will move a little bit the monkey face around this area, and let's subdivide the number of faces. I'll click on modifiers and modifiers generate, and when we click on subdivision surface, increase the level of use with four and the renders with three, and I will validate the modifiers. Let's supply your materials, click on the monkey face. Let's click on sheddings and create a new materials directly on these options. I will go right click add and I will select just a texture for example, like we can use something like one more time, the most graph texture it will be great and add a converters colorme to be able to define color. I will link the e to the FC and I will link the color to the base color. I will define just two colors, select the first point, and on the color options, I will work with red, and I will select the second point and on the color options, I will work with yellow. I will increase the metallic views and decrease the rotenss. So it's for this view. I will come back to the layout mode. And we're going to create a camera view. One of the first things to do is to define my camera views. I will click here, and I will go on the options in the object property to change the position of my camera. Let's click on the camera and change the position on the Z axis. Like for example, this position, I will create a rotation also here and drag and move the location on the y axis. After the x axis, I will move a little bit on this. Maybe I can change the scale value in the object data properties and just reduce the focal length with a value of. Let's work with 42. It's okay further. Let's come back on this property on the Z axis, I will move a little bit and accreted this view. If you want to see your environment, one of the first things to do is to change in the view paradings and we need to work view partings rendering. After to do this work, I'm not going to edit the light because when you add ash dy environment, automatically, you will have a natural light applying inside your scene. Okay. Something that you need to do is to go on the right and to go on the word properties. Thanks to the word properties, you can have access to different options. It's possible to add color backgrounds to add texture backgrounds and to add ht environment. As as explained before, you can recuper d environments. Thanks to that, you can have a Swedi view of environment and you can use a website like Polian. You just ground surface here, and when you click on surface, you have different type of options. But here we will use color, and where we use color, we can replace by environment texture. When I click to environment texture, something little strange appears about the color because I didn't select my environment texture. So for this, I just need to click on open and select one of the environment textures that I downloaded before. I will select my descop and I will use environment. I selected two examples. Let's see the first one. It is like a mountain environment, click on this one, open image, and take a glance about what happened. It is definitely very interesting because now we can drag and move inside a swiny environment and we can just create a render of our work with this scene. If, for example, you don't want to see the chrome, you can go on the option just here and you can deactivate the floor. You can deactivate the axis just like this to only keep the monkey face. You can also remove This cursors. For this, you've got the options, and you can remove the three D cursors. Thanks to that, you can only see the light the camera and your object. That if I go on the option here, you have linear closest, cubic and smart. Not be different, so next er will clip linear. And here is a single image of pins is the best and we can keep this different permit. If you decrease the straight. It will be like a transparency. If I decrease the strain, I will have less transparency, less power for my fi bu I can also increase. If I increase, it will be to lighten the hash diri environment. Let's just come back with the value of one and just press enter. Why it is useful because now I define my camera view, and I can for example obtain this render. But I can dragon move the monkey face and dragon move my environment. If I just click here, I will also be on this position. So something that I can do is to set different position. For example, I can click my monkey face. Drag and move the monkey face more around this area, and select my camera views again. Maybe I can position here. Select my camera view, click on the cameras on the options on the object properties, and I will change the position maybe craton on the x axis and more to for example this render with the sky on the backgrounds. I will select the monkey face one more times and just change the position, maybe on the zxis why not to cd this type of render. So after to do this work, I will go on render image. And I will obtain this render with my image on the back rooms. And why it is definitely useful because you can turn around and you can silk for example, this position. You can turn your camera on the back, for example, and define another view. Let's select the second example about this DI environment. As you can see, we have natural light by default. If I just go on the right, I will select another options and I will go in the world properties. I can remove this one. You have the environment texture. You can click on remove at any moment if you want to delete all the elements. Let's just click on color again. Let's repeat the process, colors, let's supply environment texture, and I will click on pen on the right. I will select on my tesscop my second environment D Okay. And for this, I will use this one. You need to have point x x air, it means that it is HGRI environment. It is not just a basic image but crud, it is not a basic image. It is really a HGI environment. I can select this one open image, and techo grains, we have a sky on the background so it is useful because you can have automatically like a natural light. I can click on my image just like this, and I will upturn this render. If example select my light, just here, you can see, it's not definitely useful. If you delete plus the light. Yes, you will still have your render with a natural light, but you can complete with the light. For example, I can go and edit undo. I still have my light, and I can go on the object properties, change the position of the light, and I can also create a light light to have a sun of something like this. If I go on the light property, you can also replace sun. But if you replace for sun, be careful because it can be powerful just like that, or you can also sun. And I will be able to change the location of this one, so I can change the location on the x axis, d axis, and you can add a sun like that. If I go on the option data property, you can decrease the strength of the sun, so for example I can decrease let's just step 200. If it's too much, I can decrease 100, just like that, and you can also work with some option with the diffuse option, specular options, and volume options. You can also change the angles. You can drag and move this position to change the direction of the sun. And now if I just come back around this view and I select my camera views, take a glance it is like to have directly the sun appearing on the monkey face. And you can drag and move this position. So this one if you want to change the position, like for example here, it's possible. They'll just scrap render image. Thanks to that, we can have this environment on the background, and we can have the light of the sun directly on the monkey face. This is how to add environment. You can also click on the preview options just here and you can have some preview about your light. I just come back on the wall property, so this is the preview options. I can come back on the wall property. So one more time, we have the sky. We can change this parameter, but we won't see big difference in this type of case. 122. Master layers part 1: We are going to see how to work with the layers. It is extremely important to understand the layers because it can be extremely practical in different ways. One of the first things to do let's select this cube, and we are going to remove this cube. After that, I will create a, I will select mesh, and I will create just first ecosphere just here. And this ecosphere, we will work on the scale value, and I will increase a little bit to scale value with the value of two on the different axis. After to do this work, I will move a little bit this ecosphere. This first one, I will try and move around this area, and I will duplicate the ecosphere. Let's first go around this area. Maybe just here. Yes, perfect. After to do this work, I will work with duplicates, right click duplicate the object. I will press the y axis to go on the left. I will see click this one, right click duplicates on the y axis, and on the right I will go on this area. If we want, we can let the same space. So that means I can select this one. I have on this axis, maybe we can tape minus ten, so I can just remove this value and just enter minus ten. I can click on this one, and I can tape I have a value, let's take 12. But if it's not enough, I can take directly value of ten. It's okay for that. I have this different sphere, and maybe we can enter -12 let little bit more space. I think it will be definitely better and on this one, let little bit more space will 12. I will apply different materials. I will click on this one first and I will go in the shedding options. In the shedding options, I will apply the first materials news and I will go on the base color. Let's work with the red color, increase tell metallic options and decrease little the rotenss. I will select the second one new and principle BSD base color, let's work with, for example, the yellow colors, increase metallic options and decrease the rotenss. Let's work with the third one and increase the base color. Let's work with the blue colors and increase metallics and decrease the rotenss. So let's come back in the layout mode. After to do this work, I will go on the top right corners, and you can find the scene collection just on this area. First things to do, I will change the render here with this render, and I will use the material preview first. And something that I can do if I go on the right is to Integrate collection with layers. You have the layers on the top right corner. So here, you have the view layers, and on this area, we have view layers also. What does it mean? It means concretely that I can set my camera just here. I will define a view of my camera, so I will change little bit the position of my camera on the Zaxis and I will go here. I will change the position on the y axis and on the Zaxis. I will create a rotation, change one more times on the y axis, maybe just here. Turn on the Zaxis one more times, but the rotation may be something like that. I will use my data properties. We have the focal length, we will reduce little b the focal length. And I will come back to my view properties, change little location on the x axis, y axis, just like that, and axis just here. So what does it mean? It means that I'm going also to use with the light view and I have my light here with clixlight and just change the position on the sideax around this area, and I will just increase the power of this light and inside the power we take maybe 10,000 for the example. Maybe I can increase 12,000. So it's okay for that. What's happened if I crato render? If I crato render, I going to render, render image. We can see the three different sphere, three different ecosphere, and on the top right corner, we can see where inside the few layers. And you can work with different layers separate layers inside the collections, and thanks to that, you can define in the render, only one sphere or another one or another one. So it means that the layer will allow you to select to crater render with only selected part of the set not with all the elements. Let's just click here. I'm going to remove my render, just like that. Let's go on the right and it works with the collection. Some things that I can create first, it is a new collections, and you have also the new layers just here. When you click here, you add add view layers. It means if I go on this area, I can create new layers just like this. Now I have add new view layers inside my scene collection, some things that I can do, it's to create a new collection. I can go here, right click and just create a new collection. Here we have the different layers. If I go on my view layers, I have this one, and if I go on this layer, view layers, I have also all this element. Okay. One of the first things to do is here I created these new view layers. I'm going to remove these view layers. One of the first things to do because you can create a new layer, but here, the first thing to do is to integrate collection. So I can create new collections with, for example, the s parameters. I can just step scene parameters, and on the scene parameters, I will drag and move my camera just here so I can drag move the camera inside these collections, and I will drag and move the light inside these collections also. After I will create a new collections again, right click here on collections, new collections, and I will put this one here and right click new collections. But I need to drag and move a little bit on the left, just like this, so I need to drag and move inside collections. Just, I think I need to move just on this area, and I will click on collection and right click Create a new collection again. I will rename my different collection, so this one can be the sphere number one. I will rename this second collection with the sphere number two, and I will rename this collection with the sphere number three. After I have different ecosphere. I will position, for example, we have this different ecosphere, and the first one can be this one, and I will dragon move inside sphere number one. Oops it's not working properly inside this one. I will select my second sphere in the yellowsphere, and dragon move inside the sphere number two, and I will select my blue sphere and dragon move inside my sphere number. If you prefer you can also rename my put sphere one sphere to sphere share, you can work with red sphere, yellow sphere, blue sphere. Now I have this different collection, and I can decide, for example, to deactivate a view inside the layers. But I need to create a new layer first. For example, on my layers number one, so it means if I go on view layers here, I just I will see everything if I go on my view layers number one, I can rename these layers I can tape sphere. One and I will light I will have also maybe the camera in the light. On the sphere number one, something that I will do is to deactivate the view of the sphere number two. Excrete from the view layers, you click here and exclude from the view layers just here. Now I can create another layer, create a new layer, so I can click here, new layers. On the new layers, I will rename and I will tape the sphere number two, so I can tape just number two. On the sphere number two, I want to deactivate the view on the number one and the view on the number three. Thanks to that in the render, I will see only the sphere number two. And if I just continue, I will create a new layers, create new layers, you click here just on this area, new, and I will take sphere number on the sphere number layers, I will deactivate the view of the sphere number two and the view of the sphere number one. It's a little difficult at the beginning to understand, but if I create a render, you will be able to choose what you want. So for example, I can come back to my view layers here. On the view layers, I have the render of all the sphere because everything is selected, and if I go on render, render image. What we can see on the top right corner. We have seen, we can see the swiss sphere. When I go on the top right corner, you have view layers and you can select only this view, sphere number one, this view sphere number two, or this view sphere number. This is why it is very interesting to use the layers. Let's just come back here and we are going to continue after 123. Master layers part 2: We're going to continue with the layers, and to continue with this, where as has explained before, when we go on the right, we have the collections, and you can work with the layers in link with the collections. So as explained before, when I go on the right here, you have your layer panels, and by default, we have this view layer. What does it mean, it means that when you create render render image, automatically, you go on the right here and you have your view layers. And thanks to that, you can see all the elements of your scene. So it means all the collections that you have, all the object, all the elements of the scene. And this is why we can create a new layer for the simple reason that when you create different layers like this inside collections. For example, here, we have the sphere number one layers, and on the sphere number one layers, we have the parameter of the same camera light and the first sphere. And ideas activated the collection of the sphere two and of the sphere. If I just continue sphere number two, I deactivated the sphere number one and the sphere number sue on the collections, and inside the sphere number sue, I deactivated the sphere number one and the sphere number two inside the collections. Thanks to that, we have different layers, and we can choose what we want to have in the render. If for example, you have a scene and you have a lot of things, for example, you have something with a room inside the room, you have a table, you have, for example, You have a bed, you have different element of decoration. You can select crap layers and decide to create a render only with the bed, for example. Let's just click on this area. Let's select a few layers, and I will define this view. But I can stay like this if I want to also it's going to work properly and render render image, and I can go on the top right corners, and here we have the view of the different sphere, and I can change for a few layers, sphere number one, sphere number two and sphere number to every time, have a render with just only one sphere. Don't forget that when you go on render render image. By default, he will see the deferent layers by default, but sometimes it's not working properly. Another use of the layers. It is when you work with the compositing. Something that I'm going to do is to activate one more times this view part shading with the rendering shadings, and we will work in the compositing. I will explain after more in details how to work with the compositing is something extremely interesting, one of the first things to do when you are css compositing is you will be able to edit the final renders with different parameters. First thing to do is to click on new nodes just on this area. By default, what I can have, I can have renderse layers, and I can have a composite part on this area. Here we have a backdrop. If you deactivate here, you can deactivate the backdrop. I'm going to keep this one. And something that we can do if I want to see my sphere just on the back, and it's not for the render. It's not for the preview in the composite bo. You can go right click ad, and when you select input, you have the scene and you have, for example, renders layers, renders layers. When I click on the renders layers, I can position my image just on this area. And when you put the element just here, you can drag and move the image to the image just like that, but as you can see, it's not working properly. I need to just move here is the render layers, and you can have a input scene and you have also different types of options. You have the output, and he is the rando layer. We have exactly what we have on the left, just like this. You can create multiple render layers, just like that. You can also correctly, duplicate and create multiple renders layers. If I want to see my view on the backgrounds, I can go right click add output, and I will select a viewer. When you select a viewer, you can link the image to the image just like this and on the backgrounds, you can see the render, just a view of the render. Don't forget that it's just a viewer, the render will appear in composite just here. Every time when you create a render, but before to do this, I'm going to show you something, I will go on right click add, and I will select transformation and I will use the scale value. When I click on scale, I can link the scale value just here. Like that, and I will be able, for example to apply on the x value I can reduce and I can tape 0.6, for example, and here I can tape 0.6. It's not for the final render, it's not for the view. For the preview just on this area. Something that I can do also, if I want to be sure to have this in the composite mode. For example, you can just drag and move the nude. We have this d, we can drag and move the nude, and we can go on the right click here or we can press shift and right click here to link for example the image just like this. So I apply a scale value. We'll see that in details after. Something important when I go on the left, you have the renders layers, and here you can select the layers that you want. For example, I can select by sphere number one, and you can see the prefoption we just have the sphere one. I can select the sphere two, or I can select only the sphere number one also on this area. It can be useful because when you go and add output, you have, for example, a file output that you can use also. I can select a file output. And you can, for example, define here, the file output options. You can define where you want to export your work. So here I have different type of render, as you can see, you click here, and you can export your render in a specific area and it is a PNG file by default. And you can change the folder where you want to export your work on all your parameters. But something that you can do it, you can work independently on the layers also. So I can do this, for example, duplicate also, but some things that I'm going to show you is to remove this one, remove this one, and I have my first layer just here and I have composite and viewer. Perfect. I created my first base just like that. Something that I'm going to do is to select these two blocks and press delete on the keyboard to only keep this one. And I will change the tall bit maybe the position of my nodes. Oops, I think, yes, it's not working properly. Just image to this one and I can drag and move the tall bit, this composite element and this few element. Something that I will do is to select this group, and I will go right click. I can cut group also if I need or just cut to frames. But in this case, I will just duplicate. I will crate another one just here, and I will select this one and right click duplicate one more times, and I will select this one and right click duplicate. Well, it is interesting because, for example, on the first rederse layers, I can select my view layer, so it means all the elements. On my second layers, I can select only the layers number sphere number one. On my other rederse layers, I will select only the sphere two in the layers, and on my last rederse layers, I will select only the sphere number, just like that. If you want to see the render every time, you just click for example on viewer, so this is the viewer on my first render layers. If I click here, this is the viewer on my second renders layer. You can see only this red sphere. If I click here, this one, and if I click here, this one. You need to keep the composite. Why you need to keep the composite because every time when you create a render, here we are in the composite mode, every time when you create a render. I go and render a clic render image. Something that I will opt here, this is by default, the composite options. After to create this type of nodes, we can use composite. But you can use also another type of layers just like this. While it is useful because I can change, the parameters may be the color, the saturation, the lightness or any things like this only on a specific things. Let's take an example. Let's take the renders layers with the sphere number one. This will be my render. I have composite for the final render and the viewer just for the view properties. I can go on right click and I will be able to go add and if I select colors. Or filters. I have different options, as you can see, you can also add filters, but in this case, if I see color adjustment, I have different color adjustment. I can select for example, exposure. For click on exposure, I can define image here, image image, and I will increase the exposure. Here we can have the preview of the render. If I increase the exposure, take a glance, I will turn this render. For example, I can decide on my renders layers, sphere, number two, I can go right click and I will select, for example, color and I will go on adjust and why not to use? I can use also exposure, or I can use something different. It can be. Maybe I can go on the transformation panels or I can go also on the vectors. You have also some fitors that you can use. And if I use, for example, something like the glare options, and I will position this one here image image. I will click on the viewer, just like that. I can add a glare. I can add directly a glare effect, as you can see, I can increase, se hold mix, and I added a glare effect on this one. Now, what's happened if I go on my render image? Not only I can work with the layers, I can work with the transformation of the layers. For example, we have the composite here, and we have the view layers, we have the sphere number one, and we have the sphere number two, and we have the sphere number two. But the element will apply on the composite. Here we have the element on the composite ages deactivate here. We have different options, and If I just select this option, we have the viewer and we have the composite options. If I click on this composite, so it means I select this composite, and I go directly on the renders property, one more time renders render image. Here if we select the composite, as you can see, we don't have the composite here. We have the composite in the first position, and if now I select my sphere number two, I will have the effect only on composite just here. This is why it is useful because if you're selling the composite here, you will have the view inside the composite layer of not only the sphere number two, but with a clear effect. If for example I click here, sphere number one, if I activate the viewer, I increase the lightness, I can click on composite here, and I can go on render render image, and not only I see only this shees this sphere, I can see also the render increasing the lightness. And one of the last things that I'm going to show you if I go on this work and I change the scale value. Here, it is the scale value of your render. So it's not extremely interesting. It's just the scale value of the render, but you can do this and entering in the composite mode. We will see more of the compositing in details, but it was to show you that you can use also the layers inside this composite mode. 124. Compositing create scene: We are going to see how to work with the compositing and to work with the compositing, one of the first things that we're going to do is to cratosin. First, I'm going to click on the cube, and we will cratosin with a different element as we do before and first things to do, let's become a mesh, and I will select the plane. This plane, let's just go on the right. I will apply scale values. Here on the x axis, we will apply a value of Yes, six on the y axis will apply a value of eight and on the Z axis, we can tape the value that we want. After to do this work, let's duplicate this element. Rightly duplicate, I can press x to constraint on the x axis just like this. I will change little the value directly, we have the x axis where the y axis just here, on the x axis, I will take a value of four. Then I will move little this element, c rotation first, and I will turn with control, and I will apply a value on the y axis of 90 degrees. I will move a little bit this plane just like that, and about the location if I select the side view, I can go around this area, and here I can take a value on the axis of four. Let's before to link the two elements. Let's just add a texture. So I will click on this element. I will go in my ******** mode. And something that I will do in the sadding mode, is to create a new principle SDF. Let's click on the principal BSDF and Shift Control T, and thanks to that, I can go to search texture. I'll go on my descop texture and we will use just the floor texture that I have here, and I will select all the elements principle texture setup. It's okay for that. I will select the plane and I will click on, select the principle BS dF, shift control T, and I will search another texture. One more time, we'll see the same example and I will use the brick texture, and I will select all the element principle texture, BSDF and position this element here. As you can see, it's not very good about the mapping. So this is why I will change the value. So first, I will change the value here, we can change for I think we can reduce with a value of two. So Thanks to that, I can reduce the size of the bricks, and I will create a rotation on the daxes with 90 degrees. Perfect for that. I will come back to my layout model after to come back to the layout, we can have view just like this. Let's select the environment, and I will select my side view and Ion move this plane, and on the location, it will be to minus six, just like that. After that, I will add a table and I will select file. Let's go on Append, and on append, I will go on my descop and I will select objects. We are going to use one more time in this table, so I can click on this table, wooden table, and I have the object, and I will select this one. I will press S to scale the table, and automatically we will have some texture. First, I press S, I create a rotation. Exist. I can press control. Let's grate the rotation 90 degrees. I think about the rotation, it's not extremely good. I can press control. Yes. Just like that, it's better. After I can try and move the table and move the table around here, I can press S to scale a little bit more like that. I think it's too big, let's reduce. It's okay. It's okay for that. Now, I just need to set a camera and set a light, so for this, I can use my camera reviews and after to use the camera reviews, first, I will change the position. This is my camera review. Something that I'm going to do is to change the position. I can click on the camera. Just drag and move the camera like this on the y axis also and on the axis. Then I will turn a little bit, move on the axis and turn just like that. Let's just change the position one more time, and I can move on the axis to be close like this and on the xis here, and obtain this type of render. So it's okay for that. I think we have an interesting view. So this will be my camera reviews every time when I will click here. If I create a render, I will obtain this. Okay. If I just click, I can also set a light, so I can click on my light, change the position of the light just here, and I will increase the value, I will go on the right. And what I'm going to tape, I will change for 20,000. This is the first things to do. If I click on this area, we'll upturn this render here. Maybe I can move a little bit the light, select, and just on the x axis, I can go a little bit on the back just here. But here, I think it's too much. Stay around this area, I think. So it's okay for that. So first things to do, we have created this scene and show you how to work with the composite. Okay. 125. Compositing understand principle: We're going to continue with the compositing, and one of the first things to do is to understand the principle of the compositing. When you go on this area, you can see the compositing mode, so I can just click here. As you can see, nothing appears on this area for the simple reason that we didn't have created a render. If you want that something happen, you need first to create a render and after we'll be able to activate nodes. If I take a glance at this compositing mode, we can have a view with an animation here. Here we'll be able to work with different nodes and on the right to have also some active tools and view options that we can use. If we go on the right, I will have also directly some options about the scene. Let's first come back on layout just here, I will activate this view, and we have prepared the camera to obtain this render. Now if I go on render, I will select render image, and I will craft this render, thanks to that, if I want to apply some modification, different type of modification on this part, I will be able to do this on the compositing. When I go on this area, as you can see you have a view layer just here. I will come back and now I will activate compositing and on the left, you will activate use nodes. What I can see, I can see composite now appearing on this area and on the left we have render layers with this render. If you want to have the composite here, because if you deactivate the nodes, you can use render render image. And when you click on render image here, you have the composite, but you don't see anything. So now on the right, every time when you use the compositing you will have now composite also. But I don't see anything for the simple reason that this is composite here, and I need to link the render layers to the composite model. Now if I go on render image, I would have the possibility to see my render. What is the principle? You can activate something on the back. If I go right click, you can add different element, and you can add different nodes. Some things that I can do first is to here you have some input just on this area, and on this area, you have some output. You can find again composite. If you need to Add, for example, render layers and a composite again, you can work with different type of scene. You can go add input, and here you have seen and you can use render layers also. It is exactly the same that when I activated nodes. Well, it is the tool because you can also change the layer. Here we just have only one layer. But if you have multiple layers, you can also work like this with different composite and after to link the different composite, the final render will be what you activate. If I click here, I will activate this composite view. If I click here, I will activate this composite view. It's okay for that first. After the aim is to cutter render just to preview. To activate the preview on the back, you can go right click ad and you select to output and you can have viewer and you can position your viewer here. Now, nothing appears on the back, and something that you can do is you can link the image to the image here, and just directly on the back, you can see your image. One of the problem is depending on the size of your screen, it can be too big or not. Something that you can do is to go right click Add, and you have different options with transformation. These options are not directly impact the final render, but these options will impact directly the preview of the viewer. I can go right click add, and I will select transformation, and I will click I have rotate scale transform the best things to do with studios transform because you can have different type of option, you can use x, y, angle, and scale. If I click here, automatically, I can link the image to image image to image and take a glance about what I can do on the preview. I can use the scale value, and I can reduce the scale on the back. For example, I can use 0.6 or a little bit more. Maybe I can use 0.65 just on this area. Thanks to that, I can fit to my screen directly the preview. Don't forget that you need at the end to have the composite view just here. And why it is interesting. It is interesting because, for example, you will be able to make some transformation like add colors, and you have different adjustment. If I want to change little, the exposure, colors, adjustment, exposure, I can lend my exposure just here, image to image, and take a glance about what I can do, I can increase the exposure on my renders. One of the problem is if I click on renders here, the final render will be this one with a composite. And as you can see, we don't have this modification because we work on the composite and when we are here, one of the problem if I increase the exposure more to release the difference, it's only for the viewer. You need to put for example, the exposure just on the composite here. But if you put the exposure just here, for example, you put the exposure here. I'm going to remove this node. You can put the exposure here, because now we have linked to the composite, if I go on render, I can see the difference now in the composite view. But one of the problems is I won't see just on the back. The best thing to do is to click on exposure here. I'm going to link and lick here, and link the exposure here. On the last node on the last note, something that you can do is to press shift and right click and you can shift right click, you can add a new point like this. When you add a new point, totally at the end of your work, you can have multiple nodes here, you link and you divide, and thanks to that at the end, you can link the viewer and the composite. Why it is useful because now I'm pretty sure to have the render on the viewer here for the preview, and to have also the render in the composite. Here I'm working with the exposure, and if I go on render render image, I will have also the view with the modification. And after you can export your work, it means you can go on image. You can click on Save A and you will be able to export your work in different five format if you need. This is the principle of the composite. It is on your final render. If you need to make transformation like colors, if you need to make transformation different image adjustment, You can use this one on the final work. But you can also use the compositing just you can import the image in blender, and you can use the compositing to make photo adjustment in blender with to work with models. Just to improve a picture, it is also possible. You have different type of nodes that you can use. You can also add mask. You can also use some transformation, but the transformation is more for the preview. Okay. So it's okay for the principles, something that we're going to do first, it's to select these different nodes, and we're going to remove here. And we can deactivate the backdrop, use node, and I will come back to my layout first. Okay. 126. Compositing edit views: We are going to see how to add outputs on the scene in the compositing. For this, something that I'm going to do is to one more time go in the compositing. Let's just click here, and when I click here, one more time, I can use backdrop just on this area and use nodes. We have the last render as you can see, and I can come back with add here, and I will select directly specific. Thank you. I can also go on my render, click here render image, just on this area, and as you can see, they say no render output nodes in scene. So this is the reason for which I will come back to my compositing mode and I will right click add input. And on the scene, I will select just the renders layers and put the renders layers on the left. What about the output? When you go right click add, you have different type of output just on this area. I think I need to click here, but I will make some adjustment when I will add my output. When I go on output, you have composite split viewer and view wear. Just here. You have also a file output. It is something a little specific. You can edit the final file with the base pace just on this area. But some things on which we are going to focus to go right click add output, and composite split viewer and viewer. If I on composite as explained before, you have your renders layers and every time you link the image to the image, and after to do this work, you will be able to create a renders. If I go on renders renders image, I will turn my render just like this because we have renders layers and we have a composite. The composite will be the final render of your work, and you can add different nodes before the composite. If you go right click add output, you can select also a viewer and a split viewer. If I select the viewer just like this, as you can see, we lose the image on the back rooms, and it's definitely not a problem. You can just link the image here to the viewer. When I link the image to the viewer, I can see my renders as you can see. And the viewers is different of the composite. The viewers is just a preview of your work just on this space. Preview of your work just on this space, and the composite will be the final render with your transformation, as you will be able to see in the render image. And when you will export your work like image, if you need to save as, you will be able to save your composite view. Some things that I'm going to do is to make some transformation. So for example, I can click on A. And I will select just here, color adjust. One more time, I will use the exposure. I will position the exposure just here. I will increase the exposure, for example, thanks to that on the back, I can have this type of modification. But I can add another element, add color adjustment. Let's see L for example where the color correction or use saturation value. Let's use this one image image, and I can increase the saturation of my image to reinforce the colors with the saturation options. But as I explained, it's only for the viewer. If I want to have the view inside on the composite, so it means for my final render, I can deactivate this node. On the last node here, I will press shift and right click at the same time to create a line and after I can split with a new point, this point. And this point now I can link image to image. Thanks to that, I can have my transformation not only for the viewer but also for the composite. If I go on my render options, render image. What you can see it is the view with the transformation and we are in the composite. If you click on view layers, you just have your normal views with the camera just here, and if you see composite, it is with the transformation. Let's just click here. The last possibility is when you go right click add output, you can select a split viewer. What is the interest of the split viewer? For example, I'm going to remove the viewer here and delete. Here we can also maybe we have this one. Let's just this point, I can click on the point and press delete. What is the interest of the split viewer? You can have two types of renders layers, right click add input, and I can select renders layers, just like that, and put the render second render layers here. I still have exposure, U saturation value. An filing image to this one, I can have just the alf of the render. This is the type of thing that you can do. Let's just deactivate here. Let's deactivate also this node and let's deactivate this node. Just keep the exposure and the U saturation on this area. If I link image here to my split viewer, just like this. I I link the image here to my split viewer, you can just split on the back with Alf on the x axis or on the y axis, and you can select a factor. Here it is the same because I don't have any transformation, just the render layers and the same one. This is why you have the feeling to have only one image, but we have two image in reality. If I select exposure and I put the exposure on the first one here, now you can see the difference and on the part on the right, We have the view with the exposure, and I can use also on the x axis or y axis, and I can use a factor to increase. It is only for this part. I can use also the U saturation value, and if I go with the U saturation value here, I can increase my saturation and only for this part. Now, what's happened, the composite, you can put the composite weather on this part on this part or you can also put two composite. For example, you can split here. You can press shift and you can split at two nodes and you can link composite here and you can create an der composite. Add output composite and put anoder one just on this area and link this point here. You can make the choice now if I click on this composite, I can make the choice to have my render with exposure, for example, render image. I have the render with more exposure. I increase too much the value just to really see the difference, but it sure it's too much. I'm going to click here. If I click on this composite, activate this composite. Now I go on render and I'm going to have the render with the saturation, just like this. This is why when you click on the composite, you can select what composite you want to have. In this case, the split viewer can be interesting because you can work with two different types of views. So it's okay for that. Some things that we're going to do. It's I'm going to remove the split viewer just like this. And I can go one more time with adoput we can just activate also a viewer. And if I activate just a viewer, I will obtain this render. Let's remove all the element here, can activate and the backdrop and come back to my layout. Okay. 127. Compositing edit images: We are going to see how to edit images in the compositing mode. One of the first things to do here is if I go one more time in the compositing mode and I decide to activate the nodes here, I can go right click add input scene I will select, one more time renders layers. One of the problem if I click on add input output, and I just select composite here, and I link the composite image to image just on this area. One of the first things to do, I don't see my renders because I need to go on renders first. Let's click on renders render image. And one more time, I can see the view of the camera in the composite mode? Let's remove this one. Now I'm going to remove the renders layer composite again and let's just add one more time. The input scene and select renders layers. After that, click add output, and we will select a composite and click add output, and we will select a viewer. I will link the image to the image and the image to the image. What type of a possibility you can have to edit this image when you go right click and you select some input options you have different possibilities here. I want to show you the first thing that you can do is you can import any image and you can click on image here, and this image, you can go open on your computer, you can select an image. For example, I can select in my library. I can use this one with the Oceans. As you can see nothing happen because I don't have the viewer. But I can go right click add and directly select output viewers, and when I apply a viewer, I can link my image to this viewer. And if you have multiple viewer, it's definitely not a problem. You just need to click on the viewer that you want to activate the view that you want, and you can activate multiple image if you want. Why it is useful because you can just use blender for photo adjustment. It's possible to use blender for image adjustment. And for this when you go right click add, you have different options just here about color adjustment. If for example, I want to work with the brightness contrast of my image, I can put brightness contrast here. I can increase the brightness value. Just on this area. If I want to make an oder transformation, I can use colors add. I will see the color adjustment. Let's work, for example, with the U saturation value. On the U saturation value, I can increase the saturation to reinforce the saturation of my image. But you have also other options if you need. You can just use blender to import any image and to make color corrections. If I just select all this one, I will press delete on my keyboard and let's just activate this fewer one more times. On the type of options when you go out, you have different input. You are, for example, the bouquet image. When you activate the bouquet image, you can put the image here. As you can see, nothing special happened because you only have one point of leak. So something that you can do is to go right click add, and you have different options here, different type of vectors. You have utilities, also, you have some transformation tracking, and when you go on mask, you have also different options. If I select filters here, I have also different type of filters that I can use. If I go on colors, I have also different type of colors. Something that I will do is to go add, and here we have different filters of blue, and you have, for example, the bouquet blue. I can activate the Bouquet blue, link the image to the image. I preview, you can see that on the races, how you can use the bouquet image because you can, for example, link the image just here and you can link the image to bouquet just like that. And thanks to that you can work with the blue in a different way, and here you can work with the angle rounding. You can also change your shape just on this area. It's pretty little long, but this is how you can work. You just need to use the bouquet image and you can link the image to bouquet and thanks to that, you can have a different render for your bouquet blue. When you go on the compositing, here you can see it happen, so sometimes you need to wait a little time to see the renders. Let's click on bouquet and delete this one and Bouquet blue delete this one. If I go and right click add input, you have also the possibility to create a mask, it means you can use a mask. If I just link the Alpha to the image to the image just here, I will have a render. Create something little specific because you can just apply a mask with something scene, and in this case, we are not going to see this type of example, the mask. When you go on add input, you have also type of element. And if you just click on texture, take a len, you can go on this area and you can also integrate the texture that you have directly on save directly here. But in this case, it is the same we are not going to use this one. When you want to make different adjustments, you can go on input first. And you have different options. Something that we use the most, it will be the image, the bouquet image. You can also add a mask. Here this is a different sense that we can use. A as explained before, this is some basic render layers. You can work also with multiple renders layers. While it is useful, it is useful. If for example, you have different layers, you can work with multiple renderse layers lexis. You can go right click output, viewer and, for example, multiple viewer, and you select the viewer that you want. I can select. Right click add input, and I will select a renders layer and one more time, I can go right click add input, and I will select output and I will select a viewer. But don't forget that you need also to have the composite. As explained before, you need also to have a composite. Right click. Add and just select output. One more time I can link a composite and right click add output and another composite. Here in this case, I just link the image to image. But as explained before, you need to use shift and right click and you can create a new point. When you create a new point, you can activate the last point, the composite on the last nodes. Here in this case, we don't have multiple nodes. After you can selk the viewer that you want. Here it is the same. Because we have the same background image. But depending on what you choose, you will be able to select the viewer or to select the composites at you want. Okay. Okay. 128. Compositing add filters: We are going to see how to add filters in the compositing. For this, one of the first things to do, we're going to go in the compositing, but first let's just crater render. So I can go in this area, just render the image first. As you can see, I can zoom meet so now we have this render image, and I will click on the compositing. Let's first use the nodes here. As you can see nothing up here. I need to repeat the process, add input. On the scene, I will select render layers, and I will go right click add select input, and I will apply a composite and right click add output, and I will select a viewer. After to do this work, I can move drag B this one, move little bit this one also here, and I will cut my link. Let's click on image to image first, and let's second click image to image with the viewer. After to do this type of work, I will be able to add filters directly on my renders. For this, let's go on right click, you have different hoops, de select everything first, right click add. When you go on filters, you have different type of filters that you can use. The aim is not to see everything but to see some filters, and you can also insert the image and use this filter on the image. First, you have different type of blur that you can use. If for example, I select. This one, the vector blur, I can just link the image to image. But one of the problems is here, it is for my composite. I can do this, but I will do at the end. I want to work with the viewer. Add directly colors, filters, blue, and do slic vector blue and link to have access to my viewer. I can take a little times, take a glance about the compositing time, and in this case, it's going to be long. You can work with the number of samples here, and you can increase the value. You have different options with samples here. You can increase the value of blur, and you have also a speed here. As you can see, we have a little blue on these pictures. You have other types of blurs that you can use, add, let's select filters, blur, and I will use for example, the bilateral blurs just like this, and I will link also the image to image and the image to the viewer. So now we can add a bilateral blue. We can work with a number of iterations, and is just to add a blue, and you have different type of blurs that you can use. I'm not going to show you all the blows. Just take a glance and filters blue, and I can select the basic blow. This one is a simple. You can link the image to image, image to image one more times. And by defod is a Gahenbl you have volar type of Gaussian blow that you can use, but by defold is a Gahenb and I can increase the size of my blow with this value just here. So I can change and I can take a deferent value to increase, you can also work on the x axis and on the y axis just on this area. Here's definitely too much, but you can decrease the value and you can work on the two axis. Let's go right click and delete. If I go right click again, add filters with different type of order filters that we can use. Example here, you have some basic filters, you have this one. When you just use image to image and image to image, this is a soft filters, and you can just soften your pictures, you have different options of soften and you can use different predefined models and take a glance, you can have different render. You can read it with C effect. We can make interesting render as you can see when you use this one. You have more options you can try with this one, for example, and you can convert for your renders. If for example a press shift and click, I can add a nodes here, but it's not what I want to do, shift right click here, and I can go in the composite. Here I can remove the nodes. On this area, I can remove the nodes, and I can click on this node and link to the image. If I go in my renders now, render image, I will be able, for example, to export a render with this type of view with this type of effect. I can select type if I want just here. Let's click on shadows and delete. Here I will go back with image to image like this. If I go on right click, you have a type of filters, you can select. For example, you have this one and link just the image to image, and it is just an effect that you can use. You can increase the size just here. Interesting effect one more times. Let's go right click Delete, right click add filters, you can use also, for example, you have a glare filters like this. You can link the image to image and one more times the image to image. You can work with the number of iteration change here, the quality, and it is another type of filters. Let's click on delete, add filters and you can use, for example, the pixel light filters, image color color here. In this case, the pixel filters, it's a little bit specific, and we don't link the image directly to the image. This one, we're going to go over. Let's just continue with filters. You can use also posturize filter image to image, image to image. You will add a posturize effect with a number of steps, it means it is like little to separate in different steps of colors, and the most you increase, the most you will be close to your image at the beginning. When there's a lot of things that you can do, let's click on ad and select filters. You have also this one that you can use, and you can link image to image, image to image one more times. But it's something a little bit specific because you have an element on the back, and as you can see, you don't surrender. This one, it is it is something little bit specific. You need to increase the land after to increase the length, it is not exactly a bluer, but it is something like this type of effect, and you can also decrease the value here on the left, and this value also on the right. So let's click on Delete. Let's click on this one, delete and delete the different elements. Okay. 129. Composititing edit colors: We are going to see how to edit colors in the composite. So it's possible to edit colors, so it means to make an adjustment on images in the composite. When I click on compositing here, something that I'm going to do, one more time, it's to here we have the parops. But one of the first things to do here, it's I will create one more time renders. So here we have the layout. If I just activate use nodes, as you can see nothing happen because I need to come back to my layout and I need again to create renders. And we have no renders output nodes in scene. After to do this work, I will Come back to my compositing and right click add input scene and I will select the renders layers just like this. After I will go right click output, and I will select just a composite view and I will link the image to the image just like that. As you can see, we don't have anything here because now I can craft the renders. So that's it. Now I have my renders. That's okay. I can zoom little out. As you can see, you can one more time delete this one, delete this one, and now if I go right click add, and I just select a renders layers, now we have the preview on this area. I will add right click output, I will select a composite and right click add output, I will select a viewer. I will link the image just here, and I will link the image just on this area. At the same time, I'm going to add a image because it is also important. When I go right click had, add input, you have different possibility and you can add a image. Add input image. I'm going to show you why it is interesting. Here you can open a new image, so I will click on Open and I will select image on this area. I have a image with Ocean, and I will click on this one. Why it is interesting because when you use the compositing, you can not only improve your image, but you can also have the possibility to improve any image. This is the render with my scene and my models. Something that I can do is to select this image here and you can take any image and improve this image with different photo adjustment using blender and using the compositing model. Something that I can do here also is to go right click add and I can go with, for example, input, output, and I will select composite also here, and I will go right click add output, and I will select just viewer on this area and link the image to the viewer and link this one here. As you can see, we can see this image on the back rooms also. So I can work if you select this viewer, I can see the object of my scene. If I select this viewer, I can find my image on the back rooms with this node. I just want to show you that you can improve any pictures. Come back to the viewer on this scene. I can go right click and when you go on the panels here, color, you have adjustment, and you have the different adjustments that you can use. For example, the first one, it is the brightness contrast. If I apply my brightness contrast on the viewer just to take a glance, you can increase the brightness here and I can work with the contrast of my image. Increase the bright contrast and work with the brightness on my image. This is the brightness contrast. After you can go right click add and we can see the color adjustment, you have the color balance. And when you work on the color balance, you can also keep for example this node, put the color balance here. At the color balance. I'm not going to talk too much about photo adjustment because we are in blender, but something that you can do. It's to work here with the he lights. Here you can work with the mid tones and here with the shadows. You can create a special ethic with little different colors. For example, I can add a little bit more red on my shadows here or this area, a little more blue on the height, something like this. This is a color balance. Let's just remove this color balance. After you can use multiple nodes at the same time. If I go right click add, I can select adjustment, it can be a color correction. If I click on color correction, here, I'm not going to develop too much hoops. I think it's not good with these nodes. This one, I'm not going to develop really because it is something more like really photo adjustment, and it can be a little difficult to understand. Here you can work with some contrast and you have different value and every time when you work with the value, you can work with outline met tons and shadows depending on the saturation, contrast gamma g and lift, something specific. You can really make adjustment with precision on specific area using the color corrections. Let's see on add delete. When you go right click add colors, I can select also exposure, you can increase the exposure. If for example, I apply this one here, I can select this viewer now. You can do this also for any photos that you can import, and after that, if I just click on this area, take a glance, I can increase my exposure, or I can decrease my exposure also on these pictures. Let's go right click Delete. If I go right click add color adjustment, I can use Gamma corrections. Let's link one more time the image and the image just here, and you have just to gamma corrections. Sometimes it's little like lighten or darken the image, but in a different way. For example, I can just darken a little bit. Right click add color adjustment, you can use corrections. Corrections will have impact directly on specific colors. So it means you can select the colors that you want. I have a lot of blue colors on this image. If I select here, we have different point, if I select this blue point, I can reinforce, for example, my blue colors because I'm working on the blue area. If I go here, as you can see, I can decrease the saturation of my blue colors because I put my point on this area. So you can work more with the saturation. Here you have different values. This is the value, the saturation value, and here this is the value. And something that you can do if I just take the blue area just to reinforce, but here I'm on value here on clic, you will just make transformation on the color and That is definitely not very good. I need to come back on this area. I'll just come back here on the U, I will come back also here. If you just tap with saturation, you can increase the saturation on your image on a specific area here just on the blue color. You can apply this if I just go right click and just dissolve, and this one I will use right click and dissolve. Let just continue. Right click add colors, adjustment you can use U saturation value. Let's position this one here on this example image. To image and image to image also. If I do a little bit, I want to first have the viewer, so I need to click on this nodes, and I can work with the saturation of my picture, increase or decrease the saturation on your pictures. You can also work with the use, so it means you will have impact to all the color to make some transformation. Here this is the value options. You can increase and decrease just like this. FC is just the impact of the effect. Deft will use one if you want to have less impact, you can decrease the FC. So for example in these pictures, why not to I can come back with my value. I can reinforce a little my saturation just to have to reinforce the color, for example. If I go right click add colors, adjustment, you can use also RGB curves. Well link this one and this one I will delete. What is the principle of the RGB curves? Let's link the image to image. You can work with the at lights, the shadows, the mid tons on the curves. For example, you can draw and move the curves, and here if you crate curves like this, you will lighten your pictures. If you crate curves like this, you will darken your image. And if you want to reinforce the contrast, you add a point point here. And when you dragon move this point on this ara dragon moves this point, this is a typical curse to increase the contrast. And to decrease the contrast, you go here, you go here, and this is a typical curse to decrease the contrast on this area. That's it. After you can add more points, you can add point here, point here, and you can make more corrections, specific corrections on the at lights and the shadows with more point. Okay. Not going to develop too much for the simple reason, it's more photo adjustment, but it just some bicycles. Let's go right click delete and right click add color adjustment and just select the ton map. If I click on the ton map, we're not going to use this toomch image image image image, you can just work with the intensity. One more time, we can work little exposure, contrast one more time, and we have some color corrections. But we don't use this one too much. I'm not going to develop. Mm hmm. 130. Compositing add transformations: We're going to see how to add transformation in the compositing. And for this, some things that I'm going to do. First, it's one more time, I will create a render, so I can click on renders Renders image, and as you can see, we obtain this render. So some things that I will do after to click on my render image. Just like this, I will go into the compositing mode and I will activate not right click ad, and I will select input scene and I will use a renders layers. Let's me a little bit. After that, right click add. We will select a output and we have the composite. As I explained before, the composite will allow you to have your final render in the rendering mode and then to export you work with, for example, modification. Let's click on right click add input, and we can also add here with the render layers, and in the output, we can see the viewers. We can g image to image, and as as explained before the viewer allow you to have a pre view directly on the background. It's not the fine it's not really final render. You need to put the different nodes, for example, if you make color adjustment for the composite. But as explained before, you can put the nodes here and after you can we shift and right click, create a new point. Okay. But first, let's see the transformation. When you go right click Add, your transformation, and here is the different transformation that you can use on your backgrounds. The first type of transformation, it is just only to focus on the preview. If for example, I silk rotate and I put rotate for the viewers, just like this, I will be able to enter a number of degras just like that. And something that I can do if I want to if I use the composite here, and I press shift shift and right click. When you press shift and right click, you can just link here and you can link the composite just on the last node just like that. Thanks to that it is pretty better, and for example, I apply my rotation. If I kick on render here, render image, as you can see the image is also turned and we will have a transparent bros. This is some type of thing that you can do. For example, this element is a rotation. Let's just go right click and delete. R click add transformation scale. When you use the scale value, you link the image to image, and here, I'm going to link the image to this point to have also the viewer and also the composite at the end. If I work on the axis I can scale on the axis and here's the Y axis. It is interesting because you can use the scale value for the composite, but also only for the viewer. For example, you can just make some transformation with your composite mode, so for example, here I can link just like that. And I will click on this point, press dt. For example, I can just scale only on the viewer to have directly a different preview, and to have something more interesting because, for example, depending on the sine of the screen, it's not very good. You can use the scale value for two reasons. The first reason only for the viewer, but you can use also the scale value for the composite. But you can use only for the viewer just like this. Only the scale value to have a render preview different when sometimes it's too big or sometimes it's too small. Okay. Now, let's click here and did it. When I go right click add, I can use transform. You can also use transformation. Here in this case, you will have multiple transformation at the same time. For example, you can scale one more time just here. You can also create a rotation, and you can also just drag and move on the x axis and on the y axis. One more time, you can use this just for the viewer, but if you want also for the composite, you press shift right click, you add a new point here, and you just need to link the image ops, not like this. You just need to link this image to this part. I will obtain this render not only here, also in the render image, final render, and in the composite. Let's just come back. You are a type of transformation. Let's just go right click Delete, right click Add, transformation, and I can use also translate. When you just use translate it just to link the image to the image, then the image to the image here, and you can just quote a translation on the x axis or a translation on the y axis. That's it. It's more useful when you work with the viewers one more times in this case. If I just go right click Delete. This is the type of transformation that you can do. It's useful for the viewers or for the composite depending of what you want to do. If I go right click add, you have a door type of transformation like this. If for example, I use display transformation. You can link one more time image to image and the image here. And you can use displacement, just like that. You have the x axis y axis, and you can work with x and y. But in this case, it would be more useful if you add a vector here, and you have different types of vectors like you have the curves, you have the separate x y z, and you can do something like this, and you could be able to link, for example, one of these to the vector. And you'll be able to obtain a scale value. If I separate this one, so this is a displace, and when I go on right click ad, I will select do type of element when you go on the transformation. You are, for example, the flip here. If you flip here, you can invert your image on a direction horizontally or vertically. Here, it's on the x axis. This is on the y axis, and you can flip on the x and y axis also. Let us go right click. It and another that I can show you, you have also different distortions. For example, where the lens distortion image mate you can create an effect with the lens distortion, and you can increase the distortion just like this or decrease. It is another way to work. This is some transformation that you can use in the composite mode. You can apply this just for the preview on this area, or you can apply this also for the final render. 131. Compositing master layers: We are going to see how to work with layers in the compositing. And for this, something that I'm going to do, first, it's to create layers. So I will go on the right, and we will be able to create new layers. I can't click here and just create new layers, and something that I will do is to change the name of these layers. But as I explained before, we need to create also different types of collections. So first, I can tap this will be, for example, the ground layers, just like this, so we can just ground. After I will be able to create new layers, I will click here, create new layers, and these new layers will be Wall layers. And we will create another one, so I can click here, and I can create a new layer again, and this one will be the table layers. Just like that. As you can see, I created different layers here. Now the A is to crat collection also. So to create collection, I can click here and I can create a new collections. And this collection will be for example, table. I will create a new collection again, but the collection is inside, so I need to try again move to be a little bit outside. Yes, like that. This collection will be The wall collections, I can deselect, create a new collection, and this way will be the cro collections. Maybe I can change for floor collection, maybe it will be better than croon when I go on this area, if I select croon I will rename for floor. So it's okay for that. After I will put directly so my plane here, I will put on the floor just like this. I will put the second plane on the wall here and the table directly on table collections, just like that. Inside this collection, we can rename. It will be just the scene. So I'm going to tape scene with the camera and the light. So we have seen collection, table collection, wall collection, floor collection, and inside we have the different object. Now, as I explained before for the layers, I will activate what I want. If I click here on the view layers, everything is activated. When I change for the floor layers, I will only keep the floor, and I will deactivate wall and deactivate table, just like that. So we'll only keep the floor as you can see, and we will keep also the scene collection with the camera and the light. I will change the layers for walls, and I wall, I will deactivate the table, and I will deactivate the floor to only keep this object, this collection. I will change also for table, and on table, I will deactivate the wall, and I will deactivate the floor just like this. After to do this work perfect. We have created these different collections and we have our different layers. If I go and render here, render image. What we can see, we can see our render first on the view layers so I can zoom it little out, but not only on the view layer. When we go here, we can select the floor layers, so we have only the floor. We can select the wall layer. We will have only the wall in the render and the table layer. As you can see, we can repeat the same process for the compositing, but separately for each layers. What I can do I can come back just here in a few layers and enter in the compositing. In the compositing, so use nodes, right click add and every time I will add first input with a renders layer just like this, and I will zoom little bit. We have this element. Something that I will do also is to go right click add, and we will add output here and we will select composite, and we will go on add output, and we will use also a viewer just like that. After I will link the image to image here, and on the composite mode, I will press shift and right click and I will create a line here to link this point to the composite. After that, I will add a transformation, right click add transform just here, and I will link image to image, and I will use the scale value and I will change for 0.65 to have all my image on my paros, we're going to use this base. I can click here, try and move little bit on this area. And something that I'm going to do because we have three layers with separate, I will select this block, and I can go right click and I can duplicate first time is this. I can repeat the process, right click duplicate, another times, and right click duplicate another times and right click duplicate another times. Now, what I can do here on my first part, this will be the view layers. For example here on this one, here, just below, I can change the layers for floor. So I can see only the floor here and if I want to see the render, I just activate the viewer, just like that. Here, I just go below, I change the layer for wall, and if I want to see the render, I click on the viewer. On this area, I will change for table, and if I want to see the render, I will click on viewer. I think I duplicate it one more time it's too much, so the last one, I don't need this part. Let's press delete on the keyboard. So, that's okay. So we have four renders layers, and every time we have the composite, the viewer here just put the transformation just for the preview. And what I can do, I can work separately. What does it mean? If I go on the last one, here we have the table, I want to make transformation only on the table. I select this one and I can go right click add, and I will slip for example in improvement about the color adjustment, and let's just select like exposure. If I click on the exposure, I can link my exposure here and I can increase the exposure only on this area, just like this, for example, here. And this is the type of thing that I can do. For example, for the wall, I want to make some transformation, so I can go right click add and I will select for example, color adjustment, let's click on new saturation and position the saturation here. I want to see my walls on the backgrounds. I need to click on the viewers. After that, I can change the saturation, let's increase a little bit on on the walls, and I can work also with the if I want to make color transformation just like this. Okay. After to do this work, let's continue with some transformation. I will click on my renders layers just here. This time, this is the floor, I can click on the viewer. Something that I will do is to go right click and I will insert an element. Insert a nodes, right click, hoops Let's de select everything first, right click add, I will slick one more time color. Let's go on adjustment. This time, I will slit for example, just a brightness contrast to make something simple. I will increase the contrast on my floor just here, and I will work with the brightness also, just like that. Now, what I can see, we have created these different options. Every time we have a node with render layers, the selected layers, and some transformation. Every time I have the viewer and the composites. When you click on the viewer, you can select what you want every time, just like this. But the transformation will be only on the composite selected. For example, if I select just the first composite with all the layers, and I go on re render image. Just like this, and I go on the view layers here. If I select, for example, my table layers, I won't have the transformation because I didn't selected this composite. I just selected the composite here with all the layers, and the transformation value because we have scale also for the preview. But if I click here and I activate in the composite the table, so I click on the composite table, viewer. As you can see, we have increased the exposure, I can increase a little bit more just like this, for example, and now I can go on renders. If I click on render image, I selected the composite of the table layers and if I go just here, so we can see only the table, and if I go here, I can see only in the composite, my table layers with this one. I think it's not very good in this case because we don't have a transparent background on this area, and will be better if we have a transparent background. Let me just to show you the principle of work. You can repeat this process. If I just click here, I select the composite of the wall viewer composite, just like this, so I see the viewer, I selic the composite. If I go on render, I will have the render of the walls with the improvement with the modification, and I click here this one. The last thing that I'm going to show you is I can click also on the viewer of the floor in the composite of the floor, and thanks to that, if I can re render image, I will see not only these layers in the composite, but I will see also the transformation. It means if I come back here in this case, it was dress the brightness and dress the contrast, like this. This is how you can work with composite and layers to make something not too difficult. It's difficult to understand this process with the nodes with the layers and with the composite. But if you repeat, you will be able to add the different nodes and really to understand the process. Something that I'm going to do is just to see all the elements here and delete. I can come back, for example, to my layout, and if I need here, we have all the layers on this view. It's okay for that. 132. Master vertex groups part 1: Okay. We are going to explain how to work with vertex groups. To do this type of work, one of the first things to do, I will select the cube, and I will press delete on my keyboard. It is very interesting to use a vertex group because you can apply some transformations. You can apply modifiers. You can work also different type of modifiers, but also particles only on a specific part of an object. For this, we will be able to select the vertices. One of the first things to do in this first example, let's become a mesh, and I will define a cylinder. So this cylinder will go on the right. I will scale a little bit with a value of two on the x axis. On the y axis, I will tape a value of two, and on the z axis, I will tape a value of eight. About the options on the right, let's increase little beat the number of vertices, just like this, but one of the problems is now increasing the number of vertices. I need to tap again my value, so let's work with two on this axis, two on this axis, and let's just work with eight on this axis. After to do this work, I will try and move litlebat my cylinder around this area for the example just above the light and my camera. After to do this work, something that I will do is to go in my edit model. When I go on my edit mode, I can deselect everything. First. When you go on the right, you can have access to the data property of your object. When you click here, sees the object data property, the first thing that you can see, it is a vertex groups. I will subdivide my cylinder with loop cut. I can click on my loop cut tools, go in the midle just here, and I will increase the number of cuts and on this area, let's work, for example, eight cuts, and I will validate this value. I would like to add particles after but not in all my object, only on a specific area. Something that I will do is to activate here togal x ray. Thanks to that, I can select a view like this side view and I can select all the faces in all the sides. I will create a frame of selection. I will select face mode and just create a frame of selection on this area just like this. This is the type of part that I will select, as you can see. After to select this part, I will go on the right and you can create a vertex group. I can click on plus here, and I will create a vertex group, and I will change for the group number one. Let's just take group number one. Something important to do is to click on ***. If you don't click on ***, it won't work properly, so don't forget to click on ***. After to do this work, I will create a second group, and I will click on this area just here, and I will create a second group. I can click on plus and I will take. Group number two. After that, I won't have to forget to click on A. It's okay for that. Now what we can see where the vertex, we have a group number one, a group number two, and if you want to change the position of one group, you can just invert with these different arrows. You can also remove a group or create new groups on the right. Now, what is the interest, I will deactivate the total x ray views and just come back in my object mod. In the object mode, you can add particles, you can add modifier, but this will apply on also object. Let's see with the particle first and after, I'll show you with modifiers. I can click on particle options just on this area, and we can create a new particle systems. After to create a new particle systems, we have emitters and hair, and in this example, we'll reduce air. After to do this work, what you can see, you can see that we have the air particles on all the cylinders. After I can increase the numbers, for example, just here, let's increase little bit with maybe 2000, I can also define the airline. But as I explained, it's apply on all my cylinder. Let's increase the number. Let's step. 12,000 maybe let's step a little bit more again, 20,000 here if I increase again, 24 tosand just like this. We have this on all the cynder but I don't want that. I want to apply on my vertex group. What I can do, I can go on the right, and you have different options here and depending on what you use, you will find sometimes the vertex groups. In this case, we can find vertex group here. You have custom properties, here you have texture and here you can see vertex group. And you have different options. In this case, the best things to do will be to use the land, but you can use different options. If I click on lane here. You click on this area, you have group one group two, if I s group one. As you can see, I obtain my particuls only on the top of my object on my selection of vertices. You can try with another one, but depending on what you choose, here, I think it can be interesting also. But in some if you use for example for rootenss, it's definitely not working properly. In this case, the length or the density will be the best. And I can apply also on my group number two. If I click here I can silk group number two and will be applied on the bottom of my object. This is why it is definitely and interesting to use a vertex group. For example, I can change again the number, change the air lane, but only on this specific area. Let's see a second example. I'm going to click on this one and just press delete. Let's just select monkey face and I would like to add airs on this monkey face, add mesh and I will select monkey. After to do this work, I won't apply I will just sc little be the monkey face. Dragon move also on the top, it is better to see the render, and I will zoom on the monkey face. I want subdivide in this case. I will just enter in my edit mode and I will silk different face on the top of the monkey face, and I will use selection of face. For example, I will silk this face. I will pre silk this one, this one, this one, this one, maybe, this one, this one, and on the back, maybe me I can slik this one, this one, this one and this one. Perfect. And I want to apply like air so it means these particles only on the specific area. And I can use the vertex group. I go on the right, and we can use the object data properties on this area, and I will create a new vertex group. After to create group, I can change. You can take what you want because we only have one group in this case that we just take groups, and don't forget to click AN After to do this work, I will come back to my object mode and I will go on the right particles properties. I will create a new particle system with plus. I will change from emitter to heirs. And as you can see, we have the hers on all the monkey face. I can increase one more time my value. Let's click on photos and first. Let's decrease air length first, just on this area, and I want to apply this only on the selections. So I continue, and if I slip here, I have the vertex group and I will silk ln and I will click on my groups, and I can apply only on this area. I can also try to work with the density groups, can be interesting also in this case, and I will increase my number, definitely. If I take one more time, 24,020. For Tzan just like this, I will obtain this render. I will increase the seeds, and I will work with the number of segment. I can find also more options for the heirs, but we're going to focus just like this. But the airline I can decrease. Maybe I can put a value around one and I can add airs just like that. If I want more, it's possible you just click on children. You have interpolated, and you have also the option simple I can use for example simple just like this. We didn't create it subdivision. This is why you have this render. If I change the density here and I change for the length, just like that, can have a different type of render here. This is the first example about how you can use the vertex group. After I will show you also how you can use with filers. Let's stick on the monkey face and just press delete. 133. Master vertex groups part 2: We are going to continue with the vertex group, and to continue with this, something that we are going to do first, it's to remove this cube, and I would like to show you that it's possible to use the vertex group in different modifiers. Let's click on at first mesh and we'll select the ecosphere. After to select this ecosphere, I won't apply subdivision. I will just enter in my edit mode, and I will just cut vertex group on a position of my sphere. Okay. Let's de select everything, select the face, mod selections, and you can activate also the togal x ray, and I will click on my X view just like that. After to do this work, let's resize, change the position, and I will create a frame of selection of the top of my sphere. We can do something like that or something like this. I think definitely it's too much. Here I can apply to the alpha of the sphere if I need here on this area. Maybe I can salk this area. After two silk this area, I will go on the right, and I will silk my options just here. Something that I will do is to use directly data properties, and I will create a new vertex group. I don't have to forget to click on ASN just here. I can create another type of selection. For example, I can click on this area or maybe I can just click on this one here, and I will create another vertex group, so I can click here, and I click on A. Okay. So let's one more time. Rename and I will tape group, number one, and here we tape number two, and I will click on a thing to be sure do not forget to apply this selection. After that, let's just click out, and I will come back to my object mode, and we're going to use the modifiers and apply these modifiers on the vertex group. Let's click on ad modifiers, and here we will use D form and we will use the cast modifiers. After to do this work, as I explained before, you can use different type of options like this, and you can work with different axis also to have some option. I can change for cylinder, here, x axis, y axis, or axis or all the axis at the same time, and it supply all my sphere. So now if I want to apply this only on a specific area, something that I can do, we have the option vertex group, like in different modifier, not on all the modifier, but in some f modifiers. I can click here ylixorop number one, and as you can see the modifiers is apply only on my vertex group. It means on the top of this ecosphere. Now if I go on this area, I can work like that, and as you can see it only on the selection of my vertices. If I go on the edit mode just here, you want to see the modifier, as you can see it's not working properly, you will be able to see the render only on the object mode. And if I sic the group number two, I can silk group two, and the modification will be applied only on my group number two, and I can create something like this, depending on the axis that I want to choose. If for example, I'm satisfied, I can apply this modifier. Let's see another example. And in this example, we will use the wire frame modifiers. But first, let's click on add, mesh, and define a cube. I will change the value of this cube by on the right, and I will change on the x value I will tape four on the y value I will tap eight and on the Z value, I will tap four also. Something that I will do it is to craft subdivision. I go on my edit mode, and I will go on the right click and I will use subdivide. On the options, I will add subdivision, not too much. I will just apply here. We can apply multiple subdivision. I think I can apply for subdivision. I will come back to my object mode and in my object mode, let's apply the wire frame modifiers. Kick modifiers, add modifiers, generate, and we will use wireframe. And as you can see, the render will be this. But now, if I want to apply this modifier only on the part. How I can do this, I can use the vertex group because we have the vertex group options here. I'm going to come back, remove this one, go on my edit options, and let's crack to vertex group. First, I click my face selection mode, togal x ray, and I will use for example this view. And I will cut first selection which may be on this part. On this part, I will go on vertex group options, data properties, plus. One more time, I will rename for for example group number one, and don't forget to click on A. I will cut another selection, just the selection of the element on the back may be this part, and I will cut to new groups, and I will change for group number two, and I will apply A. Here you have the weight. What is the weight concretely will be the power of the effect. If you decrease the weight, you will have just like a transition of the effect. Here, let's just keep a value of frame. I'm going to come back on the object mode. Let's deactivate the x rays, and I will add this modifier. Add modifiers generate and I will use wireframe. After to use wire frame, you can work with the sickness, as you can see. Something that I'm going to do is to change the vertex groups, and I will use group number one. I can apply this only on the group number one. After I can work one more time with the sickness, I can work with offset, as you can see. If now I want to apply on the group number two, I can apply only on the group number two, and it is the same way I can work with my parameter. You can also work with the factors, and you can also create a transition using the factors here. Okay. If, for example, I just come back to my edit mode. So for example, I go here. I use my edit mode just on this area and you have the data property. If you remove, for example, the group number two, you remove the selection. I click on remove selection or group number one, I click on remove also. What will happen, I can go on edit. I can go on my object mode just like this. And Now, if I go add modifier, you have see this selection, but if I come back on add modifier generate wire frame, and I change the vertele groups, groups number one, As you can see it's working, still working properly in this type of case, but if you select your element and you go on the edit mode, you select directly the data property, you can just remove a segment. It means you can remove selective part, just a selective part about what you have to. For example, room number one, I have selq one here, and I can decide to silk something more specific, like, for example, this phase is phase or something like this, and I will be able to click on remove something like that. But it's not extremely convenient. When you click on selection, here is my group number one, as you can see we have removed some elements just here. You can also click on deselect. So silic you can see your selection and dilate here. If you remove your group, you can remove here, remove here. I remove my vertex group. I I come back to my edit model, add modifiers and Ilic generate wire frame, and I go on the vertex group. Now, as you can see, we don't have any vertex group. As you can see, this is the interest of the vertex group, you can apply some transformation. You can apply particles, you can apply modifiers only on a specific area on your object and not on all your object. Okay. 134. Master shape keys part 1: We are going to see how to use the shape keys, and to use the shape keys, one of the first things to do, I'm going to click on the cube, and I will remove this cube. What is the interest to use the shape keys, you can work with this for the animation, and it is very interesting because you can take a specific transformation of your object at a moment, and you can work also with the animation. Let's just come at first adds, and I will select the cylinder. Add me cylinder. This cylinder will work a little bit with the scale value and on the x axis we will apply four on the y axis will apply four and on the yxis will apply two. So it's okay for that. I have this cylinder. Something that I can do if you want to start with the shape keys, it's to ground the right and you can find here. You have the data properties. So you can click on your element data properties, and on the data properties of the object, you can find the shape keys. And on the right, you have the possibility to click on plus, add sheet keys to the object. Let's just click here first. What you can see, you can see we basis. The active sheet keys by default, it's basis. At the same time, about the animation panels, I'm going to move little bit these panels just on this area. In my animation panels, which is a little bit more in details after, we have the first key frame at one even if we can change this and the first frame at one and the last frame at 250. By default, we start with the frame number one. Here I have basics. Something that I can do is to after that click on press, and I can add my first keys. If I add my first keys, I can create some transformation. Where to apply the transformation. If I apply just the scale value just here, and I apply the value of one, as you can see, nothing specific will happen. For the simple reason that you can use your edit mode in this type of case. What I can do I can slip my cylinder, just enter the edit mode, for example, I would like to take the element on the top, and on my key number one, I will press it to extrude on the keyboard, and I will press to scale a little bit, just like this. After to do this work, if I go on my keys number one here, my basics, on the basics, I will obtain this render and on the keys number one, I will obtain this render. And just below you can also do this with a vertex group, but it is a little bit more complex and you have related to what, and by default, you have related to the base, so it means the base of your cylinder. I will come back to my object mode just here and what happened? You don't see your extrusion, why you don't see your extrusion for the simple reason that you have the value, and you need to increase the value. When you increase the value to one, you can find your extrusion. Now you have some basics here, and you have the key number one, basics and key number one, just here. And you have the option relative few days activate the relative options here. It will be independent, here you can work with evaluation just like this, and will be like independent. You have your basic options, and here if it's relative, you can set exactly the size. But you can also work with relative here with the specific value. You have also the option relative to what basics, factly key number one, it is on this key, so definitely it's not interesting, so I'm going to keep my basics. Now, what I can do I can create, for example, a new keys. Let's just create a new keys. This is a key number two. On the keys number two, I will enter in my edit mode and I will select also a phase. But one of the problem is, if for example, I select my keys number two, I don't see my key number one, and if I see relative two, I can put keys number one, but as you can see, I won't have this transformation here. Even if I come back to my object mode now in my object mode, I can see the transformation here. But on my key number two, I can also decrease because I'm relative to the key number one. But if I come back to the basics, nothing will happen. Completely, what I can do on the key number two, I can make some transformation. On the key number two, I go in my edit mod, for example, if I go on this area, I can also press extrude on my keyboard and press to scale and I can scale on the different directions, just like this. I will come back to my object mod, and I will increase the value to one. Here was the basics where the keys number one and we have the keys number to at any moment, you can deactivate one of these keys and you can see your modification at different steps. But something that I can do also is to continue craton keys, keys number two. One more time, you can change relative two by default we have relative to basics. If you are relative to basics, you go into the edit mod, you obtain this render. If you silk relative to the keys number two and you go in your edit mod, also you will obtain this render in this case. Something that I can do to change keys number suit just here, and what happened if I create again an extrusion, I can create another extrusion, and this case create something a little bigger and I can press S just as this. I will come back to my edit mode, and this is the key number and I can increase just like that. What happened, it's not possible to increase more because I created I was working on the same base. This is why if I increase the value here, it's not going to be very good, but if I decrease the value here, increase the value here, As you can see, we'll obtain this render. It's also useful when you just want to move element, create some transformation. It's also useful we'll show you after with the monkey face. Let's just say this key and just press minus. If I just come back on my key one and on on mykey two, let's make something simple. You have play the animation here. For example, this is the basics on this area and you have the key one and the key two. For example, I decrease the key and I decrease the value of of this key also just on this area. I can make the choice. For example, we have some basics here, we have the keys number one, I can just click on this area and activate a keyframe. I can for example go at 40, and I can increase my value with one, just like this. I need to click here to activate another key frame. I can go then at 60, at 60, I can go on my key number two, activated value here is the value of zero, and I will be able to go at 100 and increase the value to one, and for example, activate the keyframe here. What is the difference between the frame and a key frame, frame is just a moment on your timeline. The key frames to define a specific value can be in this case, a position, a transformation, a rotation. It depends about what we do about the animation. I can just come back at the beginning, and when I click here, play the animation, I can obtain, for example, this render. So it is some basic about the shape keys, you can have more advancing and men's features. But already did to understand this basic, it was working with the animation. I'm going to remove this keyframe, just click here and remove. Okay. 135. Master shape keys part 2: We're going to continue with the shape keys. And to continue with this, something that I'm going to do is to delete the cube. And we will add another object. We have seen how to work with the sheep keys. Let's see a second example, and I will go and add mesh, and I will select the monkey face. I won't subdivide the monkey face, but I will create a rotation of 90 degrees on the daxes with control, and I will apply 90 degrees and I will try and move the monkey face around this area, and I will scale a little bit pressing on my keyboard, and I will go on this side view and just put monkey face just here. After to do this work, let them on the monkey face. As as explained before, one of the first things to do if you want to work with the sheep keys, it's to go on the data property, object data properties. When I go on the right, I can click plus a vertex group. After to do this work, not at a vertex grow because we have seen how to work with a vertex group, we will focus on a shape keys, and we have the basic first. This is our first position with this monkey face. Now I will add first key. If you want, you can double click, you can rename your keys at any moment if you want to change your key, you can just press double click and you can rename. In this case, I'm just going to keep keys number one. On a key number one, I will select my edit mode and I will activate the symmetry. What symmetry I will use, for example, the y axis. I will select some shapes, I will activate my x ray just here, and I will select this view. I will define, for example, a part of this here and I will use my move tools, and this time, I'm going to move. As you can see if you move here or you move on this area, it is not going to work properly in this case. So if I sing my Z axis just here and I can move, as you can see, it's not working properly when you are on the key number one. If for example I come back, so here we have the keys number one and you can change and activate again this one, and as you can see, it's not working properly. So I can go on my k key number one. It just come back and undo. I will click here and undo my panels just like this. And I will come back to my object mode and syllxoke number one. When I keep Syllxk number one, I will Okay. First, one of the first things to do is to come back with this transformation, so it's okay. Let's say object one, key number one, and I will go in my edit model. So as I explained, you can activate the symmetry, but it's not extremely convenient for example in this type of case, and you can create a selection and you can drag and move the selection just like this. Something that I'm going to do is to select for example, this part, and I will just increase here, and I will select this part just increase on this direction or again, this part and change on this direction. If I just come back to my object model. What you can see is if I deactivate this one, and increase my value, you can see the transformation appearing just here, and I can put the transformation to 100 and just add another key. Now this is my key number two. On my key number two, I can come back to the edit mode, just select the monkey face one more time, and I can drag and move anoder. Element. As you can see, about the symmetry is not working properly here. But if I activate x symmetry, now it's working properly, it was trained it was not working just before for some reason, let's just come back here, and I will apply the total x ray ops. Yes. Let's just come back here. I will select with my face option just on this area and dragon move in this direction and dragon move in this direction may be the heres. And I will come back to my object mode. I will increase the value just like this, and I will create a new keys, the keys number sue. On the keys number su I will go in my edit mode, and I will create a selection of this part and I will extend little bit on this direction, maybe just here. Something that I will do it also to create this part, select this part, and extend a little bit on these directions and come back in my object mode, and something that I will do it to increase the value to one. And I will come back to my edit mode one more time or just before to come back to the object mode to come back to the edit mode I select the object mode, click plus keys number four. In the edit mode, something that I will do is, for example, I will select maybe maybe I can select just to part that I didn't have selected, I can deactivate the total x ray like something like this, and I can increase on the directions, take this part, increase, and make this type of transformation on the monkey face, and I will go on my object mode and I created transformation, I can increase the value of one. Now I can use my animation. I can increase the animation panels on this area, and Something that I can do it we have the basics and we have the keys number one. On the keys number one, I can reduce the value to zero. If I reduce the value to zero, I can add a key frames here, I can add a key frame at one. If I do I move, I arrive at 40. At 40, I can increase my value to one and don't forget to activate here this one. And I can do the same thing for the key number two. I can reduce two zero. First, I can position my first key frame may be at 60, and I can just click here to start the animation. And I can go for example at 100 and at 100, I'll increase with one and activate the key frame. But something that you can do also is directly from the beginning. You can decrease the value directly from the beginning, but on the key numbers, we are key number four, but be careful, you need to do this before. And, so I can go and activate the keyframe one more time just here. Now I can go for example at 120, and I have the key number. If for example I decree I can decrease to zero, and the key keys number four, I can decrease to zero. Now if I go here, I will obtain this animation, but it's definitely not complete for the simple reason that I didn't have a value of zero at the beginning. Something that we can do is to remove the different keyframes. I can create a selection, remove this different keyframe is one of the first things to do. I can I have all my value. Here, you can decrease all the value at zero at the beginning, you decrease all the value at zero, and I will obtain this render. Now if I go in the frame number one, I can select the first key. Value zero, activates the key frame, go at for example 40, move to one and activate the key frame. Then I can go at maybe 60, silk the key number two, activate a key frame, and go for example at 100 and D move the value at one. I can select the key number. Oops I've forgotten the key number sway to activate the key frame. When I silk the key number say I can go why not at 120, activate a key frame for the value of zero and go at 160 on my timeline and increase the value to one and activate the key frame. Then I can go at 180, Clix key number four, activate zero the value, and go for example, at 220, work with 100 and validate. What we can see is now, if I move on the right, you can see everything is in green. When everything is in green, he thinks that it's good about the render and I can just come back at the beginning. If I select my monkey face, now, you can see the different key frames. If you want to see your key frame, you need to select your object. If I just place your animation, You can create, as you can see, animation with different step of your transformation in the edit mode. This is the interest to use the sheep case. It's difficult to understand the process at the beginning. It's a little specific, but you need to work with transformation. If you work with extrusion, it is not the best to use the shape keys. It's possible, but it's not the best. The best thing to do it generate to create transformation on your object using the edit mode and you can work with different value and different keys. Thanks to that, you can crab create animation using keyframe. We have positioned different keyframes here to create the animation 0-220. If you want to remove shape keys, you just need you can change also the position of the shape key, but be careful when you do this if you have already created your animation. But you can click on minus if you want to remove the different shape keys. Okay. Mm. 136. Add particles part 1: We are going to see how to work with particles, extremely important, extremely interesting to work with particles. To have access to the particles, you need to go on the right and you can find particles properties. Thanks to that, we can create new particles systems. One of the first things to do is to select the cube, and I will go on modifiers. I will go not on modifiers. Not on modifiers, I will go on the object properties, and I will change the scale value little bit I will take on the x axis two on the y axis I will take f, and on the Z axis, I will take for example two. Something that I will do is to drag and move this cube and I will drag and move this cube around this area. What I'm going to do now, it's to first create a new particle systems, to craft particle system, you just need to go on the right and you select particles in the options, and you need to click on press to create a new particle systems. Now, what you can see, you have the emitter particle system and the hair particle system. First, I'm going to show you the emitter particle system and after we'll focus on the air particle system. In this emitter particle system, what you can do. You can find some emission and something interesting on the cube, you can find this little element. It is just one particle, and the particle will work with animation. So we can let multiple particles out with the animation. For example, I can draw and move a little bit my animation panel first. When I go in this area, you can define the number of particles, and something important, it is a frame start and the n. By default, the frames start is at one and the n is at 200. If you take a glance about the animation timeline. This is the timeline, and the start is at one and the n is at 250. So if you want, you can change the end at 200 and thanks to that, you can automatically repeat the animation when you are at the end at 200. But you can also change for you if you want to create a particle system with just 120. It's also possible. It will depend about the render that you want to have after. Here you have the lifetime, it is the time about how the particles will stay on the animation. First, let's see the principle. The principle is to the timeline, and here you can play the animation or you can press the space bar if you want. And when I click here, what's happened on the cube, you can see multiple particles like little sphere going outside of the cube, and when I arrive at 200, it is finished. If I go here, you have the number. So about the emission, one of the first things to do, it is the number. So if I just take ten. Only ten, I will have only ten particles coming outside. 1-200. 1-200, I will have only ten particles going outside and the lifetime of the particle is only 50. So after 50 frame, the particle is desaper. If I want the particle stay more, I can apply 200, and if I apply 200, the particle will stay during 200 frames. So it is something important to understand. And now, yes, the particle will stay during the 200 frames because the lifetime of the particle is 200. I can increase the number again. Let's take, for example, 120 just like this. You can also put a number of seats to have multiple different start from your cube. If I just come back, let's increase again 1,000 and I will obtain this render. If I just continue. You have the source and the source it is from the different faces of your cube, and you can change. You can change for the vertices, so it will go out from the vertices as you can see on the different vertices of the cube, and you can change for volume just like this. It depends about the use, and here you have a use modifiers, but in this case, we're not going to use this. After you have some options, here is the cache options. You can find the velocity. If I just come back emit from faces just like this, and I go in the velocity, you can increase the power with the velocity, and as you can see it will be stronger to go outside when you increase the velocity. You don't have only the velocity, you can chang also with tangent and you can have different type of render. If I come back with velocity, less velocity, like for example, just maybe a round two, Just like this or maybe a little bit less, I will come back with a velocity of one here. Something that you can do is here, we'll come back with the value of one. We can also apply directions. When I go on acan I select y axis, just like this. My My particles will go on the right for a simple reason that I work on the y axis, but I can go also negative value to go on the left in this case. You can repeat the process on the Zax axis. As long as you want, you can also work on this direction. Even on the Z axis, you can go on the top, just like that or on the bottom. This is how you can work with this type of particles. After you have other interesting parameters, you can also work with physics. You have the mass just here. Something that I'm going to do. You have it's to show you that you can also use an object to replace this particle by an object. Let just remove this particle system to reset the parameters and just create a new particle system, and I can come back with the basic parameters. Something that I would like to do is instead to have this small sphere. It is to have the monkey face. I can go on a mesh and I will select the monkey face and drag and move the monkey face on the right, why not to create a rotation on the Zaxes and press zipre on the keyboard. Let's just step 90 degrees. I will use my monkey face skeletal bit to have something not too big and how I can use the monkey face for the particles. I can click on my cube just here. First, I will go on the particle system, and I will change the number for 100. I will change the lifetime for 200, like in my start and end here. Something very important is when you continue, you have the render properties and inside the render properties just here. Render has A and you can change and what you can use, you can use a collection, but most of the time you can use an object, and I will silk for object. If you just apply node, nothing will happen because you have absolutely nothing. But in the case where I will use object just here and I can come back. As you can see, it's not working because I need to select the object. Just below you have object instance object, you click on the dropper and you select the monkey face. After to do this work, what I can see, a small monkey face are now going out of the cube. Maybe you won't see that because it is too small. I need to enter in render, and I need to enter and scale the value. If I scale the value, now I can click here and a lot of monkey face are going to fall outside of the cube. You can also apply more value. You have extra here, and it is more like parent particle, but something that you can do it in instant object, it is rotation. You can also create rotation of the monkey face just like this. When you go in this area, you can also use scale randoms and have different size of the monkey face outside just like this. This is how we can start with particles, and what is the goals after you can, for example, stop at a moment? Like, for example, I want this one, I can stop, and I will be able to quo render with, for example, multiple monkey face on a specific part. 137. Add particles part 2: We are going to continue with the particles. For this, we're going to make a concrete example about how you can use the particles with an animation. First things to do, let's lix this cube and go on the right, and just change the properties of this cube. On the x axis, I will tape a value of 12 and on the y axis, I will tape a value of 16. Then on the x axis, I will increase and I will work with the value of four, and I will go on my side view just here. I will use the snapping options, and I will move my cube just on this area just like this. You can move the cube and you can move the cube just on this area. After to do this work, I will select my cube enter in the edit mode and I will select the face on the top. Face selection, click on the face on the top and press delete on the keyboard, and on the option, you just need to click on face, and you can obtain this render. I will come back to my object mode and use the modifier solidify. Let's go on modifiers, and modifiers, generate, and I will use solidify. After to use this work, I will increase the sickness and I will activate even sickness to have the same sickness on the different parts, and about the values that we will use, I can just use maybe a value of 0.08, and I will just apply the modifiers. After that, I will craft a der cube, add mesh, and I will crat a der cube. I will drag and move this cube on this area. I will change the ratio of this cube with the different options, and on the x axis, I will tape a value of two. On the y axis, I will tape a value of four. On the Zaxis I will tape a value of two. Now I can position this element here. If I go on the option about the Zaxis maybe we can focus on 40 on the Zaxis. Let's see, let's cut a particle system. I would like particles or object go directly inside this cube. Select this cube first. Add directly particle system, click on plus and let's select emitters. Here, this is a number and something that I can do is to increase little my animation panels here first. After to do this work, I can start to play the animation. Can go left click and just click here. So multiple particles are going to arrive on this area. One of the problems we need to set the parameter. First parameter, this is my animation. So it is one to 200. Maybe I can increase to 250 just here, to have exactly like on my timeline, and the lifetime of the particle is just 50. This is why it's not going to fall directly because we just have 50 and it disappear because before to arrive on my order cube. So I will change the lifetime. Let's see, for example, 250 also. Now if I just come back, you can see the particles are going to arrive just here, but they will cross directly my order cube for a simple reason that on this cube, we don't have physics properties. What I can do, I will click on this cube just here, and I will add a physics properties. I need to click on physics and on physics, we need to activate to collision. Thanks to that, this cube, we have a collision properties and the particles will arrive in collision with this cube. Let's click on collision, and on collision, I have different types of option just here. And what you can see in the collision options, we have particles, collision options, and here we can see the permerability, stickness damping randomize, friction, and randomize again. If now I play the animation, one more time, Automatically, the particles are going to fall and create bound directly on my oder cue. This is why now we can work on this different parameter. But before we do that, it's better to work in with objects. So we'll go on a mesh and we will select something a little different like one more time, the monkey face. They just click on the monkey face. Move the monkey face on this area, and I can just press air to scale on the zx press shift, and I will go on the options, and I will take 90 degrees. It's okay. Now I replace this cube, I can click on this cube, particles properties. A has explained before, you can use render, you have also some physics, and this is why we can use a mass also in this area. But before to see physics, if I just use the render options, you can change for object, as has explained before. I instance object, you can select some monkey face. Now if I place the animation, multiple monkey faces are going to go here. I will increase the size so I can use the scale value just like that. Zoom little bit, and let's take a glance about the render. It's okay for that. But as you can see, I have big bond, so I think it's definitely too much. First, I will increase little bits of the scale value one more time. I can also reduce the number, maybe I can take 400 on this area, and I can play again the animation. If I don't I don't want to have exactly the bones. I can change the properties on my second cube on my second cube in the physics properties, so here we are in the physics properties, we can use collisions and in the collision options, you can change the different properties. Like, for example, the pipti if you increase the piptons at the maximum, we won't have big difference in this type of case, but this is a collision basics. If you increase the permeability, here increase the permeability to value of one. As you can see, now it is permeable, and this is why the monkey phase is going to cross. If you are in the midle you will have some monkey phase crossing and some downt crosses. Something that you can do is to use, for example, a dmping options, and when you use the dmping options just like this, As you can see, you won't have the same type of things. But yes, the permeability is at one, so it's not very good. Let's change the permeability at zero, and now we don't have the same bones, and we can have all this monkey face inside, and now we don't have the same type of render. This is the type of thing that you can do. You can also use randomize, so some will have bone things. Some are not, you can change for the frictions and randomize also. And why it is useful because you can just stop at a moment. For example, you can do something like this. After two do this work, I can, for example, stop around 200 if I'm satisfied, and I can cratonder with this type of view. For example, I can sick this view. You can for sure and materials and create a render with this. This is why it is useful. One of the problem is it's not extremely convenient to set the parameter, take glance outside, and for this, it's not every time easy to change that. Something that you can do it to work with these different parameters here. But you can work also on the cube, the first cube, and on the first cube, if you work in the particle options, you have also the possibility to go on physical property and you can phrase put the mass here. You can also change the damp and we can change the different value, and if I just come back here, and I start my animation because masses differ on the damp. As you can see nothing happen, they will stay directly on the cube. This is why we reduce the damp. I I reduce the dump it's going to fall but slower. As you can see, it's pretty slow and it's not enough to arrive at the end. I can decrease the damp. Let's try with this one. Yes, just like that. This is how you can work. It was an example about animation. Here in this type of case, you can also need to use a physics properties. 138. Add particles part 3: We are going to see how to work with particles. We have seen how it is possible to work with particles, but this time it will be with air particles. One of the first things to do is to select this cube and we are going to apply some transformation with a scale value, and I will apply a value of four on the x axis, eight on the y axis, and on the Zaxis I will apply a value of four. So after to do this work, I want to work with the air particles. To work with air particles, you need to select your object and you can go on the right, you can select particles, and it is the same way to start. You need to add a particle system first. After to add a particle systems, you have the particles options here and you can change emitter for air. It is just another way to work with particles. It is air particles. Let's just click on this one. After to click on this one, what we can see like multiple airs appearing on the different faces of my cube, and something that I can do first, it's to work in the emissions. If I work in the emissions, I can increase the number of elements. So here I don't have a lot that I can take a lot of more, I can take 20 or just 10,000, and you can work also with the number of seeds, and you can work with the air length just like that. After that, you also a number of segments for which you can work. As you can see the display is directly on the face, so this is why we have this render. Now let's press delete on the keyboard and let's see a second example. This is the basic things to understand. I will go directly on ad and I will select to mesh and here's something that I will silk. It is a UV sphere. I won't subdivide this UBS fh, but I can also go right click and just use the shed smooth. After to do this work, if I click on this one, I'll go on the particle options and I can create a new particle system and I'm going to show you on this sphere. I will select air. Multiple airs appearing on the different faces and I can change the number here. Decrease the number on this area, or if you can increase the number, as you can see you can really decrease the number, or you can increase one more time like this. If I work with the number of seats, I can also work with the length, and I can obtain this render. If really you want to have higher number, you have also the possibility to go children, and when you got children, you have no, interpolated and simple. If Ici for example, simple, I can change and increase the display, increase the render just like this, and you have also a value of shod, automatically, you can have this type of renders as you can see. You can use the interpolated. Sometimes it's little about the position on the different faces, and this is where you can also use interpolated. I take a glance about this render, we have a lot of errors in the right display around the sphere. When you go on the sphere on the sphere option in my collections, you can just see the modifier because automatically it generates a modifier. When I go a modifier directly, I have a particle systems. So this is something that you need to understand. If I come back directly to the options of my particles just here. Something important, also, you can change little the shapes. If I decrease first, I will come back to non and I will increase air lanes and I will decrease the number. After to decrease the number, just like that, and if I zoom little bit, you have different options with the air dynamics. With the air dynamics, you can enter with a quality step first here. We wanted to match difference, but something that you can you have also structure, collisions, volume here, and here see the render, I will show you why after it is using, you have the air shapes, and you can change the strain shapes. You can change the diameter root at the base, and you can change some tip options and you have also some diameter. You can change little bit with these different options. And you have also some field weight, here it is about the gravity is for the animation also if you want to use. In this area, you can also increase the number. If you increase the number, you can change and you can have options for the air dynamic, change the quality steps, and you can also here it is for the collision option, structure options. It will work for animation and physics properties. Let's see your last example. If I want to create something like grace, how I'm going to do this. I will add a plane and after I will create air particles. Something that I'm going to do first is to click on add mesh add the plane. I will go on the object properties and just change the value step on the x axis, for example, 12 on the y axis, we will focus with 16 and on the axis, we can tape what we want. And I want to add something to cut something like a crece. For this, I will use this particle systems. Particles plus craton particle systems, and I will use air particles. After to do this work, I have different options here. You have also some advanced options that you can use, and thanks to that, you can have access to some rotation, for example, for your element. I'm going to show you this. This is the advance you have also rec robot here, I'm not going to use. First, let's click on air here. And I can increase the number. Let's take, for example, 10,000. After I can work with the air length, I will decrease maybe with this value, and I can increase the number of segment. We have this type of render. If I increase with the advanced parameters here and we have the air dynamics on this area. But in this case, we can find some advanced parameter. We can change the number. Here, this is a source, so by default, we'll keep the faces. And we can apply some velocity and some rotation. Here is the velocity, tangent also, so I can turn because I'm in the advanced options, and this is some type of thing that you can do, so we can also change the tangent, and you have also some randomize, thanks to that, you can not have something strained and you can use this option. For example, I can use object velocity, increase little bit, randomize not too much, but little bit, and as you can see it's better to create this grace. I have also my randomized options here definitely it's too much, but I can use a little bit. And thanks to that, we have little curves, and it's definitely very great. We can also add rotations, and one more time, we can cut some randomize and a number of files. With to enter to match in details can have even angle velocity. The aim is to turn it bit and to change the render. Now, what I can do? I can add, for example, go directly in my report, and I will change for render end and I would like to use this one. Just before to do this, let just click on shading options, and I just apply your material so green material new. On the new options, I will click on my principle BSDF and I will change the base color for green. I will obtain this render. I think I can increase the rootenss just like that. Some things that you can do, you can also add if you want to add some texture. It is definitely possible. It can be, why not also a gradiu texture. You can link the color to the base color. But if I want to use a gradual texture and need to link the vector first, maybe I can just add one more time texture and select the Musgrave texture because we can select the color, right click add Converters color m, let's position the color ramp in the midle to C and color to base color. After that, to just create a little effect on my grace, I will select the first point first tops, and I will select a green color like little something darker because here it is not enough darker like this one. I will select my second color and I will click here and I will select another type of green color just little bit different like this one. Perfect. After to do this work so we can keep this type of parameters. If I just come back to my linear model, I can select this preview here. I've to select this preview. I will go on my particle sections, and I will activate on the right, the children. When I click on children, I can have inopoltd simple. Let's silk for example, interpolated, increase the number. Just, I think I can tape maybe 40 and just validate. After that, if I use the render preview just like this. As you get the light is not powerful, so I can just change the position of my light first, click on the camera. I think I remove the light, so I need to go and add and select the light point. Just here, I will change the position of the light on the axis, and I need to increase the strength. Let's step 20 Tsan first, and I think it's pretty good. If I just change here, let's step for Tsan definitely it's very nice and I can change the position of my light. Let's just work with the location, y axis x and I can change the position of the axis just here and take a glance is the type of render that we can use. 139. Add particles part 4: We are going to continue with the particles, and to see the particles, here, we're going to focus on the hehir particles. And for this, I will select my cube first, and on the cube options, I will scale the value and on the x axis, I will tape a value of four. On the y axis, I will tape a value of eight, and on the axis, I will tape a value of four. What I want to show you in this case is you can also apply particles using an object. So what I'm going to do now, one of the first things to do is to go on this area and again clix particle systems. Click on plus, and as has explained before, you can use the air particle systems, and thanks to that on your different faces, you will have this type of render. Something that you can do. It's here, this is a number. One of the first things to do, I'm going to decrease the number for 20, and I will just keep my element like this. Maybe I can do a little bit more, let's step 100 just to start. After that, I will add an object, and I will go and add mesh and I will just select a ecosphere. This is cosphere I will drag and move on the right, just like this, and I will scale a little bit of the ecosphere not too much to obtain this type of render. After that, w I can do, I can use the ecosphere as Inside the air systems. I click on my cube. When I go on the air options, exactly like when we use emitters, when you use air, you can replace the airs by the object. Let's continue here on this area, and what you can see, you can see one more time the renders properties. In the render property, you have render as pass by default, and you can change for object. If your Cilic no, you will have nothing. If your silic collection, you can choose collection in the instance collection. In this case, we will work with object. Most of the time we use an object, but we can use also a collections. When I go on instance object here, I can select my ecosphere. When I s my ecosphere, as you can see, multiple ecosphere arrive on the different faces of my cube. After that, I have the render properties, I can scale just like that. If I scale at the maximum, I will obtain this render, so I can scale. I can use scale randomized to have different size, and I can also go on the options here and I can increase the number of element, the seeds, and you can have different type of render. This is what you will be able to do using this option. If you go in the advanced options, and you see, for example, some rotation, you can use also some rotation. But here, it's not going to change too much, but you can change the velocity will have different size, can change also the tangent value. We don't see too much difference because it is a ecosphere but to glance about the rotation that we can obtain. Here we can change the different value. It was the first example. Now let's another concrete example. I would like to craft a plane like a croon and after to add element onsis. I will use add mesh and I will select the plane. Add mesh and I will click on the plane. I will scale this plane with the same type of value. I will go on the object properties, and on the x axis, we will tape a value of 12. On the y axis, we will tape a value of 16 and on the axis, we can tape the values that we want. I will apply a displace modifiers, but before to do this, I will use the edit mode, I need to subdivide, and I will go right click subdivide, and I will apply the number of cuts with 20 cuts. After to apply 20 cuts, I will come back to my object mode and I will use the modifiers and modifiers, and I will select directly deform and we will use the displace modifiers. After to use the displace modifier, I need to add a new texture. Add add a new texture. Go on the texture properties, as I explained before, and we can create a new settings with create a new. You can replace the texture with the type and you can see the cloud in this case. Let's just use the clue texture, and I will increase the tail bed maybe about the size. Let's work with this one, I can increase the tobd the dip, and I think it's pretty good for what I want to do. If I just come back to my modifiers, I can also increase a little bit of strength if I want just like this, and I will just validate my modifiers. Let's scale a little bit more. You can also scale on the zd axis if you want to soften the effect. Cut on your render this is not what I want to do. Let's just click here, and yes, because if I cut on your render, I just have my camera views directly on this area. Something that I want to do, let's just scale on Z one more time. Thanks to that, you can soften or increase your effect if scale on the axis. Let's add a modifiers, add modifiers, generate, subdivision surface. So thanks to that I can subdivide more and I have a bitter render. Let's increase with four level of views and swell of render and just validate. I will move a little bit my plane here. Now, what I'm going to do I will go and add mesh, and I will just select UV sphere. This UVsphere will position on the right, and I will change the value. I will scale on the z axis to obtain more something like that, scale on the y axis and scale on the x axis. Maybe I will work with scale z. Yes, scale x, and just cut some sing like that. I can use the right click Set smooth. I would like to repeat this object multiple times on my ground. How to do this, I will click on the plane, and I will select particles, create a new particle systems, and I will change for air. After to change for air, one of the first things to do I have the number, let's just squeeze number first, Let's just take 20. After to take 20, I will change the render as pass and we will select for object. When I click on objects, so you have no, you have collections, and we are going to select object. You need to click on stein subject and silk this one, and the object is now repeated. My sphere is repeated multiple times here. Some things that I can do first to increase the number one more times, and I can take 100. I can also with the air lane. Thanks to that, I can increase. If I continue, I can go in the render properties object and I can use the scale value one more times. I can, for example, create something like this. I can use a scale randomize to have different type of size. I can also increase the air lane just like this, increase the numbers. And this is the type of thing that you can do using the modifiers. I can add different rocks on the ground using this one. I techo glance is definitely very interesting to use. Let's decrease a little bit not too much, maybe like this, and I can click outside. This is the type of rando that you can do. Maybe it's too much. I can decrease a little bit more. Let's just work with 400. If I use my shedding options, I cannot turn this render. Something that I can do is that if I slixis, for example, this one, a caten I change the base color, for example, I change the base color, and I apply something more brown color slices. Why it is interesting is you can change the color directly here, let's repeat the same thing. I will go on add and I will select a texture. Let's again take the most grave texture and add. Let's select a converters color ramp and to a two different level of bronze color to color, color to base color, and I will select my first color just here, and I will select more this type of bronze color, and I will select my second color. Maybe I can make something darker, and I will sing my second color, go here, and I will work more maybe point color, but maybe not too dark like this. It's okay for that. If I want to have the colors here of the sphere, I need to click on the sphere, and when I click on the sphere, I can create a new. If I apply a color on this sphere, what you can see, it's going to be applied also in this area. This is why it is also very useful. And I can go on add. Let's repeat the same type of work. I will use texture. Musgrave texture, like to crack two color gradient and add texture, and I will select one more times. This time, I will use not the texture converters and a color ramp one more times. I will link the e to the C and I will link the color to the base color. Then first color, let's just click here and define some why not it can be a green color, like dark green color. I can sick the second point, click here, and I can selick another type of color. Ops think it is the first one. Let's sel the second point and another type of green color maybe like this. And that's it. That's okay. If now I come back to my layout mode, we can obtain this render. If I click here, I can have this view, I can also work with the light and click on my light here. Change the position of the light, first I increase. The power let's step 20 and dragon move the light with the object property on the Z axis. Just like that, I can increase more, work on the y, x axis, and maybe I can increase a little bit more the power with 40 Ts this is the type of render that you can do. As you can see, particles can be extremely useful. I'll just show you with some basic objects, so it is just a sphere that we convert and we work with the plane, but you can work with more advancs. If you take this sphere here, you press delete on the keyboard, all the sphere will be deleted, as you can see. So be careful about that, you need to keep this sphere. But it's not a problem, this sphere you can work after after that if you don't want to have this sphere, the render it is definitely not a problem. This is how you can work with the particles. Let's delete this object. 140. Physic force field: We are going to see how to work with the physical properties first field. To do this work, one of the first things to do, is to click on the cube and just delete the cube. To work with this physics property. Let's click on a mesh and let's select the plane. I will change the size of the plane. I will burn the right and I will tape a value on the exxis of two. On the y axis, we'll tape a value of four and on the axis, we can tape what we want. Maybe I will increase a little bit on the ex axis with s. After that, let's subdivide this element. Click edit mode, right click subdivide, and we will apply a number of subdivision. Like, for example, 20 subdivision will be great, we'll apply 20 subdivision. After we'll go into object mode. I will directly add the modifiers, add modifiers, and I will use the defore modifiers with displace. I will create a new texture so new here, and I will go on the texture properties, and I will change four clothes. I will obtain this render. I can change the size. Just here, I can work a little bit more with higher value. Let's focus with 1.20 around 1.20, it will be great. After I can just validate the modifiers. Let's come back on modifiers and just validate. I obtain this one. Something that I can do is to try and move little bit the element just on this area and crater rotation so I can rotate on the x axis and I can press control, I can check here, and I will apply 90 degrees. Then I will move this element just here. The principle of the physics force fields is to first we need to add a force field, and we have different type of options. Not going to enter too much in detail, the Amy just to understand the principle of the properties, and I will click on force just here. After to click on force, I can change the type of force that I want on this area. Here we have a force field. I can move a little bit and put the force field just in front of my plane. Just like that. I can also put more on this area. I depends about what we want to do, but we can increase the value of the force field. Know what's happened. We need to work with the animation. If I go here and I play the animation, nothing special happen. When you click on this element here, you go on the right, you can see the data properties. When you go on data here, you have some data properties for the first field. But something that I'm going to do is to click on this element first and I will go on the right physics and I need to apply something. I need to apply something here. If you go on this area, you have also some physics properties. By default, you have the force field activated. I will use this one and I will select, for example, close. After two select close, what's happened if I play the animation at the beginning, element is going to fall just like that. Something that I'm going to do is to just click on the field weight and on the field weight, I will decrease the gravity. And if I decrease the gravity, on this happen, as you can see the element is little moving for the simple reason that we have this force field, and I can increase the strength. Let's click on the force field. Go on the right and you have sitting parameters. First, you can change the point. You can change the share point, line, or plane. Depending on what you choose, you can then increase the strength. Let's just increase the strength. If I increase a lot of strength, take a glance if I just come back. I will obtain this render. It change also depending on the location. If you put this just in front, you will have more strain because the location is little different just like this. This is the principle of the force field. You add a force field, you can work with the direction because you can also create rotation just like that, and depending of the position, The element will move a little bit differently. Just like that. Here we have a strength. I can also increase with the flu. We have affect the location and the rotation, and if I just come back at the beginning, I will obturn this render. I can also increase more of the strength. The increase more with a value of 80, they just come back and play the animation and you can see the difference for the strength. If I just continue, you can work also with some wind factor, so you can increase. You have also the shapes, sphere, cs and tear bed depending on what you choose. You can have different type of render. It's important to have an element here with subdivision. If I just click on this element, I will have different type of render also depending of my close property. If on the close property I change for, for example, silk, I have different value, and for this reason, I will have a different render also depending on the force field that I choose. And if I just pick on the first field, go on the right, I can change the type. So for example, I can define something like wind and if I define something like wind, I cot something like that. As you can see the element is going to go on the top just here because we have a direction, but I can change the direction, create some rotation, and I can put the win just in front like this. Then I can go more on this direction, so I can move. It's not possible to move directly. You need to go on the object property and change the location of the elements. For example, I can put my element just like this, create a small rotation. Now I can play the animation, and I'm going to pull to push the element just on this area. This is the type of thing that we can do. If I just continually tell bit, I can click on this element, object properties, physic properties. One more time we change for wind with strength and flu, and you have also order type, it can be a force, so this is classical. But you can have type of things like freed flu, and if I just try again, here with this one, it's not going to work properly with this one, but we have also turbulence and I can try with this one. What is the. The is if you are satisfied of an effect, for example, I go here, and I decide I'm satisfied with this effect, I can stop here and just validate the modifier. You play the animation, if for example, you are satisfied of the effect, you can change and stop the animation. So for example, I can stop here or I can stop at this value, and I will go directly on the properties of this element. I have a clause If I go on modifiers I can validate the modifiers just here. And thanks to that, I can stop on this area. And I can craft this render. And if I want, I can add another modifiers and select generate subdivision to your face. Okay. 141. Physic collision: We're going to see how to use the physics properties collision. For this, one of the first things to do, we are going to click on this cube and just dig this cube. What is directly the principle of the collision. I will go on add mesh and I will select directly a plane. After to sal the plane, I will press S to scale little bit this plane, and I will go on this area, add mesh, and I will select just sphere. And this sphere, I will move a little bit on the top and I will go right click Set smooth, and I will position the sphere just here. Maybe I can increase a little bit more the plane one more times. What is the principle of the collision properties. First, if I select my plane, I go on the right. You can see physics and you can activate collisions here. The first thing to do, I will activate collisions on this plane. Then I would select the sphere and something that you need to understand if I want to put the sphere here, and I just apply collision, it's not going to work properly. Because if I want to play the animation, you need to place the animation, it's not going to work properly because I have two collision. Some things that I will do, I would change that. Instead to use collision, I have different options. I can use something like close or I can use something also like soft body. If I select a soft body, I will have different object parameter like friction mass simulation, and I have also other types of options. One of the first things to do if I just click here and just play the animation, as you can see the element is going to stay this. But here we have the gravity, if I just continue, as you can see, it's not going to fall directly here. We can increase the mass, and if we increase the mass a lot and I go here, Now, the ball is going to fall, but not enough because we don't have also enough speed so I can change and increase the speed, and I can just come back here and I will upturn this render. I will increase also one more times the friction. I will increase one more times the mass, and I will come back here. As you can see, I will upturn this render. If you increase the speed, something you can have booking, so I'm going to change the speed and change the value for just one, and I can come back here. And the body is going to fall and arrive directly and splash because I have subdivision. Something that I can do also, I have different options. Here, this is a bull, here we have the edges, pull, push, pull, push, and we can also change this type of value because we have a dam I will increase the damp, I will increase the plasticity also. And if I increase the damp and the plasticity, I will be able to obtain this render. You can also use the pull value and you have the push value. Pull push value, you can reduce here we have the length, and you have some things like, for example, the self collisions, and I can change with this value. Okay. As you can see the bowl is not going to splash in the same way. Now if I come back to my collision physic properties, here you have different options and the first options, it's a bod the particles, and here we are going to work with the particle options. If it's a solve body or close, you need to go in solve body close. For example, I'm going to stop here and just come back on this area, and you can focus in this case in the solve body close and if I work here, I can work with stamp sickness, inner infliction. I come back to the pole. I can change for, for example close. If I can close, deactivate the sof body, I can play against the animation, and I will obtain this render just like this. Something that I can do is to come back to my properties here, and I will silk collision. On the collision, you have different options. Like for example, you have the field absorptions. You have also the permeability. So if you increase the permeability at the maximum here, it's for the particle, so it's not going to change anything. If I work with the damping, you can also work with a percentage of frictions and I can increase. Okay. As you can see the ball is just going to fall and to have a collision with my plane. Automatically, you have modifiers, so you have modifiers, collisions activated. And when you click on this one, you have also the modifiers close activated and you can validate the modifiers if you want to have your final render. Now let's second example. I will add direct image, let's select a cube, and I will press S to scale on the axis, and then scale a little bit on all the axis. I will position this element around this area. The next step is to add a plane, so we'll click Add a plane, position the plane on the top and press to scale, and I will create an animation using the particles, physics particles and forcing students to burn the edit mode, and I will go right click and subdivide. We will apply a number of subdivision of 20 in this case, and I will validate. I will come back to my edit mode to my object model, and I will go on the right and I will select this cube. Physics and on the physics properties, I will activate collisions. Automatically, I have the modifiers collision activated, and I will select the plane and I will go on physics and I will work with close. Automatically I will have the modifier close activated, why I have this render for a simple reason that I need to come back to my animation to one. If I select the close here, I come back to the particles, just here, physics. I have different type of options here, but the field way that I have the gravity at one, so it's okay. If I just play the animation, I will obtain this render, but as you can see, one of the problem is, I think the plane is too close to the cube, let's just change little the position. If I play the animation, the element is going to go here, but as you can see, it's not extremely good. If I select this element, first, I can come back here, and I have now the collision properties. You can change with the soft body and close, and I can increase little beat the damping and increase little beat the inners, after to do this work, I can play again the animation. Okay. As you can see it's going to fall a little bit on the back, and if you position this one, you can also position a little bit here. But the properties. When I go on the right, I think I can change and just change can use this one, and here I have a quality step, tensions. Let's try with this one. Yes, it's going to stay just like this. I have the quality step. Maybe I can change the mass because I think it's too much, let's just try with less mass. Just like this. Here I have the viscosity. I can come back to my element here, and I can maybe increase the field aptons here and decrease again the templing and the inners, and I can try again to play the animation. It's pretty long, so I need to click here. Increase the mass, not too much maybe let's try with this one. Just like this. You can stop when you have a render here after it's going to fall so it means I can stop before. For example, I can come back here, and I can decide, for example, to stop here, just like this, and I will obtain this type of render. After it depends about different things, you can also scale the element, and if I scale more I will obtain this one. I'll just come back to my collision. Let's decrease this one, decrease this one. A about the field abstraction, I will decrease also. And I will work again. Okay. This is the principle. As you can see, it's not. In this example, it's pretty good to really have the plane perfectly on the element. We need to work with different options here. I have the clothes. I can come back and yes, reactivate the close, and maybe I can come back with the basic parameters. 142. Physic cloth: We are going to see the physics properties close. For this, one of the first things to do is to click on the cube and just delete the cube. Something that I will do first is to add mesh, and let's select the plane. I will press to scale little bit on this direction and S on the y axis on these directions. And then about this plane, I will subdivide. I go on the edit mode and right click subdivide, we'll enter a number of subdivision with the value of 20 subdivision. After I will come back to my object mode. One of the first things to do is to create a rotation of this plane, and I will create a rotation on this axis, and I will press control to constraint to 90 degrees, and then I will drag and move the plane little bit on this direction. Okay. So one of the first things that you can do to work with the close properties, with the physical properties close just select this plane, for example, I can go on the right, and I will select physics. I will activate close. One of the first things to understand when you click on close is you have different options, so you can use for example, cotton, dynam leather, rubbers and silk Depending on what you choose, you will have different type of physics properties. For example, for the first one, we have this vertex mass, we have this quality steps, tension, compression, and more. If I change for for example, the second one, the vertex max is deferent, the quality steps, the tension and the compression are different. Let's just slick the first one. When I click on the first one, cotton and I go on the back, one of the first things to do, you need to work with the animation. I can draw and move this animation, and if you just click here, the element is going to fall on the cron. But if you change the field weight, and you decrease the gravity to zero, where it will happen, you will have something like this. And we don't have many things to do because here now we have the gravity to zero. Something that you can do is to activate the pressure. When you activate the pressure, you will be able to have a render and the element is going to move here not too much because I didn't apply a pressure value. But if I apply a pressure value like one, the element is going to move on these directions as you can see. The pressure is too much. I can reduce the pressure. If I apply a negative value, I will work in the order direction, so I can come back at zero and I will obtain this render just using the pressure. I can use 0.2. I can change with the quality steps 20, and here we have different values, it is the vertex max, and you can make something stronger if you increase the vertex max, it will be slow. That's it. So this is how you can work. Depending on what you choose here, if I silk this one, I will have a different render because we have different type of properties. If you are satisfied, automatically, we have a modifier so I can go on modifiers and I can apply the modifiers just as this. And if I just come back here, I created this element. Let's see a example. If we go on add mesh and I will select a cylinder. I will press S to scale little B and S on the zd axis. And position the cylinder around this area. One more time I will add a plane add mesh plane, I will move the plane on the top, and I will press S to scale beat this plane. Okay. After to do this work, I will subdivide my plane, so edit mode, right click, subdivide, and let's enter one more time for this different example, a value of 20 subdivision. I will come back to my object mode. I can use two physics properties. On this one, I will go on properties physics, and I will activate close. And on this one, I will go on physics property and I will activate collision. So what happened if I play the animation. Element, the plane is going to fall directly on the cylinder and we will obtain this render. Depending on the parameter of the collision, but also the parameters of the plane. Inside the closed body, I can change for example, cliton one, and I can increase the vertex max here. For example, you can also use the bending options and increase little bit. If I just come back here, I will obtain this render, and it was pretty faster. If you are satisfied, one more time, you can go on modifiers, you can apply the close modifiers. If I come back at the beginning, I created this element using the dimion and the physical particles. I have also my cylinder if I want, I can validate the modifiers. Now, let's see a last example. I will go on add mesh and I would like to cut a pillow. I will crut a plane first. This plane, I will press S, and I will press S on the y axis little bit, and I would like to cut something like a pillow. I will go on my edit mode. I will go right click subdivide, and on the subdivide options, one more time, we will use a number of cuts with 20 cuts. After that, I will press and I will extra little bit just a little bit, this element, just like that. After to do this work, I will come back to my object model, and I will use a particles, not to particulate the physics properties, and I will work on close, and I can craft a pillow only working with the animation and the close properties. Now what happens if I go on the right. If I just click here, the element is going to fall and it is not what I want. To change these parameters, I will go on the right on the properties, and I will change the gravity to zero first. When I come back, Now, the element is fixed because the gravity is at zero. Now if I want to crat my pillow effect, first, I can silk one of this property, but we can use the first one cotton, and something that I will do is to add the pressure. And we're going to start, for example, with the pressure of one. When I use the pressure of one, I will click here and take a glance about what happens, we can upturn this render just like this. And this is the type of thing that you can do. After you can decrease the pressure. You can also activate the negative value, but if you activate the negative value, you will just go in the other direction, just like this. Something that I will do is to add the pressure and just apply a small value 0.4, and I will come back here. As you can see, it's not enough. This is why I need to change and to try with different values of pressure just like this. Here we have zero point let's try with 0.5. Just like that. It depends about what we want to do. You can also work with the vertex max, and you can do with this two value. When you work with these two values, take a glance, you can also obtain this render, just like this. I can come back with my vertex max. I can try with 0.4. As you can see, I think it's not enough. Let's increase 0.6 and we can do something like this. After we can just gradual little effect, for example, and you can move move move move and silk what you want. Can we just this render. If we have this render after that, I can go on my modifiers close, apply, and I will press Z and I will scale a little bit on this area. If I want to have a better render, I could add subdivision just here also. But in this case, I didn't do this. If I just come back here, I will come back with this one. One, and I will go on my edit mode and I can create a cut. I will use my cut and I will create a new cut here. I think it's pretty better, and after to add this cut. Maybe you can add also marker, but I'm not sure if you add too much cut on this area, it's not going to be very interesting. Let's try with just two. I will come back to my object mode, and with my close modifiers. Take a glance, yes, I have different type of render here. I can increase the vertex max just like this. If I go in this area, I can change one more times the pressure and just try mate deferent tries just like this, and we can stop for example here. Okay. For example, yes, I can stop on this area. Perfect. Maybe on the frame number eight, just here, and I can go the modifiers and apply the modifiers. After I can complete, add modifiers generate subdivision surface. Thanks to that with more subdivision, I can increase the quality of my renders and I can change with the numbers or renders and validate just like this. This is how we can create a pillow. After if you want, you can scale on the d axis to work with the different values for your pillow. Okay. 143. Physic dynamic paint: We are going to see the physics properties, dynamic paint, and to use this physics properties, one of the first things that I'm going to do is to click on the cube and delete the cube. It is a very interesting physics properties, and you can make different things, let's call a mesh and clic the plane. After two select the plane, I will press S and I will scale on this direction and S on the y axis also to create something like that. Let's just scale a little bit more. After I will subdivide, so I will go on the edit mode and I will go right click subdivide, and I will enter 20 subdivision. After I will go in my object mode, something that we can do is to use the skelting mode and thanks to that, I will be able to create something with different levels. I will just use my basic tools with a radius and just a strength with the first tool that we can have. I will just drag and move a little bit on these directions, and I will create something like this. I think I can increase my radius and can do something like that here, and I will decrease the radius. Yeah, I think it's okay with that. After to do this work, I will make some transformation. I will come back to my layout model, and I will apply the modifier subdivision surface. Modifiers, and modifiers generate, and I will use subdivision surface. We will enter a number of level of work with four and for the render. As you can see, upturn this render. Now something that I'm going to do is to add another element, and I will click on a mesh and I will select directly the UV sphere. I will just keep the parameter of this UV sphere, change the position of the UV sphere, and I will go right click Setmse and position the UV sphere on the right around this area. I can select my side view. After to select the side view, where to position this sphere, I can position the sphere, maybe just here, like that. You have the level of the plane, just a little bit more on the top, after to do this work, I will also keep this location in the middle. I would like to craton fic with the sphere crossing the plane and activate the dynamic paint. To work with the dynamic pain, first, we're going to selk the plane. I'm going to move a little bit. We need to work with the animation. Let's click on this element. I will just validate my modifiers, and I will go on the physic properties and we have dynamic paint. You click on the object and you activate dynamic paint properties. After that, you need to select the type canvas and brush. In this type, this one will be the canvas and the sphere will be the brush. You need to select the type. After that, it's the setting parameters at canvas. When you had a canvas, we have a surface here, and we can select the format, by defolt will use vertex one more times and you have a frame start and frame end. It correspond just to the length of the animation and by defolt start here one and n 250. We can also if we want decrease, I can pp tape. 200 just here, to crati animation on 200 steps, 200 frame. If I continue, I have the surface with the surface type. In this case, I don't want to work with paint, but I will work with display. After to work with display, thanks to that, we can apply unific of the sphere directly on the plane. When I go on the right, you have this value, we are going to keep this value, and here we have some dissolve options. I won't activate this one. The second step is to click on the sphere, and on the sphere, I will activate dynamic paint, and this time we will change the type for brush. After to click on brush, we can add a brush. After that, you can select a paint color, but in my case, it's not very important because I'm not going to focus on color. And something important, you have the source paint, and you have different option, we will use the mesh volume. After you have the velocity here, the ramp, let's just keep this parameter. It's more for the color and you have so wave options. Now I can come back and put my animation at the beginning. Something that we need to do is to add a keyframe. I have my sphere here. When I go directly on the object properties, here we have a location value. For example, I can activate a key frame or I can press on my keyboard. And I will change to select I can just use location, but let's use location rotation and scale just like this. I created a keyframe and I can just go in, for example, 200. At 200, I can and move the sphere on this area. At 200, I can press. I again on my keyboard and select location rotation and scale. I can play the animation just like this. What's happened, take a glance, what's happened directly on the crow, we can craft this type of effect thanks to the dynamic paint. I can m ly tell it and I can turn this render. You can also add more point if you need, for example, I can drag and move this point more on the directions. Just here. Let's do this again. I need to select on this key frame, and I can dragon move the keyframe here. If I just come back, I can cred this effect. Okay. Something that I can do is, yes, just click on this key frame or reduce at 60. For example, I can go at 120 and at 120, I can go in another direction. For example, I can drag and move the element. Just like this, like this and press on my keyboard and location rotation and scale, and I will go at 200 just like this, and at 200, I will try and move on these directions, and I will press on my keyboard, and I will select location rotation and scale. I will come back at the beginning. Now what happens if I play the animation, can grit something like this. Just come back and do also this type of work. After it depends also on the position of the sphere at the beginning, and this is the reason for which here because the sphere is little up, we don't have any render on this area. Just because of the position of the sphere at the beginning. As you can see the sphere is not located here, but it's more located here. If I decide to remove these different keyframes, I can press Delete and I can come back at the beginning just like this. I position so my sphere in a different way. For example, a position, the sphere, I can scale a little bit the sphere and position the sphere more, for example, like this. After to do this work, I can position also here. I repeat the same process and at one I can press on my keyboard. Location rotation and scale oops. It's not what I want to do. Right click, press on the keyboard and location rotation and scale. After that, I will go for example at 200, one more times, and I will try and move the sphere here, and I will press h on my keyboard, location, rotation and scale. If I come back here, can play the animation, and we can obtain this wonder. You can position the sphere little bit below and automatically the element will be move like this. So I can stop at 200. Automatically, if I go on modifier, we have a dynamic pain modifier, you can apply and you can see the element, and I can apply the modifier also. I will obtain this render. Can click on this plane and drag and move. After while I have this type of render because I didn't subdivide more my sphere. But if you subdivide more and just she smooth, you can have something smooth also on this area. Okay. Okay. 144. Physic soft body: We are going to see the physics properties soft body. To use the physics properties, one of the first things to do is to click on the cube and to delete the cube. After that, how we will work, we will click on add here and we will add a mesh and we will select a plane. After this plane, I will scale so I will go on the right, and I will enter different type of value and its step eight on the x axis, and step eight on the y axis, and one more time, we can take what we want on the axis. The second step is to add mesh, and here we have different type of options, and what we will use, we will use the U V sphere. And I will change little bit my UV sphere and increase my number of segments, and I will work with 80 of the segments. For the rings, I will work with 40. After I will move little bit, the sphere position the sphere here, and the scale value, we can keep a value of one here. It will be pretty good. It just move little bit the sphere here. One of the first things to understand if I go on the soft body, so I can go on the right and you can select physics properties and we can use soft body. When I click on this area, you will have also on this one to apply your do physics property like for example, collision. But if I just click on this one, first, I activate soft body. You can go on the animation panels here, and when you go on this area, take a glance about what's happened. It's going to move little like this and after you will have different type of properties. If you're selling the field weight, you can also here you have the gravity, so you can make the choice to decrease the gravity, but if you decrease the gravity, nothing really will happen here, the properties of the object, something very important, it is the frictions, and it is the mass value. If you increase the mass value, you will see so much more movement with your sphere. For example, I can increase like this. If I just go on the animation, I can play the animation, I obtain this render. Now if I put the gravity at one, As you can see, it's going to fall, but not totally too much, it depends just on the mass that you are going to use. You have also some self collision that you can use, for example, if you use a self collision, it will be pretty long. But something interesting is take glance about the render when you use the self collisions. Just like that, and it's going to stop and it's going to move just like this when you use the self collisions. But if you don't activate self collision, you deactivate this one, you just come back. As you can see, you won't have the same renders. This is why self collision can be interesting also. If I move a little bit my hoops, yes, my sphere, just on this area, but I can come back to the view number one. So if you increase a lot, the mass like this one, it's going to fall like this on the cro. Now, what's happened if moreover I click on the plane and on the plane on the right, you can activate, for example, collisions. So I can activate of collisions, and now if I play the animations, the sphere we go directly on this area, and we will have this type of render Okay for my element. If I just go here, I'm going to stop. Yes, it's because we have some subdivisions. I'm going to click on this sphere, remove this sphere. You can add other type of things. If for example, just add the monkey face. I can click here and I can create a rotation on the daxis with control, and I can take a glance with 90 degrees here. Now I can move little beat the monkey face on this area Zoom and let's just go on the physics properties, and I can use soft body. Now what's happened if I increase the mass and increase the little beat the frictions. I decide to place the animation with a monkey face, I'm going to have something like this. So now if I activate here, as has explained before, you can use the self collisions. And when you use the self collisions, as you can see the tel strains like it dapper. It's not really dapper, it's because of the different value, so you can decrease the mass and decrease the frictions. But yes, in this type of case, it is not doing because we don't have too much subdivision, we can work with this type of value also, but take a glance, we obtain this render, and we have also dampening. Something that you can do. If you deactivate self collision, you increase the mass, and if I increase the mass, the monkey face is going to fall directly on this part, like this. Something that we're going to do is to go on add me, let's click the UVsphere but this time, not subdivide, and I will just draw again with the UV sphere, just like this. Oops I think it's too much subdivision. Let's click on add mesh. UV sphere one more time, and I can move on this area, oops, I'll just come back, add mesh Vsphere on the option of the UV sphere, I will reduce for 32 here, and the number of rings, I will apply 16. After to do this work, I will move a little bit the UV sphere. I think I have another one here, let's press delete. And one more time, I just want to show that if you activate the soft body properties, and you use, for example, the self collision just like that. And you take a glance, you will obtain this render with a self collision. After you can increase the frictions, the mass, but something that you can do is inside the self collisions. You can, for example, work with a dampening like this. In this case, you don't have too many change, but if you reduce, Yes, can have this type of render as you can see. And so you can work with Dam panning you can change little bit this value. You can also change with the ball size, and you can change also this one. And it's going to increase just like this. Definitely, you can make interesting render. You can also increase the mass if you increase the mass, moreover, it's going to fall on the ground because it's going to fall like this. At the same time, it's going to have some transformation using this one. You can use with collision, but you can use only with one object. You only use the solve body and you use self collision. It's going to be a little long about the render here, so it's not pretty good when I recount the screen at the same time. So you can just work with this value. You can also work with this value and take a glance, you can increase little the size of the sphere and upturn this render. Here, I have too much mass so I can reduce, and if I reduce a lot, I will upturn this render. Okay, for example, you can stop. If you go and modifiers, you will have a modifier soft do body and you can, for example, apply the modifiers. In this case, I can obtain for example this render. 145. Physic fluid: We are going to see the physics properties freed and to do this type of work, we're going to click on the cube first and delete the cube. To work with the physic properties, we need to work with the element. I need to add three object on my scene and after I will explain how you can work with a different element of the properties. Let's just first click on a mesh. Let's click on the cube, and I will resize the cube on the x axis with a value of eight on the y axis with a value of eight and on the z axis with value of little too much with a value of two just axis. After to do this work, I will just click on the snapping options. I will select this view and I will just sure I can move the cube and position the cube on this area, as you can see. Something that we're going to do is to enter in the edit mode. Select the face on the top, so I can click on the face on the top, and I will press delete, and I will remove the face. Then I will come back to the object mode and inside the object mode, I will add modifiers, add modifiers, generate, and we will use solidify. After two solidify will increase the value, not too much. Let's put 0.08. I think it will be pretty good, and I can use even sickness. After two, so this is the first element. This is where the flid is going to go. Now the second element that I need to do is to add mesh and I will select directly o sphere. This uv sphere will be the element to create the f, and I will put my sphere a little bit on the left and drag and move around the directions. Maybe I can change the value and let's put the value of two on the x axis. Two on the way axis and two on the D axis. And the position, I think maybe maybe it's a little too much. Let's step 1.4. 1.4 ng here 1.4. After about the position on the Zaxis we can have a position of 20. The last element that we have to cut is a me cube, and this element will allow us to generate the animation. You need to crate another cube, and this cube needs to be totally you can activate this view first, or you can activate directly this view, and we need to be around the sphere and around this cube. I need to scale on the Zaxes This is the area where the freed is going to go. It's not extremely important if it's little bigger, you need to be just a little bigger and need to deactivate this one and create something on the Z axis a little bit more. And it's pretty good, I can scale on the y axis to reduce a little bit on the y axis, and a thing like this, it will be pretty nice. Now, something important to do, I will come back to this view, and I will select the cube and at the beginning, just to understand the principle of work, I will select object, and we will use on visibility here, viewport display and we will change display eyes and I will select wire. After to do this work, how to work with this physical properties. First things to do, I will click on This element, the first cube, and I will go on the physics properties. I will activate freed. When I click on freed, you have the type, and as you can see, you have three elements, domain flow effector. The first thing to understand is activate what you need depending of the object. This one, what it will be, it will be the effector. This cube will will receive the freed and I need to select effector. After you have the effector type and you have collision and guide, and I will apply collision to crato collision. Let's select the sphere. I will activate fluid, and the type here, it will be the flu, so I will click on flu. When you click on flu, you have different settings, and here, I'm not going to activate this, I will select liquid. After to select liquid, you have the flu behaviors, and you have influ out flu geometry. What we reduce here we will use influ. Add a fret to simulation because if you select outflu you delete the fluid from simulation. I would select in flu here. After we can work with some parameter like the initial velocity, but we will work with this after. And select this cume, and this cube, we can activate freed and the type it will be the domain. Thanks to that, we can have now a small element here showing us that this will be the domain, about the domain type I would select liquid. If I click on liquid, I can reactivate the view of this cube. It's not very important because here you have some parameters, you need to continue to continue, and when you arrive here, you have cache, and you can silk the frame start and the end start. Concretely, let's silk for example one to 200 and we will be able to generate an animation to one to 200 with the freed. But to be able to do this, something very important here. It's when I just continue, you have advance here, you have also different type of options. And you have the type. But the type here inside the cache, you need to change because it is a replay. You have also modular and I don't want this also. I want to click on A. While I click hole, you need to activate B Hall. Thanks to that, you can create a simulation of the freed. But before to read the animation, because if you read the animation here, you won't see anything. Nothing will happen because you need to click on type and BH. Now if I BH, I can generate the animation, you have the freed B here, and when it's finished, you will be able to see the animation and to play 1-200. So now the blade is all completed. What happens if I just come back on this area? Here, maybe you won't see anything, but if you change for this view or I think this view will be the best, so we can activate this view, just like that. Oops, I'm not going to see this view. It's pretty better. Because if you just click here, for example, You won't see everything. The best thing to do is to activate this one and this one. Now what you can see on the sphere, you can see little blue particles and it is the freed inside. When you come back here, you play the animations, you can see the freed going in the directions, and it's going to fall inside this area just like this. Now, what's happening, if for example, you want the freed go on the directions. You can click on the sphere, when you click on the sphere, you can change on this area, the initial velocity, and you can first increase the power. So here you have the source and you can increase the power with this one, and you have also the direction x y z axes. So the green axis is the y axis, and I would like that the fluid go a little on the right here. Just little bit. I will use the y axis, on the y axis, I will increase little bit my value. Maybe not too much, think I can try with four. I think four will be pretty good. We're just going to try and Thanks for that I will go the y axis here. You can enter a negative value if you want to go on the left on the directions. But in my case, I want to gn the right, so I will apply a value like four, just like that. Okay. After to do this work, you need to click one more time on the domain. On the domain, you need to every time you need to reactivate the simulation. When you go on cash, you need to click on free Hall, and after you need to click on BH again to generate again the animation. I can click on Bhall just like this. I just need to wait to arrive at zero until 200% until 100%. After I can play the animation and take your gland, it's going to go on the right, so I can click here. Because we apply on the sphere on the y axis four, as you can see, it's going a little bit on the right. Now it's good to have this, but we don't have a mesh. How to have a mesh, we need to first I'm going to click on free Hall, and to have a mesh, you need to be on the domain one more time, and when you go on the domain, you can come back here. When you are inside the domain, you have different type of options and you can activate here mesh. When you click on mesh, automatically, you will see the renders with the mesh. Here we have one to 201 more times. Let's click, let's activate mesh. You can work with the factor, maybe I can increase a little bit of particles. Let's work with four here. You have also you can smooth directly with value. After to do this one, you need to click on B A one more times. And as you can see, it's going to be a little bit long. So. Waiting that the flick beak is ready, so you need to understand the suit principle of work. So for example, this element will be the element to it will be the effectors. The sphere will be directly, and this element will be the domain. It is with the domain that we can generate the animation and that we can work with the different parameters. Okay. So I will obtain this render. One of the problem is, it's not a good display. So we have the freed it's pretty good. The only problems is I'm going to show you, yes, it's pretty good. But the only problem that we have is when I selected my domain just here. In these properties, I just change the display as, I need to come back to solid just like this. Here we can, yes, come back to this view. Now it's pretty better. I can deactivate this view and I can play the animations. As you can see, you can generate this type of animations. But you can also when you click here, it's going to go a little bit outside, we need to make some more parameters. If you just go on the right, I click one more time this element, and I go on the physics properties inside the domain. One more time I can click here, you have the mesopton I can click and come back free just like this. If you click on free hall, you can work again. Here I have smoothing, so this is why it was pretty long, but if I decrease, for example, this value, it will be faster. So I can decrease here. And we can also work with the number of step. Final here, and we have the flip ratio. If I just click my first sphere just like this. Here you have sampling and you can also increase the value just here. Maybe I can change the source with one here, and I can come back to this cube, and this is the domain, and one more time, I can set the animation with hole I know it's faster for a simple reason that I using smoothing with four so it means it's like to have directly a subdivision surface. This is why it was pretty long, but you can do the subdivision surface after. Okay. I can obtain this render and as you can see, we can create this type of things. Here, I think we have too much. But even if we have too much or the element is not scale, you can also stop on directions just like this. I think we have to work maybe with some other parameter. Here sees that you can use first. I can also click on the sphere here. If I come back at the beginning, I can decrease the number of simples. Okay. I can click on my domains. So it means this one. And we have the mesh. I think about the mesh options. I will first click on free Hall, about the mesh options, particles, I will come back with one on this radius, and if acyli my sphere, here, I will scale little the sphere. I will reduce my sphere just like this. Let's just click on BH one more time. I will click on this cube. Okay. Okay. Yeah. We sometimes it's little outside. Just like this, it's for the simple reason that this cube, you can reduce this cube in a different position to the fit don't go outside or we can also set some parameters. It's just some basics about how to start with this type of animation. Okay. 146. Physic rigid body: Okay. Okay. We are going to see the physics properties rigid body, and for this, one of the first things to do it is to select the cube, and I will delete the cube. After that, to work with a rigid Body it's very interesting because first things to do, let's click on mesh and let's select the plane. After to select this plane, I will make some transformation about the value of this plane, so here you can just keep this different parameter. Maybe I can scale my plane, but it's not going to change I will scale on this area. A the value, just keep here a value of two. And after that, I will go on the right, and I will change the value here. And I will enter a value of eight on the x axis. And on the y axis, I will enter eight, and on the daxis I will just enter a value of two. And after to do this work, we will go on a mesh, and we will select the monkey face, and I will create a rotation on the Zdaxis and I will press control to activate 90 degrees. So let's just move this element. First, let's move the monkey face around this area. I can maybe scale a little bit of size and apply the value of two on the x axis, two on the y axis and two on the y axis. What we can do the monkey face can, for example, fall on this plane, and we can activate rigid body. First thing to do, let's go on the physics properties, and we can activate rigid body for this one. And the most important things to understand at the beginning, it is a type. You have active and passive. This one we will use as active, and when you click on the plane, you will activate a rigid body, and this type we will change for passive. Because we need to have these two elements as a passive to this one as passive and this one as active to crat like a collisions. After to do this work if I just play the animation and click here. As you can see the monkey phase is going to fall and is going directly to stop on this plane. Something important is you can change one more time the mass, so I can increase the mass, and if I increase the mass, the monkey phase will fall little different not big change in this type of case. Other important things, it is the type of shapes. By default, it is convex, and it depends on the sphere that you have the objects that you have. If for example, you have a cube and clic sphere, it can be different clic sphere, and you had something like a box, it can be different. In this type of case, clic box. As you can see it's different now because when the monkey face with fall directly, it will arrive in a different way because we have the box. Definitely, it depends about what you use as the shapes. If I select a sphere, you can see the sphere around the monkey face. Now when we will arrive here, as you can see, no movement when we fall on the plane. If I select another one, like, for example, mesh to be perfectly around my mesh around my object, I will obtain this render. Definitely, it depends about what you can choose. For example, I can use box, and if I use box, I will have something different as you can see. Let's just come back here, let's slit mesh. For example, you can also use something like deform or you can just keep the convex. After to do this type of if I continue, you have some surface weapon sensitivity, and we can work little with the frictions and bounciness. So for example, I can increase this value, if I increase this value, it will, as you can see it's not going to move too much just like that. But you can also take this second one, so it means you can take the plane and we are passive and one more time, you can work also with this type of value. Just like that. This is the principle of work. After you can have more element. For example, if I just come back here, I can add more element like for example cube. I can cra cube, this cube, I can position this cube here, just like this. I can draw and move the cube little bit on the left, scale little bit. If I go on the right, I will Select rigid body. On the rigid body, one more time, we can work on active or passive. In this case, I will use active. I will increase little bits, the mass, and here we have the shapes. I will duplicate. First, I go a little bit on the left, and I will duplicate, so I will press right click and duplicate the object on the y axis, and right click again, duplicate the object. Oops. Let's do this again. Let's go on right click duplicate the object, and I will press the y axis. I will select this three order element, and I will go right click duplicate, but here, it's duplicate link. It is not what I want to do. Right click duplicate the object, and I will work on the x axis. If I select this different box. I can select all these boxes, and I can move a little bit on this area. Now what's happened because all my different cube have a rigid body active. I can play the animation and everything is going to fall just like this. This is why it can be interesting, you c you can create specific scene using this type of animation. I can also duplicate all this cube, so I can duplicate all this cube. Let's press shift to deselect the The light is selected, so it's not really good. Let's select this view, and let's select all this element. I can duplicate one more time. Let's go on right click and duplicate the object. I can duplicate the object on the d axis here. I can take the monkey face and drop the monkey face a little bit more on the top. I can work with a mass just like this. The type of animation that I can create now to click here and play the animation. Everything is going to fall and move just on this direction. You can also even have cube moving outside on the plane. So if for example, I change my plane and I decide to reduce the size of the plane. Now I can click here. As you can see the cube is going to fall outside on the plane as you can see. But I can also come back and scale the plane again, increase these types of plane, go around this area, coups and select all my cube just like this, and I will try again move the cube on this area. Let's just play the animation one more time. About the modifiers. If you just stop on a specific area, and I just click on modifiers, you won't have modifiers just here. You just need to stop the animation at, for example, this value, and you can just ct the type of view. If for example after you want to move some element, as you can see it's not convenient, you need to come back to zero or it's not going to work properly. This is how you can work with rigid body to start in good conditions. Okay. 147. Texture paint part 1: We are going to see how to work with the texture paint. To do this work, one of the first things to do. We're going to click on the cube and create some transformation with the scale value. I will enter a value of four on this axis on the y axis, I will enter a value of eight, and on the Z axis, I will enter a value of four. Here we tap six, it is better. I have this cube, and you can work with the texture paint. Why it is interesting because you can create modification. Using a brush directly on the face and you can work on the texture. Let's select first the texture pane just here, and after I will zoom a little out. When I go on the left, I have two panels. First, I have my panels of the texture pane here, and on the right, I have a moder panels to see the render. Here it is wrapping view, and on this area, we have the model view. You can drag and move a little bit this window on this area if you need. As I explained before, we can add a texture so I can just select the shading model. On the shading mind, something that I will do is to create a new element, and I will use my principal BSTF material output, and I will change for example, the color for the blue colors. If we want to add more things, we can use for example something in front, I can use the texture like one more time, I can use my Musgrave texture, and one more time, I can use my converters color ms, and I will dng e to the FC and I will dk the color to the color. And I would seek two colors. I will select the first one and on the first one, let's silk this type of blue, and on the second one, I will click here, and I would silk this type of blue. After to do this work, let's just come back to the texture paint. What is the principle of the texture paint? One of the first things to do is here you have a texture slot and you can create a new texture here. You can also go on the left and you have create new on this area. Here, you can see, I don't see my view, so I need to click on this area, and about the texture slot because if you are here, and for example, you paint, you can select to color on the left, nothing special will happen. For a simple reason that on this area, the texture slot, you need to create a new materials. You have different type of options, something that we are going to use, it's for example, the base color, and when I click here, plus base color. You can select a color by default if you need, and you can just validate. What happened on the left, now we have this color on all of the part just here, and now you can see the material base on the area that we have just created. After the options here you can select a color on this area. Here this is by default different type of blending mode, and here we use a mixed mode, but we have different type of blending mode. You can work with the brush radius, just on this area, the strength. When you've got the right, you have also more advanced parameters with first, you can see a render on this area, and you can one more time select your blend mode. You can one more time select the radius of your brush, the strength and define the color. You can even work with the gradient. If you continue, you have more advent features like the color palettes, but we're going to focus on this element. Now if I just click here, as you can see, you can just paint on this area and you can see the render on the left, so I can go here and do and I can go here and do again. If I see, for example, this axis, so I go on the left, I can just paint here, as you can see nothing happen directly on this part. Some things that I'm going to do is to change here and we're going to go in solids. When we go in solid, we can see the blue colors appearing on this area. Now some things that I can do, it's if for example, I go here, I can use my ZD axis, and when I use my ZD axis, take a glance about what I can do, I can just paint here and activate some red color. So I can paint, I can also increase my radius, and I can paint, for example, all this face on this area with this color. If I turn little bit, I can silk this face, define this, and I can change the color, and I can paint for example with a green color just as this, and you can see the render on the left. You can also change the blend mode, so it means if I silk a different blend mark like screen, I will have something different about the render. And just click edit. This is the type of thing that you can do with this one. Now if you come back, you can go on the layout model. This is an example about what we can do. When we go into the shedding, what we can see when we go into the shedding, we have the principal BSD f, and one of the things is if we go here, we can see again our texture. I wanted just to show you that when you click here, you can replace this one, so for example, I can deactivate this one, and this was my texture, but you can use just the texture panes separately and you can link the color to the surface, and now you will obtain your render just like this. This is the type of thing that you can do, and here we have the material base colors just here, and we have generated this one using directly the texture paint. If I zoom a little bit, here I have different options to repeat just a material and we can link just the color to the surface. We have a materials base color just like this. This is something important to understand. After this one, it was just for the example at the beginning, just to show you that after that, we create material base color automatically. If for example, I want to delete this one, I can delete this one and I have this material base color. Now you can, for example, if I link, I have this render and I can come back to my texture paint just here. And if I come back to my texture paint, something that we can do, it's also to create a new material base color. I can change because here it is a base color, but you can do something different and thanks to that, you will be able to apply a link. For example, I can use rootenss just here, and I will be able to validate. If I click on rootness something that I can do is to use one of these elements one more time. If I use the color, I can select this one and I can put my material just on this area. If I want to put only on one face, I can click here, and I can select this color and just put the color on this area. Here, we have the blend mode so you can change the blend mode. It is a lightened blend mode by default in this case, but I just want to show you I can go here, I can select this part. Go on the order directions and I can do this type of work. So now, something that I can do. You can also create a new texture. For example, you can create also a new texture here, and you have different type of textures that you can use. And if you just cut a new texture and you want to paint like this, it's something a little different because you can define angle, you can cut upset just here, and you will be able to cut some texture. Is something that I'm going to show you in this case. First, let's just come back on the layout mode. If I go in the layout mode, as you can see, you won't find your render just like that for a simple reason that I need to go in the shedding mode. And when I go in the shedded mod, what I can see, I can see another one with materials rootenss. And, In this case, we can link one more time the color to the surface, but something that we can use also so we can see the colors, if for example, a, I will select shedders one more time, I can use the principle BSDF I can use my material put links the BSDF to the surface here, and I can select a color like red. If I link this color to for example, rootenss, you can apply some transformation, but in this case, just with this example of the color, it's not going to change many things. Okay. So in this case, I just want to show you that you can create different materials here, different type of materials, and you can link the color to the surface just here, or I can use this one and link the color to the surface also. 148. Texture paint part 2: Okay. We are going to continue with the texture paint, and something that I'm going to do is to click on the cube and just press delete on the keyboard, and we're going to see another type of example. Let just click on add here mesh and just select the monkey face. After to do this work press, scale little bit and we will move the monkey face around this area first. I will create a rotation on the dxs, and I will turn pressing control and on the right, I will enter a value and Let's just tap a value of 90 degrees. After to do this work, I just want to show you the wrapping of the monkey face. Let's first, just go on the UV editing here, and when you go on the UV editing, just on this area, this is how the monkey face when we select on this area, everything, so you press A on the right. You can see how it is unwrapped. If I'm using my shedding here my text pain. As you can see, we can find also the same wrapping options. So something that you can do, you can change the wrapping option. If I press A here, as you can see, nothing happen. But if I come back to my layout mode or if I come back to my UV editing mode, I can select everything and right click. You have some unwrap options. When I go right click here, You have different possibilities. Something that I can do here. I just have the subdivide push pull ser and I won't have the possibility to directly wrap on this area. If I press I select my faces, now I press A, and now I go on right click is going to work. UV unwrap faces. I can click and you have the UV unwrap and I will obtain this render. I think it's pretty not good, and I will go right click and UV unwrap faces, and I will select Smart UV projection. I will just validate and we can work also with the Smart UV projection. After it depends about how we want to work. If I come back, I decide to come back here, I can also use this projection, and if I'm working to my texture paint, now, let's see one more time the process. The process is to create a new texture slot first and I can create a new texture slot, and I have different options. Let's create a base color just like this, and I can activate just a complete color just here. And for example, I can use maybe this orange color. After to do this swore I can click on, and now I have this color on my monkey face. After that, I can use a brush and I have different types of tools and I can use a brush to make some transformation. For example, I can use the blue color here, I can select the parameter of my brush with a radius, and I can also just change this parameter. If I go for example on my top view, I can click here. Zoom little bit, we can also extend this view, just like this. And I can decide to use the blue color and with my brush, let's increase the due. I can start to this point and I can press control, and I can paint like this with this type of color, just like this. And I can for example use under because here we use mix. I have different type of options. I can for example use ad, and I use add, you obtain this render. If you change the blend mode for for example screen, screen, you will obtain this render. So it depends of the blend mode that you are going to use, and we can use also the saturation directly like this. Here, nothing special happened when I'm working with the saturation. Let's clic one like for example, the lighter, and I can use lighter here, and you have a strength I obtain this render, so I can decrease the strength also. And if I decrease the strength, I will just lighten it a bit. I can also change the color, use the red color, Cilic my top view. For example, I can go here and I can just paint on this area. And as you can see, when I was on the top, nothing specific happened. If I click on my top view. Yes, now it's going to work properly. So you can paint like this. If I want to make some red on this area, I can apply some red. If I want, I can change the color yellow, and I can apply some yellow color still with the blend mode, if I want to apply more blue color, I can apply more blue color just here. If I select on the left, just on this area, you can also paint just like this. For example, I paint on this area. Take a glance is going to work also directly here. You look to come back with this view. Something that I can do is when I go on this area, I can, for example, add another one, and I can try to select another one just here or just to cut another base color also. It just cut another base color, and I can change this time, I will select the screen and I will vaidate One more time, it is the same type of things if I want to paint apply some modification, I can select a color just here. I can go on my options and I can work with the reduced. If you work with the reduced here it's going to work here, or I can also focus on this area. And take a glance, facing the yellow color, I have my plan mode here, and I just do something like this, I can focus only on the here for a simple reason that I'm working directly on this area. I can decrease the radius of my brush, and when I go left click, I can paint only on the specific area. Now what's happening on the right. We can paint only the here just using the brush, and this is why it is more convenient to paint on the left part. Because if you don't paint on the left part, if you paint here, maybe it will be duplicable depending of the views that you choose. And I have also this element just here so I can select another type of color if I need, it can be blue. If I paint on this area, I can, as you can see, just paint the As, just using this one. This is some interesting features that you can use with a texture paint. Now what's happened if I come back to my layout mode. If I come back to my layout mode, just here, I can zoom little bit, and when you go on the few options, you can select these few options and you can select these few options also. I can see the render just here, if I just come back to my shading options, What happened, you can see directly the link of the base color. I can drag and move this one. We have created two base color, because before I didn't created principle BSDF automatically, when it works like this, create directly a link to the base color color base color, and you have the material output on this area, like that. For example, I have a nod base color so I can replace. Let's move a little bit, select Let's use the monkey face. I can also click on this one link, this one, p this one here, and I will be able to click on the color to link to the base color on this area. Thanks to that, I can paint this with the base color and after I can reuse my principal BSDF to work with the different value if I need. Here you can change some parameter, but the most of the time, the projection that we use because you have different type of projection. But we will use the projection that we use, so this is why it's not useful to change because if you change, you are going to lost some of your parameters. This is why I will keep this one and I will select just my flat projection corresponding to what I have done before. Here it's not very useful to change or you won't have the same render. After yes you can work with these different parameters with your principal PSTF Mm. 149. Sculpting part 1: We're going to see how to work with sculpting. And to do this type of work, we can go to this mode, and as you can see, we have the skulting mode. When I go on the skleting mode, I will have different type of options, one of the first things to do is to click on the cube, and I will press delete on the keyboard. If I just click on the skleting mode, here I don't have any mesh, just to show you the environment of the skleting mode. When you go here, you have the object mode and you will be able to make different type of operation. Here it's not possible to do to have the different tools because I don't have any object. So I can come back to the layout mode and I will add a mesh, so I will click on ad mesh and I will select one of this one, and the mesh that I will use, it is the UV sphere first. I will click on the UV sphere. After I will zoom little bit, and as you can see, we don't have a a lot of subdivision, we're just going to keep this parameter to start with the skelting mode. Let's just come back, let's select skting just like this. And now because I have the object selected, I have access to the different tools on the left. Okay. So one of the first things to do, we can see scaled mode now on this area. We are inside the skting mode and we have different options. Here, we can find the few options. Here different skt mode options. Here we can work with mask and we have the face sets. If you go on the right, you will have different options one more time, and this is the brushes options because when we slick one of the tool just here, automatically, we will have some parameters. One of the first tools is just a draw tool. This is some basic tools that you can use for the sculpt and you can work with the radius and the strain. When you go on the right in the brush setting, you will have the same things like the radius, and you will have the strain also. But you can also complete with a direction normal radius or again hardness. If I zoom a little bit on this area and I select the radius, what is the radius in just as you can see your circles here, your cursors, so you can increase the radius or decrease the radius, and the strength, it will be the power of the effect. It will depend on your number of subdivision. For example, I go here and I go left click. I can stay left click and I can pull like this, some materials, as you can see. If I come back edit undo and I increase the strength to one, it will be more powerful as you can see. If you decrease the strength like just this one, it will be less powerful. This is a strength and the cursor, it's pretty simple. I will increase the straight here, and the due, if I increase the due as you can see, will use more size. It is some basic to see. Here you have a brush. And one more time, you can see the brush some brush settings on this area, and you have also some parameter here. We're just going to focus on the brush because you can have more options on the right, something interesting is to use also the symmetry. And to use the symmetry, for example, I work on here, you can take a glance about the axis. What I can see if I position this here, I can see my x axis. On this area, you can activate the symmetry. It is very useful because if I activate the x symmetry, I decrease a little bit my radius, and I go on this area, I can, for example, pull Some material just here can increase a little bit the strength, and I can pull some materials on this area, and it will appear on my two side on the x axis, just like that. It is definitely extremely convenient. If for example I change, here you have plus and minus. It is a direction. If I apply menus, I can remove some material. I can just decrease, and for example, I can go on this area, and I can also decrease just like this. This is the type of thing that you can do after it will depend also about your subdivision. Here, we don't have too much subdivision. Let's just come back to the object mode, and I'm going to click here and delete. Inside my layero mode, something that we will add it one more time sphere, add mesh, and I will select UV sphere. But this time, I will add more subdivision. So I can go on add sphere here, and we can increase the number of segment and we can increase the number of radius to have more subdivision. Something that I can apply, maybe I can apply. We have 120 here. Maybe it's a little too much. I will apply 60 on this area, about the number of segment, I will apply 80. Now I have more subdivision. What happens if I go out and I select my skting model. I can go directly in my sktting mode. I have so much more subdivision and something that I can do it to use some basic tools one more time. Let's click on this view and I can activate the x mirror. Depending on your view, you can work with the y mirror or the mirror. If for example, I want to pull here part, one more time, here I can remove some materials, can click on plus, and one more time, I can pull on the directions just like that. Just here. I can click on minus, I can decrease the radius, just like that. If I go on this area, as you can see, I can because I have more subdivision, I can change the radius, and if I click on plus, can go on this direction and just create something like this. If I click on minus, one more time, I can go on the directions and create something like this. After you have more type of tools that you can use. For example, this is a basic t. You can use the draw sharp and it is the same principle, but you have also sharp here. It is a little stronger, and this is a difference. I can use the plus, increase little the radius just here, and as you can see, it's the same type of way, but it is sharp, so it is little strong about the render. You can use clay, if I sli clay actico on this area. You can use this type of form here. And little like smooth. But that's exactly the same, and you can just c all or increase the view. Just like this, I can decrease the strength, for example, and I can click on minus and take a glance about the subdivision, we can do something like that. Here. If I want to come back, I can click on p and do something like this. This is how to use some clay options. After you have clay strip, it is little the same type of way, but it is little differ on just here. You can so I'm not going to show you all the elements. For example, you can use inflate. When you use inflate, for example, I go in this area. As you can see, you can and I can increase the strength, increase the radius. If I go here, I can try to ut bit something like a neck because I pull this with these tools. Okay. And after you can come back with the tools, menus, you can make some adjustment, decrease the radius, decrease the strain, and I can make some adjustments. It depends about what we want to do. Okay. This is how to start with the school, so you have different types of tools that you can use, you can also use squeeze, just like this and you can do something like that. I can go on this area, here, or just on this area, just here. You have more tools here that you can use for example, you need to smooth something, you can use smooth, as you can see, it's pretty fast. For example, on this area can decrease my strength. If I click Plus, I can smooth directly on this part and it is fast to smooth. If you click menus for smooth, it's not going to change too many things in this type of case. Let just come back here, minus, decrease the strain, decrease the radius, and can do something more just on this area. I can click Plus. So an example. Let's come back in the layout mod, just like this. As you can see you can create something. I don't have too much subdivision, but it just to show you some basics about how you can start with the skirting mod. 150. Sculpting part 2: And we're going to continue with a skeltic mode. For this, something that I'm going to do. First, it's to go and add, and I will select a mesh, and we'll select another example with a plane. I will scale this plane, I will press S first and I will press S on the y axis just like this. I want to create something like a con but as I explained before, you can use the modifiers, you can also use a skting mode, and this is what we are going to do. Let's click on the edit mode first and I can add subdivision so I can go right click subdivide. When I go on the subdivide options, I can increase my number of cuts and let's just step a number of 20 cuts. So if I go here, I have two options. First, I can go directly in my skletin mode just like this. In the skletin mode, I can zoom a little out. Something that I can do is to use one of these tools, one more time, I can use the first tools, decrease little bit the strength, the radius. If I zoom little bit, take a glance about what we will be able to do. I can craft different levels. Here, it's not enough, I will increase my brush and I will be able to do something like this. I don't have too much too much subdivision, but just to show you and you can stay left click. The most you stay left click, you have the most you can increase just like that. And I can reduce my radius. I can click on minus just here and I can do the opposite process so it means I can go inside just like this. It's also possible. I can work with a plus most of the time we use this first tool because it is a very convenient tool. It is pretty simple to use, you just need to stay left click and you can pull in a direction or in another direction the different faces. I can create something like this. It's pretty fast. You can use other type of tools, for example, I use clays. I will obtain this render or if I use something like inflate, I can go here and as you can see, you can inflate with your mouse, just like that. I created something like this, and after that, if I come back to my object mode, so I will select layout first and come back to my object mode. I created this type of thing just uses the skull team and you can complete with modifiers, a modifiers generate, and I can select subdivision surface modifier. But you can do this for the subdivision surface modifiers and after go directly in the scot model. I can obtain this render, as you can see, pretty good. And I can come back if I want to my scripting mode, but you can work with more subdivision like this. If I stay with inflate, as you can see, you can also do here on this area. Yes like this. I can also use another type of tools like clay. Just here, I can use this one. As you can see, you can skt with something little bit specific. Here we can really see the difference when I use clay and I have a lot of subdivision. You can create some line just like this. Here. If I just continue, you have also other types of tools, like for example, if I'm using scrap here, I can zoom the toll bit and increase the toll bit my radius here. If I use scrap, you can also do this type of things. You have pretty of these tools very close of these tools. Just another way. For example, if you use crab, it is the same type of thing, it's little like to use in flat. You don't have big difference. For example, you go here, but you can turn also around with this type of tools. I can crab directly it's pretty fast. You can click here, click here, left click and you can just crab materials, and you can pull on different direction just like this. You can use also you have type of things like if I using turbs, you can just pull some part just like that. Every time when you slip one of these tools on the right, you can see a preview of the option. So for example, if I silk in flat, I have a preview here. And if I select smooth, I will have a preview here. If I silk grab, I will have a preview on the right, if I select term, I will have a preview on this area. Let's just come back to the layout mode. My last example, I'm going to click here and press delete on the keyboard. After that, we will add a monkey face. Let's click on a mesh. Let's select a monkey face, and I will pull the monkey face just here, and I will subdivide the monkey face. Let's just press S a little bit, and subdivide the monkey face with add modifiers generate and I will select subdivision surface. About the number of views, let's just apply for and render and I will apply. Now I have this monkey face. I would like to edit in the skting mode so I can go in skting After to do this work, I will position my view around this area. If I want to set a symmetry, I select this one. For example, I can use x symmetry axis so I can activate x. Axis is located here just that I put the monkey face on the top. And I can make some transformation. One more time if I use one of these tools like for example, grab. I can go on this area and take a glance, I can grab directly the ears, and it will appear on the two side. I can also increase the radius. When I go here, as you can see you can grab directly the ears on this direction. Fact here, I can grab also in this direction, and we just keep the topologize but make some transformation just like this. You can also crab address here. I can turn like this. It's pretty very convenient because you can keep the base of your topologiz but it depends about the number of subdivision. It's okay for that. I will come back to my front view, just like this. After you have a d type of tools, and as I explained, you can use some flatten. If I click here, can flatten just like this. I can use also on the directions here to increase little bit the top and something that I can do also is to come back to my t tools, and I will decrease the radius, and I will go on this area. And I will increase the eyes on the to direction just like this. I will increase also the noise with these tools just here. If I want to add some transformation, for example, I can go here. I can pull more materials to increase the monkey face, and I can increase the strength, increase the radius, and I can do something like that to make something bigger for the face. I think it's a little too much, but just to show you, I can use also the smooth options, decrease the radius, and click on, and here I can smooth. I think it's not enough strain, not enough radius. Yes, I can try to smooth on this area. If it's not convenient, I can click here, minus, decrease the straight, and just smooth little bit here. You can crat really transformation. Using the skting mod. It's practical non because you can create any base. For example, you can create any base, and after you can subdivide and after you can create some transformation using these different tools, and here I can reduce or I can use minus subsions one more time, I can, for example, increase the size, I can work with more reduce. And let's use one more time scrub and I can pull, for example, in the directions just here, and I can make some transformation about this area, just like this. That's it. It's okay for that. When you finish your work, you can go on your layout mode just like this and you can see the renders. So let's press delete. It's okay for that, we have seen the most important things in the skirting mob. Okay. 151. Start with animation: We're going to see how to work with animation. It's extremely important to understand the animation because you can use animation a lot of times for a different reason. You can use animation just to create animation and then export this work. But you can use also different type of animation to create a render and to stop your render at a frames and obtain a new transformation on an object. One of the first things to do is just to see the different panels, how you can start with the animation, and something that I can do, it's here when you go on the bottom parts, you can pull little this window, and what you can see, you can see a timeline. I work this timeline concretely. We are on the right, the start at the frame number one and the end at the frame number 250, and we can change that if we need. For example, if I want that at the end at 300, I can take 300. What does it mean? It means that when we play your animation just here, the animation will stop at 300. I can also go in this direction. You will be able to see 300 now, and when we will arrive at 300, the animation will stop and we'll come back just at the beginning. This is the first thing to understand. If I want, I can come back and tape again 250 here. You have the start and you have the end. Something that you can use also, it's this different button just here. When you go on this area, you can play the animation and you can come back at the beginning of the animation. Here you come back on these directions, and here you play the animation. When you go on this area, you finish to the first, frame of your animation, and here's the last frame of the animation. When you go here, you can just move key frame to key frame. But here, I don't have a icky frame at this time. You need to understand the difference between a frame and a keyframe. A frame is just on the timeline a value of the time, like for example here, If we go at 100 at 100, we have the frame 100. When we will add a key frame, a key frame it is on, for example, the frame 100, we can set a position or a rotation or a scale value on our object. Here you have also the possibility to add directly key frame using this one. This is the first thing to understand. Now let's take a glance on the right because on the right, you have different parameter of options. And here, for example, you have the renders when you go on this area, you have also this output properties, and on the output property, you have the frame rate. The frame rate is by df 24 frame per second. This is something that we use the most, and you have the frame race with one and 250. One more time, you can change the frame rate. For example, I just step 120 just here. As you can see it is same, we have 120, and you can see on the timeline the color is a little different 1-120. In the output, you can also change the frame range just here. You have the number of step. Concretely, the number of step is one. It is like to divide a frame in different steps. By default, we have one frame for one step, and sometimes if you want to have more precision again, we can define one frame in multiple step. We can do this sometimes, and here you have the time stretching. We are going to keep this parameter. After to understand, you can also enter in animation mode. You don't need to every time enter in an animation mode, for a simple reason, you can add the keyframe here, when you use anything, for example, I click on my object and I go on the object property on the right, you can see animate the property, and you can do this also for the modifiers, you can just use this timeline, and you can just use also the animate properties here to add keyframes. Now, what's happened if you want to have more advanced things, you can go here and you can select animation work space. After to select the animation work space, it's not big difference. You can just have a view of your object. Here, you have the object mode, and you can just have a view on your object here. You can also work in edit mode, object mode here edit mode, and you can select here and in this case, you will switch to the edit mode also on this area. Here just a view of your object on the left. Here you have the object mode, you can change also for the edit mode, just a view, and you have animation panel just here just a little bit different for a simple reason you can find the start and here you can place the animation on this area. Honestly, we can create a lot of animation and use many times the animation to enter inside the animation panels. It means you can work here if you need, but you can also just stay in the layout mode. You can just drag and move little beats the animation panels and after you can work on this area. Okay. 152. Add keyframes: We are going to continue with the animations to continue with the animation, let's select the cube and just press delete. We are going to see how to add key frames. It's extremely important to understand the key frames in animation. First things to do, let's drag and move little bit this window. We're going to work on this window here, and let's add mesh and I will select a UV sphere. About this sphere, I can just go right click Set smooth and after that, we can see how to start to add keyframes. One of the first things to do, I'm going to click on my Move tools, and I will just change the position of the sphere, go a little bit on the left around this area just like that. About the value of the sphere, we can keep this value. Okay. How to add a keyframe. First things to do, you need to select your object. So for example, I select this object. When I go on this area, I select in what frame I want to start. Let's just start on the frame number one. To add a key frames, you have the possibility to press on the keyboard, and when you press, you will be able to have access to insert key frame menu and you have different type of options. Concretely, if you select just location, you will be able to have only a keyframe for the location. What does it mean? It means that if now I move at the frame 60 like this and a dragon move my sphere on the right. I need to set my location here so I can press E on the keyboard just like this, and I can press location again and we have created the first animation. Take a glance on the right on the transformation panel, you can see the color change, and we have also animate property activated. If I just come back here, and I play the animation, we have created this movement. But something that you need to understand is I'm going to remove this keyframe, remove this keyframe. You can press delete on the keyboard after to select the keyframe. If for example, you select this one frame number one, you press E on the keyboard, you select location, for example, and you go on 80 here, you drag and move the sphere, and you press E on the keyboard, and you select, for example, not drag and move the sphere. Let's make something different. You dragon move, and you press S to scale at the same time. Now I press and I select location. Because I just only apply location what it will happen. Automatically, I have my scale value at the beginning and we'll obtain something like this. It's not pretty good because in this case, I need to apply also a scale value. Let's select this keyframe, click on the key frame, press delete on the keyboard, and let's click on this key frame and press delete on this keyboard. Something that you can do, let's scale. Let's reduce again. It's to directly apply position, rotation and scale at the same time, it is better. Let's click on this sphere, and on the frame number one, you can press hoops you press on this area, you select the sphere, you just press E on the keyboard, and you select for example, location, rotation and scale. After you have more advanced parameter, we're going to focus on this one. Location, rotation and scale. After to use this, you need to drag and move in what frame you want to go, for example, 60, and I'm going to move my sphere just on this area. And on this area, can press and lic one more time location rotation in scale. Now, let's continue. I want to scale my sphere here. I can go at 100 and at 100, I can press S to scale and increase the size of the sphere. After to increase the size of the sphere, maybe not too much, maybe like this on this area. I can press clic location rotation and scale, and I can continue. You can also scale on a specific value, and I can go at 140 at 140, I will move on this area. At the same time to move, I will press S on the Z axis, and on not the axis, S on the y axis to change my sphere just like that. I will press. Don't forget to press after your transformation and location rotation and scale. Step by step what you need to do. First things to do, you select the frame on the timeline. Let's go on 200. Second things to do, you make your transformation. In this case, I will create a rotation this time, so I can press air, and I create a rotation on maybe x axis, just like this with 90 degress, I can press control 90 degress. After I will move on this area, just like that. After to make your transformation, you press, and you apply the keyframe, location, rotation and scale. A cut go at 250, I can go here, and at 250, I can move little my sphere here, go on the direction, press S on the ZD axis, just like this on the y axis, and that's it. I press on my keyboard, and I select location, rotation, and scale. Now if I just come back at the beginning of the animation. Let's zoom little bit and take a glance about what we do. I can play the animation, and you can see all the parameter step by step, just like this oops. Let's just zoom little out, and that's it. Let's play again the animation. You can see the scale value. Let's come back on this direction, rotation, and move. This is why it's important to use location, rotation, and scale definitely it is better. After I will show you how you can edit the keyframe. Concretely, you have a small panel here. You can pull the panels here. You have summary and inside, you can see your different object. It means you can have multiple object at the same time. I can go on summary here. If you don't see anything, it's because your object is not selected fcic on the sphere. Now my sphere appears on this area and we can find the different actions, and you can see the first actions. Every time, it is the same key frame but you can see the different actions. If I go at one, you can see the movement. I just syllx this sphere, and a cratonosphere, add mesh, and I will select UV sphere, one more time. After two syllx usphere right click sheet moose, move a little bit here, and I will come back to my key frame number one to my frame number one, and you can work also with the value on the right, for example, I go here, I have a location. I can directly apply the value of the location x y z. Automatically the key frames are generated. If I go at, for example, 80, I can move my frame like this. You can also move on these directions just using this area. It is in range because you just apply a transformation, but you didn't activated the key frame. But if you click here, now you can activate the key frame. If I move, now it's apply in green. For example, I can go at 250 at the end, and at 250, I can just come back on this area. I can create a scale, scale here, scale on the z axis, and create a rotation also just like this. Now, something that I'm going to do is to activate all this keyframe just here. Now if I move, everything is in green, so it means we can validate it. It is another way to work. It works also for the modifiers in many ways, or for some physic properties, you will be able to activate keyframe is. I just forgot here, I think at the end to create a movement on my key frames. Yes. This is why I think if I just go here, yes, I forgot to activate the location. Here in this area, I can drag and move the location, and I think I forgot to activated the location just here. If I activated the location, now let's just take a glance. That's it. Okay. So it's okay for that. This is how to start with animation. These panels, at any moment you have your panels, you can decrease for summary, and you can also try and move the panels here. You can create some frame of selection to select the key frame. And if I select this one, I can just press delete on the keyboard. 153. Edit keyframes: We're going to continue with the animation. And let's create an animation, and after I will show you how it's possible to edit the keyframes. So let's click on the cube first and just press delete on the keyboard. After that, we can use the sphere one more time, so let's click on add mesh, and let's scrat the U V sphere. I will press right click sheet smooth, just like this, and I will move my UV sphere on the left just here. As as explained before, if you want to apply some transformation, we can just draw a and move a little bit this panel. We can use these panels, or we can use also the animation mode, and let's scrat the animation first. So I have my sphere just here and on number one, I will on the frame number one, I will press E on the keyboard, and I will select location rotation and scale. After to do this work, I will go for example at 40 just here. I will go maybe, yes, I will work with 40, and I will draw and move my sphere just on the right on this area. After I will press on the keyboard and I will select location rotation and scale. Let's continue. I will go on 80 on 80, something that I'm going to do is to press S to scale and S to scale on the D axis also. I will press to select location, rotation and scale. Then I will continue. I will go on 120, on 120, I will move little bit the sphere on this area. I will create also a rotation. I will press S and I will constraint on axis x axis, and I will press control to constraint with 90 degrees. Maybe here, I don't have 90 degrees. I'm going to tap this on the right 90 degrees. I will press one more time to select a location rotation at scale. Let's just continue. I will go this time to 160 and at 160, let's just move on the left, move on the top, move on the left just here, and I will scale a little bit on the axis like this and press on the y axis to create some transformation. And then I will press on my keyboard and clic location, rotation and scale to add the new key frames. Let's just come back. I will go on 200 and on 200, something that I will do, it's to move little bit here, move little bit here. After to do this type of work, I will press to scale little bit. And the last step, I need to press first and to clic location rotation and scale, and the last step is to go on 250 to finish the animation, and I will move on the top. Just like this and moving on the top, I will press, Z, and I will increase the sphere on this direction. I will press and I will silk rotation, rotation, and scale so that it will have created this animation with these different key frames. Let's just first play the animation. I can come back here. Let's have this type of position and I will play the animation. Okay. It's okay for that. We are going to see how to edit the key frames. For this, something that we are going to do, we're going to stop the animation. As explained before, you have the small panels on the left, and you can pull these panels. After to pull these panels, you have a summary and when you select your object, you need to select your object. If you don't select your object, you won't see anything, so I can select the sphere, and after to select the sphere, I can see my different keyframe here. I have different option because every time we have some object transformation. Because when I press is clic position, rotation and scale, when I use the object transformation, I have different options. As you can see, we have the location on the x axis, y axis axis. We have also the rotation x y and z, and we have also the scale value x y z. Depending on what we do, we have different type of lines. When you have a lines, it means you have different type of transformation depending on what you choose. This is some basic things to see to know. You have the sphere action, object transformation, and because we clic location, rotation and scale, you can see the different options here. Now, if we come back just with this type of view or even just a summary review. It means here we have the sphere, we can just click on the sphere here, and we can just drag with the panels one more time on this area. If I click on my sphere, you can see some different key frame as you can see. If you pull again, you can see the sphere, and one more time, I can change just for summary. Thanks to that, I can see only on one line the key frames. Let's just come back here. When you select a keyframe, you go left click and you can drag and move the keyframe. For example, this key frame is on 80, and I can make the choice to move the keyframe, for example, in to change may be on 60, and it's going to work and now the transformation will be applied here 40-60. You can drag and move the keyframe. You can move multiple key frame at the same time. For example, I can create a frame of selection, select this two one and move this two keyframe at the same time as you can see. And you can also press shift, so you can select one key frame, press shift, and you can select multiple key frame with shift. After to do this work. If if I select a key frames just like that, when you go right click, you have different options for these keyframes. You can for example, duplicate key frame, delete key frame. If you press delete, the key frame is deleted, just like this. You can also selecto keyframe, press delete on the keyboard, and the key frame will be deleted. Now if I decide to delete my keyframe just here, I'm going to show you something and something that I will do is to delete all this keyframe just like that. And I have this element, I will come back at one here, and I will press delete. Okay. I just want to show you if you want to duplicate a key frame or copy and pass a key frame. Let just add here mesh, and I will select the Uphere one more time. I will move the U sphere on the left just with a specific position like this position here. Maybe a little bit on the right. Let's home a little. Something that I will do is at one, I will press on my keyboard. Yes. Just press on my keyboard, select location, rotation, and scale. Oops Let's select the object because if you don't select the object, it's not going to work properly. Okay. Let's do this again. I will click on my sphere and I will press high on the keyboard location rotation and scale, and I will go for example at 40, just like this, and at 40, I will move on the right just here. And I will press and I will seek location rotation and scale. Now what's happened if I want to come back exactly at the same position because if I start here, I have this render. If I want to come back in the same position, I can seal my first keyframe just this one, and I can go right click and I can copy the keyframe. If I copy the keyframe, I can go for example at 80 and I can go right click and I can pass a keyframe just here. Thanks to that, I can come back to the initial position with a copy and past. I can create something like this and I will come back just on this direction. You can also duplicate the keyframe. If I want to repeat the operation, I will select this two keyframe, not the first one because if you select the first one, it's not going to be good, but I can select this two one and I can go right click and when I go right click, I can duplicate the keyframes. When I click on duplicate key frames, here, I can move the key frames just on this area, and I can decide to put at, in this case, 120 just like this. I can duplicate the keyframe. I can select this one again, and right click duplicate the keyframe and I can position at 200 240 justices. Thanks to that, I created this animation. It is definitely convenient to be able to copy and pass the keyframe. You can also do the opposite process if you use a mirror keyframes and if for example, I remove this one, I can press delete on my keyboard. I have also this one. You can just make a choice to use a mirror key frames. And in this case, when you go right click, you can select mirror and you can invert the keyframe. Sometimes it can be definitely useful and you have also some snapping options. Here, when you select to handles, we'll see that in details in a different way. But when you select to handles here, When you go right click, different keyframe type, and you can find also types or interpolation and easing mode. Why is the interest to do this. Interest to do this. You can change the speed. You can add a key frames and you can change the speed of the key frame with different type of interpolation. If for example, you want the sphere, start pretty fast, and after go in a different way. You can select a keyframe. For example, you can go right click as mode and I can use maybe in and Each time here you can have some options. Thanks to that, the speed will be different and the speed one blinare when you use one of this one. Here you can set the type of interpolation that you want for the key frames. Okay. 154. Edit interpolations: We are going to see how to work with the interpolation when we create an emissions. For this, one of the first things to do, is to click on the cube and we are going to delete the cube. After that, something that we can do is to add mesh, and we will just select the UV sphere, just like this. And this UVphere I will dragon move tollbat on this area and dragon move Talbat on this area. After I will enter in the animation panels. I can click on animation panels just here. Something that I can do is to select a view and I will select my x view, just like this. I will Talbat and just position the sphere around this area. Okay. Now, what will we be able to do? Here, we have seen that it's possible to add keyframes and to edit these keyframes. The aim of the interpolation is to change, for example, the speed of your object. For this, we can just change and have access to the curve. When you go on the left here, you can go and edit, and when you go here, you can have access to the graph editors, and you can change the timelines for the graph editors. Now we have a graph editor here. One of the first things to do, I will click here, and I will draw again move on the right, and on the frame number one, I will set a position. I will click on my sphere, and I will press E on the keyboard, and I will select location, rotation, and scale. And after that, I have first keyframes here. I will go for example at 60, and something that I will do at 60 is to drag and move the sphere. So you can press G, and you can press the y axis to constraint on the y axis, and you can go on the right just here. After to position this sphere here, you can press to activate another key frame, location, rotation, and scar. You can use also these panels if you need to activate some properties. When you want to zoom in and Zoom outt, you can just move your scroll wheel and you can zoom in and zoom out. What I can see here, I can see that in my first keyframe, we're here, and the green axis, so it means the y axis, we have now curves just like that. Now we'll go at 120. First before you go at 120, you click here and you can see the key frames. The first key frame, and you can go right click and you can copy this key frames. Then you can activate 120, and at 120 when you are at 120, just like this. You can go right click and you can pass the key frame. Let's just play the animation. I can click here and I can play my animation just like this. What about the speed of this animation? The speed, if I zoom a little bit, just like that, the speed correspond to these curves. It means about these curves, we have its little slow, little faster and little slow. And when you click on key frame here, one of the first things to understand is you have handle types, interpolation mode and easing type. When you click on handle types, if you select free, you just have two handle here. If you click right click Alien, you will have just two handle lined on the left and on the right. When you select vectors, will you won't have the same handles dle go on this direction in the directions. When you go right click automatic, it's almost like the same and right click auto claimed. In this type of case, the most of the time you won't have big difference, and what you can do if I select for example, the free ends. You can just click on this one and you can drag and move and you can change the speed. What happens if I drag and move the endles here and if I drag and move this one here. It will be fast like this and after slow slow, slow slow to come back fast because I move this endle but you can also move, for example, this handle if you need or you can move this endles I'll take a glance about the speed. If I click here, it's fast, slow, slow again and fast again for the simple reason that I change my handles. If I change ends like this or if I change the ends just like this, I drag and move, and I change like that here on this area just like this, it will be slow at the beginning, fast fast and slow. Let's just come back and see, so it's slow slow fast fast and slow. For a simple reason that I change the enders. After you have different predefined speed that you can use in the interpolition mode. One of the first things is constant, and you will have something like this. You need to understand that when you select interpoliton mode, it will be applied just after your enders. Here it's apply after this one. In this type of case, I can obtain this render. It's going to stop and come back fast, just like that. When you go right click interpolation mode, you can select linear just like this, and you can also select base. Some things that I can do, for example, by default, we use baser, and I can go for example at 200 and when I go at 200 here, I can try and move my sphere again so I can press y and go around this area, and I can press G, and move little bit on this area. I can press on my keyboard to activate a keyframe with the location, rotation and scale and cratonu things. If I want to have interpolation perfectly linear, I can select, for example, the handles and right click and I select linear, click on this one, right click, linear, click on this one, right click and interpolation mode linear. Now if I take a glance about the speed, it will be perfectly linear, as you can see. Okay. So after to understand that, you have also predefined model. If I want to click on this one, I can go right click, I can come back at Bazars at any moment. Here I can come back at Bass, and here I can come back at bases. Something that you need to understand you have predefined interpolation. So if I click for example here, On this one, right click interpolation mode and here it does the same thing. The only difference is it is predefined interpolation. For example, if I select exponentials here, I will have the exponential curve automatically. If I click on this one, right click interpolation mode exponentials, I will have the exponential here. It means it's slow fast and here it will be slow and fast again after it just bars. I can just come back slow and fast. Then slow again and fast again after just the classical curves that we have. When you click on right click interpolation mode, when you want something here, it just predefined models, predefined interpolation that you can use. If you don't want to move by yourself, these different handles, you can use interpolation predefined possibilities. And if I just click here, right click, you have also in type, and the easy time it is exactly the same principle. You can select what you want. For example, this one, I can go right click interpolation mode, easy type, and I can select easy in. If I go here, right click, easy type easy out. And now I have this type of curves, and it will be slow fast fast and slow. Let's just click here, so slow fast, and fast and slow. Now what happens? When you go on the left, you can see because we apply when we click on, we can find position rotation and scale, location, rotation and scale, and this is what we have here, and we have nothing on the x location, but when I click on y location, I can see my curves, and location, I move a little bit on the Zaxis so I can see this curve also. If for example, I decide to be at 250, for example, at 250, I decide to scalle bit, so I can press and I can scaltle bit on the Zaxis also. I create a small rotation on maybe on the x axis. Small rotation on the x axis, just like this. What I can see if I silk the scale value here, I can see my scale value on the d axis, we have a small curve, we don't see too much the curve, but we have a small difference, and one of the problems is I didn't apply my key frame, so I need to press and location rotation and scale. Now what I can see it is if I select this different ones, I can use here, we can see a rotation on the x axis as I just do, and this is why you can see the cures. Even for the rotation, if you want to work with the handles, you can see the handles. And about the scale, it's going to be the same. I scale also my element, little bit on the axis. We don't see too much because it's just a little bit, but we can see the handle just on this area. This is some basics about interpolation, and it is the most important is to understand about the location because with the location, we can work with a speed like this and it can be extremely useful. Okay. 155. Find models: We are going to see how to find SD models. And to find Swede models, we are going to use one more time the Poly Aven website. You have different libraries that you can use here. I showed you Polian because it is a very equip website, but you have also very interesting websites that you can use to recuperate models. So M is just to understand the principle. So here we are on Pan. You can just first as I explained before, you can take a glance about all the different features on this website. So you can see here, and you can just go and scroll and you will be able to see all the different features on this website. If I just come back on this area, something important, so the suite type of things that you can do on this website, you have everything that you need to work properly with Swede models because you can recuperate the models here and you can recuperate the texture here, directly and you can recuperate environment. Every time it is very useful because on this website, it is directly made for blender, so you can recuperate models directly import with a blender file. Like for the texture are made directly from blender, and you have also al gira environment which are perfect for blender. Let's just go on models here on bonds models. In comparison of the texture or against the environment, we don't have too much models, but I think it's good already to work with this and to create different type of example. When I go here, you can find a listing on different models. One of the best things to do is to go on the left, and you have different options. For example, why not to use furnitures. If I click on furnitures, I have a list of different furnitures. For example, I'm going to use in different session this wooden table. I can click on this wooden table. And what I can do on the right first, as you can see, we have here, and automatically by default, we have the blend file. I can recuperate directly, the blend file, which is very great for blender. And if you click here, you have different options, 1k2k, four k, I'm going to use the four k. It's for the parameters of your object, but also it concerns the texture because directly, you will have also the texture. This is why the size can change, and this is why also it's important to take a glance about the size. And after that, you just need to click on this area and you can download your models. If I just continual little bit, you can see the view with the texture. Here you can see the view without the texture and you can also view with a SD environment. When you continue, you can find different type of view, and here you have the different texture with the different mapping options. We'll have, for example, a color texture like the diffuse will act like the displacement The normal texture will have, for example, a displacement texture, and we can find more. So most of the time we have four texture, but we can have more sometimes. If I just click here, this is a Swedi environment, and I can zoom tell I just come back on this area and take a glance, you can turn around a Swedie environment to see how will be the render. If you go in blender directly, you will have this render when you work with the render mode, you will obtain this render. It's pretty interesting and you have some other assets here that you can use. If now I just come back, you can have access to, for example, I have directly table on this area, and if I can find deferent type of table. You have also element of decoration. If you need, you have element of decoration just here and you can select what you want. If, for example, I select something, I have some vase, just like this. I have also some different elements. You can also have some wall decoration, so you can see a lot of type of things. Um, if I just come back here, for example, I can select, I have this model of vase, but you have also under one, I can select, like for example, this vase, and this is the same way. Automatically, you have a bland file, you have also under type of file, but we will use a bland file. And here you have the 1k2k4 k in this, we can even use eight k. If I continue, one more time, I have the different views of the texture, you can see the different files from the texture, because as I explained before, to have a better render, we need to have different file and not only one file. And when I go on this area, you can see the different views. We have to apologize also. And you can click also on Swede, and one more time, you will have the render in a Swede environment. Just like this. As you can see the render is pretty good, the texture is pretty good, so definitely it's very interesting to recuperate this type of models. Let's just come back here, so we just need to select to categorize not too many models, but definitely it is very convenient for make differents and also for trainings to integrate models and to see how it works. 156. Add models: We are going to see how to add models. It is possible to add models from blender files and for this. As has explained, you can recuperate models in different types of libraries. In my example, we have used poly an, but you have also interesting library to recuperate models. One of the first things to understand is how you can add blender models. For this, let's select the cube and just press delete on the keyboards. So extremely interesting when you create a scene, for example, you create a design, and in this design, it can be interior design environment design. You need to add a model. For example, you want to create a room, but you don't want to create all the elements inside. You can recuperate on a library, for example, a bed. You can recuperate a table, or you can recuperate furniture, and you can integrate all the elements inside your scene and after cut modification. To do this type of work, let's just click on file first. When you go on file, you can find this one pen. When you click on this one pen, you can add blender models. Let's click here. After to go on this area, we'll just go on my document and on my document, I will select my descop here, and what I can do I can use on this area I have object. After to click on object, I recuperated in Polya haven different object here, and let's see, for example, the table as a basic example. I can click on table. Something important to understand you have one five for the texture, and you have also one five for the blend. If you click on texture here, you will have nothing because you need to import the blend the bland file. When you click on blend, something important is you have different type of views here on this area. You have different folders, and what folder will use, it will be the object folder because you can use different element, and the important thing in this case will be the object folder. When you click on folder, here I have my wound table, and it is just the blender file. I can click on happen here. When I click on happen, I can zoom a little bit on this area. Take a glance, we have this table. After that, if I click on my table, because it is a blender file, I have everything that I need, so I go on the right, and by deft, I have a scale value on the x and y axis with a value of one just like this. After I can make what I want, I can press S and I can scale my table just on this area. If I want to break the proportionality, it is also possible. I can press if I want to break the proportionality, for example. And I have a table directly made, I can integrate in interior design, for example. You have also a material on this table. So how can check this, I can go on this view and I will select the rendered. So after seling render red, we need to lick on times and you can see the materials appearing here. I can also click on this area, and we have nice materials. Something interesting if you use something like the Pohavn website, this website. I isn't interesting because automatically you have the texture sets for blender. Now what's happened? If I select the shedding mode just here, and I take a glance about the different nodes. As as explained before when we had the materials, automatically because it is from Polyvn we have the blender. Directly the blender files, and we directly everything is set up in the right way. So we have the mapping with the texture coordinate and the mapping nodes. Here we have some texture with the base color. We have texture with metallic file, texture with root t file and texture with the normal file. We have also a normal map just on this area and principle BSDF and material outputs. If a little bit here, you can see the texture is pretty good. But if we want to make some transformation on this texture, it's possible and we can edit the nodes. We can change the texture of the table, remove this element and apply our own texture. Now let's selector layout and selector segund example. I will press delete on the keyboard. It's definitely very convenient to add a blender file because you can edit, make anything that you want, and have also the texture setups. When I go on this area file, let's select one more time happened and I will come back on my folders and I will select another example like the furnitures. I will click on the furnitures. If I go on texture, it's not possible to select from this. It is for the texture options, and I will go on the plan file. When I click inside, I can see the object, and when I go object, I can select this one. I can click one more time on happen. After to do this work, my chef is apply here, I can click on this area. Go on these options. If I want to scale one more time, I can scale. Just like this, I can bring the proportionality if I need, and one more time, we have a texture. When I go on the right here, you can also go in the edit mode if you want to edit the parameters, it's possible. I will just go in the shedding view. When I go in the shedding view, it is exactly the same parameter. We have the mapping option with the texture coordinate and the mapping nodes. Here we have the texture with the pace color, we have a metallic nodes, rootenss node and normal nodes linked to a normal map, and after that, we have the principle, SDF, and the material output. If I just move on this area, you can see the texture one more time, it's pretty good. We have a metallic texture just for this part, and for this part, we have a wood material. They have work on different phases to have this type of render. If I zoom little bit, one more time it is interesting, I can integrate this fniture if I want to hard time in a creation, it's possible. This is how you can add blender models. Let's delete this one. Okay. Okay. 157. Import models: We are going to see how to add models from external file. As has explained, it's possible to add blender files, and it is possible to add an external file. One of the first things to do is to click on the cube and to press delete. Concretely, what you can do, you can recuperate on library. You can recuperate models, but it can be not a blender file. It can be another type of file, like for example, OG file, STL files that we use. So most of the time it can be also FBX file, so you have different type of file from SD models. You can also create a Swede model with and software. And with this order software, after that, you would like to use blender to create modification or to apply, for example, some texture because you have Swede modeling software, it is very great to create, for example, an object to create a design, but it's not really good to create a render or it's not really good to add texture for different reason. And for this, you can use blender just to create the environment, just to cut the Swedi environment, just to create a real rendering, and this is why it is useful. When you go on file here, you can see, so when you use happen, it is for the blender file, and when you click Import, you have the different upshots located here. Something that I'm going to show you it's not to show you all the options. So most of the time, we are, for example, the BG we can use STL, we have also the FBX and we have also other types of things. I will use the STL in this example. Let's click on STL and I will go on my descop and I created to recuperated to objects that I have created in a different SD modeling software. So I will select object, and I have my object one, and I have my object two. I recuperate this element on software, and I will select my object number one, so it means this one. Here on the right, you can directly apply a scale value, and after to do this work, I will import the tele. If I go on this area, I will zoom little out. Now my element arrive here because it was really really too big, so I need to press S to scale first. As you can see, it's not pretty convenient, I need to scale my element just on this area. Now it's okay. I think the value was very big in comparison of the blender value, so I need to reduce in this type of case, and this is, for example, my first element. It is a fence that I have created on another software. It was a CAD software. I created this one with a CAD software, and this is the type of thing that we can do. If we take a glance at the edit mode, I can click on my edit mode, you can see the topologize just here. If you need to apply some modification, it's possible to see different options. But one of the problem is, as you can see about the subdivision, we have a specific subdivision because it is directly STL file. But you can just reuse these models. In conception, if I go right click, I can also if I need, for example, duplicate the object, I can duplicate my object, for example, first one here, or I can duplicate the objects, right click duplicate the object, you can make what you want after. Okay. Let's just come back on undo and I just come back on undo also. You can also use some scale value on the right correct rotation in this. I don't have any texture on this one. So if I click on my options here. I don't have any texture nothing special happen. I will click here and activate the shaddy mode, but you can use, for example, just blender to apply the texture after. I can click here. I can click on just on this area, and I have my principal BSDF just here. One more time, I can why not add a texture just before let's select in this case. I can just apply, yes, one more time, mas graph texture and right click add the converters a color m just to make something simple, select the A to the FC, the color to the base color, and I will select two color with my first point, and I will select some not. If it's made wooden, I can use some brown color, and I can select the second one just here, and I will use another type of brown color. Like for example, this one. Okay. So it's okay for that. I'd apply this color directly on my faint after if I want to make some adjustment, I can a little bit change the color. I can use my scale value, but yet, I won't tell me big change about if I change the scale value, and that's it. I increated my model in STL and after I can reuse in blender if I need. Let just come back on layout, select this one, and just press delete on the keyboard and let's see a second example. I will import another models and I will go on file and I will select import, and I will select one more time, what I want, and in this case, it is another STL file. So I will select my object number two just here and I will import the STA. And this is just a tab that I have created using also a CAD software. If you want to do this, for example, with blender, it's pretty little difficult because on the CAD software, you can work with sketches and I blender it's not possible, but you can do with extension, but without extension, it's not possible. In this case, I created these models. Let's take a glans by a few. And one more time, you can I can move the models, change the position. You can scale if you want your models, I can reduce just like this and see also on the edit model, just like that, and I can find the topologize of these models. So after to do this work, it is the same. If I want to make some transformation, like to apply texture, I will be able to enter in my object mode, and in my object mode, I will select shedding. And I will zoom a little bit, and I will click on just here, and some things that I can do one more time. I can click on ad. I have also some texture one more time that I can use. But in this type of case, I can make also something little different, so it means I can just First thing that I can do it, for example, I can use, this principle, B SDF increase the metallic, and I can decrease the rootness and why not to crat something like this for my tap like brace for the render. Something that I can do also, I will delete this one, delete this one. It's to go on right click add, and I will select directly some shedersb the sheders I will use a different type of options. Can use for example, the glossier, I have also the diffused BSD f, and the reflection, translation, transparent, I have this different option. Why not to use a glossy BSD f, just like this. I can use also add shaders and why not to use a glaze BSDF and right click add shaders, and I will use a mi shaders and then right click add output, and I will use a material output. Okay. And I can put my different element here, this one here, the mix shadows in the midles ing this BSDF here. The shader to the surface. I will change the color one more time, why not to use some yellow color, just like this yellow range. I will link this BSDF to the shaders to have something more like this render. Here I can work with the rootenss of my element just like this. Is this value, let's decrease and here maybe about the rootenss depends about what we want to do, and I can change the C on a direction. Maybe it a bit more on the left just here. Okay. After you can make multiple try, you have different types of shadows that we can use on this area. I put I have also the reflection and I can tell this one, take the reflection BSDF and insert the reflection PS dF just here also. Okay. It says how you can import the models. Let's just select it was just an example. It's great because we have seen how you can add blender models, and we have seen how you can add external models also. In the two case, every time it is interesting because you can create a scene and in the scene you don't want to cut all the element, so you can just import outside models. It's definitely possible. You can also use the models and just use blender to add a texture and just use blender to create Swedi environment also to create the scene. Okay. So it's okay Front. Okay. 158. Loop part 1: We are going to see how to use the extensions, and thanks to that, it will be possible to go in the edit mode and to make transformation directly on the selections. One of the first things to do, I will click on the cube and I will press Delete on the keyboard. After that, we're going to see and serve the extensions. Let's go on edit, select preferences, and let's go on the extensions. When I just continue here, tension that we will use, is this one. You have the mesh extension with the loop tools. Extremely useful if you want to edit meshes in the edit model. Let's click on this one, and after we'll add a mesh and we will select, for example, we have the plane here. Let's just select the plane. This plane I will just scale a little bit and scale also a little bit on the y axis. I will enter in the edit mode, and in the edit mode, I will subdivide, right click subdivide, and let's supply some subdivision, not too much, but we can work for example with for subdivision. To have access to these tools, you have two possibility. For example, a crato selection and I go right click, now you can have access to lop tools, and you have different types of options as you can see. You can also extend the panels on the right. You can extend the small panels, and here you can find edit and you have the lop tools also. What you can do concretely, you can crato selection, and after you can convert this selection to one of these things. For example, here, I have breach, in this type of case, it will be like to create so it means to remove the faces here. I can go on my selection. I can Cilic for example, the different faces, just like this. If I just define breach, I will obturn automatically something like this. I can increase the number of segment, but this type of case, I will obturn this render. As you can see now, we can obturn this type of value just like this. Here in this type of case, it's iter like to remove the face, but I'm going to show you the things that we use the most because, for example, this one, we don't use too much, I will just come back with my edit mode. Something very interesting is the circle options. It is some you just crate selection, for example, I can select. Let's just s one more time, this one, and I can convert to circles. And if I click here, as you can see, I convert to circles. Something that I will do is to select all the faces, and I will press it to create a small extrusion on the daxis After I can pample select this different face, and I can change for circles. You will have some options here on the left. In this case, I have base feet and feed inside. Let's silk base feet. You can also work with the radius, and you can scale and change the value of the radius. As you can see it is convenient. Let's just if you take the value value, for example, you can also go outside. It is possible. In my case, let's just come back with one, and you can change on some axis. I'm going to remove radius. You can also work more on x axis, y axis on axis if you don't want a complete circle. Okay. And here you have a factor of inference, so you can reduce with the inference. For example, I can do this, and now I created this type of options, and if I press extrude, I can do something like that. I think with my first extrusion on the plane, I was not on the Zaxis. That's okay for example. We can also crit some curve, it's something little specific in this type of k, so it means, for example, you write some faces and click on curves, I will obtain this type of render. So I will go out, select the object mode and remove this one, and I will go on add mesh and I will select the cylinders. I will press on the Zdaxis of the cylinder and I will go in the edit mode. If for example, you select different faces like for example, I select these four faces, and I selic curves. As you can see, nothing really too much happen because you have extrusion here. If I just got this area, I can press here, I can extrude fcc curves. As you can see, you have something here moving about the cut on this area. Take a glance about the cut, the cut is going to go directly in the midle in comparison of my extrusion. If I press here again here again and I have still this face selected curves and signed to that I can have the right gument of the subdivision on my cylinder. It is something interesting. If I just select one of these tools, like the low cut tools, I have a cut here, cut here, a cut here, just like this. I silk, for example, this phase, ops let's select this phase with my selection tools, and I define cuts, I will have the right gment of these different cuts. It is an interesting way to process. 159. Loop part 2: We are going to continue with the extensions, and something that I will do, it's to continue with different examples, and I just click on add first mesh, and something that I will select, it is a ecosphere. After two select this ecosphere, I can zoom a little bit here, I have a number of subdivision. I will increase with, for example, four subdivision, the ecosphere, and I will zoom the ecosphere. Let's just select the edit mode just like that, and inside my edit mode, something that I will do it to activate x ray and I will select this view. After to do this work, I can create to selection phase of selection, and I can create to selection of this area. After to create the selection of this area, something that you can do with the loop tools. It is to flatten. When I click on flatten, automatically I will obturn this render. I can deactivate the x ray to see the render just here. One more time, you have different types of options that you can use. Let's say, for example base fit and you can work on on the x axis on the y axis or on the cd axis. You can decrease the influence just like that. As you can see it is something interesting that you can use. This is a flatten options. I can for example silx and do the same type of things. I can go in this area here. You can select any thing that you want. Even just a part, you can just select a part like this or just for example this part, not everything and you can flatten, but in this case, maybe it's better to activate the togal x ray one more times and I can select Just another area, and I can apply forple this view and I will select one more time flatten just like that. Okay. After I have this, I can press extrude if I want, and I will upturn this render. Definitely, it is convenient. Let's come back to the object mode. I will select this one and I will press delete on the keyboard. After that, something that I will do is to continue. I will go on ad and I will select a mesh, and I will select the cylinder. I will press S on the zylaxis. About the options, I will keep these different options and just go into edit mode. If I select, for example, these four faces. You have order things that we don't use too much like for example, you can use stretch. But in this type of case, we will have something a little strange. We can also use the loft in this type of case. It will open the area. It means if you click for example on this face, you apply loft, you will open on this area. If I go here and I click on loft, I will open on this area also. Let's just continue. When you select different element, you can also use relax. The last one, it is space lass. But in this type of space is definitely not very code, and just before to show you another element, let just come back here. Something that I can do is to s four faces, for example, I can apply flatten and here you can really see the difference with flatten this area. If acrat extrusion of this one extrude, you can see directly the render, so it is something definitely interesting, just like that. So we can flatten a specific part. I can click here, click here, and just silk this two one flatten. If I press it to trude, I will obtain this render. Okay. So let's just come back to the object mode, something that I wanted to show you also. Let's click on ad, and I will select one more time a plane. I will press S to scales the little bit this plane and S on the y axis, and you will go in the edit mode. Let's just go right click subdivide, and I will enter one more time a number of subdivision here. Let's increase little bit with eight subdivision. Okay. If I select different faces, like for example, I sel this one just here, and you define space here. As you can see, you can select what type of element you want to have this type of case is not going to be very interesting. If I select everything, I defined space, as you can see nothing special will happen. But if we cut an extrusion, and I press air to select everything, I define space and I will turn this render because I selected everything just like that. You have some element also that you can use selected all the elements, you have also relax just here. But the relax option, you can use also directly on some faces that you can silk like this and you can use relax you will have turn this render on the meshes. You have elements that we don't really not too much interest, but you have seen very interesting, for example, flat for example, the circles, sometimes space also can be interesting to use. 160. Align part 1: We are going to see how to work with an extension, and thanks to that, it is possible to work with Agment. And for this, something that I'm going to do. First, is to click on the cube, and I will press delete on the keyboard. So after to do this work, let's just go to solve the extensions, and I will go and eat it and I will see the preferences. And when I go on the preferences, you can see the extensions, and you can continue a little bit more at the end. So when I go more at the end, just like this, you can just Come back a little bit on the top and something that you will be able to see it is this one. So you can find object. And when you find object, you have the allying tools, extremely interesting. Let's click on object Ain tools, and after I we'll go here. So for my first type of example, we will work with two types of cube, and I will click on ad mesh, and I will craft first cube. This first cube, I will increase the scale value, and I will work for example with 12 on the x axis. After that, I will work with 16 on the y axis, and I will work with two on the c doxes. After that, I will create a second cube. Add mesh and I will create a second cube, and I will drag and move the cube little bit on the top and on the right, and I will change the scale value. I will enter a value of four on the x axis, four on the y axis and eight on the axis, just like that. After to do this work, maybe it's a little too big. Let's just reduce a little bit s and reduce with sw. After to do this work, you have the possibility to An, for example this cube with this cube, using one object as a reference. First things to do to have access to the extension, you just pull little the window just here, and when you pull little the window here, you can find items, then inside the items, you can find an tools. Concretely, what you can do, the most important things is to understand the active object because the active object will be your reference object. It means the active object will be fixed, and you will end the other objects that you are going to selected. As as explained before the active object is the last selected and the orange color is little deference. And if I select, for example, this cube and shift this cube, this cube will be my reference cube, as you can see this cube. But if I press shift again, this cube will be now my reference. So I will press shift here because I want this cube as a reference and the orange color is literally different. And now I can my second object here depending on what I choose. If for example, you just choose x y z axis. Concretely, this object will be a link to this one on the x and y z axis at the same time just like this, and automatically I'm perfectly in the model as you can see. Now, if I just come back here, you can click where you want. For example, I can click my top view. If for example hoops, let's just move this element and move this element just here. If I clic one more time this one and this one, this one is the active object, and I use the ing location. If I click on x, I will be a line on the x axis. If now, I click on y on the y axis, as you can see, If I complete with Z now on the Z axis. You can also press hole directly, so it means if you click on hole here, automatically, you will be perfectly center like that. After if you want, you can also drag and move and you can change, for example, you can see this one and you can drag and move at your convenience where you want, if you want to change the position as you can see. So definitely, it is extremely convenient. You can also do the same thing with the rotation and the scale. For example, I drag and move this element here, and with my rotate tools, first, I'm going to scale little bits, the scale on the zxis I will scale little bit scale on the x axis also and scale a little bit on the zxis, just like that. Now I have this two cube. Let's position the first one around here and the second one around here. If this one, I create a rotation. I use my rotate tools and I decide to rotate maybe like this. And about the rotation options. Let's put a value. I have minus point. Let's apply -0.27, just like that. I want to this cube have the same rotation as this one. How to do this? You select this cube and this cube. I want this cube as a reference for the rotation to app shift, and I click again on this one to have this cube as a reference. You can check on the active object. Now, what I want to do is to use a link rotation. If you click on, my cube will be linked perfectly like the order one. If I just click here, as you can see, we have rotation x -27 d grace. Something that you can do it is the same, you can work on the different axis. I'll just come back, click here, ratder type of rotation on green axis, and on the blue axis, let's just cut something like this. One more time I will click on this cube and I will select this one as the active object. If I want to have the same rotation for this one and this one, I can also use just x, so here we have the same rotation on the x axis. I can complete with y now on the y axis and Z now on the z axis, and we have perfectly the same rotation. The last point is to be able to do this with scale. Let's click on this cube, go on the right, and on the rotation value, let's come back with zero on x axis, y axis, and axis. Let's click on this cube and activate also zero on the x axis, zero on the y axis, and zero on the axis. So now I will put this one little bit on this area. I will press scale scale on the axis also and scale again more. Something that I would like to do is to have exactly the same value from this one than this one on different part. I need to select this cube and shift sel this cube. If I go on this area, something that I can do is to use ing scale. Appreciate to select this as a reference. Now if I click on automatically, this object will have exactly the same size that this object. You can also if I just come back work only on the x y or z axis. Let's select the top view. If I select x, I have now the same size on the x axis. If I select y, I can complete same size on the y axis. Now if I go on this view and I select, I have also now the same sign on this axis. You can check you can select this one, you can see the scale value, and you can click here, the scale value. You have also more advanced properties. Personally I prefer to use this one, but you can use more advanced properties here, and you can do the same type of things with x y and z axis. After that, I'm going to show you that you can work also with more object. Here, we just focus on two objects, but you can work with more object, and we are going to see how to work with more object. Okay. 161. Align part 2: We're going to continue with this extensions. One of the first things to do is to click on d mesh and let's select the cube and I will scale my cube. I will go on the right and I will enter just specific value. Let's just work six on the x axis, and on the y axis, I will work with eight and on the zxis I will work with four just like that. I have this first cube, and this first cube, I will start to just drag and move here. I can just set little the position that I want and I will duplicate this cube. Right click duplicate the object with shift dd and just duplicate a little in a different parts, maybe just like this first. Let's just go right click duplicate, position another one here and just right click duplicate or shift dud and maybe another one just like this. So now as you can see, we have these four different cubes, and we can work with the igment also using multiple objects. Here is the example of four, but it can be so much more if you need. Let's just click here and open one more time the panels of Allen tools. The most important thing is one more time it's to have your reform object. If I select all the cube we shift like this, and I want to work with, for example, the location. One of the first things to do, it's to select what will be my reference object. In this case, let's for example, select this one, so I can pre shift and select this one to have this active object. Now if I select just x y, everything will go directly on the same area. In this case, it is not what I want to do. I can use the ing location. If I click on, it is the same. So what I would like to do, I can for example go on my Zaxis I want to have the same aliment on the x and y axis. I can click first on x and I have the same gment with this base, and I can click on y. If I click on y, I will have this one. So it's not on the y axis, it was on the zxis after. First. Now if I go on this field, I want to have to be on the Z axis, so I will click on Z now I have the same ment also here. This is why it is interesting. Now, let's just come back a little bit before. You can do also the same type of things if you work with a rotation. For example, let's silk this cube as a base. I can create a rotation like this, this like this and maybe like this for this cube. Okay. If I select all the different cubes, I want this one as a reference so I can press shift and select this one as a reference. If I use my rotation tools, if you click on A, all the cube will have exactly the same rotation. But if you just come back with undo panels, if you just want only on one axis, like for example, on the x, you can only click on x. But if you want to complete with y, you can also have y and you can complete with, and in this case, it was to click on. One more time, you had more advanced features that you can use about an operation if you need. You can also use advance. One more time you have some location, and you can also click Z for example y, and for example x here. You can work like this. It's good here because you can just come back if you want, but sometimes it's not easy to understand. You can also link the For example, the rotation, just like this. You can also work with the location on the Z on the y and on the x axis. You can also use this type of panels. Let us come back here, and the last important point, it is also the scale value. Let us come back here just before to crat some rotation. I can come back here. Yes, just like that. Let's apply different scale value. First, I can drag and move this one. We will use this one as a reference one more time, and I can scale. I can use this one, I can reduce. I can use this one T one, I can increase. Maybe this one I can reduce a little bit, just like that. I will drag and move this here, and I will drag and move this here. I want to have the same scale value with my different objects. First, I can press shift, and I can select the different cubes. I will press shift to select this one as a reference, last one. And I can apply a scale value. If I click on all, all my cube will have exactly the same size as you can see. But you can also work on a specific axis. If I select my Z axis my top view here, I can just apply only the same scale on the x axis, as you can see. Then if I want to complete y axis, and if I go on my side view just here, I can also apply D. Now all my cube will have exactly the same size. So if it includes very interesting very interesting tools, the alien tools, very interesting extensions to Ang your different object. 162. Mesh part 1: We are going to see how to work with an extensions, and it is very interesting to use because thanks to the extensions, you have the possibility to add more object. Concretely, you can add more meshes, and I'm going to click on the cube first and just press delete on the keyboard. Okay. After to do this 12 puff work, let's just search the extension, edit preferences. I will select the extension options, and when you go on this area, you add add, and when you go on add mesh, you have add mesh extra object. I'm going to click on this one and just activate this one. So why it is useful because now when you want to add an object, you will have so much more possibilities. Thanks to that one more time, you can earn time. With different type of extension, you can earn time. Let's click on directly had mesh and what you can see, you can see now more options. And we have all these different type of options. So if I take a glance, for example, but the first one here, this is just like a rock generators. When I click here, I will zoom little bit, you can see this type of element, and I can go on the options of add rocks. When I click here, I have I can change, and I can make multiple rocks, as you can see, so this is one of the first things to do. If you want to add too much, just like that, sometimes you can have a failed message. So take a glance, if I just click here, I can increase the number of rocks, just like that. Let's just come back a little bit. I will work with maybe if I just come back with one, here you can work with the scale value, so you can change. You can have this value also, and you can change the render of your rocks and here you can change also x to have different type of render, you have also y value, but each time when you move, you will have different type of render. And you have also the scale value on the D. After you can work with the deformation of your rock, you have some rootenss you can increase or decrease the rotenss. You have a number of detailed levels, and you can also activate a smooth iteration or a smooth factor. This is how you can generate rocks, and you can also use different type of preset because this is a different preset, but you have this type of rock, you have also this one that you can use. You can use also directly this one. You have also this one, you have also this one. As you can see, it can be convenient. You can also use this one. If I just come back with this one or I can sal this one just like this. Okay. Let's try another one, the default rocks or if I change for this one, this is a river rocks. If I change here, this is a default, this is for example, a river. After that you can validate, you will have the same type of options on the right. Just take a glance about the subdivision, if I go on the edit mode. It is like to have directly modifiers. In the edit mode we obtain this render, so it's not directly possible to edit properly. If I go in my object mode, I will select the modifiers and automatically when you add the rocks, it's because you have different modifiers on the right, and here we have, for example, a displace modifiers multiple times to obtain this render. But you don't have to do this work. But if you want after, you can also change with some displacement modifier and you can make other type of transformation using directly the modifiers on the right. So you can earn time to do this work, but if you want to validate at the end and to work with the topoologize, you need to validate the different modifiers on the right first. And after to validate the different modifiers, if now, I go in my edit mode, now I can see the topoologize and I can make adjustment if I need. So as you can see, it's pretty convenient, and you can run time instead to add all these modifiers. If I just go here, I click on add mesh, you have different types of other options. If, for example, you want to add something like Something can be interesting. It is, for example, the gears, and you can create the gears. Automatically, you can do this work, but it can be a little difficult and you can have access to the options on the left. One more time I have different type of options, so I can increase the number of t for my gears. I can work with the radius or increase or decrease the dus. I can work also with the white hear and Change the base. Definitely, you can make a lot of things and you can create a gear in a pretty fast way. You just need to work with a different parameter, follow the different parameter, and that's it. You can obtain this handle. You can also work with the conical gears if you change the conical angles. Let's just come back with the value of zero. If I just validate, I created these gears. Here, if I go on the edit mode, directly, we can see the topologiz and we can make some transformation. Every time you can make after what you want, so if you want to add a modifiers, you can add a modifiers like generate, if you want to use a subdivision surface or it can be a verse, and things like this, you can use this type of modifiers. For example, here, this is a subdivision surface that I can apply. But something that I can do also, it's a modifier generate. If I pval modifier, I can also apply pval modifiers on my element with a number of segments. It's okay for that. You have multiple elements that you can add. You can also if I continue little bit, I can click on add mesh, and for example on the gears, you can add directly warm like that, and automatically, you can obtain this render. And this is the same principle. You can work on the options on the right here. And the number of rows. You can also work with the radius and some pressure angles, and one more time, you can work with the render. You have an operator preset, you can restore by default at any moment to obtain this render. If I just click here, you can click a new preset if you need. C your own preset, you can save the preset after. Something that you can create also it's to go add mesh, for example, you can add directly round cube. Automatically, you have a round cube. You don't have any modifier. I just on your cube. Automatically you have rounded corners. It's pretty fast. It's just to little time one more times and you can obtain this render and If you press, you can scale on the d axis, you can have to make what you want. You can also add modifiers, deforms, generate one more times, and I can use a subdivision surface. If I increase, you can change a little the render of the corners increasing the number of subdivision, just like this. 163. Mesh part 2: We are going to continue to work with the extensions. So as I explained before, it's possible to add more object to add more meshes thanks to the extensions. Something that I will do is just to continue. I will go here, add mesh, so we have seen that we have different type of options that you can use, for example, if I just continue here, you have different type of options, and you have also some extra elements that you can use. If I select, for example, just here the pipe, you have different type of pipe that you can apply. If you sel gear, you can also have some torus object, so I can use for example, this one, the twist torus, and automatically, if I zoom little bit, I will obtain this render. And automatically, it just twist after you can add on the twist options one more time, and you can increase exactly like when you add some basigmses you can work with this, you can increase the radius on the major radius, menor de. You can use, for example, this one. I can drag and move this one on the right, and I can click on add mesh if you select tourus you can use also this type of torus, as you can see, one more time, I can scale and I can move, and let's try with maybe a no one, one more time, I will click on add mesh, and I will selector subject and I will select this one. One more time it is things and interesting because automatically, you can run time for some creation. So that's it. This is different type of tours that you can use. You can also add pipe. You can go on add mesh, and you have different model of pipe here, for example, if I select this one, I can directly have these models of pipe. Let's just go on the right add Mesh, let's select one more time pipe. You can use this one, like this. Let's click on add mesh. Let's add pipe. You can use the elbow pipe. Just like this. Let's click on add mesh. Let's just select another models of pipe, you can select pipe just like this, and let's sel add mesh pipe, and let's silk this one hoops. I think I have already this one. Let's click on add mesh pipe, and let's silk for example this one also. I have different type of models that you can use. To I have all the models, I have this one, this one, This one, if I go on add mesh pipe, maybe this one, it is a cross one. I didn't have this one. Yes. Just like that. You can add different type of model of pipe and automatically, you can one more time use this. Depending on what you want to do, you don't have any sickness or something that you can do if you want after, you can add modifier generates, you can use y not a subdivision surface, but you need to be careful when you use this. If I just click here because we have the cross just on this area. If I go on the edit mode in this case, I don't have too much subdivision, so I can also go right click subdivide, and I can increase the number of cut. Like, for example, it can be eight cut. After to increase the number of cut, if I come back to my edit mode, modifier, generate subdivision surface, as you can see the render will be different, just like that. Some things that you can do also. If I just remove this, you can add modifier generate, and you will be able also to use the solidified modifiers. If you use the solidify, you can add some sickness. You can increase the value and you can add some sickness for your pipe. This is the type of thing that you can do. Different model of pipe, as you can see it's pretty good, just delete these different ones. I just turn my camera, but I can remove it, so it's definitely not a problem. When you go and add mesh, you have also different models of diamond. For example, I can use just this one, and I can zoom little bit. One more time, you can do the same type of render with a cube the modifiers, but you can harm little times using these models, and you can work with the radius. You have different type of radius. Just here, you can increase on the directions and increase on the direction also. That's how you can create fast way a diamond. When I click on ad mesh, you have also different extra of elements that you can use. So for example, you have a beam builder, just like this. Thanks to that, you have the eight, you have the wide, just like this, and automatically you can crat this type of element, and you can create different type of models, and you have also the sickness. One more time, you can just craft a cube, you can remove faces, obtain the same type of render. But if you use this one, you can urn little times. I just press delete. Let's click on add mesh. And when you click on Extra, you have also wall factory and directly, you can obtain the walls. One more time, you have construct here. If you deactivate constructs not pretty good, and if I just come back here, you have different type of options. For example, you can add some arch. You can use shelves here. You can add steps. You can even create some different type of openings in the idols, change the eight, the bottom, the pvals. You can work with the sickness just like that. Definitely, you can make a lot of things. I can increase my wide also create some variants and work with the deeps. So Not going to enter too much in detail, but just to show you that, yes, you can also crit this type of wall. When you click on Ad mesh, you have also other type of options like for example, if you click on Extra here, you can just crate something like a stars or a pyramid. If you click here, you can have directly a stars, and you can change the number of point. And one more time, it's pretty fast. Because you can also work with the due on the direction or the reduce on the directions. And it's pretty fast, you can press S. You can scale on the xis or do anything that you want and you have created a side, the stars, and it is pretty fast. When I continue to add Mesh I have more options one more time. I'm not going to see all the things, but you can also create a pyramid, and directly, the render is pretty good. You have some options on the left like the number of site for your pyramids, and you can change the number of steps so it means you can go in these directions also. Here. Initial wide can increase. If you increase the initial wide, you can work with the number of steps just on these directions. One more time, it's pretty good about what you can do, surrender that you can opt using this one. Very interesting extensions that you can use to add more object. 164. Curve part 1: We are going to see how to work with an extension. It is very interesting, useful to use, and for this, you will be able to add more curves. And I will click on the cube first and I will press delete on my keyboards. After that, one of the first things to do is to go to search the extension, edit, clic preferences, and we can go in the extensions. When we go on this area, we have directly add curves, extra object. When we go here, we can see add curves, extra object, and we can click on this area. After to do this work, I will click here and what it will happen. Concretely, when you go and add, select curves, and now you can see more options. And one more time the M is what is to urn time with this different type of options. So for example here, you have some polygons, rectangles directly, some curves that you can add if I select for example here, The polygons, I can zoom little bits, and automatically, I have polygons and I can go on the left, and I can work with options. Here I have the number of sides, so you can change the size of your polygons. You can work with the radius also, and you have different type of options. So here, for example, you have TD and SD depending on what you want to do. If you click on swede, you can then edit or if you click on two d will be deferent. Why did you will be deferent. First, let's work with, for example, the radius and the number of sides and you have poly, you can select nerves also to obtain the render and two silic base cerves then swede or two D. What's the different? Because if you silk Swede, for example, and silic poly something that you can do. It's in your edit mode. If you press, you can extrude in this way, just like that. But it's not a surface, it just a specific element just here. I'm going to delete this element on my keyboard first and you can delete here. The best thing to do is to come back in the object mode and I can press delete on my keyboard. If I go and add one more time and I silk curves, let's silk one more times the polygons. And if I just come back with a number of site, let's just silk for example suicide. And if I change for two D, automatically, as you can see, we have a surface in the model, and if I select this one, so two D, and I just go in my object mode, you need to understand on the right that we have the polygons here, and it is a curve. It means if I want to add a modifier or if I go in my edit mode, I can press A, and if I press to extrude, as you can see, we opt this render. But something that you can do, you can go in the object mode and you can go right click to convert, after to do this work, you go on convert here. You have a curve as Bevel had adjust different options. I'm going to click here, object, convert. Mesh. After to do this work, I have a mesh. What does it mean? It means that if I go in my edit mode, now I just have one face, I can click on this face and I can extrude directly if I need, or if I want to add a modifiers, it will be also possible. This is the type of thing that you can do. If I come back to my G mode, let's just press delete. You have so much more options to crato curves. If I want directly something like an ellipse, I can click on Ellipse. I have this type of render. You have feeling it's not an lip, but it just that can work with the radius radius b and one more time the D or two D. And you can change the type of the curves, nerves, or beers. In this case, if it is poly because it is poly, you will have segment. But if I change for bars, automatically, I can obtain this render. Now what I can do? I can just come back and in my edit mode, if I see my top view, I can make some for example transformation. Click on this one, and with my move tools can, for example, drag and move a little bit on these directions. If I want to create some transformation, I can also Click on this point, click on this node, and as you can see, you can make some transformation at your convenience. I can click on this one and again move on the left, and I created this element. So now I can come back to my object mode, and if I want to extrude, On the edit mode, it's not possible. This is where on the object mode. If I'm satisfied, I can go right click and convert. Here, the convert is not appearing, so you need to go on object and you can see convert mesh. Now after that, I can go in my edit mode if I want to press A and extrude. I can extrude, for example, on the directions. I can also press A, go right click and subdivide, and I can subdivide with different number of subdivision just here, and I can make why not. Su subdivision or I can do more maybe for subdivisions. I will come back to my object mode, and if I want to add a modifiers like, it can be different type of modifier, but just a simple subdivision surface, I can use this one directly on the shapes. Then I can increase with the number of value to obtain, for example, this render. I could create more cut on these areas. The render is not pretty good in this case. One more time, you can run a lot of time. You can go and add curves and you have all these types of options. I'm not going to show you all the options, but it's interesting. You have more possibilities. If you just want to have a line or a point. As I explained before the point can be interesting in different way, you can directly add a point here, and this is interesting. You have also a simple curves. If you click on this one, you have automatically a simple curves, just like this. One more time, you can convert to nerves or you can convert to p. If you convert to p, you will have just like one segment. If you convert, you will have access to the different enders and to be able to make some transformation to the enders. 165. Curve part 2: We are going to continue with the extensions, and some things that I would like to show you will go on add here. We will silk one more time, we have more different type of options that we can use as you can see. So as I explained, you can add different type of things here. If you want to add something like for example, just a line, you can just ct a line, as I explained before. If you just want a polygon, you can just add a polygon. If I just come back with this example of the polygons, you can have access to the options. When you go on the options here, you can change with the number of side. Something which is extremely important is to select if you want poly nerves or if you want baser. Because depending on what you choose, you will have different type of render and different way to edit. As as explained before, when you have something like that, you can also go on the object mode and you can convert to mesh. You go on object and you select convert and you will be able to apply mesh, just like that. After to apply mesh, here you have different options for the convert. You can add modifier on the mesh or you can go in the edit mode and you can also create an extrusion. But you need to be careful about the topologize Sometimes it won't be pretty good. It depends. Let's just come back on. Let's just come back on the object mode. Something that I wanted to show you after you have more options, you can go on add mesh, add curves, if you want to add something like, for example, we have some segment here. You can also add a distance here just a distance. Something that you can add also, let's come back in the object mode. I will press delete. You can go on add mesh. Curves, and you can select also we have the segment just like that that we can create. It is the same way I can go in these options, and in these options, I can work with the number of side, as you can see. This is why I have more handles, and one more time, you can work three D or two D. I can work with my start angle, so it means we can increase, I can work with the end angles also is a segment. But when you go here on this type, you can also in a very fast way. You can in a very fast way change what you want. You can just click here, and when you click here, you can directly silk what you want, as you can see it is pretty fast. If I just come back like for example, the segment, I obtain this render and one more time, I can change here for nerves or for p for example nerves or bars, just like that. And if I select this case, why not select basis. I can go in my edit mode and in my edit mode, if I select my top view, just like this. I can select different points, and I can make some transformation if I need on this area. For example, just here, just like that. After it is the same way, you can go in the object mode. And in the object mode, I can convert the object, let's convert mesh, and after I can do what I want, if I go on the edit mode, I have one more time this. But as you can see the topologize you need to be careful because sometimes it won't be pretty good. Something that I wanted to show you also, you have also more options when you want to work with surfaces. Now what's happened if I go on surfaces. I can click on ad and I can slick surface. Now you can see we have more options in the surface. If, for example, I want to add something like a wedge, I can click on wedge and now I have this surface just like that. Let's just little dragon move this wedge on the left. Let's click on ad. Let's select one more time surface, and I have also the cones that I can use directly as a surface, just like this. Let's just continue. I will go on add. I will select surface and stars, and automatically, I have the stars as a surface. Here, can add, let's select directly surface and plane. Automatically, I have a plane, but this time it is surface. It is not a mesh, it is a surface. And I can press S on, for example, the x axis. If I go in my edit mode, as you can see, it's not possible to s faces or any things like this because it is a surface, and we work in a different way. If I take this element, I can change my surface, for example, like this, like this or take this point. Just like that, make some transformation if I need. But it's still a surface as you can see. But at any moment, you can also one more time convert, and you can go right click, convert to and you can select what you want. For example, you select mesh and now we have a mesh. If I go on the edit mode, now I can have just one face here, just like this. If I come back to my object mode, to my edit mode, I can extrude one more times and I will obturn this render. Automatically, if I go right click, we have a shat smooth options, so you can come back sheet flight if you want. Just press delete, this is the same. We can work with this one also and I can go right click and convert to mesh or I can select this one, right click convert to mesh also. If I click on this one, I'm not going to convert this directly. If I go in my edit mode just like that, we obtain directly this render. Something that you can do is, for example, I can select oops. Let's come back to the optic mode and I will select this and drag and move on this area. If I select the stars and I go in my edit mode, As you can see, you can use the side view, for example, this one, and you can create two selections, and I can drag and move like this or I can press to extrude on the Z axis, and then S and I can scale also with this base. I can press on the Z axis and maybe scale. I can just use this base to create this type of things. I can run time because directly at the beginning, I have my stars options, I have my stars models. I can go in the object mode now and I have a created this element. If I go on click, I can convert to mesh, and I can also use modifiers and different types of modifiers. Why not subdivision surface first with, for example, four and three, and why not to solidify. I will go on add modifier generate and one more time, use solidify to add little sickness to my models. Let's put a value of four, maybe even sickness, but in this case, it's not going to be a variant interesting. You can also use this. So thanks to that, we have this view here. Let's just activate fields, and I can obtain this render. As you can see, we have a base, and after it's pretty fast to create this type of render just because we have a base at the beginning with the stars. As you can see it's pretty good extensions. You create a base, you go on add curves, and you can create any type of base here. After to create this base, you have the possibility to edit in the edit mode, and if you want to convert to mesh, you can convert to mesh. And yes, that's it. Here about the modifiers. I can also work with more sickness, just like this if I need. And let's just click on apply a modifiers generate. Let just keep this type of render. I can also press S and scale on the z axis or scale on the y axis or S scale on the axis if I need. One more time, very interesting extension. What is the is to allow you to h times. The aim is to have more different basis to be able than to work with this object. Okay. 166. Edit mesh part 1: We are going to see how to use an extensions, and thanks to that, it is possible to edit matches with different features. One of the first things to do is to select the cube and just press delete on the keyboard. After that, we will be able to search the extensions. For this, something that we are going to do is to go on edit and we can go in the preferences. When we go on the extensions, we can continue on these areas. We have different type of extension, and we need to go directly on meshes. When I go here, we can find me, we have different type of tools, and we are going to use mesh edit mesh tools. Here we can activate this one mesh edit mesh tools. And after to do this work, I can just click here and just close. After to close, I will add directly a mesh, and let's just come back, let's, for example, add a ube one more times, and we will change the value of the cube. Let's just go on the right. I will tape on the x axis. Let's just tape a value of four. On the y axis, I will tape a value of eight and on the z axis, I just tape a value of two maybe it is. Not enough, I will increase little bit. Maybe I can tape six on this axis and four on this axis. So after how to have axis to the tools, when you go in the edit mode, you silk the edit mode. So we have all these type of tools on the left, and you can have access to more advanced feature when you go on the right. When you click here, you can drag and move. When you drag and move, you have now edit. When you have edit, you can see mesh tools. You have different type of options like you have some vertex tools, H tools, face tools and utility tools. Every time depending on what you choose, you can work with different type of value. Some tools won't be very useful depending on what you do in comparison of the tools on the left, but sometimes it can be extremely interesting. For example, if I focus on the vertices here. You can every time have, for example, a champer it means if I silk this vertices, I can perceive this one, this one and this one on the top of my cube, and I'm on the verticis mode, I sliced vertex chamfer. As you can see, I can chamfer on the vertices. If I go here, we'll have the options, and in this case, I can increase, for example, the distance of the vertices just like this. For example, I can just add a champer Let's just come back. I'm going to come back here. You can, for example, extrude some vertices. If you click on extrude, as you can see, you can extrude the vertices. I can press Z I can extrude my vertices on the Z axis. Now we have different vertices extruded. This case, it's not very useful, but sometimes it is useful and then you can work on the axis here or you can apply a constraint. If I just come back just here, you have more tool, you can use also some random vertices, here it is vertxon first, but you can also use vals. When you use beavers, you can drag and move like this and you can increase the whites and you can apply vals directly on these vertices. It is just another way to process and sometimes it can be useful, so I can increase here. You can also work on edges. Or I can stay on vertices. One more time, you have the different options here exactly like the vertices when the transfer that we use on the left, and you can create something like that. If I go in my object mode, I can obtain this render. If I just come back here, you can also apply some random vertices. Some things that I can do when I click here. It is, for example, to element. If I go right click subdivide, I can increase the number of cut hoops. It just press a first to select everything and right click subdivide, and I can subdivide with maybe eight levels. After if I press A, just here, I can select all the vertices on my cube, and I can select random vertices. In this case, you can apply a factor and you can drag and move like this on different axis. For example, I can change that for my cube, and I can try and move on these directions, and you have minimum and some maximum. Here you can decrease the value, or you can increase the value. Automatically because I subdivide, I can obtain in a pretty fast way, something like this. If I go on the right, one more time, I can use one modifiers, add modifiers generate and I can use a subdivision surface. I can increase my level of views just like this. This is the type of thing that you can do If I just come back, let's just click Add mesh. Let just add a cube one more times and on this cube, I will go on the right, and I will change my value for one more time six, one more time eight, and one more time four on this axis. If I just come back to my edit mode like this, you can work with the same type of tool spot on the edges. For example, you have fillet edges offset edges. I can also go right click and subdivide. I will subdivide just not too much in this case, maybe four levels, so you can create offset, for example, if I select this edges, I need to use the selection of edges. I can see this one, this one, this one, this one, and this one. Something that I can do is to click on offset and I can create offset of the selection of edges. I can work with some options just here. Here, just to offset dip and You can work with a value like this, but you can go out of the face. If you want to stay on the face, you have different option here. Here are just mirror edges, but you can use flow face also. In this case, you can by default, if you stay on zero, you would stay on the face here. You can just cut offset and I can use zero axis, and I can cru offset of this face to crate a new one here. If I just come back a little bit on this area, you can feel some edges. For example, I can just select these different edges, and if I cliconFll Mesh is not coplanar to surface. In this type of case is not going to work properly, I clicon filet, mesh is not coplanar, so I need to work in a different way. If you say these different edges, fill is not going to work also, as you can see, yes, little stranger about the filet edges. We have also edge und defy and you can create something like this. Is it really useful? It depends on the situation, and it is more advanced features, and you can create a new edge here and you can feel after if you need. I have the edges here. You have different type of tools, the M is not to show you the tool just to introduce yourself this type of extension and to show you some basics about what you can do, you can also extrude the edges, so it means you can select, for example, the three edges. You can use Extrude. When you click on Extrude, you can constrain for example on the axis or this one or it can be the y axis, and I can extrude this one. If I click here and activate vals, You can work like this and you can apply a bevals also. In this type of case, filet g is not very convenient, but you can use a val just like that. If I just come back here, let's come back on this rack and press sheaf sheaf sheaf sat sheat If I tivate val here, I will be able to pull and to make something like this. If I select another edges, you have different things like floor plane, and You have element testing because some element will be applied on all your cubes. For example, if I press A and I select. Not this one, the H floorplane. You can opt directly this render on all your selection. In the different options, you can for example work like this, or you can work like this, you can definitely make a lot of change. It is solidify automatically by default. You can also use this one or you have the H net. If I just come back here, let's just deactivate this render. This is the type of thing that you can do with the edges floor plane. You can also use val on all the edges, and in this case, you can apply the val on all the edges at the same time. 167. Edit mesh part 2: We're going to continue with this extensions and with this one, it is possible to edit matches. Something that I'm going to do to continue, it's to click on add mesh and I will select one more time a cube and I will change one more time the value of this cube. Letretep on this axis. This one, maybe I can change tu step six, eight, and one more time four on this axis. After that, let just come back in the edit mode to continue and something that I will do is to activate my tools. I will go on the right. I will extend one more time, so you can focus on the vertices on the edges, and then you can focus on the faces. You change the mode, you select face, and now you can select a face and you have a d type of tools. One more time you have your face inset filet. When I click here, automatically, you can create a filet and inset at the same time. You can work with a mot just like that, and you can also work with the distance. And take a glance but it is inside filet because you can turn just like this. And you have also the number of sides. So definitely something interesting that you can use, just like this, and you can also work with radius if you prefer. Here you have inside or outside. You have also this one or the tree young girls, here just to depend the topologize about what you can do. For example, I have this one if I press extrude on my keyboard, automatically I can obturn this render. If I continue face in sit, I can repeat the same thing, and I can extrude also just like this. Now let's just come back with the undo panels, and I will zoom a little bit. You have different type of options. You can select the face. You can just cut the face, but here, it's definitely not possible to use cut the face. You can use this when you press A and you select all the faces. If you press A, you select all the faces of your cube and you can click on cute face, and it is another way to create some cut as you can see. Just like that. But something interesting is definitely it's totally proportional about the number of cuts. Here you have straight cuts, and you can also just change, but in this case, I'm going to click and select straight cut and use a great field just like that. Let's just continue, edit and undo, you can have multiple extrusion, so you can select everything. You can use a multiple extrude, just like that. After that, you can create some offset and you have the location. You can do this type of work also with the extrad tools. But here, the parameters after are differently and you have more options. You can extrude all the faces selected and you can create some variation and it is something that is not possible to do when you use the tools. If I come back here, I can for example use cut face and select the number of curve just here. Maybe I can come back to eight. After I can select multiple extrude and automatically, I can obtain this render and I can decrease the offset as you can see. But in this type of case before to use this, I can press A and I can select everything, multiple extrude, and then I can work with some offset on the axes that I want, I can make some variation also just like this. Let's just come back. You can also if you select all the elements, you have the split solidify and interesting because it is like separate the faces with a distance. You will still keep one, but you can directly obtain this render as you can see. If I just come back at this moment with my story panel, I can just silk one face and inset face, and here you can just apply inset classical inset here not big difference. You can just change with the deep just like this. Some things that we can do also if you can extra individual faces. As you can see, just an extra tools and you can craft offset. It's not extremely useful because I think not big different with extra tools. Some things that we can do also, you have other way to subdivide, it means you can press A, and when you go on the right, you have the subdivide options, and one more time, you have the number of cuts here and you can work with smoothness. So you have a little bit more options. For example, I can increase smoothness, just like that, after to subdivide I can also use fractal automatically you can create a deformation exactly like if you add a modifiers and the deformed modifier and you can do the same type of thing in a pretty fast way just using these tools. One more time can go into object mode, if you are satisfied, you correct modifiers had modifiers generate and you can use subdivision surface, increasing the levels of vertex and also the levels of render. Just like that. So it's okay for that. Let's just come back. I'm going to apply the modifiers and just press delete. I will go and add mesh. I'll show you with a que, but you can use also different type of object. And if I just come back on this one, I will apply one more times six on this axis, eight on this axis and four on this axis. Come back to my edit mode, so definitely interesting extensions. You can also, for example, triangulate the phase. So here, if at you can regulate. And you want to have another render you subdivide. For example, here, I'm not going to apply smoothness, or I can just increase the number of cuts. Here we are fractile. I will keep zero here, and I will keep zero on this different parameter to just subdivide with for example four cuts. I after I slip triangulate, you can see the faces are directly triangulate to change the topoologi. You can also use street two quad. Something little specific is not going to change many things, if I select just one phase and you can do this type of work or you can select multiple phases and you can use tree two quad and you can change, but this type of case is not going to work properly. Triangulate phase. The last thing that you can do it is, for example, relax. I'm going to come back and undo with my last actions of triangulate. I have this one. I can press A, and I can select relax. Thanks to that, it's a little like to smooth, as you can see, and you can increase the number of iteration. In this case, I will obtain this vendor as you can see. You just need to understand that you work with text. Then you can work with edges, faces, and you have also utilities tools. It is separate and different categories, and I think the modifier is the extension is very interesting. 168. Edit curve part 1: We are going to see an extension, and thanks to that, it is possible towed it curves for this, we will have features. More features to edit curve. One of the first things to do is to click on the cube and to press delete on the key board. After that, we are going to search the extension. So let's just go on edit, and we will select the preferences. When we go on extension here, you have different curves extensions that you can use, and something that we are going to use is the d curves curve tools. And it is in the curve categorize, and it is very interesting because you can have more advanced tools to edit the curves, and let's just click here and just go on this area. So now what I can do, the first things to do, you can go on add here and you can select curves, and let's just select some basic curves on this area like the baser curves. When I click here, as you can see, we can have access to the baser curves, and I can zoom little bit on this area. When I go on a basurs I have some options. For example, I can increase the raduce first to selit bit better my curves. After that, if I click on my curves, I can go in the edit mode. What I can see in the edit mode, we have some features on the left. As as explained before, you can for example, click on the curves, and you can drag and move the handles, or you can click on the endles and you can drag and move. Inside the ds, you can also silk this print and you can make some transformation on your curves, as you can see, I can click here, and it is the same, I can silk this print and make some transformation on the curves. Here, I was not on the same axis. Something I'm going to do is to come back here. Well, the first thing to do to have access to these tools, you can go on the right here and you can extend this window. When you extend this window, you can have access to edit. When you have access to edit, now you can find curves here. Well the first things to do, you have some curve informations. If, for example, you want to have curve information, here it's not going to work properly because I have this curves. But in some curves like if you create something close, you will see directly the information. Let's take that view to be on the top view. So you have some curvedd tools and you can do different type of things. For example, I have these curves, and if you slick just one point like this and I decide to selk for example, subdivide. Nothing special will happen for a simple reason that I need to select a segment. If I create a selection of the two elements here and I select subdivide just like this, I can drag and move on these directions and take a glance, it's not going to work properly also. In this type of case, I can click also on multiple subdivide, now it's going to work properly in this case, as you can see, now I have more points, and I can position this point where I want. It means, for example, I have one point and 0.25, 10.5 and 0.75. But with the length of my curve, but I can change that and I can 0.9, and my last point appears on this area as you can see. Now we have more point and we can for example inside this curve, drag and move because we have more point. If I select this two point here, and I decide to subdivide, I will apply a new point besides this element, and I can drag and move the point and I have now a new point. You need to understand that if you want to subdivide on multiple subdivide, you need to select two point to have acceis to the segment between the two point. And now I have another one here, and I can drag and move my curves just on this area because I apply a new point with subdivide. After you have more interesting tools also, let's just come back to the object mode. I will delete my curves, and something that I will do is to go on add curves, and here you have the nerves, you have the circle base here. Let's just select the circles. If I ly to bit, I will go in my edit mode. In my edit mode, I can o turn this d. Something that we can do is to go directly on select these curves and when I go right click here, I have different type of options, and something interesting, we can change set split type to ply. For example, I will obtain this render. I can use set split type to basers it is different way to work, and I have set slit type to nerves. If I just change that, as you can see, I can create something like more rectangles like this, and you can also even change style type, and in this case, you can have different type of options, so here automatic vector, but I already change for this one. So now what I can I can just change it so so set spline type, it can be also so poly basis, just like this. Let's apply, for example, basers. If I apply basers, I can also create some rotation, I can press air, and I can create some rotation, and I will press y to constraint hoops to constraint on axis. It was not working properly, so let's do this again. I will press and I will turn like this, and I will just put my element just like this, and I will press control. Yes, perfect. After to do this work, I can press, and if I press, I can scale on a specific axis x axis, or I can scale on the y axis. Let's scale on the x axis little bit and scale on the y axis little bit. And after to select all the elements, you press A, you select all your elements here, what I can do? I can use, for example, felt chamfer. And if I use filet chamfer, as you can see on my curves, I can add directly a filet, and here I can increase the radius or decrease the radius just like that. Automatically, I can obturn this render. I can also use Camper and I will obturn this render also. And if I do this type of work, I validate, you have also more options on the right, so it means you can subdivide multi subdivide. I can select for example, this one, this part. Thanks to selecting these two edges, I can for example apply mult subdivide, and I have no s more point. If I click on this one, maybe I can drag and move on these directions and move the toll bit here, and I can click on this one and maybe drag and move the toll on the directions. I can make multiple things then on my endles. I can also click on this point and I can change the position of my endle to change the curves just like that. And this is the type of thing that you can do. You can also even split at vertex. It means if I just click on a vertex like for example, this one, and I define split. Automatically I cut. If I just move here and I select this one, as you can see, we have cut the element, it means if here it's not cut, you will turn this render, but if it's cut, you can split and you can cut your curves just like that. Now, what I can do if I go, for example, outside object mode. As you can see, you can upturn this type of render. I think I split on specific area. Maybe I'm going to come back because I think something was maybe wrong. Yes yes. Now it's better, and I will come back to my object model. I have the curves, and this curve is something that we can do. It's as I explained before, you can go right click and you can convert to. And in this case, you can convert to mesh. And if you convert to mesh, you obtain this render, and if you go into edit mode, you can just fill your mesh. And when you press A, you can press F and you can feel. Even if you will have more advanced tools, and here you will be able to directly convert. Bier to surface. I'm going to show you after because you can use this one directly. Now if I go in my object mode, I obtain this render, it is like a surface. But in my edit mode, I can press now and I can extrude just like that. I just come back to my object mode and I can obturn this render directly from a curves. Okay. 169. Edit curve part 2: We are going to continue with this extension. So we have seen it's possible to edit curves in different way thanks to the different tools of the extensions. Let's just go on add one more times and add a curve, so we have the different options here, and something that I will use this time it is where the nerves curves, and I will just click on this one. It is just another way to process and I can press S and I can scale this nerve curves. If I go in my edit mode, and I go on the right, one more time. It is another way to process to edit your curves, and we can create extension if we need. If I go on the right, I can pull my panels and have axis one more time to these different type of options. Something that I can do, I can go here, and I can press here and I can, for example, extrude on these directions, and you can just change the curve and you can create some extrusion with new handles as you can see, or you can go here and you can press and you can create another extrusion. After that, if for example, you click here, you can drag and move and you can change, for example, your curves. For example, you select two endles like this. As you can see, we have a segment selected. If in this case, you select mult subdivide, as you can see it's not going to work properly with the nerve curves. If I click here and I select, for example, two enders and I want to use subdivide, so I go on the right, and I select multiple subdivide nothing is selected, so it's not going to work properly. If I press A here, and I go right click, You have said the split type, and here it is. If you come back to poly, you will obtain this window, and it just like segment. If I select this one and click on subdivide, nothing will work. If you go on right click and you select two baser just like that, and now you select this two point and you select multiple subdivide, it's going to work. You need to work on the baser curves if you want to make this type of transformation. If I just come back on my object mode, let's just press delete on the keyboard. Something that I can do one more time is to click on d curse, let's the nop Cirurs. It is a erb sir curse. I can go in my edit mode, just like that. What does it mean? It means that if I want to apply something like a fill press A, just like this. Hopes go here, filter. As you can see, ten this render is definitely not really good. I will go right click first, and I will say You can also change the set on dal type, but let's change the split for basis. If I click for pass, I will upturn this render, just like that. Something that I can do is to go right click. If I slicly will obtain this render, and then if I change for bezier, I will obtain the render that I wanted. I can press S x to scale on the x axis and s y to scale on the y axis. Because I wanted to show you also something. You can click on felt chomper one more times, just like that. You can enter the radius that you want and I want to create repetition and you have the RA spin, so I can press A. And I can first before to show you this, I wanted to show you that it's possible to go on so you can make some transformation, for example here, if I need for example here. And When you go on this area, you have also surface, and you can convert baser to surface. Automatically you can obtain a surface for your selection. If I come back here, I created this type of surface. Thing is not pretty good, no it was okay for this. Here I just an example about what you can do. Let's just come back here and let just come back here because I wanted to show you also something. I'm going to come back on this area, and I will press A to select everything and I will go on the right and I will select the outline. Because if you select the outline here. Here, I don't have anything special. I will press A. It is a recursive offset, yes. When you select the recursive offset, you can create offset and you can drag and move like this, your area and you can use also some resolution to increase and to drag and move little. You can create a number of cot and you can repeat this process. For example, in this type of case, I can use eight, just like that. Okay. And if I select all this all this element. Convert b it or surface on the element in the model will be changed just like that. But something that I can do is to go and edit undo edit undo. I can go in my object mode and I obtain this render. Now what's happened if I convert to and IL convert to mesh, and I go on my edit mode. Now I have mesh, and if I press A, I can press it to extrude and I can press it to constraint on the axis. I can obtain directly this render thanks to the curves, just like that. This is the type of thing that we can do. If I just come back a little bit before until to be in my edit mode, and to come back with this type of repetition. When I was here, here we have this element, so I can come back here. This is the main tool that you need to that you need to know when you work on this area. You have also these tools, but it is something little specific, so it means you have intersections. You have 22d curve boon, and you can also work with to curve and activate some boon operation. It is more adventure in this case, we're not going to see that. So it is the main thing that you need to do for this option. So as you you can see is pretty good. You can make some transformation on the curves if you need on specific axis, and you can also convert the curves at your convenience. 170. Sapling tree part 1: We are going to see how to use an extension, and this extension is very interesting because you can add trees and directly it's possible to generate trees from these extensions. So one of the first things to do is I will select this cube here, and I will press delete on the keyboard. The name of this extension is slapping tree. You can go directly on here. You can go and edit and you can select the preferences, and when we go in the extension, we can select this one. And here you have the slap sapling tree. It is the generators, and you can just activate the generators here. I'm going to show you again, you just click on Edit and you select the preferences and directly, you have heard curves, slapping tree generators. Because you have heard curves, it means that you will be able to select this one in the curves possibilities. Let's just come back here and now when you go on ad and you select curves, you can find sapling tree generators. I can click on this area. When I Okay. Click here. Automatically, I have a base of tree, and you have a lot of options. It's definitely very convenient because if you want to make a complex tree, it can be extremely it can be long, it can be a difficult. If you go on the left here, you have different settings. One of the first things that you can do, it's step by step. You can respeak the different options. So first the geometer of the trees, the branch radius, splitting, growth, pruning leaves, armatures, and animations. If I just continue here, one of the first things to do is to select for example, a lot presets. When you go a lot preset, you have different basic trees that you can use, and you can select the lot presets that you want. So you can click here, for example, I want something like this one. As you can see, I have another model of tree if I select something like this one. Or if I silk something like this one, I have different types of models of trees. Let's just silk to another one. Here this is some bascles Let's silk for we have this one. I will use this one after just silk for example, we have the different options. If for example, silk the first one, just like that. After to select the first one. I can zoom a little bit. You can take a glance about the resolution. So here you can increase the resolution, and you have the shape and you can select different type of shapes also for your trees. You silk first, the preset that you want, after you select the shape that you want also. For example, I can select something more. I have this one or I can select something more like this. It depends up what I want to create. Let's say, for example, this one. After two selling this one, I have some custom shapes, so I can make some nettle adjustments. Here it's more advanced feature. We don't use too much. After that, you have the branch distribution, you can change the distribution of the branch just dragging and moving this element. You can also work with the number of branching and turn little beat your branch using the branch ring. You have also the branz seeds, it means you can have different type of render moving the random seeds. You have the tree scales and you can increase the size of your tree by default, and you can use a so scarme scale variation just like that. After to understand this basic process. You have created your base. You can change the setting for the branch reduce. After to work with the branch reduce, you can select for example, first, you have the vals. But if you deactivate the val, you won't have the sickness, it says, you need to keep the vals. You can work with the ratio, so it means the sickness of your branch just like this. Definitely, you need to be careful if you need want to keep something interesting. You have also a radius scale starting from the base, as you can see, and you have the radius options here. Okay. Maybe I can increase little bits ratio. Let's just come back with a value of maybe 0.01 and increase little bits. After that, you can work with a branch spliting and with a branch speeding, you can increase the number of levels. It means by default, you have for example just one levels like this. If I use one, I just have this base. If I do this, I will have another base, and if I do this one more base, so you can add more details and more finition of your trees depending of the levels. You can change also the base split, so definitely you can make a lot of very great things. Change the base split for example, like this. You can even have more advanced feature here. Let's just continue. Next step is to use the branch cross, and if you use the branch cross here. You have, for example, the length of the branch just like this, and you can use some variations, and each time you can work with a different value. Here it is just the lane, but you have also the lane variation on the de angles. One more time you can make a lot of things. You can create curvatures on your trees and you have also curvature variations. Definitely, you have a lot of options of modification. You have also the pruning options. I just to prin ratio how the branch can be cut, are going to not develop on this. Then you have the leave options, very interesting because here we don't have the leaves. If I want to add the leaves, I need to gun the seating options and click on leaves. After we have the leaf shapes, hexagonal, rectangular. But before you do this, you need to activate show leaves. This is how you will obtain the leave. Take a glance, if you got the right, you have the construction tree, you have a tree, and you have a tree inside. If you click on show leaves, now you got the right tree and you can see and mesh inside and see the leave mesh. It means the leave mesh is separated of the base of your tree. The leaves is the mesh why the tree is a curves. You need to understand that your base tree is a curve and the leaves will be as a mesh. I is important to understand that. Um, after you can add this type of thing. If for example, you delete, I delete the mesh, and I delete this one. And I want to add one more time of tree. I can click on add here. I will select the curves, sapling tree generator, and I will clip the lipase, and I can click on three leaves because I wanted to show you something about that and you have the leafshape hectagonal rectangular, so you can change what type of leaves you want to have, Let's silk, for example, this one, and you can change the number of leaves also, so it's very, very powerful. And you have also the leave done, so you can change a lot of things one more times. The aim is not to show you all the parameter, depending on what you want to do, you can work with these different values. You have also horizontal leaves just here, we can make very very quick tree. You have something like armatures. Here, it's a little bit more specific. You can also work with armature for your trees here, and you will be able also to use animation. If I just come back to this tree on this area. If for example, I validate. I tick outside and I validate the tree is validated. Now, if I go on the right, for example, I stick my base, my base of tree, and I drag and move here. You have some view options here, as you can see, you have the tools and you have the items on this area. But when you create your tree, if you got the tools option here, you won't have the options to edit directly the tree after, and if you go on view, as you can see, it's not possible directly to edit your tree just after. You need to be careful about that. Your tree here, it's possible to convert the base, for example, you have the tree here, you have the leaves, it is the mesh, but the tree is not the mesh. If you click on the tree, the curved tree, you can go rightly convert and you can see it convert to mesh, and in this case, the chunk will be as the mesh as you can see, just like this, and you have the leaves separated from the tree. After you can click on all the tree, and when you go on the scale value, as you can see, you can also use the scale value if you need after is definitely possible you can make what you want. 171. Sapling tree part 2: We are going to continue with the extensions to create trees. Very interesting extensions, and you can cut trees. It is the generators, and it is the sapling tree extension. Let's just continue. I'm going to go and add one more times and one more times I will select directly the turves and I will use the sapling tree generators. As I explained before, we keep the same parameters, and I can go on the options here, and we are going to create another example. I will first go on this area, and here we are inside the leaf, so I will come back to the geometry options and inside the geometry options, I will change the presets. About the preset, let's just change, for example, this one. After to say this one, it is a pretty good example because we don't have too many branch, and too many trunks we just have one trunk here. And something that I can do, first, it's I can change the branch distribution. I can work with a branch ring, and as you can see here, you really see the difference when you work with the branch rings options, and you can also work with random seeds. Here is the scale value, so we can increase or decrease the size just like this. Something that I will do its after to go in the branch radius. Inside the branch radius, I can select, so I have the devel options to have the sickness, so very bat, you need to activate the devel options, and I will just select here the ratio. So as you can see, you can change the ratio. Maybe I can increase a little bit of the radius scale. It's pretty little better, and I will change for the branch splitting. On the branch splitting, as you can see, we have one level. If I have one level, you can see only the trunk. We just have a base as a trunk and here we have a second level of branch, and we can add a third level of branch, and We can continue if we want with more levels. Let's focus maybe with levels, and I can change with the base plate, so we can change the position also and I have some branch options. I can also change a little the number just like this. This is a branch speeding. You have also the branch cross, and you can change the lane. For example, I can increase the length of my branch on all my trees and work with the lane variations. Here we can also increase on this direction. Each time you can work on different directions. Here it can be just like this, here, more like this, and you can work on different directions. I think like that, it's pretty nice and I just want to add leaves to add leaves, you can go so you have the printing options, but I will just go on the leave options. As I explained before, you have also some armatures and animations. Let's just come back on the leave options, and I will show leaves just here. As you can see, it's pretty good, one more time, you have the type of leaves that you want to use, and I think we can focus on one more times the Yes, hexagonal leaves. And after that, I can change here with the leave ds, the leave roots, and just the number of leaves. If I want to add more leaves, I can increase. But if I don't want too much, for example, I can tap here some value. If I want to add 80 value of leaves, I can do this. If I want to have less, I can just come back, let's take for example, 40. So it's okay for that. You can also increase the size of the leave, so by default, we have this value, but it's also possible to increase the size of the leave. If I tape 0.24, I will increase the size of the leaves. Let's tape 0.20 in my example. Okay. It's pretty good. Something that I will do now is to just to add the material. We do to enter too mach in detail, just add some simple materials. Here on the right on my collection, I have two separate fights so I have the tree and I have the leaves. I can select the tree here with the trunk and I can go rightly convert to and I can convert to mesh. I can use the curves also, but I think it's better to convert to mesh first. After I will go in my shedding options. So here we just have the view with the light, here, the view with the materials. And anyway, I can go in my shedding option. And I will add some materials. You need to add two separate materials. So I will click on the trunk. And when I click on the trunk here, I will create a new materials, and I will try again move a little bit here, select my material input and my principal BSTF Some things that I can do. It's to go on right click here, and I will add some hoops. Let's click on right click add and I will select just a texture. I can just use my graph texture to add some brown colors and add my converters with my color mp. To adjust a small gradient color, I will link to the C, the color to the base color. After that, I will change with the color mp, just make something simple just with a brown color. So I will select a first brown color like maybe this one, and I will sell it to second brand colors like maybe I can focus on this one. Maybe I can focus with something not too dark, maybe just like this. Here I can work with the scale value, and I can take a glance, number of details, distortions, inarity maybe the scale value here it's too much, so I can decrease decrease decrease, and opt for example, this type of render. Maybe it's too much. And change, let's make something little darker. So it's okay for that. If I want to add color on the leaves, I can just click here and do the same type of process. I can click on you and I have my principal BSDF. Click on add and select one more times texture. Let's select the same way, the most grave texture add Converset select a color ramp, and I will put the color ramp with eight here and the color to the base color, and I will select first color. And I will activate some green color like this, maybe a little bit darker, and I will select a second colors and I will create another green color with take exactly the same way. That's it. As you can see, we had some colors directly on our trees, and I fly can come back to the trunk. Okay. After that, something that I will do is I can add a noise texture with a bump. It means I can go right click add, and I will select texture, and I will add a note texture for the trunk and I will click on ad and I will select vector bump. If I link the normal to normal for the bump just here, and for the next texture, I link the fic to the eight, but you need to link the fic to the eight. I will zoom a little bit, and here you have the feelings that nothing special happened, but if now you decide to increase the number of scale value and you increase a lot, take a glance about what's happened and what you can obtain in the render. I can increase here with my scale value just like that. And I can also enter the number of details just here, and I can work with the rootenss on this area. Definitely, you can improve your render with to make something too complex. You can make something interesting just using this type of process. You link the C to the e and the normal to the normal, and here we have some distortions also. Thanks to that, I can have a pretty better render. Another thing that you can do is to go right click add and you can complete with what? You can complete with a normal map. Vector normal map and. Yes, let's just position the normal map here. And I will try again move the normal map on this area. Take a glans, we can improve so much also the render. If for example, you don't have the texture noise. I delete the texture noise. What will happen, you will have nothing really interesting even if you move the strain. But if you undo here and I come back with my texture noise, take a glance, I can work with my noise texture one more time with the scale value just here to obtain this type of render, so I can work with my noise texture, rudeness also here, and I can work with my strain here of my normal map. And with the normal map, you can reinforce and I can use for example, the value of see. This is the type of thing that you can do. About the leaves we are just going to keep this parameter to not enter too much in details in this case. Now I can come back to my layout and take a glance about the view of this tree. We can click here, it's pretty good, I think for the park of the tree. I can zoom and you can turn this render as you can see. Something that I can do after it I can just add a light for my example and I can click increase hoops, not moving this one, and I will use my light. I will increase a little beyond the top and dragon move on the x axis, dragon move on the y axis, and I just focus on the power of the light. I will change for a value of 20,000 just like this. And I can use only one light. I can increase a little bit more for thousand and I will obtain this render. Here, let's just focus on one point light. I can move a little bit on this area or mettle bit just here, and I will change on this axis. If I click on my camera view, the camera is located here. We'll have also to set the camera and I will go on the data property. Let's decrease the focal length, and in my object, I will change the location of the camera. Let's just click here, x axis and y axis, and turn on the c axis, maybe just axis. Move here. We can also change the ratio of the camera. I definitely it's not pretty good, we can change the ratio as explained in some parameters here of the scene, we can just change the ratio. For example, if I want to do more something like this, it's possible to change the resolution on the x axis and also the resolution on the y axis. Depending on the render, you can definitely change the resolution. Let's just change the resolution, not too much, apply the value of the x and the wire axis, and I will move my camera view one more time. Let's see the object properties, move on the z axis and position my element around this area. I think about the focal length, it's pretty good I can just go a little bit on this area and move on the z axis until this part. So now we have a view. I can just create a render. Just click outside, create a render, render image. One more time, we work only on the EV to not take too much time, but you can work on cycles to have a better render. A basic render of the tree that you can do. 172. Landscape part 1: We are going to see how to use an extension, and it is very interesting because with this extension, you can cut ground. And for this, one of the first things to do is to click on the cube, and I'm going to delete this cube on my keyboard. After to do this work, let's first go on eight ten, you can select the preferences and you can have access to the extensions. If you just continue a little bit, you can find this one and it is the end landscape landscape. You can just enable the extensions. When you go on this area, you can just click here and you can enable the extension. So after to do this work, you can add run and for this how to do this you select add. And when you go on mesh, now you can have access to landscape. It is definitely very interesting to have access to this landa scape mesh. One of the first things to do, let zo meter out. Let's click on add, let's select mesh landscape. When I Zoom meter, what we can see. We can see an element just like that with the scale value of one by one, and I can go on the options here. About the options, what I can see I can see different type of subdivision first. But one of the first things to do it's to select what you want. When you go here, this is some operator precepts and you have different type of options. So if for example, I want something like a canyon, I can directly select canyon. If I want something like here, this is the element by default. If I want a lake, I can select a lake. If I want another type of lake, I have another type of lake. If I want a mountain, I can use mountain. If I want another type of mountain, I can select another one, and you have a lot of type of options. Here, this is river and more and more. I can also select, for example, this one, and you can have this type of render. Definitely, you have a lot of interesting presets. It can be also something large like this, and if I zoom a little bit, out, I can obturn this render. If I come back, you have element by default. So for example, if I come back here, I have default, this is the elements that we have by default, and you have another operator preset like the default large, just like that. Let's just come back with the element by default. Operator presets and I will select default. I will zoom little bit and one of the first things to do is to here you have access to the main settings. I think it's definitely better, so you can click here. And when you click, you have also the noise seatings. But definitely, you have also all the elements, and you can just reduce the elements, so you can increase with main settings here, noise stings here, and you have also the display settings, and you have also the water plane. If I just continue, one of the first things to do in this main settings, it is a number of subdivision. You can increase the number of subdivision. Here you don't see too much, but if you work in the edit mode, you will have just more subdivision. After you have the size of the mesh, so if I want to change the size of the mesh like sue and here on this area, I want something with, I will be able to increase the mesh size just here. After you have more elements that you can do. One of the problem is here. As you can see, if you deactivate this one, you won't see the render in real time. So this is why you need to activate this one if you want to refresh and if you want to see the modification. So we just come back with the value, for example, of s on this axis, and just come back with on this axis, and I created some offset on the x axis. If, for example, you go out and you click here and you press delete on the keyboard. I'm going to delete because I have my landscape plane, and I come back directly on ad, you will have the last parameters. So I just click on add mesh and I will silk landscape and I have the last parameters. But you can come back at any moment and you can sil for example default again. So here now I can change the My size and you can see the render in real time with the refresh, you can change the number of subdivision. Just like this. So here you can see we have more subdivision. What I can do if I select the noise settings. About the noise settings, you have also different type of noise that you can use. Depending on the noise that you choose, you will have different type of renders, just like this. This is the render by default, but you can select different ones. If I silk the noise here, I have another options for different type of render. Every time you select the noise that you want for your landscape. You can create some offset x axis, and you can create some offset y axis just like this. You can also change the size here and the size on the y axis also depending on what you want to do. You have the noise size also. If you increase the noise size, you will have less relief, and if you increase the noise size, you can obtain this type of render. You need to make the firm try. Here, this is a dip. If I just focus on the display seating, here, you can change this size on the daxis. For this, you can use the display setting and you can increase the eight. Thanks to that, you can obtain this type of render if you need, but you can also decrease on the order direction to create something like that. Let's increase the eight, and I would like to add more relief so I can increase the eight just here. You can also cut offset. If you increase offset, you can cut something like this as you can see on the top, and it is the same if you want to work on the other directions like this. Even if you work on this direction, you can cut something and it's pretty fast. Let's just come back with the offset and work on this direction. After you have little bit more advanced value that we don't use too much minimum and also a maximum value. Maximum value can be interesting if you on the top, for example, you decrease and you want to obtain this type of render. Definitely, it can be interesting in this case. But if you don't want that, you can increase. If I just continue, this is the main thing that you want, you can add a water plane if you want here and increase the levels to position water plane, just like that. Now my water plane is too high, and you can decrease. If you add a water plane, you will have just a second element on the right and you have a landscape and a second one. If you deactivate the water plane, you will have just one element. This is how you can add a landscape. And after two click on this one. If I go on the right, you can see we just have a mesh. After you can also scale your mesh, you can press on the ZD axis if you need, create something like that. Something that you can do also. If I just go on my edit mode, I can select my edit mode and you can see the topologize with a number of subdivision. Just like this. You can even if you want use something like the sqliting mode also. And if you want to make some improvement, you can use one of these tools, and you can also use the sqliting mode after if you want to create modification of on the cro. It's definitely possible this is pretty fast. If you want to make some transformation, you can use the sqliting mode. Let's just go out, I will select the layout just here. If you want to grad modification after and you pull this window just here. As you can see, you have rat, and when you have rat, you can also have access to the different landscape tools. If I select the landscape noise, for example, and I want to change here. It's not possible to edit the parameters after, but you can use also this window to create a landscape. If I press delete on my keyboard, now I just have access to rat and I can create a new landscape from these panels. You have two ways to process, you can use add mesh landscape, or you can click on rat landscape here. If I just select landscape on this area, I can create another one, and this is the same parameter, you can select the type of landscape. You can use some here you can regenerate, you can change the number of subdivision, and you have the different options. But I think I prefer personally to use addMesh and to have access to the option on this area. But you can also use this one. It just click here and try again move again. Okay. After that, if you want to create more modification, it's definitely possible so I can scale on the x axis, one more time maybe scale on the y axis. But if you scale, be careful because you will have different type of render because the number of subdivision is not increasing. For scale on the axis, I can also work inside just like this. Yes, it's pretty fast to to c landscape definitely very fast, and you can use a base just like this. 173. Landscape part 2: We are going to continue with the extensions. Very interesting if you want to create a croon or if you want to create a landscape, something like this to use these extensions. We're going to create concrete example. For this, I will go on add and I will silk mesh, and I will add another landscape. After I will zoom a little bit on this landscape, and I will set my parameters. I will go on the left here and I will change the parameters. I will select the operation presets and I will select this one and I will create a canyon. After to select this canyon, I will be able to work on different parameters, and about the number of subdivision, I think we can keep this number of subdivision. And if I just continually tollbat I have the eight here, and I can increase in the display sting the eight value. So let just increase the toll beat the eight value here. After to do this work, I can create this type of canyon. As you can see, it's pretty good, and I just want to set a camera view after we'll insert a camera inside and you are going to understand what we will do. First, let's add another element. I'll click on Ad mesh, and I will select another type of landscape. After to select another type of landscape, I go on the operator presets, and something that I can use is, for example, a mountain. But before to use this mountain, I will just click here and just undo the creation of this mountain because I will try again move this element first around this area. First, let's try again move this element here. Let's just click on add mesh, and I will silk one more time landscape and I will add another mountain. Here's is the mountain preset. About the mountain preset, let's keep the same number of subdivision here. One more time, I can create some different type of noise. Let's increase the noise. Yes, I think like this, it's pretty good. But something that I want to do is to increase the eight, so I can increase the eight like this. But if I increase the eight, I need to be careful about here's this offset, but the maximum value. I can increase the maximum value and increase the minimum value. If I increase the eight now, I can increase the eight just like that. And something that I will do is to here we have a random site, so we can try different way. I will increase the size of this element directly and I will tape like two, and here I will tape something like two, just like this. I think it's pretty good, but maybe I can change the noise size. Yes, Let's make something like that. After to do this work, I have the sac element. Let's click on this one, and I will crato rotation and 90 degrees, just like that. I will keep this one, silk this one and I will drag and move on this area. Now, what I'm going to do is first, let's scaltlb this one also and scalt toll be this one and press S x and scale on the x axis to crat something on the back, and I will select this one and again move here. Maybe I can scaly little bit more scale on the x axis also to work like that. Okay. So now what I will do, I will position my camera. I have this camera view and first need thing to do, I will go in the properties or in the object properties, and I will change ops is not the camera. Let's click on the camera, and I will change the position of the camera, just like that. First, I will create a rotation just on the directions, and I will move my camera on the x axis, then y axis, just like this and axis. And now I will enter inside, so I will click here, and I will move my positions. So as you can see here, we can go on the top. It's not what I want to do. I need to click here and change the position hoops on the x axis, and here's the y axis just on this direction. Yes, perfect. I will position my camera around here and click the Z axis one more time and enter inside to obturn this type of render. On the Zaxis I will put my camera one more time here, move a little bit, and I can obturn this type of render. Just like that. I think it's pretty good. I can select the mountain on the back and just move little beat the mountain like this. I can change little the position of my camera one more time the z axes go just here, and I will turn little beat the rotation to have more this type of view. And I will select the mountain on the back and decrease a little bit, the size. Something that I can do also is to click on my parameters of the camera so I can select the camera, and in the focal length, we can also work more like this. It just decrease 48. It just come back here and just change the position on the Z axis, and the view, I can go more on the x axis, more like that. I can click here, press Z and upturn this type of render. Perfect. Now I have this view camera and after to crud this view camera, if I want to cratRnder. I can click on render render image. As you can see, I can upturn this type of render. At this time, I didn't apply materials, and we can just apply wise materials or anything that we want. But I want to add environment. I can go on the right environment, and I will select a background environment. To do this work, I can click on colors, environment texture, and I can open environment. Some things that I will do, I will click on pen, and I will select directly on my deskcp I will go on environment, and I will select the sky environment. I don't see anything for a simple reason that I need to switch here I have this render and I need to switch to this renders. Now you can see the environment sitting on this area, and something that I can do is to see my camera views. As you can see, we can have little snow fic even if I don't have materials. But if you want, you can also add the materials. If I don't have any materials, I'll just click on render image, and I can opt directly this type of renders, as you can see. Okay. You can also work with type of environment, but in this case, I think it will be pretty better to use this one. But if I just come back here, you can try with type of environment, so I can click here. I had and environment, but in this case, it won't be pretty interesting to use, but I can click on the mountain environment, this one, and I can come back here. And as you can see, you have this environment. And these are environments that I crack and if I zoom a little bit, just here, and I change for this one, just like this. I can use my camera reviews one more time. And Let's activate this view. One more time can be interesting because I have the sky also. Because I have the sky, I can create render render image, and I will upturn this render just like this. After if you want to add any object, you can add an element, for example, on this area, and it can be very interesting. You have a scene on the back room, you have a landscape, you have a sky. After you can add any object on the front, you can also create animation and you have your base. Let just come back here, and I will out. Okay. 174. Archimesh part 1: We are going to see how to work with an extension, and thanks to that, you will be able to add different type of elements. This extension is arch mesh and thanks to that, you can have different elements for design. You can work with interior design, but it's also possible to add windows, to a doors, to crate walls, and it is perfect for architecture. It is perfect for interior design. One of the first things to do. I'm going to click on the cube and just press delete on the keyboard. So very interesting and useful extension. You can earn a lot of time for different type of project, and I will go directly on edit here, and I will select the preferences. Let's just go on the extensions, and when we continualle bit, you can find this extension mesh arch mesh. I will silk here, activate the arch extensions, and I will go on this area. Know how to have access to these parameters. First, when you go on add mesh, now you can see arch image and you can add different element from these panels. You can also extend these panels on the right, and when you go on create here, now you can see arch image, you can extend and you can also select element from these panels. So you can work in the two ways. If for example, I select here and I go on add mesh, and I'll select arch image, for example, if I want room. Home what is this, it is just to crack walls, and you can click on room just here, and as you can see, you have a base of walls. And you have also predefined size. If I go on the left, you have room, home options, and as you can see, when you click here, they say use properties panels. So while it is interesting, you need to go on the right just here, and now you can see the properties panels with scrat and we have some room options. When I go in this area, I have the eight by default, 2.4, and we don't have sickness here. So for example, I can increase the sickness. If I want a wall with 20 centimeter, I can just tap 0.20, just like that. You can also inverse the directions here of the walls, and you can work with the wall number one and define your length. For example, I can increase the lane just like this, and if I want to a wall with six meter, I will enter a value of six. You can even have advanced parameters with advance here and you can also create some angles and more. But let's just see the basic of the extensions. You have a baseboard, the baseboard, it is a base here. If you want to deactivate, you can deactivate this baseball. You can also work with the wide and the eight of the baseball. Let's just deactivate the baseball. If I want to create a second waltz, I just need to click here, increase for two. I have a second wall. One more time you can invert the walls here, and you can work with the value here with the wall number two, and I can increase, but if you go negative value, you can go on the order direction also. For example, I want 10 meters, I will be able to tape 10 meters, just like this. Let's just continue. I can click on was Swip I can go on the option of the sue. I will go on the negative value and tape -0.6, just like that, and I will enter and value, so inside. If I go inside, directly, I will tap four. When I go on four, I will go ops. I think it's not the first one. Let's just come back. It is, this one, and I will go with the negative value, and I will click on -0.10. That's it. You can see you can crat base for, for example, I it's pretty fast. You can also add some wall covers, and here it's more. By default, you can add directly some materials. If you want to increase the size, if it's, for example, not to, you can just change, for example, if I want two point A, I can apply two point A for the size. You can click on close wall. But when you click on close wall, for example, if I decrease this eight here, you can click on close wall and automatically it will be close. But in this case, I could close entering a value of six. This is how you can crut. Now if you just click on crut you have room so it means you can reduce here and you can add more element. Something important. If you want to add, for example, windows or if you want to add the door, you need to create all first. For example, I can click on a cube. Let's add mesh, and you can select a cube. You can try with this cube to have the size of the door. For example, I can click on the cube, and this cube, I can select, for example, this side view. And after that, I will use the snapping option. I reposition my cube here, and here I can define the size for this cube. And when I go on the view options here, we have the view options, we have also high options, and you can see the dimension of this cube here. And for example on this axis, I can enter a value of one, not on this axis. Let just keep two. I can enter a value of one to cr the size of the door and for example 2.2 here. And thanks to that, I can crut opening for the door. After to do this work, I will use a bole and operation. But before I to do this, let's duplicate and let's click on duplicate the object, and I will press Y axis and just cut all for the window. I'll click on my cube and I will define the dimension of my window. On the x axis here, it's not important. But on the y axis, I want, for example, a window with 1.6 meter just like this, and I want a window with eight point. Two, for example, on these directions. I feel on the directions, it's better 1.6 also, and maybe here I can tap 1.4. I can take 1.8. Maybe it's too big. Yes. Let's just work with something like that. 1.6 and just here 1.4. I can set the position that I want for this window just maybe on this area here. Just need to have the right gment with my doors can set the position on the daxes and I think it's pretty good. Now I can create a hole, and to create this hole, I will go on the bolian operation. I will click on my base and I will select modifiers and I will use the Bolian modifiers. By default here, we have already a modifiers because we have created this base, and I will go on a modifiers, generate, and I will select Bolean. I will use here's option deference, and I will select for example, this one, and I will validate. Now if I drag and move this cube as you can see, I created my holes, and I can click on one more times this base, and I will select Add modifiers, I will use generate bolean and I will select deference and I will use this cube. After I will validate the modifiers, and after to validate the modifier, I can click on the cube and I can delete this cube. So now I have my openings, and this is why I can use. Arch me I can go on the right, extend this area, and now something that I can do is to click on create I would like for example, we have different options just here, and we have a door. So I can click on the door. My door appears here. When you go on the right, you have a group, and inside you have different type of elements. If you want to select all the doors, you need to click on the collection and you need to select the door groups, and now I can drag and move my doors just like this. I can create some rotation on the side axes depending on what I want, I can put 90 degras in this case, and I can come back with my move tool. Don't forget that you need to move all the door grow because if you click here, you select on the baseball here on the hole and here on is the doorframe. It's not pretty good you need to select the group. After I can just position my door where I want and I can put my door just here. On this area. And one of the problems is the size of my door. If I click on the options of the door here, we have different type of options. Here, I can select the baseboard. I can select the hole, I can select the element. If I silk my door group just here, and I go on the attempt properties. Here we have some view properties, as you can see, we don't have really the size. One of the best things to do is to define the size at the beginning. If I come back to create just here, I can click on create and I will select door and directly I can set the size of my door first, and I have the frame eight, so I want what I want 2.2. If I respect from sickness from wide, I can zoom a little bit just here, and we can change the frame sickness, just like this. Why not to apply 0.20 and I have the frame size frame wide and the framewy will be one, it is pretty good. And right open, you have some options, and one more time, I can use all the door groups here and I can drag and move all my door groups, ratotation 90 degrees on this axis. Something is wrong. Yes, not 90 meters, 90 degrees on the axis, and now I can position my doors. I can see my front view just like this. As you can see now, the door have exactly the right size in comparison of the. Let's silk this view. Let's not good but the few. Sometimes it's not pretty simple. You need to deactivate this, and you need to put your door here just like that. Sometimes it's not extremely convenient but a few, and I will silk this few and I will move a little bit on these directions. And I will move it to bit here, and this is how we can add the doors. As you can see, now, yes, we have the right position. I didn't delete everything about the last one, so I need to remove this and only keep this door group. I have also another door part and I also this one, and I have also this one. So be careful because when you want to remove a door group, if you don't remove all the things, you will have many things in the collection. And if I want to add a window, it is the same way. I can see, for example, a ray window. And if I select a ray window here, I set the parameters. So as I explained before, I created a wide with 1.4, so I tape 1.4. I created eight with 1.6, so I can tape 1.6, and I can change here I have the tip. I will tape 0.2 like the sickness of my walls. After I will try again move this window, it is the same way. You need to select the group, You need to crate rotation, Zaxis 90 degrees. And I will position my door, so I will click here, and I will select my view just like this. It's not very good because when you select this view, you don't see the hole in the midle and the hole on the wall, is pretty strange, and I can put my window just on this area. Let's just zoom little bit and position my window inside my frames, just like this. I can select my top view, and on the top view, I can make some adjustment. Maybe the sickness is a little too much in this case. That's it. We add windows as you can see. Okay. 175. Archimesh part 2: We are going to continue with the extensions. We have seen that it's possible to add walls, it's possible to add doors. It's possible to add windows, and I'm going to go one more time on the right and just pull these panels and just activate cut. When I go in the options, chation option one more time, we can just click here and open the different options. So we have more options very interesting. You can create, for example, different types of furnitures. And if for example, I silk this one, I can crate cabinets, and I can click on this area and automatically I can zoom. If you go on these options, now you will have some parameters and Depending on what you choose, sometimes you will have parameters, sometimes you won't have parameters, but now I have parameters just here. If I zoom metal bit, you can select your cabinet and you can edit with different options. For example, if you have the type of cabinet, it can be a wall cabinet, and you can change with the sickness, for example. If I just come back here, you can work with the dip, you can work with eight, so you can make a lot of type of things, and after that, you can baseboard. You can make the choice to remove this part, and you can deactivate the baseboard. You have also something on the top, contra top, and you also PC something specific with the floor origin. If I only to bit, you have the number of cabinets. We have only one here, but I can increase with a second one or I can increase also with another one. Each time you can just activate another number of cabinet and I can put three or I can put four. If I put four, take a glance every time you will have options for the cabinet number one, then the cabinet number two, the cabinet number and the cabinet number four. Every time you can make some adjustments, for example, I can make adjustment of this one, or I can make some adjustment here so you can really make a lot of things. It is just an example. Now, something important when you create something, it is when you go on the right, what's happened, but the materials. By default, you will have materials with the extensions, and by default, we have the cabinet materials, and we have a BSDF here and we have a surface with a mixaer and diffused PSDF and also BSDF. Every time when you add something, if for example, we enter in the shading mode, Here. As you can see, we have also automatically. By default, we will have different nodes, and in this case, we have a principle BSDF but they didn't link the principle BSDF we just have a diffused BSDFGlossy BSD f, make shaders, and material output. But if I want to make some transformation, I can for example, make some transformation on specific area. But you can link the faces that you want also to apply some transformation. By default, we have a matter, it's not the best, but you can add your materials by yourself. Let us come back on the layout model, and I will select this cabinet here, and I will just press delete on the keyboard or I can go on the right. You can have different meshes every time one meshes for one cabinet, for example. If I press delete, you have also the door after in the countertop. It's pretty not very good when you want to delete because every time it's not possible to delete all the elements. You can also create for meters with the shelf options. When I go here, you have more options. I'm not going to show you all the options, I just to introduce the extensions, introduce some basics, and and see why it is interesting after you can enter more in details depending on your work. But if I just come back here, I can select shelves. When I click on shelf, it's pretty fast directly with the models of shelves and it's definitely very fast. When I go on the left, I can define the parameters like we have the side sickness, just like this. We can work with this one also. And we have the dip, so I can increase the dip for my shelves. I can work with eight also on the top. Definitely, you can make a lot of type of thing. You can also pull out from the bottom, just like that. Something interesting, also, you can change the number of unit one more times. When you click here, you can create a second unit. And if you want to create more unit, it's possible every time it is the same way. You have your number of unit, and it's not a problem. You just need to take a glance and you see the unit number one, the unit two, three, and you have the four. If I sli the four, I can change the wide only of the four, and I can change the parameter. I can also create some offset here offset here or offset here, so I can cut different shelve. But every time I will have separate shelves on this area. Every time you can create some upset here, and I can also go in the directions, so you can move and create different type of Set on this area here. I can try and move also at this direction. So now let's just come back to the unit. I will come back to two and we'll come back to one because something that you can do also when you click on your unit number one, you have also some value, and so here we can work with the sickness, but you can change with the offset value. But here you have value for each part of your shelves. So it means you can change your position of this one, this element of this element. And you can see we have a number of six, one, two, three, four, five, six. If we want to reduce or to increase, you can just tape the value that you want or you can decrease to make something with different type of models. For example, I can select only four models, and in this case, you have only skys on this area. But if I increase with a value of maybe eight, Here we have one, two, three, four, five, six, seven, and eight possibilities to drag and move the different parts. It is something extremely interesting. If I just come back to four, you have more options one more time, you can work quiz. Here I have two units. Let's remove this unit. Let's just skip one, and that's it. Automatically, you have create default cycle materials, and it means if I go on these options, one more time, I can reduce this one, and by default, I have shelf materials. What we can see about the shelf materials, I will enter in my shedding mode, and when I go on the shedding mode, I can select my units. When I it to be it is exactly the same type of way. We just have a diffused BSDF mix shaders, and a gloss BSDF. Principle BSDF is not linked. If I select my diffuse one more time, I can change the color, for example, just here, it depends about what we want to do, and I can also use the gloss just like that. Definitely, it's pretty nice. Every time when here I can come back to the object parameter, after you can scale at your convenience here. If I go in the option of the shelf and I click here. If I press delete on my keyboard, now, everything is deleted because it is a shelf, but sometimes it's not very convenient. After you have more elements that you can add here, for example, if you want to add stairs, you can add stairs. If you want to add rooms, you can add rooms, you have also some decoration that you can apply. Okay. So yes, definitely, it is a very interesting thing that you can do. One of the problem is when you cred for example, the walls and you want to insert a rail window or you want to insert a panel window. One more time, I can use, for example, this time, the panel window, and something important is you need to create an opening. You need to create an opening to the wall, because if you don't do this, it's not possible to position the window. But it's pretty nice because you can, for example, just create the interior by yourself. You can create a scene, and you just want a window, so you can just cut apart in your scene. And after you use hash image and you insert directly a window because you can time to create this type of window. And if I go the options one more time, I can go here panel window, so the options are on the right for this window. And if I just continue here, you have the number for example of cone so I can make different con fs for this window. I can reduce also. Create a window with just one part or just two part. We can also complete with other part on the directions or also on the directions on the top of my window. So you can create really really a lot of things and you have also the outer frame, so I can change and increase outer frame. You can also use risers. So definitely you can make a lot of things, also inner frame if you need. Directly, you can craft rotation. You have some option with the base as you can see, and just like that, also, you can make a lot of things. Don't forget that after to cut your element, for example, I have this window, I have a window groups and I have different things. If you click on the window groups and you press delete, now you can see what. You can see another part with window and you need to press delete, and now you can see another one with this one, and I can press delete also on the keyboard. Very interesting extensions to use if you want to add the deferent type of elements. 176. Rigify part 1: We are going to see how to work with an extension, and it is very entstic because with this extensions, you can have a character, but it can be also something different. And thanks to that, you can rig this character or you can also rig an animals. Let's just click on the cube and just press delete on the keyboard. When you go on the preferences, when you go on edit here, you select preferences, you can enter in the extensions, and we can just go done, and the plug in that we will select, it is the plug in gif. I'm going to click here and when you go on this area, you can find rigging and in the rigging, you can find gif. Activate this one. So what we can do. The second thing that we can do, first, it's to see how you can add directly a base for your ring. So when you click on ad here, when before we wanted to select armature, it was only possible to add on a only a single bonz now what you can see, you can see that we have more options, and definitely it is very interesting. So one more time, if you just want to continue with a single bond. So this is what we have seen just before. You can just add a single bond here. After when you go in the edit mode, you can, for example, take this print on the top of the bone and you can press extrude on, for example, the taxes, extrude and continue to create your armatures. Now, you have directly things that you can do, and the type of armatures that you can apply. It is directly, you have the human meta rig, let's just click here. It is a complete human and with all the details that you can have, for example, you have all the details for the feet, you have all the details also for the fingers and also for the head, you have more advanced features. Let's just put this one on the left. Some things that you can use also, it is to go add select armatures, and you have also the basic humane, it is not exactly the same because if you select the basic human metalic first, let select you have also different type of animals. But if you select basic human metaling, I'm going to show you just animals before. Let's select the basic quadruped, just like this. As you can see, if you want, for example, to cra dog and then you want to have directly on armature you will have this one. Let's just select also add Let's click on armatures, and let's click on the basic human metaling and just click here. You have a different with the basic human metring. For a simple reason, the basic human metering is a little bit more simplified and you don't have all the details for the head and you don't have all the details for the finger. But it's already pretty good to start because definitely it's very nice to use already this one. And something that you can do also. You have more options. Let's click on this one, click on this one. You can go also on add. When you select armatures, you have also different type of animals. For example, you can apply the part like this. You can go on add and you can select other types of armatures, and you have multiple animals that you can use. Not going to show you all the animals, but you have also the wolves, just like this. Let's see also animals. It's pretty good. Let's go and add. Let's select armatures. Animals, you have also the cat directly. Let's go on add, let's just select armatures, animals, you can see the horse. The last one, let's go on add, let's select armatures, animals, and you have also the shark, just like that. This one, it is just basic. If it is, for example, a dog, a false or any things like this, you have just basic armatures. So while it is useful, if I just remove this one and remove this one, you can, for example, I'm going to add on file, and when I select file, I can go on Append. When I go on Append, I will go directly on my descop on my object, I just downloaded human and in the blender file. When I click on human blender file, I select object, and here I have this one and I will click on Append. After to click on Happen will zoo metal bit take a glance we have this type of render. If you want to directly add the armature, you are different options. You can add armatures you can add, for example, the basic human meta ring just here. If it is the basic, you can scale just like that, and you will be able to move the different part to for example position your basic human meta ring. And if I just go here, I can click on hard mesh, and I can select another option. If you want to have more advanced features, you can select a human meaing so it means this one. If I press S scale, as you can see it's pretty good and you will have a lot of type of options. After we'll be able to enter in the Edit mode. If we enter in the edit mode, so for example, we can click on this armature, we can go in the edit mode and we can make some transformation. We can just click on this view and we can also click here and just only activate this view, the togal X ray and we will be able to with the move tools, drag and move the different bonds to opt render. We can also select a group of burn and we can scale also some burns just like this and I can put some elements on this area here. We can also click on some burns on this area and we will be able to drag and move and we can have really very advanced features. This is the type of thing that we can do. First before to see this type of thing. Let's just click on this one, and I'm going to remove this one. We're going to do this type of work before. Here are the first thing to understand is how you can process and after we're going to move the different bonds, and we will apply also a mirror. It's okay for that. Let's just come back to the object mode first. Remove the different element and we are going to see how we can rig this character. Okay. 177. Rigify part 2: We're going to continue with this extensions. Very interesting extensions to use it is difi Something that I will do first here is to go on file and we will click one more time on Appen I will select one more times my man and I will click on Happen just here. Something that I will do the element will appear on the direction, so I'll just need to change for the x axis. But if we want to work on this axis, we can also create a rotation on the axis, and I can press control to constraint. I will click on my element here. We have some value. It's great. Something that I will do is to go on I will scale a little bit my character just like this. After to scale, I will go on add, and I will select R matures and we will use the human metering. And after to click the human metering here, I will create a rotation on the Zaxis first, and I will constrain to 90 degrees. The first thing to do is to scale the human metering. I will scale also to try to have something close to my under human. After to do this work, we need to enter in the edit mode. I can select the metac I can enter in the edit mud just like that, and I can activate this view togal x ray. Maybe I can scale a little bit. You can also scale, just like that. Something very important to do. It is to first to do this type of work, s this view, and I will go on this area. I will create a frame of selection of maybe the element on the head, so maybe I can create a frame of selection just here. And I will maybe scale a little bit. I think it's pretty better and scale on the y axis to reduce little bit. With my move tools, I will move all these bonds to try to fix the position. I think like this, it's pretty good. Let's just go in this direction. I can go also just here. But we have also this type of trouble, so I need to scale this one. And I need to move a little bit around this area. We're not going to focus too much on the face because it's a little bit more advanced feature. Here, I just want to focus on some basic of the extension, but just put the element inside. Okay. Okay. Now, it's okay for that. I can make some adjustments, so each time we can just click on the area, and we can just dragon move, but here I don't activate it the mirror. Something that I need to do, first, it's to go on x, and I can click on one of these bonds and I can work with the mirror, and as you can see, it's pretty better. Now I can I need to work view after view. First, I can select on this view, and I can, for example, dragon move here, select this one and dragon move. Go on these directions. The, you can use the mirror and the M is to select the different point of the burn and to make some adjustment on the different axis. Here, for example, I can make this type of adjustment around this area. I need also to click on this one. And this one I need to oops not this one. I need to change my view because it's not pretty good. It is not this one that I want to move, I want to move, this one on the directions, and also on the directions. But as you can see, it's not pretty good. I need to work directly on this view first and make some transformation. Yes, I have this trouble with this one. As you can see, it's not extremely easy. When it's not perfectly with your character at the beginning, you need to make a lot of change, as you can see, it's not every time easy. You need to make different type of adjustments. You need to drag and move the different burns, and you need to try something to obtain a correct renders. Here in this case, yes, I need to drag and move here. I need to drag and move also on the directions, and maybe this one, I can also move a little bit here. We're not going to enter too much in details this type of case, but I just make something like this. I think about this one I can move also on the directions and this one. I can move like this. It's okay for that. Here it's pretty good. We can work with the ZD view and we can focus more on the arms and make different type of adjustment one more time. You can also select multiple bonds just like this and you can move multiple bonds at the same time. You can also create some rotation. Here, for example, I can create rotation like this at the beginning. After I select one more times this part, I can drag and move and position the element just like this. Maybe I can scale a little bit. Oops. One of the most difficult things is when you work with the fingers because it depends really about the characters that you have, how it's the position, how are the arms and the finger and definitely it is one of the difficult things. I think it's not good for this one. And for this one. Let's just put this one here. As you can see, it's very easy to position depending of your element. So even here, it's very easy, you need to see different type of views and definitely it's not very convenient. Just like this and after maybe I can move a little bit on these directions also and I think can put this one and this one maybe I can drag and move in this direction, little bit on the top, this one, also I can move on these directions little bit on this area, and I have also this one. So I can take time if you want to perfectly fit the element, and let's try to do something like this, for example. Maybe I can drag and move tele bit this one on the directions. Her with this. You have a trouble on this area. Let's move B one more times and Yes. Let's do for example, something like this. After you can check different type of views. By the renders, you can also deactivate the total X ray and this is how you can work as you can see. Maybe every thing is not perfect. I can click on this one. I could go maybe a little bit more inside or I can click on this one. Maybe I can go inside, and I can click on this one, and maybe I can go inside also. Here you can check sometime you are in trouble. You can just take element and you can try to make some transformation just like this. Here if I have another one, this is the same, I can try to put inside just like this. And I think it's pretty good here. This is the same for the face. I can click. Just go here, select. Maybe I can just select this view and I can select this area. I can press S to scale a little bit more around this part. If you go in the object here, you select one more time this view. And, you can read your character in this way. Okay. After that, I will link the character to the amateur, so I will click on the character Control. I will click on the meter ring and I will press Control P, and with Control P, I will arm the forms with automatic weight. And after to click on this one, now you have metering, clear metering, and you can find some options here about the bonds and some things that you will be able to do it to go in your puse mode. And when you go in your puzmde you can for example select this view, so you need to activate the togalx ray. And for example, if you want to drag and move the character, you can move the character just like this and you have a lot of type of options. It's pretty good because you can move a lot of things. You can also move, as you can see here because we have a lot of details thanks to this matures. I can also click here. Movie Tele Beat on these directions. Click here, Movie Tlbeat on these directions, and you'll be able to change the character as long as that you will be able to work with an animation. Okay. 178. Create grid part 1: In this training, we are going to create a greed and it will be interesting because we will use different modifiers and one more time, we will see different features. So one of the first things to do. I'm going to delete this cube. How we are going to process for this grid. Let's first create we're going to create the first cube, then we're going to create a second cube, work with the boon operation, and work also with features and work with the patterns. They just kick on a first mesh and just silx the cube. This cube, I'm going to resize this cube, and I will go on why ten I will change some scale value. On the x axis, I will change here. I have a value of 20, as you can see, and on the y axis, I will change, and I will work with the value of 28 and on the Z axis, something that I'm going to do at two, maybe it's a little too much for what I want to do. Maybe I will tap here major step value. Okay. Yes, I can stay with the value of one on the D axis. After to do this work, it depends what we want to do, but we can also increase the value, so it means we can tape for example two, and I can double click on this value, why not to tape 40 in this case. And on the x axis, they just tap for example, maybe I'm going to change little bit and work with 60 here. 40, and yes, I'm going to work more like this it's better. Okay, so 40 on the x axis, 60 on the x z and two on the z axis. Here, we do not focus on the dimension. We just focus on the principle of work. Let's click on a mesh and selector cube. This cube will scale. And scale on the z axis just like this, scale on the z axis a little bit more, and I will position my cube just around this area. I will select my tb and selected my tube position my cube, and first, I will resize the cube, and on the x axis equipment, we have a value of four and on the x axis I will tape and on the y axis. I will change four four, yes, perfect. And after our position on the Z axis, it's not very important, so I can tape for per ten and after I we scale, and I will move a little bit on the right, and I would set a specific position. What specific position I can tape, here we have a value on the Yaxis let just tape 48, and here we have some value. If I tape 30, yes, it would be perfect. So I will enter a value of 48 and 30, and we can save the dimensions, and I would put my cube just on this area. Okay. So what I'm going to do now, the first thing to do is to add modifiers. Let's click on the cube here and add modifiers, just like that, and I will use generate and I will select bole and modifiers. And I would use deference and I will select the object, and I would click on this cube. Now I will just tz this, but something that I will do is to click on this cube and I go on the object properties. What I will do on the object properties is to change the visibility, and here you have the viewport display. When you click on the viewport display, you have display, and you can change texture for wire. Thanks to that, I can just see my render in real time because I change for wire, and we can see this all here. I keep my modifiers directly on this first cube, and I keep my modifier at this step. Let's the second cube, have modifiers, generate array. After two use array here, you have the feeling that maybe nothing special happened, but it's just that I need to change the conto class. I need to change the cont and it's on the x axis, I will change four zero, and I would change on the y axis on negative value. And after that, I will see my said view. Just like this, I will change a little bit of position because I move. And something that I'm going to do I need to come back at the first position. I need to come back at the first position. So I'm going to remove this and come back to the first position because it's not pretty good. I need to come back to the first position first. I just come back here, panels and undo panels. I think it's okay for that. I will activate snapping options. And on the x factor will tap zero. Now I have my location, and I will work on the y factor just here, and I will increase the number of cont. Now it's better, and let's work on the y axis, and how much I will enter. I will enter on the yxis where 1.7, let's tap 1.8. I think it's too much so the 1.7 in my case will be great with the number of cont of eight. Just like this. After to do this work, I will repeat this process and I will add and modifier, but if you click on the x, you can do something like this, but it's not what I want to do. In this case, we add modifiers generate again array In this case, I will move a little bit on the left, just like that. And if I want to see my render, I need to work with the number of cont, not on the first one on the second one, number of cont, and I need to work with x value, and I will work on the left, and now I can see the render. One of the problem is my first position, so I need to stay like this and About the cont, I will work with six and About the value, I think a factor of minus two will be perfect to center the element. And that's it. So we can use this type of process. What I can do now, now I can validate this modifiers apply, and I can validate this modifiers apply I have this second cube I still have my first modifier on the first cube activated and something that I can do if was not center here it looks pretty nice. But if it's not center, you can move all the elements at the same time. As you can see, Let's come back on the object properties and going to move on this axis just like that. I think it's pretty good is. I come 48 and 30 it's pretty good. Now if I am sure I can select my first cube and on my first cube and modifiers and I can apply this modifier just like this. Sancto I can see the second cube, and I can press delete on the keyboard and I created this base for my grid. Okay. Okay. 179. Create grid part 2: We are going to continue with this creed, and for this, something that I'm going to do, I would like to add val, so it means rounded corners on my creed. How to do this type of four. We have different way to process, one of the best things to do, is to work in the edit mode. So I will call object mode and I will switch to the edit mode. On the edit mode, I don't have subdivision. I will just click on this edges, so I select the mode of selection edges, I will select this one shift, and I will select this one shift, and I will select this one shift, and I will select this one. As I explained before, we can use the val tools. When we go on the left, we have vals. After to add vals, I can zoom a little bit here, and we can drag and move the handles to create the vals. After if I drag and move my scroll wheel, I can add rounded part just like that. I can then if I deactivate my move, I can come back in vals here, and we can change one more time the type of val that we want. Here we will silk edges. We have different way we can use also, for example, a wide just like this with a shape here or we can just change with the dip. I could also make the choice to subdivide, but in this case, I think I will stay like this. Just slick with the offset and I can try and move. I will just apply a little value for the wide maybe zero point. I can continue. I have the loop slide here meter outside field non, and if upset. I can also use have some percentage and I can increase on the direction in this case. What we can use offset just here, and I can change with the shape, I will increase the shape maybe with 0.65 just like this. But the white, I will increase also the number of segment. Let's work with maybe 28 segment, and after I will increase the tal beat the wise with a value of zero point. Let's apply 12, just like this. Thanks to that, I can add Rounded corner. If I increase the detalbat, let's try with 0.20. I will obtain this render. Maybe it's too much, but it's pretty good also. In this type of case, yes, meses step 0.1. Okay. And I can just click here, validate. I can come back to my object mode, so I have my little rounded corners as you can see. Let's just apply your materials. So I will click here, and I can obtain this render just like this. Here, I can have the view with the materials. Let's click on shedding view. On the shedding view, I will zoom a little I will create new materials with material output. First, I just use my principle DSDF, we can just make something pretty simple so I can just use like this type of color and increase metallic value and decrease the rootenss to create this type of render. I can also have some modification here, subsurface, ecular subsurface just here. If I just continue emission sin, maybe I can increase a little bit this one and work with the rootenss. I can just create something like this. I can also change the color space color and why not apply hero colors. I can also make some transformation like if I just go right click add and I can select just a texture with the displacement, if I just use a magic texture here, and I go right click add and I will select directly vector displacement, and I will put my displacement here. Let's select some magic texture color to eight and displacement to displacement just like this. We can obtain this render. I think it's pretty not really good because of the scale value, and we can change the scale value also to obtain this type of render. We have also distortion value, and here I can work with the scale options. It depends about what we want to do, but it can be also something interesting to use, and if I select the rootenss I can work with the rootness here and decrease maybe a little bit the metallic. Some things that I can do also. Let's dragon moly tell be this one. Let's select and remove all this element, all these nodes, and I will go right click add and I will select directly shaders. I can just take my CBSDF here, and I can complete with I think a glasBSDF can be sting sheds, and I can complete also specular translucent transplarent, but I think the glas can be interesting, so I can activate my glass BSDF click. Add I will select a shaders and a mixed shaders to put this here and right click add output, and I will select a material output. I will link the BSD f to the shaders and the BSD to the shaders and the shader to the surface. I can obtain this render. It's pretty good I can zoom a little bit, select my colors. One more time, I can stay on the gray color and work with the yellow, but I can stay with the gray color, and here we have the place color so that we can use, and one more time can work with some gray color also. And we can decrease rootenss work with this one, and I can change a little bit on this direction or on this direction depending on what I want to do. Can also change the basic colors more in yellow, and this on this area are more in yellow also. I just an example about what we can do. We can obtain this render and here I didn't set the light, but if I want, I can go on the right. Click object properties and click on the light, dragon moves the light on the top. Just here, I need to increase release the power because I think my scale value is so by default when I created this grid. This is why I need to change the position of the light on this axis and also on this axis. I will go on the power D and I will change joe 20,000 As you can see even with 20,000, we don't have really 100 thinks pretty better, but even this, it's not pretty code. I can go here and we can start to have a render. I can also go in this area. We can also use, for example, area views, and can also turn little bit my element and I can increase the area depends about what I want to do. You can also cra area like this and focus only on a specific part and you can drag and move here. But let's just come back on the point and I can silk here and I can change the location. We'll be able to see this grade. But here, just to see the principle about how we can work with this grade after I just to show you how you can add a texture after. 180. Create object part 1: In this training, we're going to create a part, and to cut this type of element, one of the first things to do. I'm going to delete the cube. Why this training is going to be very interesting because we will use just shapes, basic shapes and after we'll use the bolian operation with the bolean modifiers. Let's kick on part first and just going to be a part, and I will create a cube first, and this cube will resize this cube. I will go on my scale value on the right, and we will change the value here. On the x axis, I will tape a value of 12 and here we tape a value of 12. On the z axis, we can tape a value of two, but two will be definitely little too much. I will just stay with the value of one or I can also increase little bit it depends about what we want to do. Okay Let just increase tell it. I will work with 2020, and I will work with two here it will be pretty good. After to do this work with this base, I will select directly this side view and I will use the snapping options and I will change the position just to put the position on the top, just like this. Now I would like to cut four holes on the deferent different part here. But something that I can do before to do this. It is to add a cylinder, so I will click on add, mesh, and I will select the cylinder. I will go the cylinder options, and first, I will increase the number of vertices, step, for example, I think I can tape more, et tape 120 vertices. After to do this work, I will scale my cylinder just here. After to scale the cylinder, I will enter specific value. What I will tape, I will go the x axis. And on the y axis. On the x and y axis, we have the value of two, it will be pretty small, so I will change for value of four on the x axis and four on the y axis. If I tap my value here maybe it will be I'm going to dragon move my elements and drag and move. Yes, it's just a little bigger for what I wanted to do. Let's just focus on sure wanted to work on four, but three will be pretty better. So swear on the x axis, swear on the y axis, and on the z axis, you can just enter the value that you warm let just step eight, is just to cross the cube. And I will select my view and just try to have the right position. So how to have the right position, I need to position my element just like this and after I need to enter some specific value. It will be pretty simple because if I go on the right, I need to have the same position on the x and y axis just with negative value of positive value. So here I have 40, and if I take here, I have -12. If I take -40, just like that, I will obtain this render. This is definitely what we want to do. We can also try with 12. Element will be located here, and if I try with 12 here, so element will be located here and definitely it's not pretty good. I will change for -40 and here we'll change for 40. I will duplicate this element. To duplicate this element, let's just go right click and duplicate the object or shift to d, and you can press shift to constraint. You can press x to constraint on the x axis. Here I have -40 and 40. On location x and y axis here I need to put 4040. Just like this. Let's just continue. I would select this cylinder and right click duplicate the object, and it is s I can go in the directions, and I just need to have the value of men 40 meters and -40 meters. This is why the transformation panels is interesting. Here, I don't focus really on the dimension, so it means specific dimension. I just focus on the creation of the object after we can adjust depending on what we want to create. Let's just click on this one and right click duplicate the object, and I will also position this object at this time, x axis ftimre y axis menus ftimre. Perfect to create our bolean operation. Let's select the cube first. After to select the cube, I will go on modifiers, and modifiers, generate and I will use bolean I will apply the operation deference, and object, I will select, for example, the first cylinder here, and I will just validate this operation. And we click on the cylinder. I can dragon move. You can see the whole now, and I can press delete to remove this cylinder. Let's repeat the process four times. Let's click on this cylinder and modifiers generate. Boon let's select this one and apply the modifiers and then select the cylinder and you can delete. Let's click on the cube, add modifiers generate boon, let's select this cylinder, and apply the modifiers, click on this cylinder and you can delete on the keyboard. Let's select the cube. Add modifiers generate, let's select boon one more times. Object, we can click on the cylinders. Just validate the modifier, click on the cylinder, dragon move and just press delete on the keyboard. To grant this base for my part, I would like to add B vals on the corners. And to add vals on the corners, I will just enter the edit mode. I s the object and turn my edit mode, and I will focus on edges. Let's just select the edges, selections and I will click on this one. I will press shift and click on this one. I will press shift click on this one, and press click on this one. After to do this work, you need to go on the left and select the val tools. When I click on the val tools, as has explained before, you can use the small handles, and you can drag and move to create your vals as you can see. Not too much or you will have something very strange like that. So you just start a little bit with your vals, just like this. You can also move the scroll wheel to work with the number of cuts, but the best thing to do is to go the aval options, and here you can increase the number of segments. I will increase my number of segments and I will work with the hide also. So the wide what we can use, I think, 0.20 will be pretty good. Let's just try with zero point que just like this. And it will correspond to all but here, I need to change the shape value, and I need to work with a different shape value the shape value, what I will tape, I think it's not pretty good like this. Let's just try with a value of zero point. Eight, just like that, and a white of zero point. I think it's pretty good. We can change also for example, we have a percentage, and we can work also with something little different. But let's just just work with the offset here. It's pretty good. I can enter a number of segment and we have the shape If I just click here, Yes, let's just step zero point A in my case. After that, I will validate the Bo options and I will be able to come back to my object mode and we have created this base as you can see. Okay 181. Create object part 2: We are going to continue with the creation of this part to continue with this. Something that I'm going to do is to zoom a little bit just here, and we will continue to focus on the Polian operation. I just want to show you that you can create a part, you can create an object using Polian operation. Let's first add and cylinder. I can click on Ad mesh and just silk the cylinder, and I will increase the number of vertices with 121 more times. And I will scale the cylinder on the directions, and after two scale these directions, this cylinder, I will enter specific value. What value, I will tape here, we can change the value. I will tape value of seven on the x axis, seven on the y axis, and on the z axis, I will focus on four just like that. I think four is not enough for what I want to do. Let's increase the value. I will work with eight. Yes, just like that. After to do this work, I will click on this axis and I will drag and move my cylinder. Just on the top, I have still the increment as you can see. You just need to drag and move the cylinder and you put the cylinder on the top. Perfect, let's duplicate this cylinder. I will go on my side view just here. As you can see, so you silk the side view with this, and you can duplicate the cylinder right click and duplicate or shift to and you can constraint on the Z axis and you can put the cylinder just on the top. After I will change the scale value and I will use on x, I will change for five and on the y I will change for five also to obtain this render. And On the Z axis, I will continue with eight. With six. Sorry. I will tape with six. Yes, it's better, and I will move my cylinder here. What I mean eight eight? No, it was eight, eight. After I duplicate this cylinder, duplicate object or shift D and put Zaxis and you can put this on the top just like this, and you can change the scale value on the x axis, on the y axis, and this time, I will change with the value of four on the axis, and I will put the element just like that. So perfect. Now I'm going to link this part with this part with this part and with this part, and for this, we will use Boon operation first. I'll click my base object. This will be the reference base, and I will go on the right. Modifiers a modifiers generate bolean A object, I will salk this one and I will sel first cylinder just like that. Now I can just validate. If I take this cylinder, as you can see, hoops, something is wrong for a simple reason that I apply the Bolian operation deference. Let's just come back here, here, you can see it as a render image. And it's not what I want to do. Something that I'm going to do is to come back and do. Let's do this again. We need to select this base and add modifiers, generate Bolean I need to change for union. Don't forget to change for union and click on this cylinder, and I can validate. Now if I click on this cylinder, as you can see, I still have my base and I can press delete. Let's click on this cube, add modifiers, generate. Let's select Bolean change for union, and select the object, the second cylinder, and validate, take the referent cylinder, dragon move and press delete on the keyboard. And a select one more time this base. Let's click on add modifiers generate, and we will select Bolen again, union, object, and I will select the last cylinder on the top and just validate, apply. This one, I need to dragon move and I will press delete. Perfect. Now, we just have one entity. You can see in the collection, we just have one entity. The last step is to cra hole in the mitre crossing all the part. For this, I will use add mesh, and I will select a cylinder one more time with a value of 120 vertices. I will press Z to scale on the axis, S z and I need to my cylinder cross like that. I will go on the object properties, and here we have a scale value. Let's just change the scale value for two on the x axis, and two on the y axis, and the Zyaxis not important as long as you cross all the part. Let's repeat another polyan operation. I will salg this part first, the cube and add modifiers one more time. Hopes let's do this again, select this part. Add modifier generate Bolean I will select the deference operation, and object, I will select the last cylinder on this one, and I will click on validate. If I see this cylinder, I can drag and move outside and I can press delete on the keyboard. Thanks to that, you can create this type of part. As you can see at the end, it is interesting because thanks to the Bolean operation, we have created all this part, and we just have only one cube at the end. It's okay for that. Let's just kick, for example, on shedding. On the shedding options, I can create new materials. We're not going to develop too much on this one, but we can silk what we want, create some metallic option on some hotness options depending on what we want to have. And I can use this one, I can also for example, I delete this one, I can go right click add and first, I just add output material output and right click add and we can use mix shaders. A the shaders, I can use for example, why not a gloss mix with reflection or a specular. If I select the glossier I can use a gloss BSDF and I can use an ad shaders, when I can select reflection BSD f, let's little bit true I can move like this, and I can go on add shaders and I will use the miked shaders. I will select my material put here, my mikshader my principal reflection SDF. And I will link the BSD f to the shaders, this BSD to the shaders and this one to the surface. Thanks to that, I can obtain this render. Interesting render, as you can see, and I can select a base color, so I put yellow, but it can be just some gray color also, more like this. After you have reflection color that you can use also on this area. We can also increase the rootenss if it's too much, and here we can also work with the rootenss. We can also change the color if I want to see more in yellow, it's possible. It's okay for that. I can come back to my layout model. I can see the view. Just like that. Okay. 182. Create vase part 1: In this training, we're going to craft a vase. For this, we're going to use a different type of process, and we're going to see first first process. And one of the first things to do here is to select the cube and just press delete on the keyboard. In this first process, we will add a cylinder after we'll go in the edit mode and we will create different extrusion to create this vase and after we will add modifiers. Add mesh and just select the cylinders, and I will go on the add cylinders options, and I will increase the number of vertices with 80 vertices. After to do this work, I will scale little bit my cylinder. But first before to scale little bit my cylinder, I will enter a value of two on the x axis. I will enter a value of two on the y axis, and on the zxis is definitely not very important because I'm going to change inside my edit mode. So let's just work on the edit mode first, and I will select the face on the top, and with the face on the top, I will use this view first, and I will activate the snapping options, and I will decrease until to obtain only this base. So after to crat this base, just like this, I will press A to select everything and selected everything. I can just drag and move on these directions and just put this on the base. After to do this work, I need to select the face on the top, and after to select the face of the top, you can use this view. Let's crate multiple extrusion. I will use on my keyboard and I will press S at the same time to scale. Let's just press to extrude first. But when I press here, I need to remove the snapping options. Let's press. After I will press S to start to scale, like this. Let's press here again, then scale with S again, scale again to upturn this render. Now I will come back with E and S and combat little bit on these directions, and, and combat little bit on the directions, just like that. Let's continue. And S, and I will come back little bit here, E and S. Let's just come back on the directions. Each time you press, then left click and then S and then left click. S, and I will come back on the directions. Thanks to that, I can cry this type of shapes, and I will press again, scaly little bit on this direction, and here again, scaly little bit on these directions, and here again, scary little bit on the directions. Why not to crat something like this. After I need to go in the order direction if I want to create all inside. In this first type of process, we will use this one. How to do this. First things to do, you go in this area, and you need to press and directly. When you press and directly, you can scale directly the face, it is like to drag and move the face just like this, and you can just let little sickness on this area. After that, we need to change the view and I can go here, I have the X review. When I select the x view, I can go on my side view, after to do this work, I have still my face selected, I can press and then S. Every time when I arrive close to this type of H, I do the same thing and left click and I go in the order directions. I do exactly the same type of things, but as you can see, I just go inside and I repeat the process. And then S here on this area and then S. I just need to follow my first extrusion. If you just go here, you can also select this view if you prefer. But I think definitely the x ray view will be the best. It'll just come back here, press, and I continue like this. Let's press and It is a very interesting training when we want to work with the extrusion in the edit mode, it is one of the best training to do so you can press every time you press S and you can scale at the same time. I think I had maybe a little too much edges, but it's going to be okay. I think it's not pretty good here, so I will come back with my undo actions and I will reduce the actions. Oops, edit undo on this area. Okay. When you arrive here, you can stop like this. Thanks to that we have inside. If I deactivate this view, you can see the topologze and you can see that now we have inside. It is perfect for what I want to do. After to do this work, I will come back to my object mode. If I come back to my object mode, I can see it's not good because I don't have a lot of cuts. At this moment, I could use the subdivision surface modifier, but the render won't be pretty good because I don't have enough cut. This is where I will come back to my object mode and I will add a new cut with a loop cup tool. I will select the new lookup tools, and I will add multiple cuts on this area. The aim is to divide more to have a better topologize and I will add more cuts. How many cuts it depends, we're not going to add too much, but definitely you can add more cuts to subdivide the more. Horizontally with the loop cut tools. I can click here. I think it's start to be maybe once here, once here, once here, once here, once here. On this area, I think it's pretty good. Maybe I can put a little bit more and it's okay. Thanks to this lop cut if I come back to my object mode. Let's click on ad modifiers. After I will click on generate and I will select subdivision surface. After to sing the subdivision surface, I will increase with four levels and here site, and I will click and apply just like this. If I click on my vase, I can go right click. I can use the shat smooth options also. We can add a market here. If we added market on the exi, we can have preter renders to understand the principle of work and I can go on my shedding view just here. After to go on my shedding view, we can apply just a new material. Just let's make something simple. I will click on my material output, let's click on the base color, and I can select something more like yellow and I can zoom little bit. After depending on the render, I can work with my metallic value or my rootenss value. Something that we can do also is here we have different options like for example, the subsurface. We can use also the specular options. Here we have the transmission. Definitely, we can also use some other value, like for example, we have the shine value, we have also the code value depending on what we want to do. In this case, the code value can be very interesting For a simple reason, yes, I can use the code value, and I can work with my rootess but not too much rootness and here we have the weight, and it's definitely very great to use this type of value. I can increase the rootess if I want, I can obtain this render. But if I want something little different, I can also just use my rootenss and made metallic value. But yes, I think definitely the code value can be interesting. The sine value also, we have the rootness here. We can work again on this area, and here with the weight value, let's increase a little bit. Here is my rootenss let's decrease, and I will obtain this render. After that, I will come back to my layout mode here. We can work with this view, but here we are not going to focus too much with the light even if I can dragon move my light so I can slip my light here, and dragon moves the light on the directions, not on the directions. Dragon moves the light on the directions here. Then on the y axis and then on the x axis. Let's increase little bits of light. I will tap a value of 20,000. Maybe it's not enough, let's tap 40,000, and I have my first vase on this area. This first vase, you can also duplicate, so you can go right, duplicate the object. You can press the y axis. After you can scale to have different type of renders. For example, I can scale on the Zaxis. If I scale on the Zdaxis I can cutder type of models. I can go right click duplicate the object. I can press the y axis just here, and I can scale also to create and size scale on the Zaxis just like this. You can create different type of vase after using the scale options. 183. Create vase part 2: Create vase, we are going to continue with the creation of vase and we are going to use a different type of process. Let's click on the cube and press delete on the keyboards. We've seen that it's possible to create a vase using the different extrusions in the edit mode, and in this case, we will use also the edit mode, but with the base will be different. Let's click on ad and this time, I'm going to work with surface. You have different type of surface that you can use like the nerve circle or the nerves. Cylinder just like this. If I just selx the cylinder just here. Automatically I can have a base of a cylinder. If I zoom metal bit, I had a surface cylinder, they just have this type of options, and I can go on my edit mode, so I can click here, go on the edit mode, and I will obtain this render. I could also use a circle base. The two are going to work. Something that I can do first is to selx element on the top, and I can activate the increment, and for example, I can reduce. This is why I could also use the circles, and I can just create a small base just like this, and I will drag and move all the elements so I can create a selection, complete selection of everything or I can press A, it's pretty better, and then with my move tools, I will move just on the directions on the top. So this will be my base. Now what I can do, I can create a selection directly off this part, just like that. After to create a selection of this part, if I press on my keyboard, I can extrude. As you can see, I'm going to press a scale because I have steal the increment, so I can deactivate the snapping options. Now I can press and I can extrude and I can press that to constraint on the taxis. After I can press S to scale and I can repeat the same type of process. Let's kick on this view and press. Z to constraint on the Z axis, and after when you go left click, you can again press S, just like that. This is another way to process. You can press, Zaxis S, and you can just scale this. I can press. Like that, axis, and I can go in the directions. Let's continue. And I can press the Zaxis then I can scaltal bit to come back on this direction. Let just press Z axis, and s to scetalb Zaxis Let's press to scaltleb. Let's press on the Zaxis. Let's press to scetal bit. Let's press E and Z to constraint on the Zaxes S. To scale, and let's continue with z axis to scale on this direction and Zaxis and scaly toll bit here and Zaxis and scale oops. I make a mistake on this last one. Let's just come back here. S to scaltlbt. Let's press Z S to scaltlbit also. I think it's okay with that. One of the things that I can do, it's here on the back, we have this element. We have different type of options. I can close after or I can make the choice also to close here. In different way we will have to convert to mesh. Some things that I can do is to go in my object mode. If I go in my object mode, I can turn this render. Pretty good on the back, I can go in my edit mode, and if I go in my edit mode, I can select, for example, this type of view, and I can select the last one. The last one, I can pull a little bit just here, and I can press to scale little just like this first, and I can take this one, and something that I can do is to pull little bit on the directions also. I just make something little different. I will go in the directions, go on the direction. I think my base was not pretty good. If I click here, Okay. Okay. Let's just make something like that. After to do this one, this is why I could craft base with a circle because maybe it will be pretty better on the base, but we are going to continue here for the principle of work. Something that I will do is to convert to mesh. I will go and right click here, convert to, and I will convert to a mesh and I will obtain a mesh here. Now, something that I will do is to go in my edit mode, and now you can see the topologie. And as you can see, it's not pretty good here because I didn't created a circle as a page, and this is why for which we have probably two cuts here and that's why it's not pretty good. Something that I can do to salg this. If I press delete here, I can just if you delete the edges, you can delete the edges here. Now if I go in my object mode, I will come back here. Let's sale this one. And yes. Now we can remove like this. It will be definitely better, but it's not delete that I need to do. I need to press delete on my keyboard and just select dissolve edges. Now we have this topologize I need to make a rectification like this because I don't have the choice, and I can come back to my edit mode one more time. Click here. I can also work with this area and why not to salax this? I can press delete on my keyboard dissolve edges just like that. If you press here, you can also dissolve the element. Let just make some corrections. I will come back here. It's not pretty good. And I will salk this view. Yes, I need to make correction because my base was not pretty good. I need to dissolve the edges one more time. If I dissolve the edges, I will have this last one here. Let's just press delete and I can delete all the edges. I have one here. Edges. Going to work differently to make corrections. Let's just go here on this area. Let's select this view and I will select faces. Let's click on all these faces, and I will press delete on my keyboards and I will delete all the faces. Now it's p after to do this work, now I can select my edges. It's great because we can see how we can make some corrections, so I can Press extrude here and press scale a little bit on the direction and extrude here on the zyxis and scale also in this direction. I'm not sure that I was on the zxis let's do this again. Press. Just like this on the S axis here. Yes, just like that. Now I'm at this level, perfect. I can come back to the do. We have this selection, so I can come back to the redo, press, Z and scaly tb press, and scaly tollb. Thanks to that, I can crab my correction perfect. Now I have this selection. I can press f to f if I press, you can see, I can feel my element. Perfect. We have been successful to make these corrections, and my base was not pretty good, but I could make a correction. It's nice. When I go on the right, I will silk now add modifiers. First modifiers that I will use, it is generate modifiers and We can add a sickness or a subdivision surface. If I use a subdivision surface first, I can increase with maybe four and swi level of, it is simple and Kmer clk lets el this one, and I can just validate. I can add modifiers generate and I will apply solidified modifiers to add a little sickness inside. I will enter just a small value. No need to enter too much. I think 0.04 will be pretty good. If I click on my element, right click, you can use the Shad smooth even if not too much difference in this case, and I will go in my shading view. Inside the seeding view, let's create new materials. One more time, I can select a base color. Let's take the same example with some yellow colors, and I will use the cut options and I will increase the weight just here, and I will work with my rootenss It's pretty good about the renter, something that we can create here. About metallic options, we can also work like this, increase little bit, Rotenss not too much rootenss I created this vase. My just come back on the layout model. One more time if we need, we can set the lights, so I can click here, change the position of my light, locations of this one. Let's lick the light, location on the d axis, location on the y axis, and location on the x axis. I will increase the value of my light and I will take 20 Tsan just like that, and I will change maybe 20 to sin is too much, but if I change the position, little bit on the top, and a little bit on the y axis, I can do something like that. One more time, you can also if you need duplicate your object, right click. You duplicate the object, for example, on the x axis here, you can press Z and I can go right click duplicate the object on the x axis, and I can press Z and you can create different type of size and different type of wide of your object. This is another example. The base was not pretty good in my example at the beginning, but you can create corrections, as I explained, and this is also the type of things that you can do. Okay. 184. Create sofa part 1: In this training, we're going to create a sofa. It is a very interesting training for the simple reason that we'll create a project step by step, or we can create the sofa, use different features, and after that, we will also create renders. One of the first things to do to create this sofa is to press a delete on the keyboard and we're going to see how to work step by step. So let's first let's click on add mesh, and the base of the sofa would be a cube. So I can select the cube, and I will go on the right ten I will change the dimensions. So what dimensions I will tape here where the x axis. And on the x axis, I will enter a value of ten on the y axis, I will enter a value of 20 and on the Z axis, I would enter a value of four. This will be the base of my sofa. I will use my move tools, and I will activate the snapping options, I will select the side view, and as you can see, we can drag and move here, and we just put this cube just on this area. So after to do this work, let's duplicate this cube. Right click duplicate the object, and I can proceed to stay on this axis, just like that, and I will resize my cube. This cube, I will go on the right, and on the x axis, we will change for a value of two, and the y axis, we will keep 20 and on the axis, we will change for eight. I will select my side view and the aim now is to position and dragon move this element. Let's just move a little bit on the left just here and move little bit this one here. Okay. After to do this work, let's duplicate again this one, and let's go right click and duplicate the object. I can press the axis. Now I can change the value, so we'll call the right on the x axis, we can change four eight on the y axis, we will change four two. On the axis here, we have some value. I will work with five just like this. I will put my element, I will see the side view on the left and put this element just here. I just need to also I can move a little bit on this area. You can just use the grid it's going to work properly. Now let's duplicate this element, right click duplicate. Object and I can press control. I can press the y axis and just put this on the right. I can cheat with this view and I can just snap here. Perfect. Now, something that I will do is to go in the edit mode. I would like to add rounded corners here here and then here and here. I will select this element, I will go in the edit mode, and with not the face selection with the edge selection, I will select this edge. After to select this edge, I will go on vals, and I will try and move little bit like this and I will enter some value. What value will enter here will change 0.28, and I will increase the number of segments. Let's work with, for example, 40 segment, and about the shapes, let's edit that and I will change the shape for 0.6. We just need to keep in mind the parameters to do the same thing on this area. 0.28 400.6. Now I can go on my object mode, I can select this element, and I can go on my edit mode again, and I will select. I will zoom first. And I will select this edge. I am still using these tools. I can drag and move little bit and I just need to enter the same value, 0.28, then segment, we have said 40, and for the shapes, 0.6. Perfect. Now I will zoom little select my object mode and I would like to add also some beverls on this cube. I will click here, edit mode. I want subdivide in this case, let's supply value on this edge here, and I press shift to silk this edge also. I know I can move a little bit on the directions. Yes, like that. After to do this work, I will go on the left, maybe I can increase ops, I think I put two vals, so it's not pretty good. Let's just come back. Yes, like that. So I can start Just here, go on the left, and now I will change with zero point. Let's try with 24. I will increase the number of segment. Let's work also with 40. Maybe I can increase a little bit in this case, 48. About the shapes, I will change also the shapes. I will go here to grat something a little bit different. About the value, let's work with 0.65. Or maybe 68, yes, like this. And after that perfect, I can go in my object mode. First in my D mode as I can come back to the selections, just like this, and I will go on my object mode. That's it. We have the base of our so far as you can see. Okay. 185. Create sofa part 2: We are going to continue with the creation of this sofa. Something that I'm going to do is to crat the pillows. To crad the pillows, let's just click on add here, and we will add directly cube. This cube will move a little bit Here, T again move on this area, and I will scale my Q with specific value. I will go on the right and I have the scale options. What we will apply on the x axis, we will apply a value of eight. On the y axis, we will apply a value of eight also on the axis, we will work with the value of two. Something that I will do I want to change the little bit the renders of this element. I just move a little bit here first. Let's just create subdivision. So I will move a little bit my cube just on this area, and if I want to see better, I can go totally on the left, it will be better first and after I will position my element. So let's just click here and go in the edit mode. In the edit mode, we can subdivide the right click subdivide, about the number of subdivision here, I will increase with a number of eight subdivision. Thanks to this number of subdivision, when I go in the object mode, I can use the modifiers, have modifiers, generate, and we will apply the subdivision surface. Okay. And thanks to that, I can have something interesting like rounded corner directly here, and I will increase the verse of views with four level of views and two levels of renders. Now I will select this views and I will go on this area and I will try and move my pillow just here. Okay. So you can s it's convenient. You can just take your move tool and you can draw again move the pillow here. After you can position also on the top view, so you slick the top view and you position your pillow here, and you just duplicate with right click duplicate or shift D and you can draw again move on the y axis, just like that. Let's duplicate again. I will crat pillows on the back here. Right click duplicate object again. First thing to do is to press the z axis. You can just say here, crater rotation on the y axis, I can press control can just check on the right. I forgot to activate the modifiers. Let's just apply the modifiers here. I forgot to apply on this one and also on this one. If I just click here, I select the pillow. As you can see about the transformation, when I go on the right, we have 85, so I need to change for 90, and I will move little bit the pillow just here. I need to change the size of this pillow, and here I can reduce the x axis. This is what I need to do, and I will tap four. I think four it's not enough. If I just click here, it's not a value of four, I need to enter a value of six. After that, I can pull my pillow here and right click duplicate the object, and do the same thing on the right. That's it. After I can move the element on my x axis, I can select the side view just like this. I can drag and move this one here. And salk this one and drag and move. Here. Perfect. I would like to c the feet and to c the feet. Let's just click on add mesh cube. If I just go on the back, we're not going to change any single, but the scale value, we keep one, one, and one on the different taxis, and I will just drag and move. This one, I will sal this view. And I will change the position around this area. I will just little space here and little space here. On the right, we need to save this value, so we have minus eight menus 18 meters, so the base will be eight and 18. If I go right click duplicate, I can just use my grid it's pretty fast, but I need to be here on eight and -18, so it's good. Let's click here, duplicate the object. I can go on the y axis. Let's click on the y axis just like that. I need to move until to arrive on minus eight 18, and I will duplicate also this one where I click Duplicate, and I need to arrive on eight and 18. And that's it. As you can see, we have created this base, and it's interesting because we work in the object mode, we will just create different type of cube. With the base of different type of cube, we can create this type of sofa. After that, we will add other pillow and we will use another type of process to create another type of pillows. Okay. 186. Create sofa part 3: We are going to continue with the creation of this sofa. Something that I'm going to do is to create order type of pillows that we will place directly on this area. Let's click on add selector mesh and selector plane. This plane, I can move my plane, just go on the right here first, and move a little bit here. Let's enter values for this plane, so I will go on the right, I have x value. On the x value we can start with, for example, four on the y I can tape eight and on the Z I can tape what I want. I think I will change a little bit. Let's put a value of six on the x axis. As explained before, we can just use a simple animation to create a pillow, and how to do this. First, I will go in my edit mode. Inside the edit mode, I will subdivide first, right click. Subdivide, and we will enter a number of subdivision with 20 subdivision, so I can directly tape value of 20. After I will extra little bit and here, as you can see where this value. You can deactivate this one and you can just cut a small ex just like this. Not too much thing like this, it's totally enough. After that, I will add more cuts. I will sit my loop cut, and I will cut one cut here, another one here and a third one here. Perfect. Okay. After that, let's come back to the object mode. We can drag and move ly tell the animation panels just here. And I need to apply a physical properties, so I will go on the right, and I will select physics. On the physical property, we have seen that we can use the close properties, and if we do this type of work and we start, as you can see the element is going to fall like this. This is the reason for which the first thing to do is to click on the field way. On the field way, you can deactivate the gravity to zero. Now if I play the animation, as you can see, the cube is not going to fall. Second thing that I need to do is to select what type of clothes I want. And I think we can keep in this case a cotton. It will works properly. I will just change here quality steps, S five, and vertex my zero point, we will need to activate the pressure. When I activate the pressure, I can start with the value. Let's try this value first. Now after to activate this pressure, and if I play my animation, I will obtain this render. As you can see, it's not pretty good for simple reasons that we need to set value with, for example, the pressure. I will try with a different one, 1.2, and I think it's pretty better with this type of value. Maybe I can increase a little more. Let's try with two. And I will click here, and I will obtain this render. After I will be able to scale is definitely not a problem. I can work with 2.4, and just click here. And I think it's pretty good. Let's just stay like that. I will just move and clic, for example, stop at this frame to obtain this render and after to do this work, I will validate my modifier. Because if you don't validate the modifier, you come back, you want to continue your work, you come back at the frame number one, you want have this render. You need to validate the modifier when you are satisfied. Let's and apply. And now I can come back at one and it's going to be okay. Something that I will do is to Add modifiers generate, and I will use subdivision surface. I will increase two four and three here, and I will just validate. The pillow is a little big on the Z axis, so I can press Z and I will reduce the sub pillow on this axis. Think it's still too much and create more, something like that. It's okay for that. Now I'm going to select this pillow, I will press S to scale, and I will drag and move this pillow directly on the directions. Let's just here, and I will position four pillows. First accret rotation, rotate tools. Let's just rotate on this direction with control, and I can check that I use 90 degrees. Okay. I will go in this direction, scale again, it's too big, scale little on the y axis like this, and I will select this side view and I will place my pillow around maybe this area first. After to do this work, I can use this top view, and I can also place the pillow just here. Let's duplicate this element. I will go right click and I will duplicate this object. I will press an axis like the y axis. I don't need to place exactly in the same way. I can change a little bit. It's definitely not a problem, and right click duplicate the object. I can work on the y axis also and create some rotation, turn on the directions, press control to constraint 90 degrees and position another one, I can change it to they Z L, x and y, just like that. I can position and one, I can select this few, m, and position an odor pilar just on this area. I will duplicate this one also, right click duplicate the object, and I will press the y axis, and I will select this position put the element just here. If I select the top of, maybe I can change a little bit, the position and position, this one, maybe more like this and maybe this one more like this also. Okay. So I think it's pretty good. And just an example about what you can do. So we have the base, we have a deferent element, and to finish the work, we add these deferent pillars. Okay. 187. Create sofa part 4: We are going to continue with the creation of this sofa. Something that we are going to do is to work with materials. Let's add materials. After we will set the camera, we will also work with the light, and we will create renders. One of the first things to do here, we can change the different type of view. So as you can see, you can use this view, but I didn't place the light the light. Let's just click here first and select we can go in the shedding options and we can add some materials. Let's click on shedding. I will move a little bit this window just around this area, and I will zoom a little out. Something that I will select first, it is the first element that we have created this cube, and I will create a new materials. We're just going to repeat the process with something that we use a lot. Right click add and we will use the texture just here, and I will create a musk texture to add a little effect and add I will select. Converters, and I will use the color ramp. I will link the e to the FC, the color to the base color, and I will select two colors. Let's work with some blue colors and I will cut the blue colors. I will just darker this first one. Just here. After I will select a second color and it will be just another blue color but just changed it bit to create render. It makes something more like this. If I zoom metal bit, I can also use my scale value, and a thing like this, it's pretty good. Okay. After something that I will do, it's to transfer the data. For this reason, we can select all the cube where I want to have this material, so I can select this one shift, this one, this one, one, one, all the cube of the base expect the last pillows. This one, this one and this one. All these different cubes, and you need to select as the active object, you need to pre shift and select the cube with the materials, this one, as the last one. Now, this one is the active materials, and when you go on object, you can select transfer data and you have link the materials, link the materials. When I click here can apply my materials like this. Now, let's click on one of these pillow, for example, this one, and crat also the new materials. I will click, we can click on one of these four pillows. I will click on this one, and just crat. Let's repeat the same type of process. I will go on the left and right click add. One more time, I will use a Musgrave texture. One more time, I will click on ad, I will select a converters color rems and I will activate the color reps. Let's link the A to the F, the color to the base color, one more time. Let's select two Range of color will save the first point color. And something that I will use, it is some red color, like this. I will select another color, click oops this one. Let's select this point, and I will select another range of color. Like for example, this one, and I think it's pretty nice. Let's make something darker. If I zoom a little bit, I can change my scale value here. Okay. After to do this work, let's link the materials one more time. I need to select the four pillows we shift, and after two s the four pillows we shift, you need to select as the last one, the pillow with the materials. After you go an object, link the transfer data and I can directly link the materials, just like that. It's pretty good. I will repeat this process last time. I will select for example this que. For the feed, and I will craft new materials, one more time, right click add. I will select a texture, let's supply a most grave texture one more times and right click converters color. Let's link the A to the FC and one more time, the color to the base color. I will zoom a little bit, I will select a first color. Let's click here and I can do something more like this. I will select a second color. I will click here as a second color, I will do something more like that. About the scale value, we can work, but I think I don't need too much to work with my scale value here. And I can increase in this case, a little bit the metallic value here and decrease the rootenss. Something interesting is because we are linked the material. For example, I link this one, and if I decide to apply transformation, it will apply on all the elements. For example, if I apply metallic on all my cube with these blue materials, it will be applied also. In my case, I decrease metallic increase the rootenss this. If I click on one of the pillow, I can increase the rootenss and decrease the metallic option. It's okay for that. After to do this work, I can go out slip layer out mode. Let's define a camera view. So first, I can click on the camera. As you can see, it's not pretty good. I need to drag and move the camera outside. First, let's click on the camera and move the camera outside. After I will turn on these directions and after to turn on these directions, I will move on the x axis, just like that. Then on the c axis here and on the y axis little bit. I will change the focal length, and I will go on the camera properties, and I will decrease the focal length, so just reduces. I think we can work with something like 36 and I will come back to my value on the y axis on the x axis just like this, and also on the D axis. I think it's pretty good we can create render like that. I can move a little bit on the back. I just need to set the position of my light also. I will click on the construction tree. I click on the light just here. After to click on the light, I need to again move my light on the top, just around this area, move on the y axis little bit, and on the x axis also little bit, like this. So let's activate this view. As you can see the power of the light is totally low, so I need to go on the object data property, and I will change for different powers. Let's just try with 20 Tsan as you can see, it's not pretty good, so let's increase 200 Tsan I think I can opt this render. Let's click on this view, yes, it's pretty good. Maybe I can change a little my camera one more times. Vew of the camera can click on the camera views just like this. On the camera views, I can change the position of the camera, just click here and move a little bit on the axis, y axis x axis. I think it will be pretty nice like that. After that, we can craft renders. I can go and render options here and I can render the image. And that's it. That's the render that we can have. Here we are with V engine, but we can work with also the cycle engines to have a better render. I don't do this because it will take little times and it's better to not take too much time for this. This is the reason for which we just keep the V renders. It was just project, simple projects that you can create in blender. Concretely, what you can do in blender, you can create, for example, an object. In this case, it is something like a furniture. Then after to create this you have materials, then you set the parameter of the scene and you can create a render and export this render. You can at the end, move your camera, create different type of views and export different type of image. Okay. 188. Create bed part 1: In this training, we're going to crate bed. For this, one of the first things to do is to click on the cube and just press delete on the keyboard. Let's just crate this bed and for this, we're going to crate the base of the bed. For the base of the bed, we will add a mes, we select the cube, and I will scale the cube with different type of value. Here, I can work on the x axis, y axis, the four things to do. I will change the value here I have the x axis, and I can tape 24. On the y axis, I will take something like 16, just like that. On the Z axis, I will increase with a value of four. This will be the base of my bed. After that, I will select this view and I will change the position. I will activate the snapping options, and I will move the position to put this just as you can see on this area. It's okay for that. After two of this phase, we are going to crate the mattress. T crate the mattress, I can just duplicate this element right click and I will duplicate the object, and I will proceed to constraint on the ZDxis us like that. After to do this work, I will scale on my D axis and Okay. I will apply a different value. And on the axis, I will apply a value of two. I will select this view, and I will try and move to directly put this element on this area. But just before you put this element on this area, something that we are going to do. Okay. It's to subdivide. I can go the edit mode, and inside my edit mode, I will subdivide, click and subdivide will apply multiple subdivision about the number I can increase. Just here, I don't need to increase too much. It's more for this area to make some transformation, and I think eight subdivision will be great, and I will apply my value. I will come back to my object mode to select a subdivision surface modifier, modifiers are modifiers generate, and I will use a subdivision surface. About the subdivision surface, I will increase little bit, the value four and three, and I will obtain this render perfect. I will validate my modifiers and now I can select this few, and I will put this element on the top. Something that I would like to do is to crate pillows. As has explained before, to crate pillows, we are going to add mesh and will select the cube. We'll put the cube little on the left on the right like this, and I will change my scale values. I will go on the object properties and I will scale x axis, something that we are going to tape it is a value of six. On the y axis, I will tape a value of eight just like that. After this work on the z axis, I will tape also a value of two. Here I created a q, but definitely it's better if we add a mesh, we're going to change the plane and work like this, but work like this with add mesh and we select the plane. It will be pretty better. And I will change my x value one more time, so I will tape six here I will tape A ten, one more time on the Zaxis you can tape what you want. I will subdivide in my edit mode. I can go on the edit mode and right click subdivide, and I will enter a number of subdivision and I will tape 20 subdivision. After to tap 20 subdivision, I will extrude little bit so I can press on my keyboard and extrude, but not too much just a little bit. Here I can extrude two increment. Maybe I can deactivate the increment and press extrude and just a little bit may be like this, it would be enough. And maybe it's a little too much. Let's reduce a little bit like this. After that, I will come back to my object mode. In my object mode, we will use modifiers. The first modifiers that I would use, I would use generate and I would select beaver. But the amount of be here, we can focus with the amount just like that, and I can focus with a number of segment. But maybe I don't have any I have enough subdivision, but I can come back to my edit mode, and maybe I can pull a little bit more like this. Maybe around this area. I can come back to my object mode, add modifier generate. I can see bevel one more time. But here in this case, maybe it's not going to be very interesting about this modifier. I can go in my edit mode here. If I increase, and if I silk one more time, my modifier, I think I will create a door cut because if I don't create a door cut, I silk my object mode, take a glance and I increase the amount. It's not going to work properly, even if if I change another way. I will come back edit and do, I will just remove the modifier siling the edit mode and I will try again move little bit here, and something that I will do it is to add cut. We'll use my loop cut tools and add cut here. And maybe I can add one more just here and one more just here. And we'll come back to my object mode. Here it is the same if I add my modifier generate val. It's not going to be very interesting, so I will apply directly directly, I will apply my modifiers clause or I will go in the physics properties just here, and I will apply clause. After to apply clause, if I click here, as you can see, nothing special will happen and I can just go on this area and I have different types of properties. One of the first things to do in this close option is to increase the pressure just here. When I increase the pressure, I can put a number. But it's not working properly, so I'm going to do this again because something is definitely wrong. I will come back and I will add mesh and I will select the plane. I will move the plane little bit on the right, and I will change the value one more time on the x axis I will tap. Six on the Yaxis I will eight and on the axis, I will tap two. I will craft my ex again so edit mode, First, let's craft a subdivision subdivide, and I will apply 20 cut, and I will extremely tall bit with on the Z axis. I can press Z axis like this. Now it should work properly. I can come back to my object mode, select modifiers generate, and I will use L. Now as you can see it's working, and after to do this work, I can use the close modifiers, so I will select physics, activate close on the close modifiers, if I start and prese the animation, I will obtain this render. Something that I will do is to decrease the gravity and to increase the pressure on this area, and I will enter a value for the pressure. After to do this work. It's not working properly if I just play the animation because I need to change the modifiers in the first position. I need to come back on modifiers here. The close modifier, you can click on this area and move to first. After to do this work now, I will obtain my render just like this and I can stop, for example, I think it's perfect directly, and I will be able to scale a little bit or if I move little on this area, maybe I can create something like that. I could also add more little cut, but if I just click here, I will obtain this render. I can change my close parameters, I will go on the particle physics. On the particle physics, let's just decrease the pressure to 0.5, and let's just try again. Yeah, I can obtain this render. I think it's not pretty better. Let's try with the value of one. But definitely, it was not bad when we work with the value of 1.2. After I can scale on the axis. Something that I can do also if I come back to my modifier, you know, I have the first one here, so you can change for example, the amount, but if you change the amount, yes, we obtain this render. And if for example, I apply my modifiers, I can click on apply here and click on apply, you obtain this render. This is why you need to come back and I will play the animation, for example, like this, and I can go on 34. If I apply the close modifier first is going to be pretty better. After I can press Z and I can scare little on this axis to obtain this render, and I will use add modifiers generate subdivision surface, and I will increase the number you follow you with force, and this is how I can craft this pillow. Let's see the side view and I will put the pillow just on the top. I will press Z to scale little bit more on the dxs. I think it's pretty better z. After that, I will position my pillow just on the directions on the top and on this area. I think the pillow is too big on the y axis, so I can press S, y, x also to reduce the size of the pillow and position the first pillow in this area. S y and I can reduce a little bit more the size. Position the first one here, and I will duplicate this pillow. I will select this view. First. And I will duplicate this pillow. First, I can add my subdivision surface. I will see the position where the position on the y axis, and let's enter a specific value like -0.8, just like that or minus point maybe 7.57 0.5, let's try with -0.8. Then I will duplicate the right click duplicate. I will constraint on the y axis, and here I just need to enter the value of eight, and like that, I will be located in the same position. I can also reduce here. Maybe a reduced depends about what we want to do. And in this case, I can tap seven on the exact ses, but I think the pate value will be pretty good. 189. Create bed part 2: We can continue with this project, and for this for the creation of this bed with this project, I will create just a blanket. To create this blanket, one of the first things to do is to add a plane one more times. I will click on add and I will select the plane, and I will drag and move the plane just on the top just like this, as you can see. After that, I will scale this plane. First, I will move a little bit on these directions, and I will select my top view. After to click my tubule I will scale on the y axis first, axis, press S y axis, and I will scale on the axis, S x, x, x, and just scale on the directions. I will move this plane around this area, so I can scale a little bit more on the x axis and position the element around this area, and Okay. Something that I need to do, I think it's a little too big again. Let's press S x axis and reduces. I just need to be close to the end here we have the end, and I just need to be close. I think like this, it will be pretty good. If I click my top view one more time, I can on the y axis, I think it will be great. Let's try with this. After two do this work, I will subdivide, so I will enter in my edit mode and subdivide, so let's go on right click subdivide, and I will enter a number of subdivision. Let's enter the number of subdivision. I will increase a little bit, and maybe I can work with 28 subdivision this time. I will come back to my object model. I will create an animation to be able to use the close modifiers. For this, first thing to do, let's go on the right and use the physics properties, physics properties, and I will select close. So after what happened, if I play the animation, and I don't apply the collision. One of the problem it's going to fall just like this, and it is definitely not really what I want to do. So this is the reason for which I need to repeat the process. For example, I can go here and take a glance about the animation. Yes, definitely when you write like this, as explained before, if you don't put a collision properties, it won't. So we just have I want to explain again one more time in details. So you will have just your element falling like this on the floor. What we need to do? We need to activate this element, this cube, and I will go on the right and I will activate collision. After to activate collision, I have different object property, I will select this one. On this one, we have the clause physicals, and I can select also different type of clause. By default, it is cotton, but we can use another one like for example, denim. Now if I try with this one, the element will fall like this, as you can see. Maybe I can change and just try the oder one, so I can change for cotton. Let's just try again with the first one and click here. But if you don't have too much subdivision on the different side of the problem, it won't be totally, yes, it will stay like that. I think it's pretty good just here. Because I don't have too much subdivision, take a glance on this area it's going to stop like this. Maybe I can increase the vertex max. Let's increase the vertex max just here and just try another one. It's pretty better with a vertex max, as you can see, because we have this turn here and definitely it is what I want. So I can increase the vertex max. Let's increase the quality step also. I'm going to increase the quality step. Let's work with 20. Vertex max is little too much. Let's work maybe two. I can try with two, we need to make different try. I will click again I think the quality step is maybe little too much. Definitely, I think it's great. I can wait a little bit. Some things that I can do, let's continue. Just like that. I can obtain this render, but I think definitely in the beginning when we arrive, close this one, we have the render that we want. For example, when we arrive like this, we can try to stay here. If I continue, maybe just on this area, 68, think it can be better, but maybe on this area, it's not very good. Yes, because we have the piles. So maybe I can try to stop here. 62. Okay. And yes, I will try to do something like this. After that, I will enter my modifiers and I will validate my modifiers. I will click on this element and just move a little bit on the top just here, and I will add a little sickness with add modifier generate and I will silk solidify. We solidify can increase little the value. I don't need to put a lot, but just a little bit here, for example, it's too much. Let's just reduce with the value of maybe 0.2. I can use also even not even thickness. Let's clich here, move a little bit on the top, and this is how you can create this element. I can complete with a subdivision surface to have a better render, so first I can apply this modifier and modifiers, generate and subdivision surface. I could also invert and position first the order modifiers, and I will obtain this render. I can move a little bit on this area and perfect. Something that you can do also is to invert the modifiers, so it means if I just come back here, you can directly remove the sickness, add modifiers first subdivision surface like this with a level of view of four and render sue, for example. After that, you can add modifiers generate and solidify and I will apply your value of two. It's going to work also properly and I will move a little bit. After up to you to select what is the best, you can use the two. It's going to work properly. Whether you can use the first one at your convenience, whether you can use if I just come back here, Whether first, you can use the subdivision surface and then solidify and you can invert. In this case, let's generate and subdivision surface and add modifiers generate solidify and just value of two. Okay. The last step you can complete if you want with the possibility to use the skilled mode. For example, I have this pillow and I can click on the pillow and I can select my skting mode. Just on my skting mode, something that I can do is to go on the top, select my first tools, and I can decrease the strength. I can just click on minus and we can just apply some little modification just like this. Maybe I can increase the radius like this one. As you can see, I can apply some modification here definitely it's too much, but if I stick this view, you can do this type of thing. Maybe it's too much, but I can come back and go around this area, and let's increase the toll the strain, or decrease the strain, increase the toll beat the d for example, Oops's not very good. Yes. Okay. So we can create some little modification just using these tools. Okay. And I can do the same thing in the other element, so I can come back to my layout mode. I can seal this pillow this time and on this pillow, I can repeat the same type of things. I will go in my skting mode. I will keep the same meters and I will use my element to sk bits. Just like this. After I will come back one more time to my layout mode, I can also if I want select the blanket. I think we can stay like this, but we can also select the blanket, and if we want to apply some modification, we can repeat this process. In this case, let's just stay like that. Okay. Okay. Okay. 190. Create bed part 3: We can continue with this project. After to work with the creation of this bed, we can add materials. So one of the first things to do, we'll enter in this view totally on the right. So after we'll set the light here didn't set the light yet, but the first thing to do is to click on the render view. Let's just apply materials. I can click on the shedding mode. And we are going to apply different type of materials. Let's them litter out. The first thing to do I will add wood materials on this cube on the base, so I can click on the cube cratonu materials. For this, I have already a texture prepared and I will select the principle SDF, and one of the first things to do is to move little bit the render on this area. I will select the principle SDF just here, and I will press shift control t to just search my texture. And some things that I will use, it's equal to go directly on one of my project. On my descop I will select texture, and I use this wood texture, so I will select wood texture just here, and I will select my four wood texture and principal texture setups. As explained before, automatically when you do this, you can earn time for a simple reason that you have all your element located on this area, and something that I will do I think about the texture, I need to scale a little bit, so I will go on the left, and I have some mapping options and I can use the scale value. And I will change the scale value. Let's just try with two. And if I try with two, maybe I will obtain this render. Let's try with two. Maybe it's a little too big. I can try with four. Let's try with four on this area and maybe try with four. I just want to take a glance about the render and eight, if I apply eight eight and this one eight, but it's not going to change a. Eight will be pretty good to change the texture. If I go on this area, we have the normal map. Maybe I can increase the strength of the normal map. If I take 20, let's just take a glance about the render, I will o little bit and yes, pretty better. But I think not big change if I apply for. Yes, we don't have too many changes in this texture when we increase the normal map. I think it's okay for that. Something that I will do then is to add more simple materials. I will click first on the mattress just here, and I will create a new materials and let's just make something simple. To make something simple, I will just use my principal SDF and I will just apply base color. Here I can select a base color. What base color I can use, I will select some blue color just like this. And I will zoom tl it. If I want to add more element, I have more possibility. I think definitely I will use this type of this type of texture. Here I have the vector also. I have some mapping option displacement. We can use the displacement features, but I think definitely it won't be very, very good in this case. We can add something like a gradient also. We can use a gradient texture and in some color. But we can also add why not color texture like a mus grave texture if I want to apply to color, it can be interstin or I can just stay like this. If I just stay like this, I can increase my rootenss just like that. Here we have some metallcopion, so I will not put a lot metallic options, and here we have cut, and when we use cut, can increase the weight, just on this area to have something better. I will zoom ly tale bit here this is the weight that we can use, decrease little bit, increase the rootenss for cut, increase the weight, just like this. I think definitely it will be pretty little better. I I use the shine options, yes, not too much. After to do this work, I will select this pillow also and I will crat new just here on this principle, I will select base color. Let's change I can use the same type of blue color, let us use a blue color, little different, so it means little darker. One more time, I will increase my rootenss just here, and I will select the code value and on the code value, I will increase the weight, and I will increase the rootenss also. I would like to apply this materials if I click here. As you can see, you can create new materials just like that. Maybe I can just copy and past my last materials will be pretty fast so I can just click on this one and copy my two element even if we can do another type of way. I will copy and I will click on this one, and I will go right click and I will pass my materials. The last thing is to syllx this one, and I will create new materials. Let's just change the color with this principle BSTF I will change the base color for something in red, just like that. Let's try a little bit, this type of red color. One more time I will increase the rootenss I will change and I will use the code features here, and I will increase the weight, and I will increase the rootenss also just like this. Let's tell out, I can come back to my layout mod. I'll just apply some basic texture. I think I can scale little bit this pillow because I don't like really I can use this two pillow just like this. I can press S and scale on the axis, so I can increase on the x axis and scale on the y axis little bit and I will change the position of the two pillow. I will select my two pillow, s this front view just like this hops on the dir directions, and I will try again move my two pillow just here. I will change also a little bit the position of the first one, and I will move on these directions. I think we can tape, and I can tap menus just like this. And this one I can tape seven. 7.5 and 7.5 e would be the best. So it's okay to add this type of materials. 191. Create bed part 4: We can continue with this project, and something that we're going to do is to create the renders, and for this, I need to set the camera, and I need to set the light also. So as I explained before, if we want to create the render, one of the first things to do, we have our object in the scene, and we need to set a camera and we need to set also a light. So one of the first things to do, let's define a camera views. So here I have this element, and I would like to define a camera view. So I can click on my camera view. And as you can see, I obtain this totally inside the cube. So this is why it's not pretty good. One of the first things to do is to change the position of the camera. I can press I can salt my camera, press G and first to pull the camera and go out with my camera. I can press S to increase the size of my camera because definitely it was pretty small in comparison of my bed. And now I can use the properties of the object. In the properties of the object, I will change the location. On this axis, let's click for example, like this type of side of view. I will change little bit the Z axis. Let's try to have something interesting, rotate on this axis, and I will change the position on the x, I need to go more on the back and on the y axis, I need to go more around this area. Perfect. And I will change a little on the Z axis also, create a small rotation, and I can start to have my view. As you can see, it's pretty, it's not too bad, but I need to change one more time on the x axis, y axis, Z axis one more times, and I need to turn a little bit on this axis also. And something that I can do it is to change in the data properties, the face length. I can decrease on the directions. After to decrease on this direction, I can come back to my properties, and I think I can make a little adjustment on the x value, and little adjustment on the value. I think this view can be pretty good for our example. Is a little bit, yes, we can use this type of view for the render. I can maybe put my camera a little bit more on the Zaxes but I think it won't be extremely good. Let's just stay like that. After that, I position my camera with one view. I want to set the light. So if I go out here and I define the view with the light, because here we are materials, we need to define the light. The light is located here, and it's definitely too small. First thing to do, I can change the position with the light with object properties here. Can also go on the Zaxisp This is my camera. Let's just come back and Let's just come back with the light just like this. I can change the light on the axis. Let's position this one here, and just position on the y axis and crat first light on the top. Let's change on Phoenix axis is too much, and just around this area. After to do this work, I will change a little bit on the Zaxes create the first light, and I will change in the object property, the power, just tape 20 tosand like this. I think it's not enough in this scene, so I will tape 40,000, and I will create anodor light. First, I will come back to the directions, little bit on the top, y axis just here and x axis just around this area. Let's create ano door light point. I will kick an ad. Directly light and I will select to another point. One more time, I can change the position of this new point so I can go on the z axis here, and I will go on this area just here around this area, as you can see. On the x axis, I will change a little the position maybe here, and I will increase my powers and about the power features, let's take 30,000, just like that. I think it's pretty good. Maybe I can add a last light on the back, and I can click on ad. Let's select another light with another point light. And this point light, I will go into object properties, and I will change first on the z value. Oops, this is a rotation, so it's not very good. Let's just change with the z value, and let's just change with the y value little on the back and put a light little bit on the back. Stasis. Little bit on the back and not to height, I can decrease the size just here, and On the x axis, yes, I think it's pretty good. Let's just change on the y axis, and I will enter also value. About the power, let's decrease, but let's try with 20,000. Thanks to that we can have different reflections if it's too big, I can take just 10,000. Let's take a render with my camera views here. I think something is not very good about one light. So if I change the camera just like this, We have some reflections, I need to take a glance so about that. If I slip this point, we have this point here, and we have this one, pretty good. I think the last point is not pretty good. So if I slip my last light, I will go into object properties. Yes, definitely. It's because the location of my last light is not pretty good. If I change this location, and I come back to the object property, let's tap 20,000 for the power. Definitely, the render is definitely better here. So we have created this point light. After I can create a render. First, let's go around this area. We have this camera reviews, and I can go on the renders, and I will select renders image. After to select the render image, we will go on this area, so we work on the slot number one and take a glance to have a nice render. We just work with the V bench, not with the cycle war bench because it can be pretty pretty slow, so this is why I'm going to use EV or bench. We have created this type of view. As as explained before, you can use different slot. You can move your camera also, and you can create different views on different slots, and then you can export your work in the properties of the image. When you go on image have, you can select Save as. After to go on image, save as, you can select the file format that you want and you just need to click on Save as image and you can save different type of views. It's okay for this project. It is an interesting project to create a bed using some features that we've seen before. It was important to see some physics properties. It was interesting also to use animation to create this type of scenes and then to create a scene with the materials and also to create renders. Okay. Okay. 192. Project create structure: In this training, we're going to create a project and it is very interesting because we will work on the design of an interior and to do this type of work, we will use a view and we will use object. Very interesting. We will see step by step how to work to create interior design interior and how we can add different elements and how we can add materials and create renders. One of the first things to do is to select this cube and I'm going to press delete on the keyboard. So how to work. We need to create a cube and after to create a cube to set a camera view inside this cube. Let's click on at first and click on the cube just like this. After to click on the cube, I will resize this cube. I will go on the right, and I need to enter some value. Let's zoom little out and enter a value on the x axis. On the x axis, I will tape eight. On the y axis, I will tape six, and on the Zaxis I will tape three, just like that. After to do this work, I will select one of these view like this one, and I will select my snap options, and I would use my move tools, and the aim is just to put the cube just on this area. After to do this work, I need to select the camera view, and if I just click here, take a gland of this view. I need to enter inside the cube and to enter inside the cube I click on the camera and I change the position, and what position I can use? I can go here, I can move on the y axis, and I need to go inside. I can create some rotation, go inside, just like this, and I can create a rotation here and try to have a view inside this face. And I need to go more on the y axis on the axis maybe like this, and I need also to move on the x axis and to g the back. Here we go on the front and I need to go the back, so I need to go here, but not too much maybe something like this. So one of the problem is, I need to change on the data property and reduce the focal lane here, perfect. Because if I don't reduce the focal late, I will be in troubles. I will reduce to 28, and I will change one more time, the location on the y axis. Move little bit here, on the z axis, move little bit more here, and try to have the right position one more time, and let's just change again on the y axis. So I think like this, it will be pretty good. Maybe we can work a little bit on the x axis, more like this. But I think, yes, I think definitely like that it will be great. At the same time, I have my light. Let's zoom a little bit, so we can work with this type of views and definitely it will be great. Each time you click on the camera and you can upturn this render. Let's try to center a little bit more. I can click here, location on the y axis, move a little bit on this area, and create some rotation. Perfect. So I think like this, the render will be pretty nice. Let's work a little bit on the axis more just here and on the y axis here and on the x axis here, but just stay inside. Perfect. After to create this type of view, I will go inside my cube. I can click on the cube, and I can go inside the edit mode. After the edit mode, as you can see, everything is selected, so I will just select none, and I will add a cut. To add a cut, I will use my loop cut tools here, and I want to create the first thing to do is to create one cut here and another cut here. After to create these two cuts, I will press a scap on my keyboard, and I will select a face and I will click on this face and I will press to extrude and I will go on the right to create something like this. Here. Perfect. After to do this type of work, after we'll clean the edges. Let's focus first on different part. I will crater cuts, I will click on my cut tools, and I would like to add a cut here, another one here, and cro cut on this area on this area, and maybe another one here and another one here. I can just create different type of cut and after I will clean. But something that I can do also, it's if, for example, I just go back on this area, we can only make for example, we have a cut here and I can create another one here. But if I click on the cut on this area, I have also the possibility to select the offset edge and if I click on the offset edge, I will drag and move on this direction and I can drag and move just here. Maybe I can use this type of render. It depends on what I want to do, but maybe this type of render. And let's silk faces. I will click on this one, and I will press delete on my keyboard, delete the face, delete this phase, delete this phase, delete this face also. We will work with something like this to place a windows after. Something that I'm going to do is now to clean little bit my sin, so I will silk different edges, like, for example, this one, this one, this one, this one, and this one, and I will press delete. On my keyboard and I will select dissolve edges, dissolve edges. Here I will select this one, this one, this one, and this one, and I will press delete dissolve edges, not delete dissolve. I will click on this one and this one, dissolve edges. This one, dissolve edges. I can work here dissolve edges. In the object mode, we won't see this different element, but I think it's pretty good if we can remove some part. As you can see this one, it's not interesting. If I continue this one, I can dissolve edges. If I click on this one, dissolve edges. If I click on this one, dissolve edges. Perfect. We have another one, dissolve edges. Click here, dissolve edges, dissolve edges, dissolve, dissolve dissolve, I can continue on this arbor. But here, if for example, you click on this one, you can dissolve. But if you click on this one, as you can see, you will have something like this, and if I click on this one, I will have something like this. So it's definitely not what I want to do. This is why it's not possible to do this work. Because if I redo, you dissolve this one, you will close your area. I just come back with undo and I'll just come back with undo to just keep these two. Now it's pretty good. I just need to delete also on the top. Okay. Just like that. If I go outside of my camera view, I can zoom out so I can obtain this render. As you can see, I have steel edges, but if we go in this area, we can also dissolve the edges if we need. We can just remove this different one. You can also create a selection of multiple element. Okay. Okay. Okay. Oops. You can also do this work from outside on this view. It's okay. Now everything is clean. I can click on my light and about the light options, let's just move little bit of light. I will go on this value. My light position. Let's click on the light first and if I click on the light. It's not the light. Yes, just like this. Here's the cube is selected. I mean, the edit mode, I can come back to the object mode, now I can select the light, and I can drag and move the light on the top at the beginning, and after we'll make some adjustment. So is this the first things to do? I think I move a little bit my cube. Let's click on the cube, and let's just come back, on this area. Okay. Okay. 193. Project add objects: We're going to continue with this project. Something that I'm going to do to continue with this project is to add different element. As as explained before, we have this cube, and when we click on the camera, we can have this view. On my cube, something that I would like is to add a windows on this area. How to add a window, I will just use the Archime extensions, and with Archimx extension, I have the possibility to drag and move here. And when I drag and move here, I can click on ret on Create I can see Archims I can just have different types of options, and something that I would use it is the panel window. After to use this panels window, as you can see, I don't see my window here. The window is just inside, and I can just scale my window, and now we can see the window here. And after to select this window, I will drag and move my window. And if I want to drag and move the window, as you can see, when you click here, I'm going first to drag and move and come back, select all the window. You need to click on the construction tree and hole the window and you can drag and move the window just like this. After let's just create rotation of this window. To create a rotation, I will click here, and I will create a rotation of the Z axis, and I will press control to constraint to 90 degrees. Now I can put my window just around this area just here. One of the first things to do I can go inside also on my views, and I can press S and scale on different ways. For example, here it is on the Z axis, and I can scale, press S y axis, first, I can try to scale just only on this view first. When the render is not too bad, I can go outside of my view and make some adjustment. I need to deactivate my snapping options and just drag and move here like this. I can go on the back, silk this view, and when I sick this view, as you can see, it's pretty good, but it's not perfect, so I need to change little bit my view and press S on the y axis and increase little bit, I think like this, it's nice. If I silk my Zdaxis press S on the doxes, here may bits tale to Small. Something that I'm going to do is to move move move, and I think like this, it's pretty nice. It's too much, let's reduce little bit. Just like that. The most important thing is the view inside. I can come back inside just here. On the view inside, maybe I can train move a little bit my window, and I can just only keep the part on the top, not this element, This is where I can go a little bit inside, just like this. So it's okay with the position of the window. So now I will add more element. To add more element, I will go out just like this, I will turn it bit and I will select file and I will use Append. I happen if I just come back a little on my element here, I have some object, can come back. And I just selected different type of objects. I have a table furniture sofa shelf I will select first to the table, and I will select wooden table object and inside the object, I have the blender file. I recuperated this file in Poly Avon website. I can click on Append. Now the table is in the Idle. If I click on my camera view, I can see the table, and I can press S to scale my table and move on these directions and position the table, around this area, just like that. Maybe I can move little the table. It's a little too big, I can scale and position one table just here. Let's move little bit the table on this area, press S and scale a little bit, and a thing like this, it's nice. After to add this table, I will go on file and I will select pen and I will add another element. When I just come back here, I selected also my object. I have a sofa, so I can click on sofa sofa blend, and I will select object, and I have a base and seat. So I have two elements in this case. Let's select the base first. If I zoom here, I have the base of my sofa just like that. But I want also the pillow and to activate the pillow, I need also to go on file. Happened and I need to select also the seat, and thanks to that, I will have the pillow. If I just come back here, the pillow appears directly, so this is why you need to not move the sofa at the beginning before to add the second element. And I will press air to create rotation hoops, not only on this one. Let's just come back here. So I will select the two element. Just press crater rotation on the Zaxis and I can activate -180 digress, and I can drag and move the sofa here and position the sofa in this area, and I can scale my sofa. And position the sofa may be on the left, just like that. It's pretty nice, but I think we can use directly the camera and we can go a little change the focal lane. I can reduce little bit the focal land. Let's try maybe with 24. I think it will be pretty better. Yes, just like that. Thanks to that, I can sli this table, Zoom little bit, move little the table here, press to scale hoops, little the table. And I can press S to scale little beat the table. I want to change the ratio, so I can press S to scale little bit on this part. And just to create a small table, and I can select this two element and I can press S and scale little beat the sofa and put the sofa on the left, just like this near the walls. And I can take my table and put the table close to this area, I can press S to scalttlebit, and I think like this, it's pretty nice. Maybe the sofa is still little too small, so I can press S, increase little beat the size of the sofa, and throw again move little bit on the left and select my table and move little the table on this area. Perfect. Let's just click out, and as you can see the sofa is little outside. So if it's like this, I can select my sofa, just call a little bit more on the right, just like that. If I select my view, now it's pretty good. Let's just click on file, and I will add another element, so let's cic on happen. Something that I will select, it is here, we have furnitures. I will select the furnitures. I will go inside and I will select the object, and we have the furnitures. I can go inside my camera views, and I can just hoops first things to do it is to scale so we can scale, and we can position these furnitures maybe on the right, just like this. Close to the wall, and I can press S on the axis to increase on the directions, and I can put this more on the right. I can press S on the x axis to extend a little bit, and I can just change the type of dimension of this element. As you can see it's pretty good to position this element here. The last thing that I'm going to do is to come back outside and we are going to add a last element. Let's click outside of the camera views. And the other element, the last easement let's just go on file and select happen, and I will continually toll here and on my library. I will select shelf and I will select the second one and I can use directly the object, and I will click on this object. I will go inside the camera views, and this is this object. I can press air on the Z axis and I can turn. I just turn on this direction. I can press control to constraint, and I will go on the options here, and we can create some rotation. So now I can drag and move this element, and why not to position the small element on the right, just here. I can press S to scale little bit, S on the Z axis ops. Here it is a wireframe view. Let just deactivate this view and just come back on this area. I can press Z to increase the little bit the size on this axis and position on the right. Maybe I can press S, y and reduce just here and position this here. And something like this is pretty good. I can move little bit on the right, and that's it. Okay. This is the type of thing that we can do. As you can see, we have a cube. Inside this cube, we set a camera, we grid modification, and we can add different type of element. Maybe I can click here, click here. Move little bit on this area and scale a little bit. More and move a little bit here, and I can scale a little bit the table also, something little bigger. This one I can scale on the daxis little bit also, and scale on the y axis to increase little bit also on this area. Let's just move. I think it's pretty good. Now if I just go outside, I can click here, I can go outside. I can take a glance if nothing is outside the cube, and maybe here we have this element. Okay. So maybe I can try and move a little bit, but I need to be careful depend the bad view, so now it is inside the cube, and if I selk my views, I think it's nice like this. 194. Project add textures: We are going to continue with this project, and something that we're going to do is to work with materials. So we're going to add materials, but we have materials on the different furniture that we had, and to see this material, let's just click here. So here we just have the views with the light just like that. You need to wait a little bit because he's going to set the different materials of the different element imported. So we have already these materials on, for example, the sofa, the tables, the furnitures, and the shelf. If I just click inside as you can see I obtain this render and I'm going to activate this. So as I explained, you can select on the different element, we have the materials. If I click on this one, I can go on the materials features and we have the materials. On this one, we have also materials. So every time you can click. You can also take a glance about the shedding. About the shedding if I just go inside one more time, so here this is for the sofa and automatically, we have our texture setups. If I click on this one, I have the texture setup on the table, I have also the texture setup, this one, the texture setup, and this one, the texture setup. Something that I want to do is to add texture on directly on the cube and first on the floor. So I can click on the cube first and create a new principle SDF with the new materials. But I want to apply the material only on the floor and to do this work, we need to go on the right here, and when we go in the materials property, we can go at the same time on the edit mode. When we are inside the edit mode, first, you can click on what you want, so I can select phase, and I will select this phase. After to select this phase, I will create new materials. When I create a new material, I can apply only on this phase. I will click on new just here. After I will click on my principle BSDF I will click on the principle BSDF and press sheaf control T. When I press sheaf control t, I can have access to my texture. Here I have different type of texture. I will select my floor texture on my floor texture, I will select this one and I will click on the four element and principle texture setup. After to do this work, it's perfect. I have the texture, but I need to a sing the texture. If I go on the right, you can click on An Thanks to that, I can position my texture only on this one. As you can see it's pretty good, the only problems is to maybe I can make some transformation about the scale value. I can go on the mapping options and I can use the scale value here. Let just change and I can apply maybe two. I think it will be pretty better, and let's just apply two also on this area. And yes, I think with the value of two, it will be pretty better. One more time on the Zaxis you can take what you want. It's not going to change any thing. I think two it's interesting, maybe we can increase a little bit more, but I think two is nice for what I want to do. And if I just go here, I go on the right. Here we have the normal map options. And when I go here, I have the normal map options, and when I click on the normal map options, I can increase the strength and let's just step value. Let's work with for example four, and I think it will be pretty better. So now I want to add something on the walls and to add something on the walls, I need to select different face. I can click on this face. I will press shift click on this one, this one, this one and this one, just like this. I think I forgot something. Here as you can see, we have a face, so I can click on this face, and I will click on my second materials as s. Thanks to that, I can complete just on this area, and Something that I will do. I can zoom little out. Let's take a glance. Yes, I think it's pretty good. And I think I forgot to remove this phase, but it's going to be okay for what I want to do. Something that I will do is to syllx this phase, press shift syllx this one, this one, this one, and this one. I will create a new material. So thanks to that, we can see how to work with material and faces, create a new one. And I will as sync directly. First, I create a new materials. Just here, I can zoom tell out and we can see this principle BSDF I need to *** the material first. After to click on Async, I can go on this area and I can select, for example, something like a colors, just like this. Let's just apply your color. Let's make something simple. I can use a little bit of red color, just like that. Not too much maybe just a little red color. I think this is pretty nice, and here I have the rootenss I can work with my rootenss just like this. Let's increase the little bit the value, and here I have the metallic value. I'm not going to apply anything. So now we have the roof and I can click on this face. And when I click on this face for the roof, I can create a new material one more time, so I can click plus A. First, I can click on new. Yes, I to not forget to as and I just need to apply some y color, so you can just have the y color on the top here. As you can see, it's pretty good at any moment, you can go out of your camera views, so I can select everything. If I click here, I can come back to this type of view, and let just movelytbt the camera, and I can obturn this render. Something that I will do is to select these materials. Let's just click here. Maybe I can increase le beat the value of the red colors. Let's do more something like this. I can go in my object mode to have a bitter render of the scene. Okay. 195. Project create renders: Oh. We are going to continue after to add the parameters of the scene, we will be able to create renders and to create render something that we are going to do. First, it's to separate in collections. If I just go on this area, so one more time we can click on this type of view. As explained before we can select the camera and after we'll be able to work with this view. Let's just separate in collections. I will just go out and I will click here. I will go on the top right corners, and when I go on the top right corners, I can click here and I can create a new collections. I will rename this one and this one I will change, and I will tap it will be my scene collections. I can change this one and this one, it will be my Object collection. I can tap scene and here we can tape. Object. Thanks to that, I can drag and move my different object inside. I have for example this one and I need to drag and move inside these collections just like this. Here it's not inside, and I can select this one inside these collections. I can select. Here we have the window, we can set the window inside the scene. It's pretty better, and let's click on the sofa object, and let's click on the sofa and object just here. And we have a parameter inside the scene, we will click keep the camera, the cube, the light, and the windows. And on the object, we have the differ the sofa and also the shelf, the furniture and the table. It is useful because if for example, I click inside, I can make the choice to deactivate this view and only keep this type of parameters as you can see. When we create the render, it is the same. Let's just click out. To cra renders, I can go on the right, so here I can select my camera views and we can obtain these views. Something that I will do is to go on renders and here we have the possibility to render image. I will click on render image and we will have the view of the camera. First, we need to wait a little bit. And this is final render that we can upturn, and as you can see, it's pretty interesting. This is the type of thing that you can do if you want to create a scene environment indoor environment with different parameters. Here this is a slot number one. If we want, we can just select another slot after and I can use a slot number two. I can click here and just deactivate this one just here. After on the slot number two, I can, for example, use one more time my cameras. On the cameras options, I can define another type of render. I can select this option. Let's just change for example, the perspective view, and I will create a view with another perspective. I will create our renders and I will select render image. Now I will create a new renders on the slot number two. Just like this, I can change one more time s for example, the slot number say and on the slot number say I can come back here, and I will be able to use for example my camera, and I can go on the camera options. On the object property, if I want to change and to create another type of view. Here I'm not going to change too much, but just to show you you can select another view. You can work on the y axis also create something little bit different. After to do this work, it is the same principle. You can go on renders and renders image. Now here we are working on the slot number. You can work on the different slot, here this is the one, here this is the number two, here, for example, the number sue, and you can try with different type of angles. Here is the few layers just on this area. And if you want to clark to render, you can also click here. You can deactivate the object just like that. Yes, I can deactivate the view of the object, and I can click on render render image. And I will have the render with the object. If I just go on this area, I can do the opposite process, so it means can deactivate the scene and I will have only the object. Is it interesting to do this? Not really. In this case? So I'm going to reactivate the scene. Just like that, reactivate my camera view. We can select this view and after every time you can just click on render and select render image and you can define the slot that you want. Like this. 196. Project edit environment: We are going to continue with this project. And after to add a different type of materials, we can manage different parameters like for example, we can manage the environment. First things to do when I click here, I can change the few part and I select this one, and if I seling my camera reviews, because you can see, we don't have any light. A simple reason that we need to position a light inside or to add HD ir environment. Something that we are going to do is to work with the two parts, and one of the first things to do, I can add HDR environment, and I can click here. If I just go on the right, you have different type of options, and as I explained before, you need to go on word, and when you go on word, you can go on this area. You can create directly environment, and here you are, for example, environment texture. When you click on this, not on this area that you will change, you need to go on color and environment texture. After to define this work, you need to open your environment. Something I will go on the right, and I will click on pen, and I can select environment. I will go on my descop here, and I selected environment. I have the mountain environment, and I have also a sky environment. Let's select this first one. And we can see. We can see this environment, as you can see, and I can just click, I can turn around. Something that I can do is to click on this area, and as you can see, we'll have the environment on the window. If I select another one, I can just click here and you can remove this one and I can click on open, and I will select one more time, my descop I will define environment, and I will select the sky. When I click on the sky environment, I can just turn around, you can see the sky just here, and I will click on the window and I will see the sky on the back. If you don't want the environment, you can also just work with the light, and when I just click here. This is some color and you can also in the environment, you have new open, and when I go on this area environment texture here, you can click on link and you can remove. You can also work with the light. I mean, I can position the light inside. So if I go on this area, the light is located here, let's just click on the light and position the light inside. I will change the parameter in the object properties, and I will use my light on the Z axis, and I will drag and move the light just inside. After to position the light inside my cube, let's just select the camera views, and now the light is located here and I can change the position one more time. Okay the rotation. Let's just change the position. I can tape for example. If I press five, I think it's can be pretty good and I can change the position on the y axis. Let's just change a little bit. I can change the position on the y axis, and I have also the location on this axis. And I have this slide. I can also increase the power, so I can click on this area. Here we have just 1,000 so I can change the value let's step tens I think it's I think it's too much. Yes, definitely too much. So I will change let's take ports just like this. I think with ptosan it's pretty good, and you can crat your real environment inside with the light and you can just add a spot just like this. You can also add a spot here just a light point, but it's definitely good. If you want to work with the environment, so this is if you work with this. You can also add the environment. It was done to show you how you can use the light. One more time. So I'll just kick on the light. Put the light outside. I will select my object property and I will pull the light outside. I will replace this value and I will take something like 16 to put the light outside. I will come back with my HDR environment, so I will select one more time wall properties, and one more time I will select color and I will replace here, and I will select directly environment texture and the texture environment that we will choose, I will click on open. One more time I will select my tescope here environment, and I will select this environment with a mountain, open the image, and put the environment just like this. Something that I will do also refer to crack a render because after we'll crack a render, it's to go these options and have different options. We'll deactivate the x axis y axis. And here we have some floor options I can deactivate also, but it's not very important in this case, and I will deactivate also here we have the origins, I can deactivate. I have the cursors and I can deactivate also. Okay. I think if I just go on this area, I have still my grid. Yes. So this is why I will go on this area and I will be able to deactivate the floor just here and now the grid disappear. Okay. Okay. 197. Project edit compositing: We are going to continue with this project, and after to create a render, it is possible. It is also possible to work with the compositing. So we have created this render. If also we want to add more things, we can use the compositing to bring transformations on the render. Let's first go on this area. And one more time, we can select a camera views. I have this camera views, and if I cut a render, I will have a render of this one. I can click first. I can come back here. Let just cut a render first and render image, and we will work on the slot number one. Just like this. As you can see, work on the slope number one, and here on the right, we only have new layers because we didn't have created anything on the compositing. Something that I can do if I want to bring transformation to this scene, I can just click here, and I will be able to work with my compositing mode. Thanks to that, we'll be able to see one more time element. One of the first things to do is to click here use nodes. After two use node I can zoom a little bit, and as you can see where this render here with our renders layers. And something that I will do is to go right click add. So if for example, you remove this one, you won't have now, if you want to craft a render, it's not going to work properly because you bring the composite here. And if I just go right click here, I will be able to add and we will select output and we will use viewers. And if I use the viewers, I can link for example the image here, to link directly to the viewers. And I have my image on the backgrounds here. If I want, I can scale the image, or I can just drag and move little bit, this view. Maybe on this area, I can drag and move little bit. I have renders on my backgrounds. Something that I can do also is if I want to bring modification on the composite, I will also create something on this area. And one of the best things to do is to I can go right click here, shift right click and craft a point, this point, I will use an image. Thanks to that, I will be able to see my render on the compositing ops, just like that. So now I will drag and move the viewer, and I want to apply transformation on this background view, but not on the composite, only on the viewer here. This is why I will go right click and I will add directly a transformation, transformation options, and I will link here. Why I don't need link before because if I link before, it will be applied on the final render in the composite, and I don't want to scale on the composite, I just want to scale on the viewer. This is why I put the nodes after. And when I go on this area, I can scale on the x and y axis, as you can see. Here we just have the transformation. And definitely, it is not what I want to do. Let just step zero, and I will use my scale value. If for example, I tap two, I will increase. If I tape four, I will increase too much. I will tape in this case zero point maybe eight. Let just try zero point A. If it's too big, I can change 0.6, and if it's little too small, 0.65, for example, I can work like this. Thanks for that, I have all my elements on the background if I want to also change little the position or the angle it is possible. Now I can break transformation to this image. If I go right click, first, I deselect everything, right click add, and I can select for example, color adjustment. On the color adjustment, I would like to increase the contrast. I can click brightness contrast and put the brightness contrast just here. If I go on this area, I can change the value a little bit and increase the brightness on my pictures, as you can see. It is not too much. I can just bring one and after I will in for the contrast just like this. So here we can in for the contrast. What I will enter for the contrast, let's just come back with not too high value, may be a value of four. If it's not enough, may be a value of eight, as you can see, I have more contrast on my scene. I will increase little too much the value to see little the difference for the example. Let's just go right click add and I will select colors and I can select for example, just a U saturation value and position the U saturation value just before. And I would like to increase little bit the color, so I can just increase the saturation value and I just put a value of 1.2, and now Irene for the colors just like this. And you can repeat this process. So now I have my modification, and it will apply on the composite. What happens if I create renders? I go on this area, renders render image. Thanks for that, we can see step by step how we can create a scene and step by step how to process, and the last things to do can be the composite. If you don't want to improve your scene with the composite, you can just stay with your render image. But if you want to bring some transformation or simple transformation basic transformation, you can use this one. As you can see, we have better colors, and we have more contrast on this scene. If I just go on this area, we are inside the composite. And if I click here, it was the render just before with a few layers. And if I just go on this area, this is the render with a modification with composite. One more time, you can see why it is useful to use the composite, just for the final renders. And I can click here if I want to make order modification add, I have also do type of modification. If I go on colors, one more time, you have also type of adjustment. We're not going to enter too much in detail to adjust to one more time some basicals here about what you can do. And if you want, for example, to scale in the final reminder of your image, or cut rotation or move, you can put the transformation element just before this point. But here in this case, I just want to have the transformation on the for only. This is why I position this element just here, and for example, to adjustment before, just like that. After when you cut render image. You will be able to go an image here and you can save as, thanks to that, you can select the files that you want. This is how you can work. If I some little out here, you can export, for example, your view layers. You can also if you want to remove the furniture the view on the scene it's possible and you go an image. You click on save you select the file that you want, you can be for example, a GPG file can increase this 100% and save as image. You just need to rename here. And if I want to export the composite, I can click on the composite depending also on the slots that you choose here we are on the slot number one, and I can go on image, and I can select Save as one more time, why not to select the GPG file? You can also use the PNG file. You can increase the compression if you want more compression, or I can select just yes. Just the GPG file, for example, and I can increase the quality of 100, I can rename my image in GPG file, and I can click on save as image. So this is how you can work with the composite after. We have finished with this project. It was just an example about what you can do. And it was very interesting to show you step by step how it's possible to work. And for example, the first thing that we've done is to crate the scene with the cubes, the base of the scene. After we a furnitures and we had also a different type of element. After we focus on the materials. After to put the materials, we can focus on the fact to cut the environment with different parameters like the camera and the cameras at the beginning in this project, but sometimes the camera is after. And after you can create renders, you can work with layers, and then at the end, you can work with the compositing. 198. Geometry principle: Okay. We are going to see how to work with the geometry nodes. Extremely powerful, something extremely powerful that we can use in the software. It is the geometry nodes. First, we're going to see the basic of the geometry nodes, and for this, I will go on this area and I will drag and move little bit these panels because we need to work with another panels on this area. Concretely, I can go on the left, and here you can change the mode. On this area, you have different type of mode and you can activate geometry nodes editor. After to activate the geometry nodes editor, is to create a mesh, so you can add a mesh here. After that, you will be able to create a new geometry nodes. To do this work, you have two possibilities. You can go on the right. For example, you have your cube here, but it can be anything, so it means you can add a cube, but you can add here mesh and you can add these different type of meshes. If I add a cube again, just like this, I can set this cube, go on the right modifiers and on add modifiers, you can find geometry nodes. It's going to be exactly the same. If I click here, I can generate a new geometry node and automatically on this area, I can find a group input, and I can find a group output. Thanks to that, you can see the cube on this area. If I unlink the group input and the group output, I won't see anything on this area. And if you just click here, you can remove the geometry nodes just like this. In this case, as you can see, we don't have the element in the modifiers. You can also create a new geometry nodes on this area, and in this case, you will add a new modifiers on the right. This is how you can start. In our different example, we won't be on the modifier directly. We just go on this area and we can create a new geometry nodes systems. So after what is, is, for example, if I want to use this q, but I can use group input group output here, and I will be able to add different type of nodes. If I just go right click Add, I have a lot of type of options here. Something that I can do, for example, is to replace with a mesh I can click on mesh here, and I would select another type of primitive. For example, I can start with the UVSphere. If I put the UVsphere here, I can earn link the group input and replace the usphere if I want to see my UVsphere, I will position the UVsphere here. After to do this work, we'll see different type of nodes, and we will also make different training about how you can create something using the geometry nodes system. In this case, I can go on add and I will select, for example, an operation, geometry operation, and you have transformed the geometry. It is something basical that we can use. When I position transform geometry here, I have different options, and I can, for example, scale in different directions, my sphere. I can obtain another type of render for my sphere using a different value as you can see. I can also create translation if I want on the x axis, y axis or Zbaxis. If I just continually tell b will be able to make some transformation so I can go on click add. For example, I have different things like the instance and terms on print are very interesting. You have also the curves. You have multiple types of things. If I take the example of the meshes, we can go on right click and when we go on mesh, we have different, for example, operation that we can use. Something that I can use in this type of case is, for example, extrude mesh. If I click on extrude mesh, I can ing the mesh here and the mesh here, and we can extrude on this direction. Every time when we add node, it's possible to make some more transformation. For example, I have the extrude mesh, and here we'll be able to add a der nodes on the offset if I need. Here we can extrude, we can work with the faces, but it can be on the vertices on the edges also. You can change the type of extrusions and I will be able to create the offset and I will extrude the different faces on this area. Each time you can add multiple nodes. If I just go right click, I sit again mesh. On the mesh, for example, we can add primitive and we can create operation. If we focus on curves, we can, for example, add primitive and we can use operation. If we use print, it's possible to add to distribute print. If Cilic volume, you have different way to convert, you can also work with some texture. If I just come back one more time on mesh, I will select something in the operation, and I can use, for example, just subdivide mesh or subdivision surface. If I select subdivide mesh, I can position this here and I can enter the number of level to subdivide more my element. But if I don't use this one, I can delete. If you don't have your geometric output, you won't see anything, I can go click select mesh. Operation, and I would use the subdivision surface and position the subdivision surface here. Now I have more levels, and if I increase the levels, I will obtain, for example, this type of render, just working with the levels, as you can see. While it is interesting to use this different type of geometry nodes. Here I have instance on point. I'm going to remove this one. It is interesting for a simple reason that you can edit any nodes like the nodes at the beginning. If I did the nodes at the beginning, it will have an impact on all the rest. I would say my subdivision surface delete link the image to the geometry. If for example, I change the number of segment here at the beginning, I can have some transformation on all my steps after. This is why it is powerful to use the geometry nodes because you can come back edit at the first step or I can edit also on the transform geometry, and everything will be just adjust depending on the different nodes. This is why it is extremely powerful. Okay. 199. Geometry add shapes: We're going to see how to add object in the geometry nodes. For this, I have this cube as you can see, and one of the first things that you can use it's just to add one of the primitive located here. For example, you can start a new geometry nodes system directly with the cube, and after you can apply some transformation to this cube, just like this. But you can also add so you can remove this cube, and you can go and add mesh, and you can add any mesh here. For example, if you want to add something like UV sphere, or it can be a plane, you can add a plane here. You can scale your plane on axis, scale little on the y axis, and you can create new systems and you can start directly with this plane. So now inside the geometry nodes, if for example, I go here, you have the possibility to add primitive. In this case, it will replace the group input, so it will replace my plane as a base by a primitive that I will apply from the geometry nodes. If I just go right click here, right click add, and we are going to focus on mesh and primitive. You have all these different primitives that you can use. I'm not going to show you again all the primitive, but if you want to add a cube again, you just put the cube here and you link the mesh to the geometry. After to do this type of work, for example, in the example of the cube, you can define the size of the cube to start with the x y z value, and here you have the number of vertices. If for example, I use this mode, x ray mode, I will focus here. You can also change the number of vertices on this area, and you can change the number of vertices on x axis, y axis and Z axis. Sometimes it is useful because if you use something like extrusion, you will have different type of render depending on your subdivision. Let's just come back here. This is how to add for example a cube, and let's remove this cube, let's add an mesh and an example, add mesh. Let's select a primitive. Something that you can use it for example a grid. If you position a grid, you link the mesh to the geometry, you will have directly like a plane, and you can work one more time with a number of subdivision. If I go here, I select x ray, one more times, size on the x axis, size on the y axis, and the number of vertices. It means the number it will be like to add cut on your plane just like this. One more time, it will be useful for different types of reason. Let's just clic agreed and just press delete, and I will come back with this view. Right, add lets select a mesh and let's see another example with another primitive. If you want to add, for example, you have also something like just mesh circle mesh line. If I just Cilic mesh circle, attending the mesh to the geometry, and you just have mesh like this. You can increase the size work one more time with the number of vertices, just like this depending on the render that you want. If after we want to fill this mesh, it will be possible. You can use this one, but you have also the possibility in the mesh primitive to add the mesh line, and you can also do this type of work with only a specific line. You can change the start location, you can change and create upset here. You can also increase, change the position, and work with the number of cot. Add mesh Let's select last example, let's work with the UV sphere, so I can position my U V sphere here mesh to geometry and after I can work with the number of segment and the number of rings depending on what I want. You just add a mesh and you focus on mesh to geometry. First, to understand. If you want to add, for example, two meshes, how you can process. To add two meshes, for example, I go to add and I select a mesh, and the first meth that I will use is a cube. I will position my cube here, and I will link the mesh to the geometry. And I will define my size for the cube, for example, this size, and this size. Let's take for example four, on this area, I will tape four also, and on this area will tape maybe two. I have this cube. Now, I will add ander mesh, add mesh, and I will select an order primitive and I will use for example, the UVsphere position the Vsphere here. So now, what's the problem if I link the U V sphere here? It will replace this link. This is why it's not possible to do this. Something that you need to do is to add a node nodes and right click click outside, right click add, and the geometry that you can use, it is in geometry. I don't search too much here. You can use and search for a simple reason that I prefer to show you where are located the different elements in the category. This is every time I say, right click, add. In this case, we will focus on geometry, and we will use the drain geometry nodes, extremely powerful nodes. We can put this one here, thanks to the drain geometry nodes, I will be able to link cube to this geometry and the UV sphere to this geometry. And after the geometry to group input. If I increase the UV sphere, you will see that the UV sphere is located here also, just like that. Now if I just want to change the position, I need to add another node, and right click, Geometry, the best thing to do is to use operation, geometry, operation, transform the geometry. You can position one here, just like that. Let's move a little bit, this one, You can position transform the geometry just after the Q, just like this. You can make with a translation. Let's work for example on the y axis translation or on the Zaxis also if you need. Something that I will do is not too much on the Zaxis I will come back just here. And you can use again transform geometry. You can duplicate this one or you can go right click again with add geometry operation, transform the geometry, and I need to position this one just between the UV sphere and join the geometry in the same way. If you want to add different meshes, you select the meshes, you link to transform geometry nodes, and you can add another meshes transform geometry nodes every time linked to a joint geometry. If I just zoom a little bit here, I can, for example, use the translation this time for the sphere, and I can move the sphere maybe on this axis. If I want to scale, I can scale also my mesh, and I can create some rotation also if I need. In this case, we had two meshes in a basic process in the geometry nodes. 200. Geometry add curves: We are going to see how to add curves in the geometry nodes. And for this, something that I can do first, it's to just go on this area and create a new geometry system. We have this cube, so definitely we can link the group input to the group output. And after that, we have the possibility to add different type of curves. Let's just go right click add and when we silk curves, we can have different type of primitives. After the primitives, it's possible to add operation also. Let's focus first on some primitives. Something that you can use, first, it's just to create something like a basic basier segment. I can use the basier segment link the curves to the geometry just like this. We just need to zoom little bit because the baser curves arrive here. And thanks to that, you have different types of things you have position and offset. They just select position. You can find the curves on this area, and you have the start of the curve, so you can put the position on the x axis, y axis, and z axis. You have also the end of the curve, so here you can change on the x axis also y axis or again, z axis, and you can create something like that. After to do this work, you have also different handles the staff handles and the end endles to change your curves. I can change my curves in a different way. That's it. You can just add baser curves. Let's click on this curves and just press d. Let's just go on right click, add curves, primitive, you have different type of basic curves that we can use, like for example, the curve lines, and I can try and move the curve line here and link the curves to the geometry. Now my curve appear here. It is at the beginning like a line because you just need to focus your point and directions. If I use point, I just just change the position on the x axis, for example here, and I can work with the position at the end on the y axis. But you can also focus on on the x axis. But you can also focus on the y axis and on the Zdaxis n point and starting point. Okay. Something interesting that you can use and the curves also, let's selk curves, primitive. You have this different type of primitive. You can create something like you have the cradatic basi Crady lateral and star. If I selling the cradatic baser just like this, you'll link the curve to the geometry, and automatically, you have a perfect curves like that. You can change the resolution, so it means you will have more detailed subdivision, and one more time, you can work with the starting point, the midle point to change your curves, and here I focus only on the x axis, but you can also focus on the d axis or the y axis. Okay. So after to do this work, you can also cut close curves. I can go right click Add curves. Primitives and for example, something very interesting that you can use, it is a cradulteral. You can position a cradulal here, curves to geometry. You just have rectangles, but it is not filled, so I can put the y and the eight of the rectangle, but you have more option here like a parallel cram, trap and also if I Zoom litter out and also point. Something that I will do just to select rectangle to show you the rectangle. If I want to fill this rectangle, I can go right click add, and I will select curves, and on the curves, you have different type of operation. Something that I can use, for example, is feel curves, feel curves. I can click here. Go on this area and automatically, you can feel the curves, and I can use tree young girls or this one and guns. After I will show you that in different examples that you can extrude these curves. But something that we can do also is to add rounded corners. For this, I can add curves, and I will select directly operation. On the operation, you can crate filet. If I create a filet, I can just click here, position the fillet on this area, and I can put my felt just before feel the curves. Because if you position this after, you can position this after as you can see it's not going to work properly. This is why you need to put this before to feel your curve. I put the filet here just like that, and feel curve meg to the geometry. And after that, you can work with the radius. I will reduce my radius to have just little bit rounded corner. I can zoom on this area. You can use poly also. If you focus on baser, you will create a traper but if you use poly, you can add rounded corners or filet and you can increase the number of cont and work with the radius one more times. Thanks to that, you can create something little like a surface, and you have a radulateral file fill curse and grotpot I want this geometry node to see really the basic first. Thanks to that, when already you have the basics with not too many nodes, you will be able to make something more interesting. But at the beginning, we need to start like this. I will select these different nodes, remove, and I just go on right click add curves, and the last curve that I will show you on the primitive, it is a star. So you can create a star also interesting. And I can use the curve to the geometry. I can do the same type of work. It means I can work with my number of point first for my stars. Let's focus, for example, oops. I think I add arch is not what I want to do. Let's just remove. I can focus on the number of point. Let's work with eight, and we have the inner reduce and we have the outer due just like this. We can also work with the twist to craft this type of transformation. Let's continue with the twist, I would come back with zero. And I can repeat the same type of thing. I can go right click add geometry. Curves, and I will select an operation, and I will feel the curves just like this. I will also have the possibility to right click add, and I will use curves operation, and I will select, for example, felt curves. I can click here and I can add also filt like first here it's more champ, but you can obtain this render, work with a radius. Or you can use poly in this case, I can increase the number of cot and I can create this type of surface just like this. Okay. So this is how you can add curves in the geometry nodes. Let's select all the geometry and delete. 201. Geometry transform geometry: We are going to see how to transform geometry in the geometry nodes. Something that I'm going to do is to create a new geometry note system on the cubes. I will click on plus, and I have my new geometry note systems. After I will change this group input and we will add an element. I will go on add geometry here, but before we'll go add mesh and we will select one of the primitive for the example. Let's select the UVsphere and place the UVsphere on this area and link the mesh to the group input. As you can see on the U V sphere, you can just it it if you need your number of segment. You can work with the number of rings so I can focus on this first and I can work with the radius of my sphere. But it's not possible to do more. It's not possible to edit on the x and the y axis or to try and move this sphere on a different location. This is why we have a very interesting node that we use a lot. It is right click geometry, and we can select in the operation, we can find transform the geometry, transform the geometry. Let's click and transform the geometry position transform the geometry here, and we just need to link the mass to the geometry and the geometry to geometry here. And something that I can do, it's on this area, you have different type of possibility and the first possibility just to translate your object on the x axis or translate on the y axis or translate on the Zaxis. Something that you can do also, it's to create a rotation. But before to see the rotation, I'm going to break the proportionality with the scale value. I can change the value on the x axis, y axis, and z axis one more times. Now if I want to create a rotation, x, y or z, I can try to create some rotation as you can see. This is the first big interest on the transform geometry is you can add any geometry and you can use some translation, rotation, and you can apply also scale value. After I will show you that it's possible you can link different type of things if you want to make different render. The other interest is to add multiple mesh. So for example, you can use this one if you want to move an object and add multiple mesh. I can go and add select mesh, and I will create a primitive just here, and this primitive will be, for example, we can change, and we'll apply a cylinder. Let's click on the cylinder, I would like to work with S cylinder. I'll take this one and before to take this one, I will go right click add geometry, and the operation, I will use transform the geometry, just like this. Group input output will be here, and I will go and add geometry will need to have joint geometry nodes also just like this. If I want to have cylinder, I can select the cylinder and transform geometry at the beginning, and right click duplicate the first time position this here like this. I will select this cylinder and transform geometry one more times. And I will duplicate also this one. Oops, I don't want to select this one. Yes, these two ones. Right click duplicate also. I have one too much transform geometry. Let's delete this one, and I will link the cylinder here and transform geometry here. As you can see, we have exactly a dragon move little bit in these directions. Three times cylinder transform geometry, cylinder transform geometry, cylinder transform geometry. Every time the is to link the mesh to the geometry, geometry here to geometry and geometry to geometry. I will do the same thing for the second one just like this. I will do the same thing for the last one and I will link also to train the geometry and position this element maybe in this area. Now I have my Swiss Cynder link. I just that they have the same position, so I will change the position, and I will select translation on the x axis for the first one, and I can move and translate this one. For the second one, it is located here, and I can draw and move here for the last one, if I need, can also create a translation or focus on the y axis this time. I can use one more time rotation or scale even if I can also focus on the radius here. For example, for this one, I can use the scale value and bring the proportionality and more work on the axis just like this. I can also create a rotation on this one on the y axis just like this. I can repeat the process on the different cylinder, like for example, this one or another one, for example, this one, I can create also a rotation and more. Okay. So this is how you can work with transform geometry. It is useful in different way here show you processes that you can use, but you can use also transform the geometry in different situation. Okay. 202. Geometry set position: We are going to see how to set position in the geometry nodes. Some things that I'm going to do first is to craft a new geometry systems and we will link the group input to the group output, and we will add a mesh. Add let's just select a mesh. Primitive and the primitive that we are going to select will be a U V sphere. I can position my UV sphere just here and link the mesh to the geometry. On this UV sphere, something that I can do is to change the number of segments and the number of rings and the radius, but let's keep this parameter first. After that, I will go right click add and we can use the set position. Where we can find this, we can find the set position in the geometry wise, and you can use set position. After to do this work, I can position set position here, and we link the Uspere mesh to geometry of the set position and geometry to the group input. What we can see, we can see that automatically on this area we have different types of options, and we can see the offset options, something that we will use regularly. In the offset options, I can go right click add and something that I will be able to do is to add texture. Let's apply one of the texture like the noise texture. I can put the noise texture just here, and I can link, for example, to the offsetC to cro transformation on my sphere like this. Now, what's happened concretely, we creat offset on the different taxis and I can work with the scale value just here to create some transformation to my UV sphere. I can work with details here. I can also change with the rootenss and lacunarity. I will depend also on the base of your Uphere. If you increase the number of segment and you increase the number of frings you can have different type of render here. But if you decrease the number of segment and the number of frings transformation will be different like that. Something that I can do also is to put this one here, this one here. If I go on right click add, I will be able in the mesh options to see some operation like subdivision surface. If I click on subdivision surface, I can position this here, and I will be able to increase my number of levels also with the subdivision surface, just like this. Here it was just an example about what you can do, but I can just remove the subdivision surface delete and just link the mesh to geometry. Okay. This is the type of thing that we can do. Now, I will change the UV sphere and you can work also in the same way or let's just repeat this process. As you can see, it's better to go step by step with the geometry node, and at the beginning to not start with too many nodes to understand some basics of different nodes. Let's click on add geometry. Let's add a mesh first, and let's select to der primitive to repeat the same process. I can use this time a grid like this. I can link the mesh to the geometry. Let's repeat the same type of thing set. Position we'll go on geometry, rise, set position, and put this here. After to do this work we go directly on here we can subdivide. If I change the view I can use my red. Let's just resize with a value of six on this axis and eight of this axis. I can subdivide my cred like a value of 40 on the x axis and 40 on the y axis. Now afar to subdivide this red I can come back to this view. I can do the same type of six so I can go on add and select just texture. Texture, and we can use one more time the x texture or we can change maybe I can change for magic texture, and I can link the color to the offset and I will obtain this render. Then I can scale my texture depending on the render that I want to have just like this. You can also link the FC to the offset and I can use my scale value just here and a percentage of distort. Maybe the magic texture it depends about what I want to do. But if I come back on texture, I can select one more times the noise texture, links the fC to the offset just like this. One more time, I can change with my scale value. For example, I can do something like this. I can work with the level of details, rootenss, one more times just here, and lacunarity. One more time if I want, I can subdivide also geometry, mesh. On the mesh, I can go on operation and select subdivision surface one more time. But something that you can do, you can also display the subdivision surface here. But if you display the subdivision surface here, you can see it's work also properly, and can be interesting to position the subdivision surface after. If you No position the subdivision surface here in this case. After I can put set position, subdivision surface. Just on this area and geometry to geometry, you can also have the same type of render just like this. In this case, as you can see, you can make distortion using the set position, in many cases you can add a texture, set the value of your texture. To create something, it depends about the render, but here we can cut like a plane, the ground using this type of process. Okay. If I want to focus only on the z axis because I work on different direction, I can go right click and I can complete with utilities. On the utilities, I will select vector combined x y z, links the vector here. Here, for example, we can apply the noise texture only on the x axis, y axis. In my case, I would like only on the Zaxis. As you can see the render is different, more interesting depending on what I want to choose. One more time, I can move again my scale value. But here now it's different because we can add the curves only on the ZD axis. You can use for this one, the combined x y ZD utilitaries and place on this area. Okay. 203. Geometry join geometry: We are going to see how to train geometry in the geometry nodes. Some things that I'm going to do is to click a new here, and I will create a new geometry node systems, and I will drag and move here. Something that I will do is to see how to train the geometry. One of the first interest is to just add different type of mesh. For example, I have a mesh, and I will select just one of this, let's select the ecosphere in this example. I select the ecosphere first. After to select the ecosphere, I will click also add geometry, and I will select in the operation transform the geometry. Thanks to that, we can have multiple objects at the same time. And I will use this ecosphere. We will define a radius. If I put mesh to geometry and geometry to geometry, I can see my ecosphere. On this ecosphere, I can work with, for example, the radius like this, and I can work with a number of subdivision for my ecosphere. Let's just drag and move a little bit on this area to see better. Now, what's happened if I want to have ecosphere. If I want to have ecosphere, I will select this two geometry here, and I will duplicate. Right click and duplicate or shift study to position another one here. One more time, I will duplicate this one, right click duplicate and position this here. Well, the problem is if I want to I see my two or ecosphere and need to train the geometry. I will go right click add geometry, and I will select train geometry. I would put some drain geometry here. Each time I just need to link in the transform geometry system to link to this point. As you can see the point is a little bigger for a simple reason that we can link different nodes. I can link the different transform geometry nodes here, and the geometry, this one drain geometry to the group output. Thanks to that, I have my three dis ferent eqospere and I just need to use on the first one, for example, the translation on the x or y axis, just like this. I can work on the second one translation also maybe just here. If I want, I can work with the last one and one more time, I can make some translation where I want. This is the first things to understand, one of the first interests in the geometry. Let's see a second example. I will select all this node, expect the group input and the group output. And we will go right click Add. Let's select a mesh primitive and we will select the grid. I will position the grid here, and I will link the mesh to the group output. To do this work, I can see this grid, and I can work with the number of subdivision. I can use the wireframe mode just here. After to use the wire frame mod, let's increase a little bit. The size on the x axis I can put to put higher value. Let's just tap something like eight on the x axis and six on the wire axis. Maybe I'm going to invert, I will tap six here, and I will tap eight on this axis. I will increase the number of subdivision with the vertices and let's tap for example 40 on this area, and I just tap 40 just here. After to do this work, let's just come back to the solid view. Something that I will do is to go on add and geometry here rise. We can use something very powerful that we use a lot. It is set position. We click on set position and define the set position just here. And I have also the possibility on this area to create some transformation with the offset, adding a texture. Right click add texture, and I will select, for example, the zz grave texture, position the mz grave texture here, and I can link the eight to the offset. Thanks to that, I can obtain this render. Now I can work with the scale value. I can scale and work with something more like this. I can work with the level of details also here. Maybe I can have different type of render if I increase my number of vertices on the x axis and y axis, 8080. And I can use my scale value one more time. Let's increase the little bit to 0.5. I can use the Mgrave texture, but you can also add another type of texture to make this type of plane, and I can use, for example, just a noise texture and link the FIC to the offset. After I can work with the scale value and I will reduce the scale value to zero point maybe four in this case. I can obtain this render as you can see, and After that, something that I will use it to go on click add. On the mesh options, I have different possibility of operation, and I will selic for example, the mesh to point. If I position the meshe to point just before the set position, I will obtain multiple points where I have located my different vertices. It means if I reduce the number of vertices like 20 here, and I put 20 here, I will obtain less point. If I go on this area, I will be able also to work with the mesh point dus and you can increase the mesh point reduce. You just convert the mese to point, and I can for example obtain this render, and I can put 0.10. But as you can see, if we want to recuperate the view of the grid and keep the view of the mesh to point, it's possible. For this, we can use another geometry nodes. Let's go on right click add and let slit geometry, and I will click rain Geometry. Position rain geometry here at the end and located just here. If I put drain geometry here, I drag and move little beat the cradle. Something that I can do is to link my reference match totally at the beginning and link to the drain geometry. Thanks to that, I can see my plane at the beginning. This is something interesting. Now, if I position the drain geometry just before the set position, so let's link this one and change the position of the drain geometry. I can dragon move this nodes. Put set position here and geometry to geometry. I can see my multiple point with also the effect of the noise texture, and I can use in geometry just here before set position. If I put this just before set position, I can use my mesh to geometry, and I will have not only the effect of the mesh two point, but I have also because I have rained geometry here, I can see my grid. But after we have the set position and it's applied not only to micrid but also at the Mage two point. I can see micrid. I can see my Mage two point because I have the joint geometry nodes and after accurate transformation with a set position and with the noise texture. Because if for example, I don't have the set position and I don't have the noise texture. As you can see, I have the point, and I have also my plane just like this. If I press control, I can come back. This is why after the rain geometry, if I want to crack my effect with the noise texture just like this. I can use this node after here. One more time, I can use mesh to point. If I want to increase the size of the print, it's possible, but it depends also about your number of subdivisions that you can apply on this area at the beginning, just like this. Okay. 204. Geometry add instances on points: We are going to see how to add instance on point in the geometry nodes. I have this cube just to create a new geometry node system first, and I will link the group input to the group output. Something that I will do first is to add directly a mesh on this mesh, let's select primitive and on this primitive, I will use one of these elements. I have different types of options here and we'll just use the ecosphere. And Let's position the ecosphere in this area, ending the mesh to the geometry. I have this ecosphere, I can change the radius and the number of subdivision. Maybe I can put two subdivision just here, and something that we can do it is to go right click add instance, and we have some things that we can use. It is the instance on point. Instance and we have instance on point. When I click here, if I position, for example, point to instance. Concretely, we can use the ecosphere to add another type of object on the different vertices of the ecosphere. But one of the problem is we need to define a instance here. What can be the instance? Instance can be object that you apply here or object that you can add directly as a mesh. For example, I can go right click I can add a mesh, and something that I would use it is a primitive. I can use one of the primitive here. Let's see, for example, the UV sphere and position the UV sphere here. So UV sphere can be used as instance. For this, we need to link the mesh to instance, just like that. Now, what's happened? As you can see, we have different sphere and the sphere are located on my ecosphere on the vertices. I can scale here the value of my UV sphere. For example, I can use just different type of value. If I want to have the same value, I can take 0.1, for example, on this axis on this x 0.1, and on this x 0.1 also. And I can follow the view of my ecosphere and I replace the different vertices with this. If for example, my ecosphere, I define less subdivision like one or I increase two, four. As you can see, we use the base of the ecosphere just to position the UV sphere. If for example, I remove the ecosphere here and I select another type of shape like a mesh, and I use another type of geometry. So I will select mesh, primitive, and I select the cylinder. I put my cylinder here, and I link the mesh to the point, just like this. As you can see, I just have the circle on the top and the circle on the bottom, depending also on the radius of the circle. I can also decrease the radius just here. But if I define here, I change the deep to I decide the number of side of segment, I can do something like that. Field segment. And also side segment, just like this. As you can see, we'll just follow the base of this element, the base of this cylinder to position instance on point. Here I have the side segment. If I don't want the side segment, I can if I don't want the field segment, I can remove this one, I can only focus on the side segment. I can create multiple rings just like this. I can increase also the dip just like that, and I can increase the number of side segment, like for example 12. Automatically, I can obtain this render. One more time, as I explained, you can change with the radius here. I can increase or I can also decrease depending of what I want to open. I just very fast way we can create something like this, and we just only add sue geometry node. But it work also. If I remove this ophere, for example, I can change the instance for a different one and I can go right click. I can select input of the scene and object info. And instead to add a primitive, I can add an object that I will apply from this one, add mesh, and clic, for example, the monkey face. If I dragon move the monkey face on the right, I can move here this monkey face, I can create a rotation on the id axis and press control to validate, just like that, and I will come back with my cube. And now, I can recuperate the value of the monkey face, so you have a small edge dropper and you can click on the monkey face here. Now what's happened if I link the geometry of the object info to the instance, I will have the same thing, but with multiple monkey face as you can see, so we can repeat just here. And one more time, you can work with your instance two point. If it's too big, we can reduce just here. We can also create some rotation like this, x axis, y axis, axis. If the value is too big, you can also go right click. Right click add, and I will select input constant value. With the input constant value here, I can link to the scale and linking to the scale, I can only add value to link the x y and z axis. I can type 0.02, for example, and I can have multiple small monkey face around the shape of my cylinder like this. If it's not enough, I can increase 0.4, just like this, it's too much 0.04, just here. Okay. So this is how you can work with instanter point. After I will show you that you can work instant of Point plus distribute point on faces, and you can also make something tell different. Okay. 205. Geometry distribute points on faces: We're going to see how to distribute point on faces in the geometry node. I have this cube and on this cube. Let's just create a new geometry node systems, and I will just replace the cube just with a primitive, and let's click on a apply directly a mesh primitive. In this example, we'll take one more time the UV sphere. Let's position the UV sphere here and link the mesh to the geometry. So after to do this work, I will decrease a little bit my number of segment just here with a value of 20, and I will decrease my number of rings with a value of ten, and I will increase the group input on the right. So what is the principle to distribute point on faces? I can go right click point and you can find distribute points on faces. You can generate points spread out of the surface of the mesh. I can click here and I can put distribute point on faces and automatically mesh to mesh and point to geometry. Automatically it converts the different the different phase two point. All the paces are converted to point. If I change my number of segment here on this area, I will have different type of value for the rings, and you can change the density of this point, but not the size of the point here. You can only change the density on the different faces, and you can change also with the seed to have something randomly. It is something that you can do, distribute point on faces. Now what's happened if you want to replace this point by an object. You can complete with right click add add instance and instance on point and put the instance on point here. I show you it's possible to use, I show you how to use the instant on point. The different strat on point is died directly on the edges on the vertices of the geometry. Here, the point are located on the face when you put this element, but it's little the same principle. You can go right click add mesh and another type of me you can use, you can select any primitive here. Let's sel for example, the cylinder and put the cylinder just here. I will link my mesh to the instance, thanks to that, I will replace this element. If I want to have a cylinder with a specific size, I can use my scale value, I can go right click add and just select input with a constant of value if I want to keep the proportionality. I will link the value to the scale just here. As you can see, I don't see anything because the value is at zero, but if I increase, I can put just for example, 0.1, I can change for 0.04, just like this. I can just replace my point by a cylinder that I will use with the instance on point. What happened if moreover, I want to first, I can use the cylinder, and this cylinder, I can change the dip, as you can see, I can change also the number of vertices or the site segment. If I wanted to recuperate just the view of my UV sphere at the beginning, it is definitely possible. I'm going to go right click add geometry and geometry rain geometry nodes. When I drain the geometry, I will put my cop output here. It's possible to link the Vsphere here. And to link the base mesh to the train geometry like this and to link after the instance of point to the geometry, and then this one to this one. Why it is useful because when you do this type of work with a train geometry node, you can recuperate directly the view of your fir shapes, and you have not only the distribute point on faces and the instance on point, but you have also the view of the UV sphere. Okay. And I will explain after how you can position with different types of rotation perfectly the element, the cylinder, for example, on the face, how you will be able to display perfectly. But in this case, we are just going to see that. Okay. If I select my cylinder, I can remove this one. You can also add random object like add mesh and you can select any random object here. Again, for example, select a con and dragon move this con on the right. If I select one more time my sphere, just like this, I can come back to the geometry name system. In the instance on point, instance on point, I can replace the instance with object info. Add input Let's just select object info, add input object in four and put the object info on this area. I will recuperate with dropper, the con here to have this information, and I will put the geometry of the object in four to the instance on point. Now, if I zomelebit you can see multiple con on this area. You can on the distribute point on faces, change the density just like this and you can change the just here. One more time, I have the scale value so I can change and increase my scale value. If I want to apply some rotation, I can also drag and move here, x, y, and z dxs. I will show you after how you can perfectly display on the faces we using a normal value, but in this case, we are just going to focus on this one. 206. Geometry duplicate objects: We are going to see how to duplicate elements in the geometry nodes. Something that I'm going to do is to click directly here, create new geometry node systems, and we can repeat different type of elements. The first thing to do, you can add a measure the measure that you want. I can use also this cube or I can use one more time a primitive cube again, just like this. Thanks to that, I will be able to work directly on a scale value. And I can link the mesh to the geometry. After to do this work, let's change little bit y axis like this. Let's change little bit the x axis and little bit axis. After to do this work, you can go right click here, and something that you can do in the geometry is to convert the geometry to instance. I can click on convert geometry to instance and position geometry to instance just here. After to do this work, I can use duplicate. I can go and add geometry. When you go in the operation, you have duplicate element. You can put duplicate element just after geometry to instance. It's very important to put the geometry to instance here or it's not going to work properly. When you arrive on this area, you can define point H phase spline in this case, I will change for instance to recuperate the view of my cube. After that, I can zoom little out and here you can define amount, but nothing will happen because something that I need to do is to add an der node. So we'll go on right click and just sel geometry wise and set position just after. Let again move little bit this. This is how you can start if you want to duplicate element and create, for example, something like array. Now, what happened? If I increase my amount and I work like this, I have the possibility to create offset. But it's still not a repetition. If I want exactly a repetition, I need to add two times more nodes. I will drag and move the nodes and I will go right click add and I will select some utilities. About the utilities, you can see mat and you have mat options here that you can use and something that you can use also it is add utilities. Inside the vector, you can find combined y x. After some things that I can do, I need to link in the right way. How to process. I need to link here, you have a duplicate index and you can link the duplicate index to the value. You can link the value to the axis that you want to craft offset, and then you can, for example, we are going to start on the x axis and vector to offset. Now the repetition is starting to appear. I just need to set specific value just like this. What value you can use, I can use the value here, and here you can change the value just like this on this area. Something that you can do also is to work on the x axis and here you can work on the axis. Here we have the offset. If you work with the position, it's going to move like this, the last parameter to see the multiplication is to change here for multiply. After to change for multiply, let's just come back on zero on this axis. I'm going to come back on zero on this axis. Here we have this amount. Now if I drag and move the value, it's going to work to create array on the x axis. Here we focus on the x axis, as you can see. Here we are on position. If you select offset, it's going to work also. You can select position here. And after you can move on the x y z axis, but you can also just position this on the offset. If you want more repetition, you can increase and I can put eight. Now what's happened if I want to do this on the order axis. You can just select the four last nodes, so it means this four nodes like this, and you can go on right click duplicate and position this here. Now I will try again move this here, and we are going to duplicate duplicate element, multiply combine x y z and set position. And when you link this one, you can put just after one more time the set position. How to process, I can earning here like this. I can repeat the process with geometry to geometry, just like that. But geometry to geometry here. Something that we need to do is just to change the axis. Here it is on the x axis, multiply combined x y, we just need to change for the y axis to go also on this direction. If I want to work on the zxis, I can out here and I can select this four nodes duplicate element, multiply common xy and set position, and right click duplicate position this here. Move the group input, selling these four notes, and put the four notes here. I will earning this wine, just like this. And something that I will do is to select this geometry to this geometry, and this geometry to this one just like this. Now I just need to change on the combined x y z to change for z axis here. But also on each axis, you can change the value if you want. You can also change the amount on each axis if you want to reduce or if you want to increase this time on the x axis. For example, I can put 12 on the x axis. So this is a process that you can use if you want to create array using the duplicate elements. Each time you start, you have your mesh, geometry to instance and duplicate element. You can convert here to instance. After you need to use a set position node and combine x y z and multiply just slices. After each axis, you can make some transformation at convenience, about the amount and duplicate element or about the value for the space between your element like this. Okay. 207. Geometry extrude faces: We are going to see how to extrude with the geometry nodes. Something that we're going to do is here, I have this cube. I'm going to zoom a little bit, and we are going to create a new geometry nodes systems. We can keep this cube and just link the group input to the group output and see how to extrude. Using the geometry nodes. I will go right click here and when you go on add, you can select mesh operation. In the mesh operation, you will find extrude mesh. Thanks to that, you can extrude the different faces that you have on your mesh. You just need to link like this and after to link like this, you can work with the offset. Thanks to that, you can increase the value and extrude the different faces. Here I have offset value, and as you can see, I can increase my value like this. After I depends but for your cube, the number of subdivision. If for example, I go on add and lit mesh, I have the possibility also in the operation to use, for example, subdivision surface. If I just click here, I can subdivide with a number of levels, and as you can see, we have some extrusion on the different faces as you can see. This is my first example. Let's syllx this one and delete and syllx this one, and let's replace this que by the der mesh with add mesh. Let's just select another type of primitive for this example, and we will select the cylinder. After two syllx the cylinder, I will leak the mesh to the geometry. And it is same. If I go on add illecto mesh, I go on the operation, and on the operation, Illic extrude mesh, I just want to show you that you extrude all the different faces that you have after you can work with offset. This is why also you can extrude on this area and on this area. It depends about your number of vertices and your number of segment also. Now let's see again another example. Let's li add mesh, and I will select another type of primitive, and the Sommer time of primitive can be just ecosphere. It is same if I go right click, I just add another type of operation, some operation, and one more time, I will just use the trade mesh, and we will obtain this render depending on your number of subdivision. Now I want to show you that you can also use this two point. If I go on add, I will seek to mesh primitive, and I will use the UVSphere. I will link the mesh to the geometry and right click add mesh, clic operation and select extrude mesh. After to do this work, I can extrude all the elements that we have on this Vsphere. Now what's happened if, for example, I decide to go right click and I can go on add mesh, and in the operation, I can convert the mesh to point. I can link the point here and we will have a multitude of points as you can see. And if I want to replace this point, I have the possibility to go and add and just select instance instance on point, just like this. We will replace the instance by something. What I can use, I can use add mesh and another UV sphere. I can use another primitive Uphere one more times and I will the mesh to the instance just like this. So, now what I can see, I can see all this UV sphere here. Something that we can do it to, for example, here, it's not just mesh to point, but you can decrease the offset just like this. I can use the scale value. I can work like this ad and I will select input, and in the input, I will select constant value. I put the value here, value to scale, and I will work with a value and let's just decrease with a small value. I can apply, for example, 0.04, and I will upturn this render, as you can see with a multiple of use this sphere. If I just go on my base of the extrusion, I can increase the extrusion just like this. As you can see, it is definitely interesting. I can increase my value of extrusion, but I can also increase my duce just here to upturn this type of render. This is how you can extrude meshes using the geometry nodes. Okay 208. Geometry divide surfaces: We are going to see how to divide faces using the geometry node system. For this, it's possible to divide, so it means subdivide phases, and in this example, let's select the cube and create a new geometry node system. After to do this work, something that we will do just we can replace the cube in my first example. Let just go right click mesh, and we will select a primitive and what primitive we will use, we will select the UV sphere. So after to select the UV sphere, I will go on the mesh here and just link the mesh to this part, and as you can see, we have the possibility to subdivide more this element. First, we can work with the number of segments and ring radius here. I can also go for example, right click add and something that I will select, it is a mesh and in the operation here, we have subdivide surface. But just before to do this, I will select geometry. And I will use directly operation, and I will select transform geometry to position the transform geometry here. Something that I will do just to scale on the x axis, scale on the y axis, and just scare a little bit on the axis. Now what I want to do I want to have a better render more maybe a smooth render. For this, I can use a subdivision surface. Right click add me in the primitive here, we have different type of operation that we can use, and we can use subdivision surface. To use the subdivision surface, I can position my subdivision surface here, and you can increase the number of levels. As you can see, we can have a render like a smooth render. It's just that if I just click here, you subdivide more. If I decrease the number of levels, you can see the difference. Here, it was with one level and you can increase with more levels. You will have more phase and this is why the render will be like this. After to do this work let's select another example. Why it can be useful. You can add and in the mesh, let's just select a primitive and in the primitive, we will use the grade. We have seen that it's possible to create a distortion. Let's just link the mesh to the geometry. Zoom a little bit, and just change the value on the x axis let step six, and on the y axis letter step eight. Maybe I'm going to invert eight here. And six here. Now I need to subdivide. You can switch here to see the number of subdivision, and I will increase my number of subdivision. Let's just work with 40 on the x axis, and let's just focus on 40 on the y axis. I will come back to this view. After to do this work to create a distortion, we have seen that we can go right click add, and it's possible to use geometry, rise, set position, and position, the set position here, and we can add a texture to the upset, right click add texture. What texture we can choose, we will choose in this case, the noise texture and position the noise texture here. Let's just link the C to the offset. One of the problem is the offset is apply on the x y and z axis. If I don't want this, I can go right click add in the utilities, I can just select a vector and I will use combined x y z. When I click on combined x y z, I can apply only the distortion. FAC only for example on the Zdaxis to only apply my texture on the Zdaxis I can change with the scale value. Now I can obtain for example, this render. If I want to have something smooth, I have the possibility to use the subdivision and you can position before or after the set position. But the render will be a little bit different. If you go right click add a new select mesh, you can use an operation and one more time subdivision surface. You know what's happened if you position this here. If you position just before the render won't be exactly the same. Here says the render. If we position our subdivision surface just before, as you can see. But if I position after, so I can go right click, I can delete this one in the mesh to the geometry. Let's click on right click one more times and select mesh operation subdivision surface. In this case, I will position subdivision surface just here. The render will be little bifferent I can increase. As you can see, because we apply after the set position, and this is why the render will be little different. But we can have something smooth. Just like this for a simple reason that we apply more subdivision. If I decrease my number of subdivision, you can see the difference here. Here it was with just one subdivision, and I can increase with more subdivision. If I need. If I just come back here, I will obtain this render. This is some basic things if you want to rate to gron, you can just use this geometry node system, this basic geometry nude system, to create, for example, a cron. 209. Geometry add object informations: We're going to see how to use the object information in the geometry nodes. For this, I have this cube and I will create a new geometry node system, and I will just replace this cube. Something that I will do I will go and add and I will select a mesh, primitive let's just select ecosphere and position the ecosphere here. Link the mesh to the geometry. After I can work with the radius of my ecosphere, let's increase tollbat this radius just like this. I can swag and moly to beat my window just here. And some things that I can do, I can work with a number of subdivision. Let's work with two subdivision. After that, something that I will do is to go and add and I will select directly instance stance on point. It means on the different point on the ecosphere, the different vertices, I can apply an object. If I just click here, I don't see anything for the simple reason that we need to link instance. On this instance, most of the time we can add a mese from the geometry node or we can add information objects that we can add just here. Something that I can do is alg add here, I can select input. In the input, you have some scene nodes. Inside, you can see the object information. Let's lick on the object information, position object information here. After to do this work, what is the? You can create any object on this area. You can go on add mesh, and I can select in this case, why not select the cylinder, and I can drag and move my cylinder on the right just like this. Now I need to come back on my cube here to recuperate the node geometry, and you can recuperate the object information of the cylinder. For this, you can use this perse, and you can click on the cylinder just here. After to do this work, you need to link the geometry to the instance. What you can see, we can position directly on the different point, the cylinder. After you can use the scale value. You can also if you want, it can be proportionally just like this or non proportionally. I can reduce if I need make something like that, for example. As you can see, I use the cylinder to work on this instance on point. This is how you can recuperate some object information. Okay. Some things that you can do also, I can go We will see in different example how it can be extremely powerful, but here just to see the basics. Now if I want to try with another element, I can go on add mesh, and this time, I will select the monkey face. This monkey face, I will try again move on the right, I can create a rotation, press air, and Z even if I don't need to create specifically a rotation. When I come back to my cube just here, I can change the cylinder. If I deactivate the cylinder, so now I don't see anything. Something that I can do is to replace with the Hopper tools, and I can click on the monkey face this times. Now I will see multiple monkey face directly on this area. But the scale value is not really good. If I want to have more, I can tape one once, and here I can tape one also on this area. You can see the multiple monkey face just here. I can drag and move a little bit, come back here and you can see the multiple monkey face. Arriving on the subject information. The powerful things is you can also link the ecosphere, remove the ecosphere. And you can change just your base, it means you can select a mesh, select a different type of primitives. It can be for example like it can be a cylinder, I can put my cylinder here. After link the mesh to the point and you can see the monkey face arriving here on my cylinder. I can scan my monkey face with 0.2, maybe 0.2 also, and maybe 0.2 to have something like this. So now I can zoom it bit out just like this. Oops, I think, yes. I need to come back, on this direction. We have this around the cylinder. But after I can make transformation on my cylinder. It means I can increase the radius just like this. I can also increase the dip. If I want to have more subdivision, I can select here, you have the number of side segment and I can put different type of sect segment. As you can see, I just use the properties of the object information to recuperate the head on the monkey face and to put this as an instance with the instance on point. Okay. 210. Geometry scene time: We are going to see how to work with the same time in the geometry node. It is an interesting node if you want to work with directly an animation. At the same time that you use the geometry node. Let's take a concrete example. I will create a new geometry me system here, and I will try and move the group input and the group output here. I will add directly a mesh, so I will go on the mesh value here and on the mesh, I will add a primitive. What type of primitive I will use, I will just select here the UV sphere and position the UV sphere on this area. Then I will go right click add and on the geometry in the operation, we will select the transform geometry nodes. After I can link my mesh here to the geometry and this geometry to this geometry on the group input. Why I use the transform geometry node because I want to scale my sphere. I can scale on the directions, scale on this direction, and just maybe on the x axis, increase and on the y axis, I can increase like that. I will increase a little bit my number of segment also. Let's focus on 48 and about the number of rings, let's focus with 24. Now I have this element. Something that I will do after it's to go right click. I will add in the geometry the wise nodes set position and position the set position here. We have seen that it's possible when you use the set position to create distortion adding a texture. For this, we can go right click add, and let's just select a texture. Let's come back again with the noise texture, position the noise texture on this area. I will link the FC to the offset value. Thanks to that, I can obtain this type of render. And if I want to work on on a direction, we work on multiple direction. If I want to work on on one direction, I can go and add utilities. In the utilities, we can silk the vector combine x y z and position this one here. I can link to the x axis, y axis or Zaxis. If I just want to have the zxis, I can use this one and then after I can use my scale value just like this, here. And increase, maybe a little bit of rudeness. What is the interest of this time scene? It is that if you press the space bar just here, nothing specific will happen. But you have the possibility to go right click add and in the input value, input nodes, can find s. Input scene, and you will have directly the scene time here. I can put the same time on this area, and I can focus on second or frame. If you clic second or frame, you will have just different different speeds. If I clic seconds, I can link, for example, second to vector. If I just lick second to vector and I press my space bar to read an animation, I will obtain this render just because I'm using the vector. Automatically you will have an animation. If I click frame to vector, just here, I will obtain this render. Not what I want to do. Something that I can do is, for example, to apply the second to the scale value. Automatically I will be able to animate my element. If you use for example, the animation player timeline, you can stop at a time line. I can use also the frame to the scale value just like this. This is how you can use this one. Now, something that I'm going to do is to click on the same time and press delete to come back at this moment. And after the set position, I will add another mesh, and on the mesh operation, let's select extrude mesh. I will position extrude mesh after the set position just like this and we can link the geometry to the mesh and the mesh to the geometry. So now, what's happened if I have this offset and this offset here, and I can also read an animation with right click, let's select input features with the same, and I will select the same time one more time and put the same time here. Something that I will do is to define the second and if I define the second to the offset, automatically I will obtain this render. But something that you can do is to change for the offset scale and automatically, you can activate admission to the extrusion directly with the offset scale, just like this. As you can see. And I can also link the frame to the offset scale just here. As you can see, you can make something extremely powerful. Depending of your reference mesh also depending on your parameter of the noise texture, and you can make definitely a lot of things. If I come back just to my UVpherepends, I can also reduce the number of segment and reduce the number of rings just like this. This is an example about what you can use with the sets, and this is an example about what type of geometry you can work. Here we have a UV sphere transform geometry, set position, extrude measure group output, and we have a no texture combined x y z to the offset of the set position, and we have seen the s times how you can work, and you can position the second the frame in different part of offset. 211. Geometry add constant value: We are going to see how to see the constant value in the geometry node. For this, something that I'm going to do is to create a new geometry node system first, and we will add something. I will deactivate the group input to the group output, and I will add a mesh, and what type of mesh I will use? I will select a primitive, and we will use the UV sphere. I will link the mesh to the geometry to see my sphere here. If I need to make some transformation to my sphere, I just need to go right click geometry, and I will select operation, and I will use the transform geometry nodes to be able to create some more transformation because here I can focus only on the number of segments rings and due. For example, on this area, if I want to create some rotation, I can create some rotation here. But if I want to scale, I can also scale on this area, scale on this area or scale on this area. What allows you the values, or the value will allow you to in only one value to, for example, scale, rotate or translate directly on all the axis at the same time. So it means like proportionally. Let's just go right click add and you can find this in the input constant. It is a constant and you can use the value constant. After to use the value constant, let's place this one here. If I position, for example, to the translation, I will be able here we are zero. If you dragon move, you will translate proportionally on the different axis. Here for the translation, I think it's not very interesting. You can put this also on the rotation, and in this case, you will turn But like on the different axis at the same time, and the most of the time, it will be interesting when you work for different scale values. For example, you put the values on scale here increase too much. If you are at zero at the beginning, you just have your basic, you won't have any dimensions, and you can increase increase increase in a proportional way using the value. Now, let's see a second example. I will remove this transform geometry nodes, and we'll go on add, select a mesh. Let's select another primitive, and what primitive I will use? I will define grid. After to define a grid, I will link the mesh to the geometry. After to do this work, I will go right click Add before to do this, I will increase little bit the number of vertices with 12 vertices on y 12, and I will scale little bit two on the x axis and scale little bits on the y axis. Now something that I will do is to distribute on the point. If I just click here, you can find we have points, so it means on each vertices on this grade. So when I go back on this area, I can select add instance instance on point. If I put point to instance here, I will be able to define some point, but I don't see anything because I need to define what I want to have as an instance and to lik the instance here. This is why we go right click add and I will select to mesh, and on the primitive, I will use one of the primitive. Let's select the sphere. One more times and link the mesh to the instance to replace the point by the mesh. I can obtain this render. As you can see it's pretty b, and here you can scale on the x, y, and z dxs. But if you want to scale proportionally or to have just one value you can go add, you will select input and inside the constant add input constant value. When I click on value, I can position this here and use the value to the scale just like this. Now I don't see anything because the value is at zero. But if I try to start to scale a little bit on this direction, I will upturn this render as you can see. The value will allow you to just scale in a proportional way your element. For example, I can see lit 0.1 just here. I can select increase. But it depends also about the grid on the grid, I can extend my size on the x on the y axis here or I can increase the number of vertices or on x on y axis. This is how powerful is the geometry nodes because you have the possibility to scale in a different way. Okay. 212. Geometry combine axes: Okay. Are going to see how to combine in the geometry nodes. It means we have the possibility to combine combine x y z axis, and this is what we are going to see. First, I have this cube just here, and we are going to create a new geometry node system using this cube with new here. I have a group input and I have a group output. Something that I'm going to do is to replace with a right click. We'll just add a primitive add mesh primitive and something that we will do it just to add a UVsphere after to add the UVSphere I can click on the meg and linked to the geometry node system, just like that. Basic is if I add the transformation, so add geometry, operation, and Ilic transform geometry. You have the possibility to translate rotation and scale. When you go right click here, you add, you can use directly utilities and you can find vector utilities with combine XYZ. It is something very useful. If I link, for example, the vector to one of these. For example, the translation. I can do exactly the same thing, so translate on the x y z axis. If I use on the rotation, I can also create some rotation on the different axis. If I use on the scale, I can also create a scale value on the different axis using x y z. Now why it can be interesting. Let's select the transform geometry nodes and remove the transform geometry nodes. I will go right click add and something that I will use, it is directly a geometry, rise set position. I would create thanks to that a distortion to my mesh. I can use the UV sphere, geometry, set position to geometry, and I will add a texture. I would go and add texture here. In the texture, something that I will use, it is, for example, the noise texture, position, the noise texture here, and in the es to the offset, thanks to that, I can create offset as you can see, and I would be able to use for example, a value of scale. So some things that I can you do also is to go right click add and I can slit instance instance of point. And if I just click here, as you can see, I don't see anything, but something that I can do is to go right click add mesh in the operation system, we can see mesh to point. I can use mesh to point here. But as you can see, I don't see anything on this area because we have the set position. If I delete the set position, and if I just link just the mesh here, We don't have any instance. Press control going to come back just like this. Yes. I need to select instance. I can go right click add and I can select instance, before we use instance, I can select mesh, and I will use a primitive UV sphere. I will use a UVSphere as an instance, just like that. Now I can obtain this render. After to obtain this render, we still have the distortion of the noise texture. We can use a scale value. But if you use a scale value, first, I'm going to decrease my radius here. We have mesh to point here. We can work with the radius and If I decrease my radius on this area, I can work on the x axis, y axis, and z daxis. For example, I can tape 0.2, here I can tape 0.2, and maybe here I can tape 0.2. I will upturn this render as you can see, but I can make something more smaller, 0.020 0.02 and 0.02. We have exactly the same value here. But if you don't, if you want to use the same value instead, for example to You put times the same value. You have the possibility to go right click add and in this case, the utilities will be interesting. You can use utilities vector and you can see combined x y z. You can put the combined x y z just here and you can link on this area and I fing the vector to the scale, as you can see, you will have exactly the same type of render, just like that. I can use also my scale value, and here it will be almost the same because you just replace this. But what's happened if you decide first here, I can use combine x y z, but put the combined x y z before the noise texture. Because here we have an offset and first I will enter value. Let's step 0.02, Leep 0.02, and lee 0.02. And about the distortions, just here, on what axis were the distortion, were the distortions on all the axis. If you want a distortion only on a specific axis for your noise texture to the set position, you can use combine x y z, and you can link here and you can select where you want to have, for example, the noise texture apply x axis, y axis, Z axis. If for example, you change the scale value or you apply some transformation. This will be applied only on the Z axis. While we have offset for a simple reason that on the order axis, I have put up value, so I need to come back to zero to recenter my element. If you put on x, you will have a distortion on the x axis. If you put on y, you will have a distortion on the y axis and here a distortion on the Z axis. But don't forget that if you put for example, x, you want to stay in center, you need to put the order element at zero or you will crut offset. Because here we can only create offset. If you don't have any sling, it is like only to crate offset in this case, because we use the offset point on this area. This is one of the interest to use combine x y z. 213. Geometry proximity: We are going to see how to use the geometry proximity. For this to start with this, I will select the cube, and we have this cube, we can just create a new system with this cube. After to do this work, we will zoom little bit and deactivate the group input to the group output. After that, we will add an element and we will select a mesh. In the mesh, we will add a primitive and it will be a grid. I will link the grid with the mesh to the geometry and I will zoom little bit on this area as you can see. After to do this work, we have this grid, we can focus on the size on the x axis on the y axis. We are going to increase that I will put a value of six on the x axis, and I will put eight on the y axis. We can also enter some subdivision. It will be very useful for after so you can enter a number of subdivision, 4040. So after that, what is the is first to convert the mesh to point and right click, we will select mesh operation and we can convert the mesh to the point, just like that. Now we have multiple point, but I just want to replace the point with another type of instance and it will be a e. This is the reason for which after the mesh to point, we can go on click add and we can select instance on point and put instance on point here. We have the grid, we convert the mesh to the point, and then we replace the point by instance. This instance can be a primitive, it will be click add mesh and I will select in the primitive, we will select the cube. After that, I can position my cube here. Let's extend a little bit, and I will link the cube to the instance. Now we'll obtain something like this for a simple reason that we need to scale the value of the instance, and I can go right click add input, and inside the input, we can find different options and in the scene in the constant, we can use value. I will put value here to just replace the scale value like this. Thanks to that in a proportional way, I can focus with the value. I will obtain multiple cube like this. And we replace the point by the cube as an instance, and here we can put a value of 0.1. Now, what is the principle of the geometry proximity? I will add an element that we add a mesh and I will select a UVsphere like this, and we will drag and move a little bit this sphere on the top of this area. I would select again this part and we need after to go click add geometry, and we can find in the sample options, geometry proximity. But I need to have more information to do this work. One of the first things that I need to do is to go click add and have also input. In the scene, we can use the object information. Here we have the geometry proximity, and we can find the object information also on this area. I need another node. Right click add geometry, and we need to use also in geometry wise set position, and link the set position here first. After to do this work, the is where the geometry proximity object information and the set position. We need to recuperate the information of the sphere, so click here and recuperate the information of the sphere, and then you can link the object information geometry to target. And then here we have the distance and position. If I link position to position, it's possible I will obturn this render, but it's not exactly what I want to do. I will link the distance to the offset. Thanks to that, you can upturn this type of render around the sphere. But because we use original, if you use a relative, you can have something little different. Now what I need to do I need to have more adjustment, and to have more adjustment, I need two nodes. I can go right click add, and what I can select, it is utilities. In the utilities, we can find mat and we will use mat and map range. First, let's integrate. Map here. Thanks to that, you can put this element value to value value to upset, and you can work with offset just using this, for example, you can use also multiply to obtain this render. You use multiply it is interesting because thanks to that, you can see the effect of the sphere directly on the cube just like that. Something that I can do also is to go right click add, and when I select a mesh just here, I can go on some operation. You can also click on the sphere here. You can reduce a little bit, the position of the sphere like for example, this one. If I click here again, I can go right click add and in the mesh options, we can use not in the mesh option in the utilities options. We can use MT map range. After to use a map range, you can set map range just before like this, and you can link the value and result to value here. So why it is interesting because now, first, you can see relative or extens origina. You can increase this value here and change the impact of the sphere directly on the cube, just like that. You can work with men menus here and maximum also. You can make this type of transformation. Here also you can work with the value, and you can see the effect on the sphere directly here. Now why it is useful. It is also useful for the simple reason that if you use relative. If you use original, you click on the sphere, you drag and move the sphere, nothing special will happen. But if you change for original, you click here. If you change for relative, not original for relative and select the sphere, now the sphere will have impact directly on my defferent cubes. I can go inside. I can do something like this. If I scale, I will have also impact directly on the different element depending on the value that I position. This is why it is. You can also create animation after the sphere. If you need, for example, we'll be able to start here and you can make this type of transformation as you can see. Express S, and I will radio Ct bit, click here. One more time, you can change again the value depending on the render that you want to have, and you have also some different value that you can use here. For example, I can increase also with maximum. Now I can obtain this render. If I click on my sphere again, I can have this type of impact directly on the cube. This is the principle of the geometry proximity. If a dragon move here, you can find the impact here on the sphere when you arrive close. If I just click here, we have finished further, let's just take a glance about what we have done, so this is the reason for which I will increase here. Here we have the group output at the end. You can see we have here objective four geometry proximity, map range, multiply and we can link the value to the offset of the set position. Before it is just the preparation of the scene, just like this. 214. Geometry raycast: We are going to see how to use case in the geometry nodes. To use this nodes, how we are going to work first, we are going to click on the cube and delete the cube. We will replace this cube with der mesh, so we will go directly on hard here mesh and we will select the UV sphere. After we need to position something on the top of the UV sphere and I can go on hard mesh. I can drag and move the Vsphere here on this area. And I can for example, move the usphere here. If I move the usphere here and I decide to add anything on the top, let's just click on the plane and position the plane just on this area. I can scare a little bit. It's not very important just to show you the position, and I will click directly on a new geometry node system here, and we will replace this plane by the cried because it is more convenient. I will go and add here, and I will select directly a mesh and we will use the cred. I would select primitive cried and position the grid here and link the mesh to the geometry. After to do this work, we'll go on this area and I will click here. When I click here, you can see the number of subdivision. Let's just apply one and one. We have 1 meter. Maybe I can increase just a little bit, 1.2, 1.2, and here we can change the number of subdivision with 40 on the x axis and 40 on the y axis. What is the principle of the Rycse geometry nodes. Let's just click here first to come back to this view. You can go right click add and you can find this in geometry. And you can find this in geometry, sample case. The is to apply to project, for example, the plane here directly on the sphere, and I can also use another geometry node because I need to have object information, right click add input, and I would silic sin in the same option, we would sil information, where for example, the collection information here. But we are going to use this case object information. I need to click here and to recuperate here the sphere. What I need also, it is a set position. I will go right click geometry and just sedict set position with set position just on this area. Now how to work. We need to link directly the object information. We have the geometry. This will work with the target geometry. After we can just link the case and you have it here it position. If for example, you can link here is it to position. And as you can see, nothing special will happen here. You can move to selection and you can move to the offset just like this. But something entire can be to move it position to offset. When you go here, you will follow the shape, you will follow the sphere shape just like this. You can also use it normal to offset and in this case, you have this type of render as you can see, you can make different different type of tri but in this case, the most important will be the position to the offset. If you just link is it because here, if you link here, nothing special happen. If you link to position, it's not very good, you can just cut offset, but definitely we won't have any information here. I can change for zero, zero, just change for zero, and I will just link position to offset to obtain this render. But you can also use it to the position. Now I can have this as you can see, we can just follow the shape of the sphere using this one. Now what's happened if in the object information you change for relative, you will obtain this render. And If I stick original, why I have a little offset because here you have the right direction and you have minus one. But if I tape zero, I won't see anything, but you can tape directly value here. For example, we have this value and we can change menus for example the value on this area. You can make a positive value also, as you can see the element, we'll go around this area. If you click on relative, just here, I have relatives in this case, I will only see something if I put -0.2, for example. I can earn this one. If I earning just to keep it position to offset. As you can see, I can obtain this render depending of one more time this value. If I select a negative value on the daxis I will obtain this render, but I can also cut upset just on the x axis or on the y axis as you can see, just like that. In this case, maybe it's more interesting to focus only on the doxes just here, and you can also obtain this render. Okay. So here we link just position to offset fueling to position and you stay on relative and the gc information. You can also obtain this type of rounder interesting. You can move on the x axis, just like this. You can also move on the y axis, and you can then move on the D axis, like this. Okay. So here we have it position to position, but if filling offset, you obtain this render, filling position, you will obtain this render. But you can come back to the original to just have this type of shape using the geometry nodes. For example, if I go out, now I have this element, as you can see here. This is the principle of the case. You have other types of use, but things important to understand first this use. Okay. 215. Geometry add materials: We are going to see how to add materials in the geometry nodes. For this, I have this cube here, and the first thing to do is to create a new node systems, geometry nude system just here. After to create a new nude systems, I will apply some transformation. I will link this first and I will go right click and in this example, let's first a UV sphere. I can select instance, I can select mesh. Primitive oviphere and link my UVsphere mesh to the geometry. I will apply a little transformation to this UVsphereFirst. I will increase my number of segments. Let's focus with 80, and I will increase my number of rings, let's focus with 40. After to cred this sphere, I can skip this value and just go right click add and something that I will use also. It is another mesh, and in the operation, I will select. It is geometry transformation, operation in the geometry and transform the geometry. Thanks to that, I can just make little transformation for example, the scale value, here, x, y, little bit on the x axis, but more on this axis, just like that. I'm now I have this element. If I want to put a material on this element, how to work in the geometry node system. You need to add the nodes and right click add, going to show you again, right click add, and you can find these nodes in materials. You have different type of option and something that we are going to be interesting at the beginning, is just to use set material. A single material to the geometry element, and we can put this here. At the end of your last nodes to work with object material, you can position a set materials. After when you click here, it is just your material by default that you have, and I want to define different materials. How I can do this, I can go on the right materials, and on this element, this cube that I replaced by the UV sphere, I can create new materials. This is this materials I can rename and I can rename materials. Number one, just like this. I can change, for example, the base color. Let's work with the red color, increase the metallic value just like this and decrease the rootenss. If I want to see the render, one more time here, we have the final render, but something interesting will be this one. Why I don't see anything because I just need to set the materials here. When I click here, you can see now the material number one and I can apply the material number one as you can see. This material, you can edit on the right, so for example, if I want to increase here, it's also possible. But don't forget that you can also use your shedding mode, is definitely not a problem and you can have a render. If for example, I want to add a texture, I can go and right click add texture, and silk for example, the checker texture, I can link the color to the base color, and I can silk to color like first one in red and like a second one in blue, just like this after I can work with the scale value directly on my sphere. Let's just grab something like this, for example. I add the materials in the geometry nodes, and you can edit on this area or in the shading mode. Now, if for example, you have multiple object, we can repeat this process, it means I can go and add Something that I will do is to add a mesh with a primitive, let's select another one, for example, the ecosphere, let's just go cli, add another mesh with another primitive, and I will select the cylinder. I will also work with I transform geometry nodes because I don't see this element, so I will go on geometry, operation transform geometry just here, and I will duplicate this one with right click duplicate just here. Some things that I need to do is here are my set material nodes. First things to do, we are going to delete this one and add a train geometry to be able to see my different object. Add geometry, train geometry and put this here. After that, I link my first sphere to the train geometry nodes, and then my ecosphere mass geometry geometry to geometry, and then the cylinder just here and just here. We link everything to the train geometry. Now, I want to see the render with geometry to geometry. Something that I will do is to work with the ecosphere. As you can see the ecosphere is here, I can increase the subdivision and create a translation on the y axis to put this on the right. I will focus on my cylinder. The cylinder is located here, I can increase the radius, the dip, and I can drag and move the cylinder on the y axis on the left. Now I have my switch shapes as you can see. If I just drag and move in the geometry nodes, one more times. If if I position, if I want to work with a texture, I can go add with the materials, set materials. If you put the materials here, you will apply the same materials on all the elements because it is after the drain geometry. So for example Ili here and I can define material one. But if I don't want this, I can create more materials and put the set materials just before the joint geometry on each node. For example, I can go on the right, and I can create a new material just here, and I will change material number two. On the material number two, I will change the color for something like orange, and I will increase metallic, decrease the rootenss do something like that. I will create noder materials here. I will click on new change for material Number. After two type material number, I will change the base color and the base color will be, for example, in creed I will increase metallic and decrease the rootenss. Now if I can remove this one and I can remove the set materials. If I want to have three different material on each object, I will go on add materials set materials, and I will put the first one here, and inside, I will go right click duplicates, the second one here. And right click duplicate the third one here. Just before the rain geometry is very important like this. If for example, you create something, you have different different models before a drain geometry, you need to position your seg materials. After I just need to syllxomal at t. For example, for this one, acylig material one, for this one, I can syllc material two, and for this one, I can slic material three. That's it. This is how you can add materials in the geometry nodes using something simple. If you go in this direction at any moment, you can change the matter that you want and you will have directly in real time, the transformation on this area. 216. Geometry add text: We are going to see how to add text in the geometry nodes. So for this, I have this cube lecrat new geometry node systems, and I will link the group input to the group output. Something that I will do after it's to go add and directly if you want to add a text, you can find this in the utilities and you have text here. You have different type of options on this area, and something that we will do here, you have different text and we can use the string two curves and position the string two curves here. This is the node that you can use to add simple text. After to do this work, you can link the curve instance to the geometry. You can zoom Little bit, but we don't see anything for a simple reason that we need to tape anythings in this area. I can tape something here. Let's just tap title and you can take some text here, I can turn little bit and as you can see, I have title. Maybe I can change this for per case. Maybe it will be better, and you can see the title text on this area. After to do this work, if I put little my text more with this view, you have different type of options. You can change here, you can search different ph family, and here you can change for center depending on your axis right can change also with justify. Here, for example, I can define center if I need. But you can work also it is on this x axis on the y axis, and you are for example on the top, or you can select base line. It depends what you want to do. I can select also mid and I will put my text just on this area. After to continue, you have the size of the text, so you can increase the size just here. You have the character spacing between the later, you can increase the space. You have the word spacing if you have multiple content, I will show you after how it's possible to add more content using a different systems, and you will be able also to work with the line spacing and tax pot wide. But here, let's just focus on this. After to do this work, something that I would like to do is to transform this text to something like SD models. How to do this. First thing to do, you can go on add curves. When you go on curves, you have different operation and you can use field curves. If you use field curves, you can put the curves here and you can start to have a render of your text just like this. After to do this type of work, you can go click add and you can create an extrusion. To create an extrusion, you can go on mese directly, In the operation, I will select extrad mesh and position the extrad mesh just here and crate my extrusion, and I will work with the offset features to define a value for my extrusion. Let's for example, focus with 0.4. One of the problem is, if I go on the back, you can see we have this type of render. Even if if you use this, it's not feel on this area. When it's not feel, how you can process, you need to go right click ad, and when you select curves, operation, curves, operation, you can find reverse curves. Right click curves, operation, reverse curves, and I can position my reverse curves here. But some things that I need, it is also a geometry nodes like a train geometry or it's not going to work properly. Let's go on right click, add geometry, and let's select a train geometry nodes. And position the train geometry nodes here. If I take a glance first, I have my string two curves, I have my field curves, extrude mesh, drain geometry, and the group input. I will link my reverse curves with this one to the drain geometry, and this one to the field curves. Thanks to that, I can feel also this area. This is how you can feel the two sides. You need to add drain geometry nodes and the reverse curves nodes and you can link the field curves to the reverse curves and the curve to the train geometry, just like this, and you have the extrude mesh here. And now as you can see it's interesting because you can crate your text slices. At any moment, you can change the contents for example here. If I tape content, I can just replace directly, and it's pretty fast, just like that. You can also have more options, so it means at the end after the extrude mess, you have the train geometry. After the train geometry, you can go right click add, and in the mesh features, you have different type of operation. For example, I define subdivision surface, I can put the subdivision surface here and I can obtain this render, but it's not pretty good even if you increase because it's not too much subdivide. We can use this one. But it's definitely not pretty good. If I go on right click add, I will select a mesh. In the operation, you can also just use here to a subdivision surface, use a subdivide mesh. Position subdivide here, mesh to mesh, and mesh to geometry. Here I can just subdivide with a number of levels. If after I will use my subdivision surface, so I can use mesh operation, subdivision surface, the render will be a little different, as you can see. But if I increase, sometimes, why I have this render because on the field curve, we have tree angle. If you use hand guns, yes, now we have something different. But as you can see, sometimes the render can be restored strange when you use your subdivide mesh. But you can also try to use this one. Something that I will do, it was just an option, but you don't need to use subdivision subdivision mesh, you can also only work like this and you will obtain your SD models with your text. 217. Geometry edit text: We are going to see how to edit text. It is possible to work with text on multiple lines in the geometry notes, and we are going to see how to work with this. Let's first craft a new geometry note system just here and lining the group input to the group input. Output, we are going to repeat the process first if we want to add the text. Let's click on add. We can silk the utilities features text, and we have seen that it's possible to use the string two curves to apply one line text. I can link the curve instance to the geometry just like this. After to do this type of work, I can tape something in the string options. Let just drag and move a little bit on this area. On the string, I can tape something like content. Okay. If I just tap content on this area, we can find content just here. As you can see. Now I can change if I want the position, but in this case, let's just keep the position on the left, and let's just keep the position on the top base line. I can work with the size if I need to increase a little bit. Let's work with two. After to do this work, if you want to add text on multiple line, you can add something before. When you go right click add, you have different type of options here, and when we go when we go directly on the input You can find in the constant string. It is like to add a text. Input constant string, and I can position this one here. Something that I will do is to duplicate this one. I can duplicate one here or second time here, and I can duplicate again with a third time just on this area. I will tape multiple thing. I will tape on the first one content one, and on the second one, I will tape content two, and on the last one, I will take content. I will even add something like content. Example one and here content Example two and here we take content, number three. One of the problem is concretely, if you link one of the string to this value here, you will just replace this element, you will replace this content by the string value. But it's not possible to link multiple string as you can see it will replace the other one. And here we have content example number. How to work with this, you need to add another nodes. Let's click on right click add and we can come back to the utilities and in the text utilities. In the text utilities, we can find special characters. Thanks to the special character, we can position this one just on this arbor we will put this one just on the top here. Because thanks to that we will be able to create a line break and this is what we want to do. But we need another node. And this order node that we can do it is to go right click add and let's select one more time, the utilities, the text, and I will just use the train strings nodes. I can position the train string nodes here. Something that I will do is to link the different strings to the strings here. String strings here, and strings on this area to the biggest points, and I will link strings here to this one. Now you can see all the content text is located here. We have content example one, content example two example three. But one of the problems is I want to have this on multiple line. This is why I complete with my special character just here, and I will be able to train the line break to deliimitation, to have this now on multiple line. If you link the tab to delimits also possible, but you will just be able to focus on more space here. It's not exactly what I want to do. I will focus on the line break. After to do this work, I can come back to my stringers, and one more time, we can focus on the character spacing if we need word spacing, and what we have is also the line spacing, and now we can work with the line spacing here. We have also a text box to reduce the text box if we need. Now, I can just repeat the process if I want to have my SD text. Let's repeat the process. I need to focus on the right. First note that I will use it's to add curves and I will select operation field curves, put field curves here. After to do this work, I will go right click add mesh we will create an extrusion with the operation extra mesh put trade mesh here. We can apply a specific value like for example offset, 0.4. After to do this work, I want to reverse because if I go on the back, it's not feel, as you can see, even if you work with hand gun, it's not feel on the back. This is why we need to add two nodes, and I can go and add geometry and rain the geometry that we will put here, just after the extrude mesh I need to reverse the curves also add curves, operation. Reverse curves and put the reverse curve just on the top of extrude mesh, and I need to link the mesh of the field curves to the curves or reverse curves. On the reverse curve, I need to link the curves to the train geometry, and now I can feel the sides just like this. This is the type of node that you can use if you want to in the geometry node, add text and add text on multiple line and then create an extrusion to have a three D render, just like this. I will move a little bit. I will go on the left just here. Okay. So we have special characters, string string strings, string string to curves, field curves, reverse curves, and this is the type of process. 218. Create ground part 1: In this training, we are going to see how to create a cro using the geometry nodes. Very interesting training that we can use to work with the geometry nodes. First things to do, let's kick on this cube and delete the cube. After to do this work, I will set my window. I will try and move the window here, and others explained before we can change for the geometry nodes editor. After that, we will add something add a mesh. But the first thing to do, let's click on the cube and create a new geometry not system, Zoom a little bit on this geometry not system and replace the cube with a plane. Right click Add, and we will select a mesh primitive and we will select the plane here, it's not exactly the plane it's secrete and we can put the grade here to link the mesh to the geometry. After to do this work, I can zoom little bit and I can change my value on the x axis, as you can see, I can tape six, and on the y axis, we can tape for example, eight. After we'll make more some division, but if we want to increase, we'll increase after that. Something important is to subdivide, so this is the reason for which I can click here. And I can increase the number of vertices, as you can see. About the number, we can change, we can put something like at least 40 and at least 40 to start, but we will be able to adjust after if we need. Let's just click here and come back to this view. After that, I want to crush the base of micron. Then for this, I will go right click add, and we will be able to add a geometry system using the set position, and I will put the set position just here. As as explained before, if I want to make something with distortions, I will be able to set to the offset something more. I'll go add on the add options, I will select directly a texture. And I will use a texture we have different type of texture that we will use and something that I will use, for example, it is just a noise texture and put the noise texture here. Link epic to the upset and we will obtain this render. But one of the problems is I don't want to work with this noise texture on all parts. If I don't want to work with all the parts, I need to go add, and I will select utilities and on the utilities where the vector combined X Y Z. When I combine X Y Z, I can define the C on the noise texture on er the Zdaxis to work only on the Zaxis. After that, I can work with the scale value just here to create more or something like that. If I increase the number of subdivision for micrid I can stay with a value of six, but I can increase the number of vertices with a value of 80, for example, and here on this axis 80 to start, but after we'll be able to do more things. I will upturn this render. Now, what is the. Is to add an element. And for this, I will use one of an extension, saplin tree for that when we go on add, we will be able to select a curves, and we will use the slapping tree generator. You can find this. I explain this how to work with the saplin tree generator in the extensions. And for this, I can click on this element and we can generate directly a tree. I will go on the options of this tree on this area. On the options, maybe I will change a little bit, focus on the geometry. On the geometry, we have a lot preset, and I will select something little different. I will use, for example, the do glass, just like this. Maybe it is a little bit, but if I want, I have the possibility to use the scale value, so I can reduce with my scale value here. But the scale value, let's step something to start with maybe a value of eight, just like that. I think it's still a little b. Let's work with a value of four. I will put this tree. I will try and move a little bit on the right, and now I will increase the size of my creed and we can make something really bigger with for example 28 here, and for example 40 on this direction. Like that. I can increase also the number of vertices here with 10020120. After to do this work, I will use little bit on my nose texture, increase little bit the scale value, maybe just like this here. Something that I will do, I can increase here is the level of details, we have the rootenss and the cularity I can reduce tlebit the culary like this. Here we have the distortion. If religions texture is not really good, we can also scale and we can go on click add. When we use the geometry, I can add in the operation transform geometry nodes, and not to transform geometry nodes. I can go on ad. And I will replace the noise texture. If I replace the noise texture, add selected directly texture and apply a s grave texture, I can also work with this one put on the Zal axis, and it is the same. I can scale like that here. Just a little bit. Here I have the dimensions on this area, and I can use the lacunarity and I will be able to obtain this type of render. Something that I can do also as there is a number of vertices. If now I reduce again the number of vertices like 4040, I will obtain more of this render. Now I can use again the scale value here. After to do this work, I want to put the tree here so I will go right click and I will add directly instance and stands on point and I will be able to put this here. One of the problem is I don't see my crude so I will need to go on add geometry, and I will select rain geometry nodes that I will put here and set the position to the geometry and the geometry to geometry to recuperate this view. The instance on point will be located on this area. This is how we are going to start. So we are going to start with this base, as you can see, and after to use this base, we have a work round. And we have also this element. Something that I can use also is, if I need, I can go right click and on the mesh primitive, on the mesh operation, we have different type of operation that we can use. I value, for example, the scale element just here. I can use the value of scale, as you can see, why it can be interesting can be interesting in the sense where I can reduce here the value for example for ten, and here's the value for 20. I can obtain this render, use my scale value just here. Like that. It depends also about your number of vertices and your number of vertices on this axis. I can do something like that, and I can use my scale value to increase a little bit and after if we need, we'll be able to use a subdivision surface. But we will do this after. First, I will slick phase and I will go on uniform just like this. Okay. Let's work with the scale value 1.7, and I think I can focus on 4040, it will be definitely okay. Just like this. 219. Create ground part 2: We're going to continue with the creation of this crow using the geometry nodes. Let's take a glance about what we have created here. We have agreed at the beginning with a scale element value even if here, you don't need to use this, you can use this, but you can also not use this. Here, we have a set position value with a combined xyz and a mus grave texture. And here we have instance two point in geometry and a group output. You can even use ad and when you click for example, utilities, you have different type of color, and you have the color ramp or RGB curves. Use the RGB curves, you can put the RGB curves just before not located here, it's better to put this one just before the combined xy and vector to the of st. Thanks to that, you can also apply some transformation using the RBGB curves, as you can see, and you can drag and move, for example, the element at your convenience to increase the view like this. And I can also add subdivision surface here. So when you go rightly, you can go add geometry. And when I go in operation, On the mesh operation, I will select a subdivision surface, and I can use the subdivision surface here and I can increase the value. If you increase the value, you will obtain different type of render like this. About the subdivision surface. If for example, drag and move the subdivision surface, you put the subdivision surface here, and you select the geometry to the geometry, it will be better about the render. This is why I will select my subdivision surface after the set position. Just like this. Now I can increase two, three, and four. We have the base of this cro. It is now perfect for this one. Something that I need to do is to put on my instance on point the tree. How to do this, I can go right click and I will select directly a geometry, read, and we will input. In the input, we will select a scene with the object info. As as explained for the object info, you can recuperate information of object outside and I can click here Cilic the tree, just like that. After I can link the geometry to the instance, just like that. Now I have multiple tree, as you can see on this area. One of the problems that it's definitely too much. Something that I can do just before the instance to point, I have the possibility to go on point and distribute point on faces, and I can link distribute point on faces here, just like this. I can set the density, reduce the Yes I will focus with the density here, 0.1, just like this. After to put this density to 0.1, I will be able to link the geometry to the instance. Now we have so much more or less tree and definitely it is great. I can set the value of my tree using the object in formations and just after I can add a new nodes. Let's put object in for here and right click add and we can select input in the scene, and as input in the scene, we will be able to add a constant value. And I can put my constant value here on this area, and link the value to the scale. Thanks to that, now, if I apply a value, I can have the tree, the size of my tree, so here it is the value of one. If it's not what I want, I can just put 0.2, and I will turn this render. I think 0.2, it depends about how you want to work. Maybe I can focus on 0.4, just like this. Depending on the density, you can change the density and you can change also the seed value to have something with different type of render, just like that. Perfect. We have created this base, so this is a base that you can use to create this type of work, and I just need to let just add the colors, not a specific texture, but just add the colors, and we can add colors for the first after subdivision surface and after the instance of point. Add materials and I will silk set materials put one here, and I will go right click duplicate and put another one just here. And on the options, I will activate the materials features, ratonew materials options just on this area. After two ratonew materials, I will click and plus here, and I will cratew materials. This one will be the materials for, for example, ground like this. For the ground, I will just change the base color for something in green. And I will apply so more dark green color, maybe like that, and I will increase the rootenss in this area. I will create a second material, click on pus, create the new materials. On these materials, it will be tree. We have a cro and we have the tree. On the tree material options, I will go on the base color. On the base color, something that I will do is to select something in brown, more darn bn just like this, perfect. I will increase the rootens just to put color in the scene, and I will be able to change my view. This is the view with the light I can also have the view with the materials here, and something that you can do in the set material value, after the subdivision surface, we can select just the c here. After here we can select for the tree, the material tree. It's perfect to create this scene. I can take a glance with this render just like this. Now something something that I will be able to do it's to change the light position, so I will click on my light, change the light position on the object properties and I will increase on the Zaxis after I will increase the value of my light and what I will be able to use to start may be 20,000, just like this. I think definitely it's interesting. Maybe I can increase a little bit more 40,000 to obtain this render. Now if you put the camera inside, you can go on the camera views, just like this. With my camera view, something that I can do, I can turn around and you can create a render with a specific view. I can select my camera just here. After two select the camera, I can click on this area and I can display my camera, for example, on the Zaxis here, change the location on the x axis, create a little rotation. Here, I don't have a backgrounds, but it's possible also to work with the backgrounds, and you can create a render like this. You can go and set camera views, reduce my focal lines. Just like this, I can reduce to maybe 20. Let's supply your values not animation. Let's supply a value of 20 on this area. You can just set a view like this using the geometry nodes as you can see. If I just click one more time on my cube, we're finished with the creation, and if you want to create an render, you can also create a render. You can go and render render image. So it is definitely a create exercise about how to work with all the base of the geometry nodes. As you can see, we have multiple trees here, we have a cru Here didn't focus on the material, but you can replace, for example, the tree materials by more real features, you can recuperate some texture as I explained before, and you can also recuperate some texture to have something more realistic, for example, for the cro. But here, the aim was to focus on the geometry nodes. Then you can crat the renders that you want. If I just come back here, I'm going to increase a little bit this. And I just want to show you a summary of what we have done with the geometry nodes, try to reorganize a little bit. I think it is definitely a great example about what you can do. Puts here here here, GB curve combined x y z, and the most grave texture. At any moment, you can come back to one of this node. At any moment, you can come back to y of this node and make some change. This is a summary about what you can do if you want to upturn this render. Okay. 220. Geometry convert points: We are going to see how to to point in the geometry nodes. It is possible to have a mesh and to convert this mesh to point and this is what we are going to do in this. First things to do, we have this cube here, and we can keep this cube, but we can delete the cube, it depends up what we want to do. But in this case You can create a base with a sphere in my example. But definitely I will go on add mesh, and I will start with the cube also. I will create a new geometry not system, but just on this area, we can remove the group input to the group output link, and I will go on add I will select a mesh, and in the upper and in the primitive, I will select directly the Ubisphere from here. I will link the Ubisphere to the geometry. Now you can maybe a value of two, just like that. After two I can increase the value of my radius. Let's work with two. After to do this work, I can convert two point. To do this work, I will go on right click add, and something that I will do is to select mesh operation, and we can use mesh to point, and you can link the mesh to point just like this. What you can see, you can see multiple point instead of the different vertices. This is the type of thing that you can do mesh to point. After you can work with the radius of this point, so you can increase or decrease the size of this point. Something that I'm going to do, it's here to tape 0.6, for example, not 0.60 0.06. Now I want to replace this multiple point by another mesh. How to do this. On the right here, you can right click add instance instance on point. You can replace the point by an instance. You can link here. I don't see anything because I need to link instance on this area like that. Something that we are going to do is to crat a new instance. I will go right click add instance, right click add mesh, and I will select a primitive and another UV sphere. But I will replace the point by the UV sphere as a instance. I can link the mesh to instance just like this. And now we have a multiple of UV sphere. But it is too big, so you can scale here. But something that you can do also is to go right click add input scene and I will select input constant and I will select value. Thanks to that, you can link the value to the scale to just scale the UV sphere proportionally just exit. Now I replace as you can see the point by instance. What is this instance, the instance is the UV sphere. U sphere has a base mesh to point, instance or point, and adding another mesh to the instance just ***. Here you can work with the size for the scale value. Something interesting is after you can increase the radius just here of your base, you can work with the number of rings or work with a number of segment. You can do anything that you want after. It is definitely not a problems, just like that. L et's tip here 0.08. Now, if I wanted to repeat the process inside, I have the possibility to duplicate this element. First thing to do, I will go right click add and I will select another geometry node, and it will be the train geometry nodes that I will place just here. I will use the mesh to point instance point sphere value and duplicate this four element with right click duplicate, and position this four element just here. L et's move the train geometry and the group output. Now what I will do. Here, this is a base our base Uvi sphere, and we can link the base mesh to mesh to point again, just like this. Then we can link again the instance of point to train geometry to train geometry, just like this. One of the problem is, I don't see anything because I have the same size for my vi sphere. Something that we can do, we can change here. Not the radius of mache to point. Here we can change the value, but it's just that the location is the same. This is the reason for which we are going to make something little bit and we need to add transformed geometry nodes. So I will go right click add geometry, and in the operation, I will use transformed geometry just like this. I will put my transformed geometry nodes just before the first mache to point just like this. Just before the first Mg two point, and thanks to that, I can change my scale value. I can use, for example, 0.2, just like this, 0.2, and here 0.2. Thanks to that, I have my order sphere inside. If it's too small, you can take 0.40 0.4, and you can repeat this process as long as you want, 0.4. I know my mage two point of this type of radius here is not going to change anything. I need to change the value on this area, 0.2, and obtain this render inside. If we take a glance about this here, what we have done. So concretely, we have the usphere at the base, and here, transform geometry, mesh two point, instance of point, join geometry, crop put. Here we have the Usphere, and you have the value. I just duplicate this part to work also with the usphere here, mesh, mesh two point, instance of point, join geometry, grout put, and Usphere value. But you can also repeat this process as long as you want, if you want to have multiple elements. You can also replace if you want this sphere. You can replace and or you can increase the number of segments, one more time number of rings. I can do the same thing here, the number of segment of the UV sphere and the number of rings here. And on the base, also, it's possible to make some transformation, as you can see. This is how you can convert mesh to point and what can be interesting concretely to do with this. 221. Geometry transform instances: We are going to see how to transform instance and for this, are going to use the geometry nodes, and we have this cube here, and First things to do. I'm going to delete this cube. We need to create a base. What base will do, I will replace the cube after biosphere, so we'll go add mesh. We can start with the cube. It will be pretty good. And I will create a new geometry node system first, and I will unlink the group input to the group output. Let's first go right click add and let's select a mesh. In this mesh, I will select a primitive, and it will be the UV sphere. Let's position the UV sphere here. Let's play the mesh to the geometry, just like this, first. Something that I would like to do, first, it's to convert the different vertices to point. For this, I can go right click add mesh. In the operation, you can find mesh to point. Let's slick mesh to point and position the mesh to point here, and you will be able to see a multitude of small point. If you go to the UV sphere, you can change the number of segments, for example, I can take 40 segment, 20 rigs, and why not crato radius with two just like this. This is the first thing to do. After I need to create instances. It means I will replace this multitude of point by something by instance. And we will use right click first, add in instance of point and link here. Concretely, what you don't see anything for a simple reason that we replace the point by a instance, but we don't have link anything on the instance here. This is why I need to link something on the instance. Let's go on right click ad and select a mesh. We will use a primitive and another uveosphere and position the ui sphere here. Now, what happened if I link the uvephere mesh to instance, can see a multitude of UV sphere here, it's little too big. If I want to see better, I can decrease the value. Let's tape 0.1 on the x axis, 0.1 on the y axis, and 0.1 on the z axis, and now I can turn this render. Something that I will do is to increase the radius here with four, I will change a little bit the ratio. I don't want to have the same ratio because I want to show you different type of things. Let's take some things that like zero point may be 0.24 on this axis and on the z axis 0.12, just like that. Now, from this, something that I can do it is to make some transformation with different different geometry nodes to transform this instance. I can go right click ad, and when you select mesh, you have different type of operation. Let's tt bit out. G on these directions. Yes, just like this. R click instance, and you can find rotate instance can instance translate instance. If for example, a drastic rotate instance, I can position this here. If I zoom little bit, and I zoom also little bit here, I can just crate a rotation of my instance on the x axis, as you can see, but also on the y axis, or again on the D axis. I can turn my instance. You can also focus on the pivot print but in this type of case, it will move all the sphere because you need to put something here, but I'm not going to show you this in this In this example. Let's come back on zero here, let's come back on zero here. You can move the instances, x axis, y axis and the taxis using the notes rotate instance after instance. Now let's put the propert put here. You can complete with Mrsing. I can go right click add instances scale instance. If you use the scale instance, you can put this here. It is the same. Can scale on the x axis, scale on the y axis and scale on the Z axis. Even if on the instance of point, you can use a scale value here. After you can use also a scale instance value if you want to create some transformation after just like this. One more time you can change the center, it's the same, you need to link something on the front because if you don't link something on the front concretely, it's not going to drag and move all the instance at the same time. So what we can do also, you can also create a translation. I can move here and I can go right click add instance and you can use translate instance. If I use a translate instance, you can go in this direction. You can move your instant on the x axis, move on the y axis, and move all the instances on the Zaxis. It is also possible. This is the type of thing that you can do with this type of geometry nodes. That's it, let them liter root and let them little bet all so I can drag and move. You can see an overview about what we have done just here to work with the instances and after you can create a rotation, scale the instance or translate the instance after this type of geometry nod systems.