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.