Transcripts
1. Blender Camera & Daylight: Welcome back to this series on Blender Basics,
the bouncing ball. My name is Aaron F Ross,
and this is P three. It's all about camera
and daylighting. We'll set up a camera in
order to frame the shot, and we'll also apply
some basic lighting using a built in daylight
system called the sky texture. So let's get started
with camera and daylighting for
the bouncing ball.
2. Using the exercise files: Let's take a look at
the exercise files that I provided with this
series of courses. You should have already
downloaded the exercise files and extracted them in the
first course in this series. Let's take a look once again at what's in the exercise files. This is a project folder, and primarily we're concerned
with the three D scenes. Go in there, and we'll see
a series of scene files. Generally, there's a scene
file for every movie, but in some cases, there isn't. Also, these scene files generally flow from
one to the next. So a scene file, such as oh 302 oh two camera dot len is the begin state
for that movie, but it is also the end state
for the previous movie. And once again, to
refresh your memory, I provided all the scene files for the entire course
series of six courses. They're all in this
single package, and the scene files are numbered with first the course number, then the chapter
number, and then finally the movie number
within that chapter. Going back up. We also
have input textures. These are required in
order to open the scenes. You don't want to do
anything like change the input textures folder name. Otherwise, Blender
won't be able to find the textures it
needs to load the scenes. But you can change the root folder name or move it to a different
drive or whatever, and Blender should be able
to find the input textures.
3. Configuring the Quad View: Up to this point, in
our course sequence, we've only needed one
viewport at a time, either the perspective view
or the top view or whatever. We're setting up a camera, we probably want to
see our scene from multiple perspectives
or vantage points at the same time to get a really clear sense of exactly where things
are in our world. For that, we need a Quad View. We can invoke that with
a keyboard shortcut, which is Control Alt. And on the Mc, that's
going to be Control Option C. Now we
have a Quad View. We've got a single
perspective view, top view, front view,
and right view. This is going to make it
a lot easier for us to understand where things are
in relation to one another. We also want to be
in wireframe view to see things most clearly, so we're not distracted by
textures and backgrounds. We know, of course,
we can go into wireframe view from
the viewport header. You'll want to
memorize the keyboard shortcut for toggle wireframe, as well, and that is Shift Z. We'll toggle
wireframe on and off. I do want wireframe
to be on right now. We can hide our toolbar over here. We don't need
that right now. The keyboard
shortcut for that is we also want to frame all the
objects in all the views. And we previously saw that we can use a keyboard shortcut to frame an individual object or selected objects in
a particular view. For example, if I
select this ball, I can press the dot
key on the number pad, and that's going to frame
that object in that view. We could hover the mouse over
a different view and press that dot key and frame
the selected object. If you don't have a number pad, you can use the
menus to do this. And you will want to
go up to the View menu and you can choose
frames selected. That's going to work in
the current viewports. You need to actually
activate that view and then go to view
frame selected. If you want to frame
everything in all views, there are a couple of keyboard shortcuts you'll need
to learn for that. First, to select everything is the A key on your keyboard. A is just select all, and we can see that
in our outliner. There's a menu item to
frame in all views. We've got frame
selected Quad View. Or we could use the
keyboard shortcut, which is listed here,
control number pad dot. So going back to our
viewport, pull down control, press the number pad dot key, and now all four
views are framed to enclose all of the
geometry in the scene. And one last thing
I recommend is changing the transparency
of the viewport header. It is slightly transparent, and we can see that if we
go back to a solid view or material preview with Shift C we can see there's
transparency up here. Well, that actually changes the composition of this window, and it actually makes it
harder to read menus, for example, I can navigate
with Control Middle Mouse. And we can see that header transparency
is actually causing the menus to fight with
the scene geometry. I want to disable
that transparency. Go into the edit
menu to preferences. Go to the themes tab, open up the three D
viewport section, scroll down to the
bottom of that, open up the theme space, and we have the header on
the left is the color. On the right is the transparency
or the Alpha channel. Click on that, set the
Alpha to a value of one. And now we have
an opaque header. That's not causing
visual confusion. And notice, if the Alpha
is not set to one, it does shift all the
geometry in the view here. So that's just
another reason why we want to set that
Alpha to a value of one. Okay, and I'll go back
to Wireframe Shift Z, and we're ready now to create
a camera in the next movie.
4. Creating a Camera: The default Blender scene
has a camera in it already. But at the beginning of
this course sequence, I erased everything that was in the default Blender scene. And so this scene doesn't
have a camera in it. Let's add it. Go into the viewport menu and
choose Add camera. And that camera is
created at the origin. If we go to the
object properties, we can see its location is 000. It's got some non zero
rotations, though. Let's investigate.
We can zoom in on that camera using control
and number pad dot. It's oriented so that
it's kind of tilted down. And we can get in closer here in this right view with
Control Middle mouse. I want this to start
out being level, not tilted, and also
not panned in any way. So I'm going to set
the rotation X to 90 degrees and then
rotation Y and Z, drag my mouse across those, set those to zero degrees. And now that camera is
kind of neutralized. Now, if we back out again,
control middle mouse, it is very, very small. We don't want to scale it. We want to change its
viewport properties. And to do that, we'll
need to go into the camera object
data properties. Our data properties are
found in this tab that has a green icon that icon changes depending upon
what's currently selected. Right now, it has the look of an old school film
camera. Select that. Go into viewport display, and increase the size, set that up to maybe 1 meter. Okay, so we created our camera and we can move it around
like any other object. We can choose the move tool, which is G and
position that camera, and we can look in all the
various views, get oriented. Maybe orbit in that perspective. So we can now sort of get our camera set up in an
initial starting position.
5. Working in a Camera View: We've created a camera and positioned it roughly
where we want it to be. Now we need to look through that camera and
see what it sees. To do that, first let's go back to our material
preview mode, pull down shift and
press the Z key. That'll toggle off
our wireframe mode. Then we want to go to
our perspective view, and we have on the right, an icon that looks
like a camera. Click on that. Now we're looking through
that camera's view. And depending upon which
kind of navigation we do, we're either going to be manipulating this
viewport in a two D mode, or we're going to be dropped back into an
ordinary perspective view. And this is a little bit
strange behavior of Blender, but that's what happens. So depending upon which
navigation you try to do, you'll get different results. First, let's talk
about Zoom or dolly. And that's the control middle
mouse keyboard shortcut. We're just doing a two D Zoom. Notice that our
camera is not moving. Okay, so we can set that so that the camera frame
line as indicated by this rectangle is taking
up most of that viewport. We can also position the camera frame within the viewport using
shift and middle mouse. So we can position that maybe so that none of the
viewport elements are crashing into our frame I'm going to just set
that to be in the center. So if we move using shift middle mouse or if we zoom using
Control middle mouse, we're operating on the viewport
and not on the camera. But if we just orbit
using the middle mouse, suddenly we're dropped back
into a perspective view, and we're not seeing the
camera view anymore. And this is a bit
strange behavior, but you'll hopefully
get used to it. We can click on the camera icon, and now we're back
to our camera view. If we enable this
little padlock, now, when we do anything to
navigate in this camera view, we'll actually be changing
the camera's transforms, not just changing our view. Okay? So if I do
shift middle mouse, I'm changing that
camera's position, left and right and up and down. We can see that in
the other viewports. If I do control middle mouse, I'm dollying that camera
forward and back. If I do an orbit with
just middle mouse, I'll be orbiting
around the center of the world or around
the selected object. If I select my ball
and middle mouse, I can orbit my camera
around that selected ball. Okay, so I can just
frame this up. I can control middle mouse
and dolly back a little bit. So now I'm taking in
more of my scene. Another thing you
need to know about camera and perspective views in Blender is that in this
standard three D viewport, you're not allowed
to see through the camera lens and also see
a third person perspective, like a director's point of
view, at the same time. You can either look
through the camera or your perspective can be an objective director's
point of view. And you actually cannot do both of those things
at the same time. You would think you'd
be able to load a perspective view into one
of these ortho viewports, but you actually cannot do that. If you need to see through the camera lens and have a
third person perspective, you'll need to actually
open up another window. So I can open up a new window, and I can make that
my camera view, and I can switch that to
material preview mode. I can zoom in two D with
Control Middle Mouse. Once I have that established, I can padlock that and I can change whatever
other options I want. Like, for example,
in a camera view, I might want to turn off all
overlays and all Gizmos. Turn off all that stuff. So now what I'm seeing in this floating perspective window is just the camera
view and nothing else. So it's really, really clear
now what I'm dealing with. So I can go back to my main
viewport and I can turn off Quad View with Control
Alt or control option C, and I can turn off the padlock and middle mouse
drag and I'm now orbiting. Now I've got the
situation where I can see a third
person perspective of my entire layout and also see through the camera
lens at the same time. Just to make sure that my
lighting is exactly the same, I'm going to go into
this three D viewport, material preview options and turn on scene lights
and Scene world. Now I've got a really clear
what you see is what you get representation of what I would get when I
rendered this shot.
6. Adjusting Camera Data Properties: Let's take a deeper look
at the camera properties. First, I just want
to hide the header in this floating
three D viewport. I'm not going to be using that. It's just cluttering up my view. I can right click
on an empty spot and choose header, Show Header. I can always get that back
if I need it by clicking on this tiny little down facing arrow in the
upper right corner. That'll restore the header. If I want to hide it,
I can right click and choose header and
disable Show Header. Okay, so now let's talk
about the camera properties. We previously saw that we could change the
size of the camera, and we do that by
selecting the camera and going into the camera's
object data properties. And in the viewport
display section, we have the size of the camera. That's just how big it
renders in the viewport. It doesn't actually
affect anything except the visual appearance of the camera here in the view. And by the way, this big
opaque arrow pointing up indicates the top
of the camera frame. Also in viewport display, we see pass part two. That is a French word. That means a frame
that has a mat. Okay? So this is the transparency of the area
outside of the camera frame. This rectangle is
the camera frame or what's inside the
renderable area of the camera, and anything outside of
that doesn't get rendered. We do want to see slightly
beyond the edges of the frame so we can have a clear sense of exactly what's in the frame
and what's not in the frame. But we don't really need
to see this very well. We can dim that way down by increasing the opacity
of the passpart. So if I drag that upward to
give that a larger number, we see that we have a darker
area here outside the frame. I'm going to turn that
up to a value of 0.9. The main thing that we do want to concern ourselves with in the camera properties is the focal length or the angle
of view or field of view. And that's right up at the top. We see focal length. And that's how far the camera
lens is zoomed in or out. And it's set up to
use millimeters. On a real camera, there's
an effective focal length, which is the distance from the center of the lens
to the camera sensor. This focal length is not usually the literal distance from
the lens to the sensor. For a composite lens, that focal length is a
value that will give a crop factor if it
were a simple lens. Okay, so maybe that's
a little bit too technical because, in fact, in CGI, we don't often
care about this, at least for straight
up animation. If we're trying to match to some existing footage that
was shot with a real camera, then this would all
be very important. And the focal length and
millimeters would interact with the camera sensor
size down here in order to produce a particular crop factor or a Zoom factor. So we could set this up
so that it corresponded to some actual
camera measurement, the sensor size
of a real camera. By default, it's
set up to act like a DSLR or a digital single
lens reflex still camera, not a motion picture camera. Okay, so for the purposes of straight up animation and not
trying to match to any kind of existing background image or plate or something shot
with a real camera, then we don't actually really
care about millimeters, and we don't actually care about focal length, real or virtual. We want to set the lens
unit to field of view. Now this field of view
value reads out in degrees, and that is the degree value of the horizontal
arc of the camera. The camera is represented
in the viewport by a pyramid that indicates the area that is
visible to the camera. That's called the frustum. And the angular value
from the left side to the right side is this field
of view metric in degrees. If we increase the field of
view, drag that to the right. We'll be zooming out, and the shape of the camera
frustum changes accordingly. If we have a really
extreme field of view, then we get some
serious distortion in our final camera output. And by the way, this
is an issue because the way a CGI camera works
is it's a flat projection, but the way a real
camera works is it's a spheroid projection or
a barrel distortion lens. And in a real lens, when we have a wide angle shot, the objects in the center become larger relative
to objects on the edges. But for a CGI camera that
doesn't have barrel distortion, it does the exact opposite. So that just complicates
things if you're trying to match to an existing
camera footage. Okay, so for our
purposes, though, we only really care about
this field of view, and we can zoom in or zoom out. A naturalistic value for this might be something
like 45 degrees, and that might correspond to
more or less the amount of perspective distortion that we would see with our naked eye. Let's set this to whatever looks good in your
particular shot. This Zoom factor here is
going to interact with the dolly or the distance
from the subject. So we would need to also do a control middle mouse here
in the view in order to position our camera to take in our entire layout according
to whatever field of view. So those two are going to
interact with one another. A
7. The aesthetics of framing: To conclude our brief
discussion of cameras, I want to talk a
little bit about the theory of the
aesthetics of cameras. Why would we choose a particular camera framing over another? That's going to be determined
by our artistic intentions. What are we trying to
convey with this shot? And it fundamentally breaks down into whether we want the shot to be an objective framing
or a subjective framing. An objective shot is one
that's just trying to tell the story of whatever's
in front of the camera, but without any particular bias, without any particular
point of view, whereas a subjective
framing is taking on some point of view
or some vantage point. And a subjective framing could be from the
point of view of a particular character
within the narrative or not. It could just be a shot
that draws attention to itself as being from some
unusual perspective. Maybe it's from an
extremely low angle that a human viewer would
not generally be able to assume.
So let's do that. We'll do a subjective
shot from a low angle. I'll select the ball. And then in the floating three D viewport, middle mouse drag, and I'm orbiting
around that ball, and I can bring that camera down really low so that
it's pointed upward. And that's a low angle shot. This is a subjective
point of view. It's not necessarily from the point of view of
any one or anything, but it's a subjective framing. Likewise, if we orbited upward and looked from
an extreme high angle, this also has a very
subjective character to it. It's really giving
the impression that we're looking through
the eyes of some thing. Maybe it's a bird. So those are
subjective framings. Another example would be if we did a really
extreme close up, I'll middle mouse drag and go back to the framing
I had before. With that ball still selected, I can zoom in on that with
the number pad dot key. And now I've got a
close up on that ball. And again, this is a kind of subjective shot because
especially for a bouncing ball, this is not an angle that we would normally
be able to see. So it's kind of the
magic of cinema. If we're doing a shot like this, then we also want to
think about focus. And I mean focus both
figuratively and literally. We want to draw attention
to a particular subject, so we're focusing our
attention on that object. But we also want to control
the blurriness of the shot. We want our subject to be in sharp focus and things that we're not
drawing attention to, like the background, be in soft focus or
even totally blurry. And we can do that through
the camera properties. I'll select the camera
in the outliner view. Go back to those camera
data properties. And there's a section
labeled depth of field. Open that up. In cinema terms or
photography terms, the so called field
is a range of distances away
from the camera at which a subject
will be in focus. And that field itself
has fuzzy boundaries. But basically, if we
have a deep field, that means things at a wide range of distances
are going to be in focus. They're going to be sharp. If it's a shallowed field, that means only a narrow range of distances are
going to be in focus. It's a naval depth of field. And we can set our
focus distance numerically and bring
the ball into focus. Right now, the focus
distance is at 10 meters away, so
everything's blurry. We can set that
value numerically, but we can also just choose to focus on a particular object. And to do that, we can go to this field here that's
labeled focus on object. Click on the eyedropper
and then click on some object either in the
viewport or in the outliner. The outliner is a bit
more predictable. I'll click on ball. And now
the ball is the focus object. We see the ball is in focus and the fence in the
background is out of focus. We can make that more extreme by changing up these aperture
values down here. For example, I can bring
the F stop down to 1.4, which is doing a really
extreme amount of blur. Okay, so that's another
subjective shot. I'm going to turn depth
of field back off. I'm going to dolly back
out, control middle mouse. And frame this up as a more
or less objective shot, making sure that I'm not seeing any of
the background here. So I want to zoom
in or dolly in, and I want to frame this shot
more or less objectively. I'm not trying to
give the impression of looking from some
special point of view. I also probably want to preview the motion
of my animation. I can select the ball and go to the move tool with
a G key and kind of preview that motion in my floating three D viewport and figure out, Okay,
is my framing right? If the ball is at
this distance away, it looks like in this case, it's going to be
a little bit too close to the bottom
of the frame. So I can either move the ball closer to the
background object. Or I can change my framing. Let's say I do want the ball to be more or less centered
over the ground plane. That would mean I need to
change my framing here. So, again, I can
middle mouse drag, and I can shift middle
mouse, change the position. So this is a sort of
quasi subjective view. It's kind of a low angle, but it's not really super
drawing attention to itself. So that
feels about right. And if I really want to
be precise about this, I can select the
camera and just make sure that it's not
panned left to right, that it's looking at
the shot straight on, go into the object properties. I've got rotation X, set that to a value of 90 degrees and that'll
level the camera out. Okay, so I don't want that. I'm going to undo that control Z. I can set Y to
a value of zero, and it didn't make a lot
of difference there, but it rotated the camera, so it's more square
to the world. And the same with the Z axis. I'm going to set
that to zero also. Okay, now I've
framed up my shot, and we're ready to proceed
with lighting and rendering.
8. Interactive production rendering with Cycles: We're now ready to add natural
daylight to our scene. We could render that in EV, but it's not going to be a
very high quality rendering. It's not going to have
bouts light and so on. For that, we need Cycles, which is the
production renderer. At the beginning of
this course sequence, we set our preferences to use whatever graphics processing
unit is installed, and now we're going
to put that to work. I've got a floating
three D viewport here, and I've currently
hidden the header, but I need to bring that back. So I'll click on
the little arrow here at the very top right, and I'll need to
expand this window a bit to get at all of the icons, especially those
on the far right. There's just not enough room. We can't hide any of
this other stuff. We can minimize
the menu, though. We can right click
on an empty area and disable show menus. And now we've got
a hamburger menu there. That helps a little bit. So we need to be able to get at these viewport shading
modes on the far right. Currently I'm in
viewport preview mode, and that uses EV, which is the viewport renderer. If we click on the
far right button rendered viewport
shading, currently, nothing will happen because the default production renderer
in Blender is not Cycles, which is a bit unexpected because Cycles is a
far superior renderer, and one would expect that that would be the
production renderer, but it's not set up to be
the production renderer. EV is set up to be the production renderer.
So we need to change that. I'm going to switch this
back to material preview. Go over to the property panel and go to the render properties. And at the very top, we
see render engine EV, and a lot of the settings
that we see down here are going to
be specific to EV. If we want to change
any of the EV settings, the current render
engine must be EV. As soon as we switch this
over to anything else, we cannot access
those EV properties. In order to change the
properties of a renderer, it needs to be the
active render engine. I'm going to set this to Cycles, and we see the device is
set to CPU by default. I'm going to set
it to GPU compute. And as I mentioned, at the beginning of
the core sequence, that's going to
drastically accelerate the render process
by a factor of ten. It's going to be ten times
faster or even more. If you have any issues, if, for example,
Blender crashes, then you'll want to go
back in here and set the device back to CPU.
That's always safer. Okay? The render
engine is Cycles, and the device is the GPU. I can go back to my camera view and enable rendered
viewport shading. Click on that, and it
may take a moment, but now we're seeing a very
high quality rendering. Now, it's not that great
aesthetically right now because we haven't added
any real lighting. We're just using the HDRI image that we used for
material testing. So we will want to add a Sky
Texture in a later movie. But now we have
Cycles in effect, and we can turn that
back off again by going to the material preview.
9. Assigning Hotkeys: I want to detour for a
moment into customizing the Blender interface because the Blender UI is a
really mixed bag. There's some great
things about it, like the node editor
or the shader editor. That's really well designed. But there's some really
big problems with the Blender user interface,
especially around viewports. As I mentioned, we can't have a camera view and a perspective
view at the same time, so I had to open up
this separate window, and that actually creates
problems as well, because now I've got this clutter from
this header up here. And if I hide the header by right clicking and choosing
header, show header, now I can't get at the buttons in order to change
the viewport shading mode, and I need to be able to
do that, especially if, for example, it's a heavy render and I need to stop the process. I'm going to re
enable that header by clicking on this
down facing arrow. And I'm going to
assign hot keys or keyboard shortcuts, and
that's really easy. We can just right click on something and assign
a keyboard shortcut. I can go up here and
right click on any one of these shading modes and choose assign shortcut and
then press a key. I've already researched this. The F five function key
is not used for anything, so I'm going to press F five. And now I can get at that
menu by pressing F five. Position my cursor anywhere
in this view, press F five, and I can switch to
one of the other modes such as solid or F five, again, go into
material preview mode. If I press F five and
go to rendered mode, I invoke Cycles, and we may want to pause the rendering without going into a
different render mode. And there's going to be a pause button on the extreme far right. But again, if I have
a small window, I can't get at that button. So I'm going to assign a keyboard shortcut to the
pause button, as well. I'll right click on
that pause button and choose assigned shortcut, and I'm going to
use the pause key on my keyboard. Press pause. And if you're on the
Mc, you may not have a pause key, use something else. But I've assigned the pause
button to the pause key. So if I press the pause
key on my keyboard, I'm not rendering anymore. Okay? Press the pause key again, and rendering is re enabled. Hover on my mouse
over that view, press F five, and I can switch
back to material preview. And having done all that,
now I don't need the header. I can hide that permanently and still get at these super
important controls. I'll right click and
disable Show Header. And that's how to assign
keyboard shortcuts or hot keys.
10. Wrangling Workspaces and Areas: I want to talk a little
bit more about customizing the Blender interface because especially if you're going
to use the program a lot, you really need to
optimize that interface because it's not set up like it would be for a
normal three D program. Again, because Blender
developed in total isolation, it's got a lot of really
weird quirks around it. I had to create this floating three D viewport
in order to have the ability to see through the camera lens and see a perspective view
at the same time. That is a solution, and it would work fine if
I had a different monitor. I could put this three D
viewport on that other monitor, and that would be fine. But if I have a single monitor, it's kind of a problem because it's covering
other stuff up. Now, luckily, it does float
above the main interface. But that also means
that wherever it is, it's going to be
obscuring something, even the main menus. If I go into the
menu to File Save, for example, that menu is hiding behind this
three D viewport. So I'd have to
move the viewport, and it gets very
annoying very quickly. What we want is just a
conventional setup where we have a four viewport
layout that allows us to load whatever we want into each one
of those panels. Blender doesn't
want us to do that. It's not set up for that. We can do it, but we have
to jump through a lot of hoops just to get to kind of
a standardized interface. We actually have
to rejigger all of the Blender interface in order to optimize it for usability. So I'm going to get
rid of this three D viewport, close it. And by the way, when you
close a window in Blender, it's a permanent operation, and you cannot get
back to those settings unless you went through and
did them all again manually. Okay, now I've got a four
viewport layout, the Quad View. But again, I can't have a perspective view and a
camera view at the same time. I also can't have different shading modes
in different quadrants. If we choose, for example, the material preview mode, it's going to apply
to all the viewports. If we choose the
production rendered mode, that again is going to apply
to all of those quadrants, and that is really never,
ever what you want. That's going to put a huge
load on your computer, even with the GPU. So that's a terrible
idea, as well. So what we need
to do is actually build our own
interface in Blender. So I'm going to start
by going back to the non Quad View control Alt Q. And I'm going to now
create a new workspace. I'm in the layout workspace. I'm going to make a new one.
Click on the plus sign on the far right of
the workspace tabs and choose duplicate current. Now I've got layout OA one. I'll double click on
that and rename it. I'm going to call this 14 views. Now I'm going to modify
this panel layout. And that's done by
hovering the mouse near the corner of one
of the areas or panels. When you bring your
mouse close to that, it turns into a plus sign. And this can actually bite you. This is a really common
thing with new users is they accidentally click and drag on this and they don't
understand what they did. They actually create another
area. But that's by design. If you click and drag
on that little corner, and you drag on top
of something else, you have the option to replace
that other thing or move this area to that other thing
or split the other area. Okay. So now I've got an up and down layout,
top and bottom. I can divide this one as well
and divide this other one. Now I've got four areas, and I can load different
things into each one of those. I'll leave this user
perspective as it is, go to this user perspective
and load the camera in there. And then over here, I'm
going to go to my top view. Click on Z, and I
want to go over to the negative Y view
in this fourth quadrant, which is going to
be the front view. Click on negative Y. Now
I've got what I want. I've got those four viewports, and I have independent
control of each one of those. I can set their shading mode, or I can set whatever
display properties I want for each one of those. I'm going to first minimize the menu so I can get
at more of those icons. Right click on the header
and disable show menus. I can get at those menus from
the Hamburger menu here. I want to go into the Gizmos
and disable Navigate. Because I'm going to use
the keyboard shortcuts. I'm also going to go into the header and just
hide it entirely, right click Show Header. Now I've got my
perspective view. I can navigate with the
middle mouse button or shift middle mouse or
Control middle mouse, and that's all good. Same thing with this
top orthographic view. I'm going to right click, go to header and disable Show menus, go into the Gizmos and disable the navigation Gizmos and then right click and
disable the header. Same thing over here, I'm just going to
repeat that process. Right click, hide the menus, go into the Gizmos and hide
the navigation Gizmos. And again, finally, right
click and hide the header. I previously set up a keyboard shortcut for the shading modes,
which is F five. So I can press F five here and go into solid
mode, for example. You go over here and press F five, go into
solid mode there. Or I could do ShiftZ
which will go into wireframe and I can do
that over here too, Shift Z. Now, actually, I can go
back up to the header for this camera view and once
again, hide the menus. And on the header,
I'm going to hide all the gizmos and
all of the overlays. So now this is
just a camera view and then finally right
click and hide the header. So this is now a very
conventional layout, and there's no weirdness. I have the ability now to choose shading modes for each
particular viewport. So I can hover my mouse
over this camera view, press F five, and go into rendered mode
in that camera view. And I've got a
Cycles render here, and I can go into these other
views and navigate around and not do anything weird
with my Cycles view. I could, for example,
select the ball and then press the G key
and move that around, and we can see that it's updating in our camera
view for Cycles. Okay, so I've got a new layout. And if I want to go
back to a single view, I can go back to
the other layout. And this is the traditional
Blender layout. If I go back to my four views, I can illustrate that I can actually maximize
a particular view. There is a keyboard
shortcut for that, which is control and space bar. But that's going to
maximize that view and take over all
of the interface. So I lose my properties panel, I lose my outliner, et cetera. Now, we can work around
that if we want to. We can load up a
new window and put our outliner and or
properties panel in that floating window and
that way preserve that. So there's always a workaround. If you really want
to go that deeply into customizing the UI, I will leave that as
an exercise for you. I can go back over here and go back to a
material preview mode, F five, and go back
to material preview. Now this layout is going
to get saved in my scene, and that's a thing in Blender. Blender actually stores
the entire user interface inside each scene file. And again, this is
extremely unorthodox. No other program has this. Blender stores the user
interface in the scene file. So if I want to use this four viewport layout in the future, I will need to use this scene. Okay. Well, right, well, that's kind of weird. What you would do
is you would delete everything out of your scene. You just have a blank
scene, and at that point, you could say file defaults,
save startup file. And that would finally save this new custom layout
for all future scenes.
11. Optimizing Cycles in the viewport: We've assigned the
Cycles renderer as our current render engine over here in the
render properties. Let's invoke that in this perspective you
where I've zoomed in on the ball so we can analyze the quality
in the viewport. And I set my keyboard
shortcut F five to enable the viewport
shading menu. I'll choose rendered. And that's going to take a sec. When it's finished rendering, it'll say rendering done
up here in the upper left. And it looks kind of grainy. The Cycles render engine is of a type called a Monte
Carlo renderer, and it fires out rays from the camera in
a random pattern. Additionally, it's testing
each pixel multiple times in order to determine
the color of that pixel. And because of the random
firing of those rays, different pixels get tested
different numbers of times, and so we get this grain effect. We can control that in the
sampling sections for Cycles. There's a viewport
sampling section and a render sampling section, and render is your final output. The viewport is the interactive
production renderer, which is what we're
seeing currently. We have MAX samples, Min samples and the
noise threshold amount. Max and Min samples are how many samples are going
to be taken on each pixel, and the noise threshold determines when the
sampling will stop. If we turn noise threshold off and navigate in the
view just to make sure that we've updated
what we'll see here is our sample count
goes up and up and up, and it's still
rendering, even though it looks finished, all
the grain is gone. It was forced to go all
the way up to 1024 samples because we disabled
the noise threshold. If we set samples to one and then navigate on
our view with middle mouse, we'll see it super grainy. This is only one sample
per pixel. Okay? So we want to find just the
right number of samples, and that's what noise
threshold is supposed to do. I'll re enable noise threshold, and I'll set the max
samples back to 1024. And we can adjust
the noise threshold to control the number of samples and therefore control the amount
of graininess. If we set the noise threshold
to its maximum of one, then we're not going to
get the 1024 samples ever. We've got a really
high noise threshold. We're allowing a lot of noise
in our final rendering. If we bring the noise threshold down to, for example, 0.01, now it's going to calculate
a lot more samples, and in fact, it went
all the way up to 1024. So the noise threshold of 0.01 was essentially the same
as setting it to zero, meaning there is
no threshold and go ahead and calculate
all of the samples. Well, we're going to trick
this out. We're going to set this to optimize it so that we have very few samples for
extremely fast interaction, but it'll still look pretty
good in our viewport. Right now, if we navigate, it's going to take a
long time to update. Now, by current standards, this is a long time. By historic standards, this
is incredibly super fast. Okay, so I'm going to
set my MAX samples down. Set it to the minimum number that's going to give
me a nice clean look, and that might be
something like 256. And again, I need
to refresh my view. So that's pretty good.
It's not perfect, but it's better
than what we had. We could increase the
number of minimum samples, but that's not actually
going to do very much. It just means that we're never
going to have fewer than, in this case, eight samples. But if we combine all
this with denoising, we can get really
fast interactivity with extremely clean
renderings in the viewport. I'll open up the denoise
section and turn it on and we see the denoiser
is set to automatic. The options you see
here will depend upon what hardware
you have installed. I'm going to choose optics because I have Invidia hardware. Okay, so now we also
have the start sample, which means, at which point
is denoising going to begin? So if we set, for example, our MAX samples to 16 and our minimum
number samples to eight and our start
samples to eight, what that's going to do is
it's always going to calculate eight samples then it's going
to denoise at that stage. It's going to start denoising after it's done eight
samples per pixel. And it's only going
to go up to 16. It's never going to go
any higher than that. And we have really fast
interactivity in here. As soon as I release the
mouse, boom, it's done. There's no waiting. So this
is really highly optimized. It's going to depend upon
each particular scene, whatever lighting you
have in your scene. But these are pretty
good settings for viewport interactivity or interactive
production rendering.
12. Adding a Sky Texture: For natural day lighting, there's a system built into Blender called the Sky Texture, and that's a procedural
texture that generates a high dynamic range
panorama that can illuminate the scene and also optionally
provide a backdrop. We're not going to
use the backdrop. We just want to
provide lighting. So we're going to swap out
this environment texture with this high dynamic range image for the procedural Sky Texture. I'll go to the world properties, and we see the Sky
Texture parameters listed in the color section. We want to replace this environment texture
with the Sky Texture. Click on the yellow dot, and that's going to allow us to replace this node in
the shading network. Click on that yellow dot. We get a menu, and in
the texture section, you want to choose Sky Texture. And now that replaces the image based
environment texture node. And if we navigate around in this user perspective view
with the middle mouse button, we can see that there is
actually an environment now. But there's no sun
in the sky here, and that's because EV doesn't actually support the
Sky Texture fully. If we wanted to use this in EV, we would need to
create a light object. We can set the light object
to be of the type sun, which is going to be a
distant light source. So we could get a similar effect as the Sky Texture
would give us. But we don't
actually want to use EV as our production
renderer, in this case. We want to use Cycles because it has bounce light and retracing, and it just has much
higher quality than EV. I'll go over to my camera view, and I want to go into viewport
Shading mode rendered. And because I've
hidden the header, I can't get to that, but I
created a keyboard shortcut, which is F five, which allows me to access the
viewport Shading menu, and I'll choose rendered. And now we see a cycle's
rendering in this view. And it looks very similar. And the reason is that
although there is a sun in this cycle's rendering, the sun is actually coming from the positive Y
quadrant of the world. In other words, the sun is actually behind the fence here. And if I hide the
backdrop object by toggling its visibility
off in the outliner, now we see the sun shining
directly into the camera lens. Okay, I'll re enable
that backdrop. The most basic thing
we can do with the Sky Texture is move the
sun's position in the sky, and we can do that with the
sun rotation parameter. We and drag on that slider and we'll be rotating
the sun around, and we can start to see the
sun creep out from behind that backdrop object and just
keep increasing that value. And if we bring it
all the way up to a value of 180 degrees, then the sun is coming
from behind the camera. So there it is at
about 180 degrees, and we've got a shadow cast from the ball
onto that backdrop. Well, obviously, this is
super, super intense. It's way too bright. We need to art direct the look
of our Sky Texture. We'll do that in the
following movie.
13. Art directing a Sky Texture: To artict the
natural daylighting coming from the Sky Texture, we want to work with the
Sky Texture properties. I want to first enable
Cycles in this camera view. We got a keyboard
shortcut for the viewport shading menu F five. I want to be in rendered mode. Now we've got the interactive
production rendering. And we can see that the sun
and sky is way too bright. We can reduce the strength in
the world properties here. Now, we could deal
with this other ways. We could go into
our render settings and change the exposure, but that might
complicate our lives. So just to keep things simple, I'm going to reduce the
strength of the Sky Texture. I'm going to bring that way
down to a value of 0.05. And now I don't have any
overexposed areas in my shot. I'll probably need to
change that strength again later once I
finally settle on where I want the sun
to be in the sky and the color of the light coming from the Sky Texture and so on. We've seen the sun
rotation parameter. That's going to
control the angle of the sun around the horizon. There's also the sun elevation, which controls the angle of
the sun above the horizon. With a high sun elevation, the sun is coming
from high in the sky. With a low sun elevation, the sun is coming from low in the sky, nearer
to the horizon. And notice that the color of
the light actually changes. So this is actually a
physical simulation of the sun and sky. And as the sun goes lower
closer to the horizon, the rays of light are passing through more layers
of atmosphere, which causes that light
to become orange or gold. And the hour just after
dawn or just before dusk is known as golden hour in photography
and cinematography, because the light is gold. So we just want to artert this, set this to something
that we like. I'm going to set my sun
rotation to nearly 180 degrees. And the reason is I'm concerned about the shadow of the ball. We'll see this in more
depth in the next movie. But I want to be able to make sure that the first frame and the last frame of my animation will actually precisely match. So it'll be a looping animation. And I want not just the
ball to leave the frame, but I want that shadow to
leave the frame as well. So I'm going to set
my sun rotation to approximately 180 degrees. Additionally, we can account for different
weather conditions. What we're seeing
here is sunlight on a very bright sunny day. In this shot, there
are no clouds between the sun and our set or layout. We can't actually add
clouds in our Sky Texture. Some renderers will
actually generate clouds, but blenders cycle Sky
Texture is not one of them. But we can at least change the quality of the light
that reaches our set. And one way we can do that is by changing the size of the sun. This is an angular value that represents the size of
the sun in the sky, and it's set to a
naturalistic value. In other words, this
is the actual size of the sun in the sky as seen
from the surface of the Earth. If we increase the sun size, we'll effectively
give the effect of the sun being behind a cloud. And if the sun size
is up high enough, we actually won't
get any shadows. Let me bring that
down to let's say maybe ten degrees or 11 degrees. And now we see there is a shadow cast upon
that backdrop object, but it's a very blurry shadow, and that's because the
sun is very, very large. And this is giving the effect of the sun being behind a cloud, and the cloud acts as a piece of giant diffusion gel that's
scattering all the light. Okay, well, if the sun
were behind a cloud, then the intensity of the sun would be
reduced accordingly. I can bring that sun
intensity value down, and that's going to
cause the overall color of light to become more blue because now with a
sun intensity of 0.1, the sun itself is very dim relative to the light
coming from the sky. That would mean I would need
to increase the strength accordingly in order to
get a good exposure, maybe I could bring
that strength up to like 0.2 or something like that. So now, this is the effect
of a very cloudy day. So we can adjust
these parameters in order to get different
looks to our daylight. I'm actually going to set
this back to a sunny day. Set the strength back to 0.05, my sun size to 0.5 degrees
and the sun intensity of one.
14. Lighting and shadows in compositions: The last detail I want to
take care of in directing the Sky Texture is taking into account the fact that this
is not a still image, but rather an animation. And additionally, it's
an animation that I want to cycle endlessly. And that means the first frame and the last frame
need to match. Otherwise, there will be a
discontinuity or jump cut. That means that I
want the ball to be completely out of frame on the first frame
of the animation. And I want the ball
to be completely out of frame on the last
frame of animation. But the ball is not the only compositional
element that's moving. The shadow of the ball
is also important here. So to see that, we need to enable Cycles in
this camera view, hover my mouse over
that camera view and set the viewport
shading mode to rendered. And I've created a
keyboard shortcut for that F Bive set
that to rendered. And now we're rendering
in Cycles in that view. And I want to move my ball around and sort of
preview my animation. And I can also preview
the shadow of the ball. In the front orthographic view down here, I'll select the ball. I'll invoke the move tool with the G key and preview
my animation. So here's where the ball
might be on frame one. And we can see the
ball is out of frame, but the shadow is in the frame. And then in the middle
of my animation, ball's going to be
on the ground here. And at the end, it's going
to be somewhere off camera. Pretty close to the ground
because it'll have bounced, and it'll land over
here somewhere. Okay, well, I'll need to bring that ball pretty far over to the right in order to make that shadow fully
leave the frame. But I have freedom to do that, I think, at the end
of the animation. I can just extend my animation
a little bit farther. Whereas at the beginning, I don't want there
to be a long gap between the first frame of the animation and
the first frame of the actual action when
something actually takes place. So just artistically,
aesthetically, I think I want this shadow to be out of frame at the
beginning of the animation, but the ball to be just
barely out of frame. So that means I
probably want to adjust the sun rotation
parameter or property. So I'm going to reduce
that sun rotation and set that to be something
less than 180 degrees, maybe something
around 160 degrees. And I'll check the result. So here, at the beginning
of my animation, both the ball and the
shadow are out of frame. In the middle, the ball and the shadow are
clearly visible. And this is good,
too, because now the shadow is more interesting. It's not just, you know, the sun coming from
directly behind the camera, Sun's coming from
somewhere off to the side, a traditional key light setup. And then at the end
of my animation, we can see that the
shadow is still visible, even though the ball
is out of frame. That just means
I'll need to extend my animation a little bit. So the ball and its shadow can completely
leave the frame. Okay. So I think I've art
directed this pretty well. I've got good daylighting here, and I've taken into
account the fact that this is not a still
image, but an animation. And that concludes our course
on camera and daylighting.
15. Next Steps: We've seen how to create a
camera and frame a shot and also how to apply basic
daylighting with the Sky Texture, and I snuck a couple
other things in there, such as how to create hot
keys and wrangle a workspace. So now we've got our shot set up and we're ready to animate. And that's going to
take two courses. The first hour of
that is Part four. That'll be the basics of keyframe animation and how
to set up a basic rig. And then P five will be
the Finesse of animation, talking about interpolation
between keyframes and also animating deformations
for squash and stretch. I'll see you in part four.