Blender 5 Basics: Part 6 - Production Rendering | Aaron Ross | Skillshare

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Blender 5 Basics: Part 6 - Production Rendering

teacher avatar Aaron Ross, Artist, author, educator

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Topics include illustration, design, photography, and more

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Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Blender production rendering

      0:59

    • 2.

      Using the exercise files

      0:50

    • 3.

      Setting Output resolution and file options

      6:06

    • 4.

      Rendering to a relative path directory

      4:46

    • 5.

      Wrangling the UI for rendering

      3:27

    • 6.

      Optimizing offline Sampling quality

      7:54

    • 7.

      Analyzing image levels

      5:41

    • 8.

      Configuring the Video Editing Workspace

      3:26

    • 9.

      Setting video Output properties

      3:36

    • 10.

      Adding an image sequence

      2:47

    • 11.

      Checking the video file

      0:55

    • 12.

      Next steps

      0:44

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About This Class

I'm Aaron F. Ross, a 3D artist, teacher, and trainer with decades of experience in many different 3D programs. My knowledge of the whole field of 3D helps me provide deep insights into Blender. Whether you're a total n00b or a 3D expert, you will learn the most critical concepts and techniques needed to get up to speed in Blender 5.

Table of Contents:

Introduction

  1. Production rendering in Blender
  2. Using the exercise files

Offline File Rendering

  1. Setting Output resolution and file options
  2. Rendering to a relative path directory
  3. Wrangling the UI for rendering
  4. Optimizing offline Sampling quality
  5. Analyzing image levels

Video Encoding

  1. Configuring the Video Editing Workspace
  2. Setting video Output properties
  3. Adding an image sequence
  4. Checking the video file

Conclusion

  1. Next Steps

 

Download exercise files

Blender mouse and keyboard shortcuts

My website: digitalartsguild.com

First course in sequence: Part 1: Setup and Layout

Meet Your Teacher

Teacher Profile Image

Aaron Ross

Artist, author, educator

Teacher

Filmmaker, 3D graphic artist, musician, author, and teacher! I've worked in video production and 3D since the early 1990's. Around the turn of the millennium, I transitioned into teaching and training. Along the way, I've instructed students at every level, from middle school students to experts at production companies such as ILM. For many years, I taught 3D, video, and audio production to undergraduate and graduate students majoring in animation, visual effects, game art, and interior design. My expertise encompasses many leading creative software applications, such as Maya, Blender, 3ds Max, and Cinema 4D. I've written several textbooks and authored over 80 online video training courses. Sharing my knowledge and experience is a great joy for me, and I'm honored to help guide your jou... See full profile

Level: Beginner

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Transcripts

1. Blender production rendering: Welcome back. Aaron F Ross here once again with Part six of six of Blender Basics, The Bouncing Ball. And this is all about production rendering. Really important topic, actually, deserving an entire course. We're going to look at not just the basics of, let's say, how to define your output directory or your resolution, but we'll also go into the cycles render properties and set up those sampling settings to optimize speed and quality. So we'll get good quality images, but we won't have to wait as long for them. And then we're going to take those images and compress them into a movie that can then be uploaded to an online hosting service or whatever. So let's get started with production rendering in Blender. 2. Using the exercise files: Let's take a look at the exercise files for the course sequence. You should have downloaded those exercise files and extracted them at the very beginning of the course sequence. And within there, there will be three D scenes for the blender SEM files. There's an input textures folder for all the bitmaps applied onto objects, surfaces, and environments, and there are also output renderings. And for this course, we're going to be creating files. We're going to be creating an image sequence and also a movie, and I've provided examples of those, and I've named them with the word example in their folder name so that we don't have a conflict between the files that you're creating and these example files. 3. Setting Output resolution and file options: Before rendering our animation, we can take one last look at it in the Viewport. We can play that back at normal speed and check it, make sure everything's good. We can also analyze the animation in slow motion. That's pretty helpful. And that's found in the output properties. We previously set the frame rate at 30 frames per second. But if we go to that pull down list, at the very bottom, we have the option to choose a custom frame rate. And once we do that, then we see this base field, and that's a divisor for the frame rate. If we set the base to two, then our effective frame rate is 15 frames per second because 30/2 is 15. And if we rewind and play this back, the animation is actually playing back at half speed. Very good for analysis. And we can bring that base down even further. If I set it to a value of five, then the effective frame rate is six frames per second. Rewind and play that back. And now we can really clearly see any issues that might be in our animation. I'm pretty sure this is fine. So we can go ahead and stop that and set the frame rate back to 30 frames per second. Now we want to set up our output parameters for the rendering. Most importantly, the resolution, the number of pixels in X and Y, or the number of pixels horizontally and vertically. It's set to 1920 by 1080 or full high definition by default. You can leave it at that if you want. I'm going to reduce the resolution so that I'll be able to put a full frame within a panel on this screen capture. So, in other words, I want the image to be smaller than the available area just for the purposes of the screen capture itself. So I'm going to reduce the resolution. I'll set the X to 12 80 and notice that when I did that, the framing changed in the viewport here, and that's because the aspect ratio of the image is determined by the resolution. I'll set the Y value down to 720, and that's going to give me the same aspect ratio of 16 by nine as we had with the full high definition image at 19:20 by 1080. Below that, you'll see aspect X and Y. And this is not the aspect ratio of the image itself. It's not the shape of the frame. This is the aspect ratio of pixels. And this is pretty archaic. In the bad old days of digital video, there was such a thing as non square pixels, where you could, for example, cram more pixels in the horizontal dimension than you do proportionally in the vertical dimension. That's a very rare special case. Nowadays. 99.999% of the time, you're going to leave the aspect X and Y at one. We've set our frame range to start at frame one and end at frame 65, and that's what we want. Scrolling down, we want to set our file output options. And first, we want to talk about the media type. It's set to image. And you'll see you have some options here. You can also render to a video file. You don't want to do that. You always want to render to a still image. The multilayer EXR is also a still image. It's just a high dynamic range image. So you're never going to render to a video file in production, and there are a lot of reasons for that. If you render it to a video file, all your options are bad. Either it's going to be uncompressed, which means it's a mega huge file, or it's going to be compressed, which means it's going to have thrown away information that you can never recover. Also, if you need to stop and start the rendering, then you want to render to individual still images. And if you want to render on multiple computers, then you have to render to an image file. So there are a lot of reasons why you render to a sequence of individual still images rather than a movie. The production process is you render out to a numbered sequence of individual still frames that are either uncompressed or losslessly compressed. The default file format is P&G portable network graphics, and that is losslessly compressed. It just compacts the data without actually throwing anything away. Below that, we have the color mode. We have black and white, red, green, blue, or the default, which is red, green, and blue and Alpha. PNG has transparency built into it, but it's kind of an unorthodox form of transparency, and not all applications handle it very well, and we don't need transparency in our rendering anyway, because there's no part of the frame here where we can see the background. And so there will be no transparency in this shot. So let's set the color type to RGB. Below that, we have the color depth, which is the number of bits per pixel per channel for a standard dynamic range image, eight bits per each RGB channel will give us pretty faithful reproduction. We'll have a palette of 16 million possible colors, and that's usually enough. If you did need to do a lot of color correction in post, you'd want to save out to an EXR file, which has a very, very wide gamut, a very, very high dynamic range. So if you're just rendering out to a final image, then eight bits per pixel per channel is fine. We also see compression down here, and it's set to 15%. We want to turn this all the way up to 100%. That's going to compress the data as much as possible. And PNG is lossless, so it's not actually throwing any information away. It's just compacting it as small as it can possibly be compacted. And that takes a little bit longer. In this case, it's going to be fractions of a second. We're not going to notice any difference, but our file sizes will be smaller. 4. Rendering to a relative path directory: We've established our resolution for the rendered frame, and we've set our file format options. Now we need to set an output path and a file name. And that's this field here. We could just click on the Browse button, but if we did that, we would be setting an absolute path. An absolute path is the actual location of something in your file system. What hard drive is it on? Is it on a network drive? What precise folder is it in? What's the entire path to that location? But we actually don't want an absolute path. We want what's known as a relative path in which the path simply refers to some relative location. In this case, relative to the location of the actual scene file. Why do we want to do that, so that we can, for example, take our project folder here labeled exercise files, and let's say rename it or move it to a different drive or even a different computer, or even a different operating system. If we use relative paths, then Blender doesn't care where the SEN file is. That SEN file can be literally anywhere. It's going to render out to some directory that's relative to the current SEN file location wherever that might be. Okay, so that's why we want to do relative paths. It's going to give us flexibility. It's going to make it easier for us to find things, too. Because if we just leave this output as it is right now, it's going to save to a folder called TMP at the root of our system drive, and then it's just going to give it a file name derived from the current scene. So we want to plug something in here, we need to type it in manually. So the first thing we need to know is how do we indicate current location? How do we put in current location of this scene file? And in blender, that's done with two slashes, slash slash. Now, that's different from the ordinary convention in computing. Usually, double slash means some network location. But on planet Blender, double slash means the location of the current scene file. Okay, and that's going to be inside three D scenes here. So from three D scenes, we need to go up one level. And to do that, we need to put in two dots in the output path here. Type in dot dot. Next, we need to go down into this folder, which is called output renderings. So we type in a slash and then the name of that folder. Exactly. And if you put in some folder that doesn't exist, then Blender will create that folder. And we want that to happen. Actually, we want to create a subfolder for an image sequence. We don't want to have more than one image sequence in a single folder. That'll make them all get mixed up. We could think of the whole image sequence as a movie, and that needs to be in its own folder. So I'll put in another slash and then the name of a folder that I want Blender to create. And I'll call that BALL underscore 01. And then finally, we need to give a file name, so we'll put in another slash, and then our file name, which can also be BALL underscore 01. But there's going to be some numbers appended to the end of this. It's going to be a numbered image sequence. We want to separate this version number, version one from the image file number. Okay? So each image files got its own unique number. That's its frame number. We want to separate that from the version number that I put in here, ballo one. Separate that with another underscore, and then we indicate the number of digits to our frame number by hash symbols or pound symbols. And it's usually safe to use four digits. I'll put in four pound symbols or four hash marks. So this is going to save out to wherever the current scene file is up one level, down into a folder called output renderings. Then it's going to create a folder called ball 01. Within that, it's going to create a sequence of images called ball 01, and they'll be numbered 000-12-0065, in this case. That's how to set up a relative path for rendered file output. 5. Wrangling the UI for rendering: A our next step is to do some test renders in order to get the sample settings for cycles optimized for fast renders that have high quality. And that'll all be done in the render properties here. But we need to set up an interface for that because blender is not actually set up to do that very well. To illustrate, let's say I go down to frame 30 on my timeline, and I initiate a test render. I can do that by going up here to the render menu, and I can choose render Image or use the keyboard shortcut, which is F 12. And by default, that's going to launch its own window. And we can see our rendering is going. Now this is fine if we've got a multi monitor setup and we can put this window on a different monitor. But with a single monitor setup, it might be a problem. It definitely is a problem on Windows, because as soon as I go back to the main UI in order to make a change, that render window is now behind the main blender window. So that means I've got to somehow find that window. I got to bring it back, okay, from my task bar or whatever. This is really sub optimal in terms of user interface. So that's not going to work. There's also a rendering workspace, and we can go in there, and that's a lot better. We're now seeing the image viewer editor or area. But we don't need all this stuff. Right now, we've got a sidebar we don't need. We can get rid of that with the end key. We've got overlays and gizmos. We don't need any of that. We can turn all that off. Most importantly, we're seeing a half size image here, and that's no good. We need to see the image at its original resolution or one to one scale, go into the view menu and choose Zoom 100%. Okay, so now this rendering workspace is all set up. But if I go to render Image, it's still going to launch this other window that we don't need or want because it's doing the exact same thing as this area in that workspace. So I'm going to close that window, and I'm going to go into the preferences and change that behavior. Go to edit preferences. In the interface tab, open up temporary editors and set render in to image editor. And that way, whenever we render, the image editor will appear, and we won't have to worry about those floating windows. Now, as an aside, this is going to work fine in this rendering workspace up here. Just be aware if you're in some other workspace and you initiate a render, the image editor is going to appear in whatever panel or area had focus. Okay. So now I can do a rendering, and I can use the keyboard shortcut, which is F 12, and that render takes place directly in this rendering workspace. It's not in a floating window, and I have the ability to go back and forth between the rendered image and my settings in the rendered properties. 6. Optimizing offline Sampling quality: With our environment set up for test renders, let's take a look at the sample settings in the cycles renderer. In the render properties, I've got the render engine set to cycles and the device set to GPU compute. I strongly recommend that it's going to be a lot faster than the CPU in almost every case. I've already set my Viewpoort sampling settings in a previous movie in the course sequence. Don't need that anymore, so I can just collapse that. Below that are the render settings which are for the offline file output. To refresh your memory, a sample is a test for the color of a particular pixel. If we sample the pixel more times, we'll get a more accurate color rendition. The noise threshold up here allows adaptive sampling. And if the grain or the contrast between nearby pixels is greater than some amount, then more samples will be taken. Then at the bottom, we have denoising, which is a post processing effect, which is going to remove any residual noise. Let's do a render with just these default settings and see what we get. I'll press F 12, and then that starts to render in the image viewer. We can see the number of samples progressing here, and it keeps going up and up and up, but the image quality doesn't improve. This is an indication that we have too many samples. We can reduce the number of samples and still get pretty good quality. We also see the elapsed time over here. It took about 14 seconds to render that frame on my computer. I've rendered into slot one over here. We can render a bunch of images into different slots and compare them. Let's try slot number two and see what that looks like with no denoising. Let's turn denoise off, leave everything else the same. Press F 12. And what we'll see here is it's basically the same. We won't be able to tell really any difference. So the denoising is not really doing a lot in this case. Once that's finished, we can get in really close and examine this. Let's go to the View menu and choose Zoom eight to one, 800%. And navigating this panel with the middle mouse button, we want to see the reflections and shadows. Those are going to give us the clearest indication of any grain or noise. So this is slot two with no denoising. Let's take a look at slot one, and it's almost the same. Slot two and slot one are different, but slot two is only marginally more noisy than slot one. So that tells me that the denoising algorithm really wasn't that necessary in this case. Denising works with mid range amounts of noise. When there's a small amount of noise, denoising doesn't do much. When there's a large amount of noise, denoising is going to create artifacts. So let's take a look at that. First thing I'll do is I'll turn off noise threshold, so there's no adaptive sampling going on. Then I'll set the number of samples down to the minimum of one. And let's go to slot three and see what that gives us. One sample with no denoising, press F 12, and it's super grainy. Okay? That's what I expect to see with only one sample. There's just not enough information there to determine the color of a pixel with any accuracy. Okay, let's go to slot four and we'll turn on denoise and see what we get from that. And it's also going to be very fast because there's only one sample, but it's going to be a little bit slower because it has to run the denoise algorithm. Okay, we can see that there are some artifacts here, and it's blurry and kind of weird. If we compare slot number four to slot number two, we can see there's a pretty big difference there. Remember, slot two is a version with no denoising. Slot four is the version with one sample with denoising. And the artifacts are so extreme here that we can see them even if we go back to Zoom factor of 100%, the artifacts from the deniser are still pretty obvious here. And if I switch this back to slot two, that's the version with a high number of samples and no denoising compared to slot four, which is only one sample, but a high amount of denoising, and it's created a lot of artifacts. And especially in an animation, we don't want that because those artifacts might change from frame to frame causing flickering. Okay, so what can we do? Well, we can go back to a high number of samples, for example. We can set that back up to its default of 4,096. We can re enable the noise threshold and just increase the threshold. So if we set this to a higher value like 0.1, that's going to allow more noise. Let's go to slot number five now and press F 12. And that finished a lot more quickly, but it is noticeably grainy. We'll need to get in really close. Go back to the view menu and zoom back in to 800%. Take a look at this. So here it is with 4,096 samples, but with a high noise threshold, more grain is allowed to show through. It's not doing as many adaptive samples. Okay, so increasing the noise threshold did speed things up, but at the cost of reduced image quality. Well, what can we do instead? I'll turn the noise threshold back off again and set the number of samples to a relatively low number like, let's say, 64. And we'll render that into another slot, slot six, press F 12. And with 64 samples and no denoising, it was pretty fast. It took less than 2 seconds, but it is still kind of noisy. So let's turn denoising back on, and I'll go into the settings for that. I've got Invidia hardware so I can set my deniser to optics and then go to a new slot. Let's do slot seven. And once again, press F 12. And again, that only takes a couple seconds, and now it's looking pretty decent. I'm not seeing a huge amount of grain here, and it only took 2 seconds. So if I compare that to the first version, which is the default settings, there's not a huge difference there. Slot number one was the default settings with a low noise threshold, a high number of samples, and denoising. In this case, slot number seven is the version with no adaptive sampling, only 64 samples and using the denoise algorithm. And this is pretty well optimized. So I can go back to viewing with a Zoom factor of 100%. And again, compare slot seven to slot one, and zoomed out like this, I can't see any difference. And it rendered in less than 2 seconds instead of 14 seconds. So every scene is going to be different and even actually every shot is going to be different. You'll need to play with those settings to optimize your render times, but this is a good place to start. 7. Analyzing image levels: Before we kick off our animation rendering, I want to show you how to analyze an image. We can look at data about the image in order to evaluate if the levels are correct, if we're having issues such as oversaturation, and that's all done from within the image editor. We need to have an image there. And in this scene file, I don't have an image rendered yet, so I'll hit F 12, and that renders frame 30 with the cycles sampling settings we set up in the last movie. Now let's open up the side bar with the end key and go to the Scopes tab. And we have lots of ways of analyzing our image. This is a really cool feature of blender. Let's take a look at these. First, we have the histogram, and you may be familiar with something like that from a program like Photoshop. It's showing us the number of pixels that have various values. And the values go from zero or black on the left to one or perfectly white on the right. And we're currently seeing RGB. Each one of these curves is the red, green or blue channels, and the height of the curve indicates the number of pixels that have that particular value. This is telling me I've got a lot of red pixels and not very many black pixels. We can also display this in luminance or luma mode, and this is just showing everything as a gray scale. So we can see here there are a lot of pixels that have a value of approximately, let's say, 0.66 or something like that. Almost no pixels with a value of zero over here. Below that is the waveform monitor, and I can make that a little bit bigger by expanding that. A Waveform monitor is a type of test equipment for video production, and it's going to show us similar information to the histogram, but just display it a little bit differently. It'll be easier to see if I go down here, scroll down into the samples section, open that up, and if I turn on full sample, now the waveform monitor is sampling all the pixels in the image. Previously, it was just sampling 30% of the pixels just randomly. So we see in the waveform monitor a graph of the brightness at a particular horizontal location. And we can see these lines extending downward. Those indicate the slits in between these fence posts. So this is telling me at that location, there is some black area. And at this other location, it's white. And this ranges 0-100%. So that's the waveform monitor. And if you work in video, you're also familiar with the vector scope. That's down here, and this shows us the hue and saturation. The hue is indicated by the angular value here, and the saturation is indicated by the distance out from the center. A pixel that has a saturation of zero is going to be right in the center there. It's telling me that I have a lot of red, a lot of green, a lot of yellow, a lot of blue, and that makes perfect sense because I used primary colors for the bouncing ball. Finally, below that, we have the sample line, and that allows us to sample some particular area, and that's done by clicking on the sample line button and then clicking and dragging in the viewport. And as I hold my mouse down, I'm seeing an interactive preview of the histogram at that particular line, at that particular location. I can click on Sample line and draw a really small line here in this white area, and the histogram turns completely white. If I want to get rid of that line, I can click on Sample line and then just click outside the image. Okay, so those are the scopes, and it tells us a lot about our image. And what this tells me is that my image is well exposed. If it was poorly exposed, then the waveform monitor wouldn't go all the way up to 100. Or the saturation values would not go all the way out to the edge. The saturation of some of these colors is a little bit hotter than it should be. I can see that the green is going out beyond that circle. And if I looked really closely, I could see that this area here is a little bit overexposed. But you know what? It's going to go by so fast in the animation that we'll never notice that. I'll hide the side bar with the end key. And I'm now ready to kick off the rendering. Go into the render menu and choose render animation, and that'll render our entire image sequence. And that'll take a couple of minutes to render. We'll let that finish and then check the output. Once that rendering is completed, we can check the output in our project folder inside output renderings. We now have a folder called ball 01, and inside there, we have a sequence of numbered PNG files, and we can spot check these, load them into an image editor, and make sure everything is looking the way we want it to. 8. Configuring the Video Editing Workspace: We've rendered an image sequence, and now we want to encode that to a movie file. And amazingly, Blender can do that. Blender is not just a three D program, but it's also a two D compositing program and even a primitive video editing program. Pretty cool. You get all that for free. So let's import our image sequence and encode it to an MP four movie. To do that, we want to go into the video editing workspace. As you know, we have a lot of workspaces up here on the main Windows header, but there are more workspaces included with blender that can fit onto that header. So there's a plus sign on the far right. Click on that to add workspace. Go down to Video Editing and choose video editing. We can optimize this a bit. We don't need this browser over here. I'm going to hover my mouse in the lower left corner of this preview area and then drag my mouse over on top of that browser until my cursor tool tip says, Replace this area, release the mouse. And now I'm not bothered by that unnecessary browser. We can also hide this toolbar over here with the T key. And let's also turn off the gizmos and the overlays because we just want to see a preview of our movie. We don't need all that extra stuff. One thing about this that's a little bit unusual is that by default, we can't really do anything in this sequencer timeline. We have to reference a scene, and this is a strange concept in Blender that a scene file, which is the dot blend file, can have multiple scenes within it, and those scenes are completely siloed off and isolated from one another. And they can have completely different geometry, completely different animation, render settings, and there's no overlap between those scenes. And this is very, very strange. And there's no other three D program that has anything even remotely like this. In every other three D program, the scene file and the scene are the same thing. But in blender, you can have multiple scenes per file. So with this sequencer window, we need to reference our existing scene because we want to grab the render settings from the scene. Okay? Assuming that the currently loaded file is the one that we used to render our shot, we want to load that scene into this sequencer window. And that's done from this pull down list on the header. Browse scene to be linked. And if you click on that, there's only one entry in there because every blender scene file starts out with a blank scene, and that's the one we want to choose. So click on scene and now suddenly all our render settings have been loaded. We now have 65 frames in our timeline. And if we go over to our properties panel to the output properties, we can see the resolution and the frame rate are what we set previously. All right, we've set up our video editing workspace. 9. Setting video Output properties: We've set up the video editing workspace and we've set the scene properly, and that's loaded in the resolution and frame rate. But if we scroll down in the output properties, we'll see that we've still got the PNG output, so we need to change that. So instead of rendering out to an image sequence, we're going to convert an image sequence to a movie file. First thing is to put in our output path. I'm going to save into the output renderings folder, but I'm going to create a new folder in there called movies. And then within that, I'm going to create a new movie file, which is called ball 01. And by the way, on Windows, it wants us to use backslashes, but we can use either forward or back slashes to separate those directories in that path. So I'm going to be creating a new movie file in output renderings, movies, and that movie file is going to be called ball 01. Then we have the media type down here. We're going to switch that over to video. And it's, of course, going to be red green and blue. We want to check in on our color management and make sure that that is following the scene, which it is. Let's go into the encoding section here, and we want to choose our file type. Metroska or MKV is the default, and that's an open source standard, but the MP four standard is a bit better supported. So let's choose MPEG four as our container. Within that, we need to choose the codec or the compressor decompressor, and the default is h264, and that's the universal codec for video. Basically every device in the universe can read this, so let's leave it at h264. We have the color depth, and it doesn't really make much difference here. If you wanted a little bit extra quality, if you saw any banding in your image, you might choose a ten bit color depth. The output quality, I do want to change. Instead of setting that to medium quality, I'm going to set that to lossless. And this would be suitable for uploading to YouTube or whatever because a service like YouTube is going to recompress whatever you upload. So if you lossy, compressed something and then uploaded it to YouTube, it would then be lossy compressed again and you would have more artifacts. So I'm going to set the output quality to lossless. The encoding speed isn't going to make any difference for the final output in this case, but if we set it to slowest, that's going to usually give the best results. Now, I have Invidia hardware, and so it's likely going to be using the Invidia Lossless encoder. And if you have different hardware, you might have different options available here. But basically, you want to save out to something that is losslessly encoded. So if you're not able to set these settings, then you might want to investigate some of these others. For example, you could save out to QuickTime animation with 100% quality. And that's also a lossless Codec. ProRes is an Apple Codec that is lossy, but it is very, very good. Even though it's lossy, it's effectively lossless. Okay, those are some other options in case this doesn't work for you, but I'm going to be saving out an MP four file that's encoded with the h264 codec with lossless quality. 10. Adding an image sequence: With our output property set, we're now ready to import an image sequence into the sequencer down here, and I can zoom in on that using the scroll bar. The only area we're interested in is this 65 frames. Go to the header menu to add and choose Image sequence. Now you need to navigate to your image sequence. I've got a bookmark for the exercise files project, and my images are in the output renderings folder. Inside there is a folder for the image sequence, ball oh one. And over here in the options, we want to change this up a little bit. We don't want to move the strips. When we import something, we're allowed to move it around during the import process. I don't want to do that. I just want to import to the current location in time, which is frame one. And down here we have the fit method. You'll need this just in case the incoming image sequence doesn't match the current render output settings. It'll scale to fit, but you want to actually set this to use original size. That way, you'll be able to tell if there's any scaling happening. And then although there is a checkbox that says detect sequences, I have not been able to just select the first frame and have Blender automatically detect the sequence. I've had to select all of the frames. So I've selected frame one, scroll down Shift select the last frame. And with all those selected, click Add Image strip. And now we have the sequence loaded into Channel one of the video sequencer, and we've got 65 frames worth. We can play that back and see it's playing back just fine. We want to make sure we're not zooming in or out of this window as well. It is automatically set up to do that, and we never really want to do that. I always recommend viewing any image at one to one size so that one pixel on your image maps onto one pixel on your display. If you don't do that, then you'll get some weird artifacting. I'll go up into the View menu and choose Zoom 100% one to one. And now I'm absolutely certain that this is what I'm going to get when I render. All right, so that's all there is to that. We can now go ahead and execute this rendering by once again going to the render menu and choose render animation. And that's going to be very fast. It's just converting an image sequence to a movie. 11. Checking the video file: Our final step is to simply check our work and make sure everything came out right in the project folder in output renderings, there's now a folder called movies. And inside there, we've got our movie file. Bender appended the frame numbers at the end, whether we wanted that or not. I'm just going to change that, change the file name here to just Bolo one. And let's take a look. If you double click, it'll launch whatever movie player is associated with an MP four file. I've got the VLC player installed. That's an open source video player, double click, and that'll launch up. And I've also set it, so it will loop infinitely down here so I can evaluate that this is looking the way I want. Very cool. So that's how we do a bouncing ball and blender from start to finish. 12. Next steps: I Alright, at the end of this six hour course on Blender Basics, the bouncing ball, we have a finished animation. And along the way, we've learned all about the production processes in Blender, such as set up and layout, materials, camera, lighting, and, of course, animation. But we didn't really cover modeling in this course. However, I'm planning on producing some more courses in Blender, including modeling courses, and also courses covering topics such as advanced materials and my own personal favorite, which is advanced lighting. So stay tuned for more courses to come. Thanks for watching and goodbye.