Blender for Filmmakers: Build a 3D Environment Around Green Screen Footage | Alden Peters | Skillshare
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Blender für Filmemacher:Blender für Filmemacher: Erstellen einer 3D-Umgebung um Greenscreen-Aufnahmen

teacher avatar Alden Peters, Filmmaker, VFX Artist

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Einführung

      1:43

    • 2.

      Erste Schritte

      3:21

    • 3.

      Aufnahmen-Keying in After Effects

      8:05

    • 4.

      Einrichten deiner 3D-Szene

      9:00

    • 5.

      Aufbau eines Bücherregalmodells

      5:25

    • 6.

      Aufbau einer 3D-Szene

      11:22

    • 7.

      Compositing und Rendering

      6:59

    • 8.

      Schlussgedanken

      0:32

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About This Class

Hebe deinen Film auf die nächste Stufe, indem du beliebige Greenscreen-Aufnahmen in eine detaillierte 3D-Szene umwandelst. 

Als Alden Peters anfing, die Welt der 3D-Animation und VFX zu erforschen, sah er darin eine Möglichkeit, seine Liebe zu 3D und Sci-Fi-Filmen mit Aliens und Robotern in Einklang zu bringen. Seitdem arbeitet Alden hauptberuflich als unabhängiger Filmemacher, Motion Graphics- und VFX-Künstler und hat preisgekrönte Projekte wie Friends of Sophia, Femme und Coming Out geschaffen. Jetzt möchte Alden anderen Filmemachern zeigen, wie sie mit 3D-Animationen den Produktionswert von Spielfilmen, Kurzfilmen oder Serien steigern können. 

Mit Alden als deinen Kursleiter wirst du:

  • Dein Greenscreen-Material aufnehmen
  • Deine Aufnahmen in After Effects eingeben
  • Deine 3D-Szene in Blender aufbauen
  • Deine Aufnahmen und 3D-Modelle zu deiner Szene hinzufügen

Ganz gleich, ob du lernen möchtest, wie man 3D-Szenen für einen Film erstellt, an dem du bereits arbeitest, oder ob du dieses Projekt als Sprungbrett für deine Karriere in den Bereichen Motion Graphics und VFX nutzen möchtest: Zu lernen, wie man Greenscreen-Aufnahmen in eine komplexe 3D-Szene umwandelt, ist eine der wichtigsten Animationsfähigkeiten, um deine Produktionsfähigkeit auf die nächste Stufe zu bringen. Du kannst das heute Gelernte auch nutzen, um einen einminütigen Film zu erstellen, indem du dir alle fünf 3D-Animationskurse von Alden ansiehst. 

Außerdem findest du weitere Details zu Add-ons, zusätzliche Software und exklusive Rabatte in den Kursressourcen. 

Allgemeine Kenntnisse über Blender und Adobe After Effects und den Umgang mit beiden Softwareprogrammen sind Voraussetzung für die Teilnahme an diesem Kurs. Sie benötigen außerdem einen Computer, Blender, Adobe After Effects, fSpy, eine Kamera, ein Stativ und einen Greenscreen. Alden verwendet After Effects 2023/2024. Wenn du eine frühere Version verwendest, ändert sich die Funktionalität von Alpha Matte und Luma Matte geringfügig. Wenn du mehr über 3D-Animation für Filmemacher erfahren möchtest, schau dir Aldens kompletten Lernpfad an.

Triff deine:n Kursleiter:in

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Alden Peters

Filmmaker, VFX Artist

Kursleiter:in

Alden Peters is an award-winning independent filmmaker whose films have played at film festivals around the world. In 2024, his queer sci-fi film FRIENDS OF SOPHIA starring Nana Visitor (STAR TREK: DEEP SPACE NINE) premiered at BFI Flare: London LGBTQIA Film Festival in London. FRIENDS OF SOPHIA is an expansion of his 2021 proof-of-concept short film which won directing, acting, and production design awards during its film festival run. In 2018, Alden directed FEMME, a heartfelt short comedy about navigating dating apps as an effeminate gay man. FEMME took the world by storm at over 40 film festivals worldwide, picking up awards along the way. FEMME stars Corey Camperchioli and Stephanie Hsu (EVERYTHING EVERYWHERE ALL AT ONCE), and is executive produced by Emmy and Golden Globe winner R... Vollständiges Profil ansehen

Level: Intermediate

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Transcripts

1. Introduction: If you've done a film, you know how expensive it is to do a company move from one location to another to another. But if you can shoot all of that in one space in front of a green screen and then add those backgrounds later, you can get a lot more coverage in a lot more locations for a lot less money. I'm Alden Peters. I'm a director, a motion graphics, and VFX artist. You might have seen my films, including a feature length documentary, Coming Out on Amazon Prime, and have also maybe seen some tutorials I've posted on YouTube and TikTok. I make independent films because maybe like you, I compulsively can't help but do anything else, and I use tools like Blender to try to manifest my imagination without the need for tens of millions of dollars. In this class project, we're going to take some green screen footage. We're going to bring it into after effects to do some keying. Then bring that keyed footage into Blender where we're going to build a 3D scene. Then we're going to go over some render settings and compositing in after effects. By the end of this class, you're going to have this shot walking through a library, starting with just footage taken inside an apartment. There are going to be five classes total, each one using different techniques in Blender. When you do all of these classes, you're going to end up with your own sci-fi short film. You should know the fundamentals of Blender before you take this class. To follow along, you're going to need a computer with Blender, after effects, a free software called fSpy, the camera and tripod, and a green screen. The fact that you're willing to dive in and learn a new skill in this class is already super impressive. I'm super excited. Let's get started. 2. Getting Started: Some notes about getting your green screen footage is that you don't have to be in a studio with a full green screen psych, you can use a cheap Amazon green screen like this one, which is what I did for the footage we're using. And I just used a Sony point-and-shoot camera. This is a ZV-1. If you're doing this project for a film, let's say, you're probably using a cinema camera or something similar, so your workflow will be a little bit different. But if you're doing this project for just something online or as cheaply as possible, tools like this will get you just as far. When you look at our footage because this is just a green screen in a living room, we actually see the rest of the room, and that actually works to your advantage. I find that whenever stuff is shot professionally in a studio where everything in the screen is green except the subject, if all the right tracking markers aren't put in place, it becomes very challenging to determine where that camera is. But if we can see the room, we can use tools like fSpy like in the first class to set up the camera exactly where it was. Some general things to look out for are even lighting on your green screen and avoiding green spill on your subject. Usually, the closer your subject is to the green screen, the more green spill they're going to get. That is green reflection on the edges of your subject. When you key your subject out, you might notice that there's still some green edges. There are ways to fix that, but as much as you can avoid it during production, the better. With one of these green screen fabrics that you're just hanging up, it would be better to steam or iron the green screen, but I'm going to show you how to do the process even if you don't. This is straight out of the bag, and I'll show you how to get good results even with that. Another thing to keep in mind is that a lot of the time when somebody is in front of a green screen, the impulse is to get really generic lighting, and then you're going to run into some problems later because that means the scene that you create in Blender is also going to have to be lit with that same kind of even generic lighting. One trick, even if your key light is a big soft light is to add some type of practical light in your footage as well. In this shot, there is a pink light that I'm walking toward as I grab the book, and that way, I can add that pink light into the green scene to make the footage and the background a little bit more cohesive. You'll recognize this sometimes when you see a Marvel movie or something where all the environments are lit really intricately except the subjects themselves seem to only be lit by a soft key. If you are intentional with what your shot is going to be and add the lighting in the production phase, you're going to get much better results. For this shot, my idea is that I'm going to start looking up at the ceiling of this library, tilt down to myself, I step forward, and grab a book off the bookshelf. I started this shot looking up so that my gaze is matching what this camera in Blender is going to be, so having an idea of what you want this shot to be like and how it's going to be composed is also going to be really helpful for you. For this class, you're going to need Blender, fSpy, and After Effects, you're also going to need a green screen, a camera, and a tripod. I put a link in the class resources with one of my YouTube videos about shooting in front of a green screen. So if you want more tips, check that out, shoot your green screen footage, and then meet me in the next lesson. 3. Keying Footage in After Effects: Now that you have your green screen footage, let's open After Effects and bring it into a new composition. There are three ways we're going to prepare our footage before we do the actual keying. First, we're going to increase the saturation of the green in the shot. Then we're going to denoise our footage, and then we're going to add a garbage mask around the subject so that we're only really keying the areas directly behind them. If you're using footage from a cinema camera, you're definitely going to want to talk to a colorist or someone on your team about the color space that you're working within. But something to keep in mind is that we can manipulate this footage as much as we want because the end result is going to be an Alpha Matte. To increase the green, we can add Lumetri color to our footage here. In Curves, Hue saturation. We can choose green and just increase this saturation a little bit. Next, we're going to denoise our footage. There are some built-in tools in After Effects to denoise footage, but there are also paid tools that are a little bit more powerful, including Neat Video and Boris Effects. Today, we're going to be using the Boris Effects denoiser, there is a 15% discount link in the class resources. Now we're going to add some noise reduction. There is this BCC Noise Reduction effect. We need to place it above the Lumetri effect, and with these sliders, we can adjust how much smoothing we are going to add to our image. If we also add an Unsharp Mask, set this somewhere 50-100, we can bring back some of the crispness in our footage. This is going to add some overall consistency to the green pixels with a little less chattering, which will happen later in our key. Sometimes in After Effects, when you stack up a bunch of effects, it can really start to lag, especially if you don't have a lot of RAM in your computer. So at this point, I'm just going to render out a PNG sequence of the footage with the denoiser and the green pixels saturate a little bit more, and then move forward with that. I already have that export prepared, so I'm just going to drag this into a new composition. Then move on to the next step, which is adding a garbage matte. If I hit Q, this will pull up the mask tool, and I'm just going to outline myself, hit M, that'll pull up the mask path keyframe, add a keyframe. Let's just move forward and just make sure that this mask is always surrounding. That looks like I'm always within that mask. From here, we can move forward with our key. To do that, we're going to add the Keylight effect. This comes already installed in After Effects. To start with, we're going to take this eye dropper and choose a green pixel. Immediately kind of disappears. In this drop-down here, we're going to change from Final result to Intermediate result. This is going to give us some more control down the road with the color spill. What you'll notice is that there's still kind of this haze of gray pixels around me. We can adjust that by viewing down here from RGB to Alpha. In this view, all of the black pixels are transparent. The white pixels have full opacity. And so we just need to make some adjustments to turn all of these grays into black. To do that, we're going to go down to the Screen Matte, we're going to clip the black and the white. If we go back to RGB. Another way we can do this too, if we need some additional control here is to add curves or levels, set them from RGB to Alpha, and then just pull back a little bit here to add some more transparency. The fact this isn't completely transparent, once there's a background there should be okay. Let's take the first 100 pixels or so and do a RAM preview. We're going to see what the motion on our edges looks like. We can see some kind of warbling here. If we don't do any denoising, that's going to be even more pronounced. But another effect we can add on here is Key Cleaner. If we reduce chatter and adjust some settings here, we're going to get a little bit more refinement on these edges here. Another effect we can add is Refine Hard matte, which is going to do a little bit more of the same. It definitely makes the edges a little sharp as is, so we can adjust some settings here to give it a little bit more softness. This is where you're going to notice After Effects starting to slow down a bit, as you can see in this RAM preview. But even if we just watch these first few cached frames here, we can see a much smoother edge here to the key. The last thing we're going to do is work on our spill. Thankfully, there actually wasn't too much spill in this shot, but we do see some green around some of the edges. To do that, if you do an Advanced Spill Suppressor, it should already be set to kind of like a green color, so it'll take your green pixels and make them a little bit more gray. But if you need some more refinement, you can change it from Standard to Ultra and actually choose the green pixel color if this isn't working for you. At this 0.2, I usually like to bring in any kind of image in the background just to see how this key is playing with something behind it. Sometimes if your background is extremely light or extremely dark, you're going to see different edges differently. Knowing, one, what your shot is going to ultimately look like, is it going to be a darker scene or brighter scene, is helpful. Then you can adjust all of the settings and the effects that you've added to make sure you get a clean edge. Once you've done all of that, again, it's time to export a PNG sequence. This time, you want to make sure your PNG sequence has an Alpha channel because we're going to use this as an Alpha matte. This is just because as you've seen, all of these green screen effects, do stack up and start to slow down After Effects. I already have one rendered out. I'm going to bring in our footage and set it as an Alpha matte. When I'm reaching for the book, I'm actually reaching beyond the green screen, so I am going to do a little bit of rotoscoping just to cut out my hand. To do that, I'm going to use Mocha Pro. There is a link to a 15% discount of Mocha Pro in the class resources. I like Mocha Pro because it gives you a little bit more control over the curved edges of your mask. You start with a track and then can refine the mask from there. But if you just want to use the pen tool and animate your mask that way, you can do that, too. Sometimes if you have some motion blur in your green screen footage, or you need a lot of extra hair detail for maybe frizzy your hair, you might need other tools as well. If you have a more challenging key, sometimes you need to bring in other tools for different parts of your shot. Once you have your final key, render it out as a PNG image sequence with an Alpha channel. Then in the next lesson, we're going to open up blender and set up our scene to match our footage. 4. Setting Up Your 3D Scene: Now we're going to start building out our scene in Blender. To start with, we're going to follow the same process that we did in the first class using fSpy. Take a single still from your green screen footage, bring it into fSpy and do a solve for the camera. Then you can bring that into Blender. The next step is to build some reference geometry of your room and your green screen. This way, our Blender project will all be to scale. This is also one of the benefits to seeing the room around the green screen. If you had nothing but a green pyk behind you, it would be really difficult to get the camera position accurate. Now we're in Blender with our reference geometry. Our camera has a background image of our footage, so if we scrub through, we can see our green screen shot in our camera. Next, you're going to want to download a model of a person. You can get this from TurboSquid, Sketchfab, or Blender kit. It doesn't really matter, all that really matters is the scale within the scene. If this came in a little bit large, we're basically going to scale this down and position it where we think the subject is in front of this green screen. I know that this is pretty close to the screen itself. This is how we're going to keep the scale accurate in our whole scene. I have stepped forward. I'm just going to hit Shift D and duplicate this model and move it forward until the scale seems about right. This is going to roughly block out the start and end position of the subject as if they were in 3D space here. I'm also going to add a cylinder and just have a reference point here for this light, which is also holding the book, but this is going to be the position of the book on a bookshelf. This is probably just in front of the subject, something more or less like this. With all of our reference geometry in place, now we can add our footage using images as planes. We're going to have to switch to viewport shading to be able to see this footage. But let's line it up as best we can to our model here. In your Shader Editor, this sometimes comes in as just a single image, so if you open again, hit A, and open image, you're going to get all of those frames in there. Then if it's not playing, it's because auto refresh isn't selected, so make sure that checkbox is ticked. Right now, our footage is on a flat plane, and the plane is in one position as the subject is moving forward, but it's actually not moving through 3D space. But if we animate this plane moving forward, it can cast shadows in the environment and add to a lot more realism. First, we're going to animate the plane moving forward to the second position where we have this reference person, and then to compensate for that scale adjustment, we're also going to animate the scale down. It's going to be a little bit of a forced perspective, but it will work. To start with, let's animate the location of our footage here, scrub forward until it gets to the second position, move it aligned with this reference, and animate a keyframe there. You can also animate the scale and try to scale it down so it matches the background image of the camera itself, because that has the footage without any scale applied to it. If we scale this down, we can also move it up and over a little bit and hit to add a keyframe here. What this is going to do is have our subject stepping forward through 3D space, and then landing in a second position and from our camera position here, if I turn off this background image and let's also turn off these reference, folks, it looks normal to the camera. Now, the book itself shouldn't be moving because it's going to be sitting here just on the bookshelf. After this keyframe, splice this images planes, if you go into tab and just add a loop cut, you can go to where the book edge is. Select this edge, hit P, separate by selection, and now we have two pieces of geometry here. For the second one, we're just going to delete those keyframes. The subject will be moving in 3D space, but the book will stay put. Then they will be aligned again once they get into the second position. I'm going to quickly create some reference geometry of other books. If I place this scale along the x, y and z axes to get this to be roughly book portions, I'm going to turn off this cylinder as well. If I go into modifiers, generate array, this create duplicates of your mesh here. We don't want it along the x axis, maybe along the y axis. If you hold down shift and slide the value over, it'll go a lot slower so you can get a more accurate number here and then increase the count just to get some idea of what that bookshelf is going to be like and grabbing this book off of the top. From here, keep adding more reference geometry, more books, and bookshelves, duplicate everything and get your shot set up, so you have rows of bookshelves throughout your scene. We're also going to add a new camera and animate a tilt down. Because your footage is a flat plane, if you have too much movement of your camera, you're going to see that that's flat, but if you are panning, tilting, tracking left and right a little bit and booming up and down a little bit, and you keep that perspective relatively similar to the perspective of the camera to your green screen footage, you're going to get a lot of parallaxing in your shot, which adds to the realism without destroying the illusion that you just have a 2D plane here in your scene. Now, here we are with our shot. We have the camera tilting and rotating down, the subject moving forward and then grabbing this bookshelf off the shelves. When you play this back in Blender, you're going to see the frames per second, and that started out at 23, but now we're doing three frames per second. Because the render times can take a while, it's really helpful just to do a test render to make sure all of your motion looks good. One way to do that is if you go into the output, set a save location. We'll call this Library Test 1. Here we can change this to video and encoding, change this to quick time. Then up here, if you go view, viewport, render animation, this is going to give you just a really fast render of of the view in your viewport. This is without any of the materials applied or any of the lighting. It goes pretty quick, and then you can play it back in real time. Here's what this shot looks like playing in real time. In our footage, we see some of the light in front of the book because it's resting on top, so when we're putting in our bookshelf, we just want to make sure we obscure that and only see the book itself and not the light that it's sitting on top of. Keep building out your reference geometry and get your camera set up, and then join me in the next lesson where we are going to build out a realistic bookshelf. 5. Building a Bookshelf Model: Now we're going to build a 3D model of a bookshelf, using an image and UV project. This technique can be used to build all sorts of 3D objects using photos and blender. In a new project file, bring in an image of a bookshelf. I got this one from Pixels. In Photoshop, I did make sure the X and Y-axes are as straight as possible. In a new blender project, bring in that image texture using images as planes, and then we're going to add a new camera. A little quick tip here is like, whatever perspective you're looking at in your viewport, if you add a camera, it's going to have that perspective. If you lock to one axis and then add a camera, it's going to have no rotation on that axis. We want it both of these perfectly aligned on our plane, if we add in the modifiers tab, UV project. Choose UV map. In object, choose your camera. Then if we move our camera forward and backwards, we can see that we are projecting this texture onto that plane. Here in the aspect ratio, we're going to want to put in the dimensions of this image, and this one is 5,931 by 3,959. Enter that value here. Now we have this image in the correct aspect ratio. If we move our camera forward and backwards, we can see it fill up that frame. The reason we're doing it this way will be clear in just a moment. The first thing we're going to do is go in here and add some loop cuts along the shelving because we're just going to extrude the shelves backwards. Then select all the faces of the shelves and hit E to extrude them backwards. If you do this extrusion, you might notice that you can see through the texture. Sometimes the face that's closest to the camera becomes transparent. This is a material setting when you use images as planes. In the materials tab, if you go to settings, instead of Alpha blend and Alpha clip, set it to opaque, and then you can see the material properly. Now we have this bookshelf here, if we are in edit mode and hit Shift + A and add a cube and line it up to one of the books on the shelf. Scale the X and Z-axes. Place it where would go on the shelf. Because we use the UV project modifier, we can add as much geometry as we want to this object, and it's just going to project straight onto it. If we keep adding books and scale them to the books on the bookshelf, we're going to end up with a 3D model that has all of this book detail. If you're doing this process and you notice some distortion, one thing you can add is the subdivision modifier again under modifiers generate subdivision surface. Again, make sure you set it to simple, and then you can increase this a little bit. As you can see down here on the bottom of the shelf, it's just going to straighten out some of those lines a little bit. I'm going to add another plane and just show you what happens if you're not using the UV project modifier. I'm going to add the same material, go into edit mode, and if you add a cube, it's going to project this texture arbitrarily onto that cube. If you tried to add a book this way, you'd have to keep having to reproject the material onto this geometry. But we can avoid all of that by using this UV project modifier. Continue this process. It can be a little bit tedious, especially if you have a bookshelf with a ton of books. But it's pretty simple. You just keep duplicating that cube, scaling it for the next book along the bookshelf. Then by the end of it, you're going to end up with a bookshelf that has a ton of geometry that's going to look really good when we add our own lighting. Here I have a finished bookshelf already done. You can see we have all this geometry, and when that's really going to sing is if we go into rendered view and add a couple of lights. Let's add a couple of point lights real quick. When this is in our scene, we're going to be able to see all of the detail of this geometry of these bookshelves. Which is going to look a lot better than if it was just a flat plane. Before we get to the next step, make sure that in the modifiers tab under UV project, you click "Apply". This is going to then lock that texture onto the image so you can append it into another project without having to rely on the camera itself. Build out your bookshelf by duplicating the cube and scaling along the X Y and Z-axes as needed, and then meet me in the next lesson when we're going to replace our reference geometry of bookshelves with this bookshelf. 6. Building a 3D Scene: We're going to import that bookshelf that we just made from that project file into our main project file. To do that, we're going to go to File, Append. Navigate to where you had your bookshelf project file saved and then you'll see all of these folders. You can append your camera, lighting, materials, anything from one Blender project to another but we're going to go into Object and click on the bookshelf that has the applied texture. We're just going to line this up with our reference geometry, rotate it along the z-axis. You might notice if you applied the subdivision modifier to your bookshelf, it might start slowing down Blender, especially as you duplicate this bookshelf again and again. But if we turn off the real time viewport on this modifier, we're not going to see it while we're just working, but it will be activated in our render here. Let's just get our scale relatively similar. I'm going to turn off the reference geometry. Then in modifiers, we're just going to add an array modifier. We want this to go the other direction, so just click -1. We can increase that count a little bit. Now that we're building out our scene on our own, we can also make the room a bigger than the reference of the living room where we shot this. We can also stack these array modifiers. This first array modifier duplicates the bookshelf backward but if we add another one, and then sometimes you have to figure out which of these factors correspond to the actual bookshelf because when you're rotating it around, sometimes it changes. But in this case, the vertical is y and we can duplicate this a few times to make the bookshelves higher as well. Now, let's add some lighting to our scene to match the green screen footage that we have. We have an overall even lighting. Then as the subject gets closer to this book, there's this pink glow. In the footage, it was a constant source of light. But in here, I'm going to gradually have this pink glow illuminate as the subject gets closer to this book. Let's go into the rendered view and start by adding an area light. We're just going to scale this way up, place it above our bookshelves, and let's just keep increasing this until we get something that looks okay. That roughly matches the illumination here. Maybe rotate it a little bit. We can also bring another one over here, rotate it back. Maybe give this one more of a cyan color. I'm going to add a point light, line it up with our book, which is right here. Make it that same pink color, and let's try something like 1,500. Something like this. Around here, let's add a key frame to that power, and then go back a few frames, set it to zero. This is going to gradually turn on as I walk forward. Then we have this pink lighting on the bookshelf and on the subject, and that's just going to make the two feel a little bit more cohesive. The next thing we're going to add is a depth of field to our camera in Blender. To do that, select your camera in the Camera tab here, turn on depth of field. When you toggle that down, we have a distance that we can adjust and an F stop. One thing that's helpful to know is if you go to the viewport display and click "Limits", this cross hair here is where your camera is focusing, so you can see how far that depth of field is. You can also choose an object that it'll constantly focus on. In this case, I'm going to choose the layer of our subject. Click the eye dropper and choose it to see what you're doing a little more extremely. Turn this stop way down, and then you can see with a little bit more precision exactly what's in focus. Then we can just bring that up until we have the depth of field that feels appropriate. Another way you can help avoid a repeating pattern is to take one book from your bookshelf asset, and then you can have a single book asset that you can place in shelves just to make sure we're not seeing the same pattern again and again. I used Midjourney to create this image that's like a baroque/Renaissance painting of a bunch of UFOs. We're going to make this into an arch ceiling above all the bookshelves. Rotate this along the x-axis. Place it above our room here, scale it up. To add an arch, if you go into edit mode, add a loop cut, with this edge selected, hit G and rise it up and hit Command B, and that's going to bevel it. Then if you scroll on your mouse, you can increase the resolution of that arch. I also want to add a little bit of detail to this texture as well. One way we can do that is by, let's see, UFO painting texture. If we just add another one, we can go into Blender kit, search for materials, type in painting. Let's do something like this. Now we have this abstract painting texture. What's nice about this is we have a bunch of images here in the material that we can copy and paste into our main painting materials. In particular, this is going to have a normal texture that has brush strokes, and this is just going to add a little bit more detail into our main painting. If we just copy paste the normal texture and the normal map and then plug this in here. This is what it looks like before. But then if we add this normal texture in, we can see some painting detail here. We can probably turn the strength down to about 0.5. Similarly, if we add a bump map, place it between our normal and our principled BSDF shader, bring our image texture into height, this is also going to give us some bump around the image texture itself. Then we can increase this intensity down to something like 0.2 on each of these. This is a way you can get a lot more detail into your image texture, give it more of a painter look. You can do that by pulling image textures from materials that you get from Blender kit. For the back wall, I'm going to add a material from Blender kit. But now I want to add some molding between the wall and the ceiling. To do that, we're going to model a shape of the molding, use an array modifier, but have it follow a curve along the edge of the ceiling. To do this, let's start by adding a cube. Move it up here for now. Let's scale it down a bit, add some loop cuts, and let's extrude this middle part in. Something like that. Then if we Shift, add a curve, and we can do a circle and then rotate at 90 degrees on the x-axis, and we're just going to try to line it up with the curve of this back wall here. If we go into edit mode by hitting Tab, we can choose the edge of the circle, move it along the x-axis. Move this up a little. We can also just move the handles themselves. Something like this could be a good starting point. To have an array follow a curve, you need the curve object and the object that has the array modifier in the same position. To copy and paste that position, there's just an add-on called Copy Attributes Menu if you toggle that on, you will be able to choose your object, then choose your curve, and then hit Control C and copy location. This puts your object down here because that's the origin point of your curve, but that's okay. Because now, with our cube selected, we're going to add an array modifier, and we're also going to go add modifier deform curve. For the curve, we're going to choose our circle. Here, if we increase this, we can see that our array modifier is moving along this curve here. If we scale it down, WE can have a little smaller molding. Then if we hit G, and then X, move it along the x-axis, we can control where it starts. Here, let's scale it down even more. Also select them both and move them closer to this wall here. Now with the cubes selected, we can just increase the count. If we tab in edit mode in our curve, hit A, right click and subdivide, you can even do it a couple times, we'll get a smoother curve. 7. Compositing and Rendering: Now, let's go over the Compositing tab in Blender. Similar to the shader editor, you can use a bunch of different nodes in the Compositing tab to do some compositing during your render. To make this work, you have to turn on use nodes, and you also have to render out a single frame. First, let's render an image. Once you have a shot rendered, it'll show up in the background here in the Compositing tab. It might be zoomed out a bit. If you hit V, you can zoom out, and if you hit Option V, you can zoom in. We're going to set up some nodes here. One of the first things I'm going to do is turn off Denoise because, in your render, Denoise happens at the end, but because we're going to be adding some nodes during the render, we want to Denoise the image before we start adding these other effects. We can actually just add a Denoise node instead. Here, Shift A, search and look for Denoise, so we're going to add that one. Shift A, and we're going to add lens distortion. Now, if we take our image, bring it into image, image here into image, and then from lens distortion, bring that into the composite and the viewer. Now, if we increase the distortion, we can see what's going on here, but if we add some dispersion, we can add some chromatic aberration, and if we keep this subtle, it'll just add a little bit of aberration along the edges, which just helps the image feel a little less crisp. We can bring that down to something like 0.01. Now, we're going to render our shot out of Blender, and then bring it into After Effects for some compositing. Similar to the last class, we're going to set up a multilayer EXR image sequence and set up our combined, missed, emission, and ambient occlusion passes. Because this is a green screen shot, we're going to want to render it out three times. We want a complete shot, we want to render out just the background with no subject, and we want to render out the subject on its own with transparency. To render out of Blender with transparency, you have to go into your Render tab, under film, choose "Transparent". This is true if you're rendering out a PNG image sequence or anything. But if you use the Compositor tab and you render out your shot here, there won't be transparency unless you set up some additional nodes. Let's go over how to do that. In our nodes here, we have our image going through Denoise and lens distortion, but we also want to run our Alpha channel through the same lens distortion node as well, so we're going to duplicate this, set Alpha to image, add a set Alpha node, bring in our image from up here, and set this image to Alpha. Be sure to drag the set Alpha to your Composite and your Viewer tab. This way, the image and the Alpha channel, both have the same lens distortion based on that node. Render out those passes from Blender and then meet me in After Effects. Here in After Effects, I have my main render of the whole image and also a background version that doesn't have the subject in it. For the Alpha pass, I just rendered out a PNG image sequence. Because this also includes the book, I really quickly masked out the book in this pre-comp and then just called this pre-comp Alpha Mat 2 so it's just the subject. Let's add an adjustment layer and add a Lumetri color, and just bring down the midtones and shadows a little bit. Next, we're going to add a light wrap. This is taking that clean background plate and wrapping it around the edges of the composited subject. We're going to use the Alpha channel, and we're going to use that background render to make this light wrap effect. Bring in your background render, we're going to call it lightwrap. We're going to add four effects to it: First, a fast blur, a set mat, a channel blur, and then we're going to duplicate that set mat and put it behind the channel blur. For a set mat, we're going to choose this pre-comp of our Alpha channel. On the first set mat, we're going to invert the mat. In channel blur, we're going to increase the Alpha blurriness, set it to something like 15, and you can see it creep over the edge of the subject here, and we're also going to increase the fast blur so it doesn't have almost like a transparent effect. If we set this light wrap to screen, it's also going to illuminate the edges a little bit. This is really helpful if the background behind your subject is very bright. In this case, the background isn't super bright, so we're going to bring the opacity way down. This technique will help the foreground and background blend together just a little bit better. The next thing we're going to do to blend the foreground and background a little bit is add a subtle blur to just the edges of our subject, so let's add a new adjustment layer and call this edge blur. Duplicate our light wrap, we're going to increase the opacity up to 100 and just drag this below our combined layer, this is just going to be an Alpha mat for our edge blur. If we parent the Alpha channel to that light wrap, we can see what we're doing if we add a fill effect. You can see that this adjustment layer is now applying to only the edges of our subject. If we add a camera lens blur, set it to something like two, we can soften those edges just a little bit to help blur the lines between the foreground and the background. In After Effects, you can add some final looks to your shot, similar to the last class, including a film glow or a film grain, and any other color correction you want to do. Then set up your render in After Effects, and let's take a look at the final shot. 8. Final Thoughts: Congratulations on making it this far. We covered a lot of ground. If you have any additional questions, put them in the discussion board. Don't forget that sometimes you're going to run into Blender crashes or you're going to have to rerender your shot multiple times because you accidentally kept a layer on instead of off. That's totally normal and part of the process, but stick with it, and I can't wait to see your final renders in the project gallery. Goodbye, and I'll see you in the next class.