Blender for Filmmakers: Create Floating 3D Objects | Alden Peters | Skillshare
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Blender for Filmmakers: Create Floating 3D Objects

teacher avatar Alden Peters, Filmmaker, VFX Artist

Watch this class and thousands more

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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.

      Introduction

      1:27

    • 2.

      Getting Started

      1:01

    • 3.

      Project Setup

      12:00

    • 4.

      Building 3D Scene

      10:07

    • 5.

      Add Imperfections

      10:23

    • 6.

      Glitching Effect

      7:04

    • 7.

      Rendering from Blender and Compositing in After Effects

      4:26

    • 8.

      Final Thoughts

      0:26

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About This Class

Reimagine the world around you by learning how to bring any 3D object into your footage and levitate it within your scene. 

When Alden Peters first started exploring the world of 3D animation and VFX, he saw it as a way to combine his love for 3D and sci-fi films filled with aliens and robots. Since then, Alden has gone on to work full-time as an independent filmmaker, motion graphics, and VFX artist and created award-winning projects like Friends of Sophia, Femme, and Coming Out. Now, Alden wants to show other filmmakers how to use 3D animation to boost the production value of any feature film, short, or show. 

In this class, Alden will teach you how to add 3D objects to any footage and animate and adjust the materials of those objects within your scene. Created for filmmakers who want to add 3D objects to their projects, these lessons will show you how to utilize 3D objects to seamlessly integrate more details, VFX, and motion graphics into your films. 

With Alden as your guide, you’ll:

  • Setup and build out your 3D scene within Blender
  • Insert your 3D objects and animate their position
  • Add materials and surface imperfections to your objects
  • Create a glitch effect within your scene

Whether you’d like to direct an independent sci-fi film one day or you want to utilize the power of 3D in other types of videos, you’ll leave this class knowing how to incorporate and composite 3D models into any production footage. You can also take what you’ve learned today to create a one-minute film by watching all five of Alden’s 3D animation classes.

Plus, you can download a free pack of surface imperfection materials to add to your 3D objects in the resources.

General knowledge about Blender and Adobe After Effects and how to navigate both softwares are required to take this class. You’ll also need a computer, Blender, Adobe After Effects, fSpy, a camera, and a tripod. RGB lighting will be helpful but isn’t necessary. Alden uses After Effects 2023/2024. If you’re using a prior version the Alpha Matte and Luma Matte functionality changes slightly. To learn more about 3D animation for filmmakers, check out Alden’s full learning path.

Meet Your Teacher

Teacher Profile Image

Alden Peters

Filmmaker, VFX Artist

Teacher

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... See full profile

Level: Intermediate

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Transcripts

1. Introduction: So much of all of our day to day, we are abiding by rules that we have no control over, but especially when you're working within the sci-fi genre, you're able to reimagine the world around you. Hello, I'm Alden Peters. I'm an independent filmmaker and VFX artist. You may have seen my work on TikTok, on YouTube, or some of my films on Amazon Prime, YouTube, or Revry. Experiencing people's reaction to your own work is the best part of the filmmaking process. When you do VFX in Blender, it feels like putting on a magic show for everyone. In today's class, we are going to take 3D objects, add them into our production footage and have everything levitate. We are going to go through the process of downloading 3D models, adding them to our scene, animating them, adjusting materials so that they look more photo realistic. Rendering out of Blender, and then compositing everything in After Effects to make sure that our 3D models and our production footage look cohesive. This is a class for filmmakers who want to bring 3D objects into their production footage. 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. I'm really excited to have you follow along. Let's get started. 2. Getting Started: In this class, we are going to add 3D objects to our scene and have them all floating and levitating. Things you're going to need are Blender and after effects you're also going to need a camera on a tripod. I also encourage some type of RGB lighting in this shot, I have a blue light turning on, something to have the scene change as the objects levitate so we can recreate that lighting and Blender, have that lighting reflecting on our 3D objects, and just tie the two elements together really nicely. In this shot, it's going to be me standing in a kitchen, and I'm going to have 3D elements on the counter and shelving in front of me. I had the shot framed where all of those elements are just separate enough from me, so I'm not going to have to do too much rotoscoping. Make sure you have your shot relatively clean so we can add all of those 3D elements. Go get your shot this can be done anywhere in your house or apartment, and then meet me in the next lesson where we're going to go over our project setup in Blender. 3. Project Setup: To get started, we're going to follow a similar process to Class 1 using fSpy. To go over that process in more detail, check out that class. But as a reminder, here's what those steps are. Use a still from your shot, bring it into fSpy, line up your x, y, and z-axis, and your origin point. In Blender, open up that fSpy project and create some reference geometry. Add an image sequence of your footage to a texture on that reference geometry. Then use the UV project modifier. Once you've followed those steps, here's where we end up, which is some geometry of our kitchen with our footage projected onto that geometry. To start with, I'm going to add a couple of reference shapes here. I'm going to add an icosphere and set it on the counter. Add a new material. In this dropdown, choose "Emission". Make it a blue color and crank this up to 50. Nothing is happening because right now we are in EV. If you want to see some light reflections in EV, you have to turn on screen space reflections. Now, if we move this around, we can see that any light in our scene is reflecting onto our geometry. Now, let's add another shape. Let's add a cylinder, set it on the counter. Let's also give this some new material. Shiny material. Then let's bring the roughness all the way down to zero so it's completely reflective. If we look in our rendered view, you see that it's reflecting the light, but nothing else. If we hit "Shade Smooth", that'll smooth out the edges a little bit. Part of the reason is because if you scroll out, the world in Blender is just set to a neutral gray. We need to add what's called an HDRI, which is going to be a 360 degree image that surrounds our scene, which will then be seen in the reflection of the objects we add. I used an app called HDRI, which prompts you to take photos 360 degrees. I did that in the kitchen and it generates a 360 degree image of the room. That stitches together into this 360 degree image. Obviously, it's not perfect. But because this is just going to be seen in some reflections, this is going to work fine. In the World tab, right now, our surface is set to color. Choose this dot and change it from color to environment texture. Right now it's pink because there's no texture applied. Choose "Open" and then navigate to your 360 degree HDRI image. Now, if we rotate around, we can see that this kitchen is surrounding our object. However, the rotation is a little bit off. In our shader editor window, if we changes dropdown from object to world, we can use shader nodes with the environment texture. In preferences, make sure you have node wrangler activated. Then here in the shader editor, if we choose our image texture here and hit Control T, we get some mapping nodes added. From here, we can rotate the background. If we rotate this along the z-axis, we can just make sure we have our perspective correct so that this angle from the kitchen is reflected now in our shiny objects. Now, any 3D models that we add of various kitchen objects, if they are reflective, they're going to reflect the entire area, not just the little section that we have in our footage. The next thing we want to look at is when we're in rendered mode, we can still see some of the corners from our geometry in our footage. The reason for that, if we toggle back to object mode, is because this is a principled BSDF shader. It's accepting light from the scene itself and casting shadow on itself. If we toggle down the emission option here, bring our color into emission and set the strength to 1, that starts to brighten it up. But we can also shift at an emission node, drag our color into color there, and that color into the surface. Then now this entire texture will be emissive, meaning it's emitting light, it's not accepting anything. Our footage looks completely normal. One thing we'll notice, though, is now it no longer accepts light from something like this object over here. We're going to have to make duplicate versions of our material with slightly different settings and apply them to different surfaces in our room. For example, the counter is going to be a lot more reflective than the cupboards. In our Materials tab, if we choose our kitchen, in this dropdown, choose "Copy Material", hit ''Plus'', add a new material, and then in that dropdown again, choose "Paste Material". We'll call this kitchen reflective. With the kitchen geometry selected tab and to edit mode, let's choose our counter surfaces. With those surfaces selected, choose the second material and hit "Assign". Now, if we make the second material, switch it back to this principled BSDF, it is now accepting lights from objects in the scene, including any light that we add to the scene, such as an area light from overhead, from the lighting in the kitchen itself, and over here this blue light that turns on throughout our shot. Let me add another area light, place it on the ceiling. Give this a white, maybe slightly warm texture and set this to 150 so that any objects we add will be receiving that light as well. With our reflective material selected, in here, let's bring the roughness down and you can see that that's getting some reflection there on the countertop. One of the biggest differences between the EV renderer and the cycles renderer, cycles uses ray tracing. It's calculating the light bounces off of an object to the camera for every pixel of the frame, and EV is a bit of an approximation. When you see that come into play is in the reflections. If I made this counter material zero roughness, I take this object and lift it up, the reflections are a lot less accurate than if I change this over to cycles. The reason for that is because EV has no idea what's actually behind the object. All EV knows is what it sees and what's facing it. Whereas cycles, the light can actually bounce around the scene and it can reflect accurately what's invisible to the camera. This countertop is going to reflect any of the three objects we add to our scene, but some of the reflections are baked into it because of the footage itself. Specifically, the reflection here of the faucet and the dish soap here. We can use our UV editor to get rid of those reflections so we only have reflections of what's being added. Tab into edit mode and open the UV editor and isolate the area of the counter that has this baked in reflection. Hit ''Shift D'' to duplicate it and Escape. If you duplicate anything and immediately hit ''Escape'', it'll stay locked in its same position. Then hit ''P''. Separate by selection, and now we have this piece of counter as its own object. We'll rename this counter, and in our modifiers, apply our UV project modifier. Now we have the surface of this part of the counter mapped on to our counter here. What we're going to do is basically flip it 180 degrees so it's a mirror image of the counter space closer to the camera. To do that, we want to leave these points locked where they are, and let's just highlight these ones up here and hit ''G'' to move them back in this direction. Then we just need to get that perspective right until that line looks fairly normal. So now, when we look at this part of the counter, we no longer have that baked-in reflection. But from the camera's point of view, we still see that reflection, but it's because it's actually being reflected from the footage onto that counter space. Now if we added an object, all the reflections will look normal when we add our 3D objects. When I'm building a scene like this, I usually stay in EV until the end, then I switch over to cycles, make any small adjustments I need, and get set up for the render. That just keeps Blender working a lot smoother. Now we have our scene built in Blender. In the next lesson, we're going to add and animate 3D elements into our scene. 4. Building 3D Scene: Now we're going to add some 3D objects into our scene. To do that, we're going to use BlenderKit, which is a free add on where you can download 3(3D) models from within Blender. Hit N to open up your side menu and choose the BlenderKit tab. Now we're just going to look for kitchen items. Choose Free first. We're just going to go through and try to find anything that would make sense on a counter. Now, I'm going to start animating all of these objects in the kitchen levitating throughout the shot. We're going to key frame their position and rotation. There's two ways to do that. One is to choose the object in the properties, hover and hit I over the location and rotation, and move down the timeline. Adjust them both. Then animate them again. Or you can choose an object, just hit I and choose location and rotation insert a key frame. We just want to make sure the key frames after the end of our shot just so that the motion is continuous throughout the shot, and the objects don't start to hover and then freeze. Then as we rotate, though, I think it might be strange if everything off the counter starts moving, and we have all of this glassware up on the shelves just sitting steady. I'm also going to add some 3D cups on those shelves as well. But first, I need to extrude that back a little bit. Just add some loop cuts that line up with the shelving, select the faces and hit E to extrude them backwards. Then we have some geometry of the shelves, and when we place a 3D cup on the shelf, we'll have it obscured by the bottom of the shelf. From here, keep adding 3D objects to fill out your scene and then animate the location and rotation to have all of them start to levitate throughout your shot. Now I have all of these 3D objects floating off the counter and the shelves in the shot, but I also turn and look to the right of the frame. I want to add something over here to motivate that action. There's pretty much only a fridge there but if I bring in a 3D model of a fridge, I can cover this one up and then do some animation there as well. Using BlenderKit, I found this model of a fridge, which has a similar stainless steel material to it, and I'm just going to animate the fridge door opening. But right now, it's one singular model, so we're going to split up the model a little bit and animate just the door. If you tap an edit mode, and on this door, if you hit L while you're hovering over a part of a mesh, it'll select everything connected to that mesh. We just want to keep doing that. You don't have to hold shift or anything. You just keep hitting L, and it'll keep selecting everything attached to wherever your cursor is hovering. We're going to choose all of the pieces of this door, including all the details here on the front. With this particular model, it's a little bit tedious because there's each letter is its own separate piece of geometry. Now we have all the mesh detail of this door selected. If we hit P and then separate by selection. Now, this fridge door here is a completely separate mesh. We want to animate the rotation of the door to hinge it. If we hit R right now because the origin point of this door is down here in the center of the fridge. The rotation is wrong. So we need to change the origin point over here to the side of the door, so the rotation will hinge from the right side there. To do so, if you tab an edit mode again, choose one edge on the side of the door and hit Shift S, cursor to selected, that'll bring the cursor at your world origin to the edge or the face that you have selected. Then if you Right Click the door, set origin to 3D cursor, suddenly, our origin will pop up right there. When we animate our rotation, it opens correctly. Along with everything levitating up in the air, let's also animate the rotation of this door by adding a keyframe, moving forward, hit R and then Z to rotate along the Z axis and have the fridge open and set another keyframe. You'll notice that this model doesn't have any detail inside of the fridge. It's just the same metal material repeated. We can add the fridge interior by just having into edit mode. Here on the main section of the fridge, if you hit E to extrude and then S, we can scale down until we're within this frame, then hit E again, and we can push the inside of the fridge back. Same thing with this door if we go into edit mode, the interior of the door has a lot of subdivision, so just select all of those surfaces together and hit E and extrude that inward. While we have this surface selected, let's go into our materials tab, add a new material. Let's call this fridge interior, and we'll just leave it at the default white for now and click Assign. Same with the faces on the inside of this fridge as well. Click Plus to add a new material. We had added this material to the door, it's not here on the fridge. But if we choose this drop down here, we can find any material we have in our project and add it to whatever object we want, and then click a sign. For shelving, we can take a few of these rows. Just Hit Extrude again to extrude them forward. For the inside of the fridge, we can just add a new cube mesh. Just scale and position. Then in the modifiers tab, choose Generate Array. It Y-0 and bring the Z value down to add a couple shelves here in the fridge. The other part of the fridge we want to add is a light. Every time you open the fridge, the light turns on. Let's add an area light. Rotate it on the Y-axis. Spin around, scale it up, and then place it back here in the back of the fridge. If we look in rendered view, turn this up to 500. We have a light coming from inside of the fridge. I'm going to find more 3D models using BlenderKit for condiment bottles and other food elements that I can put inside the fridge, so it's not completely empty. But if you do have something in the fridge door, make sure you parent it to the door, so it also has the same rotation. To do so, select the empty that is controlling the object you downloaded from BlenderKit. Hold down Shift. Select the door and hit Command P. Click object, and now it will be parented, so it will move with the rotation of the door. Keep filling out your kitchen scene with various 3D models that you have floating or anything else that you need, and then meet me in the next lesson where we're going to edit some of the materials to make everything look more photorealistic. 5. Add Imperfections: Now we're going to work on editing our materials to make our 3D objects look more real. One of the ways we do that is by adding surface imperfections. So objects, especially in a real-life kitchen environment. Anything that's glossy will have some type of smudge on it, whether it's a fingerprint, whether it's dust, or smears from cleaning. Even this computer screen around the edges, you can see fingerprints on it. Some models like this pot right here already has surface imperfection textures on it, but others like this electric kettle, don't. Same goes with the fridge, which is a similar metal material is the pot, but it is just a clean metal surface, which will be one of the things that gives away which elements in the shot are added afterward. You can download surface imperfection materials online. In the class resources, there's a link for a free pack that has fingerprints, smudges, and other things like that that you can add. Another thing we can do if some of the models we download already have surface imperfections, we can use those image textures and apply them to other models in our scene as well. Let's go into our fridge model here and our stainless steel texture is fairly clean. If I add a diffuse shader, click and drag the node here, and it'll open up the search menu. We want to add Mick Shader, plug our stainless steel material into the second node here, and then drag that over to the surface. Right now, this is a slider all the way from 100% here on the first shader to 100% the second shader. But we can also plug an image texture into this factor. If I add an image texture, and then in this drop-down, this will pull up all the image textures that are already in the project. All of the image textures that came with any model that we downloaded and right here, we have a fingerprints texture. If we drag this color into factor, we're going to see that image texture affecting the material here. It looks like they're inverted, so the fingerprints themselves are the stainless steel material. To do that, we can click this first input here, hold down option, and drag it down, and then the two will switch. Now we can see some fingerprints that are this diffused material here and we can adjust the color and intensity of this as well. If we hit ''Shift A'' and add a color ramp, and drag this, and drop it between the fingerprint texture and the mix shader here. We can also affect how intense this texture is affecting those two materials. Hit ''Control Shift click'' to preview this single node. Then we can drag these sliders to make the fingerprints a little less intense. Control Shift click again over here. Now we have some surface imperfections on the door. We can rename this one perfections. Then if we go to this other model here with this stainless steel material selected, go to the drop-down, choose this other one, and it'll apply to this fridge as well. But this material is repeated again and again. It looks like just a bunch of random fingerprints just applied to a fridge. But really, we'd probably have them a lot more clustered along the doorway edge where you're going to grab and open the fridge. We're going to repeat this process again with another image texture to add more fingerprints and imperfections on just the edges of the door. These are the free surface imperfections that are linked in the class resources and I'm going to choose this one. It's not fingerprints per se, but I feel like it has the right shape of a cluster of fingerprints along the door. I'm just going to drag this down here into our shader editor. We're going to duplicate this setup of nodes. Select them hit ''Shift D.'' Drag this material into our shader here. This mix shader into our first position, and this one into our output. Now we're going to edit where this new image material lays on the mesh itself. If you tap into edit mode and then go to your UV editor, you can see your mesh and image texture here. Sometimes an image won't be showing up automatically, so you have to go find your image material in this dropdown menu here. But if we hit A to select everything and scale it, we can see it moving on the mesh over here. If we control shift-click, so we just see this image material, we can see this a little more pronounced. But a couple of things are happening. One, it's repeating, and two, if we go look at the fingerprint model or the fingerprint texture. It also got gigantic as well because the UV map of both of these image textures are currently the same. But we can apply different UV maps to each of these image textures, and I'll show you how to do that. But first, let's get the default set so the fingerprints look right. If we scale this up a bit. We'll get the fingerprints a little bit smaller. Now we can see this edge material is repeated again and again, but the fingerprints should be fine here. Then in our object properties tab here, under UV maps. We just have one single UV map for the whole 3D model. If you click Plus, you can add a second one. We can call this edge. Here in our shader editor, hit ''Control T,'' which, when you have node wrangler turned on, adds a texture coordinate and mapping node and texture coordinate, right now, it's just pulling from this UV, but if we hit x delete that, then shift A search UV map. We have a new UV map node here. Drag this over to the vector input on the mapping node, and then in this dropdown, choose the edge UV map that we've just created. Now, if we go into our UV editor and scroll over here, we can make sure we have our edge UV selected. Now we select everything in scale, we are affecting only. It's tough to see here, but maybe in this view, it'll be a little clearer. We will be only affecting the single image texture. The fingerprints stay where they are. We're just using this edge thing. If we don't want to repeat, turn repeat off here and just choose clip, so we only have this image material once. I'm going to control shift, click this image, just so I can see it a bit clearer. Then another thing I can do is in the UV editor, you can unwrap your UV. You can do that a few different ways. Here, we're going to do project from view. If we get an angle that we think kind of looks right, something here along the edge, hit U, project from view. Then right now here in our UV editor, we can see all of this wireframe view of our geometry is all aligned to this view from this viewport here. We can scale this, rotate it. Until we get this material on the edge of the fridge door, where we'd like it. I'm also going to control shift click on the color ramp and adjust this. It's just a touch more pronounced the control shift-click in our last shader editor. Now we have a lot more irregularity on the surface of the fringe door, which, when it interacts with the light is going to give it a much more photo-realistic look. You can continue this process with all of the 3D models you've added to your scene. Adding these surface imperfections will give you a lot more photo realism to the three-D models. 6. Glitching Effect: As everything in the kitchen starts to elevate, I also want to incorporate the glitch texture from Class 3, the 3D holograms so, the glitch texture that showed up on the surface of the book I want to apply that to the walls in the kitchen. Selecting your kitchen geometry tab into edit mode, and select the walls you want to add the glitch to in your materials tab hit "Plus" to add a new material. Go to your kitchen first, let's copy this material, add a new one, paste material we call this kitchen glitch and then assign it. Nothing's going to change because it's just a duplicate of the material for now but let's go into the shader editor here. We're going to add a mix shader and add an emission shader node. For right now, let's connect this and give it let's say a red color. Take our kitchen material and place it into the second socket there and then drag that into the material output. We're going to keyframe the factor between our kitchen material to an emission material that has that glitch texture. At the start of this animation, I'm going to add a keyframe just have over factor in the mix shader and hit I. You might notice that that keyframe is not showing up in your timeline, and that's because you have to select this node to see it so if you're ever adding keyframes to your materials and you're not seeing them in your timeline and you're confused about where they are, just navigate to that node where you have the keyframes, click it, and then it'll show up in the timeline. Let's scrub forward, bring the factor down and hit I to set another keyframe. Hit Shift A, we are going to bring in an image sequence. I converted the glitch footage into a PNG image sequence because Blender prefers image sequences to footage, hit "A" to select everything and import image sequence and here we have our image sequence in a node. Drag the color into the color of the emission. Now this emission texture will use the glitch texture instead of red, which we are using just as a placeholder to see what we were doing. Similar to the surface imperfections, we're going to add a second UV map so we can align the glitch texture where we want it to be so in UV maps, click "Plus" call this one glitch, hit "Control T" on the glitch texture, add a UV map node, choose glitch and drag UV over to vector, and then we can just hit "X" to delete this texture coordinate. Go to our UV editor, we see here that the decal is still showing up but if we choose our glitch material. There we go let's just quickly drag to a frame where we can actually see that glitch. Hit "U" can unwrap it, and it'll sort of normalize the faces you have selected then we can rotate this 90 degrees and scale it however we'd like so that we can keep the glitch material a little smaller or larger as needed , something like this. Then if we go into render view, we can see that this glitch material is shining onto our 3D objects in the scene and also the counter, because we see this in the render view, the darker areas of the glitch material just make the wall dark but what we want instead is all of the brighter parts of the glitch material to be additive to the kitchen material so we're going to repeat this mix shader process again with some subtle differences. If we add another mix shader again, bring our regular kitchen material into the second node here and have the factor as this glitch material here, hit Shift A and add a color ramp between there and we can make some adjustments here. Let's hold option and shift those around. With this color ramp, we're selecting only the bright parts of our glitch texture for the glitch to add on top of the kitchen material here. Where the glitch material is dark, we're still going to have the regular kitchen wall behind it. Keep working on all of the materials in your scene and then meet me in the next lesson where we're going to go over render settings and compositing and aftereffects. 7. Rendering from Blender and Compositing in After Effects: Now, we're going to cover rendering out of blender and compositing everything together inside of after effects. Similar to our first class, we're going to render out an EXR image sequence with our combined misted emission and ambient inclusion render layers activated. But another thing we might need for this one is an Alpha pass of just the 3D models that we've added. The question is, how do we do that? If we just turn off our kitchen geometry, we're going to see the entirety of these bowls, for example, and we're not going to have the data of this obstruction from the shelf, but there is a way around that. To do your Alpha pass first under Film, choose Transparent. Another thing that does, if you look in the rendered view, if transparent isn't on, our HDRI is visible. With transparent, it disappears, but it is still there in the reflection on our models. Then for our kitchen layer, instead of turning it off in the object properties tab under visibility, when you choose holdout, it becomes transparent, including all of the parts where it obstructs something behind it. This way, we have an Alpha channel of our 3D model only where it's visible within the shot. We have some extra little details here so we can turn them off as well. Now you can render out this Alpha pass as a PNG image sequence with an Alpha channel. You can even switch to EV to render out a bit faster because all we need is the Alpha data. Keep in mind when you do your renders that sometimes you might need to increase your sample count if you're using cycles. You might notice errors and have to re-render a couple of times. That's a normal part of the process, so just be patient and keep iterating until you're happy with your shot. I already rendered the shot out. I'm going to jump into After Effects to show you another compositing trick and the reason we exported that Alpha channel. A lot of the times when you add your 3D models, or even sometimes when you're keying and you add a background, one of the biggest giveaways that something is disconnected from your production footage and whatever you've added is the digital noise in the footage itself. All cameras, including the one that you're watching now has some element of digital noise, and you want that noise to match across the board and be consistent. In After Effects, we can do that fairly simply by duplicating our combined render here. We'll call this one noise. Then go to the match grain effect. Apply it. Down here on the bottom of the stack, I have just the footage itself. It looks like I had it a little large. Let me pre-compose it. It is the same aspect ratio. This is just the footage plate before anything was added to it. I'm going to reference that. In this noise layer, change this noise source to our footage and change preview to final output. Then if we parent this to the Alpha channel of our Alpha layer, it'll only apply to where the 3D model was in our shot. That digital noise is going to then match between the two. Any additional compositing we do on top of it should be cohesive across the board. I'm adding a little bit of film glow and film grain on top. Just because I personally like that look, you can do whatever you choose. I'm using Boris effects plug ins, and there is a 15% discount link in the class resources if you're interested in these same compositing effects. Here's our final shot. 8. Final Thoughts: Congratulations on making it this far. We've covered how to incorporate and composite 3D models into your production footage. This is a technique you can carry into a ton of projects going forward. If you have any questions along the way, put them in the discussion board, and I'm really excited to see your final renders or works in progress in the project gallery. I'll see you in the next class.