Blender for Filmmakers: Turn a 2D Photo into an Explorable 3D Scene | Alden Peters | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender for Filmmakers: Turn a 2D Photo into an Explorable 3D Scene

teacher avatar Alden Peters, Filmmaker, VFX Artist

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

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

      1:36

    • 2.

      Getting Started

      1:53

    • 3.

      Using fSpy

      3:19

    • 4.

      Scene Setup

      11:16

    • 5.

      Adding a Camera Move

      2:34

    • 6.

      3D Models, Lighting and Texture

      11:43

    • 7.

      Adding Details and Movement

      10:05

    • 8.

      Rendering Your Video

      5:45

    • 9.

      Compositing in After Effects

      6:53

    • 10.

      Final Thoughts

      0:34

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

1,217

Students

14

Projects

About This Class

Create a realistic 3D scene within Blender using nothing but a still photograph. 

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 reveal how to turn a still photograph into a full-blown scene in Blender complete with realistic materials, additional 3D objects, and animated details. You’ll leave this class knowing how to use software like fSpy, Blender, and Adobe After Effects to transform any flat image into a navigable 3D scene.

With Alden by your side, you’ll:

  • Set up your origin point, X/Y/Z axis, and camera angle using fSpy
  • Create and join your scene’s geometry in Blender
  • Add your camera movement, lighting, and animations
  • Render your final scene in Blender and composite in After Effects 

Whether you’re just getting your start as a filmmaker or you’ve been creating films for years, by learning how to build 3D scenes like this one, you’ll be able to elevate the production value of any film project without blowing your budget. You can also take what you learn today to create a one-minute film by watching all five of Alden’s 3D animation classes. 

Plus, you can download the photo Alden uses to create his scene so that you can follow along with him. 

General knowledge about Blender and Adobe After Effects and how to navigate both are required to take this class. You’ll also need a computer, Blender, and Adobe After Effects. 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

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: I really love sci-fi films and creating a whole 3D scene with nothing but a single still photograph. Like you, I don't have tens of millions of dollars to devote just to VFX. Blender has become a super valuable tool for me as a filmmaker to manifest what's in my imagination. Hello, I'm Alden Peters, I'm an independent filmmaker, Motion Graphics and VFX artist. I directed a feature length documentary called Coming Out on Amazon Prime and a short film called Femme. I also worked on a sci-fi short film called Friends of Sophia, where I did all the VFX shots myself, and I also make TikToks and YouTube tutorials of VFX shots using Blender. In this class, we're going to take a single photograph. Use a free software called fSpy to analyze the camera angle. Bring that into Blender, create an entire 3D scene with geometry that matches that photograph. Rendering out of Blender and then compositing everything in after effects to make it look cohesive. This is a class for filmmakers who want to elevate the production value of the type of films that you are making. Ideally, you do know the basics of Blender. Brush up on the basics before diving in. 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. There are so many ways you can apply Blender to your filmmaking, and so hopefully you end up with a project in this class that excites you to continue your Blender journey. I'm super excited for you to follow along, so let's get started. 2. Getting Started: I'm super excited you're here. I'm Alden Peters. I'm an independent filmmaker, and I've been using Blender for VFX and motion graphics for the last few years, including a sci-fi short film called Friends of Sophia, where I did all the VFX shots myself using Blender. By incorporating VFX using Blender, I was able to make an entire cyberpunk sci-fi world just on my computer at home, completely for free. I'm super excited to be able to share everything I've learned with you so you can do the same thing, whether you're making a sci-fi film or an independent drama. Some things you do need to know for this class are the fundamentals of Blender. You should be able to navigate Blender and know the fundamentals before diving in. If you need to brush up on some fundamentals, definitely check out Derek Elliott's class here on Skillshare. 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 found that when I do the most and learn the most when I have a project that I'm working on, rather than just doing single shot. When you complete all of these classes, you're going to end up with your own sci-fi film, and that's going to include taking a single image and creating a whole 3D environment from it, 3D object tracking and adding holograms to objects that you're holding, taking green screen footage and bringing that into a 3D scene in Blender, and doing a full 3D set extension. Motion tracking your footage in Blender and then adding more of a 3D scene to it. If you're ready to go, download Blender and fSpy. Both of them are free open-source software. I'll also be using After Effects. I use 2023 and 2024. If you're using a prior version, the Alpha matte and luma matte functionality changes a little bit. I'm going to use this stock photo from Pexels. Pexels is a free stock footage and photo website. You can download the photo that I'm using in the class resources and follow along using the same one. Now that we've gone through what you need, let's move on and start with fSpy. 3. Using fSpy : Now we're going to jump into fSpy. This is a piece of software that helps you analyze an image and recreate the camera angle and determine the camera focal length. This is an image of an alley that we're going to be using. I did photoshop out some signs already. But when you're looking for an image, whether you use this one or another one from Pexels, you want to look for something that has very clean geometric shapes on the buildings. That is going to make your life a lot easier. If you're choosing an image, ideally, it is landscape because that's going to be the orientation of the shot that we're making. But you can use a vertical image as well. The difference, though is you're not going to have as much wide latitude within that shot, so you're going to have to punch in a lot more, and it's like cropping a vertical image down into a landscape proportions. To start with, open up fSpy and you can just drag your image right into this piece of software. There's a dim image option here that helps you see these axes. I like to turn it off just so I can see the image a little better. Then we have these handles. Some are labeled x, some are labeled y. We can also go up here and change some to z if needed. We're going to align those to the x y z axes we see in this image. You're going to look for clean lines. I'm going to change this one to z because we have these buildings. Once you have something roughly lined up, you can see this origin point as you drag it around, the shot be pointing along those axes. But first, let's refine them. If you hit shift while you are lining up these handles, you can get a much more refined placement. Now when we drag around this cursor, you can see that it's lining up fairly accurately. The y needs some work over there. Let's find maybe a place up here on the window instead. You can see that now this y is lining up with all of our geometry here in the image. Now, wherever we place this cursor is going to be the origin point in Blender. Choose a corner. I'm going to hit Shift and drag it over here to the edge of this building. Then save your fSpy project. Now that we're all lined up and have this fSpy project saved. Let's open up Blender and move on with our scene. 4. Scene Setup: Now it's time to open up Blender, and we're going to set up some project settings. This is what Blender looks like when you first open it. We're just going to start with a standard project here. Over here in this tab, we are going to go to our output here, and this is where we can set up our resolution. We're going to be working in 1920 by 1080, but if you were doing 4K or anything like that, this is where you would change that setting, and also your frame rate 24-2,398 if you are working in that frame rate. The next thing we're going to do is install the fSpy add-on. You can download that add-on in the same place where you download the fSpy software on their website. It's going to download a zip folder, don't open the zip folder. We're just going to install the whole thing. In Edit, Preferences, click on Add-ons, and then we're going to choose "Install". Navigate to where you saved your fSpy Blender plug-in, click on the zip folder, and choose "Install Add-on", then toggle it on. Some other add-ons we're going to activate now because we're going to use them in this class, and more classes are Node Wrangler. If you search node wranglers here and you just toggle it on, a lot of blender add-ons come installed, but they're not activated, so you can choose which ones you need based on the project. The other add-on is import images as planes right there, and that should be good to get us started. Select everything in your project and hit X to delete it, and then go to File, Import, fSpy. That menu option is going to be there once you've installed the add-on. Navigate to where you saved your fSpy project and import it. If you split the frame here, what this did was import a camera, the origin point in Blender is the point in fSpy where we set it, and all of our x, y, and z axes in Blender line up with the shot itself. This camera has the image we used as a background plane. The first thing we're going to do now is start to create some geometry that matches the image itself. Later, we're going to project our image onto that geometry, and that'll give us the 3D environment. To start, Shift A and add a plane. Let's rotate it on the x-axis 90 degrees, and on the z-axis 90 degrees. We're going to line up the bottom quarter of this plane to the origin point in Blender. You can go into Edit Mode, and when you have an edge selected, if you hit G and then either x, y, or z, it'll be locked to that axis. If you hit G and then y, we can move this plane along the y-axis, and G and then z, we can move it up on the z-axis, and that'll give us a plane that's lined up with this building here. If we want to see this a little better, we can go into the visibility here and choose MatCap and random, and that's going to give each piece of geometry its own unique color. You have to do it in both windows, if you have two windows open. From here, we can, still in Edit Mode, choose the bottom, hit E to extrude, and then X along the x-axis and move it along the ground there, and then also E and then Z to move it up on the z-axis. We will take these two sides and extrude them along the y-axis down the street. Add a loop cut and line it up with this building here. Hitting X to extrude this street down that way, and then choose these two edges there and E and extrude them upon the z-axis. I can also Shift A and add a cube, and we're going to line this up to the building in the background. Now that we have some depth, move it down along the z-axis, and scale it to line up with that building. Hit L to select all of the faces of this geometry, and then R and Z to rotate it along the z-axis to get that angle correct. I'm going to continue adding geometry to the scene to add more detail to the background buildings, ledges along the building, and different elevations between the street and the sidewalk. That's going to take me a few minutes, but we'll meet here when I'm done. Because this image is an old, looks like a European alley, there is some inconsistency to the straight lines of the sidewalk and the street itself, just because it's old Copplestone, so I had to go in and manually adjust some points to get everything lined up and split the geometry a little bit so I could focus on just the road and then each building. Now that I've added that geometry, I'm going to join everything together, and then I'm going to add a material using that alley image as an image texture. Now, let's join our geometry. If I select everything in here and hit Control or Command J, that'll join all of our separate shapes into a single piece of geometry. Now we're going to add an image texture to it. Up at the top of Blender, there's a Shading tab, which changes some of the window layout. You can use that if it works for you. I'd like to just click and drag and open another window here and choose Shader Editor. To start with, here in the Materials tab, click New. This is going to give it a principled BSDF shader. We're going to drag the alley image right into our Shader Editor window. Choose the color node here and drag it into base color in the material. If we change our view to viewport shading, we can see that our image is now on this geometry, but everything is way off, so we're going to add a couple more effects to make this work. First, I'm going to turn off the background image on the camera here so I can just see the material that I'm working with. In the Modifiers tab, under Edit, choose UVProject. In UVMap, choose UVMap, and Object, choose this ALLEY.fspy. That's the name of the camera that got dragged in. We can start to see things lined up a little better, but first, we have to set up our aspect ratio right here. I'm going to pull up the information from this image. The dimensions are 2784 by 1856, and I'm going to put that in here in the aspect ratio, and that will get the image properly lined up with our camera. In our material, if we change repeat to clip, we'll see where the image is clipping. Over here in the non-camera view, you can see where the edges of our shot have to be. Already, we have a 3D version of this image, so we can add a new camera move, but let's add some more geometry into the scene. Over here on the window on the left side, if I add some loop cuts to this geometry, I'm going to get a lot more detail, especially when I add lights to create new shadows, so I'm going to add some loop cuts. I'm going to find all of the edges of the window and the edges of all of the dividers between the window panes. Everything that I think is going to have a slightly different depth. In Edit Mode, I'm going to choose a loop cut, and since everything should be pretty much aligned, I'm just going to go find all of the edges of this window on the outside and all of the dividers between the planes of glass. Sometimes things aren't going to be super perfectly aligned, but this process that we're doing here with the projection of the texture is a little bit forgiving, so that's okay for now. Then I'm going to select all of the window panes, and hit E to extrude them backwards. Just to see what I'm doing here, I'm going to add another material by clicking this plus icon here on the Materials tab, and I'm just going to call it something like storefront windows. Since the window panes are already selected, I can click a sign, and that's going to give it this new white texture. It looks like I pushed the windows back just a little far, so I'm going to select them again and hit G and X to move them along the x-axis until I get some of this incorrect projection fixed. I'm going to continue this process with different windows and doors that I see throughout the scene. The more time you spend here and the more detail, the more payoff you have later. It doesn't take too long because everything is pretty much aligned on the x, y, and z axes, so just spend a little time to do it and then meet back here when you're done. 5. Adding a Camera Move: Now that we have all of this geometry in our scene, we can add a new camera and create a new camera move. To do that, hit Shift A camera. It's going to pop up here on the origin point, so let's move it near enough where this F spy camera is. If you toggle this down and click this green icon, this will become your active camera. Here in object properties. Let's just turn off some of this rotation until we get something like this. One thing that I find helpful in this stage is in the camera settings under view port display. This pass partout setting, if you turn it up, it's going to make everything outside of your shot black. I find that I think that my shot is wider than it is if I'm seeing it in the frame here. So this just helps you see exactly what's in camera. I'm going to add a slight push in. So we're going to move in and rotate toward the window, where we're going to be adding some detail later. We're going to do that by adding some key frames. In your object properties here, you can keyframe in two ways. One is to hover over a property and hit I That's going to create a new keyframe. The other thing you can do is when you have an object highlighted, you hit I and you can choose which properties you want to add a keyframe for. For now, let's add this as our first keyframe. Move forward. Hit G. Maybe you add some rotation here and hit I again. That's going to give us this camera move, and that has all of the parallaxing of a 3D environment instead of just panning across a single image. Now that we have all of the geometry and camera setup for our scene, the next class, we're going to move on to 3D modeling and texturing to make everything look much more photo real. 6. 3D Models, Lighting and Texture: Now that we have the scene set up, we're going to add some lights and new 3D geometry to add some more detail. The first thing I'm going to note is the different render engines within Blender. There's Eevee, which is real time, and cycles, which is ray tracing. Eevee is going to give you an approximation of how light is going to act in the scene, and cycles is going to actually calculate every pixel where the light hits and goes back toward the camera. Cycles takes a lot longer to render out, but the details are much more realistic. Depending on what kind of computer you're using, you might have to use one or the other. We're going to use cycles for the rest of this project. But sometimes it's helpful, especially when you're adding 3D geometry, to keep everything in Eevee so that Blender doesn't crash, and then switch over to cycles for final adjustments. Switch over to viewport shading, and this is going to give us a view of the scene with all of our lighting. Nothing is happening because there's nothing in there yet. But if we hit "Shift A", add an area light, move this around, rotate it. Then down here in your object data properties, let's boost this up to something like 1,500, so we can really see what's going on. Then let's move one down at the end of the alley, change it to something like 500 instead. Then if we just change the colors just to see what's going on here a little bit more, this is when we're going to start to see a lot of the detail that we added here. We can see that this light is shining properly on all of these buildings, but the more extrusions we do, the more this is going to look realistic. If we switch over to cycles, it takes a little bit to load. But one thing you'll notice between the two is the way shadow fall-off works is a lot more accurate in cycles. Now I'm going to set up these lights, and basically, relight the scene. What we originally had was an alley in the daytime, but we're going to make this take place at night. I'm going to take this light in the back, give it a cyan hue, and have it shine down from up there. I'm going to do something a little similar here. I also see that there are some lights within the shot itself, so I'm going to add some warm hue lights here to mimic what's going on there. I will add a point light, since it will emit in all directions, and line this up as best I can. Something like that. Then just switch over to cycles to get a more accurate view of how your lighting setup looks. You can keep playing around and make this scene look however you want. I'm going to add some more cyan lights right above the store, just to direct the audience's attention towards the store front. Now that we have some lighting in place, we're going to work with the materials to give it even more texture so it feels more real. To do that we're going to go into our shader editor. One thing we'll notice is that the buildings are pretty uniform in texture and in roughness, or shininess. We can take this image and just drag it right into roughness. If we hit "Shift A" and add a color ramp node, drag it between those two, we can adjust how this looks. Now that we have node wrangler installed, we can use Ctrl Shift click on any node, and you will see the view from that node. For roughness, this color ramp is going from all the way black to all the way white. Everything that is full black in this image is going to be zero roughness, so it is completely shiny, and everything that is full white is going to have full roughness, which means it'll be completely matte. The first thing we can do is adjust the sliders to change which parts of the image have roughness, and then we can bring the black way up and the white a bit down. That's going to give, like when you see up here, some variation in roughness. This texture in the image that could be something like water dripping down the side will be more reflective than other parts of the image. The next thing we can do is add a bump node. Shift A, bump. We're going to plug this normal into normal, and we're going to take this image texture and put it into height. This is going to take that image data and turn it into bump data. This is like slightly extruded sections of the image itself. If we turn this way way down, we are going to have some more subtle variation here in the wall, and again, that is something that when we switch to cycles, we're going to see in a little bit more detail. The next step is going to be adding even more geometry to our scene. You can go in and extrude doorways and windows to add more of that detail. We can also bring in 3D models. You can find free 3D models on sites like Sketchfab and TurboSquid. There's also a free add-on called BlenderKit, which when installed allows you to download free 3D models right within Blender. First, let's download and install BlenderKit. You follow the same process, which is go into Preferences, hit "Install", and choose the BlenderKit zip file. Click this box, and that activates the add-on. Now, if you hit "N" over in this side menu, you're going to have a BlenderKit tab , and from within this tab, you can search something like street light, down here in search filters if you choose free first, and there are all of these 3D models you can download with a single click. I'm going to download these orb lights just because they look sci-fy, and I can replace the lights in this scene here with a 3D model. With one click, that model is downloaded. It'll pull up here in its own collection and have an empty that you can control everything with. If I move this light down here, or even install it maybe right here above the storefront. If we go into render view, and in the materials of this, we have an emission, so we can adjust the color a little bit. No. It's a little bit cooler to match our scene. If you download an OBJ file or an FBX file from Sketchfab or TurboSquid, here's how you import that into your project. Choose File, Import, either OBJ or FBX, depending on what kind of file you downloaded. Let's try this one. Hit "Import", and this is going to import a model of a sign. We can scale that down and put it in place above our storefront. A lot of times when you download these models, the materials won't be linked, and it'll show up as magenta. We just have to reconnect it. A quick way to do that is just to go to File, External Data, Find Missing Files. Navigate to where you have your 3D model saved and choose find missing files. Sometimes it takes a second, sometimes it's pretty quick. We are going to replace what's in the sign, but we have the other materials ready to go now. This is a really fun part of the process where you get to add a bunch of 3D models and stuff to your scene, and start creating something new. Using Sketchfab, using TurboSquid, using BlenderKit, there's a ton of free stuff out there that you can download and have fun with. I'm going to do a bit of that and then meet you back here when I'm done. 7. Adding Details and Movement: Now we're going to add some detail into the storefront, so I'm going to import images as planes. This was that add-on we activated earlier. Then I'm going to navigate to where I have some library imagery saved from pixels and that's going to bring in that image already on a plane with its own material. I'm just going to rotate it and set it inside it a little bit as if there are bookshelves behind this window here. With the storefront windows material , in this drop down here, if I change it to glass and then look in rendered view, I can see through this pane of glass here. In the Shader Editor for this glass material, I'm going to bring the roughness down so that I can see through the glass a little clearer. I also I am going to separate this glass geometry, so I'm going to select all of the faces, click "P", separate by selection. Now this pane of glass will be its own geometry. I can delete the non glass materials from it. I'm going to add an area light inside the store and shine it onto the bookshelf plane, and keep tweaking and making adjustments until it starts to look right. Then shift a image images as planes again, and I'm going to navigate to another library image. I'm going to scale and position this image. With this first one, I'm going to go into the modifiers tab, add an array so that I can tile that image a couple times left and right and up and down, just so I can get these bookshelves to fill the inside of that storefront. You do see a little bit of a scene between the books, but I can disguise that right behind that horizontal divider between glass planes on the storefront. In the second image texture, I'm going to add an RGB curves between the image and the base color and just adjust some of the contrast and color so that the two images match each other a little bit better. Make some changes to the interior light and then render out a quick test image just to see how everything's looking. But this is basically how we're going to create an interior to our storefront that also has a bit of parallaxing between the window and the two bookshelves within the building as well. For the storefront sign, we're going to use the UV editor to change the image that's on that 3D model. In this 3D model, if we tap into edit mode, we have this sign material here, and I'm going to drop in this image. This is something that I made in mid journey that just has an alien reading a book and books written in a Sci-Fi font. I'm going to open another window down here, the UV editor window. Now when I tab into edit mode with our model, and I select the faces, I can hit "U" unwrap, or if I have it all squared up, I can choose U, project from view, and then that model is going to be projected directly onto this image here. In this UV editor window, if you scale and the same keys S and G to scale and move things around, you can set up which part of your image is visible on that geometry. Then in our shader editor with the sign material, I'm going to drag the color down into the emission node here, and turn that up to something like one. That's going to make the sign glow, which doesn't make a whole lot of sense, but it's a Sci-Fi bookstore, so we can have a little bit of creative license here. Another thing we're going to do is add some movement to the sign. We have the lights shining on the storefront and the sign waving back and forth, just to draw the viewer's eye to that storefront as much as we can. To do that, we are going to animate shape keys, and shape keys allow you to animate the shape of the geometry itself. Instead of controlling the global position or rotation of an object, we're actually adjusting the mesh itself. With the sign selected, go into the object data properties, right now, there's no shape keys on your mesh at all, so we're going to click "Plus". This is basis, so this is the mesh as is and hit "Plus" again, and that'll generate a Key 1. With this Key 1 selected, if we go into edit mode, and let's say we moved this over here like this and we tap out of edit mode, it goes back to normal. But then we have this value here where we can transition from the basis to the shape. What we're going to do is animate the sign swinging forward. Undo that. To do that, I want this sign to hinge from right up here. If I select the bar right above it, hit "Shift S", I can move the cursor to selected and that brings this main cursor from the world origin to the center of the plane that I had highlighted. If you hit "L", you will select all vertices and edges connected together. If I do that on the center part of the sign down here on the bottom, and then also each of these little shapes. Then there's this drop down up at the top, the transform pivot point. If you click on that and choose 3D cursor, this is going to rotate around where we just place that cursor. We want to rotate it along the x-axis, but as you can see, we just have the sign selected, but none of the chain. There is this proportional editing tool here. When you have that selected, whatever edges or vertices or planes you have selected, it'll also in a fall off, select everything else around it. If we rotate this now along the x-axis and scroll our wheel up and down, we can select more or less of the mesh. If we slide this forward and tab out of edit mode, we can then animate the sign moving forward. We have a minimum and maximum range right now, it's zero, which is here and one all the way forward. But if we set this to -1, we can also animate it the opposite direction. We can add a little bit of swinging on the sign here. To do that, go to our first frame, hit "High" on the value. Go forward 10 frames or so, move it back, move forward at a keyframe. This is going a little fast, so let's just space these out a little bit until we get something we like. There's something subtle right there. Then we can repeat these keyframes here. In this dropdown, if we change from our timeline to our graph editor, we have all these keyframes, and we see a graph. It's similar to the value graph or the speed graph that you can see in after effects. But if we select everything with A and hit "Shift E" and choose make cyclic F modifier. This is going to repeat those keyframes indefinitely. This will give us a constant motion of the sign swinging back and forth. As you can see, it jumps a little bit because we also need to copy and paste the first keyframe, so the animation ends at the beginning. There we have a swinging sign. You can continue to use these resources and techniques to add as much detail as you'd like to your scene. This is the really fun, creative part of the process where everything you start adding just makes it better and better. In the next lesson, we're going to go over render settings and compositing everything together in after effects. 8. Rendering Your Video: Now, we're going to go over render setting in Blender. In the Output tab, there are in this dropdown, you have a ton of different options from Video to PNG's image sequences, but we're going to use an EXR multilayer sequence. The EXR image sequence is going to allow us to take multiple render passes and keep it all together in one single file and then in after effects, we can split up those different render passes and composite them together. This way you can avoid needing to render through your scene multiple times to get each of those passes. You can just do it once. When you first choose EXR multilayer in Blender, your codec is going to be set to lossless. We can change this to DWAB lossy. This is a slightly lossy format, but you're not going to see any of that degradation in quality, and it'll keep each EXR file about the same size as a PNG so it keeps your exports fairly small versus rendering out like a full ProRes video version of your shot. Up here in the View Layer tab here, we can select which different passes we want to render out. Combined will be checked. Combined is how your scene looks to your eye so when you view it in rendered view, that's going to be that version. But there's also other little things we can include here too. The mist pass is going to give us a gradient from black to white of the distance from our shots, so as things are more in the distance, they're lighter, so in after effects, you can use that to composite volumetrics or use a camera Lens Blur and use this as a Luminar. The emission layer is going to have just the materials that have an emissive texture so that's all of our lights and the sign and that way we can control just those areas and add some glow to the all of the lights. The ambient occlusion is just a nice clay render of our shot so we don't really need this for compositing, but for posterity, it's nice to have so we can have our 3D scene with no materials, no lights and see all of the 3D geometry in our shot. Once you've activated the mist pass, the controls for the mist is in the World tab. Mist is a little annoying because it exists in three spaces. First, you have to turn it on. You can control the start and end in the World tab, and to see where the start and end is, you have to do that through the camera. If we go into the camera in the Viewport display here, if we choose mist, we will be able to see a line here that has the start and the end and then in our World view, we can adjust how close and how far that mist point starts and begins, so that depends on your shot itself, and if you think you're going to want more blurring in the far back round or the entire thing, you can have it more of an extreme gradient or more of a softer gradient. The other part of your render setup is if you're using cycles, sample count. It is by default set to 4098, which is extremely high. That would be detail for every single pixel in a 4098 frame. We can bring that down. I usually start at around 250, I found that that's generally a nice balance between getting the computer to render at a decent speed, but also preserve some of that detail. If you render something out at too low of a sample rate, all of your, especially your reflective materials are going to start looking really muddy and they're going to be flickering and that's because it is taking an average of a whole area of your frame rather than focusing in on a point. If you do a render and it looks a little muddy, especially from the denoiser that is already active in Blender, you might want to try just rendering the shot out again with a higher sample rate. But for this purpose, let's do 250 and see how that looks. The denoiser is already turned on, so we can leave that as is. If you're rendering in EV, you might want to turn on Bloom, which is going to add some glow to your emissive textures in your shot and ambient occlusion, which will add some more detail to the shadow regions within your shot. The other reason we are rendering out with an EXR image sequence instead of a video file is that if Blender crashes or if something, you lose power or anything goes wrong, you still have all of those frames rendered out, and you can just pick up where you left off. That way if you're rendering out a single ProRes video file and there's an issue that's all wasted time. The other reason that that's nice is you can do a test render of 10,15 frames, bring that into after effects, and see how it's looking so you don't have to wait to render out your entire shot to see if you need a higher sample count, for example. Now that we have this all set up, let's render out our shot, this could take overnight or most of the day s I'd like to set up my renders for the end of the day when I no longer need to work on anything else on my computer. I already did a render of this scene, so I'm going to use that to bring into after effects. Because you are rendering out a lot of image sequences, it's super important to be organized and label all of your folders properly, and within your after effects or Blender project to also keep everything organized and labeled super clearly because it's going to be really easy to lose track of everything and so try as best you can to keep all your naming conventions and stuff the same. I am also guilty of just working working, working without keeping everything organized and having to go back and do it. But as much as you can stay organized in the moment, the better off you'll be. 9. Compositing in After Effects: I have some folders set up in after effects already, and I'm just going to, in the renders folder, import that EXR sequence. When you navigate to your EXR sequence, OpenEXR sequence should be checked here. It might not be. If it isn't, you're just going to import a single frame. But if you click that, it's going to import as footage. If you right click and go to interpret footage main, you can double check your frame right here. It came in at 30 frames per second, but we want to change it to 23.976. Then we can drag it into a new composition. The first thing you'll notice is that EXRs show up as completely black when they're in after effects, so you have to actually add two effects to the clip to see anything. The first one is extractor, which comes with after effects. In this layers drop down, we have all of our different render layers available here. If we clicked combined, we see our scene, but the dynamic range is off. If we add a color profile converter effect and click linearize, we see our shot back to how it was before. It might be a little more flat than what you saw within blender, and that's just because of how after effects looks at this color data, but that's actually great because that gives us more latitude to do some color grading here and after effects. If we label this combined, duplicate it, change this to emit, for example. Now we have all of the materials in here that had an emissive texture. If we set that to screen and just added a fast blur, we're going to get a glow on just those emissive parts of our shot. If we duplicate it again, label this one missed, change this to the miss layer, we're going to see we have that gradient from close to the camera to far away. If we wanted to say tint that to a warmer color, and set it to screen. Bring the opacity way down, we can add a little bit of a volumetric effect. Things that are farther away have this foggy glow to them. You can also make a new adjustment layer, call this blur and add a camera lens blur effect. We're going to use the luminance of the miss layer to determine where the blurring is occurring. If we duplicate this mist pass here, let's isolate it. Bring up the opacity, turn it to normal, turn off the tints, just so it's back to normal. Command Shift C to pre-compose it, move all attributes to a new composition. That's going to give us a pre-comp with this data here. Now, if we set that as the layer map on the blur, we're going to have more blur in the background compared to the foreground. If we set this to a smaller number like something like two. We can also then go in here with a levels adjustment and increase the contrast if we need to. To refine where we have that blur in our shot here. Then the last couple effects that I'm going to include here are just an overall film glow and film grain. Let's add a couple more adjustment layers here. I'm using some Boris effects plugins. There's a link for 15% off of Boris effects in the class resources. You can also use some built in effects in after effects as well. I just like how fast these effects work to get the look that I want. If I add film glow, so here's the film glow effect. We can just drop this down to something like 30, and maybe expand the radius a little bit. I like a look that has blown out highlights and a lot of film grain texture. But I find that adding elements similar to, like a film emulation helps sell all the effects from looking too crisp and too perfect. As much as I can almost muddy an image to look as imperfect as an image from a camera is because of the real world, the more realistic I find the shot looks. But you can do all of these effects to taste. Then film grain. One thing about these Boris effects plugins that I do like is the controls are right here in the middle of your shot, so you can just scale things up and down while zoomed in to taste, to see how intense you want that film grain to be and the size. I'm going to add another adjustment layer and add lumina tree color. In color wheels, I'm just going to bring down the mid tones and the shadows just to touch. Now, let's do a ram preview. Here's the ram preview of our shot. We have the sign swinging, some paraxen within the bookstore. One thing you'll notice is in the reflection back here, you'll see some chattering and that's going to be part of the sample count issue. When you start seeing noise like that, you might want to increase your sample count, but for our purposes here, I think this looks fine. Now that we've gone through all of these steps and done all of this work to make the shot, let's take a look back at where we started. This is our 3D scene that we built in Blender, and it all started with this single image. 10. Final Thoughts: Congratulations on making it this far. We've gone from taking a single image using fSpy and blender to create a full 3D shot. This is a really powerful technique because you can create exterior or B roll shots when you couldn't afford to actually get a crew in a certain location, so you can add more coverage and production value to all of your films. We've covered a lot of techniques. If you have any questions, definitely ask me in the discussion board and I'll respond to them. I also really want to see what photos and shots you come up with in the project gallery. Thank you for watching, and I'll see you in the next class.