Combining 3D and AI: Blender 4. 3 & Stable Diffusion Workflow | Anton Tenitsky | Skillshare

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Combining 3D and AI: Blender 4. 3 & Stable Diffusion Workflow

teacher avatar Anton Tenitsky, 3D 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.

      Welcome to the 3D and AI Workflow

      0:48

    • 2.

      Installing Stable Diffusion Web UI

      1:45

    • 3.

      Switching to UI Dark Mode

      0:37

    • 4.

      Stable Diffusion Standard Models

      0:54

    • 5.

      Adding Custom Models from CivitAi

      1:02

    • 6.

      Creating Your First AI Prompt

      0:17

    • 7.

      Customizing Image Save Paths

      0:12

    • 8.

      Installing ControlNet for Precision Renders

      0:38

    • 9.

      Building a Room Blockout in Blender

      5:44

    • 10.

      Setting Up the Camera in Blender

      1:49

    • 11.

      Configuring Depth Pass Renders in Blender

      3:09

    • 12.

      PhotoPea (Free Photoshop) for Gaussian Blur of the Room

      0:44

    • 13.

      Fine Tuning ControlNet Depth Settings

      1:27

    • 14.

      Generating Your First AI Image

      0:26

    • 15.

      Control Depth Glitch Depth Preprocessor Switch

      0:24

    • 16.

      Crafting Effective AI Prompts

      0:44

    • 17.

      Embedding Prompts in AI Generated Images

      1:08

    • 18.

      Upscaling Images with Stable Diffusion Latent method vs Swing

      1:19

    • 19.

      Quick Online Upscaling with Krea AI

      1:32

    • 20.

      Showcasing AI Image Experiments

      5:46

    • 21.

      Projecting AI Images in Blender

      2:36

    • 22.

      Using Sketchfab to Find 3D Models for AI Background

      1:08

    • 23.

      Importing Model to Blender and Material Set Up

      2:01

    • 24.

      Matching Lighting to AI Backgrounds

      1:45

    • 25.

      Creating Realistic Shadow Catchers in Blender 4-3

      2:26

    • 26.

      Leveraging Blender 4-3 Light Linking

      0:52

    • 27.

      Adjusting Global Environment Colors

      0:32

    • 28.

      Adding Bloom Effects in Blender

      1:39

    • 29.

      Adjusting Brightness and Contrast of Model Texture

      0:32

    • 30.

      Animating the Camera for Dynamic Shots

      1:22

    • 31.

      Adding Professional Look with Depth of Field

      1:21

    • 32.

      Final Light Adjustments

      0:18

    • 33.

      Rendering the Final Animation

      0:29

    • 34.

      Final Animations Overview

      0:36

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About This Class

The age of AI is upon us. It is time to learn and work with these powerful tools.  

By adapting and integrating AI into our workflows, we can unlock new levels of creativity and efficiency, ensuring our skills remain relevant and valuable.

And I already use these techniques for my clients. It greatly expands on the service I can deliver.

What You’ll Learn:

  • Get Stable Diffusion Up and Running: Learn how to install Stable Diffusion and external plugins on your machine to be able run free models of your choice.
  • Seamlessly Integrate AI & 3D: Learn to seamlessly integrate AI-generated images into your Blender scenes, creating photorealistic imagery and simple animations.
  • Explore Advanced Techniques: Dive into advanced concepts like depth maps, prompt engineering, and image refinement.

Who This Course Is For:

  • Aspiring 3D artists and designers
  • Game developers and environment artists
  • Creative professionals seeking new artistic possibilities
  • Anyone curious about the fusion of 3D modeling and AI

What You’ll Get:

  • A high-quality, condensed 1-hour video tutorial
  • Downloadable project files with all 4 scenes, textures, and models
  • The tutorial divided into 34 named chapters for easy reference
  • A complete collection of generated images and animations

Keep up with AI and reach new clients!

Meet Your Teacher

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Anton Tenitsky

3D Artist

Teacher
Level: Beginner

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Transcripts

1. Welcome to the 3D and AI Workflow: Combine through D and AI. This is the point of this tutorial. I will explain how install stable diffusion at the beginning level, how to plug in different modules and how to set up a simple sN in blender that will work in combination with stable diffusion. Every software we are using here is free. You just need a recent gaming laptop, ideally, three or 4-years-old because we do need an video card to run it on. In this particular case, I want to create a showroom for a prop, and you can apply this to any idea of your own. It doesn't have to be like a medieval room. Like in my case, it can be Sci fi. So let's start and enjoy the course. 2. Installing Stable Diffusion Web UI: Go and install step Body fusion web UI. So for that we need to go to github.com, automatic 11 lemon Steel Body fusion web UI. Then we can scroll down to see the installation instructions. For Linux Windows and Apple, I'm using Windows. So we need to install Python and we need to install Git. If I click on Python, we just need to scroll down to the bottom, find the Windows installer, standard installation, nothing custom. Same thing for the Git. I click on Link here, and we go just go for Window 64 beat setup. Download the executable and follow the standard instructions, click Okay all the way. The next thing I need to do I will go to my C drive and I'll right click creates a new folder for our stable diffusion. Then I need to click on the URL section and type in CMD, the command line. Then I need to go and copy this line right here. Get Clone down to the end, Control V, paste it right here and press Enter. That now is going to run and download all the files that we need. Now we have the folder. We need to go and run webpiuserdt pad. Sub click on that. And it's also going to run through commons here. I download some packages. Don't worry about it, give it some time. After waiting for a few minutes, and it can take you ten, 15, 20 minutes because downloading a lot of files. We got the webbi opened. It is, however, looking white. So if we want to make it a cool dark mode, we can do it pretty easily. 3. Switching to UI Dark Mode: To go back to our main folder with stable diffusion. Click, right click on webby and user dot BD and click Edit. Now we have this note pad where I can just type in what I need. That is dash, dim space controls to save it, and let's run it again. Just double click on Webi user Dot BD. And there go, we have the Dg Zim. I can Control tab, even switch between them. I have two of them open right now, but I will carry on with D deemed automatic 11 11 4. Stable Diffusion Standard Models: Unstable diffusion, you may or may not have this model already preloaded version 1.5. However, at this point of time, while recording is tutorial, there is already a new model which is 3.5. It is hanging phase, and you can see this link. You do need to create an account to download this model, and I've logged in. Then I need to switch to files and versions, scroll down to the list of files. And here I can see this file dot save TensS which we need to download. There are multiple models currently available for download. And see 3.5 L Large Turbo and medium. Medium is the best for consumer hardware, so you'll still create your good results and will not kill your video card. Also, medium model is smaller. It's at five gigs, while large Turba is 16 gigabytes and regular large is also 16 gigabytes. 5. Adding Custom Models from CivitAi: Model, I go from website called Kviti or cbi.com. Here, they post a whole bunch of models created by the users. They're all for free. You can pick any and download it. I actually went and picked Epic Photogasm and then I just press Download. We need to go to stable diffusion folder to models, then pick Stable diffusion and paste the downloaded model right into this folder. You can see the extension called safe tensors. That extension is identified that it was virus checked and there is no dodgy stuff in the file. I'm back at table decision, you do want to click on refresh, so that it will go and scan the models folder. I already have NASA model I don't load before, and then we have our epic photogasm. Every time I press on a new model, it takes some time to download it and update it in the WI, usually a few seconds, but if the file is big, it can take 40 seconds. 6. Creating Your First AI Prompt: Finally, we can do our first prompt. C type in like a medieval room, click Generate a super simple prompt without much detailing. We will be introducing a lot more. And it created our image. 7. Customizing Image Save Paths: May generate an image, it gets saved. And if you want to change this path of saving the particular folder you want to use, you just copy paste it here, and then click Road UI and you will get it updated. 8. Installing ControlNet for Precision Renders : Image. We can't really control it. We can change the prom, but we'll morpho gain something else to control the output. We need to install Control. Let's go extensions, click On available. Then I click to Unload From and I got a list of extensions that are available to be downloaded and installed. Press Control F, G search for ad web Controlt. And I just push it down, find the second search result of SD WebUI Controlt and here we go. We have it and I just need to click I 9. Building a Room Blockout in Blender: Showroom. So inside the blender, 4.3, slightly different from previous versions of blender. I go Shift A, and I will create a cube. So I want to get a cube. I want to make it a real proportions. So two by 2 meters is about right. I just want to scale it out, say two by 4 meters, type it in. And then press step to go inside, Edit mode. I'll press three, which is my hot key to pick the faces. We can also pick the faces or variouss at the top. Then I press delete to delete and pick the faces to delete. So now we have our shell, which if I pick it and move it away can create a bit more depth. And then I will go Shift A, create a new cube, and I want to decorate our room. So I'm pressing G to move this, pressing S to scale it on different axes, Shift D to move it across. Shift D, shift D. And I want these guys to to fill up the room so they go a bit more infinite. I might consider to add a bit of ceiling here, so I will go picking the edges click that one, Ship, click this one and Control R to create a new age loop, and I use my middle mouse button, scroll and add a bit more divisions. And then I pick this guy, middle guy and go with the proportional editing, I can now push this all together. If I press G and use middle W, I can scroll up and down and press Z to go up in the axis that I need. So I'm creating this little arched ceiling then I press one for tic selection. I actually want to go into transparent mode, so then I can pick all the visible and invisible vertices, press G, move it down, and I have my cage by accident, I hit on the floor. So again, I here press to enter the wif re mode and pick all the vertices at the bottom, tone up portional editing and G and Z plus zero to scale it down to zero. Now I have a flattened floor. Let's go back, turn of the transparency mode, which helps to select the back faces back vertices. And I will just shift D plus R, rotate, shift rotate to snap the rotation, press S to make it bigger again, to scale it up. And I want to create another pot there, press S and Z to scale it upwards. We create a little very minor decorations. Something there because we want to give AI ability to think a little bit for itself. One thing I want to add, I want to add a bit of bubble to all the shapes, press Shift click on each one of them, press stab and everything is already selected. So go Control B to add a bubble. And I just add a little bit of smooth beveling. We can see that beveling here wasn't happening accurately because these object has been scaled on one axis, so it's not like a uniform scaled object. And to fix that, I have to basically, let's go do this press step and call Control A, apply scale. I will apply the scale transform and will fix the scale. So now it's a uniform 111 scale press step called Control B. And now I can get a bit of these softer shapes because cell body fusion does prefer to deal with softer shapes, and I feel like projection might look a bit better if there is some wiggle room for when we start doing the texture projection with cameras, it will be helpful to have slight softness here. I think these guys, well, it looks a little bit too jacket that line, so I can just pick all these guys together, and I will bevel and I'm using my middle wheel to get around amount of divisions. So I've got a few divisions running might have nice curve. And maybe I'll just add this columns at the end over there and move the skies across. Instead of recreating that on the right, I will just move it and duplicate this model there. I think maybe it doesn't have enough depth, I would just go and scale it in one direction and Control A, apply the scale transform. 10. Setting Up the Camera in Blender: Want to position my camera now. So was on my camera it's somewhere there's a default one. I will press G. Is by pressing, I'll shift every time I'm rotating and I'll shift snap snaps to the viewpod left, right, top, and front. So let me rotate this guy around. Actually, let me go into these settings here, just click and drag and type in a zero. So now I know that my camera isn't under some kind of funny angle, press, press control, snap rotate, and we have a to make sure we are in the right position, I have to go into view and camera, set active object as camera, and then go into the view and look camera to view. You can see the part, you know, where we see the room is pretty tiny, that camera gate. So if I press home, it will bring this camera gate to the full screen. So then I press, you know, rotate my middle mouse wheel shift to, you know, just position this camera in the best possible way. I think I want to change my camera settings. So click here on the little camera, and I want to change the poco lens to something a bit more dramatic like 24. So that gives us a bit more Breathing room. We can even go 18. This is basically how they photoshoot all those properties or all the real estate properties. They like to go with super wide angle lens and make everything look much bigger than it actually is. So you can play around with the bells and find one you like. 11. Configuring Depth Pass Renders in Blender: A little preparation for our render settings. I'll go into output and put 50% here. It will double down the resolution. And the lower solution, the faster it renders in stable diffusion. So it's quite important. Then we want to render out a depth pass. The depth pass will show the nearest objects towards us in white in wilt pixels, and the furthest objects away in black pixels. It's also can be called a Z depth. So here in data, I just click here on Z depth to get rendered, and then we can switch to compositing. I go to Compositing tab. You probably will not see these notes. You have to click on use nodes for them to show up. Let's go click Render Image. And right now, we can't really see anything. We don't actually have the lights on there, and it really doesn't matter. So, press Space Bar, look for viewer. We know that will show our render from before. And we have our depth path. If I go back to our view layer and I click on Z and click on Z, you can see the depth path appears and disappears. So I can just go drag it down, and it will give us a little preview. Right now, it's all totally white. To fix the image, spacebar, look for the map range. Drag it over our line, insert it, and then we have to play with the values. Basically, I go and direct this slide and try to find some value that will give enough information for stable diffusion to work with. Not a bad idea to go into the render settings all way down to color management and transform. I want to change it from filmic to raw, that gives us more bit of gradients and more gradient variation can be quite useful for stable diffusion. Sometimes stable diffusion can interpret too much darkness and play has been really far away. And in that case, we can play with the here and we can change the contrast settings, low contrast, medium, bear in mind that even though it was a human eye can't really see the detail too much, stable diffusion will be able to pick it up. But I will go with just none for now. Let's connect our map range to the image and then go render the image. So there we go, we have our final render and we want to save it. So image, saves and I create a new folder called PNG. I save it at 16 bits, and I want a zero compression. We don't need any further compression. And let's call this like a room, depth path, zero, one, and save this image. 12. PhotoPea (Free Photoshop) for Gaussian Blur of the Room: It's a little P tip. I'm actually using Photoshop, but if you want to use a free software, there is a Photo P. It is an online copy of Photoshop, and you don't even need to login. Click here, like open from computer, look for my render, double click on that. And what I want to do is blur it using a negotianbl that will add a bit of suggestivity for the render for stable diffusion. It really, really helps. So I'm just doing like two pixels, 2.5 pixels of smoothing. And we can do different amount of blurriness and try that all later in stable diffusion. And then we can just go experts. Experts PNG gives you the window how to save it and just press Save 13. Fine Tuning ControlNet Depth Settings: Time to have fun. The tedious installations and blockouts are over. First of all, we want to drop our image that we've created in Blender. Just click Dragon drop here. Then I want to change the resolution. Otherwise, it will try to render it as a square. So it's 960 by 540. And by the way, the image I've dropped, it's not a smooth image, just a straight expot from blender. Then we can type in a prompt. I will say something very simple medieval room with window in the back. And before we click Generate, we have to go and click Enable. Enable of the control net, otherwise it will not do anything. And then we have to change the preprocessor to depths Zoi. Depoi in my experience showed the best results, so I will stick to it. Other depth processes can give some bizarre results. Then important options to consider, and we have quite a few options, but we only need to play with a few. I want the control weight to go down to 0.7. That gives a bit more creativity to the prompt to the generation. If it's one, it will try to adhere to the stuff it sees and can sometimes give very ugly results. Then I want to change seed to ten. That will mean that it's not going to generate a new image every time I have the same prompt. And let's just click here Control type to 14. Generating Your First AI Image: And let's just click Generate. Sometimes it will take you only a few seconds and sometimes it will take longer. You can pull up the pump window from the bottom bar and see the progress for yourself. It's advisable to do a computer reset to run it. It will run on a fresh restarted computer, it will run faster. But it all comes down to your video card and how much VRM you have. And here, 15. Control Depth Glitch Depth Preprocessor Switch: I got. I really don't like it. A final thing happened. One point, for some reason, de processor changed to metas. And Midas gives weird results, so I always switch to Zoi. It's a good thing to point out if you start to get something weird and not controllable, maybe the depth profile is wrong, deps processor So here I've put another prompt. I'm getting somewhere. I'm getting somewhere. 16. Crafting Effective AI Prompts: Result I found satisfactory. You can see my prompt festival says medieval dungeon room, black, simple gothic window. It wasn't simple, it would create like four or five of them. Then broken walls and floor, wooden ceiling with wooden beams. If I didn't put wooden beams, it sometimes wouldn't generate the wooden ceiling. And for some reason, 80 millimeter lens did help with the look and made it look more realistic versus non realistic before. I don't know why it helps, but that's the way it works. Then I used an image that was even more blurred, so I blued it to like six, seven pixels on Goshen blue scale. See here, I have the control weight set to 07, gave me a good amount of detail and originality. 17. Embedding Prompts in AI Generated Images: Talk about recreating the previous results, right? So every time you create something, you want to save that information. If you have to go to setNs and go to saving images and grids, and right now we already have it. Add extended Info, see the prompts to file name to exf information of the file. Then click Apply setNs and now every time you generate an image, it will be saved with information in the file. And to retrieve that information, we need to go to PNG Info. So drag and drop one of the images I've created, and you can see immediately we have our prompt. Then they say send to text the image. It recreated the resolution at the prompt, but not the control net. So the control we still have to redo by hand, which is a little bit annoying, but that's the way it works. I have to drag and drop depth image again. Make sure you don't make a mistake here. And then if I run generate and you know what? I actually did a mistake, the depth was set to met us, so it creates us quite a different image, kind of cool but weird. Let me go change depth to ZoiGenerate again. And with that, I got the image I want 18. Upscaling Images with Stable Diffusion Latent method vs Swing: Of the resolution, we can run an upscale. So here, if I click on Enable has fix and nscroll this, it will double our resolution and write different upscaler. So each upscale gives us different results. I'll be using just latent. There is also swing for IC which I try to use. You basically just go click Generate and run a double resolution. Require a lot more memory on your video card. I do have to do a clean computer restart and then run the generation. Advice it will say, you'll tell me that I'm out of memory on my video card. Here, I have my latent upscaling, and I have swing upscaling. So the detail is a bit different. You can see it actually recreated the image and changed a lot of details. If you want to keep more of the details, you need to change the denoising strengths. So I'll go to five. Again, if I drop it too much, it will give me somewhat of a weird results. And also, it's much longer, right? It can take five, 10 minutes depending on your system to generate an upscale image versus just seconds on a low quality. So here I changed the denoising settings from 0.7 to 0.5, and it gave me a very different look compared to this one, 0.0. 19. Quick Online Upscaling with Krea AI: Like to upscale using creat AI tool. This is a free tool with a limited use, right? So we can upload, say, five, ten images and run upscale on already upscale stable diffusion. So we do need to sign up and create an account, then go to enhance and let me just drag and drop our image. Now on my left hand side, I have the image I put it. I cannot do two X generation. However, I can do just one X, and this already will improve my scene. Click on the button and I just have to wait. And now I have this before and after son, I'm not too sure that this new creation is better. I think actually works, but we can run the different upscale and I can go upscale methods and say clarity, I can drop clarity resemblance and run enhance at this setting. I think new variation is better. Still not too convinced if I want to trade the old version for the new version. Some things I like, like the ceiling, maybe the windows got a bit more definition, the floor is interesting, but the side walls are pretty bad, and we're losing that warm that I'm not too happy about it. I think it's important to mention this tool if you want to upscale your stuff and to add some details because it can work pretty well in certain cases. AI especially useful if your computer cannot do upscaling on your own. So, for example, here, I'm dropping my 1,000 pixel image into the upscale and getting my two k render out. And I think it's actually doing a pretty nice job over 20. Showcasing AI Image Experiments: I want to go through gallery of failed tests just to show that it doesn't involve a lot of trickery and prompt engineering and settings engineering and changing the settings to get a nice result. Sometimes I forget to change the depth from Midas to Zoe. If I don't put a window inside the room, the lighting goes to look quite weird. So Immediately see here, put in the prompt to put a window behind. And the lighting got from kind of fake d one to a lot more natural, very natural realistic lighting. Then I was trying to achieve a wooden ceiling and also plane with different settings of a control net from 0.7 to 08 and constantly change and change and change you know, control net goes up. It's less variation. Control net goes down. It's a bit more freedom. And I was just trying to get that realistic look. Some of these are not too bad, and especially considering the ability to do the upscaling in other software. I can drop it and create AI and upscale this pretty nicely and then reuse it. Sometimes you'll get some weird holes, like you can see on the right, is a black hole. It's bizarre. Oh I have this weird gis gish window. One thing you can see though, the moss, I actually did prompted a mossy flow in the prompts. Then I did mention a castle in a different prompt and I got a castle in the background. Just, you know, the left and right walls, they look very like a cheap game type. So other prompt tests here. Sometimes playing around with the number of windows. And here, I jumped back to stable diffusion model from epic photogasm. It gave me this result. However, I mean, it's kind of looking cool. But at the same time, it was less controllable than the epic photogasm. So I switched back to epic photogasm. And here, I think I was trying next day. This is my depth switch to Midas, and I forgot about it, so I had to switch it to Zoi again. I was also telling the windows like simple window, medieval window, gothic window, a simple gothic window. It all came from prompts and variations. You can see right now, I have a frame. I don't know why this frame started to appear. To remove the frame, I started to put a frame in the negative prompts, but eventually it went away. Like putting 18 millimeter lens helped a lot with the realism of the scene. Again, I don't know why we black box there when we play with that. So failed prompts here again, right? And then I said to improve. I try try try. And it's suddenly look worse, looks better. Very often, it has to do with the control net steps, 07, 08, 06, 05. I try all I also tried blurring the image. I did blurring the depth image that came from Blender a lot. B five pixels by ten, by 15, I kind of blurring it a lot. I was even adding some noise, like monocrobatic noise to see how that would break it. It can help. It does indeed help stable diffusion if the edges of the image are not too consistent. And of course, it will be a problem if you're trying to do rendering animation because then it will start to go and be wage from frame to frame. But in our case, we're just trying to get one nice render out and our animation will come for free in blender at real time speed. Here, I don't know why I got this just black line through it. I just had to change control net and regenerate. I did like two, 300 prompts generations. One of the reasons I was doing them like tutorial. I could also, photoshop some stuff, right? I can merge few variants together to get a better result. However, I wanted to show in this tutorial how to get just a actual export without retouching anything. But retouching is always an option, so don't forget about it. This was a rather nice dungeon. Wooden ceiling was giving me trouble. It often didn't want to create a wooden ceiling. I had to say, specific wooden ceiling with beams, and then it would introduce a full on wooden ceiling. There's some nice examples here. And then I said, like landscape mountains and started to get these mountains in the background, or I said the white sky and painted all the walls to be white. 21. Projecting AI Images in Blender: Back in Wanda, I pick an object and I want to create a material. In your case should be material 01, but in my case, it's already done a few materials, so it's 03. And then I pick all the objects, except for this guy. So this guy control dyslecti has to be the last one. And then when I click Control L, I say link materials, and each object now has the same material. And if I apply different texture, it will be applied to all of these objects. Want to change the surface material to background. So that background material is very, very simple. It doesn't have any shading to it, no specularity, no shadows. And that's what we need because we already have all our lighting happening on the image on the photo that we generated in stab diffusion. Go into shading. I already shows our background material, a space baaimageimage texture, and then go look for our final render. So I found it, then I'll just drag the color to color output in the background, and now we have our projection. Our image looks very dark, so we need to change the slur space. I will go into the render, scroll all the way down to color management and change the robe which we had used for the depth to AGX to get nice render. Can see certain issues with the projection. It's all skewed and such. We can fix that. For that, I need to pick all my meshes again, and we need to add more geometry to it. Right now, the geometry is too low for good projection, pick that stuff up and rise A and then subdivide and do it again and do it again and do it again. Now it's getting a bit heavy, that should be good enough and project the UVs from you again. I have to go first set view to camera and then pick everything else, press step, press A to pick everything that's already picked and go UV project from you. That will restore the issues. If I press home, you can see now and overall, I do see the back window, right? The back window is wobbly because there's not enough geometry on the back to fix that. I'm just picking this room going into the invisible mode, pass through mode. Lead all the faces. I will just use one of these boxes. We'll stretch it out. I do need to project from my camera again, press Step, press A, and project 22. Using Sketchfab to Find 3D Models for AI Background: Room to create a showroom and to find an object, you can find them on many different platforms. I like to use Sketchfab because here we have a very, very nice three D preview. They have a very large library of everything I mentioned about there. There's also a shop. You can just look for a medieval statue and there are a few museums here on Sketchfab that upload the stuff to use. A lot of these models are actually downloadable. Some of them are not. You have to go and look at the bottom information. You can see here, download Tree model, pretty nice model to download and use. I looking for a while, I found the statue of St. Andrew or some kind of scholar. And you can see it mentions the license it in public domain. Let's just go download it. You do need to create an account if you want to download these models. I'll go pick my file format and we obj. I will also include the textures. I got the archive, need to right click and extract it here. I can even delete it now. Then I go inside the source, and there's another zip. I unzip that. And also, check the textures. The textures haven't been zipped. 23. Importing Model to Blender and Material Set Up: Side Banda file input OBJ and we pick our OBJ. Move this around. Looks like it's not exactly in the right position or right scale, so let me rotate and put it in place as to scale, move it around there. And we do need connect the textures. I'll go into the shading, go look for image texture, Control C control V, Control C control BF three image textures that we need to find, go open a color texture and I can hook it up to base color. And immediately we can see we have our texture on our roughnes texture, which will be responsible for all the reflections and reflectivity of the surface, which I want to connect to roughness and then a normal map, which will create more surface detailing on this object, this one. Do you need to hook up through a normal map node. This one going to color. And then this one will be connected to normal Map. And don't ask me why we have to do that, but unfortunately we do. I want to do some color matching because right now it looks like the statue doesn't belong to this room. It has to kind of receive the colors that are bound in from the walls, from the window, all that kind of pinkish, warm yellow light. And I can just introduce a hue and saturation note that and allow us to shift the hue into, say, slightly more pinkish and I can drop the situation and I can drop the value to make it Daka it can take some time to get combination of all these values to get the object look like it belongs. We don't have the shadows right now, so that makes it look a bit fakish, but we will deal with that in a second. This is good for now. I feel like it might need to be scaled a bit more. 24. Matching Lighting to AI Backgrounds: Create a light. Say, I'll go for point light, place it over there, and excavate the IV IV studio starts to add some light, and I can't imagine it to be light from the window. I'm just playing with the settings, the intensity of the light. And I'm just pressing one digit right one, one, one, one, two, two. I don't like to press one and 00 because then my hand has to travel through the whole keyboard to do that. I can switch point light to aerial light to give a broader highlight on the back, create a rim light coming from the back. And then to fake our global illumination from the room, I need to create another light. So this one will be coming from the front and it will be much duller. And then I do want extra stuff on the face. So I can just bring that point light that was created by default with the scene. I'll just shift right click on the body and then shift a selection to Coso. It will jump over to the three Coso which I placed. Put it on the face. Obviously, right now, way too strong. 11. 11 actually is pretty good. The lights are all very white. We do want to make them a little bit, like yellowish, pink to mimic that we have in the room. Same thing goes to the front light, front, big light. We go and do this pinkish light. And also change the back light as well. Can also use the color picker and pick from behind. Pick this kind of be coloring. Looks like exactly what we need. Now 25. Creating Realistic Shadow Catchers in Blender 4-3: A shadow catches, create a plane first, make it rather big. It's about right positioning and going into shading and sign a new material. I don't really need this principal BSDF here. T delete and I will look for diffuse BSDF without any extra information. That doesn't mean don't need and transparent SDF, we want to mix these two together. I will mix shader, plug it into the surface, and transparent goes to the first one and diffuse goes to the second one. We have two of them mixing together. If I go and put the factor at zero, it will be fully transparent. If I go put the factor at one, and it will be a fully diffuse color. Now I want to create a mask for our shadow. I'll create another diffuse BSDF then shade it to RGB. Connect these two together and plug it into our factor node. And then if I just change little settings here, I'm in the material settings on the right, and I need to change random material random method from D to blended. That gets us our shadow, but it looks like we probably need to invert this. All right. You know what? We have to switch the inputs, and there we go. I can go up and down, and I have my shadow. Want to undress the blackness of the plane. So my mask here not actually white, so I need to make it really white will lighten this up. We do, however, have this particular edge right there. So that edge it's tricky to remove because the geometry there, if I start to push this plane down, it starts to hit the geometry that's down there. What I want to do, I would just go R and press X for the Xs. I'm just rotate it a little bit. I press shift to slightly move this shift to slight move. And then we get a bit of intersection there. Okay, R X shift move a little bit. And I guess getting less of it. You can also type in the bells, but I'll try to. I want to do it. I want to eyeball. Other thing I can do, I can try to play with the positioning of this light. And this is my main light source, so I can just go and start moving it around. You can see if we're losing some of that gradient. Maybe will bring it more say upfront or actually more behind. So now the gradient there is much less visible. Let me lighten up here. One 26. Leveraging Blender 4-3 Light Linking: Seeing right now, I'm making the shadow too bright. To help with that, we need to start using light linking. This is a new feature of 4.3, blend of 4.3. I just need to go into object settings and go into shading and into light inking and click New. And then I want to drag my plane, my shadow catcher inside, and just unclick it. My plane is no longer affected by this light. I can also do the same thing for this for the point light that is hitting the face, I will go into shading inking, create new and dragon drop it play again and click it. So now our shadow is much, much darker. So it's a little bit of trick. But a lot of this trickery is very, very common in production where people hide stuff in every possible way they can. Another 27. Adjusting Global Environment Colors: Shadows is to change the global environment. So I want to go into the world and switch from gray to slightly darker color. It can go if I go full black. We're no longer receiving any global illumination coming from the gray background. And if I make it white, everything starts to light up too much. I also want to make this, you know, color a little bit more brownish to match up with the background of the room. It's about right. Make it a bit darker. I 28. Adding Bloom Effects in Blender: Bit of bloom to the scene, and in wonderful points really changed the bloom from being very simple to a new a bit more complicated setup. So I'm going back into compositing tab. I don't need well, I need my view, but I don't need my map range or depth channel. I'll press pace but and I'll look for the glare node. And by the way, I have this render in the background because I've just press render at the top and introduce this render. Then I will go and connect the image there to image and then to the view node and then to final composite node. Then I want to just go and drag from the left and split the screen and go click at the corner through your view pods, and just do a little preview of the bloom. So right now we don't have any bloom preview, but if I click right hand in shading, I can go and say always. So that composite will start to activate inside my scene. So whatever I do here, it will be visible in the scene. Then I can start to go first of all, I need to change this trick type to bloom, and then I can start to play these options. So I can just drop down the threshold and starts to lighten everything up. What I like about it that we actually also get in our AI render to give some bloom, and that adds up a bit of that td dimensionality and a bit of immersiveness, the whole render. Then can go and decrease or increase. This is up to you how strong you want to make it. An 29. Adjusting Brightness and Contrast of Model Texture: Tweak I want to add, I will go into shading tab and look for brightness and contrast. Can just type in contrast, position in between, and then increase the brightness and decrease contrast or maybe the vice versa. So I want to have less of a contrast to achieve a softer look of the model. And if I press on the node, it will mute it, and I can see the difference before and after. So it just adds a bit of that washed out coloring as per the background. 30. Animating the Camera for Dynamic Shots: Animation, I'll click to show the overlays, click on my camera, and I do want to split my screen, drag down that part, and I'll press nu zero to jump to my camera preview, and I want to lock my camera lock to view. Then I want to activate a live keyframe. So every time I move the camera now, it will create a keyframe for it. Press G, move it and it creates a keyframe. So then I will go jump to say keyframe 60 and move our camera right to the face of this character. And I can rotate it a little bit, as well. So if you didn't key the rotation before, that's a little bit annoying. What I want to do is right click inside the keyframe to key the rotation, then jump back to the 60s position, and I can just press shift and drag this to the left and change it like that. I think I might be interested in changing the focal lens as well. Let's play with that. So I will introduce a keyframe just by clicking over there and go to frame 60, click here, and maybe say, I'll go into mob portrait lens onto Zoom in right on this guy, right on his 31. Adding Professional Look with Depth of Field: Mode. Usually, what's going to happen, you'll get a blurred background. So I want to introduce depth of field, and I will focus on object. So I'll just pick this guy and we can play with the amount of F Stop. It's not really focusing that well, so I can just drop my object and only do the focusing distance. So I can drop it down to zero. One press shift and trying to get that focus. There we go. If I zoom back in, everything is blurred out. So I want to also keyframe the focus distance. Let's put it here to something a bit more normal. Like say 2 meters right, and let's just play this animation. I will limit it to 60 frames because we only have a short fly through. It might be a little bit too fast. I just need to pick that keyframe and drag it all the way to 250 if I want to make it to run slower. Forgotten to activate composited view. So now it's much brighter image. Let's see if it's not too bright. Looks a little bit like we have almost too much glare here. So we'll go into compositing and I can play with the threshhold or size of this blurriness. Bloom. Let's hope this is better. That's pretty good. I think 32. Final Light Adjustments: Much of the light in front of the face. So I'll pick the light responsible for that brightness, and I'll just go and drop it a bit down. It's a bit more natural lighting now. To fill this window, I have to kind of go and push it up to join the areas that we have full screen preview. L 33. Rendering the Final Animation: A couple of monitors and have it on my second screen. It's much easier to deal with that on multiple screens. Now let's talk about the output. We can output as a PNG sequence. But for the sake of time, I'll just go with mpeg expot as a video, and here you just need to pick the folder to export this. I got my folder, and then I will go and say render animation. Make sure you save before rendering. 34. Final Animations Overview: Our full animation. There is another variation. Now it's an Egyptian themed room with the prop I've downloaded from Sketchfab, or a different time period, in this case, using another simple prop in the middle. So thank you guys for watching. I hope you enjoy this course and learn something new here.