Transcripts
1. Introduction: Hi guys, My name is Elizabeth. I'm a digital artist. I specialize in Adobe Photoshop, Adobe Premiere, Adobe After Effects and blender. In this class, we're going to walk through some basic things to do in Blender. We're going to create a scene and then add a particle system to that scene to create an abstract render, we're going to walk through the interface, some shortcuts and how to manipulate different objects. And then I'm going to teach you how to render out images and animations and create an image sequence to create an animation. This class is for any skill level. You can be beginner or intermediate or advance. Let's get started.
2. Class Project: The project in this course is going to be to create your own images, to create your own render. I want you to go through each section in this course and learn how to create a particle system and then manipulate that particle system using force fields. Once you have that, I want you to add your own lighting, own colors, and you can even animate that light or the force fields to create something unique. Once you've finished, post your projects in the project section of this course. If you have any questions, please feel free to leave that in the discussions and I'll get back to it as soon as I can. I'm more than happy to answer any questions that you have. And I can't wait to see what you guys create.
3. Blender's Interface: The first thing we're gonna do is we're gonna look at Blender interface. So when you open up Blender, you're going to automatically get a default cube, a default camera, and a point light. These can all be deleted. And we'll do that in a minute. If you go over to the top-left, you'll have your menu bar with File Edit, Render, Window and help. You keep moving along. These are the different types of workspaces that you can have depending on what you're doing in Blender. So layout is the one that we're going to use in this class. We have Modelling. If you're going to be modeling, we have sculpting. Uv Editing is when you're putting something on your model, you're basically gonna break them all down and apply a texture to it or paint it, which is our next texture, paint it looks exactly the same. Shading is how we edit our materials. Animation is for animating. Rendering is producing your final product, and then you have compositing. So let's go back to Layout and you'll see here these are different types of modes that we have. Right now. You can only do object mode because we don't have anything selected. So if you select your cube and go back, you have different types mode. Edit mode is when you'll see the vertices and edges and faces that you can select. So if you wanted to go to phases and select a face of the cube, you can do that. An edge is where you select just the edge of it. And then the vertices are selecting the vertices. You have a bunch of different tools. You can use an edit mode as well. We're not going to go through these in this class because we're not going to use them. But you also have sculpt node, vertex paint, weight paint, and texture paint. These are a little bit more advanced tools. Let's go back to object mode. You go over to the right, you'll see your outliner. This is basically where all the things in your scene are. So you see we have our camera Q and your light. This is also another way to select things in your scene. And you'll see that it's highlighted orange. That means that object is selected. If you want to select more than one object, you just hold down Shift. So such camera, such cube, select your point. I'll holding down Shift and selecting to deselect the Select click off of it. Below that panel, you're going to have your Properties panel. And then you have all these settings that you can't manipulate. You're going to have your scene settings, which is what you're going to set up when you render it. You're gonna have your world setting, which is basically the background of your scene. You have modifiers, particles, which is what we're going to use, force fields and other constraints. And then your materials, we're going to use a few of these in this class, but not all of them. And if you pull up here and you'll see that you have a timeline. And this is when used for animations and keyframing. We're going to play around a little bit with this in this class. Now if you go to here, this is how you add things to your scene. You can add planes, cubes, circles, spheres, cones, even a monkey. And that's the basic breakdown of blenders interface. There's a lot more to learn here, but we're just going to do basic things in this class. So I'm just showing you the basic things that we need to know.
4. Shortcuts in Blender: The next thing we're going to go over is shortcuts in Blender to easily navigate the software is important that Gino's some shortcuts. So we're just going to go over a few in this section of the class to start, to zoom in and zoom out. If you have a scroll on your mouse, you can scroll in and scroll out using that. You can also go here to this Zoom and click and drag up or down to zoom out. The hand is basically so much you move around your scene. So if you click on the hand and up and down, that's going to show your scene. If you have a number pad on your keyboard, this is a great way to move around your objects. So if you hit one, you're gonna get the front view of your object. To see what I'm pushing. You're going to see a kick-ass down here. And that'll be active the entire class. So to go back to that, if you get one, you're getting a firm view. If hit three on your keypad, you're gonna get a side view. Seven is going to be the top view. And then if you hit 8, 4, 2, or 6, you can scroll around and move around your scene. This is very helpful when you're trying to locate different faces or to see different sides of a model. Another way to do this if you don't have a keypad, is to use this little z, x, y icon. You can click and drag on these and scroll around the scene as well. Some other important shortcuts are MSG in our, Before we go with that running over to the left and you'll see these icons that are arrows, a circle, couple boxes, and in all of them together. These are going to be the tools that you use to move your objects and to transform them. So the arrows are just to move them on one axis. So glad, grab the blue arrow, you're gonna go into Z, green, you're going to go on the Y, and red, you're going to go on the x. Okay? This is your rotate the same thing. So to go on the Y, to go on the x, on the Z scale is going to be to make your object bigger or smaller on a certain axis. So this your z-axis, your x-axis access, and your y-axis. And then the 20 below that is all of these tools put together. This is the one I use the most when I'm using this because it has at all and I don't have to come back over here and select something. Now, if you don't want to use the tool, another way to do something is to hit SR or G. So scale, rotate or grab. So if you want to grab something and move it only on the y-axis, you're going to hit G. And then y is only going to let you use it on that axis. Okay? Undo that by Command or Control Z. Same thing on the XS, XS, XS, g, x in your own mood on the x-axis. And the same thing goes for rotate and scale. So if you want to rotate it on the z-axis, hit R and then z, and you can rotate it on your z-axis. Undo that. And the same thing with scale. If you just want to scale it on every access, you can hit S and it's going to go on every access. Okay, if you only wanna do it on a certain one, huge hit S to scale it up or scale down as Y, scale up or scale down. Same thing. Same thing with Grab. If you want to grab it and just move it around freely. Just select the object. Say you wanted to grab this light selected, hit G and you can move it around however you want. I don't recommend this because in the 3D space, It's really easy to get lost and move completely out of the area that you want to be in. So I will just do grab and y and move that way. Okay, now if you wanted to delete something, instead of hitting the the leaky, which is not delete in blender, you hit X and this menu is going to come up and hit Delete. Okay, to undo that, you can do Command or Control Z. And if you wanted to add something to your scene, instead of going up to add, you can hit Shift a and that menu will come wherever you are. Now if you want to make a copy of something, select the object that you want to copy. Shift D, click on your left mouse key to set it. And then you can move that copy out. Undo all of that. Now we're ready to get started.
5. Part 1 Creating Particles : So we're going to create in this class is a particle system that we're going to turn into twos that look like a bunch of little tentacles coming out. And we can manipulate the light and the angle to make a really abstract cool render. So to start this off, what we need to do is we need to delete everything in the scene that comes with the default. So an easy way to do this is to just click and drag out a selection box. You'll see all your things are selected down. Now hit X and then Delete. Okay, once we have that, let's go to our front view by hitting one on the keypad. So Shift a to add a mesh to our scene. And you can add anything to the scene. Cube, sphere, I go sphere, cylinder, cone, tourists, which is like a doughnut. I'm going to go with a cylinder, but you feel free to pick whichever one you want. Again, if you want to know what I'm pushing, if I forget to say it has key cast down here and you can look down there to see it. I'm going to pull it up a little bit above our grid and I'm going to scroll in. And we're going to move it down this so I can see it. The next thing we're gonna do is add a particle system to the mesh. So with your objects selected, go to your Properties panel and look for the icon that has four balls and three lines. Looks just like this. Okay, this is your particle panel. To add a particle system to it, you need to click the plus icon. Just like that. And now these are your emitters. There's two ways to do this. You can use either the emitter or the hair. I'm going to show you how to do both. But in the final render, we're going to use the hair. To use the emitter. You're going to go to render, change your halo to path. So the next thing we're gonna do is we're going to bake this. So when you bake something in Blender, you're storing the results of the calculations or settings that you have. The results are stored. And this allows you to play back animations faster since a software isn't recalculating every time in animation is played. So we're going to bake this right now to see what it looks like. So you're gonna go to your particle panel and you're gonna go to cache, hit the drop-down menu, and then click Bake, OK. And you'll see all of these particles just falling down. And they're falling down because we have gravity set in this scene. Just like how we respond to gravity. All this is being pulled down because of gravity. So we're going to delete this bake and then hit this back arrow on our timeline. And that'll undo it. So the next thing we're gonna do in the emitters is go down to field weights. Words as gravity, we're going to bring this all the way down to 0. You can do this by clicking and dragging all the way to the right. Or you can click on it and hit 0 and then Enter, and it'll be at 0. We're gonna go back up to cash and we're gonna bake again. Now you see there's no gravity and everything is just being emitted everywhere all over the place. But we can get the same results here without using emitters and baking, we can use hair. So we're going to delete this big again, hit the back arrow. And we're going to scroll up on our Properties panel and we're going to hit hair. And you see we already have all these beautiful hairs. So the next thing I wanna do is I want to hide my object because this object is not going to be in our final render. And an easy way to do that is to go to the modifier section. And we're going to add a wireframe to it. And a wireframe does exactly what it sounds like. It makes your object turn into wire. Okay? You can see that it's now a wireframe, but if you bring the thickness all the way down, it'll disappear. Okay, and that's what we're going to work with right now. So let's go back to our particles panel and let's reduce the number of hairs in our scene. Just a little bit, maybe like 750. Okay. And let's bring them the length down a tiny bit, maybe to like three.
6. Part 2 Adding Force Fields: All right, the next thing we're gonna do is we're going to add some force fields to our scene because we want to make this out to be curves and not just straight lines. We want it to be intertwined and crazy. Okay, So to do this, just like you add a mesh, you're going to add Forest Hills did shift a or you can go up here towards this ad, go down towards this force field. And there's a bunch of, you can do. And we're going to use three in this scene, we're going to use force, vortex and turbulence. First thing we're going to add as turbulence. So click on it. And before you click off, hit S to scale this up and drag it out, you'll see that the looks like a cross or a plus sign is being manipulated. Once you scale up a little bit, click your left mouse button, and that's that. Now let's go over to our Properties panel. And this little circle with a line around it. And the dot is your force field property panel. And this is where you can manipulate your force fields. So right now we only have the turbulence. So let's bring the strength up a little bit and you can see what it does. Basically cranks it all up, makes it a little bit crazy. Move around the scene so you can see exactly what it does. Let's just bring it down a tiny bit. Maybe to like, let's go to 15, maybe 16. Okay. And we can always change that again after we had the other ones. So let's add our vortex now. Go back to force-field and add vortex. And let's scale this one up as well. So before you click off, hit S and scale it up. That looks good. And now go to your force field properties panel again and makes you have vortex collect, selected, and play around with the settings to see what it does. And you can see that it basically spirals it in, spirals it out. Kinda like a tornado. So we want this to be not that strong. So maybe like a 1.6, like the way that looks. Okay. Now let's add a force. So go back to your ad force field and then click force. And we're just going to move this one up a little bit and scale it a tiny bit. And then we're going to increase the strength just a little bit. So that's what it does when you bring it down. And when you bring it up. Maybe we'll bring it down just a little bit so it's condensed. Let's bring it down 2.6 and see how that looks. All right. Now you'll see all these paths have corners, are right angles. They're not smooth, the not thick. They have no density to them. We're going to do all that in just a second. But the first thing we're gonna do is we're going to smooth out the lines so their curves instead of these corners and right angles. How to do this, we need to go back to our particles section. Make sure your object that you attach the particle system 2 is selected. Go down to Viewport Display. And you'll see where it says strand steps. Now, this only goes up. The closer you go to seven, the smoother it will be. So if you increase this all the way up to seven, you'll see that these have turned into what looked like curvy pieces of hair. Bring it back down and you see that they're rigid and don't have any softness to them. So we're going to bring it up to about five or six. Let's say six. Okay? Now, the next thing we're going to do is we're going to turn this particle system into a mesh. Right now. It's just a particle system and you can't really go in and manipulate it. So you need to convert it to a mesh so that you can go in and add some density to it and some thickness to it. So to do this, you're going to go to your modifier into the Select your object. So I'm gonna select my cylinder, go to the modifier panel and where it says particle system. The first thing we're gonna do is we're going to get rid of this wireframe actually. So click the X on the wireframe and then either hit with your cylinder or objects like the hit H on your keyboard. Or you can go to the outliner and hide it. You can hide it and you can hide it from the render as well. Don't worry that everything is disappeared. We're going to take care of that right now. Go back to your modifier panel and we're going to hit convert. Now you see that all of these are highlighted because this is now a new mesh. And you'll see in your Outliner that you have this new mesh right here. So when you click the I is going to make your cylinder disappear. When you click the camera, it's going to make it so it's not in your final picture. Now that we've converted this to a mesh, we're going to convert this to a curve because we're going to turn these into some tubes. So with your new mesh selected, right-click and you'll see you have, you have all these options. What we're gonna do is go to convert to and convert to curve. Okay? Now that you've converted this to occur, you have some new options for you. One of them is geometry, and you can add some density to this or some depth as they call it. So with your curve selected, scroll down to geometry and go to where it says depth. Now don't go crazy with this because if you go crazy, It's going to go crazy. Okay. We're gonna go to about a one. I'm sorry, we're gonna go to about a 0, 0, 15. And you'll see that we now have these pipe looking things. Okay. If you don't want them that thick, you can go to 0.005 and there'll be thinner. But the gonna go 0.02. Oops. That's too thick. Maybe 0.012. That looks good. Okay, another thing we can do is we can hide the force fields in here. So we get a better look at our tubes while they're crazy. So if you scroll in on these pipes, you can see that they have sides and they're not smooth. They kinda look like a stop sign. Okay, so to fix this, we're going to click on our mesh or a Curves, I'm sorry. We're going to right-click and shapes move. Now you can see that everything is really smooth. So the next thing we're gonna do is we're going to add a camera to our scene. Then we're going to add some lights. And I'm going to show you how to set up an image to render.
7. Part 3 Setting Camera & Lights: All right, the next thing we're gonna do is we're going to add a camera because you can't do a render without a camera. And there's lots of ways that you can render this scene. You can put your camera in the middle of the mesh and do an abstract render. You can make your mesh smaller and have the whole thing in your render. And we'll do both of those right now, and we'll add some lights, dad's color. Okay, the first thing we're gonna do is we're going to click on our mesh and go to your Properties panel. And you see the little circle with red on it, that's your materials. We're going to add a material to this mesh. Reasoning very basic. We're going to make it like metal. So we're gonna go to your materials property and click New. And then we're just going to go to the metallic and we're going to bring it up. Okay, and then we're going to bring our roughness down a little bit. And that's all we're gonna do to it. We're going to add color to this with lights and not with materials. So now we're going to add a camera. So either go to the Add button or Shift a and then go to camera. Then you'll see a camera pop up in your scene. Now if you go on your keyboard and you on the keypad of your keyboard and hit 0, that's going to give you a camera view. So right now, whatever is in this orange box is what's in your camera view. Another way to get to there is to click the camera over here, and that'll get you there as well. Okay? But for right now we're going to move this camera out of the mesh so that we can move it around easier. Okay, now let it out. Let's change the focal length of our camera to about 28 millimeters. Okay? And we'll check depth of field as well. Now, hit Zero on your keypad or a click the camera and we're going to move our camera while we're looking through the viewport. So go to your your Outliner right here and you'll see this tiny little arrow. Let's click on that. And this is another way to transform something in your, in your scene. So this will manipulate the location is so manipulate the rotation. And this will manipulate the scale. We're not going to play with the scale on the camera. Just a location and the rotation while we're moving around the camera and the scene. So if you click and drag in the x, you'll see that it's moving on the x axis, the y, which is what we're gonna do. So let's bring that in. The z is going to be the up and down of it. Let's go right here for right now. And then rotation, this is going to move you, have YOU rotating on every access. So we're just going to move around in our mesh and find something that looks interesting. And I think my mesh is actually too big. So I'm going to click on my mesh, hit S and scale it down a little bit. Right about there. Now I'm going to go back to my camera viewport. And we're going to move around again. And I kinda like this area right here. So I'm going to go down to that. Oops, I'm going the wrong way. If you don't like moving your camera this way, you can also click and move outside of the viewport and click and drag. But it's a lot easier to see if you're viewing it through the camera. You can also use negative space where you have your mesh taking a part of the part of the view and not the rest. And just move around until you find something that you like. I'm just being picky right now, but I think I like this right here. So let's put this back where we had it before. If you just click N on your keyboard, it'll collapse and you can bring it out with n as well. Now we're going to add some light to our scene. And to add lights to arsine is the same way you added anything else? Go to add or Shift a on your keyboard and go to light. And there's four different types of light. A point light, the sun, a spotlight, an area light. We're going to use a couple of area lights and maybe a couple of point lights. So let's just add an area light for right now. Okay, and let's get out of our camera viewport. And see where our light is. It's right here. So let's move it up a little bit and then drag it over. And you're going to want to rotate it so that this line is pointing at your mesh because this is where the light is going to be coming from. So we're going to rotate it over and we're going to go back to our camera view. And we're gonna go back to our render view as well. So this is what you're going to be seeing when it's rendered. Don't have a lot of library now because we don't have the strength up. So let's boost up the strength on our area light to say lets a 1000 for right now. And now you see there's a lot of Leitner scene. So we're going to go back to our Transform panel and we're going to rotate the light around until we have it somewhere that we want. And move around your scene and place it exactly where you want. You can scale it up or scale it down. If you move it further away, we don't want it to be as lit and place it wherever you want. We're going to add another light to it. So don't worry if it's too dark right now. Now, the next thing we're gonna do is we're going to add some color to it. So go to your Properties panel and make sure you had the light bulb selected. Click on a color, and then you can add any color you want to the light. And you'll see that it's casting that Q onto your scene. Now this is really cool when you add multiple lights that have different colors on them. So I'm going to do maybe like a dark blue like that. That looks good. And we're going to bring the power to 2500 baby. Okay, Now, instead of creating a new one, we're going to duplicate this light and then move it. So select your light, Shift D, and then let's click on your mouse and then move the light over. So we're going to move this down. So it's pointing at a completely different direction than the other area lamp. And just move around your scene until you have it pointing where you want. Okay, now let's go to our camera view. And let's change the color of this light to something else. And you'll see how different colors show up on your scene instead of just the blue. You can render this image in cycles or EV that your render engine that you're choosing, we're gonna do in an EV just so that it doesn't take as long cycle does have a little bit better, a lot better. Renders when it comes to lighting and shadows and stuff like that. But you can see here this is cycles. It doesn't render all the way. But it looks good, but EBV does just as well for this as cycles does. So we're gonna go around and play with the lighting to get it to where we want it. So let's try 1200. Maybe a brighter on the blue. Let's do 1500 on the blue. And we're gonna go to the yellow and bring that up to say 800. Okay, now let's go to this little camera and change your render to EV and click Ambien inclusion. And then we're going to go to the render tab up here. And we're going to render image. This should be pretty quick. It's already done. This is the image that you can render, that you can go back in and move your camera around if you don't like this image and find one that you like. So I like this one, so I'm going to save it. So we're just going to go to image and save, and then save it wherever you want.
8. Part 4 Seconds Set Up: Now another thing you can do is you can set up your scene to where your rendering, this whole mesh within your viewport. So let's set up a scene where we have a backdrop and we're going to render this whole scene, this whole mesh. So let's delete all our area lives. So let's select area, area. Hit X and delete it. Go ahead and delete your camera for right now too. Okay. Now select your mesh. Hover over this section a period on your keypad. It'll center everything. Hit one to go back to front view. Now this mesh is really big. If you hit N to bring out your Transform tab, you'll see that it's huge. So we're going to hit S to scale it down. And then we're going to move it over and center it. And we're going to send it centered on the x asset access by hitting 0 and a location. And on the Y as well. If you do it on the z, it's going to take it below the grid. So we're going to move it up. Now. Let's go back to our viewport so we can see everything. Okay? And we're going to add a plane to this so that we can make a backdrop. So go to add or shipped a hip plane. Can't really see it right now because you're face-to-face with it. If you change your angle, hit eight on your numpad and change your angle, you'll be able to see it. So it's, it s, so we can scale it up a little bit. That looks good. Now click off of it and go to your object mode and change to edit mode. Right now we have the vertices selected. We want to have edges selected because we're going to select the edge back here and extrude it so that it's creating a backdrop. Okay, So select this edge by clicking on the edge, you'll see that it turns white. It's highlighted on your keyboard. You're going to hit E and then click your left mouse button. Now we're going to hit either G and Z, or you can grab the Move tool and just click your blue arrow up. Now if you go back to your front view, you'll see that you have a backdrop. Okay? But we don't like this to be a right corner. We want to curb this, so it looks better. We're going to make this into a curve. Click on this edge again, hit Command or Control B, and then move your mouse up. And you'll see that it's creating a curve. All right? And you can also do this by clicking and moving this width right here and increase the segments. And we're just going to make this into a smooth curve. So click off of it. Now, go back into object mode. And you'll see we have a curve, but you can see that there's little ridges into it. So we're going to click on this plane and we're going to shade it smooth like we did with our other mesh. Alright, let's move this back a little bit. Right now we're going to add our camera back in. So Shift a and then add a camera, hit 0 or the camera icon to go to your camera view. And we are going to hit N on our keyboard to bring up our transform panel. And we're going to move our camera so that we get all of the mesh in our camera view. And don't worry if the backdrop doesn't cover, we can always make the backdrop bigger. You can also take your mesh and rotate it around. To make it more interesting. Which I'm going to do. I like it like this. Let's hide this transform box so we can see better. And we want to center this in our camera up better. Right? Now if you go to your render view, you see, you can't see anything because we don't have any lights. So we're going to add some lights to the scene, just like we did before. Okay. But on this one we're going to add some point lights and then we're going to add area lights as fill lights. So first we're going to add the fill lights. So click out of the camera view and scroll around so you can see you're seeing better. Shift a and add an area light. And then bring it straight up. And we're going to bring it forward a little bit. And let's go closer to it by hitting the period key. Bring it around. And you just want to move it around your scene. So it's pointing at. Your backdrop and your mesh. You can see it's not pointing at the mesh. So we're going to rotate it on the z. So we get it, pointing it at the mesh. And we're going to scale it up. Okay, and now let's go to our camera view and then go back to our render view. And then increase the power of our light. Let's go to a 1001st. That's very strong. Let's go back to 500. Let's bring it down even more. There we go, because we're going to have a few lights in here. Okay, and now we're gonna go back to this and we're going to duplicate it. So Shift D, click on your left mouse button. And then we're going to drag it over to the other side. And we're actually going to drag this light over as well. So it's not so close to our scene and will rotate it back around so it's in our scene. Now go back to the duplicated light and then rotate that around so that it's pointing at our scene. This light is actually softening the shadows. You see that that shadow is almost gone, which is good because we don't have to have a lot of drastic shadows in the scene. And we can decrease this one a little bit, maybe increase it. That's too much. Just go to 300. And now we're going to add one more area light above. So Shift a and then add a light. And then we're just going to bring it straight up. Let's get out of camera view so we can see it better. And let's increase this size and bring it up a little bit more. Let's bring it to the back a little bit. And, and let's rotate it tiny bit. Let's go back to our camera view so we can see. And let's increase it just to see how it's all again, it's too much, just go to 50 and CIA that is, let's go to 75. Let's increase this other one. To say 400. That's not too bad. Now we're going to add some lights to add some color to it. And I think I'm going to add three different colors is time. So we're going to shift a at a point light. And let's move it up. And let's change the color to pink this time. Well, okay, and then we're going to bring the radius down the circle. The orange circle on the light is the radius. We're going to make it smaller. And that's the area that it's affecting. You can also bring the power down and just move it around and you'll see how the color goes with the light. Let's go to our top view so we can see where it is. It's actually in our mesh, which is perfect. Go back to our camera view, and let's duplicate this light. So Shift D and then left-click, and then we can move it around and change the color. I'm going to go to a blue. And we're gonna make this one's stronger and wider. Okay, and then Shift D again, click left, and then just keep adding lights to everyone. Go to your side view so you can see where they are in the mesh exactly. And just move around your scene until it's looking exactly how you wanted to. That is way too strong. Still too strong. Change the color on this as well. Do like a darker blue. And I'm going to do another pink one and set it over here. Move it forward, so it's affecting here. This four is, well, just going to move these lights around until I get something that I like. You can do this as well. So I'm going to move my measure on a little bit to get the composition that I want. And I want to have some negative space in this, right? And I think I'm going to change the background to have a different color, so it's not just gray. So let's select the plane and then go to Materials and go to New. And we're going to add a color to this. So just move around until you find a color that you like. Make it darker if you want, which I kinda like the black. And I go for a dark gray. Now, I'm going to do black. All right. Try to find which light key we're going to have them change this area light because it's affecting the shadows here and I don't want that. I'm going to change these lights and move them because I don't like how it's casting light on my background. So we're going to move it around. So it's just off there but still giving a little light to the area. Go back in and see how it looks. Let's move it some more. It's still there. Still a tiny bit. So let's move a little bit more. So you can see it's not affecting too much. It's just affecting a little bit. Okay, Let's go ahead and try and render this and see how it looks. Let's turn the samples up to 128 this time on EV, and then go to Render and render image. And that looks pretty cool. So we're going to save this one as well.
9. Part 5 Animating Lights: All right, The last thing I'm going to show you how to do is how to just animate something. If you never use Blender, It's very similar to like After Effects or Premiere Pro, where you use keyframes to animate it. So we're going to animate the lights in the scene. So it looks like the lights are moving around. Okay. We're just gonna do something really quick. So let's go back to our layout and change this bottom section. You can click right here. And we're gonna go to Timeline. And these are frames that we have. Our composition is 250 frames. So let's take this down to 25, 240 frames, about 10 seconds. Okay, and we're going to start at the beginning. So we're just going to animate the point lights so that it looks like the colors moving. So let's try the first light. Okay, you'll see that's highlighted. If you hit I on your keyboard, you'll see the Insert Keyframe Menu come up. We're just going to animate the location right now, but you can animate location, rotation and scale. So if you wanted to make something smaller and then come out bigger, you can do that. Let's show you how to do that with our mesh. So click on your mesh real quick, hit S to scale it down. And then hit I on your keyboard. And select scale. You'll see that a key frame pops up. Move forward. About 25 frames. Hit S Again, scale your mesh up, hit I again on your keyboard, and hit scale again. You go back to the beginning of the timeline. You'll see that the scale of your mesh is now animated. So you can animate just about anything. So let's undo all this and go back to where we were, no keyframes and are smashed back to scale. And select your first on your outline. And let's set a keyframe for the location. So hit I on your keyboard, hit location. Let's move forward some frames. Just grab it and move it wherever you want. Okay? I again and put a keyframe for the location. Move forward another 40 frames or so. Grab it again, Let's move it around and do this until you have this moving for your entire, for your entire composition. Just move it around wherever you want. Forwards, backwards, up and down. And we're going to do this for each point light. So just go through each of your point lights and animate them all. Okay. Oh, when you see this line comes up, it's holding that position because I forgot to move it. So delete that keyframe and we'll move this again. Move it over here. And then I location. Okay, Now if you go forward to the beginning of your timeline, hit the spacebar Play. You'll see that your light is moving. Now do this for everyone. Your point lights. So you have all the light in your scene animated. I'm going to fast forward through this part so you don't have to sit through it. All right, so I've animated every single one, my point lights. So I'm gonna go to the beginning of my timeline and we are going to play this. And you can see that the lights are moving in my animation. It's not the best innovation, but it's just a demonstrate that you can animate your lights in a scene. Okay, so to render out an animation, what you're going to want to do is go to your, looks like a fax machine. This is going to be the size of your animation, which is perfect. 1920 by 1080. That's what we want. The start frame. So we're going to go from frame one to frame 240, which is perfect. 24 frames per second is great. Important thing to do. So blender renders things out in a PNG sequence. So it's going to be 240 images rendered out. And then we're going to come back into Blender and make an animation. So we're gonna go to PNG. That's perfect, That's great. Now, create a folder. So you know where your animations are going. And then we're going to click this folder for output and select it. This is where all your images are going to go. Hit Accept. And now you'll see that this is where your animations destination is. Okay? Now that you have all that done, we're gonna go to render and then Render Animation. And you'll see while this is rendering frame one. And it's going to go through 240 frames. When you do this in EV, it doesn't take that long. Probably take about four or five minutes. When you do this in cycles, it's gonna take a lot longer. I'm going to fast forward through this section and then we're going to come back and we're gonna make, take the image sequence and make an animation.
10. Part 6 Rendering Animation: All right, The final thing we're gonna do is we're going to import our image sequence back into Blender and make an animation. So let's go make sure you save your file if you want to keep it. So go to File and Save. Okay, Now we're going to go to File and New and go to video editing. Ra. Now to import your images, we're going to go to add an image sequence and then find the folder that you had your images rendered into. So once you're in here, select them all. So just click on one of them and then hit a and then add image strip. And you'll see that if you get this image, press the space bar. You'll see that you have an animation now. All right, Now we're going to render this animation. So we're gonna go back to our section right here. And our image sequence is only 240 frames, so we're going to put that at 240. The resolution is good. Now you need to change the output again to somewhere you wanted to go. And then we're gonna go to JPEG and then go to Render, Render Animation. And you'll see that your video is rendering. This is amount of frames that you've done, the time that each frame takes. And we're just about done. All right, Now I'm going to open that video up for you. And this is the video we just rendered. You can see that your light is animating. Very cool. All right guys, and that's the end of the class. Thank you for taking the course.
11. Thank You: Alright, that's the end of the course. I just wanted to say thank you for taking the course. If you have time, it would be great if you go and review the course. Also, don't forget to post your projects in the project section. And if you have any questions, please feel free to leave those in the discussion section of this class. I look forward to hearing from you. And once again, thank you for taking the course.