Transcripts
1. Introduction: Hello, my name is Elizabeth. I'm a digital artist that
specializes in Adobe Photoshop, After Effects and blender. In this class, we
will be creating a balloon text
effects in Blender. This class is for
any skill level we walk through and
explain every step. We will start by learning
how to download blender. We will walk through
the interface and learn important shortcuts that
will increase your workflow. Then we will create
an edit text, add physics to that text
and animate the physics. Once our simulation is done, we'll set up a
background camera and lighting before rendering out a single image and an animation. Let's get started.
2. Class Project: The project in this class is to create your own text balloon. I want you to use
what you learned in the class to
customize your text, the color, lighting,
and camera angle. If you have any questions, please feel free to post them in the discussion section
of this class. And I will answer them
as soon as I can. Once you finish your project, go ahead and post the picture in the project section
of this course. I look forward to seeing
what everybody creates. Don't forget to have fun.
3. Downloading Blender: All right, The first
thing we're gonna do is we're going to download Blender. Blender is a free
and open source 3D software that is available for anyone to download and use. It has all the bells and
whistles needed to create 3D and render 3D
scenes or assets. It has modeling,
rigging, animation, simulation, rendering,
compositing, and motion tracking. You can either edit videos
and create games in Blender. The software is amazing and it's even more
amazing that it's free to download Blender,
go-to blender.org. You will see the big blue button that says download Blender. Make sure that you are choosing the operating system
that your computer has. I have a Mac, so I
would go with MacOS, go ahead and download it. And once it's downloaded, go ahead and open Blender
and we'll get started.
4. Blender Interface: All right, Before we get started going through the interface, at the bottom left,
there's going to be some letters that pop up. That's my key, casting, whatever I'm pushing
on my keyboard, you'll be able to
see it over here. Alright, let's get started by walking through the
interface of Blender. In the top left, you're going to see
your basic file edit, render window help options. But moving along that line, you're going to see
some words that say layout modeling,
sculpting, UV Editing. These are different workspaces. So blender has made
workspaces that optimize for different things that you're doing
inside a blender. So let's say you're animating
something in Blender. You're gonna be able
to move around here, but also see how the camera
would see over here. And then have your timeline
where your keyframes of B. And you just have to
have this workspace by going up to animation. Say you're sculpting something. They've made a workspace to where you have all
your brushes on the left-hand side and the options for those
brush on the right. So the one that we're going
to use the most is layout. But we can also use
the animation one here later on as well when we're
setting up our camera, okay, if we move on below that, you're going to see some tools. So this is your selection tool. You can select
objects with this. If it's highlighted orange, that mean that
object is selected. You can drag out a box and
select all the objects. Alright, let's go down below. If you click on the object, you will see some arrows pop up. This is your move tool. You can move on the x, I'm sorry, this is the z-axis. Move on the z, the y, the x command or
control shift to undo. In Blender. Below that you have
your rotation tool. Same thing. You grab a certain color, it's going to
rotate on that axi. Below that is your scale. This is going to
allow you to scale or make your object
bigger or smaller. And below that one is
everything altogether. This is the one I use the most so that I don't
have to go back and forth in picking a tool. So you can move, scale, and rotate
with this tool. Undo all of that. To the top-left,
underneath your menu bar, you're going to see
different modes. Object mode is what you use to change the properties of
an object as a whole. You're not trying
to deform or model. You're just trying to move it or scale it as a whole object. We do most of our stuff, especially in animation,
in object mode. If you dropped that down, then the other mode
that we're going to use in this class is edit mode. This mode allows you to change the geometry of your object. So let's say we wanted
to pull this corner out. This is a vertex. Let's say we want to grab
that and move it around. Let me scroll up. I'm sorry. You can see we're moving
just that vertex. You can also, you
can also select two vertices by just
clicking on one, shift, clicking on the other. And you can move both
at the same time. Okay, another section
in edit mode is edge. This allows you to change the geometry by using
the edge of an object. Then you also have face mode, which you can grab the
entire side of an object. To change between these modes, you can just hit 12 or
three on the keyboard. Not on your keypad,
but on the keyboard. 12 or three. Okay. In the next section we're gonna go over some shortcuts
that's going to teach you how to
move around your scene. But for right now,
I'll just tell you that when I scroll in or out, I'm just using my
wheel on my mouse. And you can also use your keypad to move
around your object. Or if you don't have a keypad, you can use this little icon up here to scroll
around your scene. Alright, let's go
back to object mode. And you'll see next
to object mode. And you can have view
which allows you to change the view
of your scene. And you also have
different options to add different meshes
to your scene. Curves. You can add another camera, some lights and texts, which we'll do later on. All right, if we go
up to the top right, you can see these
four little circles. These are different ways
to view your scene. We have wireframe which
allows you to view your scene as if you can
see through your objects. Solid mode, which is the one that we're gonna be using the most because it's a less
taxing on your computer. We have material mode, which
is kinda like solid mode, but it allows you to see
the colors on your objects. We don't have any
materials on our cube, so it's just coming up white. And the next to that
is your render mode. This allows you to view
your scene as it would be when it's rendered
out completely. Alright, let's go
back to Solid mode. And next that is your
scene collection. This is where all your
objects are kept. So we have our cameras
are cube and our light, if you can't find something
in your in your scene, but you see it in your
scene collection. Click on it and it'll
highlight it in your scene. Below. That is our properties panel. This is where you can add or edit things about your
object in your scene. So say we have our light
selected and we want to change the brightness of
our light. You do that here. You can change the power, you can change the color, you can change the
type of light. Same with the cube. You can transform the size of it in your Properties panel. You can move it and rotate it. You can add physics to it. You can add modifiers to it. Okay? All the things that you
wanna do to your object, you're basically going to
use your property panel. Below is your timeline. This is where we're going
to add keyframes and edit. In the next video,
we're gonna go over some shortcuts and
tools that will help you easily move around and optimize your
workflow in Blender.
5. Blender Shortcuts: The next thing we're
going to go over is shortcuts in Blender. To easily navigate the software, it's important that you
know, 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 to 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. 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
key cast down here. And that'll be active
the entire class. So to go back to that one,
you're gonna get from view. If hit three on your keypad, you're gonna get a side view. Seven, it's gonna
be the top view. And then if you hit 842 or six, 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 S, G, and R. Before we go over that, we're going to go
over to the left. And you'll see these
icons that are arrows, a circle, couple of boxes, and then all of them together. These are going to be
tools that you use to move your objects
and to transform them. So the arrows are just to
move them on one access. So glad that grab
the blue arrow, you're gonna go into Z, green, you're gonna go on the Y, and red, you're going
to go on the x. Okay? This is your rotate,
the same thing. To go on the Y. And the X on the Z
scale is gonna be to make your object bigger or
smaller on a certain axis. So this is your z-axis, your x-axis access,
and your y-axis. And then the tool 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 it all
and I can 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. 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. I'll undo that by
Command or Control Z. Same thing, the excess X axis, g, x, and you're only going
move it on the x-axis. 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
gonna go on every access. Okay, if you only want to
do it on a certain one, need to hit S, Z, scale it up or
scale it 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 would just do grab
and y and move that way. Okay, Now if you want
to delete something, instead of hitting
the delete key, 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. 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.
6. Creating & Editing Text: Alright, now we're going to
start creating our scene. First thing we're
gonna do is delete all these items so we can
drag out a selection box, make sure they're all
highlighted and hit X on your keyboard
and then delete. If you don't want to
do a selection box, you can just do one by one
by clicking Next delete, clicking X Delete, and
same for the light. Okay, Now the first
thing we're gonna do is we need to add
some text to our scene. And we can do that by either
shift a and go to text, or you can go up
to Ed, then text, and you'll see the word
texts appear in our scene. Let's scroll in a little
bit so we can see Center. You can also see that is flat. And we don't want it to be flat, we want it to be angled. We want it to be standing
up so we can see it. Let's rotate it on the x-axis. So we have it
standing up straight. Easy way to do
this by hitting R, x and then 90. And you'll see, then hit Enter. And you'll see our
texts stands right up. You can also do this by going
to your Rotate tool and rotating it until you see
it standing straight up. It's a little bit harder to
get it exactly 90 degrees. You can also do this
by bringing out your transform box by hitting N on your keyboard or hitting
the little arrow over here. And you can see rotation. And we're going to hit 90 in that box and it'll do
it for us as well. Alright, now that we
have our texts created, we need to type in what we want to do that we need
to be in edit mode. Let's tab into edit mode by
hitting tab on our keyboard. Or you can go up and
just change it yourself. And you'll see that
the cursor pops up. Now, when you're in
edit mode with texts, delete is not x. It's actually the delete button. I know it's confusing. So delete the word text and type in
whatever word you want. I'm going to type in balloon. Maybe I'll make it
capital letters because we're making
some balloon text. One thing we want to do as well because we're inflating
these letters. They're gonna get a little bit thicker and they're going to run into each other and we don't really want
that to happen. So while we're in edit mode, we're going to go back
and we're going to add an extra space in between
each of these letters. Just hit your arrow key, go between the letters and
hit an extra space on there. Okay, so when we inflate these, they're not gonna be
running into each other. Alright, once you have
all your space is done, let's go back into object mode. And we are going to make
some edits to our text. Let's find that little a
in our property panel. This is your text properties. In here. You can do just
about everything. You can make your texts thicker. You can bevel it, you
can change the font. You can change the size in here. But the two things that I'm
going to show you how to do is change the geometry
by extruding. And we're going to
bevel a little bit. And then we'll also show you how to change the font really quick. There's only one font
that comes into Blender, but you can add your own. If you want. You can go and download some on the Internet and then
bring it into Blender. To do that, you just have to hit this folder by the font and then navigate to the font
that you want to import. And you'll see that your
font changes right away. Alright? I'm gonna go back
to the other font just so that we're
all on the same page. But one thing that we're
gonna do is we're gonna make this text thicker. Because if you go
to your side view, you'll see that there is
no thickness to this. So to do that, we're going
to go and extrude our text. So if you go to the
geometry portion in the text panel and
you'll find extrude. Blender works in meters. So we don't want to
extrude this a lot. So let's say that we
go to one, hit Enter. You see it's huge. That's actually three feet. So we don't want to
do with that big, we want to operate in
decimals in Blender. Usually. Let's scroll around
and you can see that now we have some
thickness to our text. I think that looks okay. I might go a little bit lower. It's 0.05.075 maybe. Alright, that looks good. The next thing we're
gonna do is we're going to bevel the edges. This is going to
help us get rid of these sharp edges that
we have on our letters. Blues don't really
have sharp edges, so we want to round it
out as much as we can. And to do that, you add a bevel. So in texts you can do it
without adding a modifier. And to do that, you just
go right below geometry, you'll see a bevel option. If it's closed, you just
got to hit that arrow down, stick on the rounded portion
and then raise the debt. Again. Don't go too high
because if you go to high, everything's just
gonna go crazy. So we want to round this out. Let me get a front view
so we can see all of the. Letters. And then let's just round
this out a little bit. I want to keep it so
that there's still that little hole in the a because if I go too high,
that whole disappears. So let's just go to about 0.04. Might be different
for whatever letters or font you're using. So just play around
with it until you get a nice rounded edge. Okay, so the next thing that we wanna do is convert this to a mesh because we want to
apply physics to this. Right now it's just a curve. If you go to your
scene collection, you'll see this little
line with two squares. That means that you have a
curve here and not a mesh. So it'd be tab into edit mode. You'll see that you don't have any faces are vertices
on your text. So to apply physics to something that we
need it to be a mesh. So if we go to our
physics properties, we don't get a lot of options. We want to add a
clot physics to it. And we can't right now
because it's not available. So to convert your
text to a mesh, all you have to do
is right-click, then bind, convert to, and then click mesh. Or you go up to the objects tab and go to
Convert and then mesh as well. Okay, and you'll see that
we have more options in the Physics tab. And if we tab into edit mode, you'll see that we have
faces and vertices, but our mesh looks terrible. And if we apply physics to this, it's gonna be a mess. We want to have a
very clean mesh, have faces and edges
that are the same size. So in Blender goes to
add physics to it. It's easiest for
it to calculate. So to clean up our
mesh is pretty simple. All we have to do is add
a modifier to our text. So tab back into object mode, go to your Properties panel
and find that little wrench. This is your modifiers. Click down on it and
then find Ramesh. It'll be under the
Generate section. Click Refresh, and you'll see it messes up your
texts a little bit. Don't worry, we're
going to fix that, go to the voxel size
and just decrease it. And you'll see that
it starts going back to what you had before. Alright, makes sure that
all the little holes that you want and
it's still there. I might go down a
little bit more. All right. I think that's good. Once you have that done, we're going to apply
this modifier. Once you apply a modifier, you can't change it again. It's gonna go on your measure
and it's going to be there. So let's apply it. And it would tap
back into edit mode. You'll see that we have a very
clean and organized mesh. Most of the boxes
are the same size. Okay, now that we
have that done, it's time to start adding
some physics to it. And we're gonna do that
in the next video.
7. Applying & Animating Physics: Now we get to do the fun stuff. Adding physics to a
mesh is very fun. Before we get started
adding physics, we need to understand that
blender can get overloaded very easily with physics. It's very taxing
on your computer. So be sure to save your
file as often as you can. Also don't take the
physics properties too high because it's
just going to be too taxing and blender can freeze and you can lose all the
work that you've done. Up to that point. Once you've saved your file, Let's select our text and
go to the Properties panel. And let's click physics. There's a bunch of
different things in physics that you can do. We're only going to work with
cloth and collision today. But there you can
add other forces outside of the mesh that will
affect the mesh like wind, you can create a soft body which will make your
mesh kind of bouncy. You can add fluid to your scene. There's so many things
you can do with it, but it's something that
you need to play with to really understand
each one of them. Once we have our text selected, let's go ahead and click
cloth on our physics. And you'll see all these
cloth properties pop up. But for right now, let's go to our timeline
by dragging that up. And you'll see your
play heads at one. Just hit the space bar. You see our Texas falling.
Why is it doing that? Well, it's falling because in our physics, there's gravity. And if you go to
your field weights, you'll see the gravity
is all the way at one. If you bring that all the
way down and then hit your space-bar again,
your text doesn't move. But we want to have gravity in our scene because
we want it to be a little bit realistic and
have our balloons float. So let's bring that all the
way back to the beginning. Let's bring our
gravity backup to one. To make this not fall, we need to add a object
with some collision on it, so it will fall on that object. Okay, to do that, we're going to add a plane to our scene. So let's hit Shift a, go to Mesh and plane. You can also do that by
going up to add mesh plane. Alright, let me toggle
my view around, and let's scale this
plane up so that it is the size of our text. So just hit S on your
keyboard and drag your mouse out, scale it up. And then we need to move
our mesh text so it's above the plane and every
letter is on top of it. Okay. That looks good. Now, if we go back to our
playhead and hit Spacebar, it's still falling through. This is because we didn't add
a collision to our plane. Without the collision.
Just imagine that the plane is air
without the collision. When you add a collision to it, it turns into concrete. So let's click their plane and
then select the collision. And that's all you have to do. Hit the Spacebar again. And you'll see that our
text is turned into mush. That's okay. We're going to fix
that by adding some pressure to our texts. So let's hit the Spacebar
to stop our playhead. Drag it all the way
back to the beginning. And let's click our text and go play around with
these cloths settings. I'm very sorry, I
forgot one thing. Before we play around with
our pressure settings. Let's change our
render two cycles. So go to this little camera
right here, click on it. Clock to render engine
and hits cycles. I want to work at cycles
because when you add lighting to a cytosine,
it's more realistic. And the reflections
are going to be better than they are in ED. Cycles does take a little bit longer to render at
the end of your scene. But because we're only doing an image and a very
short animation, it shouldn't take that long. So change your render
and into cycles. But also feel free to
play around in EV so you can get an idea of the
differences of each one. So let's go back to our physics. Let's go to the text, make sure that's highlighted and find where it says pressure. If it's not toggled down, toggle it down, and
let's activate it. Alright, so let's
see what happens if we add some pressure
to our text. Let's just go with a crazy
number, like a thousand. So you can just see what
it does right off the bat. Hit the playhead
and you'll see that it just inflates our texts. We're already halfway there. But because we have gravity, it's just going to fall. So let's go back to the beginning and let's
see what happens when we inflate our texts and take
away all the gravity. Turn your gravity
all the way down. Go back to your playhead, hit Spacebar, and let's
see what happens. It inflates and it slowly
starts to float away, which is exactly what we want. Alright? You can stop here if you want. If you don't want to have your
texts deflate and inflate, you can stop right here and then move on to add
cameras and lighting. But if you want to learn
how to add some keyframes, stick around because
we're going to add some keyframes so that our text is deflated at
beginning and then inflates. So to do that, we are going to go, Let's say that we
wanted to inflate around a 100 frames
just to let you know, a frame is basically one image. But An animation, you're just adding all these images together
to get a sequence. A second of animation
is 24 frames. So a 100 frames would
be about five seconds. So let's just go to a
100 frames and we're going to add keyframes to
everything we have right now. We have changed the
gravity and the pressure. So go to your pressure and just hover over that
section and click I on your keyboard
and you'll see that it's turned yellow. And on your timeline, there's this little
diamond That's a keyframe. So that's going to
mark what's happening in your scene at that point. Let's go to the gravity. And we're going to hover
over it and click again. Okay, and you don't
see two keyframes, but both of those
have been keyframe. If you go to your summary, you'll see that you have
a pressure keyframe. And again, gravity keep
keyframe. That's perfect. That's what we want.
So let's go forward. I'm sorry, let's go back
in our timeline and let's deflate our text by, let's just say we go to, let's see what happens when
we go to ten, okay, ten. And then I again to add a new keyframe so that
when we are here, it's going to deflate. And then let's bring our
gravity back up to one so that the balloon is
resting on the plane. And then once you
have it at one, I was hovering over
and create a keyframe. Let's go back to
our playhead and go all in the beginning
and see what happens. So it's falling down. Let me move my way around
so we can see it. So far. Good. This is what we want. Alright, and then you see
it's starting to blow backup. Looking good so far. Alright, and they're
starting to rise up. Well that it looks terrible. There it goes. Okay, in
the end, a little wonky. But we can do, we can make it so our
gravity goes to 0 faster. And maybe that'll help it
rise up a little bit faster. So let's go back to our keyframes and find
where the gravity is. And let's take that
0 gravity keyframe, which is the one at the end
and let's drag it forward. So that's happened sooner. Also. Let's make it in flight
a little bit faster by dragging all the other
keyframes to, let's say 80. Let's go back and let's play it again and see how
that one looks. Alright, and I think
that looks good. And the longer it plays on, the more the balloons
are going to float away, or the text is going
to float away. Alright, so the next thing we're gonna do is we're
gonna bake the simulation. You see how it takes
so long to go through. That's because every time
it's going through blenders calculating what's
going on in the scene. We bake the simulation. It's gonna do that calculation once and it's going to save it so that we don't
have to recalculate every time we play
ahead to bake it. Let's go back to our playhead
and go to the beginning. Select that text, go back
to your Properties panel. And you'll see
something that says cash, toggle that down. Then we're not going to
make this 250 frames. This is going to be a shorter. So let's make this
animation about, let's just say 160 frames. Then we can go to
our cash and we're gonna change this
to 160 as well. Okay, and then let's
just click Bake. I'm going to fast
forward through this so that you don't
have to wait for it. It's going to take
a few minutes. Alright, our animation
has been baked. Let's go ahead and
see how this looks by pushing the spacebar
and plenty through. It's deflated and it pops
back up and starts floating. Perfect. The next video we're going
to add some background, some lighting and a camera, and will set everything
up so that we can render our image and a short animation. Be sure to save your file.
8. Lighting & Camera Setup: All right, the last thing we do before we render is
set up our scene. We're going to
create a backdrop. We're going to add some
lights and a camera and then set it up to render some
images and an animation. So the first thing we
wanna do is create a backdrop and
it's super simple. All you have to do is just
extrude this edge over here. You do that because
you want to smooth it out and adding another plane, we just make it a
little bit more difficult to smooth out. To make your life easier. We're just going to
extrude that back edge. And to do that, let's
hop into edit mode. Let's hit tab on our keyboard. Make sure you're in edges. You can add two
on your keyboard, not on your numpad,
but on the keyboard. Or you can just click this
little box right here. Select this edge in the back. We're going to extrude by
hitting E. And then we're going to extrude on the
z-axis by hitting Z. After you hit E,
drag your mouse up. Alright, and if you scroll up, you'll see you have a backdrop. It's very square. Now let's move that
backdrop out by beveling this edge
that we just extruded. So beveling is going
to round things out. Click on that edge, command or Control V on your keyboard. Drag your mouse out and you'll
see it starts to curve. Scroll on your mouse. And the more segments you get, the smoother it will be
click when you're done. Okay, that Bevel set. But if you tab into edit mode, move around, still has some of those edges that
we don't like and that's going to show
up in your scene. You can fix that really easy
by just shading smooth. So right-click on your plane. Shade Smooth and
those lines are gone. Go back around. And you'll see you
have a very nice, smooth backdrop, but it's
a little bit narrow. We need to scale it
out a little bit. So let's scale it on the X axis to make it a little bit wider so that when we add a camera, we have more room to work with. Okay. Once you're
done with that, let's go ahead and add a camera. And to add a camera, It's
the same way you add anything else by Shift a and then find camera or you can go to
Ed and go down to camera. Alright. Your cameras added right in
the middle of the scene. But if you go to camera
view by hitting 0 on your numpad or hitting
this little camera, it's in the wrong place. That looks terrible. Shooting nothing.
And easy way to move your camera around is go to
your animation workspace. You'll see that you
have your setup here. And over here, you can go to your camera view just by
hitting 0 on your numpad. Now that we have this
viewport over here, that is our camera view, we can easily see what
our cameras seeing. So let's drag our camera back and you'll see that our view
is changing on the left. Okay, let's drag our camera up, back some more, up some more. And I'm not gonna do
crazy camera settings. We're just trying to
align this up so that the plane and the
text is in the scene. And remember that your text
is going to be floating up. So make sure you have
some extra space at the top when that
text floats up. Okay. If you go to your Properties
panel, you see it, you have a new camera tab here. You can change things
in your camera. We're not going to
go deep into this because it's a very extensive, but you can change the
settings of your millimeters. You can add depth
of field which will allow you to change your F stop your aperture gives you some
blur and you're seeing, we're not gonna do
that right now. But just know that
this is where you can change some camera settings. All right, let's go back
to our layout workspace, and let's go to our render
view and see how it looks. Can't see anything. You can't see anything because there's a lighting
in your scene. So we need to add some
lights so that we're able to see what's going
on in our scene. So to do that, same way you add
everything else, shift a shift day, and lights. There's different
types of lights. I use Area Lights the most because they're
larger and softer. I like soft shadows
in my scenes. But a point light is
similar to like a lamp. The sun is the sun
and a spotlight is a little bit more
aggressive light on one area. So let's add an area light
and it's added to our scene. Let's get out of camera view. Let's scroll around. And this is where you're
just going to have to play because I don't know
how you want your scene lit. And there's so many different
ways to light a scene. You might want a really
simple lighting. You might want
dramatic lighting. You might want to make your
lights pink, which you can. But I'm going to do
a very simple setup. We're going to add
some lights in the back and in the
front just to make sure everything is linked. Okay. You can move lights around just like you move
everything else around, just make sure that that line that's coming
out of your light, that orange line is pointing at the thing that you
want to be lit. Okay, so I'm going to
rotate this around. And lighting and seeing for the first time can
be very frustrating. But don't worry, it's
worth it in the end. Alright, now that we have a
light pointing at our texts, Let's go back to camera view. And let's go back
to our RenderView. Still can't see much. That's because the power and the size of the light is very low and very small. So let's do. The first thing we wanna do is increase the
scale of his life. With your light selected, just hit S on your keyboard
and scale up that light. Alright, and you're
already seeing, you're getting some more
light right here on the edge of the backdrop. Let's bring that up and
rotate down a little bit. Okay, Let's go back
to our camera view. Getting there. Okay, now let's increase
the power of the light. Let's go crazy when, let's say 5 thousand. Just so you can see how powerful the lights are in Blender. Wow. Okay. That's a little too harsh.
On the left-hand side. The right-hand side,
it looks good, but this is way too much
light on left-hand side. So let's decrease this to
a thousand and let's add some more lights so we don't get such harsh blow
outs of the lights. Okay. Now, instead of adding a
new light to our scene, it's easier just to duplicate the light that we already have. So do that, make sure
that light is selected. Shift D on your keyboard,
hit mouse button, and then just move
that light or it's at the same height as your other
light, which is perfect. All you have to do is rotate it around to point
it at your scene. Go back into your camera
view, see how that looks. If you want to rotate some more, just hit R on your keyboard
and rotate it around. Alright, let's see how this
looks when we play it. So let's play so that the
animation goes through. Alright, let's stop
it right there. Everything is still a
little bit too lit. But let's see how it
looks when we add some materials to our assets. So to do that, let's go back to our material viewport so that we can see the
things that we're adding. Alright, I'm gonna
get a camera view. I'm going to scroll in. Let's first add some
color to our background. This is something you guys
can customize yourself. You need to do the same
thing that I'm doing. I'm just putting some
color onto objects. So let's go to the
background and go to your Properties panel and find this little
beach ball icon. Click on that. That is your materials. Okay. We don't have any
materials right now because we haven't created any. So to create a material,
you'd have to hit New. And you'll see
that we have plane and we have a material added. Okay, if you want
to change this, use the double-click and
then typing what you want. Then down below is where
you edit your materials. This is where you
can preview it. But we're not doing
that right now. So if you want to change the
color of your background, just click on this base color and move your little thing
around and you can go green, blue, whatever color you want. This little slider is gonna make that Hugh, darker or lighter. Alright, I just want to have
a very soft yellow, I think. Something like that. Okay. You add whatever you want. Now below that is where you can manipulate the
surface of the texture. You can add the roughness. You can take away
some roughness. What did you, what we're
gonna do with our balloon to make it look like it's shiny. And there's a lot of
other things you can do. But for right now, we're
just going to add them to the material to our balloon. So let's select
our balloon text. And we need to add
another material. So click New, go down to that color and pick
a color you want. I'm gonna go with dark blue and I'm going to
make a little bit darker. Let's go in our
rendered view so we can actually see how this
looks with the light. Alright, and I wanted
a little bit darker, maybe a little bit more blue. Alright, and I think
that looks good. Okay, and if you look at, all right, now something
we wanna do is we want to make it so that we can view the material when
the balloon is blown up. So let's hit Spacebar. So it plays forward and then stop it when the balloons
are completely blown up. Go back to your render view. You can see that we
have a little bit of some lines like we
did in our backdrop. Let's right-click on our
texts and shapes booth. Alright, and that
already looks better. One more thing we want
to do is decrease the roughness on our
material for our balloon. Because if you look
at it, it's not shiny and reflective
like a balloon is. Let's go down tomorrow materials and take that
roughness and bring it all the way down till it's
almost all the way gone. And you'll see that
we get this shiny texture now on our balloon. And that's exactly what we want. So we go back to
our camera view. This is how your
scene is going to look at the render
it out right now. Okay. I'm gonna play around
with the lighting a little bit just to get those shadows in the background
a little bit softer. You don't have to. If you don't want to. You want to keep your scene
exactly the way it is. Go onto the next video and I'll show you how
to render it out. I'm going to add a
couple of lights to the back and raise this
up a little bit as well. Alright, so all I've done is decrease the power of my
lighting a little bit, and then I added a top light to light it from the back
a little bit as well. I'm going to see how that
looks a little bit stronger. That's too much. Alright, and I think
that looks good. I might change the material, make this a little bit brighter. Alright. Play around with your
materials and your lighting, and your camera angle and
get it to what you want. And once you're there,
go into the next video and we're going to render out
an image and an animation.
9. Redering Image & Animation: Okay, Now that we have
everything set up, it's time to render
out our image. So the first thing we're gonna
do is gonna do an image. And then I'll show you
how to do an animation. To do an image, all you have
to do is pick the point in your animation that you
want to have rendered. I want mine to be when it's
kind of all over the place. Okay. So I'm going to
render out frame 99. Keep your play head on the
frame that you want rendered. And let's go to our
render settings. So we're going to
render in cycles. And down here, you can see the viewport is what
you're viewing right now. Your render samples,
you want to keep a little bit higher than
your viewport samples. So let's say I go in
here and I change these viewport samples
down to like 64. You'll see it's rendering out
and the rendering is done. It looks okay. Go back out. You don't see much
of a difference. There's a little bit of noise. Let's bring this up to a
thousand where it was before. Okay, go in. Still rendering. The more samples that you have, the longer the render
is going to take. But the more samples
that you have, the better your image
is going to look. You want to find a happy medium where you have
enough samples tore. Your image looks
good, but you're not taking a long time
to render it out. Cycles takes longer than ED, but Evie doesn't look as great. So if we go into EB here, everything just looks
kinda plastic and doesn't have the detail
that cycles does. So if you go down below the viewport, you'll
see rendered. This is the amount of samples that are gonna
be used in your render. So let's change our samples to a little bit over
what our viewport is. Let's go to 1500. Let's render out an image. Just go over to render
and render image. A new box is going to pop up. Let me bring this down. Okay. And if you look at the
top, it says frame 99. This is the time
that is remaining, the time that you've taken to render extra that
is time remaining. It says 13 minutes, but it's going pretty fast. And you go to the right.
This is the amount of samples that are
already rendered. So the longer this goes, the more better
it's going to look, okay, I'm going to
fast forward through this so that you don't
have to watch it. And next we're
going to render out a animation which is going
to take a little bit longer, but we're going to render
animation out with less samples, so it's faster. All right, So while it was
rendering out that image, I realized that we don't
need 5000 samples. We can go a lot lower. Let's just go to 150. Okay, and make sure
you have de-noise checked on your render as well. And render out that image again. And it's gonna be a lot
faster and look good. Bring this down for you. Scroll out. So our time remaining
is now a minute. Everything's going a
little bit faster and it's going to have somewhat
of the same result. Alright, our image is done rendering and it
looks pretty clean. So a 150 is good. So now we're going to go back and we're going
to end her out, render out an animation. You can save this
by going to Image, Save As, and then saving it on your computer
wherever you want. Alright, now, the next thing
we need to do is create a folder for our animation
images to go into. You want to make sure you can
find this folder very easy because we go to make our
animation in the next video, you wanna be able
to find it easy. So go to your
computer and create a folder and just name
it whatever you want. I'm going to name mine frames. Alright, now we're
gonna do an animation. Everything is already
animated and we don't want to render out
the entire animation. We want to start, sorry. We want to start with our
texts already deflated. So it looks like it's rising
while it's blowing up. So go to your Properties panel and go to this little thing
that looks like a printer. And this is where
you get to pick where you want your animation to start and finish. So let's start around. It looks like it's down
here. Let's start at 33. Okay. Then let's play. It rises up and floats
and floats and floats. We can let it go to
160. It looks good. Okay, so leave it 332160, or wherever you want it
to start from an output. This is where you need to change your folder so that all of these frames are
going into a folder. What what blender is gonna do is render out each
frame one-by-one. So you're going to have
about a 130 images going into this folder. And then we're gonna take all those images and
put them back into Blender and create an animation. So it makes sure that you
have your folder selected. Find that folder,
and click in it. Click Accept, and
you'll see that the destination for your
output has changed. Make sure you're
rendering as PNGs, Okay? Make sure your
samples are at 150. You can even bring it
lower if you want to. Let's go to a 100 just to make
this a little bit faster. This time, we're
going to go up to render and render animation. So that blender goes through each frame and renders each one. Okay, I'm not gonna make you watch all of this because
that would be very boring. I'll fast forward through
this and I'll be back with you once my animation
is done rendering. And in the next video we're going to take
all of these images, bring them back into Blender, and then create a video sequence and rendered out the animation.
10. Creating Video from Frames: Okay, Now that I have all
my frames rendered out, I'm going to go into a
new blender file and make a sequence so that we can render out the actual
video of the animation. So save your file that has all the texts
and everything in it. And go to File New and go
down to video editing. Okay, now we're gonna completely new blender
file, so it's empty. So we need to go in and add our frames that we
just rendered out. And do that, We're
gonna go to add right here and go to image sequence. They needed to go through
your computer and find the folder that has
all those frames in it. Hover over that and just hit a, and it'll select all the frames that you just rendered out. Go to add, let me
move this for you and then go to Add
Image Strip. Okay? If you push play now, you see a, you have a
video all rendered out. What Blender did was take
every one of those frames, put them side-by-side
in the sequence. So we're going to render
out the animation. Now. We need to fix our frame
range because our frame, last frame is a 160, I believe. Our last frame is 128, so
we're gonna go to 128. Okay, and let's play
this real quick. Okay, that's perfect because it stops here and then goes
back to the beginning, which is exactly what we want. So now you need to
pick a place where you're going to render
out your animation. So I'm just going
to render it out of my desktop so it's easy to find. And I'll just change it to
animation and then hit Accept. Okay, and then we're going
to go down to file format. We want this to be the jpeg. Okay? And then we're
gonna go to render and then Render Animation. And this happens pretty quickly. Let me go bring this over here. And we're already done. Okay, let me go back and find my animation and
open it up for you. Bring it into view. And you can see that we've
rendered out a video now. So now you have an image that you rendered out and
you've had the video.
11. Thank you: Alright, we have reached
the end of the course. Congratulations, you
can now create texts, apply physics and
enemy and blender. I just wanna say
thank you for taking the time to watch this class. If you have the time, you
can review the course. I would love to
hear your feedback. Don't forget to post
your projects in the project section of
this course. Thanks again.