Transcripts
1. Introduction: Hello everyone. This
Nlithium Patel. In today's class, I will
be guiding you through the essentials of modeling and fluid simulation in blender. Basically, this class is
divided into six episodes. We'll start with modeling
the milkshake bottle, then move on to setting up some materials and adding
label using Uionwrapping. Next, we will delve into the
fluid simulation concepts where I will be covering the liquid domain
flu and effectors. After that, we will install the blender kit addon and import the chocolate
material from it. We'll also discuss setting up some light background
and camera. And finally,
optimizing render and output settings for
the best result. So join on this exciting journey to enhance your product
animation skills. See you in the first episode. Let's unleash our
creativity together.
2. Modeling the milkshake bottle: Welcome to the first episode of Modeling of the shake bottle. First I'm going to
select all this object, so press A to select all
and press X to delete. Now I'm going to add a reference image
through which I'm going to model the shake portal press numbered one and go
into the front view. Press shift in the image. Just go to the reference. I will provide my
reference image in the project resources, this is the reference image. Now I'm going to import a cube, press shift and in the mesh, just simply select the cube. Now turn on the X remote so that we can see through
the image properly. Now select the cube and press to scale it
according to the image. Yeah, as soon as you see this perfect align
of the image with the cube, you can simply resize it. Now to perfectly align
this cube with the image, what I'm going to do is
go into the edit mode by pressing Tab again. Go to the front view
by pressing Numpedel, which are not perfectly
aligned with the image. And press X like this. Now this is perfectly aligned. Now what I'm going to do
is select this cue and press Chehad to drag
it in the direction. Now again, press Step
and go into the edit. Now select this bottom vertices. And bring them down by pressing Che head until you see the bottom edges of the bottle in the
reference image. And adjust it by
zooming the image. Yeah, now this is
perfectly aligned. Again, do the same
with the top Tics. Select Top Tess and press and take it to
the top direction, that is that direction. And press now. As soon as you see this
type of cove around here, we have to add a loop cut. Just simply press control R
to add a loop cut over here. And just simply place
it over here like this, You can adjust it according
to the cow size of the image. As soon as you start
seeing this cove, you have to place the
loop cut over there. Press G. Yeah, here. I started seeing this type
of cove in the image. I'm placing it over here. Now I'm going to add a
bunch of look cuts over here to perfectly align
the cube with the image. Press control R. Now you
scroll mouse button. Now you have to scroll mouse button to increase
the number of lots. I think five is perfect. Yeah, five segments. Four segments is perfect. I'm placing it over
here like this. Now what I'm going to do is just simply double click
on these vertices to select all the vertices
and press to scale it. Yeah, now it is
perfectly aligned. Again, double click
on these vertices. Press to scale it. Now you have to simply
adjust it with the image. Double click, press again,
double click, press. When the bottom
vertices came up, you have to select
all these like this, make sure you have
to select all these. When the bottom
vertices come up again, press and adjust it
according to the image. Yeah, like this. Now again, we have to do the
same step here. As soon as you start seeing
this cover around here. You have to add a
loop cut to control R and place it over
here like this. Yeah, press sad to adjust it. Yeah, as soon as you
start seeing this cow, you have to add a loop cut. Now again, I'm doing
the same process here. You have to, again, add
a bunch of loop cuts. Press controller,
add a loop cut. Now scroll the
mouse wheel button and set it somewhere like, yeah, I'm adding ten
number of loop cuts. Again, we have to do
the same process here. Double click on these vertices. Ten, press to scale it and
adjust it with the image. Again, select presses
to scale again. Select press scale again. Selects press to scale it. Make sure you are properly
aligning the vertices by scaling and adjusting with
the image reference image. If you find more movement or fast movement when you scale these vertices by pressing S, you can simply hold
Shift button to reduce the speed of
the scaling press. And if I press Shift, it will move a little
bit slower so that we can perfectly align the
vertices with the image. Again, select and
press to scale it. Now what I'm going to do is
when the top verticis came, just select all these vertices
and press S to scale it. Take this, yeah, now the
top particis is I think, a bit more upwards
towards this image. Simply press G's head and
grab it in this direction. Yeah, Yeah, now this
is perfectly aligned. Now what I'm going
to do is just again, press step to go into
the object mode. Just turn off this x ray more. Just select this cube and press right click and shade it smooth. Now go to the modifier section and add a Subdesent
Surface Modifier. Subdesion Surface
modifier allows you to increase the details and smoothness of a low
resolution model. Interactively change its
value to three level, put value to three,
and render to three. Now what I'm going
to do is again go to press Step and go
into the edit view. Now what I'm going to do is
press control to add a look. Make sure you have
added four looks over here vertically like this. If you're getting trouble
with the loop cut placing, if I p over here, it will be not perfectly
in the middle direction. Just simply press right click so that it will
automatically align these loop cuts at the middle direction or
at the middle section. Now again, you have to
add a lot over here. Again, over here like this, Make sure you added four lots. Place it over here.
Simply press right, it will be perfectly aligned. Now we are getting the
shape of the bottle. You can simply see it. Now we are going to model
this section of the bottle. For this section of the bottle, what I'm going to do is just press seven to go into the top. Select this image
first and press and Y. And grab it over here
like this so that we can perfectly model
the top of the bottle. Just just go to the top. Now select this bottle and press Tab to go
into the edit mode. Now you have to select
all these pass. Just select this phase, you have to go into the
phase selection mode first. Simply select this phase, first phase, and press control. Yeah, until you see the
all phases selected. Or you can just manually select pass by pressing shift
click like this. After selecting these faces, if you right click, you can see the
Loop tools option. But if you're not seeing the Loop tool option on
your particular menu, you can just simply go to Edit references and just
simply search your Loop tools. You can simply the mess box so that you can just simply
refresh it and close it. If you right click, you can simply see
this Loop Tools option and just select Circle. Loop tool is a add
on which is used to give this particular kind
of shape around here. In the added mode, just simply make sure you have tick mark
this radius button and just decrease the size of
the circle as soon as you started seeing this
perfect circle shape. Like this. Yeah, so 0.64
is perfect for mine. Now press S to scale it
according to the portal. This is, I think, perfect. Now go to the front
view like this. Now press to excrude. It will automatically
excrete our mesh into that direction and just
place it according to the image like this. Make sure you have
turned on this De, go to vertices selection mode. Now I'm going to add three
look cuts over here. Add press control and
scroll the mouse button. As soon as you see these
three blue cuts over here, press left mouse click
button to place it, and right click button to
place it on the middle. Now what I'm going
to do is just select these vertices over
here at the top. Select these vertices over here. Make sure you have not
selected the middle vertices. And press to simply scale it on the inner
direction like this. Yeah, and select
these vertices and press to make sure to
scale it outwards. Now this is perfect typing, You can see that this mass is
not perfectly looking good. To solve that particular error, you have to simply press controller to add a
Loukwat over here. And place it over here. And move it upwards so that it will give a perfect shape
around here like this. Now again, press step to
go out from the edit mode. Now to make the bottle cap, just go into the
front view shift, press sift and add
a circle over here. Press G, and place it
over here like this. A, Yeah. Now, scale it according
to the size of the bottle cap by pressing, So yeah, I think I need a bench. Press X to perfectly align it. Again, press I think, yeah, now this is perfectly
aligned with the bottle cap. You can simply see
that. Now just turn on this x ray mode. Now, this is the main step here. Please listen me carefully. Just go into the edit
mode by pressing Tab. Now press and set to excrute
it in the set direction unless you see the Tics came
up over here like this. Yeah, align it here like this as soon as
you see these edges. Now what I'm going to do is just carefully follow my steps. Listen carefully. Just press to excrude it and press right to place it
where these vertices are. Now what I'm going to do
is just press to scale it. Scale a little bit. This. Yeah. Still a little bit like this. Now, again, go to the front
view by pressing Numped one. Now, press E and Z
to exclude it on the direction and align it according to the
bottle cap like this. A. Yeah. Now, right now it is
perfectly aligned. Again, the same step. As soon as you see the Cod
edge around over here, we have to add a look
cut press control R and place it where the
cow portion is started. Yeah, perfectly align, this is where the
portion is starting. Now what I'm going to do is
just select the top Tics, go out from the
edit x ray mode and press to make sure you select the top verticis and
press to fill it. Now again, go into
the front view. Again, turn on this
x ray mode and press control to add bevel. To increase the number
of bevel segments, just simply scroll down this mouse wheel button like this and place it
over here like this. What I'm going to do
is just go to the top. You have to select these
particular vertices. Make sure you're
selecting these, these lines, not these
dotted vertices. Simply hold down Shift button and double click
on these vertices. To select all these, make sure to leave one
verticies behind, otherwise the bottle cap we are going to design,
it will not work. Make sure you are
leaving this hold down shift button and double click on it again, you
have to leave one, you have to simply select all this again on hold down shift button
and double click again. Leave one hold down shift
button and leaving it, you have to select all this
by leaving one vertices, one bunch of vertices
behind it like this. Hold down shift button and select downshift button
And select this. Now as soon as the all
vertices are selected again, go to Front View by
pressing Numped one. Just go to the Selection view. Now we have to remove
these particular edges. Hold down the control button and select the edges like this. Our edges are now removed, but you can see that this particular small edge
is somewhat selected. To remove that particular edge, What I'm going to do is just hold down the
control button. You see these
edges, middle edge, you have to select the hold down the control button and select. You can see that our edge
which was selected is removed. Now what I'm going
to do is just go to the front view and
press control to add a bevel modifier and scroll down the wheel to decrease
the number of segments. Yeah, three segments is perfect. Now place it over
here like this. Now what I'm going to do is
press and press Excrete. Pass along normals. This will exclude all regions together along their own
axis which are the normal. Again, go to the front view, press Alt and exclude
face along the normals. Little bit outside towards
their axis like this. Yeah, this is now perfect. Now go out from the x ray more, you can see there somewhere
outside of their normals. Now press tape to went out from the more you have to add a
subdisent surface modifier. Just select this bottle cap and add a modifier called
subdisent Surface modifier. Now change the level report to three and render again three. Now to remove this
particular portion or to flat this
particular portion, just press Tab in the selective
phase selection mode. Select phase and
press I just place it over here by pressing
left mouse click button like this again. Go to sharpen this edge again, go to the Tab view and place the cursor
over here like this and press control R. And just
place the loop cut and yeah, place it over here like this again to sharpen
this edge again, go to the edit mode, press control, and place the
edge around here like this. Yeah, you can see that our bottle cap is
perfectly aligned. What I'm going to do now is to add more thickness
to this bottle. What I'm going to
do is just select this bottle and add
a solidify modifier. Make sure that
modifier is towards, upward from the subdivision
surface modifier so that it will apply, it will affect both
the subdivision as well as the
solidify modifier. I'm setting the thickness to 0.03 meters and set
it to even thickness. Now our bottle is
completely modeled. See you in the next episode where I'm going to
teach you how to unwrap this bottle sticker and add some materials
to the bottle cap. See you in the next episode.
3. UV Unwrapping and adding some materials to it: In this episode, I'm going
to teach you how to add the label to this
bottle and give some materials to the
bottle and this cap. First, I'm going to
unwrap this label. Just select the bottle. Now what I'm going to do is just go into the shading menu. Now, add a new
material over here. Now what I'm going to add is a image section node
by pressing shift A. Now search image texture and
just place it over here. And add the color to the base color through
the image textion note. You can simply attached an image to the particular
material of the bottle. Open the image, this label image I will provide you
in the project resources. No need to worry about it. Now what I'm going to do is just press numbered one to
go into the front. Now press Tab to go
into the added mode. Now you have to press
eight to select all. Now to unwrap it, just simply press to unwrap
basically what is set. It provides the best
fit to the pass. Based on the scenarios, we have to apply your
Smart U project. Press U and select a Smart
Project and press okay, what Smart U project will do it if you see this
particular phases over here. This is phase,
this is one phase. There are a total
of four phases. Here are some phases over here, and the bottom ones, it will perfectly
align your UV with the particular image or the
label you have selected. If you go to U editing, this is perfectly aligned. So what I'm going to do
now, as you can see, by applying the Martu project, it has set the particular faces to the label of the image. What I'm going to do is just go into the front
view by pressing Numpered one and just select
your face selection mode. Just go to this
shading viewport. As you can see, by applying
the smart U project, it will automatically align the particular U to their
particular faces of the label. What I'm going to
do is just go to the front view by
pressing numped one here, go into the shading
view like this. Now what I'm going
to do is just select the particular phases where I'm going to apply the UE
of the front label. You have to select
the front pass, make sure you are in the
phase selection mode here. Now selects to select all in the UE sections like this
and scale it Y again, bress x like this. Press X to scale it, press Y. I think this U
is perfectly aligned, This is in the
downward direction. To solve that particular error, just simply press R 180. You can see that our
UE is now align. Now this is the front view. If you press numbered one,
this is the front view. If you see this minus y icon, simply press to go
into the back view. Now you have to select
these particular pass. Also do the same process here. Just press A to select
all and scale it. Press X and press Y like this. And perfectly align it
by scaling it like this. U is perfectly aligned, this is also in
downward direction. Just simply press R 180, our two UVs are
perfectly aligned. But as you can see, that is weird things in
this whole particular area. This is because of all UVs
are not perfectly aligned. To solve that particular error, just go to the front view and select these
front faces which, where we have set
our faces again. Go to the back view. By pressing this minus Y. And make sure you have hold down the shift button and
select the backward faces. These are the two Us
which are selected. What I'm going to do is
you have to press Y and press one that you set, or grab the UE towards
the blank section. Now what I'm going to do is just select go to the Front View. Now what I'm going to
do is just press A. To select all in
this UV section, you are to select these
particular faces. What I'm going to do is
select these particular paces and scale it a little
bit like this. You have to make it smaller, align it where you see the
brown and reddish color. Now again, you have to select the top faces which we
have particularly set it. We have grab it towards and 1 meter
towards the Y direction. Just simply press
Y and press minus one to perfectly
align it with the UV. As you can see that our problem is now what I'm going to do is I think this is not perfectly seen to solve
that particular error. Just to in the added mode
what I'm going to do, press control to add a loop cut. As soon as you can see the S, this logo perfectly
just place on the UE. Yeah, I'm placing it here,
over here like this. Again, add a loop cut. And place it over
here like this. To solve this weird
looking and E, you have to add
another loop cut. Just place it over
here like this. You can see that our both
us are perfectly aligned. You can see that clearly. Now what I'm going to do is give some material to this bottle and this cap to perfectly see the material of
the bottle in the cap, I'm going to add HDRI, which is the
environment texture. If you not know what
environment texture means, basically environment
texture are the cube map textures that depicit the view in
all directions from a specific point in a scene. Just simply click on this
little dot over here. Select environment texture
and open environment texture. I will provide my
environment texture in the project resources below. Now go to the render setting
and just simply select here cycles and change the
device to GPU compute. If you're not a GPU in your
particular laptop or PC, you can simply select a CPU. But I will prefer you to select the GPU compute for faster
rendering and fast results. Now just set this
viewport value to 50 and this render value to 300 and make sure you
have unable noise. Now what I'm going
to do is just go to the Shading menu in
the Material section. Just go to the render view here, you can see this
bottle over here. Firstly, what I'm going
to add is a Mike shader, press Shift and
type here shader. What basically Keshad do is
it lets you combine two of the other shaders and adjust the influence each one of
them has on the result. Now drag this downwards and just unplug it and place
it on the bottom shader. Now what I'm going to
add is a glass BSDF. Press shift and search
your glass BSDF. Just place it over
here like this. Basically, the glass SDF is used to add a glass
like shader mixing, refraction, reflection at
the grazing and angles. Just select here, back mean, what I'm going to do is just set this factor value to 0.970
something like this. Now to increase the
shininess of the bottle, just decrease the value of
roughness to 0.150 like this. Now you can see the bottle
is shading like a glass. We want this type of material or to give this color more
brown or more chocolate color. Just we are going to add
a Algebica over here. Just press Shift. And just select this
Algebica over here. And place it over
here like this. You have to play with this graph to change the color
of the bottle. Yeah, my bottle is now
looking perfectly good. We are going to give
material to this bottle cap. We just simply select here
and add a new material. Now, set the base color to
orange or something like that. Yeah. Now what I'm going to do is change the
roughness around 490. Yeah. Again, you have to
play with these values. Just I'm going to give it a little bit of orange
around here like this. I think our bottle is now
looking completely good. Yeah, so this is the end of the episode of applying some materials
and UEN wrapping. So see you guys in
the next episode.
4. Fluid Simulation: In this video on, I'm going to explain you
about the fluid simulation. First of all, I'm deleting
this image, reference image. There is no need for it. Just go to the layout view. Before the fluid simulation, we need to make this bottle cap and this whole body of the
bottle joined together. First of all, you have to
apply all the modifiers. Just go to modifiers, Select the bottle cap, and go to modifiers and just apply it. Now select the bottle and make sure when you select this
bottle and go to modifier, make sure you have to first
apply the topmost modifier I'm applying for solidify modifier and then the
subdesent surface modifier. Now to join together, what I'm going to do is just select this bottle cap first. And then shift bottle body and press control to make
it join together. Now you can see this joined
together now rename it to you name it to Shake bottle. Before starting the
fluid simulation, I'm going to explain what is domain effector and flow in this little
animated video, Basically, in this video, I'm going to explain you about the liquid domain
effect and the flow. Basically what liquid domain is. If you see this big square
or big cube over here, this is our liquid domain. Basically, this chocolate
liquid over here, as you can see, this
chocolate liquid must reside under
the liquid domain. It cannot get out
from this Lomain. This flow right here, if you can see this flow, basically the flow
refers to the path through which liquid
moves via an effector. Effector is an object where this chocolate liquid is
going to collide with. To apply the fluid
simulation on this bottle, what I'm going to
do is just go to the front cube and press
shift to add a cube. Now in the cube selected, you have to go into
this object right here. In the quick effects, you have to select
this quick liquid. As you select the quick liquid, you can see that this
large box over here. This is our liquid domain. You can see this
small cube over here. This is our flow. Firstly, rename this cube to flow by pressing double
click on the cube button. Just type here Flow. Now what I'm going to do is
resize this shake bottle. Just select the shake bottle, press N and go to the item. I'm scaling it to 0.193 meters. Just simply select
all three values and just type here 0.193 Yeah, I want this bottle to
this much smaller. Now again we are going to
resize this liquid domain. I'm going to set this to
2.042 or something like that. And the y axis to 1.804 and
the z axis to 1.796 Yeah. Now select this flow over here. Again, scale it. I'm going to resize it. Set this x scale
to 0.3 89y scale, 20.169 set to 0.290
This is nine perfect. Now I'm going to rearrange all these locations of all
three objects over here, which are the liquid domain, the flow, and the shake bottle. Just go into the side view by pressing this minus X button. Now select this domain first and press head to make it on
the center like this. Now select this bottle and
place it over here like this. By pressing Y. Yeah, right now it is perfect. Now our flow over here. And just place it over here, pressing Y, and place
it over here like this. What I'm going to
do is just go to the side by pressing minus x and change some scale
values of the flow. I'm giving it x 0.169
Change the y value to 0.389 and change the value to 0.29 Now select the flow and
place it over here like this by pressing Y. Yeah, basically, liquid domain defines the boundaries within which
the fluid simulation occurs, controlling the
behavior of the liquid. It's like a container
that holds the liquid and determines its interaction with other objects in the scene. This flow right here
is a feature used in fluid simulation to define
the source of the liquid. It determines where the
fluid enters the seeing and influences its movement and behavior within
the liquid domain. Now if you select this
liquid domain here and go into the
properties over here. Now set is a resolution
value to 90. What resolution basically is, it is basically used
for the fluid domain. This value corresponds to
the longest lumen site. In other words, you can say
that the resolution for the other domain sites is
calculated automatically. The resolution number will be the smoother will
be the liquid type. I will prefer you
to set it as 90. Make sure you have disabled
all these border collations. Basically, border collation
in blender refers to how fluid simulation
interact with the boundaries of the
simulation domain. Now disable this liquid
icon over here and turn on this diffusion and mesh in
the mesh option right here. This upper factor is the Mess simulation
which is scaled up by this factor value
changes factor value to three and is smoothing and negative to two in
this catch right here. This is a frame start where the fluid
simulation will start. I want to start my
fluid simulation at first frame and
end at 100 frames. In this type, what
replay basically is, in this replay type, you can live see the fluid simulation before
making all these values. In this modular type, you can simply have to bake all these
values which we have cited and then we can see
the fluid simulation. So I will prefer you to select this modular turn on this resumable box so that if any crash or your
PC crashes occur, you can just simply press escape button to pause the beak. Now in the field weights to set this gravity
value to zero, I want my fluid to be dropped as per the gravity
in the that direction. Just simply set
this value to zero. Now when it comes to this flow, what I'm going to do is the change is Sam
subsurface value to ten. What basically sampling
subsurface is, it is the number of additional
samples to take between frames to improve the quality
of fast moving flows. Now what is this
initial velocity? Enable this first
initial velocity. Now I'm going to explain
this initial velocity. Indeed make sure you
listen carefully. Press to remove this item box. Now go into this negative x. If you select this flow
over here and press Y, you can see the top
values over here. My top value is something around -1.8 on the along y global axis. Just right lick to place it
over here where it resides. You can see that as soon
as I press Y, yeah, I want here to collide it
around like -1.75 or something. -1.8 Right lick in the y axis, change the velocity to -1.8 Now I'm going
to make a effector. Basically what effector is, when the liquid is going to fall from this
effector to this bottle, it will be collided
with the effector, which we have to
make it over here. Just select this
bottle over here. Press Shift and just select
your cursor selected. I'm going to add a cube over
here to make the effect. Now scale it like this. Rest and Y to grab it. To make this effector. I'm going to hide this
domain liquid dominu here and go into the
layout over here. Now Breast Y to scale it
on the Y axis like this. Brest X now breast to scale
it on the axis like this. Just go to the edit
mode by pressing tab. Now, select this phase. Yeah, in this phase selection, select this phase and press
to scale it like this. Now what I'm going to do is press to excace along normals, exclude a little bit like this. Press to again scale it, yeah. Now press again, tape. Now shade it, smooth
in the modifiers. Just add a subdesent
surface modifier and change the
level, tend to two. Now I'm going to resize
this by scaling it now. Just go to the front view. Just simply, yeah, give this
as the shape of the bottles. Head. This press to scale
it over here like this. Now again, go to the negative x axis and press Y and completely make it
close with the bottle. This. Now what I'm going to do is just press select
this particular phase. Press a, place it over here. This, yeah, now it is perfect. Now press step to go
out from the edit more. Now just simply unhide
this domino here. Go into this wire frame view, just named this as effect. Go to the physics step and
select this fluid over here. And change this
type to effector. Before making the all values, what I'm going to
do is just go to this effector first switch
to this wire frame. In this effect you have
to turn on this box. Make sure you mark planar box. Basically, it allows
you to simulate water flowing over a surface. Also in this bottle, we have to also tick
mark this plan box. Now just select this domain and make sure that you have
selected her modular type. Just make this value
by clicking on it. Bake data, it will take some
time to bake your data. Now scroll down
here in the mesh. Have to make the mesh,
just simply click on it. It will also take some
time to make your mesh. Our fluid is now baked. Now just go to this
layout view and select and hide it from the viewport as well
as the rendered view. Now just press Numpad one
to go into the front view and select and set
end frame 200. If you hit play, you can simply watch the animation
of the liquid. Now it is perfect,
you can see that. Now what I'm going to do is just select liquid domain
and shade it smooth. Now this is the end
of the episode. In the meet you in
the next episode.
5. Installing Blenderkit addon and importing chocolate Material from it: In this episode, we are going to install blender kit, add on, and importing the chocolate
material from it, Simply go to your browser and simply search
your blender kit. Search it. Now go
to this first link, and here you can just simply
download this blender kit. After downloading
the blender kit, just go to your blender. Now just simply go to Edit and Preferences and just simply click
here on Install. Now go to the download section where you have downloaded
the blender kit. Here is which I have downloaded. You just simply
install the add on and make sure you have
tick mark the box. If you take Mark this box, this little pop up box will
appear over here in here. Just go to this
material section. Now you are to select
this liquid domain here where we are going to
apply the chocolate material. Now just simply search here, chocolate, Simply
import this material. This is the end of episode.
6. Adding background And lightings: In this video lesson, I'm going to teach you how to add some background
and lightings. Press Shift and add a plane. Now you have to press R X 90 to rotate it
towards the 90 degree. Now press Y to move the
plane around the Y axis. Now just go to the
front view and scale it like this,
This must be. Now I'm going to add a camera, press shift and add a camera. Now go to the front view. Now to perfectly align the
camera with this view, just press control at
zero compared zero. Now my camera is too much
close to the bottle. Just select the
camera and press G, Y to grab it and
adjust it accordingly. Now, press Head. Yeah, Press Y, X, yeah. Now press A to select all. And press, sad to move
all things on the Xs. I don't want this to
inside this box area. Now what I'm going
to do is again go to camera view
by pressing Numpad zero in the camera
data properties in this view display J. Make the papert out
value to one so that you can not see the area which
is outside the camera view. Now just in the
composition guides, just turn on this third and
center to perfectly align the camera with the viewport. Suppress sad and hold down. Shift to adjust it accordingly. I can press X to now it
is perfectly aligned, I'm going to queue some
material to the background. Just go to the camera view
by pressing numbered zero. Now go to this rendered
view so that you can see the background properly. Now select this plane, and in this material section, add a new material over here. I'm adding a material
which is somewhat brown. You can play with these colors wherever you
find the best background. Yeah, I think this is good. Now I'm going to change
this bottle color. Just simply go to
shading and again, go to this camera
view by pressing compared zero in
this rendered view. Just set value to
set this graph to downwards so that it will
appear more brown in color. Yeah, now this is perfect. Again, go to the Layout View. Now what I'm going to do is to add more effect
in the background. I'm going to add a area light. Just go to Layout View. Now what I'm going
to do is press Shift and add a area
light over here. Now again, press R 90 so that it can rotate it in the
90 towards 90 direction, towards 90 degree
in the y direction. Press press Y to perfectly align it just or go into the negative x axis to perfectly
align the light cheese. Now, chain this shape to disc. Yeah, and scale it a little
bit by pressing Yes, Now you have to do a light linking for
this particular plane. So basically what
light linking is, if you want to fall the light on a particular object
or a selected object, I want this area light to emit or to fall on
this particular plane. What I will do is just
select this area light, go to the object properties, go to the shading in the light linking at the
new light linking area. Now again, go to this light, in this light linking area, just grab this plane over here. It will not affect
any other thing on this bottle or this
liquid domain over here. Now, if you've seen
the rendered view, I'm giving some
power to this light. Adjust the power
according to it. Yeah. Yeah, this
is looking good. Yeah, I'm setting it to 75. Yeah, this is looking perfect. Now what I'm going to do is change the material
of the chocolate. Just simply go to
this rendered view. Move to here at 60 frames. Or I want this chocolate
color to be more darker. Just select this liquid domain, or here in the material section, in this color icon. Just make it more darker. Yeah, I think this is
looking perfect now. Now again, go to
the Layout View. Now, select, just go to shading. You can simply just play with
the value of this bottle. I'm setting it like this. Yeah, I think this
is now perfect. Now, just go to the layout now. This is the end of the episode. In the next episode, I'm going to show you what
will be the best render output settings meet you
in the next episode.
7. Render And output settings: In this episode, I'm
going to teach you what will be the best render
and output settings. Just go to render settings, make sure you have cycles
engines selected in the device, select the GPU Compute. If you have CPU in your
particular PC or laptop, you can just select the CPU, but I will prefer you to select the GPU Compute for faster
rendering and results. Now set you put samples to 50
and render samples to 300. Make sure you have enabled
noise in both the options. Now in this output
section right here, resolution section right here, what I'm going to do is just set this resolution to 1,920.10 80. Now make sure you have 24
frames per second selected. Just check it that your frame start is from first frame
and end frame is 100. Now in this output set a specific folder where you want to
save your animation. I'm creating a folder
here which I'm naming it as Shake animation. Here is the folder
where I want to save my animation or the
video in the encoding. Make sure you have mpec four
selected in the file format. Make sure you have
FFmpec video selected. Your B default will
be the PNG, this PNG, but make sure you have FF
selected to save your video in the MP four format in
the encoding container. Make sure you have
pour selected. Now just check the animation before rendering.
It's looking good. Now just go to the first
frame before rendering. Make sure you have disable the effector option in
both render and output. You have to hide it in Viewport and as well as
disable in renders. Now just make sure that you
are in the Viewport shading. You can just go here and
select Render Animation. It will take some time to
render your animation. So here is my final
render results. If you like this class, make sure to leave
down a comment below. See you in the next class.