Transcripts
1. Introduction: Hello and welcome. My name is Suzana and I
will be your guide through this colorful 3D design class. This class will help
you learn how to design randomly colored particle system in Blender using just nodes, and then render images or animations. Using this method you can make infinite unique animations or images that you can later
use for your other projects. sell on photo or video
stock platforms, use as background for the
music videos, or your streams, for wallpapers on your devices, greeting cards and
many more things. You don't need
previous experience in 3D design or Blender, this class is beginner level, just follow the steps
explained through lessons. Let's get creative together.
2. Creating Object: Let's begin with. Left-click on general. And what do we get here
is this nice little cube. And we're going to
delete that one. Right-click on that. And here, left-click on it. There's another way you can
do it that cube, It's about. But this is easier
for beginning. So don't need to
use anything else. Over here you'll see scene. Gravity here is on. We're going to do now is to add something we will use later for Particles System creation. Left-click here. In mash with select. Left-click on tours
the selects doors. As you can see here, I'm scrolling using mouse
wheel to zoom in or zoom out. To see the subject properly. It's a little rough right now. We want this to be
a little smoother. And how we do that, left to pick here on
modifier properties. That's this little
tool over here. Than here. Left-click. Under Generate, select
subdivision surface. That will bring tab over here. You will see here I've
already got a little more smooth and shows here a
levels view and render. But it means levels view
is what you see right now. Over here. Render is what will
be exported later. What will be rendered
when you are creating image of
this animation. So the higher the number, the more smooth that object. To know what will come out. Later in render, we will
increase this as well. To do. So just a lot to click
here on this arrow. And I always see how it
will appear in render. Sometimes when you have
very complex scene, you may want to
just check quickly. Levels view what you will see later and render
none reduced again. To run, Soo can
easily work and it doesn't overload your computer. Right now as this season, some complex scene who
will live this to, to, to make this
even more smooth. Right-click here. And then a lot to click to
shade smooth these objects, so it's nice and smooth. We're going here, these are
tools and left-click on move. Grab this green arrow by, left-click on that
arrow and bold right, using your mouse and
move it out of the view.
3. Setting Camera: Now we want to set
our camera first. We can see what's happening here and how far
removed that object. How we do that? Left-click
on camera here. Camera right now is sat in
position which is default. How to know where
is your camera? If you crawl using mouse
wheel a little back. This is gamma out
you selected camera. Now you'll see where his camera, this is like that front view of camera which is kind of
recording what you see. And this is backside
or camera. Basically. If you touch this now and move, it will make this
space between smaller and then depends about view
where you actually see wide, smaller, and many more things to know how to
operate the camera. Like learning photography
and film-making. Right now, cameras here. And what we want to do
is left-click on this. Over here, That's camera
view. Left-click here. Now we see what the
camera can see, but we don't want to
leave camera like this. Under this angle. We want our camera
to record right from this side, from top. Because we're making such
animation here in location. You can see this one over here. If it's not selected, select this with a left-click
object properties here, changing these, actually you are moving your camera around. So if you set this to 0, left-click on the
side camera moved. You set this 0
camera mode again. And if you set this to
0, camera moves again. Set here tonight IT, this, actually this
to 0 as the bowel. And these two zeros x well, now varies the camera,
they have no idea. Okay, this is where
our camera is now. Left-click here. And our camera is positioned
right at the center here with this view going down. And we want the camera
to grow more higher. It can record this center over here from the top
view like this. We want this recorded. So how do we do that? I will again left-click on Next to move to want to be good, see earlier, we need to move
this camera more higher. That means using this axis, and that's this one over here, which means this one over here. So let's set this to four meters for now and
left-click on the side. Camera went up and
it's recording from the top view on this
area over here. Now what we're going to do is I click this x and just rotating this around
so you can see, well, now we moved our our
tours to the side over here.
4. Setting Particle System: And this is cursor. Here will appear next object. Once we add, we're going
to left-click here. And in mesh, select UV sphere. Now, we want to use this as a parameter for our particles. Therefore, we're going
to particle properties. Left-click here. The left click on plus. Now we added particle
system to this sphere, as you can see already, some particles that
are peeking out. This is also used to odd here. When you are creating
share for some project, I will show quickly
how that appears. You know how that
is used as well. Left-click here. You'll see behind a
bunch of hair all over. But we don't want
hair right now. We just want this to
work as a parameter. We want to set our
particles this way. Now, what do we do? I'm moving this to x axis
received from this side. We can use these over here to set how particles will appear, how many, how they will behave, what forces affects particles? Will there be gravity or not? Why gravity matters? If you lift this up
just the left Gleick here and drag this
up using mouse. This is timeline,
animation timeline. These are key frames, like in a film. Frames. Here is by default
set to 250 frames. When you are creating animation. If you sat that to be 25
frames spirit animation, then it means this lines
will be ten seconds. Actually, you have 250 frames, and then you have ten
seconds of animation. How we know what's
happening here. Left-click on play an emission. Now we see all those
particles of falling down. We don't want particles to fall. We want them for this class
to move around this sphere. I just left-click now and this and drag it back
all the way to 0. And we will go here, scroll down using mouse wheel, just defend your points to this side, starts
scrolling down. And then here in field
weights, left Gleick. You see here is gravity. Left-click in the
end of that and just drag with the mouse to the left. This reduces to 0. Another way to move this
is to just click and enter 0 here and then click somewhere on the
side. So it applies. Now gravity is 0. That means particles
won't fall down, but they will start floating
around this sphere. And let's see how that appears. They go around and
they're moving. They have set time when
they are disappearing. How many will be and
how long that lasts, and where do you sat that? Scroll again. Our prior. We have numbers
set to 1 thousand. Frames start. That means animation starts
on one, ends on 200. It will add here, here ands, and now
particles are just dying. From here you'll see
how it's reducing. On 200 particles start dying. You can change that the way
you like. You can now change. For an example,
frames to start on one minus monk 100 and you'll see how many
particles you have already. So now when I mentioned starts, you have already many. I believe on Ron
for the time being. You can set the
animation to end on 250 to last longer than you
have here on time-frame even. Depends on the box
you want to create. You can set lifetime
to be longer, so Daniel will have more increased number for
a longer period. During that animation. Here you can set particles
started rotating. Now, very important thing, we don't want the particles
to look like that. We want these stories to be our particle and
how we do that. Left Gleick on sphere. You can also just click here. Click here. It will
select severe again. Then we scroll here all the
way to very phase render. Left-click there. And you see here it
says render as fast. We don't want that. We want
that to say render as object, object because we want this
object to be particle. And how we make now this object
appears as particle, is. We go here to object and where
it says instance object. That means this
object will start appearing on those places where those particles
are now showing. Now left-click on
this Eyedropper. And you can select Tartarus. Now, just left-click on doors
and you'll see it appeared. You can do differently,
the same thing. You can left-click
on I drove her. And you can point here on Doris and left-click Doris,
and it appears here. Now what happens is that
when you pick here play, if you have torus is appearing, so you'll see they are not so big as this one on the side. Why? Because here says
scale, object, object, scale to 0.05, rehab it scaled
out to that size. We can increase like 0.1. But an example, Let's start
again this animation. Doris is coming out. One more thing. Very important physics. Here. We have now physics
type for this, for these particles
and it's Newtonian. This is mass of that particle. Now is one-kilo. We can set here for forces
which affect that particle as well and change how particles behave when they are coming
out of this amateur, which is our sphere right now. We want this to go out in a way, but we can change
it also right now. And you don't, you,
and you see here is going from that
object space around. But if we left-click here and change here two boys
to see what happens. Y to change. You'll see that
I'm scrolling now closer so you can see
what's happening. Water change now. You see that how they are appearing and
how they are behaving. Now another thing
very interesting, you have here, movement. And this here says allow flight. That's why they're
flying around a little. But if we allow
climbing as well, it will start
behaving differently. So they go a little
more far from this. But now if we were allowed land, you'll see what happens. They're falling. This is behaves like a floor, this area, and therefore, when clear on that
zero-point are around, they just keep falling here, floating all around and
still flying around. If you switch this
off, it cannot fly. The way they used to Daewoo
climb but not flying. Now we switch off
climbing as well. See so many, so many
things you can do. If you offer an example, if you would now turn
on gravity again, you see they start
floating around. Use it all the way. Like. All the way to run their
landing right away. So there are many things
like left-click now again, switching that gravity is the 0. Against scrolling up. To see set the weight. We will allow flight for now. We will switch off land and
we will allow climbing. That's how we have set this. Left-click on your camera. This is your camera
view right now. We want to move a little more far from this so we
can see it is better. We will just delete this. Select camera here,
left-click here. You can just jog
with your mouse. Just left-click here. Jogged, increase slowly. Moving mouse to derive. Keep calling that
when you click, you just keep calling. And whether you
go left or right, it will get closer to the
left or far to the right. So we want that summer here. Now, I'm going back to
a left-click sphere. Here in particles, I will
increase that to 10 thousand. Left-click. You'll see how
many we have right now. This sphere right now
bothers me a lot. I don't want to see that spirit. How I get rid of dot. Scroll down here. You will see first and
very important thing, you don't want that
sphere in render later. I'm scrolling up here
so you can see better. This is now camera view. This view port. This is our scene,
but if I left-click, we now see what will
be rendered later. That's inside here. And you can see here a
limit told that these will be later rendered as image
or it has animation. Here. We don't want this sphere, so we will antique this show
amateurs just luckily here, we don't see later
in our render. Here you have viewport display. Left-click that. Again. We don't want right now to
see that sphere anymore. We will just remove it. Now it's removed from
our viewport here, and it's also
removed from Render. Now what we're going to do is we want to switch
to this fuel. These are different
views over here. So you can see wireframe. You can see this money is used
for modeling all the time. So we can see better your model. This one over here. I would now just
switch to this view. Palsy, this animation. I will move it a little right now because
it starts on one, we don't see anything. I will move it to ten or so. Saw animation starts and
I know what I'm doing. This view over here. This is material preview mode. Allows you to see material
you will create later. We will start creating that now. But I like to create
material using this model because this is
combined light and everything. And I can see properly
how material looks. So we will select here, sphere. And we will go here
again, two particles. What's important here? I want to start, start frame to say
100 minus 100, the way we have set earlier. I will then drag this to 0. I have some of you over here.
5. Random Coloring Particles: Now we're going to set
material for tourists. Once we set for tourists, the one which is over here, then every single one of
these will have material set, that means color
on whatever we do. And how we do that. Here on material properties. Left-click. Luckily here you will see
there is a material already. Just left-click that. Now, but as you
can see here shows principled be as df and base color is white and
subsurface is white. And many, many more
things here that optionally decide how
that will appear. If you, for example, live this higher, it will
start looking like metal. It will go more metallic
and things like that. Hearing increased roughness. Depends. Would that be
shiny or less shiny? And watch we're going
to do today is to make this all
colorants randomly. So how do we do that? We have here one
runtime errors only. We want these to be
different colors over here. How to do that? If we color this red, then all will be red over here. If we color this blue, every single bond
here will be below. We will tell blender color those randomly,
choose from colors. We select and thrown
colors that come with Windows and become in a way
by mixing those colors. That is done, that is done in this area over here. I have to pull this for
recording little lower so I can go to that spot. So now with torus selected, you left-click on Doris, make sure it's selected. And then left-click
here on shading top. Why did you get to see
is this over here? You can scroll mouthfeel
over this area. And this will go closer
and mortar fire. So basically that spot
you see in this top, I will just left-click
here to show you this. Just here, we use nodes. You see it sticked. We use nodes now to set material switch this
viewport shading. You can see properly
what's to be done. Zooming and left-click here and move your doors in the view. Scroll if necessary so you
can see what you're doing. It's right here. Adjust so you can
see this as well. So you can see changes
that happen once we start setting
this using nodes. Right now we want
to left-click here. What we're going to
do is hearing input, we will input object in false. So let's click on object info. It's here now. Just
the left-click on that and move it way. It's so true. Now
we will scroll, scroll closer over this area. You can see here it
says location, color, object index, material,
index, random. This random is important
for us right now because this defines here color and the material and
so on and so on. And we want color to be random. But if we connect these random to base color and
I think will happen, it will stay grayish because
color is white right now. Select connect these two. We will get some grayish from whites to almost
black over here. That can be useful if you
want to create something which will be just
black and white. But we want this colorful. So this won't do. And we cannot just
add one color. If we set the orange here
and we connect random, we get nothing again because
it will again go to gray. So that won't work. Just liked to turn white again. Just drag this up, put this on white, and just move this click here, left-click and move
this to the lab. So it goes back to white. We're going to do
something so we can have this very colorful and
bright and magical thinking. We will click here and
left-click Converter. Select with a
left-click colorRamp. Rotc happens, then move this. You have here. To scroll up and down. Just a left-click
on one of these, you want to move it as well. You see you get these
arrows over here, just left-click and hold
and move it to the weight. So if it's rounds away from the viewer happened
to me when I started, I just get in a situation
or lose it all the way. And everything is out of view. Don't panic, just scroll and move this around a
little. It will come back. We have coal around here. We will now connect, left-click here and
jog this little thing. It's like some sort of a thread. You just drag it here
and connect to this one. It's going to accept. Now. We will do the
same on this side, from color to color
to base color here, random color to base color. So just as I said, left-click here and it
will appear immediately, just told you left-click
upset, it keeps appearing. Left-click here. Keep jogging, don't let go
that just keep holding. And here, connect to base color. If you make a mistake, you're just going to do some
rare roundly, don't panic. Left-click again. Connected right one. Now we have the same thing, but soon it will be
a lot different. So let's move this a little. And we'll make this
a lot different. So say click here on this, you see this can
be dragged around. We can move this. Now. I will move it to the right. It just left-click and
move it Very want, but I will move it to the right. I will now left-click that, and that means this is selected. And now I left-click here. The change that to say
something like this. Something purple. Now, loved click here and change this to live this up to
make that color bright. Let's make this
something like that. Now, we will add more colors. I want to add. Just left-click here on plus and another
will appear here, select that one and select here, say something like that. Just left-click on this
and move it higher. To select the color. We want more colors. Left-click, left-click on that, and then change color over
here to something more green. Like that. We rely on other. And left-click that,
which appeared drug at the way, like here. And let's add
something more blue. Like that. Let's change the
order now we just slept week and move those away
and around the weight. So two like that. So you can see how
it changes all over. Let's just move this. I'm going to make
this very colorful. You can change colors
the way you wish. You don't have to
follow this order. You can do whatever
way suits you. We have this now colorful. Now I want to add some
similar things over here. You will see you later. Bye. I want to I'm just left-click and pulling this down to see the severity. Left-click here on metallic. And I draw this all the way up. I want this to be metallic. I didn't know why
it didn't happen. It just went down suddenly. Blender is misbehaving
for me today. Roughness will leave the
weight is den what we will do is to go to this which
looks like camera. That's that's far render engine. We right now have
this set to EV. There's also workbench and
psycho cyclers is a little slow and very detailed
and really great for. If you wanted to make photos. For rendering animations,
it will take a long time. If you want to really, really
good quality animation. That's really nice. But it will take a long time. It's very heavy on computer. I like to use it when I create
something very detailed. When creating quick
animations I use. Here, I want to turn
on ambient occlusion. Just left big here. You see change already. And now I left-click bloom. I left the screen space
reflections that will add nice reflections on materials and each will
affect one another. And these bloom will
give some nice glow. When animation goes. When light falls on
these particles, everything was thought shining. Really, really look nice, especially when you move camera down closer to those objects.
6. Setting Light: So going back to Layout, we're finished here
setting our notes. So just left-click
layout and left-click Crop camera here so I can
see what's interview salt. Live to click here on light, Dan, here on object properties. So let's see where we're
going to position our light. These are changed to 0, just left-click and they're 0, left-click and the 0 left-click here and
a 0 here as well. You can see it
shows lower lights. The light is right here. What we'll see now,
let's leave it down on for maybe it's too bright
right now. Let's see, 4.5. Left-click on this side are
five is bare, five is pair. I will electrically can
select box right here. And this over here. I like to turn it
off when I'm going, I'm trying to see
my animation so these circles and things
don't appear over here. So just left-click here. If you want this to appear
later, just left-click again. And you will get to
see all these things. Right now, left-click on Play. Let's see what's happening. This is our animation. It's kind of colorful and it's still a
little slow right now. Until it goes first. Domino goes faster. This is our animation. Now, let's left-click
and pull this back. The lab here on scene
properties, actually, sorry, world here in color. Left-click on this gray
and make it black. Now become black background. And everything will
look much more better. Left beak here again, so it gets out of
you, crawl out. So you can see this
around this area marked that will be
visible in render. Everything that goes around that won't be visible
later when you render. Let's start this again. This is our animation right now. The one we see, maybe we
have too many of these. Select C's fear. We go particles proper
biological properties, and let's reduce this
sooth, 5 thousand perhaps. And this goes back again, just left Gleick on 0 here, and it will go back. Let's try this one now. Yeah, it's better. But I will lower camera. Camera, and let's
go down to four. Something like that. Let's see what's happening now. We have our animation. That's pretty much that.
7. Variations of Design and Rendering: Now you can change the
colors the way you want. You can just click
here on Taras. Click here on this
dual properties. Here you have this
DOB, which again, if you don't like this metallic, you can just draw this to
make it look like plastic. Prefer that. You see now. It looks like plastic right now. You can also, if you
prefer to go here to like sphere particle
settings, scroll down. And instead of boids, I can set Newtonian. And it goes this way. You can just do
another thing here. Say, what else we can do here is that we can
scale it randomly. Danny, enter one over here. So now it was scaled randomly. All those particles. Remember always you need
to select sphere to go to particle settings to be able to change how this
appears over here. Now, when you change
one to change colors, then go to torus. Torus is your
particle right now. This is where you change
how particles behave. And this is very
changed particles. This is ROTC cowpeas. Now, you see this
simple, simple, very simple random Colorado
think can turn into so many, so many beautiful animations. And you can just
render those later and us for whatever you wish. Now, in part of the thing, left-click here and scroll all the way through.
Don't see everything. Format, resolution,
that's how you render something and
size of your render. If you wanted to render video. In high definition, that means that will be
these settings. So it's by default like that. You don't need to do anything
if you want to render for k. Be aware that some things are
very demanding and rendering for k could
be time-consuming. And if your computer isn't
capable of handling that, even crashing your computer, so don't overdo with resolution. So if you want to render for k, this will be 3,840.
Just doubled. The numbers. Here would be three or 2016. This means mentioned starts where it starts and ends on 150. This is on 0. That means it's just before I mentioned starts. So it starts from
here, actually. Steps. You want to run step to make you don't want
to skip frames. Frame rate. I like to set to 25. I don't know. It's just common thing. You can start to 30, but be aware if it said 230
you already mentioned will be shorter than it goes like
250 frames divided by 30. I like to set to 25. And then I know it will be ten seconds long.
Then I create. You can change this as well to say frame start on
bond to end on 250. But be aware if you do that, you need to make some
changes and to adjust here. Lifetime ran starts
when a chance to have these properties
behavior continuous all the way up to 500 frames. Watch became more do is
like setting rotation here. For an example, you
see what happens now rotation and we call this. It's pretty much, you can do
so many things here or you cannot forces later
to these animation. All sorts of things. Let's, let's change back to. Say, let's increase this one for an example like this one
to see what the cop was Dan, see it changes already. And then we can increase dump. You see what's happening now? They are piling up. There's so many things that you can just play with further. Just change these animation
many, many times. Make it different every time and render like millions of different videos
just with this one, I work or render millions
of images, all unique. Let's see how to how to
render one more time. I'm going here. I like to dig this and crops
to this render region and I help my computer this way to not keep rendering that which
is not going to stay. Which doesn't matter at all. That's what we did. This output over here is where you want to
save your renders. Later. We'll just click on
this folder and then simply select an odd where
you want to keep that file, whether you want in temporary, want him some special
folder on your computer. And that's very, you will send your renders to render image. Left-click, left-click
on Render Image. Wait a little. While. It's
like this. Let's see. It's all 0. So there is no animation
and we actually, what we see is frozen frame. But domination didn't
start yet at all. We want to, if you want
to render something, never leave this on 0. Just move it to the frame
you want to render. I'd say we wanted to render
frame 30 as an image. We'll go here and left-click. Now this will vanish and
new render will appear. This is our image right now. And here you can read
which frame it is. How long it took, how much memory too, and what was the peak? How to save that image? Just left-click here. And Save As, and then
select folder vary, want that to be saved
and name your file. Now, if you wanted to render animation, just left-click here. And left click Render Animation. And rendering growth start in the same window as previous. It will start rendering and saving in folder you
selected over here. So image doesn't go to
that folder by default, you need to tell where you
want to save your image. A hand animation,
we'll go to folder. You will select over here. That's pretty much stat
regarding rendering images. You would probably want a larger images sometimes if
you want to save something for sale on stock platforms,
photo stock platforms. For an example, I'm increasing these 2 eighth
thousand and these 24,500 for entering images and for rendering animations either do on these
settings are for K, which is double this. For image I increase
to eight thousand, four thousand, five hundred. That would be if you
want high-quality image. I recommend you save
everything as PNG. You can see that file
format here for me is PNG. And I slide here, GBA. There isn't I save as PNG, even animation, I save as PNG. That will be like 250 PNG
images in the end. Not video. The reason I do that because
it's higher-quality. The second is if my computer or blender crashes
during the render, I can still continue. I just open Blender and I
continue where I stopped. One more important thing. Is that when you are
creating something, every now and then, makes sure that you
save what you're doing. When you start something. Daniel, Right after a few steps, go here and Save As
and name your file, save it somewhere, and then
continue working wide. Because if you lose, sometimes you can work
on project a couple of hours and suddenly happens. Blender crashes or
something like that. And you lose your projects. So always, always save
what you're doing. And that's why simply happens that blender
crashes during grander. You can still go back and continue where you stop
if you're rendering, Let's say blender
rendering that animation. And you have set here as PNG, and it suddenly
crashes on frame 50. Simply open blender
again and open this file you were working
on because it's saved here. Somewhere where you
saved on your computer, you just go here
then instead of one, if it's crashed on
5050 was lost number. You'll see in that
folder of images, you said here 51. And just go back here and left-click on
renderer I mentioned, we'll continue from 51 to do 50. And you didn't lose anything. But if you sat here
to save animation as something like one of
these urine that it crashes. You have to go over again to render entire
animation from beginning. That's why P&G is
better if you want to later than those PNGs and
create video that simple, just open some video
editing software. Or you can do that
even here in Blender. But that will be one of my next classes to show
you how to do such things. But I like to move this PNGs. I save, I render to some of my editing software as video editing softwares and I import those sequences and then just continue
editing over there. Because I rarely, you will
roll video, just diseases. I like to add some more
effects before I salad or something would that before
I used on some project. Sometimes they need to do add some titles or something more. That's why I like to export to some how to say more
professional video software. That will be all for this time. I hope you liked this. Very impatient to
see your works.
8. Closing Words: I hope this course
inspires you to create something colorful
and beautiful, using this as a base. You soon on my next class
where we will create together again
something magical. By Until then.