Transcripts
1. Intro: Hello and welcome. My name is Suzana. I'm a 3D artist and
in this class we are learning how to
create one tall glass of wine with nice
bubbles inside and lit with nice
environment texture, as well as a backlight. And how to render
that as the image, as well as animation. Going through this class, you will get some skill and
experience in how to use, in this case one cylinder, to
create further tall gloss, or how to use different
tools to shape that, and how to use
interesting lights. And in this case, a particle system for bubbles
and how all that works. And you can easily
later apply that on some much bigger projects and understand how to create
some nice scenes. Let's say for some products,
for advertising something for maybe future clients, to
render some nice images of nicely lit items and to
create some effects, like in this case, we are creating those bubbles inside with some nice light. And then rendering
that as images. Or animations. This will not only
bring good experience, but also confidence
because we're going to do many things
here in this class, in this short, short time. And from complete beginner, as you don't need experience
in Blender for this class, from complete beginner,
you will just jump ahead and make huge steps
into 3D design and animation, just going through this easy to follow class. Let's begin.
2. Modeling Glass: Let's begin with
creating new file. So we left-click general
and I will start screencast keys so we can
keep up with everything. And let me hide this sidebar. So what I want to do first
is to make one gloss. And to do that, I need to get rid of this cube. So I will point here, right-click and
left-click to delete. The next thing I want
to do is to add. I will click here and go to
Mesh and advanced cylinder. So here it is. Now
before I move further, I want to do another thing. Here in a render properties, you left-click if you don't have open these tabs just last week, this camera looking icon. And here you will set
render engine to this one. There's two more over here, but we want this first. And make sure that
you tick here. Ambient occlusion, long and
screen space reflections. This will give
shadows in corners. Don't want much. We are making one round object. But anyway, it gives
better shadows. Bloom is to make materials
reflect light better and hear screen
space reflections is that allows that
material create, gets reflections
from what's around. And it makes it more
realistic than what we're going to do
next is we will start making this
into r1 to all gloss. And to do that, I will start using this
shape of this cylinder. I will remove this top to make
this hollow like a gloss. And then we'll accent here and make that long,
long area here. And then one circle
down to make that really nice, elegant gloss. And then we will fill that
glass with some drink, which will have bubbles inside. So let's move on with
creating art class. I will go here to Edit mode. So just make sure that I
have selected cylinder. You can click here to select, or you can click here to select. Either way is correct. And then we're going here. And I need to click this
arrow to see this menu. And here I will
select edit modes. I left-click on that. And here it is. We
are now in edit mode. And now I want to switch here to this now is in
our vertex select. That means we can only
move these dots around. And I want to be able to do
something on these lines. So I need to go to edge select. These lines are called edges. Now, I want to go
here to loop cuts to little y. I know need
to make two cuts here. So I will just select
loop cut tool, I just left-click here. And when I point to this
object which is selected, as you can see all around, I need to just click. When I point here, I just
need to click to make one cut around that will split
this in a way in half, all those edges around. So if I left-click now, you see what happened
and I have one cut. So now if you point here, you will make another cut. But I want to use this first. I will go here to move tool, and I'm going to
left-click here. And then I will grab this
blue arrow to be able to pull this cut higher
on that axis. As you can see, these
are access that y and x. So I'm pulling up on that axis. That means blue matches
this over here. And I will click on this arrow. And now holding left-click, I pull this up about here,
somewhere, somewhere here. And then I will swap
again to look at. I point here and then I make another cut against
swapping two Move tool. And I will grab again
this blue arrows. I just left-click on it. And holding left-click, I drag this all the way down here. Near edge, nearest
that you can pull it. So I'm using
mouthfeel right now, holding mouse wheel I can use
to lean this back-and-forth and are rotating mouse wheel makes it get closer
or farther away. So zoom-in, zoom-out. And now I have that done. So the next thing I want to
do is get rid of this on top. So I will swap here to
Face Selection Mode. I left-click on that. And now I can select faces. That means I can
select this or this. Those are faces. I wanted to select this on top and I want to
get rid of that. So I just right-click now and go down here
to delete faces, and I left-click on that. So now that phase is gone
and we have this hello. The next thing I want to do is to select
this on the bottom. So I'm using mouse wheel now, as I explained earlier, holding mouse wheel, I
can move mouse away. Docker is me and
leaning this scene. And now I want to see
this on the bottom. So I just left-click
here now to select this, make sure that you always
switch back to select box tool. You can select this way as well. I was. So if you have Move tool, you can select as well, but it's not working
well all the time. So always make sure that you
go back to Select tool and then make selections of what you need to
select on your object. And now with this face selected, I will press, press
I on my keyboard. And I will get this, some sort of rope. I'm just holding this. And now I will move
mouse TO birth center. So I move mouse left side. If I move to the right, this will go back. I want to move it
to the left side. So holding guy and I just moved this Tolbert Center and
our electrical lie. And I click here on the side, this sort of rope-like you
looking thing vanished. And this is what
I have right now. Why I did that. I did add because
you will see now, I don't want to have there. It gets sort of grumbled later. Once I use subdivision modifier, it won't look nice. So if I do this, it will look less crumbled. Now I will show
you without that, I will go back and
remove what I did. So I will leave as it was, and I will apply that
modifier on this object. So you can see the difference. I'm going back to
object mode here. And now with this selected, as you can see, it's
selected all around. You just need to click
on this object to select or to click here. Now it's selected. Now we go to modifier
Properties, live to click that. And we'll have to click this
arrow to add modifier here. Just point to this
side, this toolbar. And here you will find under Generate
subdivision surface. Left-click on that and
we applied subdivision. But what you see here, this star looking thing down, it doesn't look nice. It's not nice at all. So what do we do to
get rid of that? Exactly what I
showed you earlier. So now we will first
apply modify all the way. So I will change here
levels you to do. You see what happened. Everything gets more smooth. Now, if I point here
and right-click, I can also shade smooth. So it gets more smoke, but you see how this
side is a little ugly. It shouldn't be like that. So let's go back to get rid of that star looking
bottom of this. Soon to be lost. I will have to click here and I left-click here to go
back to edit mode. And now make sure that you have this selected Face Selection
Mode, that this is blue. And now left-click
here on this bottom. Now, you just do
what we did earlier. I, you get this rope
hold eye on your on your keyboard and
move mouse the left. Like this. So don't go too much,
but not too little. Summer here. Now let go. I left-click, and now we go back
to object mode. Let's see how it appears. Now. You see there is no that grumbled looking
area on the bottom. It looks a lot better now. Okay. Let's fix this gloss on top. I don't want that loss to be so. I'm cylinder looking guy, want that class a little
wider on this side. So I will go back
to edit mode again. And now I will zoom in to
see better what I'm doing. Here. In this point. You have here two edges. You see like two rings. One is going all over the top. I have to swap here
to edge select. And you see here, if I do this, I can only select this one, but I want them all selected. So I will now left-click on the side to
deselect everything. And I press Shift and Alt, and I called that. And then I click one
of these on top. And I select it in tiring. I want to select this
on this lower as well. So again, press
Alt, Shift and Alt, and I select another cycle, both rings now selected, I will press S on my keyboard. S is for scaling. So you can remember that
S and holding as you see I get again that rope
with arrows and holding us, I move mouse to the right. You see gloss gets wider. If I would go this way, I can get this type of glass. So we can create wider gloss
or something like this, whichever you like more. And once you decide what type of gloss you
can create even to later. If you want. Let's see. I will go with wider for
something like that. Okay, so now we decided we want to make
wider glass on top. And let's make this down to help this gloss stand
properly and look like glass now it doesn't
look like anything much. So I will again go here and change to Face Select.
I'll live with that. And again, using mouse wheel, I press mouse wheel
and leaned is to see to be able to
select this face. So I left-click on this face. And now I want to do something. I again use mouthfeel called in mouse wheel
to Linda's back. So as you can see, the
x-axis is October, It's me like that. And y axis is this way. Now I want to be able to
extrude this on the bottom. And to make this these
laws can stand nicely. But this is too wide, so I need to shrink this to
make that part I was smaller, but before I do that, I want to make some curve
here on this glass. So I will now go here. I will press this x. I will
just left-click on it. And I will go to
Move tool like this. And now I will live to click on this arrow and pull it a
little down like this. And the next thing I want to do, let's see some here. And the next thing
I want to do is to press mouse wheel
again and to go here. And I can see what I'm doing. And I will press I'll go
back to select the box. And I will press
I on my keyboard. And now I will move
this center again. Holding guy on my keyboard, I move mouse to the left. Not clicking anything. I'm just moving the mouse. It'll have to shrink this. If I move to the right,
it will go bigger. I want to make it
smaller, like this. So let's see how small it is. And now let's see,
was it enough? So if you make
mistake when you're doing something good,
I want to go back. Just go here, edit
and left-click on do. And you will undo what
you did previously. So don't worry about anything. Once you do something wrong, you can always go back there. And now I will again
left-click this x. And I will have to
click this hand over here and call it a click. I will just lift this up
a little so I can see better what I'm doing
here in this area. And I believe zoom out a little. And I will do that again. So just left-click this
hand called Left mouse and bring it up or
down or center it, whichever way you need. And now, as you can
see, this is selected. Don't click anywhere
on the side. If you click, you will
deselect this portion. And as I said earlier, alive speak on x so you can see from the side
view perfectly. And now press E on your
keyboard and hold it. And now move mouse down. Summer, let's say here. And now you will see how
wide is on top over here. So you may want this to
be smaller over here, but we will deal with
that a little later. Now, we have drag this
all the way here. And that's where we stopped. And I will again left-click this acts to see properly
from this side. So now I will again
press E and I will now make another
extrusion, just tiny one. As you can see, I just
move this a little. I let go and click
through it applies here. And now from this point, I will start spreading this
to make one large circle. So I press S on my
keyboard and I start spreading this and you'll see it's getting wider and wider. And I don't want
that to go so wide. So I will go back where it was. I just go back and it's going very wide and
I don't want that to let this go wide in
this area over here. So I will make
another extrusion. I will just Prezi
and do it again. I can do that as well
if I make a cut here. But either way you do that, either make one more cut
between or just extra decided. Now process for
scaling and do this. So you see it's better now. So we can do ball space this way or the other.
It doesn't matter. And now we're here. I will. I'm trying to show you
how it looks right now. And we need more wider
somewhere like this. So this is not how
far will this be. You need to keep an eye
on this area over here. This is what we have around, doesn't show how
large this circle is. It's actually only this inside. So decide on how big you want that where
glass will stand. And at this point, we will go back here to x. And I want this a little lower. So I will press X and I will
grab this and pull it like this somewhere here and maybe spread it a
little more like that. Okay? So we have the same
thing as earlier, that star looking shape, which we don't want, and that means we need
to get rid of it. So I will now deselect
everything and I will left the cure to make
another setting. So I will press I. And you see what happens
when I press side. And now I move the mouse
to the left to inset this circle over here and get nice-looking
shape. And I let go. I left-click. And you see it's looking nice if you don't like
it and it's so large, I deliberately created
a little bit bigger. You can just switch here two
edges, left-click edges, and now press Shift Alt and select one of
these edges to get this circle selected
and press S on your keyboard in scale it down so you don't need to worry, you can expand or make it
smaller whichever way you like. And then just let go S and
left-click. So it applies. And here you are. Now, if you want this to be
thinner and a little better, you can always do so, but now you don't
see all those edges. So you can go here and
you'll see everything. Now, we swapped from solid view. This is the view you use to
start modelling something. And this is wire. So you'll see all the
edges over here easily. And now you can make this
smaller if you wish. So to make this smaller, I will use this hand, left-click this hand
to see what I'm doing. So to make this smaller, I need to first make this
circle smaller over here. So let's select that one. This is the circle. I'm selecting, this
one over here. So I'll left click one of these, but first shift out and I selected this circle
and I press S for scaling. In scaling this Dilbert Dover, this ring at the center. And now you can see from
the top how it appears. Okay? So now what we can
do as well is two. Bring that down a little. If we want to click this
arrow and change it. But you will get
this pointing out. So don't don't break
it down too much. Just a little above it. You don't want this handle
to go in your gloss. It won't look nice. And let's go further with
shrinking this area. So I will zoom in using
mouthfeel, just crawling. And then I move this hand. And I want to select this
inner ring over here. I would try to show us
That's inner ring over here. And I will press Shift Alt
and left-click on this one. I want that smaller, so that's inside of this glass. And I press S Now to scale
these and holding gas, I moved moused over its
center to scale this alone. I like to go West and I
left-click so it applies. So now it's a little thinner. Now what we will do
the same thing down, but first, I would like
to click to deselect. I don't want this to
stay selected on top. And now I will zoom in here to see as well what I'm doing. I want to shrink this area over here
and as well this one. So let's see. I will first select
one of these, press Shift Alt,
select one ring, and then the other ring as well. So just hold Shift and Alt and left-click
one than the other. And I will zoom in, zoom out a little so I can see
better what I'm doing. Now pressing S to scale. And now let's see,
I will stop here, I let go west and
left-click so it applies. I want to see how it
looks all the way. I think that's it.
I think that's it. Maybe a little more. Yeah,
something like that. So it looks nice. Now, we can go back to solid. You left-click that
and I will left-click. So I deselect what
was selected inside. Now you can see those two
are not selected anymore. That's what I wanted. And we have our glass
up to somewhere ready. And let's move further. So now we can adjust here, even if you press Shift Alt and left-click
this over here, this first edge,
this higher one. And you just left-click
here and job this slop. You can even change the
shape of this glass. You see how it goes. I lived at that higher. Now if I go back to object mode, you see how it looks. It's much, much different now. And it looks a lot better. It's a much better shape. So if you think that
this area is too long, you can shrink it even. You can go back to Edit mode. And you can go to select, let's say, all the
faces here on this. On this area. You just need to select one and press Shift Alt
and select one. And I will select
the dog around. And you can even
shrink it to smaller. If you use this transform tool, Left-click transform to a now
you can make it like that. Then depending on what you like, what shape you like, you can stretch it up or push more higher
whichever way you wish. Now I will see it is circle. We have here some sort of Hall. And we can just go here. And again, press Shift
Alt and left-click. Sorry, you need to
switch to edges. Press Shift Alt and left-click
here, select this circle, and then press F
on your keyboard, and that hole is gone. Now when you go back
to object mode, you don't have it at home
anymore in this class. But now that hole
is a little lower. And you can lift
that up a little. So it can go back
here and adjust that. So it goes down. Let's see from this
side how it appears. Okay? Now we just want that, that area is selected. We want this a
little, little down. So we can either select all
the faces and shrink this, or we can just push this down whichever way you want
so you can go here. But I was talking
about earlier and go to Edit Mode and select
all the faces around, press Shift Alt, and select Run. Switch the phases, and select
one phase to select all, and then shrink it over here. Now this went down from the top. You can do that way or
you can just select that. Now again, need to switch to edges and press Shift Alt
and select one of these. And I will go back here to X
and switching here to wire. And I just push this down. Hello. If I switch to solid, you can see by robots happening, if I left-click and
drag it up or down. Making it look like a real gloss depends on what
you want to get. There. Always more than one
way to do something. I think here is a little wide. I would like this
a little smaller, and I want to shrink
this as well. So I will go back to Edit Mode. And I want to go
back here to wire. Here, makes sure that
it's edge select. So you can adjust
this the way you want until you get
your perfect loss. Just the way you imagined. Okay, It's too much. Let me see. It was too much. Okay. Let's do it again. Just make sure that you click
on the side to deselect everything
and then shipped out and select what you want. And press S and scale it. Hello, Let me see now how it is. Yeah, now is better. This is it I think. Okay. Switching back to Solid
mode. And that's it. Okay. Now just this around. I will press shift
out and left-click. This makes sure that you are in edge saliva to be able to do so. Press S and scale it down. I think there's still
the proper size for this class and murder here. Yeah. We were making one nice tall
glass shape is totally on. You'll make it the way you want. I wanted to really,
really tall gloss. You can shrink this. If you don't like. You can always shrink it down. Just left-click select,
left-click transform tool. And here it is. Different right away. Okay, So the cover glass now, now we want to fill this
gloss 0 with something, with some sort of drink. But let's first make this loss transparent
and more realistic. So next lesson is
creating material.
3. Glass Material: Make sure that you
select your gloss. So I will rename it here. Right now, it's cylinder, and I will double-click here. And I hit backspace. And I enter here, gloss, just type it in and
left-click anywhere. So it applies. And now we have our
glass selected. I'm going back to
select box tool. And I want to create
glass material over here. So I will go here to
material properties. Left-click and I left
click this arrow. And here's our material. It comes by default when
you create a venule, start, it comes with
that cube right away. So we will now left
with to use it. And here it says surface
principled be as df. We don't want that. We will just left-click
here on that. And we get all sorts of
shaders for our material. You have here, gloss shader. But I don't want to use that. You would probably
think, why not? Let's use glass
shader for gloss, but I don't want that. I will use here transparent VCF. So I would love
to click on that. And you see it's white. So why it's not white
here or anything? Because we are in solid mode, we need to switch here to see how it would
look like the rendered. This is how it would
look like renders. So whites black now, because we need to switch
here blend mode for transparent material
from this you see right now to alpha blend. And we select that. And now you see, we
don't see anything. Only this line if we deselect, everything is gone, are glossy, is invisible because
it's transparent. But if we go here to see our material in material
preview mode, click here. It will be a little
different right now. But what you can do as well, you probably don't
notice any change, but what you can
do as well here, I'm trying to move
this for recording. It's getting into
view right now. Okay, so if we are from here, move to shading with
this glass selected. We'll click here on shading. It will switch to this. And we have here already
some sort of environment. If you're a breath mouse
wheel and look around, you have some sort of woods and everything is nice and shiny. So here you can
see barrel vaults. You're dealing in
this shading top. And now our is selected. And you'll see something here. If you don't, you can
zoom out or zoom in. To see this. You can also press mouthfeel, hold it, and move this around. So this is where you
create your material. Further. We have transparent because they have and become
material outputs. So this goes in and
this is what comes out. Now, color is white, and that's what makes
this fully transparent. Now, if we are left
with here, the slab, this material output and
holding the left mouse, we can drag it to the right side and we can left-click here. And holding the left mouse, drag this to the left side
to make some space between. Now, we'll click here to
add the go down to shader. And hearing shaders, we
will select mixed shader. So just left-click on that. And now you see this cursor, which has some sort of IOs left, right, up, down, and up. This mix shader is
attached to that. If I move this way,
everything goes up. If I move this way,
everything goes down. So don't be scared by that. You can always bring
it up or down, just move more of this. So what I want right now is
to place it here between. So just, I'm not doing anything. I just moved mouse left
or right, up or down. And I place it here. And then I just
left-click and you'll see just dropped in between and
it attached immediately. So this be SDF when you first shader this transparent because the half went to France shader, second shader is empty because we will add new shader here. And this attached to go back to the surface
of our material. And this over here
is some slider. And it's right in
the middle of right. Now. When we attach
second shader here, both would be equally applied. Here is very decide how
much Fritz shader affects something and how much second
shader effects that object. So now I want to add here another shaders
have a left-click here and going to shaders. And here I will
select glossy BCF, and I left click that, and here it is, and I
just Bring it down. And I left-click here. I will zoom out so you can see better using mouse wheel now, to bring this up. Screencasts skis unfortunately
don't work in this area. So I have to keep telling
you what I'm doing. I would really like it
can work here as well. Unfortunately, it is not
created to work in this area. So right now I will zoom
in using my mouse wheel. And you see here
where it says Be as df eyeball left click this dot and holding the left mouse, I will move mouse city right. And I get this, which I can extend and start to plug it
in into this shader. And I let go the left mouse
and you see about copying it. This is gloss and it's glossy because we
added glossy shader. Now I will zoom out a little
so you can see it is bare. And let me bring back
my recording to hire. I keep moving it around. It blocks the view. And right now, I want to change this to make this
gloss little bluish. I would love to be here. And I will left with this dot. And I will bring it
up just a little, not too much blue. And that's it. I will click here
and break it up. And I'm getting a
light shade of blue. This is to change color
to darker or more light. And these labs click
this dot here, you switch to color you want. So just left-click and
holding the left mouse, drag this dot around. And now it's a little bluish. And here we decide roughness. So the point here, I left-click and hold
and go left mouse, you can go to the left or to the right to lower
roughness or to increase. And I want it to look
like something like that. The way that, that
would be nice. And I always see here how
we have that star again. We will get rid of it later. But I wanted to leave it. So you can see, it's
still not perfect here. This area. Why? Because we have that
kind of curve over here. And now we have problems
with that star, not from the bottom there, we fixed it, but on the top. So we will do that later. Right now, we want to create
this shader all the way. Here. If you point, you can move this lower or more whichever
way you want. So let's leave it
somewhere here. I think that's nice. And we will go back
to our layout. We are done with this, so we created loss. And it's looking nice. And now we're ready to move
further to our next lesson. And that would be fixing this. And then we will fill it up
this class with some drink.
4. Little Details: Let's fix this area. So we will go back to
edit mode over here, and I will click here
to lift this up. So let's have a problem
now with that area again. And what we can do is
to go to loop cut and just point here and
make one cut like here. And you see it's a little
barrier right away. And you can go
here, select face, and then switch back here. So you can see
what you're doing. Go back to Select Tool, click here and make
another inset. So press I and shrink this more. And let's see what happened. And now we will switch
here to see how it works. So it's better. And we're
back to object mode. And we got steel
that started looking thing over here, as you can see. And we can go back to
edit mode over here. And we can make
another cut over here, or we can just do this. Instead. We can shrink it
is a little more. And switching to edge select, we will now select
this circle over here. At first, deselect
that face down, press Shift Alt and
select this top circle. And let's make it a
little smaller like this. So let's see if that
fixed this area. And now it's a little better. Again. Let's see on which side we have it still
isn't bottom or the top. Okay. It's here. Let's see. Now. Press Shift Alt, C, press shift out. And let's select objects
inside this circle. But it's not letting
me from this side. So let's see if I can do here. I'm trying to keep
nice shape of this. And still to celebrate that. And now we will lift
this up as well. Up to here. C from the right
side or front side. However, I want
to select both of these drinks so I can
bring it up and make it in the same level as
this one somewhere here. So let's see how it is now. You should fix it more. Okay. This is a little better, but still not perfect
in this area. So we'll go back to Edit mode. And let's see
switching here again. And let's make another inset. Okay. And it goes on and on
like that until we go back in to
center all the way. So now it's shrinked. We need one more
and one more inset to lose it completely. I want it to band
here, this area. And then it creates that
sorry looking shape inside until they got
rid of it completely. We had to make a couple
of insets to lose it. Now, as you can see, it's gone completely here. We don't have it anymore. And it's nice and shiny. Which you can do
more is if you want, you can make slight gloss. And you can make here. If you go to edit mode, you can make here one more cut somewhere here if you wish. And you can move
it up like that. To make this a
little more thing. In this area. Over here. And back to object mode. Look a little arrow here on top. So we'll fix that.
On the bottom. There is no star anymore. Everything looks nice and shiny. And we can move on with
creating our drink.
5. Modeling Wine and Creating Material: So to start creating our drink, we will first odd
one circle inside. And that means the
left-click here, go to Mesh and left-click
to add one circle, one circle over here. What we want to do is to
left-click here this axis. So we can see from this
side everything zoom in. So you can see on
top of this glass and you see circle is
now from here to here. Before we start
adjusting that circle, we will switch here to gloss. And we will go here to
material modifier properties. And left click here to add
modifier to this class. We want this class to
have some thickness. So we want to go here, Left-click add modifier and select, solidify under Generate. That will make some
thickness to this class. As you can see, I will likely
to deselect everything. You can see here. It's
a little thicker. You can go here to solidify. It's over here. You can
even point here and use my mouse wheel
to lift this up a little so you can see better. And here where it
says thickness, right now it's 0.01. You can use these arrows
to go to smaller. Now there is no arching crease. Or you can enter value
like hitting backspace. Left-click hit backspace
0.05, let's say. So see how thick
it is right now. And I want that to be
somewhere like this. Nice. So we've got our
thickness here in our class. To start creating our drink, we will need to circle first. So we will left click here, go to Mesh and select circle. Now, we want to decide
about size of that drink, soda drink we creating
to fill up this class. But before we make this circle smaller
and drag it down here, we want first to make this
gloss look more realistic. So we want this thicker. It's too thin. It's not looking real. So we will select the loss. And here we will go
to modify properties. And left-click here this arrow. And under Generate over here, you will find solidify. Left click that. And now our gloss, I will deselect glass. So you can see this edge are
laws got some thickness. And we can increase
that thickness here, are reduced if you don't see
this value can point here. Use mouse wheel to scroll up
or down to move this area. So you can make it two
or three now suited. Or it can reduce
just the Mallory can point here and Andrew
value you want. And left-click on the
side so it applies. You can even thickness
over here like that. Now it's thick
evenly everywhere. Or you can untick that
whichever way you want. Now I want to show you
this area over here. You remember, we are selected this circle and we were
hitting F to fill it up. Why they have this star
looking shape here? Because we need to
insert that just as we did previously on
some areas over here. Now we need to do
the same over here. So we'll go back to edit
mode over here and deselect everything and rotate this either using mouse
wheel to see this top, or you can just
left-click the zed. And here move from Edge
Select to face select. So just left-click here and select this
circle in the middle. And you see, you can always check if you
selected correctly. It's a little difficult
to see from the top. So just use mouse wheel and to make sure you
selected correct circle. Now press I on your keyboard. Hold and move us to the
left to insert this. Don't go too far. Just a little lad go, I left-click so it applies. Now go back to object
mode and see it's gone. That scary-looking area is gone here because
we did that insert. And now it's a little better. So we have our glass
ready and we can hear. We use thickness or
increase whatever I like it to make it thin,
not too thick. And now I will love
to hear on this acts, to see this loss from the side. And I will zoom in a little. Now. I want to see it
properly here centered. And I will have to take
this circle over here. And I want to bring it
down all the way here. Right above this bottom
here, you'll see. And I want to shrink it to make it smaller side press S to
scale and scale it down. Here. I want to scale it almost. I will use Select tool now. You can see better.
I want to scale it almost to that edge. But keep in mind that
you need to leave that gloss steepness
free from this. So drink doesn't go into glass. It should go follow the
line of this glass. This is how far we go. Now. We will press f, why I was showing
off from the top. We press out here to feel that feel that that circle. I'm not sure if that's
visible this way. Let's see. If I bring it up. Maybe you will see better. I want to press F here, I need to go to Edit Mode and
press F. F to fill it up. Now I will bring it down. You don't need to bring it up. I just wanted to make
sure that you see. So I'll undo everything
now and I will bring it down as it was all the way down. And we were in object mode. And switch to edit mode. And the circle is selected. So just press F on your keyboard and you'll
see what happens. So now we have
that face created. We're going back here. So we'll just left-click x. And I moved this to
center properly. I want to see that front view
so I can extrude nicely. And now here, you will just press here you will need to
press E on your keyboard. And to lift this up. Let's say up to here. Now, at this point, press S on your keyboard. Press S, and scale
it up to somewhere. Here. We will make sure the
shape is barrel later. Now we're just going roughly
following this line. And now again press
E on your keyboard. Extrude this up to
somewhere here. And now let go away, left-click so it applies
process and your keyboard. Scale it up to here. Now, let go S. And now press E again
and go up here, up to this curve. And here scale. Process just a little. And now again, extrude, press E on your keyboard. Go up to here, or we should go lower. It's a drink so we don't want
to fill it up all the way. Let's say we go back. Hello. Let's go back a little. And we will go here and
scale it somewhere here. And then press E. And we will finish it
up somewhere here. Like that. You see,
if you do this, you see those lines that appear in that means
I went through glass. So it means I need to go a
little more in who gets those. You see those funny
lines around. That means you went too far. So I will left-click here again. And now I want to make
this smaller in this area. So I will just last week
here to select edges. And I'll left click
one of these edges, press Shift Alt, and
left-click another. So now I can press us and
make it smaller here. And I need here one more cut. So I will select loop cut, and I will cut it here. And now you see it's
selected already. I just need to swap
to select tool, press S. And I'm sorry, I deselect it and press
S to scale it alone. So we're pretty
much there almost. Let's see what more. I will press Shift Alt
and select this one. So we're trying to follow
this glass around. Again, press Shift Alt, select this one and scale it. Which trying to follow
this clause with this we are creating inside. So again, wanna loop cut here. And we will need one loop cut here to make it
very follow that. Let's close this and
press S on your keyboard. Scale this up a little. And then de-select,
press Shift Alt. Select this, process,
scale it up. So this is something
you will need to do on your own depending
on your loss, how, how it looks, and the shape of your glass. So it can be like this, but it can be some other shape. And what I created right now, this is just basic thing. You need to keep following curves of your gloss over there. I have here to make
another cut as well. And then to line it
up here somewhere. Okay, So that's pretty much
what I wanted to create. Now, again, important thing. We will apply here. Again, modifiers,
subdivision modifier. So we need to make sure
that those loop cuts are those insects are done on this face and
this face on the bottom. So what we want now to hide this gloss so we
can see all it is. This I on the side. If you click it,
glosses invisible. If you click again, it's back. So we now want to
insert this space. We press I on the keyboard and
insert a little like this. I left-click so it applies. And then we select
this one on top. We press I, and we
insert this one as well. But we'll see we may need
to fix that still more. But let's see how it appears
now when we add modifier. So we go back to
object mode here. Then we apply modify
always go back to object mode because it
doesn't show in edit mode. So we go here, Left-click add modifier and left-click
subdivision surface. And we go to, to see this
edge over here isn't perfect. We will do that further. I point here, right-click
and shade smooth. I will switch to solid mode
so I can see it is better. Okay, That's about
what I want to get. Let's go back to this and
let's enable that glass again. So this is how it
appears right now. And I want this a little more towards the edges over here. So I will make one
more category here. I will point here and
make one more cut. And then I will
go to select box. And now I press S on my keyboard and press S on my keyboard. And I will stretch
this a little. Let's see. I'm trying to see from the top
and from the side. So it doesn't get that too
rounded edge as before, but a little smaller. And let's see now
how it appears. So as to just stretched. I'll I looked over the edges to get this barrel
looking now it's okay. It was too much
rounded over here. If you didn't see
exactly what I did, I will go back one more time. So I went here and then I went to make a loop cut and pointed
here to this area, this ring remaining ring ground. And I left click here to
get that loop cut around. And I go to select box. And once I went to slap box, I press S on my keyboard. And I moved holding gas. I move mouse to the right to stretch this out over
the edge like that. Almost almost leaning days
to existing edge around. Very, very close. And I like to go as
an address here, I left-click to apply that. And We're going back to
object mode to see that. So it looks like we have a
milk inside or something. And that's not what we want. I want that to be transparent in some color and I'm lazy
to make another shader. So let's say I'm lazy. I'm not, but let's say I am. And how do I create another transparent
shader without much effort? So it's easy. We go here, we
selected this circle, I will rename it first. I double-click here
and I saved drink. Okay? And then I left-click here. Now because gloss,
you have drink, that drink is selected. Now we go here to materials. I left click that, and
I left-click here, I want to create new material. And that's okay. Now I stop here and
I go back to gloss. I left-click loss, and
I go here to shading. And we created here
transparent material, which is really nice,
and so on and so on. Let's use it again. I will now. Lastly cure and holding
the left mouse, I wrap this around like that. And I point here,
whichever of these. But you need to 0.1 of these. And right-click and
then left-click Copy. Now, left-click drink again. This is material we started
creating for drink, and I don't want it. It's selected already. And I will point here and right-click and
left-click to delete. Now, it's gone,
everything went black. And now we will point here and right-click,
left-click Paste. And it's now the
same as our glass. But it's not really
what we want. We want that to be
a little different. So why do we do now is
we will change here. Choose something, let's
say something like that. Or like this. Suddenly lived at maybe
and maybe a little darker. Oh no, something like that. And let's make it
more transparent. We will see that later. So we have our drink
now and we can go back. We have our glass cover drink. And we should set this
look a little better. Now, we can go back to shading. And let's say I'm a
little less rough. Er, which would be there. Let's see, this color. Maybe more red. Something like that. Are more transparent this way. Okay, something like that. Maybe. Let's see now in
the render view. So it's pretty much like
this, something like that. Okay. So this is our drink
and this is our glass. And we're ready for
our next thing. And that is bubbles.
6. Creating Bubbles: It's time for bubbles now. And to create bubbles, we need to make some spheres. So we go to left-click God, go to Mesh, and here's
UV sphere like that. So we have a sphere here. We will move it to the right
so we can start editing. I will go back to solid mold so you can see
what's happening here. This sphere, you see it's
not nice and smooth. So we will go to add modifier. Here. I left the modifier and
left-click subdivision surface. So now it's more smooth. We're changing
levels view to do. It's a lot better. You see that's what will
be in render as well. And we point here and we right-click and
select Shade Smooth. Now, it's very smooth. And we're going back to here
too, see material properly. And I want this to
be transparent, those bubbles to be transparent. So we will go here, left-click, left-click here,
and select first material. That's the one which
should be used for glass. It's like that. If that is too complicated for
you to remember, you can say here, you can double-click
or just click and hit backspace and
hearsay the loss. And left-click so it applies. And then you can
drink. Click on drink. And you'll see
here material one. Let's click that and hit
Backspace and then type drink, and left-click
anywhere. So supplies. Now when you see this
material, materials here, you will know which is
which without confusion, even if this is too
small for you to see, are very similar colors
and you have a long list. This is very, very important
thing that you do. So you can find which
material you are searching. You can even use this search bar when you have too
many materials here, sometimes you need to scroll. If you are working on
some large projects, you will have like
sometimes even hundreds of materials and you
cannot scroll to find. You just type in here like
glass and it appears or drink. And it appears. So this is very, very important. So it can make your designs
clean is that you simply, if you're creating something for your client in future
and even for itself, that you rename everything. So can easily find buttermilk
and for now we have it here are transparent sphere. And I will move it somewhere
on the side here so it doesn't get the interview
and doesn't bother me much. And I will add another circle here in
our drink. Over here. Left-click that ad and go
to Mesh and go to circle. So it's here. And I wish
you get to make it smaller. And I will bring it
down here somewhere. Let's see, more down on its
to be more smaller and more. Let's say somewhere here. Okay, make sure
that it's a little smaller than your drink. So you can check that over here. So you can see it's smaller than your
drink and it doesn't go into gloss or
out of your drink, has to stay somewhere here. So now we have that circle. And I will hit F again, but going for edit mode, and I will hit F again. So they fill that with a face. And that's very important. And I will make that
transparent as well. So I would just
love to click here and select glass for that. I'm going back to previous view. So we have here our
glass and drink, and that circle is inside. So we're now in object mode and make sure
that circle is selected. We will now add particles there. So we just left-click here particle's properties
and we will make our particles go up. But not to jump
out of this gloss. Those particles should
go up to somewhere here and then start vanishing. And we will swap
particles with the sphere and make changes on size of those particles so they appear randomly
smaller or bigger, and they just vanish up to here. So it appears like
some drink with bubbles which go from bottom
up and vanishing here. Now, in this tab, particle properties, we will
left-click here on plus. So circle is selected. We went to particle properties, we left-click plus, and that means we are adding particle
system to this circle. Now. Number of bubbles we will
create that's too large, so we will pick here, Let's go for 300 and we will see later frame when to start. As we will create animation. We want bubbles to start, not from first keyframe here. You can point here
and lift this up to see just point here, left-click and drag it higher. This is first keyframe. We don't want bubbles
to start here, because if we start them here, they will start to
appear somewhere around here. And
that's just low. We want them appearing created earlier before
our animation starts. So let's say here they
start on minus ten. So that will be before
Dan frames before starts. Everything you see
there are falling down. We will deal with that later. And we want them to I, and our timeline is 250. You can change
timeline over here. How long your animation will go. If you set your frame
rate to 25 frames. And here 250, that means
10 s animation frame rate. This frame rate is quite
enough for most things you do. If you want higher-quality
videos, you can go 30, 60, but 25 is just enough for almost
everything you want to do. If we want this to be
500 and this timeline, but we'll get 50 more frames. This is enough for learning. If you want to create
something bigger or later, you can increase here and then recreate everything. Again. I'm going back to
particles again. So we will start on minus ten so that when we
start, as you can see, we have already particles, but the particles are falling down and that's not
something we want. So because of that, we need to go scroll down. So just point here
and scroll down. And here in field weights. If you left-click this arrow, you will see here
gravity, gravity is one. And that's why particles
of falling down. But if you left-click here
and we say minus one, now, you see what happens. They're not falling down. They're going up like this. So you'll see some
of these particles are still visible on the side. That means we need to
shrink this circle. It'll still, so I press S and I shouldn't get that
level up to here. Okay, so now we don't see them
around. And this is okay. And if I hit Play here, I left-click, our
particle is going up. That's not what we wanted to do. We want our particles
to stop somewhere here. That means here lifetime
should be, let's say 20. And let's try it now. And it's too much. But if you say ten, and we start again. So that's it. And let's
see what happens. I switch to wireframe so we can see what's
going on inside. Okay. So see it stopped at some point. Why? It stopped? Because we need to
change many times. We want that to finish a 250. And now we'll see when we start. It will stop on 250. And it just keeps on and on. You get looping
animation this way. And that's where we want it. Okay? So you can hear and to run
this subset lifetime ten, but you can enter here one. To enable random lifetime. It won't go over these ten, so it won't show up higher. It will keep going
from up to ten. From zero up to ten, it won't be a larger. So if you go here
and left-click, you'll see it goes randomly now. Some lost longer, some less. And everything is
happening too fast. Why? Because of our
gravity is minus one, but we enter here
some, let's say -0.3. Let's say with confidence
then it's not so good. Let's see five. And we can now even
increase this to 20. I think. Now a little bit too much. So 15, something like that. So Bubbles, Bubbles. And now we want those
bubbles not to be white. We want to replace
bubbles with our spheres. So I will click here and change this to bubble, bubble,
bubble, bubble. Okay? That means if I select
this circle and in this particle system at point here and go down to Render. And I left-click here. This is hollow, what you see right now that's
why it's white. We want this to be object. So we left-click here
and we select object. And over here in objects,
if you don't see that, if it's like this, just
left-click to see entirely. You will love to hear
this eyedropper and point here in your bubble over here. So now we swapped those
particles with our bubble. And it will look a lot
different at this point. So now we don't see
anything inside. I will see it to change this drink to margins
parents so we can see better what's going on in there and to add some
more lights from behind. So we see properly
what's happening inside. But at this point, you can see this way. We're having bubbles
in our drink. And what you can do further is to add some
objects rotation as well. And that will add more realistic
look for those bubbles. And we will see later once
we create everything, what more we can do. So I'm going back to this view. And the next thing is setting
lights and environment.
7. Setting Environment: At this point, be sure DOD some environment here to
make this gloss look better. There's attached
environment texture, so don't forget
to download that. So can go through
this part as well. For your project later. Here, left-click on verb
properties to open this tab. And you will see here where
it says color, this gray. That's what you see right now, if you go here to
display render preview. So everything is gray in our
gloss doesn't look nice. But you could see earlier that
with default environment, which is to see material
properly, medulla is nice, but when we go to
our environment, everything is great and
doesn't look so nice. And that's why we
need to change this. To change that, you will
have to click this dot and select here on the
texture, environment texture. So just left-click on that. And everything goes like this. At this point, you
will left click Open. And in your computer, you need to go to find
wherever you have. Set your texture, which I
attached for downloading. For me that would be here. And here I will go
to simply use it. I select and open. And I will see started
to look a lot better. It's very nicely lit. And we have some already
nice light over here. So now what you can do more is to adjust strength of that
light that's done over here. You can increase it
to just point here. And left-click and A2
are, let's say three. You see how it's increasing. That light is increasing. What gives lights
are these cubes? As you can see when I'm zooming, I think is happening. This is a environment set. So does they're not objects. Now, that's environment
you have here, which gives light
to this object. So if you move it around, those lights falling and change how your
material is late. So can hear nicely. Find position you want, and what you can do more. I will show you now. Just the mode is for recording. If you go to shading here, I've a left-click shading, and now I will switch
here to Viewport Shading, render, render view. And you see what
we see right now. Here is very, you can change
that environment position, rotate, or do something. So if you have decided
that you want to see your object from this side and you don't like
how this falls. You can go here where
it says object, Left-click this, and
change this to world. Now you see what happened. We have here a set,
our environment. This is, this works like
shaders for material similar. And you'll see here
we have a touch that environment over
here as background. And it goes as world output. That means that
environment you see. And if you left it this, and then press Control T, you will get this as well. And here you can
change our rotation. You see how it's changing. Rotation of our environment
extra we are changing, position, are rotating
around the x-axis. I will now enter here zero. Around the y axis you see we get different lights now
falling on this glass. So we're moving our
environment texture around and changing color light
falls now on our glass. I'm trying to show this. So you can see bearer. Let's see if I can
bring it up a little. We're changing those lights now. And how it falls on our loss. We can do on that axis as well. You see it is I'm
rotating lights. Now. Glass is standing here. I'm just rotating our
environment around. And that's how you can rotate. If you don't see this after you hit Control T and
you don't get this, that means you need
to enable that. So you need to go
here to add it. And to preferences. Depending on what
Adams you have, your list may not be
this long as it is here. I have here many things. But, but you need to have here enabled is if you
go up all the way, you will see here for
searching this search bar. So just left-click there
and say Node Wrangler. And make sure that
you tick that box. Then you will have it. After you press Control D, you will be able to see that. And that will allow you to rotate the entire environment
the way you wish. Gmo location you'll see I
can move it all around. It goes from this
side, that side. Or I can move it on the
y axis even like this, or that apses up down. So I can adjust lights
the way I want. You see, I like this way now. So I want to keep it. And let's say I want
camera here as well. Now in this position. So I can set cameras
so I can press Control and Alt and
hit zero numeric pad. And I have set my
camera here as well. And if I left-click here, I can adjust that a little. I can lower camera. If I elect the camera here. And lower camera over here, I just point here. Left-click and
holding left-click. I use this as a slider. Now, and I move up or down. And then I can point here, left-click and
holding left-click, I move my camera away on
x-axis, you see away. And then I point
here, left-click, I move my camera left and right. On this axis as well. Use it as a slide. Or if you point here, left-click and
holding left-click, it behaves as a slider
and you are moving. Now, let's select the camera. Here. You can move camera away
from your object. Tolbert. Are here, left, right. You're moving on y axis here, on the x-axis here. Moving cameras, that
ox is up, down. And here you can straighten
camera if Alaska here zero. You state in your camera here you're moving the
angle of the camera. Here. You're moving
angle of the camera, but go look up or down more. And this is for scaling camera. You don't need that. Over here. This is where you
decide of perspective. Camera, orthographic
or panoramic camera. So whichever you want to select. And this is for focal
length over here. And this is where you set how
far your camera will see. Let say if your object is done 105 m from center of the scene, it won't be visible. If you want that object
visible as well, then you would enter here 105 or 106 to make visible object, which is located on
one culture that for 5 m from center
from your camera. Actually. That's how you
can show some objects, hide some object, or
make appear some object. Once camera gets closer to them, like the camera is moving, you have some fast,
you're going. And then after awhile, something there
in the background starts appearing
as closer you get. So that's where you do that. Not useful for this class, but it will be
useful to know for something else you create later. So that's cameras setting here. And we have set our lights. Now, if I click here, it will change the view
from where I was too. But camera will see
and render later. I'll move this a little
more to the left. So that's it. Now, if I left-click here, I will hide those lines around which bother me and
I don't see well. And if I left-click here, I don't see those bubbles still. So that means you need
some more light to go through so I can see bubbles. And I have this light which
was already sat in the scene. So it's here. I will click that and
I would love to hear, to enable, to be at, to see that selected. So I will move
this thing around. Our light is here and I want
to see where to place it. So let's see if I bring it
back and a little down here. And I will now switch
the camera view. I want to see remote varieties. I was only in using mouse wheel. And I will bring
that light here. And important thing now, I will go here to this tab,
object data properties. So it looks like
some light bulb. And here I can adjust my light, color of my light
and everything. We'll left-click here now to not see that
Move tool anymore. And I want this
to be area light. I will switch here
and I won't size to be 1 m and here 1 m as well. And let's see now, you see when I changed
to area light, my light went this way. So how to turn this way? Left-click here. And you can do that
the other way as well. You can grab this yellow dot, left-click on it and
drag it this way. But it's a little difficult
sometimes to heat proper place where you
want your light to go. So to adjust that further, you can go here to this tab, make sure the light is selected. You go to this tab. And then here you can set
light, very one to fall. Let's say you want
here at 90 degrees. So it goes this way. We want this to be zero. It goes here, and now it
goes straight to our glass. I want here to be zero. I want here zero as well. I won't hear 90 degrees
and it's now lit, but it goes the other side. So why? Because we need it
to be -90 over here. So changes direction
to this side. So I like these or negative side and it
goes to positive sides. So it has to be -92 sunlight
to this side over here. So it's better now, as you can see, it
looks a lot better. Let's see what camera
we'll see later. And do we need to
bring it closer even? We may need to
bring it more here. Let's see. Okay,
something like that.
8. Adjustments: We have our particles that we call an
environment set lights that now we have to set our drink to make it
transparent as well. And to do that, we need to select a drink. We're going to material
properties here. Left-click. And Dan here in blend mode, make sure to select Alpha blend. And we can see our particles. Now, as you can see here. They're visible at this point. And now if we hit Play, particles will show up, but not so visible still. We need to change
something here. And let's leave it here. Over here we see
a lot of bubbles. I also want to adjust
bubbles their size later. So not all will
be the same size. I want those randomly set. We can do that here
as well, right now. If we select that circle and then we go down here
where it says scale, you have here 005. And we can say here randomly, we can just hit
backspace and enter one. That means, once you enter one, that means, did you
enable random scaling? And you see here
how they appear. One is very small and bigger
and bigger and bigger. And that will look
more, more better. But what I want here is to perhaps increase that
gravity after all to one. Let's see, when I hit play, I will change to solid view. And now to see bearer, actually not just
solid to a wire, to see Vera, to see
what's happening. A little bit too much. Then I need to swap
here to ten again. So it doesn't go too far. Yeah, something like that. So they stopped somewhere here. And lifetime Let's
see, by either 11. Yeah. A little higher, maybe 12. Let's see. I don't want those
coming out at the surface. Yeah, that's it. So I'm adjusting to not see about what's coming
up all the way. I don't want to see those. Maybe a little,
but not too much. Let's see those go
up above this line. Because set some adjusting
lifetime of each bubble here. Gravity. So Bob was Don't go to jump out and to
go start flying up. But, and here where our drink. And as you can see,
somewhere about here, maybe some can go through up, but not to start flying
like some line or bubbles. So this will be okay. Now, that's what
I wanted to step. And at this point now, we need to see how to
adjust everything. So let's add some
background here. I will go to left-click
odd and mesh and plane. And we have our plane here. I want to scale it
that process and just move mouse to scale it. In. Now here, I will
enter 90 degrees. That goes this way. Then here, 90 degrees. So it goes this way. And now let's see. I need to pull this a little. So I'm using mouse wheel
to lean this like that. And I wanted to go
back like that. And let's see now using
Rotate tool and I will grab this blue over here and rotate this just left-click and
drag to the right or left, but do it slowly,
so don't overdo. And then I will use
transform tool. I'll bring this down
like that. And here. And then we'll point here
to this green box like and left-click and holding
the left mouse more to the right to drive this, make it bigger than
what camera can see. I left-click here. So let's see how it appears now. Okay. Going back to camera view, and now I will change
color of this blame. So let's see if I
left-click here and let's see block first. And metallic and no roughness. I still don't see
those bubbles nicely. So let's see what to do
to make it more visible. The GC, if I change color
of this background to something else, Will that help? Zeros there? No, we don't.
Let's keep it black. I want to block this to
not get into my view. So I will simply
expand like that. Okay, something like that. And we're going to camera view. And I want this hidden. And we will now play
with this light behind. We want those bubbles
more visible. So we will go to Shading and we'll switch the camera view and to render view over here. Let's now play with
that light behind. Select light. And let's add that
light some more. Let's say 5,000. Will that change anything? If I switch to point light, area light, right, if I swapped
here to not have shadow, maybe that's what
we do there. Yeah. Okay.
9. Setting Light and Rendering: Now, if you want those bubbles more
visible, for an example, you want that more,
more intense, more, more visible on your nation. You can bring that light inside. It would just go here. Make sure that you
select light to go here. And then simply set this to, let's say, I want
change this value. I will bring it in here,
Joe Tolbert center. So let's say I bring it to
0.0 and here to zero as well. So let's see where it is now. At this point, I
will enable that. Okay, so it's here. And let's bring it all the
way in inside this class. And I will now move
to camera view of a left-click here to seek camera view again.
And going here. And I want to change all the
value values here to run. And to change this
to 1,000, like that. And I want to bring it
down over here like this. And let's see now what happens. You see bubbles,
they're more visible. So I will stop animation to
get this smooth tool again. Let's bring it down
somewhere here. And let's see what happens. Now this is more
visible as you can see. Bubbles are more visible. When you start recording
your animation, it will be more clear.
As you can see here. Now you can slave is
environmental lights further. You can just simply
go to the shader, again, just the more of
this recording tool. And I will simply go to Shading and left click
here and go to World. And now I will leave it like
this. I can see better. And I want to start rotating
those lights around. So let's see. I will
bring this back to zero to see how it appears. Then you can play with this
lights further change, rotate, set the way you like. There are many
things you can do. How you can rotate
environment around. And that will change a lot
how this scene appears. As you can see. It's gonna be a lot different
depending on what to do. How you move these
lights around. Explore, find what
suits you more. How you want your gloss, delete. Very long those lights to fall. How? I'm now trying
to get some very, very dim light here. I'm playing with that. Oh, let's see how we do that. I'm trying to not bring
much light inside. Let's see how this will be. Something like that. Let's see now those bubbles. Yeah, that's a lot better. Okay, let's see, let's
fix that around more. Just need to move
this recording tool again and need to zoom in a
little bit, but not too much. I need to see that as well. So let's see how it is. I can make some change here. Not something like that. I think this looks nice. I would leave it so I'll
bring double stack. So this is final thing
we have over here. And let's say we want
to stop at some point. And I was saying about
that circle earlier, which we have used to
make political system. You go here two particle system, select circle and go to
particle system. Here. In render. You can
hide that circle. So Alibaba's will
be visible circle Rancho anywhere
here in new parts. In viewport. Display over here,
you can as well, high that amateur for yourself, where you see right
now so you can see, but we'll do render later. Now, when you
select that circle, you can see a line, but actually circle isn't
visible anywhere. It's just, I will try to zoom
in so you can see inside. It's not here. If I show it, it can be visible now. But if I do this, it's gone. You see only bubbles. So if you're disabled this, you won't be visible
in view port if you need to do something
with that circle enable. And then later you
can disable as well. So that's how it's done. I'm moving back to
camera view over here. So this is my, my view
for rendering later. I would like to move
this a little higher. A little bothers me
when I look at this. I'm not able to see
properly light, so I will block this. Okay? Something like that. I'm
extending this plane behind so I can
block this lights. I can see better my
own lights here, but I'm setting and we can
now try rendering something. So let's say we set
here and we hit Play. Let's say something here. Let's increase number
of these bubbles. I will go here to circle, and let's add 500 here. And I want this to be smaller. I want this to 03 over here. And let's go back now and
let's see what happens. Yeah, this is where you see
modular air bubbles now. Laughter bubbles. Let's increase a little more. Let's say 700. Let's say var. Be careful with numbers here. If you overdo, it will
start moving slowly. It will slow down your timeline. Let's see now. Maybe these are a
little too big still. So I will go to 0.2,
something like that. And we hit play now. And that's it. I wanted to have very, very tiny lights
behind his glass. If you see allies are breaking, that's because of rendering
While we are using timelines, sometimes lines, they're
not full all the way. But the best you can see what you did is if you try rendering. So here we have set
everything for, for what will appear when we render
something that we have. Set screen space reflections and bloom and ambient occlusion. And here is very sad to resolution over here
for your render. So this is for high
definition video. If you want to render
a large photos than this should be
a lot bigger here. Let's say, Oh, when
I'm rendering for, for print, I said here
8,000 and here 5,000. So that's very nice size. And then here, scroll down. I sat then file format PNG. If I'm rendering images, if I'm rendering
animation as well, like to render as PNG. So I get as many frames
is here, that many PNGs. And then later, I import those into some video editing software
and render animation. I in part as a sequence. And then all PNGs
come in advance. And I just dropped
that timeline in video editing software and
export as mp4 or whatever. If you prefer to render
video instead right away, you have here options
for video as well. Keep in mind while you're
creating something. Keep going here. And save every now and then. Go here and Save, save As and in some folder. So don't lose, but you are creating and you can
keep all the progress. That's what you
need to do as well before we start
rendering such as drug everything to 0.0 and then go and save and
then start rendering. This is very select
where your render vocal, which folder for
images is different. When you're rendering
images, you get. To see a new window. And that window you will get
to Save Image vary want. So we will do that. Now. I will go here, allegedly grander
and the last week, random image. And here it is. Friends with C right now. So let's start with
some bubbles here. Let's stop some of
those nice frames like this one and render that on
our left click Render Image. And here it is. And then just left-click image and save As and select
folder on your computer. He wanted to go. So it's that simple. I hope you enjoyed this and I'm patients to
see what you can do. Now, if you want to
render animation. Left click here and select just the moment I'm having difficulties
with this for recording. If you want to render animation, left-click here to render
animation and it will start and it goes to
folder you selected. If happens that you
select that here. One of these formats and blenders starts
rendering and it's crashes. And then you have to go all over again because
it cannot be continued. But if you select the PNG as
format for your animation, then it starts rendering
images one by one from zero, from frame one to 50. And let's say it
crashes somewhere here. And then I go to that folder and see what was the last frame. Render it. And I see there 12125. Then I come here, open Blender and I
enter here frame start one-to-five or run 26. If one-twenty five was lost. And I go back and I again check that it goes
to the same folder. And I sat again
Render Animation. And then it starts from
here and renders dog stand. So it doesn't matter,
it's crashed, it will continue
where it stopped. That's why I select PNG format for rendering
my animations. I can always continue, regardless of what happens. I go back and I enter frame
where it could continue. And it goes on without any worry that
I will lose something. But if you render video and
especially when it's longer animation and when it's something really heavy
on your computer. If you for some reason have too many
particles or whatever, and your computer can
handle that. It can happen. Blender crushes gets stuck and you have to render
all over again. And when it's something you
need to render a couple of hours or even a day or two, believe me, you wouldn't
want that to happen. So PNG is safer way
to render animations.
10. Closing Words: I hope you liked this class
and I hope to see you again. Don't forget to live a review so other students can see
how you liked this gloss and how it is. And they may join
as well to learn something. For your project, don't forget, download
that environment texture, you will find there
attached that file. You will need that to create this special environment
and to give that tiny, tiny light on the sides to your glass of wine. What else I wanted
to tell you is that what we created here today, you can expand even further. You can create something else, like not gloss over
and you can even create bottle of
perfume or something else using all these
little techniques we're learning here today from how to create
that material and then how to create that
inside to follow that object. In this case, it was drink. In some other cases when you're
creating something else, if you can create bottle, and then inside, following that shape, creating
liquid inside. And then use those
bubbles to add some effects. And lights in the
background and inside. And that's what brings skill, learning something and then
changing it to something else and trying this,
and trying that. Experimenting and using what you learn in one class to upgrade what you
learned in second. And that's how you grow into better, better artist, and how you learn how to use
Blender further. It's not just you sit
and read something, some book and you try
and go to some classes. That's why I wanted to
create classes like this. Not something you
can see everywhere, but classes where we actually
create something interesting. And then we can explore further. And every clause is fun, and every class is
a lot different and to just do some new
things and sometimes we repeat the same things because there are, many
students are joining. And they never tried
Blender before. And I'm trying to keep
my classes in such a way that doesn't matter
who joined, beginner or someone who
already knows how to, can simply learn something new and not to be
bored too much. So I keep repeating something regarding rendering
and how to do certain settings just to make
sure that those who didn't try Blender yet can easily go
through all those glasses. See you soon. I'm posting
my glasses once a week. You probably noticed that. So if you didn't yet, you can follow to
keep up and get notified every time I
post something new. Meanwhile, practice
and... bye, stay well.