How to Make a Glass of Wine in Blender | Suzana Trifkovic | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      2:30

    • 2.

      Modeling Glass

      30:45

    • 3.

      Glass Material

      9:44

    • 4.

      Little Details

      5:51

    • 5.

      Modeling Wine and Creating Material

      20:10

    • 6.

      Creating Bubbles

      14:18

    • 7.

      Setting Environment

      14:35

    • 8.

      Adjustments

      7:29

    • 9.

      Setting Light and Rendering

      14:28

    • 10.

      Closing Words

      4:00

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

17

Students

1

Projects

About This Class

In this class, you will learn how to make one elegant and tall glass, fill it up with wine, add bubbles, create fully transparent materials as well as colored, set lights, create an environment for nice reflections, and render beautiful images and animation.

This class is suitable for absolute beginners as well as those with some Blender experience. Even if you have never opened any 3D software, this class will be easy to follow and you will be able to learn many useful things for creating beautiful 3D glass in Blender.

Going through this class will help you kick start your Blender journey, if you want to learn 3D design and animation, and if you already have some experience in Blender, then this class will help you gain some fine skills like setting light and environment for product design, which you can use further in your future projects.

Let's begin this journey!

Meet Your Teacher

Teacher Profile Image

Suzana Trifkovic

3D Artist, Songwriter, Producer, Writer

Teacher

Published photographer, writer, songwriter, music producer, graphic designer, 3D artist, game developer, filmmaker and cat mom. Learning something new every day for me is essence of living and when I can even share that knowledge with students thirsty of learning, watching them later use learned to create even better designs, animations, photos or music than my own, then my purpose in this world is fulfilled.

See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

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.