Transcripts
1. Introduction: If you're an artist or illustrator having some
basic three D skills, that opens a whole new
world of possibilities. This class explores
the ways in which three D can add an extra
dimension to your work. Hello, my name is John Knowles. I have over 15 years
of experience as a character animator
and animation director, but I also love to create
illustrations based on the natural world
as an animator. One of the first things
that I wanted to do when I started to
create illustrations, find ways of adding motion in order to help
bring them to life. One of the simplest
solutions is to add simple parallax moves to layers of artwork to give an
illusion of depth. But this doesn't work
for every image. With the use of three
D animation software, we can go beyond these
simple effects and actually project our illustrations
onto three D geometry. This gives us far
more flexibility to add complex
camera movement to our illustrations
and even combine our illustrations with three
D elements or effects. Since this class is focused on providing you
with the skills you need to be able to take your own illustrations into three D. It doesn't include any
painting demonstrations, but I've provided my
own illustrations which are free to use to try
out any of the techniques. In this class, I'll
be starting out with the basics for those
who may never have touched three D animation
software before. We'll then explore how to create multiplane parallax camera moves using the provided artwork. In the next part of the class, we'll create a simple three
D scene based upon a sketch. This scene serves as a guide
which you can use to create your own illustration,
or alternatively, you can make use of
the provided artwork for the next part of the class, where I demonstrate
how to project the illustration back onto the individual
objects in the scene. Finally, we'll add
a camera move and some three D particles
to add a little magic. This class makes use of
the three D application. B***der. B***der is free to
download and use, meaning. There are literally no
barriers to getting started beyond your
knowledge of the tool. Whilst the world of
three D can seem daunting, by the
end of this class, you should have the skills
and knowledge to start creating three dimensional
illustrations of your own. If you're ready,
let's get started.
2. Class Overview: Hello and welcome to the class. In the early days of animation, camera moves were
typically limited. Whilst it was possible
to move a camera across the background
or to zoom into it, the results were often flat and lacked any real
sense of depth. To overcome this limitation, a new type of camera system,
the multiplane camera, was developed where
individual layers of artwork were painted
onto sheets of glass. By separating these layers
or planes of the image and moving them at different speeds towards or across the
view of the camera, a believable feeling of
depth could be achieved. This multiplane effect has
been used in animation in one form or another for the
best part of 100 years. While it was historically
limited to big studios, with the budgets for
the expensive and cumbersome camera
systems required, this effect is now
achievable by anyone with a computer
using free software. As I mentioned in
the introduction, this class is made up
of two main sections. The first section covers how to create these multiplane
effects within B***der, whilst the second section covers how to project an illustration onto three D geometry for
even greater flexibility. Provided my own illustrations for you to use within the class, and these can be downloaded from the class
resources section. Alternatively, feel free to
follow along with the class using your own artwork
for the class project. You may wish to create
either the simpler multiplane animation
or go all the way with the projection techniques
that I demonstrate and bring your illustration to life
in three D. Either way, I'd love to see what you create. Upload your finished project to the class project section for feedback and to share
with the other students. Also, if you have any
questions along the way, simply make use of the
class discussion section. If you're ready, let's get
started with the first lesson.
3. Class Updates: In July of 2024, Blender 4.2 was released, bringing with it a
complete rewrite of the EV render engine. In most cases, this change will result in higher quality images, but the changes can also make it harder to
follow training, which was created in
versions prior to 4.2. Wherever possible, I
update my classes to make them easy to follow with the latest version of Blender. Unfortunately, in this case, the changes would require re recording the majority
of the class, whilst it is still possible to complete this class
using Blender 4.2. I would actually
recommend using Blender 4.1 to make things
easier to follow. You can download past
versions of blender by heading to the download page
of the Blender website. From here, you can click
on previous versions, download any blender, then
scroll down to Blender 4.1. You'll then need to select
the version of Blender 411, which is appropriate for
your operating system. If instead, you'd
like to continue with this class using a more
recent version of blender, then there are a few
things to be aware of. First of all, the images
of planes add on, which is used extensively
throughout the class is now native to blender and no longer needs to be enabled
in the preferences. It does, however
have a new name. It's now called mesh
plane and can be found under the image
section of the ad menu. The other big thing to
be aware of is that the material
transparency settings are now very different. We used to have drop down menus for both blend mode
and shadow mode. This has been replaced with a checkbox for
transparent shadows and a new render method drop down with the choice of either
dithered or blended. The blended modes are similar
in both versions of EV. The new dithered mode relates to the older Alpha hashed mode, Whilst the Alpha clip mode requires a new Shader
base solution. In places where I've
made use of Alpha clip, I would suggest instead selecting dithered to
achieve similar results. Finally, the bloom option, which used to be enabled in the EV render settings
is no longer available. Instead, you must now use
the compositor to add a glare node set to Bloom to
achieve a similar result.
4. Forest: Illustration Breakdown: I've opened my illustration
here in Photoshop. I can just show
you a few things. You can see here in
the layers palette, that I grouped all of
my layers so that they correspond with each of the
planes within the image. If I just disable
these top layers, you can see here
that we have our mountains and sky all
grouped together here. We then have a miss layer
on top, our distant trees. Then each of the other layers, this is built up on top. And you'll notice with each of these layers that I'm painting the area that is
actually covered up by other layers.
This is important. Once we get into three D, we want to have some additional
painting that can be exposed as we move
around within the scene. Whilst I'm not painting all the way down to the bottom here, I am extending
beyond what can be seen when we have all of the
other layers overlapping. Then for each of
these groups here, I'm exporting
individual PNG files. Now it's important to use PNG files because they
maintain the transparency. And we'll need
that to be able to see through each of
the layers to the one behind as I'm exporting. What I'll do is make sure that I only have a single
layer visible. I then go up to save a copy. I'll change my file
format to PNG. Then I'm just numbering each
of my layers sequentially. That way when we import
them into b***der, they'll all line up in order. Then I'm just leaving
the large file size option and hitting, Okay, with all of the
layers saved out, we can now jump into
b***der and start looking at the interface
in the next lesson.
5. Blender Essentials: When you first open up B***der, you greeted with
a splash screen. And this gives you a number
of different options of different file types
that you can create. And also gives you access
to recent files that you might have had open
during this class. We'll only need to make use
of the general file type. And you can either click on
this general option here or just click anywhere out of this splash screen
to get started. The first thing
that greets you in B***der is this main
large window here, which is our three D viewport. Below that you'll see a timeline which is useful for animation. Up on the right here
we have the Outliner, which shows all of
the different objects that are within our scene. Then below that, we have the properties panel that's broken down into a series
of different tabs, which gives us access to different properties
that we need. Up at the top here, you'll see a number
of different tabs, and each of these really just opens a different
preset selection of windows and in some cases changes the mode that
we're working within. This can be useful
depending on what we're trying to achieve at
any particular time. Having a different
configuration of windows gives us access to different
features very quickly. And we can always
just jump back into our original layout
window equally. We have the option to reconfigure
any of these windows. If we right click on the
edge of a window here, we can add either a vertical
or horizontal split. Then we can drag that to
where we want and click. And now we have two
separate viewports. Each of these can
then be changed. We have these icons in
the left hand corner of each of the
different windows. We can change these to open up different editors that we might need
when we're working. If we want to revert
this back to how it was, again just right click on a border and then we can
choose to Join Areas. We'll have this arrow which we can drag over the area that
we want to get rid of. The that returns our viewport
to how it was originally. The main thing that you'll
need to know when you get started is how to navigate
within the three D viewport. To start with, to
zoom in and out, you can use your
mouse scroll wheel or alternatively hold
down the control key and your middle mouse
button as you drag. You'll zoom in and out by holding down your middle
mouse button on its own. You can orbit around the scene. By holding the shift key along with your
middle mouse button. You can actually
pan the viewport. Just by combining
those three actions, we can move to anywhere we
want within the three D scene. The other important
thing to know is how to interact with the objects
within our scene. You can see that this
cube has a highlight around it at the moment that
shows that it's selected. And we can see that up in
the outliner here as well. If, for example, I was to click
on this camera icon here, you can see that
our selection has changed in both the outliner
and in the viewport. If I re select my cube, you see a number of icons on the left side of
the screen here. At the moment we have
a selection icon. If I click on this move icon, we will get this gizmo up here. By dragging on any of
these arrows here, I can move the object
within the scene, just by clicking, Dragging on
this circle in the middle. I can move it around freely, relative to my viewport. Moving down the list, we
have our rotation gizmo, which will do the same thing. We can rotate on any of these individual axes and a
scale gizmo here as well. Over in the top right
of the viewport, you'll see this
set of axes here. If we click and drag on this, we can orbit the
viewport around. These icons below
also allow us to zoom in and out or
pan the viewport. Then we have a camera icon that lets us jump into the
view of the camera. We can jump back out again. One thing that you'll notice
here is that as we're scaling this object that
we've already rotated, our axes are not actually
aligned with the object itself. That's because the mode up at the top here is set to global, which means our axis will align the main axis
within the scene, not with the object itself. If we change that to local, you'll see that the axes are
now aligned to the object. If I go back to my move tool, you'll see the same as true. Now we can move
relative to the object itself and equally rotate it
on any of those axes too. If you take a little time to get familiar with moving
an object around, rotating and scaling it and manipulating the
three D Viewport, then once you're
happy, we'll jump into the next lesson
and get started.
6. Forest: Image Planes: Here we are in the new
b***der, same file. The first thing that
I'm going to do is to delete the cube
and the light, because we won't need
either of those objects. I can just drag Select
over both of them. And then hit X and click Delete. What we're going to do
is to import an image. Now to do that, I'm going to add in a
plane to place it on. There are two ways
to add an object. We can either go up
to the Add menu. Here we have a number
of different options. A quicker way to access that same menu is with
the shortcut shift A. And that will pop up the menu wherever your cursor
happens to be. I'm going to go to Mesh
here and select Plane. Now we need to add a material to this plane over the
Properties panel. Here we have this Materials tab. I'll click on that
and then click New. The default materials
within B***der are great for creating
realistic results, but since we want to actually import an image that we painted, we don't need all of
the different options. We're going to change
this surface type here from this principle BS, DF. If we just click on that, we can go up to this
emission option. That means that whatever image
we place on this object, the colors won't be affected by any other shading or
lighting within the scene. Now going to click on this
little dot next to the color, we can go over to
this texture section and select Image Texture. We can now click open and then navigate to wherever you've
saved your class resources. If we go into the forest
folder and illustration, you'll find this forest do N, G. We can open that now. We can't see anything
at the moment, and that's because we're
in the shaded mode. There are different modes. Up at the top right here, we
have wire frame flat shaded, and then we can move on
to the material shading. Now if we zoom in on
this a little bit, you can see that
we have our image projected onto this plane, but it's been distorted to
fill the size of the frame. If I change to the scale tool
here and scale this out, we can roughly approximate the correct dimensions
for our image, but it's hard to get it exact. Fortunately, there's a
better way of doing this. I'm just going to
delete this plane again by hitting X and delete. I'm going to go up to the
Edit menu and Preferences. This will allow us
to enable an add on. We go to the add on section, up to the search, we
can start typing image, you'll see this import images as planes option if we enable
that and close up preferences. Now when we shift A, we have an additional option added in here under
the image section. We have this images as planes. If I click on that,
you navigate to that same forest PNG image
over on the right here. I'm going to change my
material type to emit because again we want that emission shader rather than the
standard principle shader. Then just hit import
images as planes. You can now see that it's not only created a plane for us, it's added that image
to it and it's scaled the plane to the correct
dimensions for our image. But the great thing
about this add on is we can do this for more than
one image at a time. If I once again just
delete this image, shift a, import
images as planes. Now I'm going to go up a level and go into
this layers folder. Here you can see we have all of the different layers that
I saved out of Photoshop. I'm going to select
all of those. We need to change some other
options on the right here. If I scroll down, you'll see
towards the bottom here, we have this offset
planes option. And we need to change
this to Z positive. That will mean that
all of the images are stacked one on top of each other instead of
being placed side by side. Once we've done that, if we
import images of planes, you'll see that we now have all of those different
images imported, each of which is transparent and allows us to see through and get a really good
sense of depth. Now I'm just going to split
this viewport so that we can have a camera view
alongside our three D view. To do that I'm just
going to right click on this border here, vertical split and
bring that across. Then on this left hand side, I'm going to click
on the camera icon. Or you can hit the Numpad zero key that will bring
us into our camera. Now you'll notice if I
try to orbit around this, I jump straight
out of the camera. Again, we need to
change an option here. I'm just going to click
on the camera again. I'm actually just going
to scroll my mouse wheel to frame up that camera view
just a little bit better. Then I'm going to
hit the key over that window that brings
out the side panel. If we go down to
the view options, we have this camera
to view check box. If I turn that on and then hit the key again to get
rid of that side panel. Now when we try to orbit around, we're actually
manipulating the camera itself within three D space. If I just move out
in this viewport, you'll see as I
orbit around here, my camera is moving over
here on the right hand side. Now if I move in towards my images here and
try to frame them up, you'll see that we have
a bit of an issue. Because of the perspective
within the three D scene here, our camera is not
able to frame things in exactly the same way as they were set up
within Photoshop. If we want to see the whole of that sky and mountain
layer at the back, we have to zoom in so far that we're losing these
foreground elements. Now we've got a couple of
different options here. We could select each of these
layers in turn and go in and scale them up until their size corresponds
with the camera view. But that would be quite a time consuming thing to do
and to get accurate. Fortunately, there
is another option available within the import
images as planes tool. What I'm going to do is
I'm going to select all of those image planes and
I'm going to delete them. Before we import the images, I'm actually going to reset
this camera position. What we can do is hit the
key to open this side panel. Under the Item menu
here you can see the location and rotation values that have been
applied to this camera. What I want to do is just roll
over the location here and hit the backspace key that
will zero everything out. If I do the same
on the rotation, I'm then going to manually
enter a rotation value here. I'm going to enter 90
degrees on the x axis. Then I want to move my camera
back along the y axis here. I'm going to go back
about 15 meters -15 That's moved our camera back away from the origin here. Then we are. Now I can hit the key to get rid
of that side panel again, and then we'll hit
Shift A once again, import images as planes. I'm going to select
that same group of layers that we had before, which we have our
emission shader on. Scroll down, we have
offset in Z positive. This time I'm going to increase the offset distance because
I want to make sure that there's p***ty of
space between each of those layers to give us a
really good sense of depth. So I'm going to increase
this from 0.1 up to 1 meter. Then I'm going to change the
plane dimensions option here from absolute to this
camera relative option. And click Import Images
as Planes You can see now that scaled each
of these image planes. Now when we look through
our camera view, it looks exactly the same as
our original illustration. I'm just going to move back
into selection mode here. Up at the top here,
I'm going to click on these two icons just to disable all of the
different overlays so that we have a
nice clean view here. Now I said that this looks exactly the same as the
original illustration. There is one difference, the
colors are not accurate. The reason for that is
that b***der applies its own color management
to the image. To fix that, we're going to go over into this render tab here. If we go right down
to the bottom, you can see this color
management option. Scroll down, we have this
view transform film. If we click on that, we can
change that back to standard. Now our colors match the
original illustration. Now that we have all of our
layers set up correctly, our color is correct and our camera is in
the right place, we're in a position to start
adding some motion to this. There's just one last thing
to do before we move on, and that's to save our scene. I'm just going to
head up to file Save as you can save this
wherever you like. I'm going to call it
Forest One and save us. So now that everything's
set up correctly, we can move on and add some motion to this
in the next lesson.
7. Class Update: Keyframe Menu: In Blender 4.1 a change was introduced to the behavior
of one of the shortcuts. In previous versions of Blender, the IK opened a menu
which allowed you to select exactly what you
were setting a keyframe on. You could choose to
record the location, rotation, scale, or any
combination of these. As soon as you select an
option from the menu, you can see exactly
what's been key framed up here in
the transform panel. Whilst this allowed you
to be very specific, it did slow the
process of animation, which often requires the setting of hundreds of key frames. The decision was therefore
made to change the behavior of the shortcut from
Blender 4.1 onwards. The default behavior
of the key is to record a keyframe for
an object or bones, location, rotation, scale, and any custom properties without
popping up any menus. As soon as you press the key, everything in the
transform panel changes to show that it's
all being keyframed. When the cursor is positioned over entry fields
within the interface, the original behavior of the IK still remains a key frame, will only be set on the values which are underneath the cursor. This new behavior
is comparable to other major three D
applications such as Maya, and can be modified within the animation tab of the
preferences if required. In addition, if you require more specific control over what you're setting
a keyframe on, the original menu
is still available using the shortcut K. Therefore, if you're following along
with the lessons and wish to replicate
the same behavior, simply make use of the K
shortcut Whenever I use the short cut over the
main three D Viewport in order to bring up
the key frame menu.
8. Forest: Camera Flythrough: Now that we have everything
set up in three D, there are a couple of
different ways that we can go about starting to add some
motion to this scene. We can either take our
three D camera and effectively fly it
through the artwork, or we can move the
different layers of artwork themselves
independently. That's actually the
method that they used with the old
multiplane cameras. The camera would stay
fixed in one position, and each of the
individual layers will be moved
forwards, backwards, side to side in order to create the illusion of
depth and movement. For this example though, we're actually going to
use both methods. I'll show you why
if we start out by simply moving within
our camera view here. If I scroll the mouse will in. You'll notice that
as I get closer to these trees here
in the midground, our background with mountains also increases in
size significantly. Now with an object
so far away from us, we wouldn't expect to
see its size increase as significantly as
objects closer to us. Reducing the amount
of size change on the background is key to
achieving a real sense of depth. The other thing that
you'll notice as I scroll in here is that we can see all of these elements that are outside of
the camera view. To help with that, we can
go over to the Outliner, select our camera, go down to the Camera properties
under Viewport display. We have this pass
part two option. Doll that up to one,
you can see it now blocks out anything that is outside the view
of the camera. This makes it much easier to visualize what our
end result will be. I'm just going to
scroll back out, so my camera should be in its
original starting position, which you can double check
just by hitting the key. And you can see
once again we have -15 as our location in Y there. Initially what I'm
going to do is move these different layers at different rates towards and past the camera to give the
illusion of movement. I'm going to leave the
background exactly where it is, this distant layer of
trees here as well. I'm also going to
leave where it is, but I'm going to
start moving all of these other layers closer to us. I'm just going to drag select across each of
those layers there. Then with the move tool, we can start moving
them towards us. But before we do
that, we want to record their current position. To do that, we can
hit the key on the keyboard that brings up
this insert key frame menu, and I'm going to record
their current location. Once I do that, you can see
that this little diamond has been inserted down
here on the time line, which shows that we have
a keyframe on frame one. If I hit the end key, you'll notice that our
location has turned yellow, which also confirms that a key frame has been
recorded on it. I'm going to change my
end frame here to 240, which is 10 seconds. Then I'm going to
move to frame 240, just by clicking down
here on the time line. You'll notice now that
our location is green. That shows that there's
animation on the location, but there's not currently a keyframe on this
particular frame. And I'm going to start moving these different layers
towards my camera. So I'm just moving all of the melita bits and
gradually increasing the separation between
these different layers, these layers at the front here. I'm going to move a
lot further so that they appear to come much
faster past the camera. I'm now I'm going to re select all of these layers
that we've moved, being careful not to
select the camera there. Alternatively, you can select them up in the outliner here. I actually need to select
that other layer as well. So I'm going to
select four and shift select layer 11 to select
everything in between, I'm going to hit the key again, and once again record location. Once you've done that,
it helps to go down to this playback menu
down at the bottom here, and change the sync
from play every frame to this frame
dropping option that ensures that everything
will play back in real time regardless of the
speed of your computer. Once you've done
that, you can hit Spacebar and it will start
to play the animation back. I think that's a
good starting point, but these two different layers are moving at roughly
the same speed. I think I'm going to take this layer
here and just nudge it slightly further back then this closer layer here with the green trees. I'm just going to move
a little bit further out just to increase the
separation between those layers. I'll select the two
of those again, and once again hit and record a location key and play it back. That way we're getting a
little bit more separation between these layers
here in the midground. Now that we've got
the main animation here on the layers
moving as we want, I'd like to refocus
the camera so it's slightly further
across to the side here. In our final position, we're focusing in on this
clump of trees here. To do that, I'm going
to take my camera and I'm going to record
its position and rotation. So we're going down
to location and rotation here on the
Insert Key Frame menu. Then move to the final frame. I'm just going to reframe this slightly within the
camera view here. I'm just going to
move a little bit closer and reframe it slightly. I'm just adding a little
bit of rotation in here as well just to get a little bit of variation
into the final position. I'm fairly happy with
that. I'm just going to and record location and rotation once again.
We'll play this back. Hopefully you can
see now by combining a small move on the camera
to reframe its position, by having a larger move on the individual
layers of artwork, we can keep the size of the mountains here
in the background relatively consistent. Whereas all of these
layers closer to us are increasing in
size far more rapidly. It helps to create far more of a realistic illusion of depth. Once you're happy with
that, we can just hit space again to
pause the playback. And I'm going to control
less to save my scene. In the next lesson, we're
going to go ahead and add some movement to
these mis layers here, which will add a little bit
more life to our scene.
9. Forest: Mist Animation: I'd like to create the
impression that each of these misted layers here is slowly rolling around
within the valley. We can do that quite simply
just by moving each of these layers sideways as
they get closer to us. To start with, I'm just
going to click down in the timeline on
my final frame, I'm going to select this
close layer of mist here. What I want to do is just move this on both the x and z axes, because we already have this y movement here that
we're happy with. I'm going to move it
slightly in the X, again, up on the z axis, a little further on the X axis. We'll give that a try to start with and set key on location. Do the same with this
next miss layer. Again that across on the
x axis, up a bit on the. You can see I've gone
a bit too far here and I don't want to
expose this side. I'm just going to back this
off a bit and location. Drop that down slightly so
it's not obscuring everything. And again, record that position. Then for this layer of
mist at the back here, I'm going to do the opposite. I'm going to have that
moved to the right here. So it feels as if this mist is slowly working its way
around and up the valley. Move this cross on the x axis. And I think slightly
down as well. I'll record that position and play it back and
see what we've got. Overall, I think that's creating the right sort of
impression that I'm after. But you notice that
the movement of the mist accelerates
at the start of the shot and then decelerates
to a stop at the end. That's exactly what's
happening with all of the other artwork layers and with the animation
of the camera. That's not a problem with any of those elements
because then it feels as if the camera is starting to move and slowly coming
to a stop at the end. But we want the mist
to appear as if it's already been in motion and it's going to continue in motion past the end of this
particular shot. In order to fix that,
I'm going to do is select one of
those miss layers. We're actually
going to jump over into the animation tab here. I'm just going to re enable my material preview up at the top of both
of these viewports. Then down at the bottom, instead of this smaller time line, we've got this larger version
known as the dope sheet. If you roll your mouse over
this and hit control tab, we can actually
switch this out to what's known as the
graph editor that gives us more control over the movement of each of the elements
within our scene. Over on the left here, I'm just going to roll this down and we can see that we have
different channels for our X, Y and said locations. We know that our Y location here is the movement
towards the camera. We want that still to maintain its ease in and out at the
start and end of its motion. If we move around within
the graph added to here, which you can do just by holding the middle mouse button again, if we hold down the control key, we can actually zoom
this display so that we can get a better look
our particular curve. You can see for this y location, our curve starts out flat, which indicates no motion. It increases in speed
and then it decreases in speed as the curve flattens out again to reach its new value. The graph is showing
time across the top here and the value change
on the vertical axis. We're going to leave
this y axis alone, but we're going to select
each of our other axes. And we're going to change
this particular graph shape. If we just double click on the x location channel here
and roll over the viewpoint, we can actually hit the
period key on our numpad, and it will frame up that curve with this
x curve selected. We can now hit the key that brings up some different
interpolation options. By default, we have
this Bezier option, which gives us control over
the shape of the curve. But since we want
a constant speed for this particular curve, we can make use of
the linear option. I'm just going to hit again there and change this
curve to linear. That means we will
have a constant rate of change throughout the shot. I can do the same now
with my location. Again, just double
click on that. Hit the period key on the non
pad to frame everything up. And hit the key and
change that to linear. And they're going to do the same for each of the
other miss layers. If I slip x location, a double click on
that, select it, I can hit my key, turns up to linear, the
same for my location. I can frame that up linear, we'll just check out y location. Again, frame that up, and we can still see that
we have that Bezier curve, which is what we want to keep. We did the same on the
mist layer back here. Next location Tela, Same for the zed key
things that Telia, our y location,
is still correct. So we can now hit the space
bar to play this back. And you should see
that the movement of the mist is now continuing right through to the
end of the shot. It doesn't feel
like it's easy to a stop or accelerating
at the start either, yet our camera
movement still has that ease at the start and
ease to a stop at the end, which is exactly what we want. I'm just going to jump
back into the layout view here and save my scene, then we should be
ready to render this out in the next lesson.
10. Forest: Render: We're now ready to
render our scene out, but first of all, we need to
change a couple of settings. We head over to the properties
panel on the right here. Our first section
here is full render. We're using the EV
render engine here, which is absolutely fine. But the render
samples that we have in here are quite
high for what we actually need because
we don't have any three D lights
within this scene and we simply want to capture each of these image planes as they are. We don't need our render samples to be anything like as high. We can actually set
this value down to one. Let me do the same for Viewport. You can see that this has made no change to what
we're viewing here. That will increase the speed of our render quite significantly. Having done that,
we can leave all of these other render
related settings as they are and just head into the
next tab, which is Output. This is where we
can set our final resolution for our output. I'm happy with that. As it is our frame rate is already
set to 24 frames per second. And we're going to render out the full range of the animation, which is frame one to frame 240. All we really need to change
here is in this output tab, I want to pick a location in
which to save these files. I'm going to add a folder in the same location that I've
already saved my scene file. And I'm just going
to call this render. I'm going to enter
into that folder, then down at the bottom here and get until you give
my render a name. I'm just going to
call it Forest. And I'm going to add an
underscore at the end because each of the
individual image files that saved out will
then add a number. After the end of this
I'm going to accept, we're going to be saving out
with a file format of PNG. We can change this to LGB because we don't need an
alpha channel on this, since there's no transparency
in this final image. Once we've done that,
we should be ready to go before rendering out
the full animation. It's still worth doing
a quick test render. You can go up to Render
and hit Render Image or 12 on your keyboard and that will render
just this first frame. Since everything
looks okay though, we can go ahead and select
the second option of render animation
that we'll go ahead and save our individual frames into the folder
that we specified. Once you render is complete, we can simply close
this window down. Then if you head back
up to the render menu, we have this option to view
our animation that will open up this playback window where you can watch the
finished result again. Once you're happy, simply head up and close
this window down. Finally, save your scene. The final image sequence that
we've just saved out can be made use of within any
video editing software, but if you'd like to convert
it into a video format, you can actually do that
directly within B***der. And I'll show you how
within the next lesson.
11. Forest: Output: B***der actually has
its own built in editing software,
we can access that. If we go up to the top here
and add a new workspace, we can then head down to
video editing and add in the video editing workspace
in the sequencer window. Down at the bottom
we can head to the Ad menu and down
to image sequence. We then open our render folder. We have all of our individual
frames rendered out here. If I chef, select all of those and add image strip that should bring in all
of that animation again, we can hit the Spacebar
key to play this back. Then we need to change some settings in order to render this out in this property
panel up at the top here. Again within our output tab, we can scroll down When we previously had this
file format set to PNG, we can click to change
that to FFmpeg video. Having done that, we can
click on the encoding tab, change this container
type to Mpeg four video codec set to H 264. Then I'm going to set this
to a high quality output. That complete, we
can go back up to our render menu once again. Hit Render Animation
on set's Complete. We'll close that
window down again. Then if you navigate
to the folder on your hard drive where you've
saved your rendered files, you should see that we now
have this MP four file saved alongside each of our
individual image frames. Then you can take
this MP four file and play it back within any
standard media player. Then in the next
lesson, we're going to start out with the
same illustration, but we're going
to see how we can use those layers to create a tracking movement across the scene rather than moving
into the scene itself.
12. Forest: Tracking Shot Setup: As you can see, I've created
a brand new seam file here. Once again I'm just going
to select that light and default cube and X to
delete it as we did before. I'm going to select this camera, I'm going to reset its
position and rotation again. In this side panel here
we access with the key. Hit the backspace key over
location and rotation again. I'm going to enter 90
degrees on the x axis. As before, I'll put in
-15 meters on my y axis. So we can now import
our image planes again. So we'll hit Shift
A head down to the image menu,
Images as Planes. And select all of those
individual PNG files. Again, make sure that we have Ima set as
our material type. We'll scroll down the list and enter positive for our offset with a distance of 1 meter
instead of absolute. We're going to change
this to the camera relative dimensions. Once you've done all that just import enable mind
material preview. Then as before I'm going
to split this display. I'll introduce a vertical split. I'm going to hit the key to hide that side panel and the key will hide these tools
over on the left there. Then the zero key on the numpad, or there's camera icon to
jump into camera view. Frame that up a
little bit better. I'm going to head
up to the top here and click on these two
icons to disable all of the different overlays that
we have. Select my camera. Go down to the tab and
the Properties panel, Viewport display, and increase
this value up to one. Once again, our
colors don't match. We'll go into the Render
settings color management, Scroll down, change
filmic to standard. Then the final step,
I'm just going to once again open this side
panel with the key. Go to the view tab
and enable the camera to view options so
that we can move around within this camera view. We'll then end one
more time just to hide those options
on the right there. Finally, I'm going to go up
to the final menu, save As. Then I'm going to let my
original forest file here. You can see this name field has gone red down at
the bottom here. That's to say that we don't want to save over
the top of this, but we can just
hit this plus icon and that will increment
the number by one. And then we can save As. Now we want to create
a tracking shot where the camera appears to move sideways across the scene, with each of the
layers moving at different rates to give
us the illusion of depth. If I simply try and pan this view by holding down the shift key in
the middle mouse button, you'll see that we very quickly leave the
bounds of the image. I'm just going to undo that. Instead, what I'm going
to do is just push in a little bit to give us a
bit of space to play with. Once we've done that, I can move the camera off to one side. And then with the
camera selected, I'm going to take the key
and record its location. As before, I'm going to
change my end frame to 240, get to my final frame, and we'll move the camera
in the opposite direction. And again, hit the key
to record its location. As we play that back, we're getting some movement in there, but it's not really
that much and we don't get a great degree of separation between
these different layers. So starter is what I'm
going to do is I'm going to select these layers
towards the back here. I'm just going to move them
further away from the camera. To do that, we can use these
Gizmos that we used earlier. But there's a different
way of moving objects around within B***der. To move an object, we can
actually hit the key. Once you do that,
everything will move around until you click the
mouse button to release it. Alternatively, you can hit the right mouse button and
that will cancel the move. In addition, we can
then type either x, y, or z to constrain our
move to a particular axis. If I hit the key immediately
followed by the y key, then we'll be able to move these objects back
along the y axis. I'm going to move them
back a little away here. Then I'm going to hit the
key to scale them up. Then just by dragging with the, we can make them larger
and I'm going to make the. A fair bit larger than
our viewport here. Again, click to release. Now I'm going to take
these next two layers and again move them back a bit. I'm going to hit to move
y to constrain to y axis. And move them back towards
the center of the scene here. Then again, we can use the shortcut to scale
and scale them up a bit. Now in my first frame, I'm going to again
select that camera. Let's see if we can
move further across. And I'm looking at the
background layer here, just making sure that
we don't go beyond it. That gives us a bit more
space and so location key. Then we'll go to the end
frame here and we'll do the same out to the right hand side. Obviously, this looks like
a mess at the moment, but what we're going
to do is to move these other layers around to give us a bit more
space to work with. If I head back to this
first frame here, we know that we need this middle ground layer to move across. On the X axis, we can hit and X, make sure I've got the
right layer selected there. All right, and X, and move that across until it hits the edge
of the frame there. I'll do the same with
this layer towards the foreground and X and
move that over to the edge. Then finally this layer in the extreme foreground,
let's move that across. And I'm going to move that
up a little bit as well. What I can actually do is
within my camera view, if I just hit the key, I can move that around freely. And I'm going to bring it
up so it's quite large in frame, there we are. Now if I move to my final frame, I can look at the
right hand side here, these layers in the foreground. We need to move those across. Again, I'm just going
to move these within my camera view into
place with the key. Let's select this
layer up at the top here and we'll move
that across to, and that can come
down quite a bit. There we are now. Our miss layers are really exposing quite a
lot at the moment, but I'm going to deal
with them separately. So let's just make sure that I can remove is
working to start with. So I'm going to
hit the Space key and see how these main
layers are working. Okay, at the moment you can see this layer here is
becoming exposed. That's because as
I moved my camera, I've actually moved it
down a little bit as we've been moving
through the scene. We can fix that quite
easily just by selecting that layer and nudging it up a bit towards the end of the shot. Here we just scrub back
through our timeline. You can see now that we're
not exposing anything that we shouldn't do there overall. That's looking good,
but we are exposing a lot of this layer
underneath here. I'm going to take
this miss layer. I think we can actually scale
that layer up a little bit. Again, I'm going
to hit to scale. Just drag out to increase
its size of bit. Then I think we can hit
and X to move that across, making sure that we're not
exposing that edge at all. Let's just actually
bring it a bit closer to camera and Y closer and, and X to move that back across, scrub through, see
how that's looking, filling up the
value a bit better. I think what we can also do
is look at this layer here towards the foreground and
increase the size of that. I'm going to hit
and scale up a bit. Think we can now as
see hit and z and move that up to fill
that space a bit better. See how that looks as
we're scrubbing through. So if we can move
that slightly in X, we can again scroll through
and see where we are. That's any good, this mis
layer towards the back again, I think we're going
to scale it up a bit, putting it a bit closer
to camera and it, and it can definitely move
down onto the side a bit. I'm just going to do
within this viewport, it's sitting a
little bit better. And finally, we'll look at the miss layer that we have
towards the foreground here. See how that's looking. If we can afford to scale
that up slightly as well, that's looking pretty good. Now if we just head
to this playback menu and change the options to frame dropping so we get an
accurate playback speed. And hit the Spacebar to
play things through. Also, just notice that this
layer here in the foreground, we're exposing the
bottom of it as we get further through
the scene here. We'll just nudge
that down a little bit, that won't be a problem. I feel over on the side here, these two layers don't have that much
separation between them. So bring the lay down
at the bottom here, a little bit closer to the
camera to see if that helps. I'm hitting and y to
bring that forwards. Then we'll just move that in
this camera view into place. Try something like
that. Scrip through and see how that looks
as we're playing back. Yeah, I think that works
a little bit better. Okay, so we'll save
our scene there, then in the next lesson, once again, we're going
to animate our st.
13. Forest: Tracking Shot Mist Animation: This time around, we've
only animated our camera. We haven't animated any of
these different layers, which actually makes our
life slightly easier. When it comes to
animating the mist, the first thing
I'm going to do is select all of those miss layers. Then I'm going to hit I to set a key frame
on this first frame. So I'm going to
key that location. And then we'll move to the final frame where we're
going to reposition them all. But I've also just
noticed that this miss layer at the back here is
a little bit out of place. So I'm going to adjust that. Now, just the key and grab it and move
it down a little bit. Start here and then we'll
animate that in the background. So I'm going to hit and save that location as well
on the final frame, just going to gently note that down into
one side at the back, I on location, select
this next miss layer. And as before I'm
going to move this down to the right a little bit. And so if it's location, then I think because
we were happy with the final position
of these layers, I'm actually going to record the position of this layer
here on this last frame, and then move back
to the first frame. You can see this bar that's appeared here that
just shows that these two key frames have
exactly the same values. What I actually want to
do is move this down to the right on the
first frame here. Move it down and to the right
of bit Soviet location. And you can see that bar has disappeared because our
values are now different. Then we'll do the same with
this foreground miss layer. I think we can go
to the end frame. Move this up and to the right. Then I Soviet locations before. We want all of these miss layers to have linear
animation curves rather than bezier curves because we want to make sure that
their movement is constant while the
camera is easing in and out with all
of them selected. We can actually go down
here to the time line here. Let's hit A to make sure that all of these key
frames are selected. And then we can hit the
key over the timeline. This gives us these
same options. We can change things
to linear here, and that should set all of our key frames there to linear. Let's hit space bar to play things back.
See how it looks. I think we can actually take this four gram miss
layer and see if we can move that just a little
bit further to start with. And move it down into
the right a little bit. Something. I'm happy with,
the safe location again. Let's go to the
final frame here. Let's move it up into
left a little bit more. There we are, and I'm happy with how that's
looking in the end. Let's save our scene,
and then we can change all of our settings to
be ready for render again, once again in the
render tab here, let's just knock down our
samples back down to one. Then within the output settings, we're going to save out RGB, PNG files, and we need to change our
output folder and name. I'm going to save this in
the same render folder that I had previously, but I'm going to give
file a new name. I'll just call this for T. Again, put that
underscore in at the end. It separates our name from the file numbers
except that done, we can head up to the render
menu and render animation again. Once that's finished, let's close that window down to the render menu
and view animation again. Once you're happy, we can close that down and save. Now in the next lesson,
we'll go beyond using these simple flat
layers to explore how b***ders full three
D power can be used to create images
with even more depth.
14. Stones: Modeling - Scene Setup: For this next section
of the class, I've created a quick
sketch to give me a rough idea of where I want the final illustration
to end up. Well, this step isn't essential and you
could jump straight into b***der and start mocking up your three D scene there. I find it can be good
to have an idea of where I'm wanting
to head to as I'm blocking out my
scene in three D. I already know that I've got
a good composition in mind. But of course, that
doesn't mean that we're totally tied
to this sketch. And if you come up
with different ideas, once you're working in three D, that's totally fine too. So what we're going to do
now is jump into B***der. And using that
sketch as a guide, we're going to start
blocking out our scene in three D. We'll then be able to take that three D block
out into Photoshop, or your painting program
of choice paint over it, and then reproject
that image back onto the three D geometry that
we've made in b***der. The first thing that
I'm going to do is just delete the default
cube and light, since I don't need either
of those for this scene, I'm just selecting them
up here in the outliner. And then you can hit the X
key and they'll disappear. Next thing I want
to do is select my camera by clicking on it. Go down to the property panel, to the camera tab, Then we're going to click on this
background images checkbox. And roll out this drop down where we can now add an image. Click on that button and go
ahead and click on Open. Then if you navigate to wherever you've saved your
class resources, you should find a folder
entitled Stone Circle. You go into that folder and
then into the sketch folder, you'll find this sketch PNG. If we select that
and open image, this should be applied
as a backdrop. We can't see it at
the moment because we're not looking
through our camera. To do that, you can go over to this camera icon
on the right here, or you can hit the zero
key on the numpad. Then when we jump
into the camera view, you can now see that our sketch has been applied to the camera. Now if I just use
the middle mouse and move around my scene, you'll see that we
lose that again, as we jump out of camera view, what we really want to do is to split this view so
that we can see our camera and work in our
three D view at the same time. And you can just roll
over the border here, right click and introduce a vertical split. Going
to drag over here. Then over in this viewport, we can jump into our
camera view here. We still have our three D view. Now to tidy things
up a little bit, I'm just going to roll over
this left hand viewport. Hit the key, which will hide the tool bar that was
over on the side there. We can also go up
at the top here, if you just hold down
the middle mouse button, should be able to
drag this bar across. That gives us access
to these icons here. If we uncheck this one that says Show Gizmos that will hide these extra elements
on the side here. Now with my mouse, well, I can just scroll
in a little bit until we've framed
that up nicely. I'm going to hit the key
whilst over this viewport. Then if we click
on the view tab, we can enable this camera to
view option once we do that, and I'm going to hit the key
again to get rid of that, side panel now means that
we can orbit around. You can see over here on
the right that this is actually moving our camera
within the three D space. We can now start to block out our three D geometry that
we want to go in here. The first thing I want to do
is to create a ground plane. To do that, we want
to add an object. So I'm going to go
over this Viewport and hit Shift A to bring
up our Ad menu. Under the Mesh options, we can select Plane. Now by default this is
going to be quite small, Just 2 meters by 2 meters. But we can scale that up. If we hit the key that
will enable scaling, I can just drag this out
to make it a bit larger. Now we see that as we've
enlarged this plane here, we've lost sight
of our reference image over in the camera view. Now to get that back,
what we need to do is select our camera. Up here in the outliner, again under the camera tab. If we scroll down, you'll see some options down at the bottom here at the moment. Under this depth option, we have back selected. If we change that to front, it will mean that
our image is always projected in front of any
other object within the scene. That means that we can still see it and that will serve
as a good reference. We can now actually orbit
around within this camera view here to roughly work out the correct perspective
and position for our camera. Just aligning the back edge of the plane here roughly with the horizon line,
which will do for now. Once we start to add in some
of these other objects, we may want to move our camera around a little bit further.
15. Stones: Modeling - Stone Circle: I think the next thing that
I'm going to do is to just block in these
standing stones here. That will give us a good idea of the right camera perspective. To do that, we're going to add just a simple cube
object to start with, I'm going to shift a and
we're going to add in a cube. Now what I'm going
to do is I'm going to modify the shape
of this cube, so that's roughly
the right shape and size of the standing stone. To do that, I'm
just going to jump over into the modeling tab here. You can see that because our
cube is already selected, we've actually moved into
edit mode up at the top here, rather than object mode, which means that we get access to all of the vertices
on this mesh. I'm going to go up to
the top right here. I'm going to enable
this x ray mode. By doing that we can actually
see through the mesh. This allows us to select points that are on the other
side of the mesh. If we didn't do that
and we tried to select, we wouldn't be able to select all of these bottom four points. Just disable that quickly. And drag across, you can see these three points are
selected as I orbit around. You'll see that file point
has not been selected, so it's important to enable that option if we want to be able to
select through the mesh. So I'm just going to select
those bottom four points. Now I'm going to hit to
be able to move those. Then I'm going to hit the key, which will constrain
that to the z axis. Then I'm going to hit the number one which will move
them up 1 meter. I'm just going to
click to confirm. Now what that's done
is to move all of those vertices up to
our central point here. The reason that
worked is because our cube was 2
meters by 2 meters. So we could simply
move those points up 1 meter and that aligned
them with the ground plane. Now obviously, we
could have moved the entire cube up by 1 meter. But you can see this
point in the center here that isn't one
of our vertices. That orange point is actually the center point of the object. That's the point around which
the object will transform. What I'm going to do is I'm just going to head back
into the layout view. If we just frame up that object. If I were to hit S to scale, now you can see it actually scales around that pivot point I
can actually hit. And then z to scale
on the z axis. And you can see it is
now just scaling up above the ground rather
than underneath it. I can then hit S and scale
the whole thing down again. And we're still
just scaling around that pivot point there that sat currently
on the ground plane. I'm now just going to jump
back into the modeling mode. What I'd like to
do is just select these top vertices by drag,
selecting across them. I'm going to hit to scale them, and I'm just going to
scale them in a bit. That will give us a better
shape to work with. I'm now going to hit the key to select all of the
vertices to scale. I'm going to then hit Y, and that will constrain it along this y axis, the green axis. Here I can squash it in a bit. That actually gives us a rough shape for our standing stone. Then we go head back
to the layout view and we can see our object there. Now one thing to
note, because we did some scaling here
in object mode, if I hit the key, you can see here that we have scale values that
are not set to one. Now within b***der, if we keep those scale values as they are, that can sometimes lead
to different problems. Something that's useful to do is to actually reset
the scale value. We can do that by
hitting control and A, then we have this Apply menu. If we hit Apply Scale, you'll notice that those values have been set back to one, but our scale has not changed. I'm actually going to do that to this ground plane as well
because this has been scaled up significantly to control
a and apply that scale. Now I'm going to go up into my outliner up at the top here. With this cube selected, I'm just going to hit F two. Well, let me rename
it. I'm going to call that Standing Stone. We might as well rename
our ground here. We'll do the same thing.
We call that ground plane. Now I'm going to just jump into the top view here rather
than the perspective view. We can do that in a
couple of different ways. You can use the numpad
if you have one, and you can hit the
seven key on the numpad, which would jump you into
the top orthographic view. Alternatively, if you're here
in the perspective view, you can use this gizmo
up at the top here. If we just click on that Z, that will jump us
into the top view. Just the same. I'm going to re select my standing stone
by clicking on it. And then I'm going
to hit Shift D, which will duplicate it. That automatically
enables movement. I'm going to drag
that off to one side here and click to release. I'm going to do
the same again to create another one.
I'm just roughing in. Stone circle here. Just shifted to duplicate move and
click to release. I've just dropped in 5
stones here to start with. And now I'm going to go back to my camera view and I'm
going to start orbiting around to see if we can get the perspective
roughly correct. We can just jump into this view to move things into place. I think I'd rather keep that
back edge straight there. So I'm just going to
reposition some of these so that they roughly
match up with our view. One can move over
here at the moment, I'm just moving them
roughly into place. And then we'll rotate them
and scale them to match up. Now I think what I'm
going to do is actually adjust the camera perspective
here a little bit. If we select our camera, you can see that our
focal ***gth here within this camera tab is set
to 50 millimeters. Now we can adjust
this focal ***gth and that will adjust the
perspective of our scene. And see if I drag it down, we end up with a
much wider view. If I drag it in the
opposite direction, we end up with the effect
of a telephoto ***s, which will compress the scene. I'm just going to adjust
this a little bit to get a wider perspective and then
zoom in on this slightly. That's helping a little bit. You can just grab these
and move them into place. Roughly remembering that this is just a sketch so we can
reposition things as we like. Obviously, I want
to create something that's roughly suggestive of a natural stone circle as well. Now in this top view,
I'm going to hit the arch and that
will allow me to rotate these stones so just can get their
orientation roughly correct. And I'm going to reselect
that camera now. Just maybe even go
a bit wider on. Let's try 24 millimeters
0, see how that looks? So I'm just going to hit the S key to scale
some of these stones as well because we have that pivot point
down on the ground plane. They should say stuck to
the ground plane nicely. That should do as a rough
starting point, I think because we're now happy
with our camera position. I want to lock up
this camera position so that we can't change it. Start with, I'm going to hit the N key over this viewport, and I'm going to uncheck
that camera to view option. Then when we hit the key again, you'll see if I try to rotate
around in that viewport, we just jump out of that view. If you want to get
back in again, we can enable our Gizmos
there so that you get this camera option or just hit the zero key on
your number pad. Turn those gizmos off
again. There we are. Now that we also have
this roughly in place, the next thing that I'm going to do is just save my scene. So we'll just go up to save and just navigate to whichever folder you'd like to save it in. I'm just going to call
this stone circle block in and hit Savas.
16. Stones: Modeling - Trees: The next thing that I'm
going to do is block in this big tree up in
the foreground here. To do that I'm just going to rotate around this view again. And I'm going to shift a and we're going to
create a cylinder. Now when you add an
object like this, you'll have some options
down at the bottom here. These will only stay as
long as you don't start to do anything else
with the object ID. Select that and re select it. Those options are gone. In that case, we
can simply delete that object x and delete it. Then it shift A, we can add
our cylinder back in again. If we roll up these options, we can adjust how
many vertices we've got to just the resolution
around that cylinder. Think I'm going to set that
back up to where it was. We'll leave that around 18. I think we can also
just the radius of it and the height of it as well. For now, I'm going
to leave that set to two because we're going to do exactly the same thing that
we did with our cubes. Just going to
select my cylinder. Go over to the modeling tab to select all of those
bottom vertices to move to constrain the z axis and one to move them
up 1 meter and enter. Then when we head back
into the layout tab, we'll be able to scale this up. And that will scale it
just on the z axis. We can increase its height. That will do as a
starting point. Again, I'm going to
go into top view, hitting seven on the numpad to get those options
out of the way. Then I'm going to hit to
move this tree trunk. We'll move it back
over here somewhere. I can now hit S to scale
that down just a little bit, I think then we can just
hit the key to rotate it. You notice again
that we're rotating around that pivot point
down on the bottom there. Let's hit again and move that tell it's roughly in the right
place for this tree trunk. Now, this doesn't have
to be exact at all. I'm going to move that back
a little bit in space. Let's keep moving
around until we're happy with its
rough positioning. And I want to scale it
down quite a bit as well. Now, I also want to scale
it along its ***gth again. But because we've rotated it, if I hit and Z, you'll notice that that's
going to scale it vertically, not along its axis. What I actually want to
do is change this option up here from global to local. Then when we hit S to scale, and you'll notice that the z axis is now
aligned to our object. So we can scale out and
increase its height. Again, going to scale,
the whole object again, is trying to get it roughly
in the right shape and size. I think that will do. Then With that selected, I'm just going to hit
shift D to duplicate it. I'm going to move it
up and rotate it. You can use this to
create the branch again. I'm just going to
move that roughly into position to rotate. And you can just
keep moving around this viewport to make
it easier to access. And I'm going to scale it
down a little bit narrower. Move it down a little
bit. Can do here. Again, scale it roughly
how we want it. Now, these do not have to
be exact by any means, because we can edit
all of this later on after we've completed
our illustration. But we just want to create some rough geometry that will give us an idea of where
to paint and where we're going to be
projecting this back again. I'm just going to rotate
this a bit from above, so it's actually leaning
back a little bit within the camera view to create
more interesting shape here. I'm going to tilt this slightly in the
opposite direction. Again, I'm going to z, just to scale that out a little bit to make sure that extends
beyond our camera view. Now what I'd like
to do is combine both of these elements together. So I'm going to
select this branch, then hold down shift and
select the tree trunk. At which point I can
hit Control and J, and that will join
them into one object. I'm going to go up
into my outliner two and rename that
to tree trunk. We can now do the same thing and rough in our other trees. Again, I'm going to hit shift. All got a new cylinder. I'm going to again move those
bottom points up again. To do that we can
either jump into the modeling tab or here
within the layout view, I can simply hit the tab
key to get into edit mode. And then we just have
to remember to go up to the top here and
enable this x ray mode. That way I can select
just these bottom points here to move constraint to z and move
them up one and Enter. Then we can just hit Tab again to get back
into object mode. I'm just going to turn
my x ray mode off for now to scale scale this down a bit and z scale it up. I'm going to jump into my top
view to actually move this into place this way it will always stay stuck to
the ground plane. Now I'm going to move this
off to one side I think. Let's move it back in
space around here. And let's rotate it so
it's leaning over a bit. I'm just going to move
it down slightly so it's actually penetrating
the ground as well. Then again, I'm going
to lean it slightly, so I'm just going to, we may take this one
slightly towards camera. I think there out and just keep tweaking these things until you're happy with their
position and scale. Rename that. Let's
just duplicate this. Now I'm going to do
enter the top view, shift D, move that
back in across. We can just rotate that over
here in the camera view. If we want to scale it on
two axes at the same time, we can hit S to scale. And then instead of hitting the axis we want, we can shift. And that will mean
that it's going to scale on the axes
that are not z. We can scale that in a
little bit, keep its ***gth. Let's took that away
from a little bit. We are again to the
top view shift D, let's move this across
and back to create this last tree that
sounds about there, a little bit more upright. And I'd like to create a branch coming out to the
side here as well. So let's hit shift D.
Move this up and to rotate and it can scale
us down the branch, move around in the three D view just to make sure that it's in the right place That looks okay. Rotate slightly angles a bit
different, there we are. So I'd also like to add
in some rough geometry that will approximate
the area that we're going to have foliage again. We'll probably
change that later, but it'll give us
something to start with. So I'm just going to
quickly save my scene. Control to save. And then I'm going to hit shift
A and add in a UV sphere. Once we've done that, we can
just hit to scale it up a bit and then move it
roughly into place. I'm going to start out with
the foliage for this tree back here to scale. If you want to scale
on a particular axis, instead of hitting either X, Y, or Z, you can also just use the middle mouse button and then move in a
particular direction. Once you release that
middle mouse button, it will be constrained
to that axis. It's a technique that
can be really useful. Speeds things up quite a bit, that can take a
little getting used to just rotate around a bit, move it roughly into place. That should do just going to go up and rename that foliage. And that's shift D to duplicate. Bring that back
scale a little bit. And again, none of
this has to be exact, it's just giving us
a starting point. Let's create another one
up at the front here that should do for
our main trees. Then I'm going to
indicate where some of this foliage is
down on the ground. But before we do that,
I think what I'm going to do is just deform this
ground plane a little bit, because at the moment
it's perfectly smooth, which is not very
natural to do that. We're going to need
a bit more geometry, because at the
moment we only have the four vertices in the
corners of this plane. I think given our
camera position, I can actually just
scale this plane down a little bit as
a starting point. But I'm going to scale it out on the x axis to make sure that it fully covers the
extremes of our camera. So you can maybe
scale it in just on the y axis a little bit here. Do now remember to hit control
A and apply that scale. What I'm also going to
do is just select all of these objects here and
do the same thing. Apply scale to each of those. Now as we select all of them, you should see the
scale is set to one. Let's again select
that ground plane. We're going to hit the tab
key to go into edit mode. I'm going to right click
and I'm going to subdivide. I want quite a few
subdivisions in here. So I'm going to roll up this set of options down
at the bottom here. And we can increase the
number of cuts here. So I'm just going to
drag this up a little bit till we got a bit more
geometry to work with. That's maxing out
at ten cuts there, so I'm going to leave that, I'm going to hit eight, select everything right click, and subdivide once more. Let's just give us another
couple of cuts there, that should give us a lot
more geometry to work with as a starting point.
Let's get one more. Now, what we can do is
select individual vertices here and we can move them
around with the key. Obviously, doing that on a single point would
take quite a long time. What we can actually do is right click to
cancel that action. If we hit the 0 key, that will enable this
option up at the top here, which is proportional editing. Now when we hit the key, you'll see this circle appear
as we move that point. You'll see that has
an error of effect. While we're moving
that point around, we can actually roll
our mouse wheel to adjust the size of
that error of effect. This allows us to very quickly
deform the overall shape, this ground plane, just by
selecting a few points. I'm just going to go around, just move a few of these points with this proportional editing on just to create a slightly more interesting
surface to work with. Remember you can always
adjust that size on the fly. I'm just trying to create a slightly more natural undulating form to
the ground here. I'm lifting up this geometry
over on the side here. I'm going to lift that section in the middle a little
bit further as well, around this tree, so that you can see in the camera view that things are lifting
up to one side here. We're going to do the same over here to lift this
up a little bit, but leaving this area around
the path to be flatter. I'll just keep tweaking
things until you're happy. I can see already we've got a slightly more
natural form there, so I'm just get tab to come
back out of edit mode. I only can see now that we have a basic
three D scene here. Control to save.
17. Stones: Camera Setup: The final thing
that I'd like to do is to rough out our camera move. Whilst this can change later, it will give us a
good idea of what we're going to need
to be painting. To do that, I'm
going to select my camera in the outliner here. The first thing I'm going
to do is to duplicate it. I'm going to hit Shift D to duplicate that will
automatically start to move it. I'm going to hit the
right mouse button, and that will cancel the move
and leave it over the top. This second camera I'm
just going to rename, I'm going to hit two and
call this camera projection. This is the camera
that we're going to project our final
illustration from. This other camera is the one
that we're going to move around within the scene
to view the end result. Now if we head down to
the properties panel, here should be able
to see the scene tab. If we click on that, that shows us which camera we're currently viewing
the scene through. At the moment, we're
viewing through this camera, not
camera projection. We're going to leave camera
projection where it is. In fact, I'm just
going to disable its visibility here
with this little icon. Which means that
we won't be able to accidentally
select and move it. Now what I'm going to do
with the camera selected, going to roll over
the viewport here. And hit the key that brings up this insert
key, frame menu. So we want to
record the position of this camera
here on frame one. We have this time slider down at the bottom which
we can drag along. I'm going to make sure
that's on frame one here. Roll over my
viewport, hit the IK, we're going to record both its
location and its rotation. When I do that, you
can see up here in this panel that our location and rotation have turned yellow. That shows that a
position has been recorded on this
particular frame. Down at the bottom
here, you can see a little check mark here
which shows our key frame. Before I start
moving this around, I want to get rid
of this sketch. So I'm going to go to the
camera settings and then just disabled background images for now so we can see our
three D scene properly. Now I'm going to make my
scene 240 frames long, which is 10 seconds. I'm going to change this value
here from 250 down to 240. I'm going to move to
this final frame here. Then back up in my
camera view here, I'm going to hit the key
re enable this camera to view option so that we can move around
using that viewport. Again, to get rid
of that, we have our first frame recorded and I'm happy with the
composition of that now. I just want to move around and find a new composition
for my final position. Obviously, I want to focus in on these standing
stones here. I'm going to choose
a lower angle and just reframe things slightly
for that em position, making sure that we still have a somewhat
interesting composition. Let's see, try that to start
with closer to the ground, and then once you're happy, you can again hit the key and record location and rotation. Now what I'm going
to do is go down to this little playback menu
in the bottom left here. Click on that and
change my sync from play every frame
to frame dropping. That just means it
will play back at an accurate speed rather than trying to show
every single frame. If your computer is not
capable of doing that, I'm going to go back
to my first frame. I can just press
the space bar key and that will play
through the animation. So we can see that we now have this slow camera move in with
a little bit of rotation on it as we go past the tree and in towards
the standing stones. So I'm just going to
move to my end frame. Again, I think I
can frame this a little bit more tightly, so I'm just going to push
in a little bit further, closer in on those standing
stones. Something like that. Having changed that, I
need to again hit the key and record that location
of rotation again. Just hit the Spacebar key and you can play back
your animation. I think that'll work
well enough for me. What we've got to
be careful of is avoiding rotating too
far around objects. Once you start to see
the far side of things, our projection is not
going to work correctly. We have to bear in
mind that we are projecting from one
particular view. That said, I think I'm going to go for something
slightly more extreme here. Let's see if we can
get away with that. Try to hit. I recall that location of
rotation. Let's play that back. I think that should make an interesting
looking animation. Just gives us a really good
big shift in perspective. You might back it off just a little bit at the end
of that rotation there, so we're not going too far round again recording
that position. You'll notice that
I'm only ever showing the same two sides of each
of these standing stones. That means that anything that I paint should still
show up accurately. Okay, I'm happy with that. I'm going to save
that just there now, before we save an image out that we're going
to paint over. Having created this
camera move where the camera is actually moving around the scene a fair way, what I actually want
to do is to project my textures from a point
somewhere in the middle here. I'm actually going to re enable my projection
camera here and I'm going to switch the camera that I'm viewing through
to that projection camera. We'll go down to our
scene options here, change from camera to
camera projection. You can see now that we once again have that sketch enabled. So I'm going to go down to
my camera properties and just turn off that
background images once more. Now what I'm going to
do is I'm just going to slightly orbit
around this scene. Move the camera out across a little bit and
back a little bit. I want to sure that I can still see that
tree at the back there. Let's actually just take
it back a bit here. We'll just we know roughly where that tree is so
we can paint through. That's successfully, I think this way with the
slightly wider view, we'll be painting this area
of ground off to each side, which hopefully then means that we can see that
in the final image. Just to check, I'm
just going to go back and switch back to
my original camera, scrub this through, see
where we end up now. We're viewing quite far off
over to the left there. Let's just change our camera back to the projection camera. Just make sure that we are just wide enough that we can paint that section in in a way that's
going to appear nicely. Okay, I think that
will do for now. What I did say that
I'd do as well though, is to add in an indication of where those small
bushes are going to be. To do that, I'm just going to jump back to my
original camera. Come back to frame
one and we can re, enable our background images, so make sure that we got
the right camera selected. Enable the background
image there. So you can see that we wanted some bushes in just down
at the bottom here. Again, I'm just going
to hit shift A, add a UV sphere and just scale this roughly
to the right shape. Okay, I think I should do, let's just have a
look at how that appears within the camera views. So let's just let the
camera again disable that background image and scrub through our
animation. There we go. So that looks as if
that should work. Okay. So with that done, I'm just going to
control us to save, go to my scene tab and change my camera back to my
projection camera. I'm wondering about bringing
that round further. Still don't think we'll
leave that as is the somewhere about there.
Should do so I'm just going to hide my camera up in the viewport up there so it's not cluttering up
this view here. Then I'm going to
go up to the menu. Up at the top of the viewport, I'm going to click on View
and Viewport Render Image. Once you've done
that, you can head up to the Image menu
and click Save. I'm just going to save
this in the same folder as my b***d file and just call it View Pot
capture and save us. You now be able to
take this image into the painting program of
your choice, paint over it. Then once you've done,
you'll be able to reproject that image back onto
the three D geometry. The important thing to remember is that as you're
painting things, you'll still need to
keep it separated onto layers so that
each of the trees, for example, has its own layer. So we're painting everything behind each of the
other three D objects. I'll break that down in more
detail in the next lesson.
18. Stones: Illustration Breakdown: I've switched over to
Photoshop here so that I can show you the illustration
that I've painted. If I just enable this
viewport capture layer here. You can see that I've painted
all of the elements to roughly line up with all
of the three D geometry. For the most part I've painted within the ******
defined by the geometry, but I've also not been afraid to paint outside the geometry
where it's required. This is something that
we can easily fix once we move things
back into b***der. As with the other example, I've also split everything
down into these layer groups. One for each of the main
planes within the image. You can see as I re enable
each of the layers, we have things like
the tree trunks separate to the foliage. I've grouped together these three standing
stones at the back here because they sit
roughly on the same plane. This lighting effect that
comes through the trees, I've made sure is on
its own separate layer and isn't painted into the
background here at all. This means that as we move our camera around
within the scene, that lighting effect
is going to be separate to the
background itself. Again, as I go through these different layers, you
can see the same thing. Each of the tree trunks is
separate from the foliage. These two standing stones
here in the foreground, again, on one layer,
separate to the others. This means that we can
move around and they will appear in front of those standing stones
in the background. Each of these bushes is on
its own separate layer. Then I've separated
this ivy out from the tree trunk itself
here in the foreground. Then it's before, I'm just
going to save out each of these layer groups to PNG files, making sure that we have transparent backgrounds
on all of them. Now in the next lesson,
we can jump back into B***der and start to
reassemble everything.
19. Stones: Parallax Demo: Before we start projecting our illustration back onto
our three D geometry, I just wanted to highlight
why we're actually taking that approach here in b***der, I've once again imported all of my different illustration
layers onto individual planes. If we go ahead and jump
into the camera view, you'll see that everything
is matching up and looks just as it did in
the original illustration. The problem comes
once we actually start to move our camera
within the scene. If I just zoom in here, you'll notice that these
standing stones and the bushes here are moving away from the ground
plane underneath. As I start to rotate around, the issue becomes even more
noticeable with the trees, standing stones and bushes all separating away
from the ground plane. Made more noticeable by
these ground shadows. If I jump back out
of the camera view, you'll see that
we obviously have our ground plane separated
from everything else. So as we rotate around, anything closer to the
camera is going to be visibly detached
from that ground plane. In the previous examples,
we obviously had layers that overlapped each
of the levels behind them. This meant that we
never had this issue of four ground layers needing to seem as if they are standing on a layer further
back in the stack. So what we'll do
in the next lesson is start to reproject
these images back onto our three D geometry and see what difference that
makes to the final result.
20. Class Update: Principled Shader: In the following
lesson, we start to make use of what is known as the Principal Shader or
Principal BSDF node. This is the primary
shader that we use to control
surface attributes, such as color and
roughness in blender. In blender version four, this shader received a
significant overhaul, which makes its appearance
very different. Previously, all
of the attributes were exposed in one long list. In version four, the
attributes have been re ordered with only the most
used ones exposed by default. All of the other attributes
can still be found, however, by opening
the various sections. Whilst most of the
attributes retain the same names but simply
found in new locations, there is one more
significant change. The specular attribute, which originally could be found near the top of the list
of attributes, appears to have been removed. There is a specular section, but no simple specular slider. In fact, this has
simply been renamed to IOR level and it's used to modulate the effect of the
index of refraction slider, which is now found at the
top of the new shader. Whilst the changes
do make the shader appear different to the
examples in the class, overall it has been simplified
for day to day use, which can only be a good thing.
21. Stones: Projection - BG and Ground Planes: I've reopened the three D
scene that we created earlier. The first thing
that I want to do is save it with a new name. I'm going out to file save As, and I'm just going to remove this block in and
name it Stone Circle. The reason we're
doing that is just to make sure that we always have a safe version
of this file that we can go back to if
anything goes wrong. The next thing I'd
like to do is to add a plane in that will form
the background of our scene. I'm just going to hit shift
A and add in a plane. We're going to scale this
up a little bit to rotate. We're going to
rotate that around the x axis by 90 degrees. Just hit x and 90 and enter. Then we're going to move this
backwards along the Y axis. So I'm going to hit to move Y. You'll notice we're still
in local mode here. I'm going to cancel that move. I'm going to change from I'll, at the top here, to global. I'm going to hit and Y again. And that will allow us to
move back on the Y axis. I'm just going to scale this
up a little bit more and then scale it out just
along the X axis. X. I'll scale just out a bit larger than the
sight of our camera view. I'm just going to
rename that quickly. Two up in the outliner here. I'll rename that
background then. Because we scale this up, I'm just going to hit
control A to apply my scale. We can now start to project our illustration onto these
different pieces of geometry. Before we can do that though, we need to add some materials. I'm going to head over
into the shading tab here. I'm just going to right click
on these borders and join areas and give us a bit
more space to work with. I'm also going to
split this top view and jump into my camera. I'm just scrolling in
with the mouse wheel, then I'm going to hide
my gizmos and overlays. Let's just select our camera, which is the camera projection. Down to the camera options, Viewport display and increase
it Passport option to one. Reset this background object and add a new material to it. At the moment, we have
this principle BS DF node. It provides the main shading
here on the background. What I'm going to do is
change this base color and just knock it all
the way down to black. Now going to hit shift A to add a new node, just
click on Search. I'm going to start
typing image texture, click on that and add it in. Now instead of adding this
color into the base color, we're going to drag it down and drop it into the emission. And we'll drag the alpha
down into the alpha. Now we need to open a file. If we just head up
a couple of levels, we should have our
class resources here. So within our class resources, we can open up the
stone circle folder, head into illustration. And now we have each of our layers here saved
out as PNG files. Just going to click on 01
here and open the image. Now we already have something
here on the background, but it's not going to be lined up correctly at the moment. I'll solve that
in just a moment. Before we do that, I want
to change a couple of other settings here
on the shader. This specular
value, I'm going to dial all the way down that removes any unwanted highlights
here on the surface. And equally, I'm
going to increase the roughness up
to one this way. Now all of the shading
should be coming simply from the image
texture that we've applied. What we now need
to do is to create UV coordinates on each of our objects in order to correctly map our
images onto them. To do that, I'm
going to head over into the UV editing tab. Once we get there,
you can see that we've moved into edit mode. With our objects selected, all of the vertices
are selected. We just hit the key
to confirm that. If I scroll out on the
viewport over here, you can see at the
moment these vertices are perfectly mapped to the
corners of our texture. In many cases, that
would be what we want. But in this particular case, we only want this
image to appear in the area that can be
seen from the camera. So I'm going to quickly
jump into the camera view. For this, just click
on the Scene tab to confirm that you have the
projection camera selected. I'm quickly head into the
material preview here, so we can see our material. Now I can hit the U key to
bring up this UV mapping menu. We've got a lot of
different options here, but what we're
interested in is this one down here which
is project from view. When I click on that, you can
see that now our UV's have moved so that this image is only projected on part
of the image plane. Hit zero to jump
out of the camera. You can see the effect
that that's had. Now if I jump back
into the shading tab, I want to remove
these repeats here. And we can do that on
the image node here. Just change this value
from repeat to clip. Means we won't be repeating the image over the
rest of the surface. Now what you'll notice
up in the viewport here is that we're still
showing some of that black. It's not perfectly matched
up to our camera view. The reason for that is
when we're projecting a texture onto a
piece of geometry, we actually have to
have enough resolution on the mesh for it to
project correctly. At the moment, we only
have a single face here. What I'm going to
do is hit the tab key to move into edit mode. Right click and subdivide. We can roll this out and increase the number
of cuts here, increasing that up to
the maximum of ten. Now if we move over into our camera view
on the left here, we can once again
hit that U key to reproject and project from view. You can see we're now
matching much more closely. I think we can probably increase the resolution slightly more. So I'm just going to right click and subdivide once again. Again, let's hit over this Viewport and
project from View. Now that is looking pretty good, so I'm just going to hit
Tab to exit edit mode here, we can move on to the
next object in our scene. That's going to be
this ground plane here. I'm going to select that. Once again, we're going to
need to create a new material, but we can actually use the
last one as a starting point. Instead of hitting you, I'm just going to hit this drop
down on the left here. And I'm going to
select this material, one that we've just created. Obviously this is applied
the wrong texture to this, but that's easy
enough to change. Now if I were to go in and
change this image file here at the moment and change the image that's applied to both of these different objects, that's because they're
both currently sharing this material. One, and you can see that by
this number two next to it, that shows that it's applied to two different objects
at the moment. If I click on that number two, it will create a
new unique material just for this particular object. We can then click on Open and
pick our second PNG file. We now have a ground
plane in here. It's obviously not
being applied correctly because we have the
wrong UV Co ordinates. If we hit Tab again, we can a to select all
of our ground plane, roll over our camera view
and project from view. In this case, we already have quite a high density mesh here. That means we don't have to
subdivide this any further. I can hit Tab to go
back into object mode. Now at the moment,
anywhere outside of our image texture is
showing up as black. That's fine with our background, but you can see
along the edge here, we actually have a blurred
edge that should be blurring through into
the background and not showing up this black
along their border. Now even though we've
plugged the alpha of the image into the
material node, we have to do something
else as well. So I'm going to go into
the Material tab here. Scroll right down,
under Settings. Down here, we have
these b***d modes. I'm going to change this
from opaque to alpha b***d. I'm going to change the
shadow mode to alpha clip. Alpha b***d gives us a softer
transition here than some of the other options such as alpha clip and alpha hatched. But there are
occasions where you'll get glitches with the
alpha b***d mode. And sometimes it
can be useful then to switch to one of the
other modes instead. This, at the moment, is giving us a smooth
transition between the ground plane
and the background that's doing exactly
what we want. So in the next lesson, we'll go ahead and start projecting the illustration back onto other objects within our scene.
22. Stones: Projection - BG Tree and Stones: Working from back to front, I'm next going to select this tree at the
background here. You'll notice that the trunk and this branch are both separate from one another at the moment
with the branch selected. And then going to shift, select my tree trunk and hit control J. And that will join
them into one object. The other thing that's worth
doing before we go any further is just adding
some extra geometry here. If I hit the tab key, you can see at the
moment we don't have any edge lap running through
the tree trunk here. As with the background, that's going to
cause its problems when we reproject
our image onto it. And we can fix that
just by hitting control R to add
in an edge loop. You can see this yellow loop
here in the middle here. If we actually scroll
our mouse wheel, we can increase the
number of cuts. Then when we click, we have the option to
move them around. But I'm just going to right
click to cancel that move. And that's added in
these loops for us. I'm now going to roll
over the branch here. Hit control R, and we'll
do the same thing, just add in a few loop cuts, Click and then right click. We can then hit Tab to
exit our edit mode. As before, I'm going to go
down to the shader window here and browse for a Material. And I'm going to bring
in Material two, that was our ground plane, and that had the b***ding
options applied to it. Again, we need to
remember to click on this little number two to
give us a unique material. Now we can open
the next image in our sequence three,
open as before. We're going to have
to project our UV's. Let's hit the tab key
A to select all of the vertices of the
camera view project. From view tab out, you'll see that
we've projected on, but the result looks
slightly strange. If in the Material tab we
scroll down to the bottom here, what we can do is click on
this Show Back Face option. That will hide the back faces at the moment
because we can see through the edges here
because the area that we've painted is actually
smaller than the geometry. If we have showed
backface enabled, the image is projecting
through and projecting onto the inside of the cylinder
as well as the outside. If we disable that option, it won't appear on the
inside of the cylinder. As we rotate around, you'll see it's still projected on the back of the
object itself. That's the result
that we're after. We can now move on to the
foliage up at the top. Here again, we'll go into the dropdown Pick material
three, the two icon. Open our next image
tab to edit mode. Select everything again. Let's hit the UK
and project from view that's projected
our foliage on nicely. But we're actually clipping
the edge of this here because I actually
painted beyond the bounds of this
geometry in Photoshop, we can see that if we head
over into the UV editing view, you can see that
the projected UV's don't cover the whole
of this image here. In order to fix that,
what I'm going to do just in the
three D view here, is I'm going to change
into local mode. I'm going to hit to scale. I'm going to hold down
the middle mouse button just to constrain
this to the x axis. And I'm going to scale
is out a little bit. You'll see at the
moment nothing changes. And we've actually
just stretched the image as we've
scaled this out, what we have to do is
reproject that once again. I'm just going to jump into
my camera view project. From view you can see now our geometry is bigger than
the size of the image. It looks like we're
clipping this slightly at the
bottom still here, but that can be
easily fixed as well. Over here in the UV editor, I can actually hit A to
select all of the vertices here and just reset
that position slightly. You can see as I'm
moving that around, if you look at the camera view, the effect that that's having, I can reposition this so that covers the whole of
that image texture. That's a click to release. Now if we jump out
of the camera view, you'll see as we move around, it's projected nicely onto here. If I head back into
my shading tab. The next objects
that we want to work on are the standing
stones at the back here. I'm just going to select this
one over on the left here. Again, I'm just going to
add the last material, click the number two to create a unique material and we'll
change the texture that we're applying to image five tab to enter edit mode here
and project from view. Again, I'm just going
to head over into the UV editing tab just to check exactly how
this is being projected on. It looks like
everything is nicely contained as we move around
within the three D view here. You can see that this looks
great from this angle, we have a bit of flexibility to move around it, obviously. If we move too far then we start to see all of the
stretching being applied there. That's perfectly normal. I'm going to head back
into the shading tab now. We're going to select the standing stone
on the right here. We're going to apply the same
material, material five. And in this case we're not going to a new material because each of these three
standing stones is going to share that
same material. All we have to do is
redefine the UV's here tab. Make sure everything's selected over the camera view
and project from view. Once again, that seems
to be working correctly. Now the other thing
that I'm noticing here is that the alpha channel
isn't being applied correctly. And you can see that
we can still see the outline of our
three D geometry. Now, I mentioned before that we have some different
b***ding modes. If we scroll down to the
bottom of the material tab, here we have the
alpha b***d applied. If we change that
now to alpha clip, you can see it's actually
solved the problem in this case because we've got the same material on
both of these objects, it's solved it in both cases. You can also see, looking
at the back here, that we have the same
problem on the tree. I'm just going to hit Tab to
go back into object mode, select that tree and change from alpha b***d to alpha Clip again, that's cleaned up that edge. Alpha b***d works really well. We've got the soft transitions like up on the foliage here, but sometimes for
the cleaner lines, the alpha clip will work
a little bit better. We'll now select this
third standing stone here. Again, apply that
same material five tab and then hit over the camera view
to project from view. Now the issue that
we have here is that when I painted
this standing stone, I made it much larger than the three D geometry
that we have here. What we're going to need to
do is to scale this up a bit. I think what I'm
actually going to do is just select these
top points here. And to start with, and just to hit I notice that we have
proportional editing enabled. So I'm just going to hit right
click to cancel that and hit to turn proportional
editing off. Hit once again and it said, let's move this up a
little bit to start with. We'll try that for now. A
select all of the vertices, and again, let's try
reprojecting them. I think I can just
move that down a little bit and reproject. That's looking a lot closer. It might need to go a
little bit further. Actually, I'm just going to jump into the UV
editing tab once more. We very close to the edge here. I'm just going to grab these vertices on
the side here and just move them ever so slightly out just to make sure that
we're fully covering that. There we are. Let's head
back into the shading tab. And don't forget Savi's
seen periodically as well.
23. Stones: Projection - MG Tree: Now our next layer
would actually be the lighting effect that
cuts through the trees here. But I think I'm
going to skip past that and we'll come
back to it later. I'm just going to move ahead to this tree over on the left here. Then again, reuse
our last material, create a unique copy of it, and change the image
we're applying. In this case, we
don't want image six, we want image seven. As with the other tree, we don't have enough
geometry here. I'm going to hit
control to add in a lip scroll mouse wheel to increase the number
of subdivisions. Click and right click A to
make sure we selected all of the vertices and project
from view to it. That in this instance you can see that we can still see the tree doubled up
on the back here. So if we actually scroll
down in our Material tab, the option that we had
previously to hide back faces was only available under
the Alpha b***d mode. If we change this
back to alpha clip, you'll see that that
option has gone and we can see this
back face here. What we can do instead though, is enable this backface
culling option. And that will remove
that completely because we've got the same issue now on this tree
at the back here. I'm going to do the same thing, enable backface culling on
that particular object. You can see the same thing is happening with these
standing stones. But for now, I'm not so bothered
about the effect there. It actually fills things
out and might give us a bit more flexibility
with our camera move. If it becomes a problem later
we can change that option. I'll select the next
piece of foliage here. In this case, I'm actually
going to apply material four because that was our
last foliage material. And we'll want the same
b***ding options on it. But again, let's create a unique version of that material. Then we'll need to open
image number eight as usual, let's tap into edit mode, Select everything and
project from view. Now we have the correct
foliage on here. As before, we can see on the
left hand side over here, things are being clipped
off by the geometry. So I'm going to head over into the UV editing tab and we can have a look
at what's happening. You can see here that
the image extends beyond this geometry and to a certain extent on
this side as well. What we can do once again here, it's just in the three D view. We want to make this tree
a little bit larger. I'm going to hit and
X and scale this out. To start with, let's jump into our camera view and project from view that's
looking a lot better, but I think that we possibly need a little bit more
down at the bottom here. I'm actually going to do is again head into
the three D view. And I'm going to
rotate this slightly. I'm just going to hit the R key and rotate it in the
viewport slightly. Go back to my camera
view project from view that looks like it's
covering everything nicely. So that should do the job. Head back into my shading tab and you can see
that we're starting to build up this sea nicely. So I'm just going to
save things there. And then we'll continue
with the other elements in the next lesson.
24. Class Update: Modifier Menu: In the following
lesson, we make use of the modifier menu prior
to Blender version four. This menu open to show all of the available options
in one place. Whilst this made finding
the option you wanted easy, it didn't allow for
new additions to the menu without it
getting extremely bloated. In Blender four, the
decision was made to replace this with a
more conventional menu. This means that
individual modifiers are now hidden under sub menu. Whilst this may at first make things seem harder to locate, the menu now has a built
in search function. After clicking to open the menu, it's possible to
start typing and you'll instantly begin
searching the menu. For example, if we wish to
locate the Bevel modifier, I can simply start
typing the name and then select it from the
list that appears below. Likewise, if I
start to type sub, it will allow me to apply the subdivision
surface modifier, which is faster than digging
through menus to find it.
25. Stones: Projection - MG Tree and Stones: Continuing forwards
within the image. We're going to select
this tree trunk. Next I'm going to add a material and we'll apply material six which was the last tree trunk
that we applied. It's create a unique
copy and change the image to number nine tab. Let's introduce some
extra edge loops here. Again, control scroll
the mouse wheel, click and right click, select everything again
and project from view. I just want to check
what's happening down at the bottom here because we have some tree roots which
extend slightly beyond the bounds
of this geometry. In this case, what
we're going to do is still an edit mode here. I'm going to hit Control R
to add another edge loop. I'm going to click, just
drag this down slightly, it's just above the
area that the roots are. Click to confirm. I now want to select these
bottom two edge loops. I can hold down the Okey. Just click on this edge loop
here and I'll select around. Then if I hold down
the shift and key, I can click on this bottom edge loop and select
that as well. I can now hit to scale. I'm just going to scale
these out a little bit. I think what I'm going to do is just slip just this
bottom edge loop. And also scale that
out yet further. Again, let's hit
a. Let's reproject this project from view
that's looking a bit better. If you ever want to increase
the size of the camera view, you can just roll over
it and hit control in space that will increase
its size to full screen. Then you can control
space to go back again. That's looking pretty good. I'm just going to Alt on this bottom edge loop and Z
to move it up a little bit, just so that we get a better
fall off on this edge here. Again, A to select and
reproject once more. Okay, so I'm happy with
how that's looking. Tab to edit mode, and then select the foliage, select my last material, make the unique copy and
select image ten as usual. Tab and project from view. Now once more, this isn't anywhere like
covering the right area, we have to the UV editing tab, we can see just how far
out we are in this case, we actually want to cover this area down at the
bottom here as well. What I'm going to do to fix this is a slightly
different solution to what we've applied
previously in the past. We've scaled up this geometry
and then we've had to keep reprojecting that involves a
certain amount of guesswork. But there's a different
approach that we can take. If I head onto the
modifiers tab here, I can click Add Modifier. We can add this UV
project option. We can now pick an
object to project from. I'm going to select my
projection camera as usual, what this is going to
do, this is going to create a live projection
from the camera. We need to change this
aspect ratio though, because the aspect
ratio of the image here is a 16 by nine image. We need to input
those values here. I'm just going to change that to 16.9 You can now see we're back to where
we were previously. We can select our UV map
at the top here as well. This means we now have a
live update on our UV map. If, for example, I
now to scale this up, you can see as we scale it, rather than
stretching the image, the image is being projected through the piece of geometry, which is exactly what we want. Now, I'm not going
to scale this to encompass all of
the leaves here. I'm actually going to leave it just covering this
area at the top. To start with, I think I'm going to jump
out of camera view. I'm going to make
this a lot shallower. I'm going to start
out just by scaling along the y axis
so you can, and Y. I'm just going to squash this up quite a bit to start with, I think we can scale it
vertically quite bit as well. And Z, then I'm going
to move it down in Z. You can see as I'm doing this, we get this live update, which is really handy. Let's just move this
across a little bit. Scale it again out in X, a little bit more as well,
so we're getting closer. And I'm going to rotate this
a bit as well so it better matches the shape
that we're going for. Freely move it around till we're getting
closer to what we want. This way the leaves will
wrap around a little bit. I think we're going to increase the depth just a
little bit more. Scale it and Y, that's
looking all right. Now, down at the bottom here, we need to extend some
of this geometry down so that it'll encompass the other leaves low
down on the tree. What I can do is just grab
some of these vertices here. I want just these ones towards the bottom you can hold down shift to add to
your selection at any time. Now you'll notice I'm not selecting those points
through at the back there. That's because
even though we can see through this
object at the moment, I don't have that x ray mode on slightly deceptive
reselect through here. You can see I'm selecting
on both sides of the mesh. I'm just going to move
these points down a bit until we're starting to show these other leaves up
down at the bottom here. Now, I don't want
these leaves to be too far away from
the tree trunk, so I'm just going to
select all of these. I'm just asked to
scale them in a bit, move them closer over
to the tree trunk. I'll just move some of
these points down as well. Obviously, the further you are around the side of
the object here, the more distortion you'll get. Just trying to neaten
this up slightly. If we jump into the camera view, we'll get a better
idea of how this is working control space. Just to increase the size, I can move up into
the right a little bit that's now encompassing all of our leaves nicely here. Just move these points
out a little once. It looks a little bit messy. It should do the job
control space again, to jump back out of that, I can review now it looks as though those leaves are
attached to that tree trunk. Once we're happy with
this, we can actually get rid of this projection modifier. To do that, let's just hit
Tab to go into object mode, roll over the modifier and hit control A to apply
that modifier. That should now mean
if we hit the tab key and Aid select
all of our vertices, we can now see our corrected UVs over here
projected over the image. I'm just going to head
once again back into my shading tab and
save my scene. Our next elements
are the standing stones here in the foreground. I select one of those, select our last material and
create unique copy. Then we want to open
our next image, just number 11, edit mode,
and project from view. All right, so we can do the same with this other
standing stone. Tap back out, select
the next one. Apply that same material, material ten, in this case we're going to keep
the duplicate. Tap into edit mode and
project from view. Next elements of the
bushes and I actually created an additional bush
within the illustration. We're going to add that
in the next lesson.
26. Stones: Projection - Bushes and FG Tree: The next thing we
need to do is just select one of these
bush objects here. I'm just going to hit shift to duplicate and move this back
a little bit into this area. And you can see from the shadow that's painted
on the ground plan, roughly where that bush
should be fitting. Just move that
down a little bit. Back of touch, let's adda new material. Pick out material
ten, Create a copy, pick image 12 All of our
vertices and project from view, so this is quite hidden. But we can see that we are clipping the edge here slightly. So let's go again back into the UV editing tab,
see what we've got. So you can see this needs to
be stretched out a little bit and also needs to
be slightly taller. So we can just hit
a scale scale, this on the x axis quite a bit, and I'm just going to nudge it up into the side
slightly as well. Once again, from
our camera view, let's just hit you and project that looks as though it's covering
everything nicely. Now back into the shading tab. Let's select our
next bush and do the same thing at
the last material. Make it unique and load image 13 into it mode and
project from views. Fairly good. Let's just check
in the UV editing view, we're missing some of
the edge here again, we can just scale that slightly and move it
slightly in the camera view and that's reproject that's
covering things well enough. Now we move on to
the final bush here, create unique material,
load image 14. Project that from view. Again, I'm just going to
look at the UV editing tab. We're missing the top of
some of these ferns here. Let's just move this up
slightly and reproject. Still missing the edges
ever so slightly there. Let's just on the z axis, slightly, I think. Generally slightly larger. Try again, that looks good. Again, that seems to be
projecting well enough. That just leaves us with
this tree in the foreground. Now for that, let's select the geometry
tab to entered it mode. And again, we need to add
some edge loops here. Control, let's call that
mouse wheel click, right Clk. I'll do the same on the branch. Select everything we need to add that material
before we go any further. So let's select
that material 13. You want to be an
object mode here, and I can make that
unique material 14. Let's sort this out. We actually want image 15. Now let's turn back into edit
mode and project from view. In this case, our
geometry definitely needs editing because we have some additional roots down
at the bottom here. We'll see that mostly
if we head over to the UV editing view
and see we have a lot of our image texture outside of the bounds that are
defined here by the UV's. What I'm going to do is just
to have to to edit mode, we can start out just by
slitting this bottom edge loop, by holding down
Alt and clicking, and I'm just going to scale up. I think what we're
actually going to do in this case is the same thing that we did for the
leaves over here. We're going to use the
live projection option, which will make our
life a lot easier. I'm going to head
into the modifier tab and add that UV
project modifier. Again, let's select
our camera projection. Change the aspect ratio, that is 16 by nine UV map. Now it'll be a lot
easier to edit this. We're going to scale
this slightly. I think we can add in
an extra edge loop to help control add in an edge lap and right click
scale out a little bit. Let's this bottom loop, let's just scale out again. I think I'm getting
both of these, just going to move
them across slightly. I think we're
clipping the edges. And this loop above, I'm going to scale
up a bit as well, make sure that's not
cutting anything off. Just scaling and
moving it slightly. That's looking fairly good. You can see that we're slightly
losing the top edge here. There's obviously not
quite enough geometry. I'm just going to add in another couple of edge
loops up at the top here. Just control our, add those in to help hold
things together. I'm also going to adjust some
of these edge loops here. So I'm going to do is just
scale these individually. And I think scale and move these closer to the
shape of the branch. That means it should wrap
around a little bit better. I'm gonna do the same with it's branch
down at the bottom here. Just can scale in
slightly, not you up. Okay, I'll be the same with some of these loops up at the top pair just scaling in slightly and moving
them around a little bit. I'm happy, I think that
matches well enough. I'm just going to
tab to head back out to object mode again. I'm going to apply
this projection, so I just roll over it and hit
control A to apply it now, like in our UV editing tab. To select everything we can
scroll and just check that everything's contained
within the UVs, which it does appear to be. Now I'm going to add the ivy
layer over the top of this. To do that, what
I'm going to do is to duplicate this tree, this tree trunk that's selected. I'm just going to hit shift
D. As we start to move that, I'll take the tree with us, but we can hit right click
to cancel that move. And I'm going to rename
this as Ivy Two Ivy. Then we're going to
hit Tab to enter Edit mode with all our
vertices selected. If I just hit the key to bring up the tools on the side here. We scroll down to the bottom, you'll see that we have
this shrink fattened option when I click on that,
this little handle. And that will allow us to scale this in and
out a little bit. So what I want to do
is just make this ever so slightly larger than
the tree underneath. This is slightly different to
a scale option in that it's pushing all of the vertices out along their surface normal. That means it'll get uniformly
larger in all directions. Just have to go back
to object mode there. We're going to create
a unique material because we've
duplicated the object, it already has that
tree material applied. Then we can change this, 216. Let's now brought our ivy in, It's interesting tab to
go into edit mode again. Let's just make
sure we reproject this so that our V
hasn't scaled up. Again, I'm just checking
the UV editing tab. You can see that we haven't
quite made this large enough since we're
in edit mode here. We can again, just
click on this same tool here and just scale things
up a little bit more. And then to reproject,
there we are. Now we've covered
up that v nicely. Now at the moment you can see these borders around
some of the ivy leaves. As we get closer,
that will disappear. But at the moment, it's looking quite pronounced. If we head onto the Material
tab and scroll down, we have this alpha
clip option enabled. We can try the alpha b***d
and see if that's better. In fact, that's worse. Let's go back to alpha clip and we can change this
clip threshold. If I increase this a bit,
that will often help. What we'll really need to do is see how this is looking
in the final render. Before doing that
though, we still need to add that light beam
to the center of the image. So we'll do that in
the next lesson.
27. Stones: Projection - Lighting: Now in order to create
our light beam, what I'm actually going to do is start out with a cylinder. So I'm just going
to hit shift A. We'll add in a cylinder. Check the options that
are applied here. I think I'm just going to
leave the defaults for now. Then I'm going to hit Tab, turn to Edit mode, and I'm going to select
this top edge loop. Just by hitting Alt Click you can see that we still have this shrink fattened option enabled. We can just hit the key to go back to
selection mode there. And I'm going to
hit S and scale in, that will give us a
rough cone shape. And I'm going to add a couple of edge loops by hitting control R, scrolling my mouse wheel, and click and right click. Then I'm scale everything along the y axis just to squash up that light
beam a little bit. You know, I move it
back into place. I'll scale the whole
thing up a little bit, all to rotate, to
move it into place. Scale it up so
it's a bit bigger. So I think that's roughly
where we'll need it. So let's just go back
to object mode there. Control to apply that scale and right click to
shade smooth as well. Now select a Material. I think what I'm
actually going to do is select material four here, because I know that had
the alpha b***d mode applied unique material. And select image six. Obviously, we need
to fix our UV's tab. Select everything
project from view, we obviously have
some issues here. It's head into the
UV editing tab. See that things aren't quite
aligned as they should be. That's as to scale scale. And I also want to
rotate it a bit better, match the angle and
reproject that. Just going to go back to
selection mode there. The UVs are covering
the image nicely there. I think we can even just
scale this down a little bit, remove it, That's
reprojecting that. Let's head back into
our shading tab now. You can see that
we've got an issue, once again here with our layers. This tree foliage that's
currently in front of that layer is clipping off. Now if I select that
material and scroll down, we had the alpha
b***d mode applied. We can change that Talha clip that's got rid of that issue, but at the same
time it's also not giving us the soft b***d
that we'd really like. On the change that
to alpha b***d, again, I'm actually
going to do is just try adjusting the position
of this folio slightly. I'm going to scale it
down To start with, I'm going to hit S, let's
constrain that to the y axis. To scale it down a little. I think I'm going to rotate
that just a little bit. Move it, touch close to camera. Let's tab, turn to edit
mode and you to reproject. That's still not quite working. Let's go back to object
mode and see if we can fix what I'm going to try doing. It's just moving this forward. That works a lot better when the two aren't
intersecting fully. Might rotate this, I'll
just move it slightly. Can even just try scaling this
down a little bit as well. So now you can see we've
got a better result now. No, I don't like the harsher
edges on the edge here. Let's just try reprojecting
this one more time. It's obviously not big enough. Let's head into the
UV editing tab. What I'm going to do is
just select everything here in the UV editing tab and I'm going to scale this up. This will make sure
that the images within the UV's even though the end result will
be that things look a little bit smaller here
in the three D view. If I head back to
the shading tab, you should see in the camera view we're
losing that harsh edge. There's still a little
bit of an issue there. Let's just tweak that
slightly further scale. It's up slightly more. I'm just going to offset it slightly. Let's see how that's looking. And that's cleaned
up that edge nicely. Now, this tree at the back here, I can see that we are clipping the edge of that
foliage slightly. I'm just going to select
that foliage there. Let's head back into
our UV editing. It's absolutely we can see, so it's obviously just poking out just at
the bottom there. So let's just scale this serves slightly up and reproject. It's still a slight issue. Rotate it slightly,
move it down. They don't reproject.
Let's fix that issue. I'm just going to
save that there. Now that we've applied all of those textures to the geometry, we can start looking at our camera move in the next lesson.
28. Stones: Camera Animation: Before we start looking
at the camera animation, I just want to head over into the properties panel
into this render tab, down to color management, and change this from
filmic to standard to make sure that we
have the correct colors for our illustration. We can then head up into
the scene tab and change from our camera
projection to our camera. I'm just going to scroll up and we'll change the visibility so we can hide our
projection camera and re, enable our scene camera here. Then with that selected,
I'm going to go down to the camera tab again, increase this post
part option to make sure that we have
this black border. We'll then jump back over
into the layout tab. Let's just change our view
to be material preview. In both cases, I'm going to remove the overlays on
this viewport as well. Obviously, I defined
a camera move before I went ahead and painted
this illustration. Now if we scrub
through the timeline, we can see how
well it's working. Obviously, our final
camera position here is exposing this empty area off to the left of frame here. We've obviously
gone a bit too far. Pretty much everything
else is holding up though. So the move overall
is working well. I think what I'm going
to do is just adjust this end position of the
camera and see if we can get something that
works with the existing illustration just
in the camera view. I'm going to orbit
around a little bit, reposition things, see if I can get something
that's working nicely, so the drop down a
little bit lower. See if I can come up with a composition that's
looking nice. I think having this larger
standing stone just framed in the middle here of these other two
works quite well. I think I'm happy
enough with that. I'm just going to hit now and save the location and
rotation key on the camera. Can now hit space and play this back to see
how it's looking. Obviously now you should be able to see how much better this works than the version we had when we had separate layers. Because the ground
texture is now projected onto the
three D environment, it means that our
standing stones stay sitting nicely
in the right place, as do our trees in
the background here. Now the one thing that's not
working quite as well as it might is just
at the back here, we can see the top
of this tree trunk becoming exposed underneath
the foliage there. So I'm going to see what
I can do to fix that. I'm just going to go
back to my first frame here and we'll take a
look at that foliage. I think what I'm going
to do to start with here is just scale
this down slightly. I'm going to hit S, to scale on my Y axis. Scale it in towards
the tree trunk there. I think I'll actually jump to the final frame and see
what effect that's having. You can see as I scale it in, in the camera view
is getting closer to that tree trunk and it feels less like the
two things are detached. We can also just hit and
scale it up ever so slightly, and you can see it extends down over the top
of that tree trunk. If we now scrub back
to our first frame, just check that everything is still looking all right
there, which it is. I think that should
do the job nicely. I say I'm happy with
that end result. So I'm just going to
save my scene there. And then in the next lesson, we're going to add
some particle effects that will give the
illusion of fireflies flying around the scene to add a little extra magic and
depth to the final scene.
29. Stones: Particles: In order to add the particles, we first need to add an
object to emit the particles. So I'm just going to hit shift
A and we'll add in a cube. I'm going to change its name up in the outliner to emitter. Then let's scale it up a bit. I'm just going to scale it to encompass roughly our scene. I'm just going to
scale it up a bit. Let's move it back
on the y axis, let's go a little bit larger. We can actually scale this
down vertically as well. In Z, it doesn't need
to be quite, in fact, I'm going to keep it
above the ground, move it until it's roughly sitting on top of the ground plane and extends
up to the top of the trees. Now I'll visit the moment it's blocking everything else in our scene for the time being, I'm going to click
on this object tab. Go down to Viewport display, then where it says Display As. I'm going to change it
from textured to bounds. Since we've scaled this
object significantly, I'm going to hit control A
to apply it scale as well. We can now head into the particles tab of
the property panel. Then if we just hit
this plus icon, we'll add a new particle system. I'm going to reduce the
number of particles we've got to 200. Then at the moment, it will
start emitting particles from the first frame and
continue emitting them through to frame 200. And each particle will
only survive 450 frames. We want to change that so
that we actually start out with all of the particles
already within the scene, and they remain for the
duration of the scene, our start and end of frame one. And we'll continue
through to frame 250. Now we move around here, you'll see that all of these
particles have been added, but they've actually
been added just to the faces of this cube. We want to emit particles from within the
volume of the cube. We can do that under
this saw section here. Instead of emit from faces, we can change that to volume. Now they're evenly scattered around within the volume itself. Now if I just hit the space
bar to play this back, you'll see that
our particles just dropped straight out the
bottom of frame here. That's because they start out an initial velocity and they
have gravity affecting them. We're going to change
both of those settings. If we go down to this field weight section and open that up, you can see that our first
option here is gravity. And I'm just can take that
all the way down to zero. Now when we play back
things don't fall down but they do all push straight out away
from the origin. That's because of that initial
velocity that was set. We can go back up
to velocity here. And we'll change that value. Instead of one
meters per second, I think I'm going to
drop this down to just not 0.1 start with. So we've got a little bit
of movement in there, but it's not so significant. But at the moment, our particles are still just drifting around. So there are some
other settings that we can change to affect them. Under the physics tab here, you can see that we
have these forces. I'm going to start out by
increasing this Brownian value, increase a bit to start with, and see what effect that has. You can see that these particles are starting to jitter around. We can experiment with
that it up a bit more. In fact, to get slightly
more erratic movement, I think I'm going to go back to that velocity just right
back down to zero. Let's restart our play back. See where we are. So we have this really erratic movement. Things are going quite
fast, so I'm just going to increase this
damping a little bit, then we'll actually
have an effect of slowing down these particles. They've got this jittery
erratic movement, but they're not going too fast. Just just that down
a bit further, I think that's the sort
of effect that I want. I'm noticing some particles are getting clipped
at the back here. I just want to check that
we're not going too far back. We'll see how they look once we change the particle
type, I think. For now. You can
see that we have these gray spheres in here. What we actually want to do is add an object into the scene, which we can then use to
replace each of these spheres. I'm just going to hit
shift A and we're going to add under the mesh
menu an ico sphere. I'm just going to
leave the default values here at the moment, but what I'm going to do
is just hit and drag this out to one side so it's way out of the view
of the camera. Then with that selected, I'm going to go to the materials tab and add
a new material to it. We're going to scroll down. I'm going to reduce
its specular so it's not catching any highlights and also increase its roughness. But what we're
most interested in is the emission option
down at the bottom here. I'm going to click on
the emission color here and I'm going to turn that right up and
pick an orange color. Then I'm going to start
increasing its emission strength. I'm going to do this
up quite a bit. What I'm going to do
is just jump into the render settings quickly here because we have
this Bloom option. If I enable that,
you can see that we now have this bright
glow around our sphere. Having done that, I'm going to re select
my emission object. Go back to the particles tab, then if we scroll right down, we can get to this
render section the moment we have
Renderers Halo, which are these spheres
that we're seeing here. If I change that, I can pick the Object option
and then we have this instance object
option beneath it. I click in there,
I can just scroll down and pick this co sphere
that we've just added. You can see because of
the display settings that we set on the emitter, we're not able to see
our spheres properly. What I'm going to do is
I'm going to disable this Show Emitter
option under render. And then I'm also going to
open up the Viewport display. And I'm also going to disable
show emitter there as well. Then we can go to our object settings under Viewport display
instead of bounds, we can change this
back to textured. Now we can see all of our
particles appearing correctly, but at the moment they're
really quite large. So I want to go back to
my particle settings and reduce the scale. If I scroll down again until
we find the render section, we have a scale option in here. We also have this
scale randomness. And I'm going to crank that scale randomness
right up to one. That means that we'll have a
variety in the sizes here. But I still need to turn
this size down a bit. Somewhere around 0.1 or 0.2
We'll see how that looks. Now I think we can actually
go into the material again. If I select this Ico
sphere once more, go to its material
tab and scroll down. I think we can push
this emission strength up still higher, around 50 or so. And now it's
sharp, a little bit better. Going to click my
emission color here. Just change that slightly, a bit more orange into it. If we go back to
our first frame, we can hit the space
part to play this through and see how
that's looking. With the particles
flying around, I think we can afford to go slightly larger on
those particles. Again, I'm going to go
down to render section. Just adjust this scale slightly just by holding
down the shift key, we can adjust this in
smaller increments. It's something that looks nice, increase the size of
my viewport here, the control space,
and play that back, so you can go ahead and keep adjusting the settings on the
particles if you want to. But I'm fairly happy
with that end result, so I'm just going to
save that there and then we can render things
out in the next lesson.
30. Stones: Render: The first thing I want
to do before we render out the full
animation is just do a test render moved
back to my first frame. And then you can head up
to the render menu and render image or 12. You can see that the
settings that we changed earlier on the ivy have got
rid of most of the artifacts, but we still do have some
around the edges here. You'll also notice
this tree trunk on the right has some artifacts down the ***gth of its trunk. We'll have a look
at fixing those before we render out
the final animation. Just going to close this down, I want to select my tree trunk. If you have difficulty
selecting the trunk, you can always hold down
the old key and click. And then we'll give you a
menu of everything that's underneath your mouse cursor and we can select
the trunk that way. So if we go to its material
settings and scroll down, we can again increase
this clip threshold. Let's see what effect that has. Now those artifacts are
still present on there. There's something else
that we can look at to see if it'll fix that texture. I'm just going to head over
into the shading work space. If I just zoom in a little
bit on the edge here, you can see this white border on the image texture node here. This first drop down
where it says a linear. That affects how b***der
scales images up and down. Internally, we can change
that setting from linear to you can see it's now got rid of that white edge
and clean that up nicely. I'm going to try the same
thing with the ivy again. Just hold down 0
and select the ivy. Let's change that from
linear to closest. Again, it's cleaned up
all of those artifacts. Once again, I'm just going to
hit 12 to do a test render. You can see that's
looking much better. Just heading back
to my layout tab is scrub the timeline here. I want to check the edges of
these bushes here as well. I'm going to hit 12 at this
point and see how that's looking in the render that's
coming out fairly clean. Going to close that down. If you notice the particles
aren't visible here, that's simply because they need to be spawned on frame one. Jumped ahead through
the timeline. Once you've played this through, it will cache the
particle effect. And that will be visible, and should also be visible
in the final render. The final thing we need to do is to change our output settings, which is over here in
the properties panel. Our resolution is
set to 1920 by 1080. And we're going to
keep the frame rate at 24 frames per second. Starting end frames
match our timeline. That's all good, and
we're just going to change our output options. I'm just going to jump to the same location
that I've been saving my b***d files and adding a new folder
which I'll call Render. Then I'll rename this to Stone Circle and add
that underscore at the end so that our image
frame number will appear. After that, then accept, I'm going to leave
this as a PNG file, change it to an RGB file because we don't need the
alpha in the final result. Then we should be good to go. You might wonder why I'm
not saving this out as a movie file and I'm instead saving out
an image sequence. That's simply because
if the render crashes part way through
with a movie file, we'd have to start
all over again. Whereas if we render
our individual frames and we have a crash partway
through the render, we can just render
the remaining frames within the scene and piece everything
together at the end. So I'm just going
to save my scene, then head up to render
and render animation. Once you render is complete, you can head up to
the render menu again and view animation. Then if you want
to, you can either drop your image sequence into a video editing application or once again we can add a
video editing workspace. Add down in the sequencer
image sequence, open render folder, select all of frames
and add image strip. And head up to our
output options here. And change the file
format to an FFmpeg, video encoding turns to Mpeg four and just increase the quality to a
high quality output. You then ready to once again
render render animation, and in the render
folder you should now have this MB
four file saved out. Now if you want to join
me in the final lesson, we'll recap some of the
important points to remember, you're creating scenes
like this of your own.
31. Final Thoughts: Thank you so much for
taking this class. Hopefully by now you have a
better understanding of how some simple three D skies can help you with your
illustration process. Now in this final lesson, I'd just like to briefly recap on some key points
from the class. When creating multiplane style, it's important to
ensure that each of the layers overlap each
other sufficiently. The multiplane effect
will not work if the foreground layer needs to feel attached to a
background layer. When you save out the
layers of your image, be sure to use a
format such as PNG, which preserves the
transparency of the layers. Naming each of your
layers sequentially will make life far easier when
importing them into b***der. When you import your layers, don't forget to set the
material type to emit and use the Z positive depth option
to layer them correctly. When creating three geometry. For image projection,
you'll need to have sufficient resolution in the mesh projection
to work correctly, but you can always add
additional subdivisions or loop cuts and then reproject your image when you need to make major changes to
the three D geometry. The UV project modifier enables live updates
which makes life much easier If you've been following along with the class and have a final
project to share, either using your own
illustration or one of mine, Please do add it to
the project gallery. I'd love to see what
you've created. If you've enjoyed the class, then it'd be fantastic if
you could leave and review. It really helps new students
know what to expect. Finally, if you'd like to take your three D
skills further, then do check out some of my
other classes which cover both essential
three D skills and more complex character
creation and animation. I hope that you've
enjoyed your journey into the forest to explore the possibilities
that three D offers, and now feel confident to create similar
projects of your own. Good luck and I hope
to see you again soon.