Transcripts
1. Introduction: What You’ll Learn & Create: You ever watched a Hollywood
movie and wondered? How do they actually pull out
the amazing visual effects? What if I told you
that you can create similar effects right from your home just by using blender. Most beginners struggle with
these greenskin effects. The background looks fake. The lighting doesn't match. The whole thing just
looks fake. I get it. I've been there. After
years of trial and error, I finally correct
the whole process to make greenskin VX
real and cinematic. In this course, I'll take you step by step through
the entire process. So you don't have to
waste us figuring it out. You will learn how to
key out backgrounds perfectly, match lighting, add shadows, and even integrate effects like superhero
Cape flowing in the wind. You don't need
expensive software. You don't need years
of experience. All you need is blended, a free tool and I'll
show you how to use it to create stunning VFX. By the end of this course, you will have the
skills to bring your creative ideas to life, whether you are a filmmaker, content creator, or just
someone who loves VFX. So if you're ready to master
greenskin VFX and take your visual effects
to the next level, join the course today. Let's create something
amazing together.
2. Filming Green Screen Footage Like a Pro: So, this is the first section of this course. Let's
just get started. First thing which you will need is a green skin
footage of yours. You can use someone else's clip, but I would just suggest that
you shoot your own footage. So first of all, you will need a green skin, and well, this is my
bedroom, and I have, you know, this is not a professional way to
set up a green skin, but I don't have a stale and
I don't even have lighting. I have made a DAA lighting, but it's not required
in the first section. So just try to, you know, cut try to set up your
green screen like this and place something like this, so you
can sit on there. And, you know, the purpose
of this first section is to shoot your grisen
footage in a way that, you know, you're playing a video game or
something like that. I'll show you my
own greensenotag, which I just shot yesterday. So this is the
skin food of mine, and it's me sitting like that, and I don't have any
control in my hand, but, like, I'm just, you know, acting
just for the sink. And to be honest, you don't need any lighting for this step. You can just, you know,
use window lighting. And it's fine if you, you know, just mess up with the lighting because
in the first section, you won't need lighting
because the project which we are going to
make in blend it is like, you know, your face or anything. I won't be visible that much. And only focus will be on the TV as if you are playing the game at
night and it's like, you know, dark in your
homes, something like that. And I'll just show you how
you can just create that. So make sure you have that, you know, clip like this.
3. Removing the Green Screen in After Effects: And after that, you
have to open after six. Click on New composition. If you have a vertical footage, make sure the width
and height matches like this and changes the frame rate to 30
because my footage is thirtyFps and just
click on Okay. Now input your footage. So this is my four days, and I just have to make sure which part I have bona choose. And the scene which I'm
going to make in dender which will be like I think
eight to 10 seconds. If I need something like that, I have to dream this click
and press on this clip and press Control Shift
N D and just delete this and to 45, just delete it. And, you know, when you're in the last frame of your footage, press N. So this is our, you know, final footage. This is how it will
look. But now, the main part is to first track, create a mask so that, you know, we can just delete
this part of the area. So we can just delete this area, and then we can just, you know, use chroma key and
remove the green scale. So for that, let's just
create a mask like this. Try to, you know, get the marker close
to your subject or your whoever is in the clay. And then when you are
done, just, you know, click on the drop down, go to
mask and make sure you are, you know, checking
on this inverter. And now we can use chroma. And for that go to effects and presets and search for kilt. And here it is. And then choose a color
which is near your subject. I think I'm going
to use this one. And if you see the
green, you know, the rim screen is
removed, but we have to, you know, properly, you know, check whether our subject
is affected by that or not. Because it would look massive. So for that, click
on this, you know, drop down, which is, you
know, returns final wizard. Click on the drop
down and screen mat. And now you will see this black and white, and that's
completely fine. And now what we have to
do is just make sure the white part is properly white and the black
part is properly black. Because as you can see, the
white part is properly white, but, you know, on the edges,
it doesn't look that good. And in the black
part, here you can see a bit of brightness and this part is dark,
so we don't want that. Bow that, click
on the screen mat and click on the drop down
slightly increase the black. If you see this pixel,
just, you know, play your footage and then
slightly increase the black. Don't overdo that, okay? Then slightly decrease
the white portion. See, I messed up here, so the colors have been exchanged here. We
don't want that. So press Control plus, then
increase the white slightly. And I think this look good. So I'm going to click on this screen mat and
click on final result. And if you just want to see how this properly looks
without the green screen, you can click on this button called Toggle Transparency Grid, and it will show you the
proper your footage. What we can do right now is, click on click on your footage, then press on P, and then we can slightly
move it in the middle. And now we can just play the footage to see if
there is any problem. And I don't see any problem
here and it looks really. And to render, click
on composition, then go to add to Render few. Now, click on output module and then choose the format to, let's say, quick time. Then make sure the format
option is animation, then make sure the
channel is set to RGB plus Alpha because
if by mistake, you just choose RGB, it will render the
whole footage, but there will be
no transparency. So we have removed sin, and it will be like
compute waste of time. So make sure you are
selected RGB plus alpha. Then click on Okay and choose your output location wherever
you want to save that. For me, I already have this
after effects exports. Like it's a folder where
I export all my footages. I'm just going to name it
as me playing radio base. Then I'm just going
to click on render. Okay, so the render is done. So now we can just import this same footage in our lender.
4. Starting a New 3D Project in Blender: You can save this
project if you want to, but I'm not going to do that, and I'm just going
to open blender. Now click on General and as always date everything
and first of all, just save your project. Now, what you have to do is
let's just do one thing. We can just first
let me just give you the outline of this project
with with this tool. We will have this
lane like this. There will be let's say, there will be a
furniture, and on that, there will be a TV. Then here it will be here, there will be a sofa. And, you know, there
will be ball like this. And the camera will be
somewhere around here. And my footage
will be over here. And in the TV, we'll use just
play video from YouTube. So that's how we are
going to create this, and the room will be like,
you know, completely dark, and there will be
only a single leg which will be emitting from the. That's all we need right now. So I can delete this. It was really a
band masterpiece. Okay. Make sure you, you know, just create this project and
save it as soon as possible. So whatever you do, you know, you can just press Control NS, and it will just keep
saving the project.
5. Modeling a Realistic House for the Scene: Okay, so now we can start
modeling the house and, like, the proper, you know, we look like the proper
environment which we want. We are not going to
model everything. We are just going to
use free assets because it will save a lot of
time for you and for me. And there's this add
on called Blender Kit, and we are going to
use that add on. And it's a free add on,
you can just go to Google and says for Blender Kit, let me just show
you how to do that. You can just search you
can just search for Blender dinos and open the
first website, click on, download the latest
verson and this is very helpful add on
because it actually saves a lot of time while creating,
you know, projects. And I personally use this only. So let's search for Let's
first add a furniture. Let's search for
table free fuss. Make sure you select the free f. So we get the free
TD models first. Mm. This one is good, but no
we want a feeling of, you know, the living rope. Not a baton,
something like that. Um, this one is good. This one is actually good. Let's see if we don't find a better one, we
can just use that. And I think that was actually
good. Let's just use that. And it's downloading and it's. Let's just increase the size
and we don't need this one. I'm going to just delete
that and I'm just going to uro this is going to select everything, but not this empty. And press all plus P, then clear and keep
transformation. And I'm going to select
this empty idea, and then I'm going to
press Control plus P and then object
keep transform. Now we can delete this
w. And if we move this, it's probably moving like this. Rotate it on the ZXsey
degroup the location, let's make it zero. Now we need a TV, and for that, let's just got TV. Increase the size, the
rotate it like this. Can it be this. I think this is fine. And we can just, you know, use any gameplay
video from YouTube. But we can just do that later. And for right now,
let us, you know, properly just place the assets and make it a
proper environment. Now we have to
search for the sofa. And let us get a very comfy one. This one is nice. I'm going to use this one right here and then increase the size, rotate it on the Z xs. Okay. Let this increase the
size, something like this. Now, rotate it on Dc xs. It is the distance is fine, I guess, and I think
the size is also fine. The size is fine. No. Let me just increase the size slacks. Okay, that's it. Yeah. This is looking good now. No, I think that we just
press control twist. This was fine, like the size. Now what we can do is
add a plane and click on Z to go to the top and
let's properly scale this. Something like this Then I'm going to extrude. No, let me do it likes. Then I'm going to extrude. I'm going to extrude
these three lines on the ZXs something like this. And it should be fine. Now, let's just get it now, let's just get the camera. And for that, you
go on this camera and let's control all zero. Then just zoom in like chess. Yeah. Um, should
should look good. You know, I think that I should, you know, decrease the size
of the sofa just a bit. Yeah. And maybe just, you know, not, but, yeah, make it
something where it is. Okay, now it is looking good. Maybe increase the size
of the Tb slightly. Yeah. Now it looks good. And we can do one thing. We can add, you
know, few, you know, like some props because if
you see in the video games, too, you have this, you know, a little props somewhere, you know, lying
somewhere here or there. It just, you know,
looks more realistic. So for that, we can
what we can add is let's say books,
we can add books. Let's search for books. And I'm going to use
something which is yeah, this one, because the
texture looks good. So if the texture looks good, it will look like realistic. And make sure that, you know, you are not, like,
properly, you know, placing it because
we want it to be slightly on the Z axis, because if you see
in the real world, we have this thing, you know, of imperfection because
nothing is perfing. If you just, you
know, I just want you to pause this lecture
for a second and just, you know, look around and
you will see that there are so many things which
is not properly placed. If you see your chair in your room, it's not
properly straight. It's slightly, you
know, like this. If you see anything on
your table or something, it's not properly, you know, in a place in a perfect way. So it just adds more
to the realism. So slightly just, you
know, make it like this. And if you want, we
can just, you know, select this TV and also
this empty and slightly, you know, yeah,
make it like this. And we can also do that
for the sofa also lightly, you know, like this. Because it just as, you know, it just looks more realistic because if you just
make it straight, you know, everyone knows it's not like here because
it's perfect. So make sure you just
keep this in mind. Now we need more props for this. And let me see what we can we can add something like a statue or
I don't know, you know, like a flower vase or
something that's such got mass would look I'm going to place it like this over here, and increase size like
this, and it looks good. This looks good. Let me just
get the camera like this. Soup. Now it looks good. And now if we go in
the material preview, wait for a second, and you will see the texas popping
up right now. Well, this is how it looks, and now we can add a
texture for like, you know, for the walls and for the base, create a new texture,
name it as walls. Create a new texture,
name it as base. And for the waltz, we can go to the texture and search for oils. Or just let's m Oh, wow, maybe he's
something like this, and we can find maybe a goodbye. We can maybe use this one. Let's see how it looks. And it doesn't look good because
we have to go Edit mode, then select everything,
click on, then click on C. This but it's fine. Just wait for a second. Go to UV Edit, and
Zoom out here, select everything, increase
the size like this. And you will see this
is how it looks. And select this, you know, Bs and select this Base
and key can assign. So now we can assign a
different material for that. And at this, um, Tie. Let's just search for ties. And we just need a
very decent and, you know, very
simple use this one. The tiles looks actually good. If we can do one,
then we can add a different exert
for this left one. Let's just make it, you know, completely black, and
let's see how it looks. Ball. Let's just
name it fall too, and let's search
for lack marble. Mm. This looks good. Let me just increase the
size in the UB editing.
6. Adding Gameplay Footage to a TV Screen: I think it is okay. Maybe add more books
in the shelves. Rotate it Soing like this. So well, um, this is done. And now what we can do is we
can import our own footage, which we have exported
from after the Pg. And for that, just go to image, and then click on Mesh prayer. If you're using an older
version of Blender, it will be like image is clean. But in the newer version, like, I'm using 4.2, so it's showing me mesh don't
get confused in this. This is the one for me and well, this is my footage. To make sure that it
looks, it looks good, because I don't want
to make it, you know, look like I'm not
actually seeding that, which will look
actually very fake. Yeah, I think
something like this would and I think this is fine. And just press on press C and press Control
puss and just your project. Now this is fine for right now. Now we can do what open Tu and search for this GTF
gameplay, no commentary on. You can just, you know, use any gem of your choice. Let's say this is my fabite
game one of the fabri. So I might use this or if I, you know, find a better
gameplay, I might use that one. We want something
like a the thing is that the footage which we
are going to use in blender, it will emit light, and
that will be the only light which we will have in our
first section of the project. So make sure you
get a certain type of footage which emits, different types of colors. So it will emit different types of color
light in our blender. I think I'm going
to go with this one because it's moving fast with the car and you will see what I'm
talking about right now. I'm going to get
this copy the leak and search for
YouTube video Ood. Okay, we can finally
download it in 1080 P. Okay, thanks to this site. If you have any
problem regarding downloading this
footage or something, you can always
search on YouTube. Well, this course is
for Blender and VFX. I'm not going to focus
more on this stuff. You can just search
on Google, YouTube, anywhere and you can just
download whichever you like. Or if you want the easy way, you can just, you know, play your game and just
record your own footage and then use that in Blender. But this is just an alternative
way because I can just, you know, record
it right now or, you know, show you how it. So just try to do it yourself. Well, my footage is
still downloading, and it's ten ADB quality, so it might take longer. So while it's done, you can just input it in a blender and I'll show
you how to do that. Okay, so my footage
is downloaded, and I'm just going to
use that in this TV. See if you're using a free
asset like I'm doing, you will probably get this, you know, different
materials here. So find one which is like the screen and make sure
it is actually the screen. And as you can see,
this is the screen. So we can just edit this
material and we will have this gameplay footage on
this T. So go to Shady. Then this is a screen. So I'm just going to delete
this and add image texture, then connect this node
to emission shader, then connect this
node to the surface. Now, open the footage which we have just downloaded,
and this is the one. And I don't really know, you know, like, the
total number of frames. I'm just going to
name it, you know, I'm just going to set
it to The infinity, let's say, um, the start
frame will be to see. This is not properly, I have to change something
in the UGA today. So um make sure you know, just, you know, select select this screen
and select everything here, increase the size and make
sure you are properly, you know, properly
placing it like this. You know, for me, I don't
have this I have this, you know, extra area. And I can just, you know, stretch it like this because it will stretch on the TV, which I don't want that. So again, just stretch slightly and
then increases the size. And now if I go to the
sheading and the strength, it will look like this,
and it looks good. Then change the start frame too. I don't know. The
frame is not moving. I don't know why. Maybe now it will move wrong. Well, it's start
moving. I don't know what's the problem with this. Let's just put 500
and click Okay. Now it is move. Now says the start frame 500. No. I don't know what's wrong with this notation. We can do one thing,
open after effects. Well, this is just complicated. So I'm just going to, you know, save some time and
open after effects and take a new composition
and set it to, like, ten ATP 30 FPS
and open your footage. You can just manually
team it here, and it will save a lot
of time. It's due. No, we can just add that
same footage, this one. Let's just make the frame
to total number of pips. 800. And this is
how it would look. It looks good. I'm actually
playing this game.
7. Enhancing the Scene with Volumetrics & Render Settings: We still have to make sure
all the lighting things is, you know, completely
done. And we can do that. For that, let's just
go to the camera view, and it is, I guess
it is EV right now. We can just switch it to cycles, then make sure the device
is GPU compute and make the samples to let's
say let's make it 15. For the view port, I'm going to use ten. And make sure the
motion lar is on. And yeah, that's it. As you can see, we
have this loop, but it's not looking
that good, right? And now here comes the part
where we add volvi metrics. For that, just add a
cube, increase the size, and just make the cube to let's say for volume meta
don't forget that. Then go to Shading
and go to render view in the acute properties,
click on Render eaton. Now, select the V, click on new material,
delete this principle PSES, use this volume node and add pnc volume and make the
density to let's 0.2. It's not that good. Make
the Aliso drop 2.75. Let's just make the
density to 0.05. Yeah. This is how
it should look, and this is how it should look. Okay. Now we can
do another thing. We can increase the
emission of the TV. And let's just make it to five. Oh, my God, this looks good. Well, you know, if you're into filing or something,
and sometimes, you know, you can use this techniques to just
get your tins ready. Let's just render the single
frame and see how it looks. It still doesn't look that good. So go to the world properties and make the stand
to zero. That's it. Now you have the proper darkness because if you press plus Z, you still have, you know, some light here and
we don't want that. We want proper darkness and we want only light coming
from the TV that's. We can add a camera sheet, but first let's just, you know, see how it looks. Make sure the flame
lit is 24 and render, make the examples to nine. And for the viewport,
make it seven. Now let's surrender it
and see how it looks. No, actually, we
can do one thing. Me the noise threshold to 0.1. And now let's surrender it. No, actually, this looks good. No, there is a
problem because if we zoom in and see the TV, it's looking like E I generated something like
that because we have, you know, decreased
our caple a lot. So you know, there we have just two choice
right now, okay. The one is we can
go ahead with this. The MX sample is nine, and it gives us somewhat
of AI generated, you know, gameplay footage. And option number two is that we can use a higher
number of samples, let's say 15 or maybe 20 and might get good
quality of gameplay footage. Well, it all depends on your time and your
hardware of your PC. I have a good PC, but still I don't have the then to render, you know, literally everything. Um, maybe I can,
you know, check. Let's let me just make
it to 15 and let me just check because when
we were using, like 15 samples, we got the total time to render
somewhat around 40, I guess. I don't think ten second would
do any, you know, problem. Let's do one thing. Let's make the max samples to 15 and let's get the
noise threshold to, you know, default value, and we can increase the um, increase the span of the
emission to let's say eight this time and
check how it looks. Maybe we can mess with this. Mm. This looks great. Can get this ten back
to five. And yeah. Let's just render a single frame and let's
see how it looks. So our, you know,
render is done. And to be honest, um, the game still
looks AI generated. So I don't think there
will be a problem if you use nine sables because the total
time to render a single free is like 49 second, which is we do long. So we can just met maxmps nine, change the noise threshold
to let's say point 0.2. And should I think
this should look good.
8. Final Compositing: Bringing Everything Together: Now we can go to compositing and click on use Notes and now. What we can do is add a beaver, so we can review our
changes in the real time. If you press B, it will zoom out if
you want to press. If you want to zoom in,
you can press A plus B. Now I'm going to use
first lens distortion. And I'm just going to just click on fit and make
the dispersion 0102. That's just 010. Okay, now it looks good. I have this, you know, this chromatic abrion somewhere
here. And it looks great. You now I can add
the RGB curves and, you know, make sure
the last node, whichever you might be it might be disc and R
because of everything. Make sure you have
connected to both of them, because if you just connect
it to let's say the weaver, you will see the
inauialtntions right here. But when you render it, this
composition will not be, you know, connect to
the final render. So make sure you connect
this to both of them. Then let's just try to decrease the contrast
and let's see how. Uh no, I think this is fine. Slightly, I'm going to
increase the blue slightly. Then increase the green a
bit and decrease the red. So I, you know, gave it a bit of
cinematic light. I've decreased the re,
increase the green, and increase the blue as well. If you want, you can copy
the values right here, but it actually
depends on, you know, on your project and
the clip you are using because that will
be the main source of, you know, like from
where the light emits. So that is it for this month. Now we can go to render properties, sorry,
output properties, and we are going to render it render it as
springs, and later on, you can in aftereffects or
whichever softer you like, you can just convert
it to, like, video. I don't have any problem,
if you render it as video, but only problem you
will have is you know, you won't be able to
change the frame later. Suppose you just start to
render and suppose your, you know, computer, you know, gets shuts down or,
like, you know, any problem or, you know, like, think of any problem. And suppose your render gets, you know, like it gets, you know, um, it gets done, like on middle of the render. So you won't be able
to, you know, properly, render all your, you know, all your you won't be able to render the
full project properly. So I think the PNG
sequence is better because suppose you
have rendered it till, let's say, frame
hundred and, you know, your piece is really
hating too much and you think you can
render it maybe later. So you can just pause
it and make sure you remember the last number of the frame which
you just rent. And then you can just copy that same number and make it and just paste
it on the start. So it will just continue from
where you have left off. And that is it for this one. Make sure you have selected
B NG format and also in the ender properties
in the color managing, make sure it is set to standard. Because as you can
see, you know, it was AGx already, but we change it to standard. Well, you can use any of
them, whichever you like. There's not any compulsion. But I think I'm going to go with AGH. It just looks better. But if you want to, you know, properly see the colors
because in the AGH, you won't be properly to see the color if you add the
rgb curves right here, it won't be that accurate as
compared to the standard. But I think I'm
going to go with HX. And it's all done. I can just, you know, click on
rendered animation. But first, I have to assign
the output location. Open the folder, nap the file as frames underscore,
underscore. Then it will be free
and scode underscore, and it will be the frame
number after the underscore. And it will assign
it automatically. You don't have to do
anything about that. And well, that is it
for this section. Just press on render animation, but make sure you use press
control blast as before the save your
project so that you don't lose your pro Blas. And then you can just click
on anderth animation, and that is it. So see you in the next. Bye bye.
9. Capture Green Screen Footage Like a Pro: The first thing which
you need is to shoot a green screen footage just like we did in the
first section. But in this second section, the clip which you
are willing to use, it should be high quality. It doesn't have to be four K. The resolution should
be minimum NNTP. And the footage which
I've shot right now, it's from iPhone 50 and it's my mom's phone because the
phone which I have it's, you know, the camera
quality is really bad. So I just prefer, you know, using my mom's pat for shooting. So you have to shoot something similar like this as
if you're standing in front of a green screen
and just, you know, like, you can just act
as if, you know, you're just looking at a
scenery or something like this because we are going to actually create that kind of scene. So just make sure
you shoot at least, I think, eight to
ten second shot. If you want a longer shot, you can surely you
shoot that much. So the clip which used
is actually very long. It's like 49 second, but I'mtha just cream it and, you know, remove the green
screen after effects. So let's open after effect.
10. Keying Out the Green Screen in After Effects: Let's input your footage and follow the same step as
you did in Section one. You're not going to do
something different this time. It's just a simple process of
removing the green screen. So it's a very long footage. Sarna, you know, sets for a
proper at least 10 seconds, which I think should be perfect. Okay, so now what
you have to do is, let's just zoom it slightly. And then press P and yeah, this is proper and make
sure that, you know, whatever your movement is, it's not, you know, going outside of the
grid skin because it will be as a process
to do that part. So we have this footage. Now we can just create
a mass with the pan So now I just pay the footage
just to be sure that, you know, like, I'm not, you know, going outside of
this mask because if I do, then I have to
change it ASFP right now before I, you know,
delete the grids. Imagine this part is, you know, it's like it's not intersecting, but it's it's like
it's really close. I think I have to
get the mask to, like, something like this. Yeah. And now we can
just remove the green. So search for relight 1.2, then become the eye rubber and slate a color which is
very close to yourself. So I'm going to use Chess well. Now go to screen met like this, just like we did in
the first section. And screen met drop down and
increase the black slightly. And now decrease the white. Maybe maybe the white and
now it is the black as well. And now we can just play a futs just to see what's
looking good or not. And the black and white
part is properly, you know, showing properly like the black and white color. So I think I'll go with this. So when you're done,
click on final result and also make sure you click this button, toggle concentrate. So now you can properly
see your footage. So when you're done, go to composition,
add to render Q. And this is a very ident step. And this is repeating
for revision. So click on the format
and choose quick tile, go to format option and make
sure it is set to animation. So we can render it as, you know, like RGB plus Alpha. So basically, RGB is like the
three colors, red, green, blue, and the Alpha is like the transparency. And
then brass, Okay. Now specify the destination and this click on ne. That's it.
11. Enhancing Lighting with Switch Light Studio: So the render is done, but there is one
sap which we need to do before we input
this footage in blender. And that's the actual main
point of this whole project. We can just simply input
this footage in blender. But the main part of
this whole project is to create realistic
shadows like the Dapsmp. And we're going to
use another software, which is Switchlight Studio. I'll show you how to do that. So please pay attention. Close your after t or say if you want, but I'm
not going to do that. I'll just show you
what is this software? Okay, I have to actually login because I guess it's
been a lot of date. I haven't log, so
let me log in first. So this is the software
which I'm down am, but I'll just show you
how to download that. Before that, I explain the
concept of this software. So it's like first, you shoot your
greenskin footage, but without any kind of
shadows or something because if there is some
shadows, like, a little bit, it's okay, but if it's
more, then it won't, properly give receive
results in this software. So this software basically
creates a das map. Not like you're actually
standing in a CDC. It will generate that kind
of lighting and shadows that when you see you
will actually feel that, it's actually real,
but it's not. So this is basically
the tap map, and we're going to use
this material extraction. But before that, I'll show
you how to download this. So go to Google or any
search engine and search for Switch Light studio download and click on the first
line called Switch Alt. So this is the office website. So let's click on this button switch like this yellow strip, and we'll open this
bible.ai website. Just click on Download. And if you're using Windows or
whatever, just look on that. Mostly, you will be on Windows, so click on Windows. And just save it and
install the application. And when it's done, it will show you
the gon on desktop, just click and
open the software. And when you open the software,
there will be a problem. Well, it's not really a problem, but the thing is that you
will have to wait like maybe 30 minutes or maybe 1 hour depending on
your PC hardware. So you should follow the hole, sir and install the software and the open it on the left
side, like exactly here. You see in my spread,
it's like 100%. So it's showing me 100%. Like it's commly done. But you know, but when you install this
software for the first time, it will take a lot of time. It's some kind of process, and when it's done, only ten, you can use this setting here. For the first time,
when you install and start this software, it
will take a lot of time. But later on, it
won't take much time. It will be just seconds and this process will
be done in seconds. So just wait for that
when you're done, just scroll up and click on
this material extraction. And here you will have to
select your PNG sequence, but we don't have
that right now. So the thing which we'll do is open patet, create
a new project. So we have this footage dna, and what you have to do is
export it as PNG sequence. So go to render Q and
the output module. Click on format and make
sure it is PNG sequence and make sure the
channel is set to RGB plus Alpha and click on Okay. Now, create a new folder, name it as frames, and just save it and
click on the end, close after the effects. And in the switch slides studio, click on this input
image directory. Open the decision
where your frames are, and just click on open. Then select the
output directory. I'm going to create
another folder here and let's name it as switch light export and then click on extract.
It will take some time. As you can see, it's showing me loading EI model,
model verified. So this process will start
and I've got an error, a Java sit error according
to mean process. It's completely fine,
just click on Okay. And your process will start here and it will show you how many frames have
been processed. So just wait for some time
and it should be done.
12. Creating a Depth Map for Realistic Effects: Done, when this process is done, then you will need an
add on for blender, and you will find it
if you just scroll down, and here it is. And make sure you
click on on blender. It's also for Unreal Engine, but we are using blender,
of course, so econ Blatter. And this saved value
you w. And in blender, go to edit reference and
go to add ons and you can install from disc then
just install install it. And if you just search for that switchlight studio, you
will find it right here. So now what you want
to do is press, then go to this switch
Light studio Adt. Then you will see
this PBR directory. Click on this folder and
just find your directory. So for me, this is the This is the first
directory with the errors. So if I just, you know,
click on Accept and click on Load PBR sequence,
it will show me this error. So I have this second directory. If I just choose this one and
click on Load PDR sequence, it will get me, you know, this setup camera and light. First of all, just get the
camera here like this, then increase the
size of the plane. Like this. Then for
the point light, make sure the power
is, let's say, 30. And make sure your render
engine is if you don't, you're going to
render it as cycle, but I'm just showing you
how this software works. Like, we've just created the
deep Nplide how this works. So for that, make sure it's EB, then who do you render? And this is how it's look. Just focus on, you
know, this area. The shadows are, you
know, so realistic. See? Even for my, you know, jeans, it's showing realistic lighting and shadows.
13. Generating Realistic Grass in Blender: Now we can move with
creating the grass. So for that, make sure that render engine cycles and
choose the device GPU compute. Make the samples to ten, we put samples to seven. Make sure the motion layer
is on, then go to curves, and we put display, make
sure it is set to sleep. Now create a new plane And Minter size,
something like this. And now, Voodoo particles, click on this plus cycle, and we are going
to create grass, click on hair, and you
will see a lot of, you know, hair popping up
Fridair and it's fine. Let's just decrease the
hair length to 0.3. It's too short. So let's make it 0.5. Okay. I think 0.5 is fine. And this leaves a number
to 1,000. It's fine. 1,000 is basically
the total number of grass present here. I make it N, it will show you grass on
this plate like total ten. Let's get to thousand only
because we can just change it. We can change it again later, and it's fine right now. Uh let's go to materials. And now, click on Advance
and go to the physics tap and slightly increase the brown And then what you have to do is go to
children and actually, just go to hair shape. Let's just change the
shape of the glass and slightly just
decrease this diameter. Now we can go to just
children licor intercoltd. And now you will see a
lot of number of graphs, and the Put display
amount is ten, but the render amount,
it will be 100. So if we just check how it could look, it's actually massive. We don't want this much. But actually, it
looks even better. Let's say, what if we use 50. Okay, if you please
fig, we can use 50 or both for both VPOd and render and We can also change the length.
I think length is fine. Then, um, let's apply
material so we can, you know, clearly
see this grass. So for that, um, we are going to use the same add on called Black Ducket to go to material and search for grass and there will be
a lot of glass. So let's one by one
check them out. So we have we have
this massive grass, and now we have to do something. Go to part gas again, then go to clumping and change the clumping to
something like this. You can even change
this shape to give it more as if it's
properly the grass. And as you can see here, it's looking like
grass right now. In this sauce, we
can just change the distribution to random. And if you go to render, we won't actually see how this looks because we
don't have the lighting right.
14. Using HDRI to Improve Lighting & Reflections: God HDRI and search for,
let's say, mountains. Okay. And there are really, you know, good
mountain area here. Let's first use this
one and see how it looks. We can
later change on. Let's go to shading
and go to camera view, and icon drench up. And also make sure make sure
this render region is check. So we only see this part. Actually, this material of the grass, it's
not looking good. So I'm gonna change
it. Anna may be used. Maybe maybe this one. Okay. And, you know, it's
actually yellowish, so I can just use this
U and saturation, and I can just change
the U like this. And for the HDRI, just, you know, click on this, click on this object
and go to Word. Now, you will see
this mapping slightly slightly if you just
change the value of change the Z value
and see how it works. We want something
like this, right? So we can also change
the value of X. Okay, so now this
is looking good. We go to the We properly see
this properly full screen. You see it actually looks good. And also, you know,
we are getting this realistic lighting and shadow on my shirt
and on my cheins. But if you see the diagram, it's looking, you know,
really, like flurry. So we can just again, download this and make
it, you know, 4096. It will be, you know,
high quality image. And as you can see, it's
actually high quality image. Looking now we can
do the animation, but where we'll, you know, animate the grass and we
animate the camera with the camera shack
sider, and that's it.
15. Animating the Camera & Adjusting Grass Settings: So first, what we'll
do is animate a Kata, which is very easy. But first, we have to make sure how much trains we are going to render in this pool project. So how are your
mouse here and press Control plus P. You'll
see the time here. So I think 5 seconds is fine. But if you want, you
can render A eight or, you know, it's your choice. And then I just render
it until 5 seconds, which is when we do flights. Now what I can do is you know, if I see properly, this shot
is looking really good. So just go to the last
frame and press I, so it will add a creel frame. Now go to the first frame and zoom out the camera slightly. Like this, and press I. You have to actually
increase the size of this, you know, so it
doesn't look sake. And we can just move it like es. So it'll be like cameras
going like this, but maybe some camela shake. So we'll use this add on called
Cama Shakip if you want, you can just, you know, go to Google at search
for camera Shaki add. And this is the first link. And click on Git add
on and download it, input it in Lender and
enable it. That's it. And then click on this camera. Now, you will find this tab, a little tab called
camera Shaggy fire. Egg on this plus icon. And if you see
there are a lot of, you know, shake in the camera. So in the shake click
on the wedding. The wedding is, you
know, really good for usually everything you make. I mostly use this preset,
like the wedding. And now if you play
the animation, show a slightly camera. If you want more camera shake, you can increase the
skill to let's sit too. And now it will show
you a lot of cap shake. So now, go to the first win and check in the render if it's looking
really good or not. I don't know, but I think I
have to I think I should, you know, change the
material of the grass. But, you know, there's something which doesn't
seem right. This one. Let's see how this one
looks in the renter. No, this doesn't look good. Maybe that's it this one. Okay, I think this
should look good. It is looking okay. Let's just render the singles
name and see how it looks like in
proper in the rata. I can change the and decrease the saturation
just a bit because it's looking too
much greenish and grasses aren't like normally. Let's just some settings in the particles in the clumping. We can, you know, decrease the clump in pre mode. And also, we can
change the brownie. Like you just increase
it. Yeah, like this. And also, we can just decrease the display amount
to, let's say, 20. And slightly decrease the
bottom because I did too much. And now we render it. Actually, what I
think is that, um, you know, I think I should
increase the number of, you know, children and
make it to maybe 50. This doesn't look good. I
think I think 50 was fine. So let's make it. Let's make
it 50 for both of them. P pot at red duck pot. See how it looks now. Let me just change the color the gring because the green
bad is just too much. And I can just simply
use UN saturation again, and then increase or
maybe decrease that. And decrease saturation
CI like this. Now if we render it Okay, the color is fine now, but
still there is something weird with this with this grass. It's actually too much thick.
So we can do one thing. We can again the party does, and, you know, if you see this is too much thick and this isn't
grass actually. We go to hair shape, then decrease our
diameter scale. Likewise. Yeah. Now it
now it is looking good. Now we can maybe increase
the display amount to, let's say 80 and also increase
the length like this. Now if we go to render
and it should look good. Size seems to be short. Let's make I have to
change the length. Let's make the length to one or let's 0.8
Marly close to 2.9, then render it okay.
Now it is the bird. Now we can move ahead
with the animation part. The camera is fine. Now we
just have to animate the
16. Adding Realistic Grass Animation: We just have to
animate the grass. And for that, we can
first add a wind. So go to force well and choose a wind and rotate it like this. I want the wind to be
coming from this direction. If we just play the animation, the grass won't move, and
that is the reason for that. The wind, you know, like, the flow of the
wind is too much. I'm gonna decrease it. Like the strength. Let's
make it 0.3. Okay. And now, if it actually
depends on your preference, I think 0.3 is fine because
if I go for let's say 0.1. There's no wind. B for seven, there is a lot of wind. So if there is a lot of wind, then the footage
which you're using, there should be, you
know, something, some moments like if
you're in a shirt, it should be moving
as if, you know, you're actually
studying some wind and you're getting this bend
from your right direction. But my footage doesn't have, you know, moments
because of some weight. So I have to make sure that and also make sure that the ste which I use is similar to the real time when
I shot my footage. So I'm going to make
the strength to point. Now we have to add another force fill,
which is turbulence. Now, basically what
this does is that if you play the animation and
move turbulence like this, you will see that, you
know, grass are moving. And now, you know, the wind is working right. But now what you have to do
is make sure the turbulence is properly moving
because we just have to, you know, slightly move the turbulence because
if we move it fast, it will show as, you know, there is a lot of wind and
there is a lot of so go to frame one and make sure that is somewhere like this and press I. You will have this first
keyframe right here. Then go to frame 12122. Sorry, the last thing
and slightly change the position like this. He press I. So if you play the animation,
it will look like this. But now just make sure
you've selected both of them and choose the interpolation
mode to linear. Now, there is a slight movement. But if you want to decrease
the moments to even less, you can, you know, get this keyframe
live class keyfp and set it somewhere
on, you know, ahead. And now we have even slower
moments like this, maybe 130. Yeah, this looks good now.
17. Final Compositing: Bringing Everything Together: Done, go to compositing. Click on these notes. And get a weaver connected, then get RGV curves, connected to both of them. And now we are going to, um, change something here. Decreases the blue
slightly because we are going to make it slightly warm. Now add lens distortion, click on this spit and make the dispersion
to let's say 0.02. And this is fine. And that's it. Now you can
go to output properties. Well, we are going to
render it as a frame. So frame it doesn't
really matter right now. Just go to file format, make sure it is PNG and
set your, you know, the destination folder, name it as frames under sport
under sport that. Now just save the budget and click on render
animation. That's it.
18. Filming Green Screen Footage for VFX: When we come to the third
section of the course. In this section, we are going to create
something really crazy. In this section, I'm going to transform myself
as a superhero. Well, I don't have the costume, but I have the VFX skills. So let's do it. So as we did in the
second section, I'll just show you my
windscreen footage. So you just first see how it is, and then you shoot
your own footage. So we can just use that
footage in our Bender project. I've shot two footages, and it's like, you
know, understanding. And I have this clock wrapped around here like this as,
you know, it's like a cape. But remember, it's not a cape. It's just a simple cloth. And what we are going
to do is in blender, first, we will input
this in after effects. Then we'll remove the
green screen and we'll then input that
footage in blender. And in blender, what
we do is create environment and the
help of cloth modifier, we are going to create a cape, and it will look as if, you know, I was superhero and the cape is, you
know, behind me, and it's like, moving
with the flow of wind, and it will just
look really grease. So this make sure you shoot
your footage like this. Or you know, you can just
wear the costume if you are, but I don't have I
was just wearing my casual outfit and just wrap, you know, cloak around here. So it would look as if, you
know, I'm wearing a cape. So yeah, that's it. Just shoot your footage and then input
it in after it facts.
19. Removing the Green Screen for a Clean Key: So in after effects,
create a new project, create new composition, and the footage I shot
is from a phone. I'll make sure it is set to this reno like this resolution, and the frame nut is
30 because my footage is short with 30 FPS. Then I'll just change the
duration to 1 minute. Now we can just input
the same footage. I have two readers. What I'll do is I'll
just input both of them and see which
one looks better. I have this one first,
then I have this one. This is a little close
compared to the last one. Then find proper 10 seconds. Just follow the
scene steps which we did in the
Section one and two. Okay, this looks good. Now we can we can increase
the size for this one, and then we need the
position like this. Because we only care
about this part. Now we can create
a mask like this. Okay. Now, just place
the foot and make sure your subject in the green skin isn't going outside the mask. I'll just increase
slightly this part. Then we do sets and
research and search spot Kelte then choose a color which is very, you know, close to your subset. I'll go with this one. And then I'll just
go to skin met. Now we can change the black
and white values right here. So first of all, decrease the white and now
increase the black. Okay. This looks good. And let's lay the footage
and see if there's an issue. I don't see any issue,
so I think it is fine. Now, make sure it is final
result. And yeah, that is it. And, you know, if you just
pay attention for a second, I have shot this footage
in a way that, you know, the light is coming
from my right direction and shadows are seen in the left part
of the, you know, body. So in general, we do
create the lighting with the bove HDR in a
way that it also matches, you know, my footage
to make it seem as if penne the light is coming
from the right and the shadows are
in the left side. So it just blends in properly. Now we can render
it and export to click on at render you
then output module, make sure it is week time and the format is
set to animation. Then make sure the
channels is set to RGBlus Alpha and hit Okay. Now just set the
destination folder and this presonRnder. That's it.
20. Setting Up a New Blender Project & Importing Clips: Now in Blender, create a
new project and save it. Now what you have to do is
just import the footage, which we have just exported
from after the effects. Putter ShifluseG to image and
make sure this mesh clean. Then just import your footage and this is the footage of mine, and I just have to
properly rotate it. Okay. So yeah, that is. Now, now we can start
creating the keep, then we can animate it, and then we can then we can
set up the environment. Then we'll do the
lighting with HDRI, and then compose reading
and n that's it. So let's start
with clock Modify. We are going to create a keep.
21. Creating a Realistic Superhero Cape with Cloth Simulation: So now to create keep. So now to create a keep, you need to create a play, and then let me just move
it like this for idea, then rotate it and move it up. Then I'm going to change the
size on the Zaxs like this. Then press tab go to Edit
mode and subdivide it. Let's make it 20. The thing is that the
more you subdivide, the more resolution it has, you know, while it's in
the clothe modifier. Let's say if you just
make the number of cuts to let's ten, not even ten. Let's say si. I wouldn't
move topoy like a clue. It it will move
more like a paper. But let's say you make it 80. It will look like really
thin and soft cloth. But we don't want
80 it's too much. So let's just make the cuts 20. And yeah, that is it. Now we need to do one thing. Click on this
button, data object data properties and make sure
you select this phase icon, so you can select any phase. And then now just
select it like this. And then click on
this plus IPM and just click on assign
and name this as pill. So what we've done right
now is that we have created a vertex which will help us in the
growth modifier. So when we apply the clothe
modifier, only, you know, only this part of the section will be
like a clothe modifier, and this part will be as it is. Just imagine like
this is like a hook and this part will
be attached to it, but only this part will move, and this part will be as
it is. It won't move. I'll show you how this works. It might be confusing
if it's a cell using this modifier or creating a key. But I'll show you
how this works. But first, make sure you
create a vertex hoop select all these paces
and just assign it. So now, when we go to a physics and click on
this cloak modifier, then scroll down,
then go to shape. And in the pin group, like this buttex which
we just created. Let's get wind first so we can keep checking how
this animation looks. So then rotate it on
the CS like this and, you know, slide 45. Okay. Make the
strength like a 50. Now, it's it is still decent. Let's make this strength to 200. I think I should, you
know, subdivide it more. Like only this only just faces. Let's subdivide it even more. And now, as you see, you know, it's moving more like a cloth. But the wind is not
affecting it that much, so we have to increase
the strength, so let's make it check
and rest this time. Okay. This is fine right now. We can do one thing and
that is like this phases, and click on this icon rider, which is proportional editing, and just we have to decrease
the size on the xs. So like this actually, you know, mouse crew
is not working, so I have to change the size
with the pager Bnares down. Actually, it won't work like this because we have subdivided this part but not this
much. Press Control Z. Yeah. And now,
select the phases. Then with the proportional
editing tool, change the size, like this. Et me just select lines instead. And now we can change the size. Yeah. This is how I
wanted it to pick. And now we can select, you know, this line and then just like this. Maybe this line two, we can. Now, let's see how us. No, it doesn't look that good. Let's contribute Z. This time we just
slightly change. That's it. Slightly. And
let's see the animation. And this time, it looks good. But I think I think we can increase the size
of this one like this. And this should give
us, a good animation. Yeah, that's it. This is exactly how
I want it to be. Don't worry, we're
going to change the settings in the wind later. We will do do also in the
direction of the wind. But this is just for
the initial stage where we focus on the cloth
more than the bid. Now in the clock modifier, look for collision. Here it is. Then click on this
self collision, so it doesn't intersect
with its own faces the SAGA But it doesn't look crispy because
we don't have good phases. So like this phases,
then subdivide them. Now, see how it looks. Let's just increase the strength of the wind to let's say 800. Let me degrees stuff flow in 20. If you see the
clothe is properly moving as if it's
actually a cloth. If you see, you know, you know, this part looks pixelated. So for that, select the cloth, then right click and
brass shade smooth. That's something
which you can do, and that is select
this cloth modifier, go to modifier and
look for solidify. So it will make this
cloth a bit thick. Okay, I think this is fine. But no, this kind of looks, you know, a bit too much thick. Let me just slightly
decrease the valley too. This is fine. This is slightly thick.
It's not too much thick. This is just slightly thick. And, uh, then we can just
change the direction. Let me any my footage. Like this. Then we can first we need a camera so we can properly
judge D angle and sing. Let's add a camera. And this time, let's
just make it cinematic. Make the dissolution X to 2100, by resolution to 900 and make sure it is
set to render region. Then Zoom out a bit. Like this. Then then
choose our clock modifier. Let me just rename it to kit. Then there Okay. If you just hops on the camera, it looks like it is like
as a bits really a keep. But still, we have to, you know, add a material for that
in direction of the wind. Let's first change the
direction of the bend.
22. Animating the Superhero Cape for Natural Movement: This looks better. Let me just rotate it on
the Zs like this. And yeah, that's it. Now if I C. Not exactly. It's
not looking good. B, we can make it like this. No. Let me just decrease
the strength to 500. I think 800 is fine, but I have to change
the direction for this. So I finally graded this clot, and it took me some time
to create, you know, the proper animation for
this because it was, you know, really
so messy to just animate this clot because
I'm using a lot of, you know, subdivisions for this. So I had to create
two wind directions. So this is how it finally looks.
23. Texturing & Baking the Cape Animation for Realism: So now what you can do is
change the color of the clothe. Let's go to material,
create a new material, name it as keep. Make the base color to make it to red and then increase
the roughness slightly. To metch properly
with this cloth, you can just use this eye dropper tool
and select this color. And now, if you see it
is blending properly. At some point, if
you want, you can change something,
you know, ideas. So now what you have to do is go to physics and just
scroll down to cache. And yeah, here it is. So it will start from frame one to frame 250 and then
later while rendering, we can skip this
starting let's starting, maybe 50 or 60 sons because
in the starting phase, the animation will be, you know, like start from this
p and we don't want. Then just click on Big and it will take a few
seconds and it's done. We play the animation.
This is how it looks. We can just start from Frame 50. Like our project will
start from Frame 50 to Mm. 220. So we'll only
render this part. So the animation part is done. Now we can set up
the environment.
24. Designing a Dynamic Terrain for Your Scene: Or you're using this Blender
tit add and click on this three D button
and search for Ring. And make sure you have
selected this free first so it will show
you the free adds first. Let's search for
something, you know, very, something like this. There are a lot of good
terrans in this adm. Okay, so this is the terran
and yeah, it does look good. I'm not gonna lie. It
looks really good. Let me just open a new window
here so we can, you know, uh, like, check the we
can check the camera. Then This angle would look good. And then I can just
delete this tab. And now, Make the render engine to cycles and device
to GPU compute, Max samples to ten. Make sure motion
there is on, and
25. Using HDRI to Enhance Scene Lighting & Reflections: And then just go to the
Render view for cycles. And let's search for Skye. Now we want a good HDR right? So Let's see how
this would look. Um go to shady. The world. Now we can change the
HDRI from this Z exists. First is the value
of the Z exists, then X, then Y. Actually, this doesn't look. So maybe I'll use, you know, different one. Maybe this would look good. I'm using a very
high resolution HDR. So I got this HDRI and
it looks actually good, but only problem is that the
terran doesn't look nice. This terran doesn't suit
that kind of, you know, fox, so I'm going to replace this terrain
with something else. So let's just curate this one. If you find a very good
one, it's completely fine. You can use that
one. But for me, I'm going to use a dark terrain. You know, in the camera, let me just make the focal length to 30 30 too much
and pies, yeah. Then zoom in slightly. And then I can edit this. Okay. This looks good.
26. Adding Atmospheric Volumetrics for a Cinematic Look: Now let me add volume matrix. Let's create a cube,
increase the size. Let me rename it to
B, B for volumetric. Add a principled volume, then make the density to zero, then slightly increase
the emission strength to 0.0 Let it too much. 0.0 maybe not. Okay, so this looks good
like it is right now. For the HDR, I can decrease the intensity to let tipot rise or
maybe even less. And if I just add a sunlight, just for the shadows to come in. That's the thing we can do. Let's go to excels.com
and search for sky. So we can add a sky
image as a background, which would look really
good like this one. Or let's find even better ones. This also looks good. Now, do image. And then the images claim. Left first try this sky. Then increase the
size massively. So we have the three nodes. Direct job BSES ademon node, condemned it like this. And now you'll see if you see it like this,
this is how it looks. So yeah, this is the thing, and then we can
also add this one. Then saturation. It saturation, we
can also change it to. We can make it blue. We can change the
emission strength. So if you decrease this, the emission will go away, like the fog, which
we have right now. We can change the
emission colour to let's a bit of slightly blue. But no, Yeah, let's make it a bit of Bond
looks really cool. I don't know why, but
I just mostly use warm told in a project of mine. If you play the animation from
app, this is a good look. But we need to
animate the camera. Select the camera,
go to frame 50, and also add camera Shaki fi, make the preset two bedding
and change the skill to two. Then zoom out a bit
slightly like this. Add a pre frame, then
go to last frame, then zoom it like this. Add a key scrap. Now, if you play the animation,
this is how it. That is it. Now we can go to compositing.
27. Final Compositing: Blending All Elements Seamlessly: First render of fame. And
you're using ten zambos. It should be completed within
20 seconds. That's hops. Then go to compositing. Then distortion. If you go fit, make the dispersion to 0.02. And now add lgB curves. Then let's decrease
the contrast. Length. Then decrease the blue slightly. Increase the green slightly. Let's decrease the
green slightly. And for the red, just
leave it like this. And let's add glare, then choose pop glow. Then, make the threshold
two, let's say, two or maybe two Okay, this is cool, because, you know, now this, you know, gives a bit of bloom on, you know, shoulder and
on the shoulder part. Maybe decrease it to six. Maybe increase the lens
distortion to 0.03. And I think this
is fine right now. Okay. So that is it. Now we can just get
this, you know, ready for the random so
go to output properties, and let's create a folder. Mike the name to
let's superhero. Name the frames frames
underscored code, and presenter. Make sure the file
format is PNG. So now let's so now just press render
animation and that is it.
28. End Note: Wrapping Up Your Superhero VFX Shot: All, I wanted to tell you that you've completed this course. You have been
watching this course from the start till here. So give yourselves a pat
on the back like this. I really appreciate that you
botched the whole course, and I'm really glad
to help you with. And I would really
appreciate if you just take 2 minutes and give a
review for this course. So thank you for joining in. See you in my next courses.