Transcripts
1. Introduction: There are tons of courses out there on creating
Wavefx animation, but no one tells you how to use that information to show you
value and attract clients. And that's exactly what you
will learn in this course, because you will not
only learn how to create Wix animations
step by step, but also how to grab
the attention of potential clients and make
them want to work with you. If you're ready to change your fred career,
welcome aboard.
2. How to Install Addons: The first step in
creating high quality we fix animation is tracking, and we have two different
ways of tracking. The first way is by
using after effect, and the second way
is by using blender. In this course, we will discuss
the first method and use after effect because it is
more suitable for beginners. And if you are a beginner, you will avoid
unnecessary problems and save you time and effort. But for this method, we need to install addons, and it might be confusing for you to understand
how to install them. So let me show you how
to do that properly. Let's first install
the addons for the blender and let's open it. When you open the blender,
let's create a new file, and we need to go to the edit. Then click on preferences, make sure that we are
on the added stop, and here we have Install button. Click that button and
just select the script. You can find all the files
in the description below. Now click on Install
addon and in Blender, we always need to check
if the addon is active. So let's go to the search
bar and type after effects. And if you have a
check mark on it, it means it's active. When we're ready, we
can close this window, and we can close
Blender as well. Now let me show you how to install script for
the after effect. Let's open it,
create new project. And go to the file. And as you can see, we
have here script tab. Usually, you should have
Install Script button, but as you can see,
I don't have it. And if you don't have it
also, don't worry about it. I will show you how to deal
with it in the next lesson. If you do have Install
script button, you just click on it
and select the file. And when you've done
that, we are ready to
3. Tracking: Okay. Let's cook. Let's
open our after effects. And the first thing
first, we need to grab and drag our footage
into after effects. By doing this, we will
also create a composition. Also, we need to grab and drug it from composition
to the timeline. And now we can edit
and track the video. In this video, we will focus on this part because most of the
action will happen there. So if you look at the
right side of the screen, you can see different taps, but we only need
the truck or top. And in it, we have
four different tracking options truck camera, Rp stabilizer, truck motion,
and stabilize motion. But for fix animations, we only need the truck camera. So let's click on it.
And as you can see, after effect
analyzing our video. But we need to go
further and open advanced and turn on
detailed analysis. And this way, we will
get better tracking and more high quality points. Also, keep in mind that
this might take some time, maybe 5 minutes, maybe
ten or even 15 minutes. It all depends on your PC, but just be prepared for it. And when tracking is finished, we can see a bunch
of tracking points. Personally, I like to increase their size
to season butter. And as I said before, we will focus on this billboard. So let's select all the
tracking points on it. And we see that the target
is turned in our direction, this means that we did
everything correctly. If the target is turned
to the side or up, just try to select points again or select
different points. And after that, we need to right click and click on
Create solid and camera. And on the timeline,
we have a solid, but we do not see
it in the footage, and it's all because
it is too small. And to fix this, let's click on the triangle and
go to transform. And here we can
increase the size. Also, if somehow your
solid is turned in the wrong direction
or does not fit the billboard and you do
not want to track again, you can just play
with the orientation. Also, you can pull this end
and stretch it this way. And this is what
I got in the end. If you're happy
with the results, this means that it is time to export all these to blender. And for this, first, close all the stubs and
select everything. Then go to the file,
click on the script. And if you manage to
install the script, you will see Export
composition data to JSON. You click on that and then export your file
on your computer. But if you did not have the button to install
the script, like me, you can just click
Run script file and select the script
file for After Effects. You just locate it
at the link below, and then you will see a window through which you can
export this project. However, I already have
the script installed, and there might be a
problem if I do this now. So I will do it
in the usual way. Also here, we can choose where
you want to play the file. And also do not forget to
export the entire composition. And now that we have
tracked the video, it's time to create magic in Lander which we'll do
in the next lesson.
4. Setting Up Tracking in Blender: Now let's talk about how to import a file into
blender and set it up. Let's open a blender and
create a new project. Let's not forget
about tradition and delete the cube and
everything else. Also, here on the left corner, you can see what buttons
I'm pressing right now, so you can easily repeat
after me if you get lost. To import the tracking that
we did in after effects, we need to click on
File, go to the import, and here we can see after
effects composition data, Jason, and we need to click on that and then
select our File. Right away, we
don't need display, so we can easily delete it. And to go to the camera view, let's press NumPAT zero. And we need to set
it up for our video. To do this, we need
to go to the data, and first, we need to change
the screen resolution. It will be thousand 1,500 and also the frame
rate to 59.94, just like in our video. You can find out all
this information by right clicking on the video, clicking the properties,
and then selecting details. Okay, to continue
creating animation, we need to see our video and do this, click
on the camera, go to the camera icon and activate the
Bgrowdimages, open it. And here we need
to add an image. And since we have a
video, not a picture, click on the movie clip
and just open the video. You can see it is a little dim, so just increase the
opacity and it will fix it. I will also put the end of the animation on
frame 680 for now. As you remember, in
the after effects, we had a plane in place of this billboard, and
it is here too. It is just so far away
that we cannot see it. And Blender has a
limit that does not allow us to see
further than it. And to remove it or change
it, we need to click N. And in this menu, we need
to go to the viewtp and here we can see the clips
start and end parameters. And the larger the end parameter,
the further we can see. But we did this for viewport. However, the camera
has its own limit. And to correct it, we need
to click on the camera icon. And here, you can also notice
the start and end click. And here is our plane. Also, as you can see, this plane does not match this billboard. Internally, so let's select it. Go to the edit mode and
we can fix it here. You can also edit this plane
without Edit mode by simply pressing and then
double clicking on the axis you want to move, be it X, Egrec or the axis. For more convenient editing, we can turn on Xray
and see through the object or just click here. And if you can't perfectly match the plane in
the object mode, you can bring everything to
perfection in edit mode by first selecting the vertices and then moving
them by pressing G. We can also leave these vertices up on the axis to make an animation
for entire skyscraper. And now let's create a room or the inside of the skyscraper. For this, let's go
to the edit mode, select everything by pressing A and then press E to
extrude everything. We can now turn off Xray, and this is what we got. But we will animate
the front part. So let's press three, select it, then press
P and selection. By doing this, we will split this pace and made it
an independent object. Remember this method because
we will use it quite often. Also, I noticed that we
can't see any object here. So let's select these two
objects and move them here by pressing M and
choosing scene collection. We can also rename objects. Our interior looks
quite interesting, but as for me, it is very
flat and lacks volume. To add it, let's go to modifiers and add a
solidify modifier. And by changing this parameter, you can see that we can
manipulate the thickness. And also, let's add another
modifier this time bubble, which will allow us to add a little realism by making
the edges not so sharp. You can also increase
the segment by two and decrease the angle
of these corners. Everything looks great, but as you can see, there
is one problem. We can see bottom
of our skyscraper, and it is not very realistic. And the solution is very simple. You just need to go
to the edit mode, then select this edge. Press Shift plus D
to duplicate it, and then we need to press B selection to make
it another object. And for this object, we
do not need modifiers, so we can confidently
remove them. Let's go to Edit mode, select everything and extrude down to cover the shame
of the skyscraper. And when we work on textures, you will see why we did it. So in this lesson, we
made all the settings and recreated the interior
inside the skyscraper. All that remains is to create
an animation to your taste. But if you just creating fun animation that do
not serve any purpose, it is unlikely to
bring you any benefit. So in the next lesson, I will teach you how to
show your value to potential clients
and attract them to you with your work. And
I see you in the next.
5. Modeling (Secret Technique): So how do you attract
the attention of potential clients with
the help of your work? First of all, you need to
choose who you want to attract. Who is your potential client. Then knowing this, you need to show that you can
be useful for him. And for this, you
need to show using the example of his product or the product of his competitor in the niche that you can somehow
highlight the product, show its features, or attract more people to it, et cetera. And in this tutorial, we will learn what product
to choose and how to create a high quality free model of an object to show that
we are professionals. First thing I would like to note is what brand you choose. Regardless of your niche, try to choose brands that
have some reputation, but not big enough for
everyone to know it. For example, if you make an
animation for Coca Cola, it is unlikely that anyone will believe that you really did
it for them and they used it. I'm not telling you to
deceive your clients by saying that you worked
with this or that brands. Just keep in mind that the buyer or the customer
will be skeptical or not so serious
about this work unless it is so good that
even Coca Cola will notice. Tutorial, I have reported the brand and the product
that we will create, but you can also do
your own analysis. So let's start modeling. For this, let's go to frontal view by
pressing NAPA three. And we need to open the
reference of product. For this press Shift plus A, go to image and
click on reference. Again, all the files you can find in the link in
the description below. And if we press dash, we can focus only on
the selected object. Also, so that reference does not interfere with
us during modeling, we can move it a little
on X or a group axis. As always, we start
modeling with a base mesh. In our case, with a plane.
So let's create it. And from the from to you, you probably won't see it. And to fix that, let's
switch the mode to this one. And now we can see it clearly. Let's move the plane down to
the bottom of the package. And then select everything by
pressing A and extrude up. When we reach the bend,
we can extrude again and scale it until we reach
a more realistic angle. Also, if you do not
have enough geometry, you can press Control plus R and create a loop
card where you need. Now, select all
the top vertices. Make sure you select them all, not just some part. And extrude again. To repeat the shape of
the battle at the bottom, we can simply select
these vertices and then press Control plus
B and bubble them. Adding more geometry
is the mouse wheel. And you probably remember that we used the bowel modifier. So what's the
difference you may ask? And the difference is
that in the modifier, we bubbled all the coroners, while the keyboard shortcut
Control plus B gives us more freedom to choose the vertices that we want
to bowel and the angle. So let's select
all these corners with holding It and shift. Bubble them trying to make the angle as realistic
as possible. Now let's make the lead. It is actually very simple. You just need to
select some vertices with Alt duplicate them, then press control plus B
to make them a separate object and just scale and
extrude it as in the reference. A We can also be all these corners, but as you can see, I can
do it and artifacts pop up. The problem can lie
in several things. The first is not enough
geometry at the top. To fix this, we can
select this phase, press A, and let's try it again. Okay. Also it could
be the wrong size, and we can apply it by pressing
Control plus A and scale. As you can see, it's better
but still not very perfect. The fourth reason why this could happen is a crooked orientation. To fix it, we need to select
everything by pressing A, then press Shift plus
N. And if we try again, it will fix this
issue completely. Also, let's scale the space because it interferes
with bubble if needed, we can manually adjust and make
edit on the lead. This cap could also
use some thickness, so let's add solidifye Modifire. Our packaging looks like the
graphics in games from 2000. So let's fix that by adding a subdivision surface Modifier. And for the lead as well. A Also, whenever you
use this modifier, you need to add support edges or loop cuts by pressing
Control plus R, and they need to be created
in those places where we want to get a better
or sharper angle. Because if you look closer, you can see that the
bottle has slightly lost weight at the edges and now doesn't look very much
like the original. And now for the shear realism, let's add a freight
to the bottle. For this, we need to create
a loop cut, then bevel it. Then press E and S to
extrude and scale it. And when you're happy with
the base of your bottle, we can also edit the lid. And here we need to
do the same thing. And press right mouse
button, Shade Smooth, and here what we got in the end, but we still need
to create a label. Let's select the bottle, go to the edit mode. And here we need to
make sure that we have vertices that match
the label reference. If they are not there, then just add loop cats. And now press three,
select all faces thatch, the label on the reference. I duplicate them with Shift plus D and make them a separate object by pressing Control plus B in
choosing selection. Let's go to modifiers and
add a solidify modifier. And since there is also
a subdivision here, you need to add loop cats. Well, that's it. Our
bottle is ready. We can admire it, but
if you look closely, there are candies
inside the bottle. So let's create them. Let's move the reference a little bit. And for the candies, we
need to create a circle. Let's scale it a little. Then go to the edit mode, select everything press in
A and press F to close it. Then just extrude up and bevel
the vertices on the top. And the same thing can
be done at the bottom. And also, you can manually
move the vertices to achieve a more realistic shape. And when you're happy
with the result, you can add subdivision
for smooer corners. Also, if you are a beginner, although it is
useful for everyone, learn to rename your object
when you first create them because later it will be very difficult to find
the desired object. Y also we can add these objects to a
collection by selecting them and pressing collection and
creating a new one. So we have a candy. So how do we put it in a jar? We can do this with the
help of physics in Blender. But before we do that, let's make the bottle more realistic. First by deleting this phase
and then adding solidify. A And when you're happy with fatness, you can safely
apply the modifier. Now let's move on to the
most interesting part. Let's move the candy
above the bottle, and it will be strange if there is only one candy in the bottle. So let's multiply them by
duplicating them several times. This can also be done
with a ray modifier, but I usually do it like this. And now let me show you one cool thing that you can
use not only for modeling, but also for cool animations. Let's select the candies, select one of them with
the shift key press. Then we need to go to the object top and in the transform, click on the
Randomize Transform. And after that, we
will have this menu. And in this menu,
we can do magic and change the position
of our object along different axes and also rotate
them in all directions. And now let's add
physics to the object. Again select all the candies, select one with holding shift. Don't go to the object. And this time, we need to find a rigid body and add active. We are adding
active because they will move and fall
into the battle. And if we go to the physics, we can see that rigid
body is applied. For the bottle, we can also add rigid body but choose
the passive type. And also, let's change the
shape to a mesh so that the candies take the shape of the bottle when
they fall into it. Another important
perimeter is sensitivity, and it's responsible
how close to the edges of the bottle
the candies will fall. So let's make it very small. And all we need to do is to press the space bar and enjoy. If we stop the animation, now let's show what's
happening inside the bottle. As you can see, we don't
have enough candies to fill the bottle to the end, but this is not so
important in our case, because the main part is
covered by the label, and this will not be
noticeable on the render. When you're happy
with the results, we need to somehow
fix these candies in place so that they do
not fall all the time. And to do this, we
need to select them all first and shift
click on one of them. This is very important. Then
go to the abject rigid body, and click on Apply Transform. And this will allow us to fix
their position right here. But physics is still active
and to deactivate it, go to Rigid Body again
and click on remove. And we can also delete
it on the bottle. Now, delete all
unnecessary candies that did not get
into the bottle. And if we start mission again, they will stay in place. Let's also tie the candies to the bottle so that
they move with it. To do this select them all. And the last one,
select or bottle. Then press Control plus P, and Object keep transform. And you can see
everything works great. We can also tie the
label and delete. I And I can congratulate you. Free model of our
product is ready, and all that remains
is to press slash, return to the main
scene, and scale it. Also let's move the product
inside the skyscraper. And this is how it looks
from the camera view. For the screen, we can also
add thickness with solidify And also add Bowl. And I can congratulate
you again. We have officially
finished modeling. In this lesson, we
learned what will help you attract
potential clients to our work and taught how to create a free
model of the product. And in the next lesson, we
will learn how to animate our product and we'll
create animation. And see you soon.
6. Animation: Last part, we talk about how to choose the right brand for which it will be more
effective to make animation. And now let's talk about how to show your value to them
with the help of animation. As you can understand, there are different products, and in one course, it is simply
impossible to tell how to create animation
for each of them. That's why I will explain
the principles of creating animation that
will benefit the product. The first thing you need to
know is a product itself. Do not be lazy to learn
its characteristics, advantages and also
disadvantages. Living all this, you will have a solid foundation
for creating content. The second is idea. If you just create a bright animation, it can interest one or two
clients if you're lucky. But most people want results and not just
beautiful animation. So try to make
animation that will either highlight the
object among the market, show its advantages or teach
about this or that product. This is exactly why we need information from the first step. And finally, the fourth quality. No matter how good your idea, what matters is how well
you can sell it to others. So if you really want
to achieve something, do your best to make your animation look
professional and top tier. That said, let's get
down to the business. My idea is very
simple and primitive, but you can also use your
own ideas if you want. First, let's animate the
front of the skyscraper. To do this, let's
go to frame 40. First, we need to select it. Press I to apply the keyframe and then move further
along the timeline. Raise the object on the Z axis, and then press I again to apply the keyframe. And
here's what we got. So as for me, the
animation is too fast, so we can change its speed by increasing the distances
between the keyframes. Okay, now let's
animate the packaging. First, we need to select it. Then go to the frame where the front part has
already risen, apply the keyframe
by pressing I, then go to another frame
further along the timeline, and with the top view by
pressing number seven, we can move it closer
to the camera. And also from the camera view, we can adjust its position and rotation by pressing twice. And when you are done, just
press I to apply the changes. Also, be sure that
during the animation, there are no overlaps
like here, for example. And to fix this,
you can just go to the frame or all
this is happening and leave the object up a little bit and
apply the keyframe. And this is what
we cut at the end. Okay. Let's now add more movement and
animate the candies. For this, let's duplicate them, and we can change the size, position, and angle a little. Also, since this candy is
attached to the bottle, we need to unhook
it by pressing t plus P, object Kip transform. Also, this bottle looks
statistic after this frame, so let's move it a little. Then put a keyframe
and we can move it to the end of the animation so that the battle is constantly
moving towards us. Let's go back to the Candy. Let's scale it so that
it will not be visible. Apply the keyframe, move a little further,
and then scale it. And again, apply the key frame. And thus we will get an animation
of the Candy appearing. One piece will not be enough. So let's duplicate it. Let's move to the frame
where the first keyframe is, move the candy
wherever you need, and again, accept the keyframe. This will allow us to
overwrite the information on the existing keyframe instead of deleting and putting
a new keyframe. But I would advise you deleting
the last keyframe because it will be much
easier to animate. We can also make it a little bit different by rotating it
in a different direction. And in the end,
apply the keyframe. And this is what
we got at the end. The only thing that they
appear at the same time, which does not look very good. And to fix this, we need to select this candy and just
move the keyframes a little. In the same way, let's create
a couple more candies. I And this is what I got in the end. And again, the
problem arises that the Candies are static
after they appeared, and we can solve this
terrible problem in the same way as last time. Just go to the end
of the animation, rotate object little, and
then accept the key frame. And we can do it on all
Candies that we have animated. We can also add a small
levitation effect by going to the middle
of the animation, then moving it on the axis
and applying the key frame. You can also diversify a
little and, for example, lower this one below and move
the next one to the side. And this is what the
final result looks like. Let's save it by present
control plus S. And as for me, there is no point in dragging
out the animation further. So the end will
be at 540 frames. Okay, so we learned how
to create animation, but how to correctly texture objects to achieve
maxim realism, we will learn in
the next lesson.
7. Particles: Before we move on to textures, I would like to show you
something important. If we look at our reference and take a close
look at the candies, you will see that they have small particles
of sugar on them. But just creating a
cube and budding it 1,000 times will be
very inconvenient. So let's learn how to do it much faster and
more conveniently. Let's select any candy and
focus on it by pressing Slash. Now, let's go to particles, and here all the
magic will happen. Let's create a new system. And select the hair type. As you can see, they are
all over the object. Also, click on Advanced
for more detail settings. Here we can change the amount
of hair on our object, but since the hairy candy
does not look very good, let's replace the
hair with sugar. And first, we need to create
one particle of sugar. For this, we create a cube
and add a buwel to it. And for a second, let's focus on the cube by pressing
slash twice. And here we can play with a
buwel and also smooth it out. Okay, let's go
back to the candy. And if we click here, we'll go back to
the ptcol savings. And to replace the hair with
sugar, let's go to render. Here, instead of the puff, we need to select an object. If you want to make sprinkles
or something like that, you can create
different objects, then put them in the
collection and here, select the collection
instead of an object. Further here, we need to select the object
that we want to have on our candy, KR cube. And as you can see, it has already appeared on the
surface of the candy. But to make it perfect,
we need to set up a couple more things. First, let's increase
the size of the sugar. Also, if you want, you
can randomize the size so that each sugar particle
has a different size. And a very important thing
is that the location of the particles depends on
the geometry of the object. So here we need to
add more loop cuts so that there is the same
amount of sugar everywhere. And on the other side as well. And now let's transfer these
particles to other candies. And to do this, you not need to set everything up again
for each of them. We just need to select the
candy, create a new system, and by clicking here, we can see the previous system that we
used for the first candy. If we click on it,
it will be applied. And let's do the
same for the others. And also, don't forget
about geometry. Okay, but the sure still
doesn't look very realistic. To make it more alive, we need to open the source, and by changing this perimeter, we can randomize the particles. Well, only now we can
safely start texturing.
8. Textures: So let's learn how to create material and textures
for objects. If you also have a cube in the
way, you can just move it. And usually all objects are textured in shading mode,
but for some reason, I can't see any objects inside, even when I focus on
a specific object. But fortunately, we
can do it another way. Let's go back to the layout and first create a material
for this moving part. And here we have a
material top. Click on it. We can create a new material, and they want to make
this part glass, so we need to go here
and select glass BDF. And we can also change the
roughness of the glass. To see how the material
will look on the render, let's change our engine by
going to the render view port. And going to the
render settings. And here we need to change
the engine to the cycles, which will allow us to make
the lighting and materials more realistic and also
change here to GPU compute. Let's quickly add lighting by
clicking on the globe icon, then clicking on the yellow
dot and then environment textures and opening the HDRI, which you can also find below
the link into description. And to see the video, let's
go to the render settings, scroll a little and then open a film and click
on transparent. This is how this
material will look like. Okay, now let's create the most important material
for the fixed animations. Remember we talked
about the fact that the bottom of the skyscraper
was visible here. Let's now take the material
to hide this part. Need to go to the
materials again, create a new material,
then click here. And this time, we need
to click on holdout. As you can see, it
is now invisible. For a skyscraper, I usually recommend
that you do not spare your imagination and try
different combinations of textures that are suitable
for your specific products. In my case, I will just change the color and a
little roughness. And now let's create
textures for the project. Forest, we need to
select and ideally, we need to go to the shading
mode and do it there. But unfortunately, I
personally can't do it. Usually in such situations, you need to restart the blender. Let's focus on our product and start with the
glass material. Again, click on this yellow dot, and here we need to
select Glass BSD. And this time, we need to
reduce the roughness to zero. For the lead, we
just need to create a new material and
reduce the roughness. Remains only texture, the
candies and the label. For the candies, let's create
a new material and change the color to a more orange
one like in the reference. Now, let's go to the
shading and press slash TVOcusO the candy. Now let's select the candy, go to the shading and press
slash to focus on the candy. For the candy, we need to
increase the roughness. We also have a top
called subsurface. And in it, we need to
increase the weight to one and increase
the radius to 2.1. Increase the size to two or three and increase
the anisotropy to one. By doing this, we'll get a more marmulate
material that will let more light to itself,
which is what we need. Let's go back to the main scene and remain the material
for convenience. Oh, and we have such a problem. And in fact, it's
very easy to solve. You just need to find the
cube that we used for the particles and reduce it until everything
looks normal. So that there are no more
problems with particles, let's better apply them. And what we need to do is to just press make particles real, and this will turn our sugar
into a bunch of cubes. Now we shift, let's
set the candy itself and combine it
all into one object by pressing Control plus G. And the same thing needs to
be done for all the others. Also, despite the fact that we applied and combined
all the particles, in physics, we will still have a system and it needs to be
removed by pressing minus. Okay, now let's apply the
material candies to them. For this, we need to create
two slides for materials. And for the second material, we need to select
the candy material. Now, we go to edit mode, and here we need to select
any of the candy faces, and then press L to select only the candy and
not affect the sugar. And then here we need
to press a sign. As you can see,
this material was applied only to
the selected area. And the reason why we
create two slots is because if we just select
the candy material at once, it will be applied
to the sugar, too. And then it will be very
difficult to select each sugar grain and
apply new material to it. Okay, we apply the material to the candies that are outside, but also we need to apply it
to those that are inside. Let me show you how to
do this very quickly. First, select all the candies inside with the shift
key pressed here. If desired, we can focus on
them by pressing the slash. And then we need to select the mesh with a shift
key that already has the material plied then press Control plus L and
link the material. Great. Now when
everything is ready, all that remains is to apply
the texture to the label. But first, we need to spread
it out like in real life. And for this, we need
to go to edit mode to decide where the theme will be between the beginning and
the end of the label. Let's select it
with Ild and press right mouse button,
then mark scene. Now, let's create
a new material, and here we need to
enable a new add on. So let's go to the settings. And here we need to find the node wrangler
and activate it. After that, make sure that this node is
selected and press Control plus T. And now we
can open the label texture, which you can also find
at the link below. And it seems to
have been applied, but not as it should have been. And all because we
need to unwrap it. For this, we'll go to the
UV editor right there, and here we'll press Tab, select everything, papers in A. And in this window, we'll also select everything. After that, we'll
press and unwrap. As you can see, the packaging
has successfully unwrapped. All we have left to do is
to rotate this UV map, scale it so that it
matches the label. You can also look at the
view from the camera, and you can see the
result is not the best all because I made
a little mistake with the location of the seam. So I'll quickly change it. It's best to leave it where
the camera won't see it, or it is the least noticeable. And now, if you have
the same problem, we need to unwrap
it again and scale rotate it until it
looks more realistic. Okay, now let's make this label more realistic by
adding reflections. For this, we will return
to the shader editor. And here we need to
add noise texture and color ramp nodes and connect
them to the roughness. And now, if you play
with these stickers, you can see that by doing this, we create wet spots and to
increase or decrease them, we can change the parameters
in the noise texture. So we have learned how to apply textures and
materials to objects. It remains only to
learn how to create realistic lighting that
will match the footage, and this is what we will
do in the next lesson.
9. Lighting/Render Settings: Okay, guys, let's quickly learn how to make
realistic lighting. That will be composite
to our video. As you remember, we
already changed the HDRI, and so let's learn
how to rotate it. And for this, we need
to go to the shading, then select the
world here and now select this HDRI node
and press Control plus T. Now let's go back to Layout and click
on the Globe icon. And here, if we
expand the vector, we can rotate HDI
along different axes. Most often, we need to
rotate along the Z axis. Also, to better understand
where the sun is in HDI and in which direction
it is better to rotate to achieve
better results, you can go to the
render settings and then check the
transparent box here. Now let's talk about HDRI. When creating animations, you
can have different videos, different time,
place, et cetera. So I invite you to go to Google and look for
different HDRIs. Of the sites that I know, polyhaven has quite
a few good HDRIs. This is not an ad, just
a friendly advice. In our case, I will use the HDRI that you will
find at the Link below. As for me, it is quite universal and can be
used for daytime scenes. Now let's add a little
color correction. For this, we need to
go to render settings, scroll down and open
the color management. And in it, we can choose
different filters. Personally, I use
medium high contrast. It is also applied to the
video, but don't worry. We will not render the
animation along with the video. And when you are done
with the settings, I can congratulate you because we have already
finished our animation. All that is left to do is
adjust render settings. And to be honest, all that is left for us to
change is a number of samples. And the quality of your animation directly
depends on them, but also the rendering time. So if you have an
average or weak PC, set 170-700 samples. In the case of a powerful PC, you can set more, but personally, I don't
see a big difference between 1,000 samples
and 2000 samples. So I think there is no point in putting more
than 2000 of them. You will simply lose more
time and electricity. Now let's go to output and
here in the file format, we must put PNG. And by clicking
here, you can select the file where you want
to save your animation. And after that, you
just need to click the Render Animation button
and enjoy your work.