With This Skill, Your Сlients Will Always Choose You over AI. | Nikdox Studio | Skillshare

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With This Skill, Your Сlients Will Always Choose You over AI.

teacher avatar Nikdox Studio

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:47

    • 2.

      Product Modeling

      10:09

    • 3.

      Creating an Environment

      10:20

    • 4.

      Texturing

      13:01

    • 5.

      Gobo Lighting

      4:15

    • 6.

      How to Use Animation to Improve Your Render

      11:41

    • 7.

      Render Settings

      1:51

    • 8.

      Conclusion

      1:08

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About This Class

Are you a 3D designer trying to improve your skills in Blender to create attractive content that will get you more clients?

Nowadays it is very difficult to impress a client because everyone is copying each other, and it is no longer enough to just create simple renders or animations, you need to create something unique!

And in this course I will teach you step by step how to create unique renders and dramatically improve their appearance, even by 1000 percent, and literally breathe life into them

And in addition to this we will also share the secrets of modeling, animation and lighting that professionals use in their work, which will allow you to become one of them and with this knowledge attract new clients

So don't waste time and watch this course to gain valuable knowledge that will help you grow your 3D career from the ground to the sky!

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Transcripts

1. Intro: A you, a pretty designer trying to improve your skills in blender to create attractive content that will get you more clients, and nowadays, it is very difficult to impress the clients because everyone is copying each other, and it is no longer enough to just create simple renders or animations. You need to create something unique. In this course, I will teach you how to create unique renders and dramatically improve the appearance of your render even by 1,000% and literally brief life into them. Addiction to this will also share the secrets of modeling, animation, and lightning that professionals use in their work, which will allow you to become one of them, and with this knowledge, attract new clients. Don't waste your time and force this course to gain valuable knowledge that will help you grow your pretty career from the ground to the sky. 2. Product Modeling: Okay, first, let's create a render that we can animate later. For that, let's open blender, and after we open. Blender, we can create a new project. And since we don't need these objects, we can select them and delete them. And here you can see what buttons I'm pressing right now, so it's easier for you to follow along and learn the hot keys. Now, let's go to the front view for more convenience by pressing numpad three and import the reference of our product, which you can find in the description below, by pressing Shift plus A image reference. And Let's move the reference a little bit on the x axis so it won't get in our way later, and also on the z axis. At the bottom of the product is next to the three D coursor, which will make modeling much easier. Let's create a circle. Also need to scale it by pressing S and dite press E to extrude it on the z axis, according to the reference, then press E plus S to ex and scale it, and then extrude it again on the z axis. Let's add some details to this model, and we can start from the top, and for that, we need to turn on the x ray and that will allow us to see through the mesh and align everything in according to the reference. Now we need to press control plus r to create loopcuts, and scroll the mouse will to add more. I also forgot to add loopcat here. After we are ready, we can press tool to select the edges and by pressing root plus lt, we can select these edges and then ble them by pressing Control plus B. Now we need to use some tools on the left side on the screen, and for now, we need the extrot tool. Click on this icon, hold the mouse, and you will see different options for this tool. Here we need to choose the extro along the normals, and then just drag this yellow dot. And the same thing we need to do for this part. Also, we need to close the top part, so press two to edit the edges and select them withholding id and then press F close it. Same thing we need to do at the bottom. Now let's add some polygans to the three d object to make it more realistic, and for that, we need to add a subdivision modifier. So just go to the modifier tap, click on Add modifiers, and choose subdivision modifier. And to fix this problem, we need to add some loop cuts in the places where we want our edges to be sharper, by pressing control plus r. You seeing monsters at your window. No, you can't sleep. You pretend though. You don't have to play the hero. 'Cause I got you like you got me. When the shakes, when the ball scream to the last spray every heart beat. And to avoid adding loop cuts one by one. On the lead, we can add one loop cut in here in the middle, here and here. And then just press Control plus B to bovel them. And the same thing we can do here and here. Also, we need to press free to be able to edits faces and select this face, and then press I. Also, we can right click and smooth it. At the bottom, we can also select this phase by pressing I to in sort. Then press I again and move it on the z axis. And then press I again. Here it is our basic product shape is ready, but I personally want to make the main part a little wider. I just click on the x ray, select this part, and press and plus a couple of times. T select the whole part, and then I press shift plus control plus z to scale pin along the x and y axis. Now let's figure out how to create and apply text to an object. First of all, let's create a text. For this, press shift plus A and click on text. Now, we need to rotate it along the z axis by 90 degrees and along the greek axis so that it is convenient for us to edit it in the future. And by pressing tap, we can change the text to the one we want. If we click on this icon, the text s elected, we can customize the text in more detail. First, let's change the fond. For this text, we need to times new Romans fund. After we have selected the fund, we can also turn the x ray to the text in its place. Now we can press Shift plus d and duplicate the text and write another text. For this text, we need the aerial fund. You can of course, change the funds to any others, and again, we need to scale and move the text in the same way as on the reference. And by the same principle, we need to create another text. So we have our text, but how to attach it to the battle, you might ask. Many people do it by just adding a string crop modifier. But as you can see, our text doesn't look very good. We can also add a modifier and make the topology. After that, you can apply a sin crop modifier again. This method is good, but sometimes there are problems like this, which also doesn't look very good. Let me show you the method that I use most often and which doesn't add polygons to our scene. For this method, we need to select our text and convert it to mash by right clicking, convert to and Mash. If we go to edit mode, we can see how bad the topology is here. Let's fix it. For this, we need to add decimate modifier. In this modifier, we need to select the planner and then just apply it. As you can see, everything has become much cleaner and nicer. Now we need to at our treasured Shri crop modifier. As a target for the shrim crab, we need to select our bottle. And to fix this problem. We need to select the rob method as a project and put check marks on the positive and negative. As you can see, the text is inside the bottle and at on the surface. And to fix this, we need to increase the offset. And here is how we can attach the text without increasing its polygons. This method is especially suitable for those who do not have a very powerful computer and who want to save time on rendering. And we need to repeat Ervin, we did with other texts. Cause I got you like you got me. When the earth shakes, when the brow scream a spray every hobby. In my case, before turning the text into a mesh, I need to change the text and make only the fos letter capital, and then continue to do the same thing that we did for other texts. And I can congratulate you because we have created the main object of our scene, which will be the center of our render. And in the next lesson, we will create all the other objects of the environment with which we can empathize all the beauty of the product, and also learn the secrets of how to attract the attention of customers to render using the environment. So let's not waste a minute, and I will see you in the next lesson. 3. Creating an Environment: Let's create objects for environment. That will help to sympathize all the beauty of our product. So that this reference does not interfere with us. During creation, we can simply delete it. Our first object will be the simplest. And to create it, we will need a cube. And to make it easier to modify it, we can focus on it by pressing slash. Our first object will be boards. We just need to scale the object on the x greg and axis until we achieve the desired result. S Monster at your window. No, you can't sleep, pertenu you don't have to play the hero. Because I got you like you got me. And when we're happy and satisfied with achieved result, we need to add an array modifier. And in my case, change the factor from X to greg. And this will allow us to change the distance between the boards. And thanks to this modifier, we do not need to duplicate the boards one by one in a row. Because if we increase the count, it will do it for us. To make the boards more realistic, we need to add abovel modifier, and then move it up. For it to work correctly, we need to press control plus A and apply the scale. Now we can change the bovel by decreasing the amount to a very low value. This modifier will allow us to soften the edges. We also need to right click and shade move our object. And we have created the first object. Let's place it somewhere here for now. And now let's create a stone on which our product will stand. For this, we also need a cube. Let's focus on it. For this cube, we need to apply a subdivision modifier. And increase the level of U ports to four or five. Now we need to add another modifier called Display. And click on u to create a new texture. If we click on this icon, here we can change the texture that will be applied to our object. For our purpose, we need a boroni texture. Here we just need to increase the size of the texture to 1.12 or slightly more. As you can see, it's not really in the shape of the rock. Let's go to the modifiers, and then we click here on the cyc in the display modifier. We will be able to freely change the object in edits mode without losing the texture. All that remains for us to do is extrude, scale and move object until we get a stone of the shape we like. We can also reduce the strength of the displacement, and the secret to attracting customers attention with your render that you need to highlight your product and give it an environment that will enhance its advantages. That is an example with perfumes, it can be nature or a forest. In the case of drinks, it can be different fruits, that will amplify the taste, and naturalists and so on. When you have created the perfect version of the stone for yourself and are happy with the results, we can go back to the scene by present slash again. In my case, I need to retain the stone by 90 degrees along the Z axis. And also apply modifiers. Then right click and shade smooth. If the abject looks slow poly, you can also add another subdivision modifier. Now let's modify the stone a little and make it more realistic. In this case, by making it flatter at the bottom. For this, we need to select these faces, and then press control plus a few times and turn on proportional editing from above or pressing. After we have turned it on, we need to press S, z and zero, which will flatten these vertices on the z axis. In case, I need to select a slightly smaller area, and now our stone will look more realistic, not overlap with other objects. Also, if your stone came out too big or small, it can modify a disproportional editing, which allows you to move scale, or rotate vertices affecting other vertices nearby. And to make it easier for us to move the perform battle. Let's select the bottle along with text. Then by pressing shift, we need to select the bottle itself and press control plus B. Object keep transform, and this will allow us to attach the text to the bottle. When we move the bottle, the text will also move with it. Also, let's make the surface more flat on the top of the stone that it is convenient to put our product on it. You can also safely change objects here and there until you are sure that you are happy with the result. When you're happy with the results, it's time to create a very important object to the scene, and this object is the camera. We press num three, go to the front view and then press control plus plus zero. We can change the view from the camera to the one that we see now in front of us. When it comes to setting up the camera, we need to change a very important parameter by clicking on the camera icon. Here, you need to change the focal length to 80 or 125, which is the standard for realistic photos or renders in camera for photography, and in free D. Also, if we go to output, we can change the resolution of the camera. My case, I will change the resolution to thousand 80 by 1080 because I want to put it on my social media later. But you can use any resolution you want. After that, we need to make sure that our product is in the center of the camera view. Also if you press N, then go to view, and then check the box for camera to view. Can zoom in or out of the camera view using the mouse wheel. Now let's create branches. That will highlight our product. For this, we need to create a bezier curve. And rotated 90 degrees, first along the z axis, and then along the cric axis. By pressing er Z 90 and er grec 90. Let's move it somewhere here, so it will be visible from the camera view, and if we go to the edit mode, we will see such points similar to vertices. All we need to do is just rotate, ex, and duplicate them to get the shape of the branches. When you're happy with the result, we can just duplicate the scurve to the other side by present shift plus d, and also change it a little. After change the shape of the branches, we need to add thickness. For this, we need to go here and open in the geometry. We need to scroll a bit, and we need to increase the depth to 0.08. We also need to do the same for the other curve. An to continue changes the course, we need to convert them into a mesh. For this, we need to press the right mouse button, convert to mesh. We also need to do the same for the other curve. If we go to the edit mode, we can see that the curve has successfully turned into a mesh. As you may know, robes usually do not have the same thickness at the beginning, and at the end. At the end, they are less thin. In repeat this, let's like this. Vvertices, with the ld key down press F to close the mesh and using proportional editing, we just need to scale it down by adjusting the proportional editing radius with the mouse. We can also rotate and move the vertices and change the shape of the branch. Also, don't forget to smooth thin, if the branch is too low poly, we can add a subdivision surface. We need to do the same for the neighboring branch. On this, we finished creating objects for the environment and learned the secrets of using this object to attract attention. In the next lesson, we will learn how to all the objects that we created, and we will also learn how to use the background to improve your render several times. Let's not waste a minute and I see you in the next lesson. 4. Texturing: In the last lesson, we created all the necessary free objects. Now let's learn how to texture them and how to create different materials. In this window, it will be very difficult for us to texture something. We need to go to the shading tab, and here all the materials and textures are created. Let's start with something simple and apply textures to the boards. For this, let's select them and click on U to create a material. If you're a beginner and are entering the blender for the first time, we need to activate one addin to quickly export textures. For this, we need to click on the file, preferences, click on the addon panel, and in the sarge bar ride the note wrangler, and put a tick next to it. After that, we can safely close the window. And to export textures, we need to click on this note, and then press Shift plus Control plus t and select the textures that you can find in description below. As we can see, the size of the structure is not very realistic. And to fix this, need to go here and click on the UV editor. Before we continue to do something, we need to apply the array modifier, and then go to edit mode, select all vertices by pressing A, and after that, press and click on Smart UV project. To change the size and position of the texture, we just need to move and increase the UV map by pressing S or G. To add more detail, we can go back to the shader editor and just increase the strength in the normal map, which will make all the irregularities more realistic. Using the same method, let's apply the texture to the stone. First selected, then create a new material, and perceived plus control plus T, and export the textures found in the description. And to fix the position of the texture, we need to go to the UV editor, select all the ordics in the edit mode, then press U, and this time, we need to select the Que projection. You can also select Smart TV project so that Blender does the work for us and determine where the seams will be. But sometimes when using this method, blender decide to put too many seams and the texture joints become very visible. Therefore, in this case, it is better to choose a Q projection. Let's go back to the Shader editor, and as for me, this tone texture is very dark, and it will stand out in the scene. And to change the color of the texture, we need to press shaft plus A and add a huge sitration node and place it in the middle right here. And by changing the value, we can make it more gray. You can also play with node to understand how it works and what it can do. Let's apply textures to the branches. For this, we will again create a new material, press shoot plus Control plus T, select textures, select fine, and press, select Smart TV project, and go to the UV editor, and just increase the size and position of this Mp until we achieve a realistic result. And also for more realism, we can increase the normal map strength. And all that remains is to apply the texture to this branch. But in order not to repeat all this again, we can simply select it, then with the shift pressed, select the branch with the texture press control plus L and select link materials. In the same way, we can also copy modifiers from another object. But we still have to unwrap and change the size of the UV map. And we learned how to export and apply textures to objects and now let's learn how to create materials using nodes. And apply these materials to our main object. First, let's lect our product, and we need to click on this ball icon. Here, create a new material by clicking on plus icon, and another one. Also, let's rename them for more convenience, and this will be the late material and this glass material. And we will also need another material. And this will be the metal material. Now let's set the boundaries for each material to apply the desired material to the desired part of the object. For this, let's select this phase and then press control and plus until we select the whole lid. If you went too far, you can press control and minus. When we select the lit, we can separate it by press P and selection. Now let's create a material for the. For this, selected, And here we just need to lower the roughness parameter to very small amount. And then change the color to black. Let's also quickly create a metal material. For this, you need to click on it in this panel and just increase the metallic parameter and lower roughness. Let's apply this material. For that, we need to create a seam where we wanted to start. Let's select these edges with the dd held down and then right click and choose Mark them. I we press three, we can select any phase and press, and we will select the entire area to which we need to apply this material. Now we just need to select the metal material and click on a sign. And Fla, we have applied the metallic material to the desired port. And there is one last material left to create for the bottle, and that is the class material. Let's immediately apply it to our object by selecting Ervin in edit mode by pressing A, and clicking a sign on the selected class material here. And to create this gradient pattern on this bottle, we need to create a gradient texture. And connect it to the main node. We will also need a color ramp to define the colors and control the gradient, and we need to place it between these nodes. Also to rotate the gradient, we need to select it and press control plus t. Now let's change the type of gradient. Instead of linear, we can choose quadratic. If you pull the stick in the color ramp, we can control the area that is occupied by black and white color. But as you can see this gradient is torned in the wrong direction. Let's rotate it 90 degrees by changing the ecric barometer in rotation in the mapping node. You can also look at different types of gradient and choose the one that suits you best. But I will probably choose linear and to make the gradient even smoother, let's change the color ramp type to is and all that remains to be done is to change the colors in the color ramp, and also reduce the roughness. That's it, as you can see, creating materials is very simple. Now let's add basic ly to scene, and to see any changes, we need to go to the render view and then click on this icon and change the render engine to the cycles, and devise change to GPU compute. And now click on the Clobe icon, and here we need to click on the CLO Dot and select the environment texture. If we click Open, we can import HTR, which will be the main source of our light. And also we can reduce Alpha in glass material a little to create transparent effect. Just a tiny bit. Later, I also changed color. And changed color ramp to be spine to make gradient even more smoother. Now let's create the ground and leaves for our branches. For this, we need to enable another don, which is called import images as planes. When you activate it, we need to press Shift plus a e images as planes and select environment picture. Let's scale it and move to the ground. As you can see, it is dull and not very pleasant to the eye. And to fix it, let's go to shading tub, and here we need to delete this node. Instead at and connect We can also lighting power, and as you can see, picture literally come to life. And let's hide it for now, and we'll create leaves for the branches. In the same way, we need to import the images into the scene. All we had to do was scale and play the leaves on the branches. And in order not to import the leaves again, and again, you can simply duplicate them by pressing Shift plus D. Sing monster at your window. No, you can't sleep. Pretendo. You don't have to play the hero. 'Cause I got you like you got me. When the shakes, when the bow scream to pra every. And when you're satisfied with your result, I can congratulate you because in this lesson, we'll learn how to import and apply textures and how to create materials and also created the main light source in our scene. And in the next lesson, we will learn how to create gobo lighting, which is used by all professionals in FD and photography, and which will always be useful to you in creating attractive renders, for portfolio or for clients. So let's get started, and I will see you in the next lesson. 5. Gobo Lighting: So let's figure out how to create gobo lighting that you can confintly use in your renders and add more realism to them. To begin with, let's change the direction of the HDI. To do this, let's go to the shading tap. Here, instead of the object, we need to select the world, which will allow us changing nodes on the selected object, but on our HDI. Then we need to press control plus t and just change the degree of rotation on the z axis. Now let's finally create cobol lighting. To do this, we need to create an arial light. And then just move it to the site and rotate it to our product. And we can also scale it. To see the changes, we need to click on this lamp icon, and here we need to decrease the spread to one. This will create a sun beam. Now let's give the texture to this beam. To do that, we need to go again to the shading, switch to the object here. To use nodes, we need to check the box here, and we just need to add any texture. In case, it is a nice texture, and we also need to create a color ramp and connect it all together. To the result, we need to simply bring these stickers closer to each other. You can also increase the light itself, if necessary, and just play with the noise texture settings. And in this way, you can create any pattern in any shadow of a light, using different textures from noise two w textures. Now, let's improve our render and highlight our product among the scene by adding focus for the camera. To do this, let's select the camera. And click on this camera icon. Here we need to activate the depth of field and select our product as a focus object. To change the focus strength, we just need to change the FSA parameter. But keep in mind that the closer the object is to our focus object, the less blower there will be on this object. For example, if you want your background to be more blowed, you just need to move it away. After you play it with the focus and you're satisfied with the result, Let's do a little color correction. And to do this, let's click on this icon and scroll to the color management. Open it, and in the look, we can change various color correction filters. I always use medium high contrast, but you can look at other options and see which one looks better for you. And I can congratulate you because we have created a scene that you can already render and put on your social media or send to your client. But we will go further and in the next lesson, we will learn how to improve the render ten times, and with the help of animation, give it live. So let's not waste a minute, and I see you in the next lesson. 6. How to Use Animation to Improve Your Render: The previous lesson, we learned how to create attractive and mind blowing renders from scratch. This lesson, we'll learn how to bring them to life with animation and attract even more people to your work and show that you are a professional. So let's get started. The first thing we need to do is to tie the leaves to the branches. Later it will be much easier to animate them. So let's lag them with shift held down, and the last objects the branch. Then press control plus P, object transform. And now if we move the branch, the leaf will move with it. So let's do the same for other side. If you look at the branches moving due to the wind in real life, they will not move like this. Let's fix that. For this, we need to select the branch, and go to the edit mode and select the last vertices of this branch with it held down, and then press shoot plus S and choose Corsor to select it. This will move our Corsor to selected vertices. Now we need to exit edit mode, right click, and choose set origin to Corsor. Now because we move the origin of this object back, we can rotate it in a way that is more similar to real branches in real life. Now let's do the same for the other branch. S the last four dices of this branch with I pressed and then press Shift plus S, and choose Corso to select it, and then right click and choose set origin. And then to G coors. Now our branches are ready for animation. But if we try to rotate the leaves, we will notice a similar problem. And we can solve it in the same way. Let them in, and in edit mode, we need to select this vertex, then press **** plus S, e courser to select it, and then right click and choose set region to geometry. And if you irritate now, we will notice that this leaf moves more naturally. And we need to do this with each leaf in the scene. S window. No, you can't sled. You don't have to here. 'Cause I got you like you got me when the earth shakes, when the brow scream the spray. And when everything is ready, we can start animating. Let's start with the branches and check that we are on the first frame. And to create a key frame, we need to press C and select rotation. After that, let's go to frame 40, rotate the branch a little, and put the key frame again. Here's what we got. Now let's go to the frame and just copy the first frame by selecting it and press Control plus C and control plus V. Also to slow down the animation, we can move the last key frame a little further. Okay, now let's go to frame 170 and copy and paste the second key frame. And here's what we got in the end. This will be the endless animation. The last frame should be the same as the first one. We need to copy and past the first key frame. Now let's animate the second branch. First, we'll go to the first frame, and accept the frame just by pressing the letter I, which is another way to apply key frame. Then we'll go to some other frame, rotate the object, and accept the key frame. Then we'll go to another frame further away, and again rotate the branch and accept the key frame. I think my animation will end on the frame 250. Let's move the glass key frame on this branch to this frame. And also pat the first key frame on the second branch. Let's see what we get. Let's also change the end of the animation here to frame 250, and our animation looks good, but the leaves looks wooden and spoil the whole picture. Let's animate them. Here we need to do the same thing as we did with the branches. Just select the object. Put the key frame. Go to the another frame, rotate it, and put the keyframe again. And then we can just copy and create keyframes until the end of the animation. Well not forgetting that if you want to create a loop animation, you need to have the same keyframe at the beginning and at the end. And using this knowledge, we need to create an animation for all the leaves. And as you can understand animation is a very easy process. And to start animating, you do not need to have an education in Fred. The main thing is not forget that if you want to make a realistic animation, you need to take into account the rotation of the branch and create an animation of the leaves in accordance with real life. And not just rotate them trino C. You go do. B M. There's nothing I won't do. Will the chaos come When you have finished animating the leaves and are happy with the result. Let me show you one way that will improve the animation in a couple of clicks and make it more realistic. For this, let's move this window higher. And if we click here, this menu will open, and in it, we need to click on Graph Editor. And now let's select every object that we animated. And in this window, we press A to select fine, then press T and choose Bazi. This will allow us to soften the animation and make it smoother. We can also click here and choose individual origin, which will allow us to select each key frame separately, and we can scale everything just a little bit, which will make the animation even smoother and more professional. This is the trick that you can use in any animation and it will give you a touch of professionalism. Now it's time to animate the camera. Here as always, we need to go to the first key frame, Zoom the camera with your mouse wheel to the point you want. The press the I key to apply the key frame, and Let's go to the last frame of animation and move the camera a little. And put another key frame. We'll get this result. But since we want to create a loop animation, let's move the last keyframe somewhere in the middle and just copy and paste the first key frame to the end of the animation. And the last thing we left to animate is a Global light. Let's select it and go to the beginning of the animation and put a key frame. Then rotate it a little on the x axis in my case, and also don't forget to go to another frame and you rotate the light. When you're happy with the angle of rotation, just put a keyframe and and the first frame to the end of the animation. I. And this is what we get as a result. And to make the animation of the camera in light more realistic. Let's go to the graph editor and get the camera selected, press A in this window, then T, and select the B ZA. This made the camera animation at the beginning and at the end. The same thing needs to be done with the Cob light. In this lesson, we learned how to bring to life the render with the help of animation, and all that remains to be done is to adjust render sentis so that you don't waste your time on a very long tedious render. And how to do this, we will talk about in the next lesson. 7. Render Settings: Let's talk about how to optimize the render and set it up, so you don't have to wait months for a five second video, and at the same time, not to prefie quality. And to do this, let's click on this icon, and if you haven't changed the engine two cycles, we need to do this. And also change the device from CPU to GPU compute, which will make you render much faster using not only the processor, but also the graphic card. Next very important parameter is Max samples and its number directly determines your render time as well as quality. The more samples, the higher the quality, and accordingly, the longer the render time. I will advise you to set it 170-800, to allow you to make the render pretty fast without losing quality. You also can change the color correction if you want and if we go to the output here, we can change the file in which we want to save the animation. Also the format in which we want to save our animation. I would advise choosing GPAC because we choose FF PAC video or another video format. If blender crashes, you will have problems with restoring this file. Unlike a PNG file, GPAC waits and is not interferer in quality to PN G. All that remains to be done is to press control plus F 12 to start rendering the animation. Also do not forget to look at the conclusion because it contains lots of interesting information about how this knowledge will be useful in the future and how to apply it correctly to attract customers. 8. Conclusion: This course has come to an end, and we learned how to create products from a reference, how to create an environment that will attract attention to the product and reveals the advantages, and also revealed a couple of secrets of professionals, and in the end, we animated the resulting render using animation. You may ask, and how can I apply the knowledge gained in this course? Well, you can apply this knowledge to create animations or render in any field because such leavely videos and renders are rare. And they help to attract attention to the product, which will quickly be noticed by business owners in social media, who need this and who spend days on end trying to create at least some content to somehow stand out from others, and attract new customers. So using this knowledge wisely, you will never be hungry. And also do not get to send your final works so that we can help you develop, and correct you in the right direction if necessary. And if you have any problems, do not hesitate to ask, and I will personally answer you and help you with your problem. So do not forget to look at my other courses in which you can also learn things that will help you grow in your career, and that's all for now you in the next course.