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787 lines
57 KiB
Plaintext
Episode: 4177
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Title: HPR4177: Blender 3D Tutorial #1
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4177/hpr4177.mp3
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Transcribed: 2025-10-25 20:53:08
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---
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This is Hacker Public Radio Episode 4,177 for Tuesday the 6th of August 2024.
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Today's show is entitled Blendered Tutorial.
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It is hosted by Delta Ray and is about 71 minutes long.
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It carries a clean flag.
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The summary is Delta Ray provides an audio tutorial of how to use the Blendered software.
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Hello HBR listeners.
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There's a program called Blender, which is a piece of open-source software that's been
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around since the 1990s.
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Basically, an all-in-one visual effects suite application.
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It mostly focuses on doing 3D modeling, texturing, rendering, and animation.
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But it can also be used as a video editor and camera tracking and physics simulation
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and all kinds of air things to achieve that means.
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It's mostly targeted at people who want to create 3D art.
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In this episode, instead of talking about Blender though, I'm actually going to give
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you a tutorial on how to use Blender and how to get started with it.
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Now normally, these types of tutorials are given visually on YouTube or Vimeo or using
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screenshots on a website.
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But I thought I'd try something a little bit different.
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If having to constantly look over to video or to screen another window, you'd be able
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to just listen and actually follow along to what I say.
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While you're looking at the Blender window, I thought this could create a better experience
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for you.
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Make it easier for you to retain the information that you're being presented with.
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The first thing that you'll need to do is think about what kind of computer you have.
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Does it have a 3D accelerator like a nice GPU?
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Are you on a laptop?
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Do you have a mouse that's independent of the computer?
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Do you have a numpad?
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Like a keyboard with a numeric keypad or do you have a separate numeric keypad?
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If you have a GPU and a desktop computer with a mouse and a keyboard with a numpad, you're
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going to find it a little bit easier to actually do some of the activities in Blender.
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That's not to say that you can't do it with a laptop, but it'll be more challenging.
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And if you don't have a very fast computer, things are going to go a little bit slower.
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But you can still do them.
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To start out by downloading the Blender software, this is available from Blender.org, B-L-E-N-D-E-R.org.
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And by the time you listen to this, there could be a different version.
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There's likely to be a different version because the Blender development happens very quickly
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and they release new versions frequently.
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As of this recording, it's currently a Blender 4.2 LTS.
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And you could download the LTS version, which stands for long-term support, similar to
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how there's Ubuntu LTS and so on.
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And then you'd be able to be certain that you'd be using the same version that I am in this
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recording.
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But you go to the Blender website and you should see right on the front page, a link for
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download.
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Just click on that and then it'll take you to our page where it asks you which platform
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you want to download for.
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It usually auto detects what operating system you're using and you can just click on download.
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While that's downloading, just to give you an idea of the type of art you could end up
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creating with Blender, if you've ever watched a movie like Shrek or Frozen or Wondered
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how they do all the VFX shots and modern movies with 3D scenes and camera tracking and
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stuff like that, that typically is done with a program like Blender.
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Blender is meant to mimic the abilities of and exceed the abilities of commercial software
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like Maya and there used to be a program called Alias Wavefront and there was one called
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Imagine and 3D Studio Max and so on.
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Blender became open source back in 2003, I think, after a massive community fundraiser
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that raised $100,000 to buy the license out and turn into an open source program.
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Since then, it's seen a massive amount of community development contributions and
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the interface has improved dramatically.
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It's now on par, I think, with some of the commercial applications that are out there if not
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exceeding them in some ways.
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Basically, what you have access to here is software that would have cost you several
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$1000 back in the day, maybe $10,000 back in the 90s, maybe $2,000 to $3,000 in the 2000s,
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but you have the ability to create 3D renderings and animations and do video editing and stuff
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like that in a very powerful way.
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So probably by now the package has finished downloading, what you would basically do is
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go into your downloads folder and untar, untar, un-gzip, the tar archive that was downloaded
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and then CDN to that directory that creates and then open it up in your file manager or
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go into the command line and CD into it and run .slashblender.
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And that should open up Blender.
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If it doesn't open up Blender, if you get some kind of error, then that's a bit beyond
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this tutorial.
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You'll have to search online to see what the problem might be.
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It's likely to be an issue with your graphics card or your graphics card drivers that you're
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using.
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Those problems can be explained away and there's probably a forum post for it someplace.
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So if you just copy the error that you're getting into your favorite search engine, you're
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likely to find a solution.
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So the first thing that comes up is you're presented with a big window that probably
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takes up the whole screen and a splash window which says Blender and has the version number
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up in the upper right-hand corner.
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And with a pretty rendered scene right now, it's a goldfish in a coral reef or some
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kind of goldfish-like fish.
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Then below that has different types of templates that you can use to start with Blender.
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For now, you can just click on Under New File where it says General.
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You can click General and it'll just give you a basic default scene.
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You can also just click on the fancy splash heart and it should make that window go away.
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And you'll be presented, at least the de facto standard for Blender is to have a scene
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with a default cube as they call it.
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And then off to the left of that, you'll see like this pyramid-like figure or triangle
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with the triangle on top of it that's shaded in.
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And that's the camera.
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If you go to hit F12 on your keyboard right now, it'll actually render the current scene,
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the default scene.
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A new window will pop up and you'll see that from the camera's point of view, it's looking
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at that cube and it's basically tracing the rays of light that will bounce off the
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cube back into the camera from whatever light sources you have in the scene.
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And so it creates this three-dimensional view of a cube.
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You can go ahead and close this window, the Blender render window.
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And what we're going to do is create a simple scene with the letters HPR and make kind of
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a little logo scene for HPR.
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So instead of deleting this default cube, we're going to scale it down.
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And the first thing I want you to get used to is maybe the Blender interface here.
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I'm not going to go over everything in detail, but just kind of familiarize yourself with
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it.
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So if you move your eyes to the upper left-hand corner and you see the Blender logo in
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the menu, you'll see that there's a basic application menu with file edit render window
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and help.
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Usually you don't use that very often except for to save your scene.
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And the render menu is often used for actually rendering the scene.
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So you'll notice if you click on render that there's next to each of the options, there's
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like a hot key for it.
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And it's really good to remember all these hot keys.
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If you're, you know, you use a text editor like EMAX or VAM or Nano, you're used to using
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hot keys and you're kind of making the keyboard and extension of your hands.
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And Blender works very much that way.
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The more experienced Blender users tend to use all the hot keys instead of using all
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the menu options because by doing so, you're able to move very quickly and actually create
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a scene very quickly.
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So it's good to get in the habit of using these different hot keys.
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So F12 is one they already told you about.
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And then next to the main menu where it ends with help, you'll start to see some tabs
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starting with layout and ending with scripting.
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And these are basically different layouts for the window to basically put your workspaces
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in different modes.
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So layout is the default one.
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If you click on modeling, it'll kind of change the window layout and it'll change what
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the cube looks like.
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Now it has some dots around it and what's called the 3D viewport.
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That's like the main area that you're working in.
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You'll notice that the dots are now around the cube.
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That means it's in what's called edit mode.
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And you can see that indicator not just in the 3D viewport but also in the upper left-hand
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corner.
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You see that there's now another space where it says edit mode.
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We'll skip that for now and keep going but if you click on sculpting, the blender has
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the ability to make like, you know, kind of organic sculpts and kind of like working
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with some clay and doing stuff with clay.
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That's a bit more advanced so we're going to skip that for now.
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UV editing, this is where whenever you want to apply like an image to an object to make
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it so that, you know, like you want to put a logo on an object or maybe wrap a face around
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an object if you want to make something look like a realistic human face.
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You might come into here to do that kind of stuff.
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Texture paint, this is very similar to UV editing where you're basically like painting
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a texture on top of, kind of like if you were using Gimp, you know, you would, after
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you add a texture image to your object and set up in the shader, you could actually paint
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on top of that image and do different things with it.
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Shading, this is where you actually, you apply different color and texture attributes
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to the actual model to make it look realistic or to make it look like something instead
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of just a plain, you know, gray color.
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We'll get into that later in this tutorial.
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Animation, this lays out the windows so that, you know, you can animate your scene.
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If you press the spacebar right now while in this tab, you'll notice that it actually
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starts moving the timeline scrubber over in real time of 24 frames per second.
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This is basically showing how the animation would work.
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Press the spacebar again to stop the animation and you can go down to the bottom and click
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on that blue line, like in the number area, and just basically move it back to one or
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zero, that way you're back at frame one.
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And then rendering, I don't usually use this tab very much, but I guess it's for if you
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were doing phishing touches on a render, usually the, I guess it depends on whether you
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want to have the render window pop up or have it show up in this tab or something like
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that.
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Usually I just have it pop up.
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Compositing, this is like post processing area for doing extra things after the render
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happens.
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Like for instance, if you want to add a fog glow or, you know, chop up the image or add
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some sparkle or something like that, that's what the compositing steps are for.
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That's what composing is all about.
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In the next one, the next tab is geometry nodes.
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We're not going to get into this in this tutorial, but this is a very powerful system that
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has been added to Blender to help with creating, like automating the process of modeling complex
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things.
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You could dedicate pretty much a whole podcast to just geometry nodes or actually any of these
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aspects of Blender, but geometry nodes especially.
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That's a relatively new thing and there's a lot of tutorials that are popping up out there.
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Some of which are older and are based on older information, so you kind of have to be careful
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what you're following, see which version that tutorials is made for before following along
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with it.
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Then scripting, Blender has a Python engine built into it or at least a Python interface built
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into it.
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You can actually write code, write in Blender and have it do stuff like if you wanted to duplicate
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an object in a ray and make it follow some math macro algorithm, you could do stuff like
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that.
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Basically, the sky's the limit.
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If you click on the layout tab again all the way back on the left, then I'll talk about
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other parts of the overall Blender window.
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The 3D viewport, that's the part with the cube in it and over on the left hand side,
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you'll see a tool bar with a few options going up the left hand side.
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This is for, if you want to change between select box and cursor, cursor is, if you look
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in the 3D viewport, you'll see in the center of the screen like this red and white circle
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with a crosshairs, that's the cursor.
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It's basically wherever the cursor is at in the 3D viewport is where it's going to add
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an object.
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You can also use the cursor for like rotating around the cursor, like more advanced modeling
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and animation techniques can use the cursor.
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We're not going into that now.
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You also have the operations for move below that with the arrows pointing off in all directions
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and rotate and scale and transform, which is basically like moving the object around
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the scene and so on.
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Annotate, measure and then add primitive, we'll get into this later.
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I'm mostly going to have you use the hotkeys because I think you'll find, especially in
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the hacker public radio community, you'll probably appreciate being able to use the hotkeys.
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If you look over to the right hand side of the window at the top, you'll see where it's
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a scene and view layer, we're not going to talk about that in this tutorial, but if you
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look below that, this is called the outliner, where it says scene collection and then has
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a hierarchy of objects and stuff.
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If you click on camera, you'll see that it actually highlights the camera in the scene.
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Click on cube, it'll highlight the cube and click on light, it'll highlight the light.
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This is just basically, it gives you an overview of the different objects in a scene.
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Once you get to have more complex scenes, this is very useful to go through and check on.
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The other thing that you'll see here is that much like you'd have visible layers or something
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like that in a paint program, the iris logo and the camera logo that's next to each of
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the objects, like off to the right, those actually control whether you can see something
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in the viewport or see it in the render.
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For instance, if you click on cube and then you click on the iris logo, you'll see that
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it goes away in the viewport, but if you hit F12 now, it'll still show up in the render.
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This is useful if you're trying to declutter your scene in the viewport, but you still
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want stuff to show up in the render, you can turn things on or off.
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Go ahead and close the render window if you hit the F12 button and you can recheck the
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iris icon that's next to the cube icon.
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The same is true for if you click on the camera icon and disable the cube and the camera
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in the render window.
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If you disable that camera next to the cube and you hit F12, nothing will show up, right?
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You don't see a cube or anything like that, so go ahead and close the render window
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and you can recheck the camera icon next to the cube, but this is how you can control
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things as far as visibility goes.
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There's other ways of doing it, but this is for keeping yourself organized.
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If you look below that, you'll see a rather detailed window with a whole bunch of icons
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and a toolbar and stuff like that on the left-hand side of it with some colorful icons
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and then on the right-hand side, a bunch of text and different input areas and stuff.
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I guess the first thing I should probably mention about 3D applications because all 3D applications
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are a victim of this.
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Doing 3D is hard, there's lots of attributes that you have to adjust and settings that
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you have to adjust to set up a scene and to model things, and so that's reflected in
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the sophistication, the complexity of the interfaces.
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People like to criticize Blender for having a complicated interface, but honestly, all
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of the 3D, more advanced 3D application and modeling software out there has a very complex
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interface that you have to learn.
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There's a learning curve to it, and so it's kind of unfair to judge Blender like that,
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but I guess if you're paying $2,000 for something like Maya, you don't want to think that it's
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complicated, right?
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You just want to learn how to use it to get your money's worth.
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So maybe Blender gets the raw end of the stick there for being free.
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Anyways, we're not going to get into this too much yet, but just know that those icons
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on the left hand side of this function window, what's this called?
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Properties window, I guess it's called the Properties window, has many different functions
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like if you see the camera, then that lets you set render settings.
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If you click on the printer like icon below that, that shows you the output settings like
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what kind of resolution you're going to have, and then we're going to skip over a few
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here and go down to where you see right above the wrench icon, the blue wrench icon, there's
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an icon that when you highlight over it, it's orange and it says object, and if you click
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on that, you'll see it takes us back to the default view that we were in for this object
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for the cube.
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There's settings for where the object's located, how it's rotated and stolen.
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The other thing that we're going to care about today is if you go down near the bottom
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of the icons on the left hand side of the Properties window, then you'll see a checker board,
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you'll see a checker board basically, and then above that you'll see kind of a smaller
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checker board wrapped around a ball, that's the materials window, and if you click on
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that, this is where you actually set up what an object is going to look like, like not
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its geometry, but its texture.
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You should see like where it says material, and then below that you'll see base color,
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and it'll be white, like this actually controls what the basic color of this object is going
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to be, and so if you click on base color, and then a color selector will come up, you
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can just move around inside the color selector and choose a color, like let's say we'll make
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it red, just drag the circle in the center of that color selector down to red, and then
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you can click back where it says base color, and it'll make the color selector go away,
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you could also hit escape, and it'll keep your selection.
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I'm sorry if you hit escape, it won't keep your selection, but basically just move out
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of the color selector window, and it'll keep your selection.
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So now we've set the base color to red, but we don't actually see any changes, right,
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in the 3D viewport, it still looks like it's gray, well that's because by default it puts
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you into a mode called just the viewport shading mode, where it's basically just showing
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you the basic geometry of objects, and it's not trying to render them or represent what
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the textures of them look like, and this is controlled by some icons that are up, if you
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look in the 3D viewport with like the grid and stuff of the scene, if you look up in the
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upper right hand corner of that, you'll see three circles like in a horizontal line that
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are kind of outside of that window, and one will be highlighted by default, it's all
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filled in, and this is basically where you select the different types of viewport shading.
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So if you click on the one next to it that looks like a wireframe, like the one to the
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left of that, all the way to the left, it'll change the viewport shading mode so that
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things just show up in wireframes, so like the cube now just has like a wireframe outline
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of the object.
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Go back to the one to the right of that, you'll have the shaded mode basically just showing
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solid view, to the right of that you'll have what's called material preview, and this
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basically uses your video card to create a quick kind of game like rendering of your
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scene, when you click on that you should see the cube change to the color red or whatever
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color you chose, and then the one next to that all the way to the right is actually the
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rendered mode, so you don't have to leave it on this all the time, but one of the features
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of Blender is that it does, it can do real time rendering of the viewport as you're moving
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around, so you know you're in the scene and you can see this stuff, if you go to move
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around the cube and stuff like that, it's going to re-render the scene kind of in real
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time as you move through it.
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Okay, go ahead and click back to the filled in circle or the solid view up in that set
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of four icons for controlling the view, because I don't want to slow down your computer
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too much while you're doing this, otherwise you know if you're in rendered mode it might
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be kind of slow for you, we'll get to changing that in a bit.
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So now what we're going to do is we're going to take this cube and kind of smoosh it so
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that it becomes the floor of our scene, and the way you do that is you scale the cube,
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so press the letter S for scale, and then if you move your mouse around you should see
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that the cube gets bigger and smaller and you can kind of control it by just moving your
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mouse back and forth.
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What I want you to do is restrict the scaling so it's not happening on all axes, but it's
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only happening along the X and Y axes.
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So to restrict it to just the X and Y we're going to basically turn off the Z axes and
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to do that we'll press Shift Z, and now when you move the mouse around you're going to
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see that it basically keeps it kind of in the same height, but you can make it bigger
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along the X and Y axes.
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Go ahead and just scale it up a bit until it kind of fills up a lot of the scene, maybe
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not all of it, and then click your left mouse button if you're using right-handed mouse,
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and that'll keep the settings.
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Now we want to scale it along the Z axis to make it shorter so it's not as thick.
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So it hits S again and then presses E without pressing Shift, and that should scale it so
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you can make it thinner and you basically bring the mouse cursor in towards the cursor
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or in towards the center of the object until it's kind of thin and then click the mouse
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button to accept the change.
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The next thing we'll do here is move down the floor a little bit so that the next object
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we put in isn't covering it up, isn't covered up by the cube here.
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So to transform this down, you press the G key for Grab, and then press, and if you move
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around your cursor, you'll notice that it just kind of moves it everywhere, and basically
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you're moving it in a relationship to the viewport and what you're looking at.
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But we want to restrict the movement so it's only up and down.
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So the way we do that is press Z on the keyboard, and now we're only restricting the movement
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to the Z-axis.
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So move it down until it's just below the grid itself, the display grid, so that you
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can kind of see the grid above the floor that we create here.
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And go ahead and click the mouse button to accept the change.
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And now we're going to add a new object.
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If you press Shift and A, capital A for Add, you'll see an Add menu come up basically
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where the mouse cursor is, and you'll have a bunch of options for the different types
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of objects that you can add to the scene.
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Go down, select Text, and you should see basically right next to where the cursor is,
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the word text will show up as actual text.
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And this is an object.
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To modify this, to modify the text, we'll press the tab key to go into edit mode.
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And basically this works like text in a word processor or something.
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Hit the backspace key a few times to erase the word text, and then type in the capital
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|
letters HPR.
|
|
And then when you're done, press tab again to go out of edit mode.
|
|
And so now we have a text object that's called HPR.
|
|
We're going to now rotate that so it's perpendicular to the floor.
|
|
So you can press R for rotate.
|
|
And we want to rotate it, like if you move your mouse around, you'll see it kind of rotates
|
|
it right along the screen and stuff like that, but we don't want it to be like that.
|
|
So we'll press X to restrict it to just rotating around the X axis.
|
|
And now if you see, you have this rotation where it's actually going around the X axis.
|
|
But we want to perfectly align it like 90 degrees.
|
|
So one thing that you can do is just type in an angle, and so I can just type in 90 and
|
|
hit enter, and it'll rotate the object 90 degrees along the X axis.
|
|
So you can get a precise rotation.
|
|
Well if you render the scene right now with F12, you'll see that you probably just have
|
|
like an HPR text that's on top of a red cube, and that's maybe kind of boring.
|
|
But it shows, you know, what you've done so far.
|
|
So go ahead and close this render window, and over on the right hand side where you
|
|
had the properties window for, you know, all the different settings, you'll see that
|
|
for if you have a text object selected, that there's an icon above the materials button
|
|
that just looks like the green letter A, and if you click on that, that's how you affect
|
|
change to a text object.
|
|
And what we're going to do here is we're going to extrude out that text object so that
|
|
it has some depth to it.
|
|
And so look for the drop down section that says geometry, and click on that.
|
|
And you'll see that there's an option that says extrude, and it says 0m.
|
|
And Blender has its own units that are, I guess, based on meters.
|
|
But really it's just kind of arbitrary because you're just working, you know, this isn't
|
|
really a CAD program with like proper units of measurement and everything, at least
|
|
not in the sense that CAD user would expect.
|
|
So I mean, you can think of M as being meters, but really it's just kind of arbitrary,
|
|
but it's Blender units basically.
|
|
So if you go down and you basically click and hold down that extrude setting, then you
|
|
can move your mouse, and you'll notice that when you do this, it actually makes, you
|
|
know, if you move it to the right, the value increases.
|
|
And if you look over at the viewport, you should see your HPR text actually getting thicker.
|
|
And so make it, you know, not too thick, make it maybe like 0.2m, which is 0.2 for the
|
|
saying for the extrude.
|
|
And we also want to make it look kind of, you know, a little bit fancier.
|
|
So underneath where it says bevel, there's another section under geometry that says bevel
|
|
and it says round object and profile, where it says depth, click on the value for depth
|
|
where it says 0m and do the same thing, scroll it to the right until maybe it's just like
|
|
0.04 just to kind of round out the edges of the extrusion.
|
|
So it's like a little bit nicer.
|
|
You're probably thinking, well, I can't really see the HPR logo very well or something.
|
|
What you can do is move around the scene in the viewport by using your middle mouse button
|
|
to basically click in that window and move around and you should be able to like rotate
|
|
around in the scene.
|
|
Now you're not moving the camera.
|
|
You're basically moving where you're viewing the scene from in the viewport.
|
|
And so we'll get to moving the camera later, but you can, you know, set this up so you
|
|
can see a little bit better.
|
|
If you want to zoom in, you can use your mouse wheel to actually zoom in on the scene and
|
|
zoom out just by, you know, mouse, say mouse wheel up and mouse wheel down.
|
|
Now if you're not comfortable with using the mouse button for moving around, you can
|
|
also use the three, the axes icon that's in the upper right hand corner of the viewport
|
|
window.
|
|
You'll see like this colorful axes x, y and z.
|
|
If you click in that area just with your left mouse button and hold down and then move,
|
|
it'll also move around your view.
|
|
There's also these icons below that, like there's the magnifying glass with the plus.
|
|
If you click on that and hold down, you can zoom in and zoom out of your scene.
|
|
So this allows us to see what we're doing a little bit better.
|
|
But you should have, you know, a simple HPR logo and you can press F12 to render again
|
|
to see how that's changed in the viewport.
|
|
It's not looking great because, you know, the light is in a good place and so on.
|
|
So what we're going to do now is close this render window again.
|
|
And in the outliner, maybe click on the word light to control your lighting area.
|
|
And basically what we're going to do is move this light to be in front of the HPR logo
|
|
so it lights it up.
|
|
So if you press G while you have your light selected and then you can just move it down,
|
|
basically you don't have to move it along any axis.
|
|
You can just kind of move it down and you'll see visually how it's in front of the HPR
|
|
logo and then click the left mouse button to accept the movement.
|
|
And now if you render, you'll see, okay, this is starting to look a little bit better.
|
|
You know, it's starting to be the HPR.
|
|
You can make out the letters at least better.
|
|
So go ahead and click on close on the render window.
|
|
And we want to make it so that the HPR logo itself is a little bit nicer to look at.
|
|
You know, it's not just boring text.
|
|
So click on the HPR text object and now we're going to go over to the material settings.
|
|
Basically over in the right hand side where I said there's that checkerboard icon and
|
|
right above it, there's that round ball with the checkerboard on.
|
|
That's the material settings.
|
|
So here you should see, you know, you come in here and there's no material set up.
|
|
So you can click on new to create a material and maybe rename it by clicking in the spot
|
|
where it says material dot zero zero one and just changes to like say HPR or color logo
|
|
or something.
|
|
And instead of just setting like a color here, I'm going to show you how you can do some
|
|
cooler things with Blender using the shader tab.
|
|
So if you go up to the top of the Blender window and click on the shading tab, it'll take
|
|
you over to a different view where it shows like, you know, your icons over on the file
|
|
system over on the left hand side and stuff like that.
|
|
Basically you can ignore the stuff off to the left for now and just focus on the view
|
|
port window and the what's called the nodes window below that.
|
|
And the nodes window is pretty cool because it's actually the shader editor window.
|
|
But I mean, what these are, these are nodes and it acts like a pipeline or like a factory
|
|
or something like that.
|
|
If you always like the ability of of Unix command line processes to like pipe the input
|
|
of one thing into another, I think you're really like this and it can be a lot of fun to
|
|
like, you know, set up pipelines of nodes to do different things.
|
|
So you should have a node that says principal BSDF and this is basically kind of like your
|
|
basic material properties.
|
|
Like if you come in here and click on the base color and change it to red blue, let's
|
|
change it to blue, then you should see that the logo in the 3D view port has changed
|
|
to blue.
|
|
Well that's that's nice, but you could do that in properties window.
|
|
So what we'll do is we'll make it so that instead of it being just one color, we're going
|
|
to make it so that each of the letters is a different color.
|
|
And the way we're going to do that is by setting up a node called a color ramp and a gradient
|
|
node.
|
|
So we'll first add the color ramp node and you can just basically put your mouse in the
|
|
nodes area like the shade, what's it called, the shader, editor, window with the nodes
|
|
and also press shift A for add.
|
|
And this will bring up a menu of different things that you can add, divide in the categories.
|
|
So go down to converter and then scroll up to where it says color ramp and it'll basically
|
|
give you a color ramp that you can move around and put in place to the left of the principal
|
|
BSDF node.
|
|
If you happen to accidentally click on the window before you move your color ramp down,
|
|
you can select the different nodes by clicking on their title area or some blank part of
|
|
the node and select it like it would an object and then press G and move the node around.
|
|
This is another good reason to be able to learn Blender's different hot keys because
|
|
they get used everywhere and so it's useful to actually learn how to use the hot keys
|
|
so that when you're going around you can do stuff a lot faster.
|
|
Okay, so what you'll see is the color ramp next to the principal BSDF node.
|
|
You'll see these little circles at the edges of the nodes that say like color, alpha,
|
|
base color and stuff and they have different colors to them.
|
|
Basically you can connect these by, for instance, clicking on the color and do this,
|
|
go ahead and do this now.
|
|
If you click on the color circle and hold down your mouse and you should see a little
|
|
line come out like curved, you can connect it up to one of the different circles on the
|
|
principal BSDF node.
|
|
In this case you want to hook it up to base color and that basically is taking the output
|
|
of the color ramp node and putting in the base color.
|
|
But you don't really see anything happen and the reason why is because there's other
|
|
nodes that we have to set up to make it, you know, to transition the color in the way
|
|
that we're intending it to.
|
|
I mean, like anything else on a computer, the computer does exactly what you tell it to
|
|
and sometimes you make assumptions that you're telling it off but really you're not.
|
|
So now that we've connected those you can press Shift A again to bring up the search window
|
|
but this time instead of going through the menus I want to show you another way of using
|
|
this add menu.
|
|
If you click on search and just click on it, it should change the menu to like a search
|
|
thing and you can type in what you want.
|
|
So we're going to say type in gradient which is GRADIET and you'll see it shows you the
|
|
option for texture gradient texture.
|
|
Go ahead and click on that and then now move this gradient texture to the left of the
|
|
color ramp.
|
|
Again, if you accidentally clicked it in the wrong place and you want to move it, you
|
|
can just select the node, press G and move it around.
|
|
And so take the factor output, the FAC from the gradient texture and connect it up with
|
|
the factor input on the color ramp.
|
|
So again there's two options for the output of the gradient texture, the outputs are on
|
|
the right hand side, the inputs are on the left hand side.
|
|
So you connect FAC on the gradient texture with FAC on the color ramp.
|
|
And now you should start to see changes happening on your model.
|
|
And if you've ever worked with gradients like in GIMP or something like that, there's
|
|
a concept called color stops and in the color ramp node in the shader editor, you should
|
|
see there's like a black color stop and a white color stop.
|
|
These kind of look like pencils, like the end of a pencil.
|
|
And you can actually click on one of those color stops and drag it like left and right
|
|
and change where the color stops starts and stops.
|
|
This is basically to control where a color starts and stops.
|
|
If you select one of these little color stop indicators, it'll change the color that
|
|
shows up below that, like in below where it says POS and above FAC.
|
|
And you can actually click on that and select what color you want to be.
|
|
So let's change the one that's on the right side, the right most color stop.
|
|
Let's change that to blue.
|
|
And then click on the black color stop and we'll change that to red.
|
|
So in the color selector, since black is going to be all the way down, you're going to have
|
|
to do, I'm sorry, I should have done this for white too.
|
|
So I need to remember what I need to tell you.
|
|
So to select blue, basically in the color selector, you need to turn the saturation level
|
|
all the way to the top.
|
|
And so the color selector has like the wheel, like the wheel thing, and that also has a
|
|
slider on the right, which controls the value.
|
|
So basically, when it's all the way at the top, that means like you're going to have
|
|
full color.
|
|
Once all the way down at the bottom, you're just going to have blackness.
|
|
This is the way that you control the lightness or the darkness of a color.
|
|
And then the hue is controlled by moving around that circular area.
|
|
Okay.
|
|
So when you click on black, you're going to need to turn the value all the way up to the
|
|
top or close to it.
|
|
And then in the hue, select red.
|
|
And so now we have kind of this interesting transition from red to blue, happening in
|
|
the letters.
|
|
But let's say we want to make it so that each letter is independently its own color without
|
|
actually doing something with the model itself.
|
|
We just want to do this in the color ramp.
|
|
So if you click on the red color stop, the one all the way to the left, and then above
|
|
it, click on the plus there, that'll add another color stop that's in between that color
|
|
stop in the next one.
|
|
So that one will probably show up as purple.
|
|
But if you click on that color stop and then change its color to green, like, you know,
|
|
change the hue to green, then you should have, you know, kind of a rainbow-like effect.
|
|
But let's say we want to be individual colors.
|
|
So right now it's doing this linear transition mode where it's actually making a gradient
|
|
that goes between the color stops.
|
|
Let's make it so that it's constant.
|
|
So if you click on the drop down, this is linear, and this is called the interpolation,
|
|
change it to constant.
|
|
And now you should see there's like a hard change between red and green and blue.
|
|
But the blue doesn't really show up much because it's all the way to the right.
|
|
So bring the blue color stop to the left a bit until it actually covers up the R, but
|
|
none of the P, and then do the same thing with green, make it so that it goes to the left
|
|
more so it colors up, you know, covers up all of the P, but not the H and so on.
|
|
So now you should have three independent colors for each of the letters in HPR.
|
|
All right, great.
|
|
Press F12, we can render, see how it looks.
|
|
Okay, starting to look cool.
|
|
Okay, so now let's make the scene a little bit more interesting.
|
|
Well, actually, let's make, let's do another aspect of textures, and we're basically going
|
|
to add some micro displacement or bump mapping to the texture.
|
|
Basically, if you think about geometry of an object, you have the macro geometry, and
|
|
this is the way I think of it, you have the macro geometry like the big changes, the
|
|
big form of it and stuff like that.
|
|
But then you also have micro geometry, which is like cracks and bumps on a model and stuff
|
|
like that that are so small that it doesn't make sense to model them, but you can use
|
|
like the shader editor to make those effects.
|
|
So if you click somewhere in the shader editor and then click press Ctrl A and then click
|
|
on Search, and we're going to type in Bump, that shouldn't say Vector Bump, and we'll
|
|
select that, and then put that below the color ramp, and then press Ctrl A again, and
|
|
we're searching, well, in this case, instead of Search, we're going to move down to texture,
|
|
the texture menu, and you'll see in the sub menu of texture, there's several different
|
|
types of textures, where we're going to select their Veronoi texture, which is like a,
|
|
it's named after the person who came up with it.
|
|
So click on Veronoi, and this will bring up a pretty big window with a lot of different
|
|
settings, or a pretty big node with a lot of different settings.
|
|
Select the Bump normal output with the normal input on the principal BSDF node, and then
|
|
connect the distance output of the Veronoi texture with the height input on the Bump node.
|
|
And if you wait a few minutes, you should see this will really drastically change the
|
|
look of the logo.
|
|
I mean, you could leave it at this if you want, but let's make it a little bit less intense
|
|
by turning the strength in the Bump node down, so you just click on that Strength setting,
|
|
and you hold down the mouse and move it over, probably to about 0.1.
|
|
And then if you zoom in on the HPR logo, so you can actually see it, then go over to
|
|
the Veronoi scale and increase that so that it's probably about 60 or 70 or so.
|
|
It's kind of odd, but increasing the scale makes the Bump smaller, so it's a little bit
|
|
counterintuitive there.
|
|
The other thing I'd like you to do is change the Euclidean setting above that in the Veronoi,
|
|
where it says Euclidean, change that to Minkowski, yeah, that's good.
|
|
So if you change the Euclidean to Minkowski in the distance metric setting in the Veronoi
|
|
texture, then it looks a bit more like kind of a seat cushion or something like that,
|
|
so it kind of looks like a fabric a bit.
|
|
You can do things like increase the detail if you want or whatever, and there's also
|
|
like a roughness setting and stuff like that.
|
|
You can play around with those if you want to, to, you know, whatever floats your boat,
|
|
but don't change it too much for now while you're just learning.
|
|
All right, so now if we render this, now you notice it has like a nice texture to it.
|
|
So maybe, I don't know, it might be a little bit too deep of a texture or something, so
|
|
you might turn the strength down if you want to make it a bit more subtle.
|
|
You don't want it to be too obvious, just subtle, you know, so it looks, looks nicer.
|
|
Okay, so maybe like the strength should be 0.055 or something like that.
|
|
All right, the other thing you can do if you want to give a precise value for a setting
|
|
is you can just click once in that setting box, and it'll basically highlight the value,
|
|
and then you can type in what you want.
|
|
So like if you wanted to click on the strength setting and just like single click it and then
|
|
type in 0.055, you can go exactly to what you want.
|
|
Now let's go back to the setting for the floor and change it to be kind of grayish or
|
|
something like that.
|
|
Go back to the 3D viewport and click on the cube or in the outliner you can just click
|
|
on the word cube for the cube object.
|
|
And now go back to the material button in the properties window that circle with the checker
|
|
board on it and where it takes it back to surface.
|
|
Go ahead and change that base color for this object back to put the hue back closer
|
|
to the center and maybe reduce the value.
|
|
So it's a bit more of a gray.
|
|
Okay, one thing you'll notice here is that this object has a different material than the
|
|
HPR object.
|
|
Like if you click on one object, you'll see that a different material has been assigned.
|
|
This is something the blender lets you do is if you want to assign different materials
|
|
to different objects, you can duplicate them and you know take one that you've already
|
|
done and assign it to a new object and stuff like that.
|
|
If you click on that little drop down menu that's right next to material where it says material
|
|
like in the text input box and you'll see that gives you a list of your different materials,
|
|
you could actually select HPR if you wanted to for the cube and now you have like the
|
|
color ramp going across the cube as well but we don't want that so make sure the material
|
|
set back to material and we can change the name of that material by clicking in that text
|
|
input box and just changing it to let's call it floor and so that's the floor material.
|
|
Alright so to get a sense of you know let's zoom out a bit so we can see the entire 3D view
|
|
port and we're going to want to change where the camera is to let's make this a lot more
|
|
dramatic.
|
|
We're also going to change where the light is so first of all click on the camera and
|
|
then on your number pad you can press and I'll tell you what to do if you don't have
|
|
a number pad in a second so on your number pad if you press the zero it's going to take
|
|
you into camera view so you can actually see what the view is from the camera and you'll
|
|
notice that your view is your view port now shows like a rectangular box and that's basically
|
|
what is inside of the render area and if you don't have a numpad then what you can do
|
|
is in the menu for the view port where it says view select add an object click on view
|
|
and go down to where it says cameras in the menu and then click on active camera and
|
|
you'll notice that that's where the hot key is for numpad zero so click on active camera
|
|
and it will actually take you into the camera view and so blender has this nice feature
|
|
where you can fly your camera using tilde so if you press shift and then the tilde which
|
|
is the upper left hand key on your keyboard almost keyboards at least then it puts you
|
|
into like a game mode view changer and now if you move your mouse around you'll see that
|
|
it kind of changes what your view is and this is very similar to like a first person shooter
|
|
now where you can use the keys W A S D to actually move forward and move left and right
|
|
and stuff like that so to move forward you press W and it's kind of going into your scene
|
|
if you want to put the camera so it's actually in front of the HPR logo and facing it then
|
|
you basically look down into the left of the logo and then go into the scene by pressing
|
|
W and then moving over and seeing where you're at you know is it is it right and once you
|
|
get close enough you can start to strafe left and right by using the A and D keys to basically
|
|
move to the left a bit and then you can use the Q and E keys to move up and down and so this
|
|
lets you set up the camera in a nice way so that you can just move through your scene
|
|
and you don't have to like fiddle with how is the camera pointing and what's the angle
|
|
and stuff like that you can just use these nice you know view keys so once you get set
|
|
up so basically I want you to set up so that the HPR logo is right in front of you like it's
|
|
you know it's parallel to to the view plane and you can see it so once you have that set up
|
|
and it's kind of filling up your screen a bit click the left mouse button to accept the view
|
|
change and again if you if you don't like what you see and you want to change it again you just
|
|
press shift till day and you move your camera around all right so if we press F12 at this point
|
|
now we have you know the HPR logo right in front of us and it's looking you know
|
|
very very dominant in the scene go ahead and close the render window and we're going to make
|
|
this a lot more dramatic so if you click on the light object basically in the outliner where it says
|
|
light and then press G to start moving it move it down and then use your middle mouse button
|
|
to move your viewport so you can actually see you can like rotate around the HPR logo
|
|
and see around it and get to the point where you can actually have the light in the left hand
|
|
part of the viewport and the cameras over there and so press G to start moving the light and move
|
|
the light so that it's actually behind the HPR logo on the backside of it if you render this now
|
|
you'll see that you know we have HPR you know behind with the light shining from behind you see
|
|
the shadows coming at us rather dramatically and that's kind of cool and stuff but it still looks
|
|
kind of cheesy and generic and stuff it's not quite ready to go the other thing you'll notice is
|
|
that the HPR letters aren't actually touching the floor so we're going to fix that right now
|
|
if you can go back to your camera view and then from your camera view click on the HPR logo
|
|
and press G and then Z to make it so that it goes up and down and just move your you know just kind
|
|
of eyeball it move the HPR logo until it just goes through the floor and then bring it back up
|
|
so that it is just resting on it and so now we can press F12 and we'll see like you know it's
|
|
actually resting on the floor properly close the render window now we're going to add some fog
|
|
effects to make it you know look a bit more dramatic and a bit more professional but because we're
|
|
we're now going to do some more advanced kind of volume metrics and stuff I want to switch over to
|
|
a different render engine that Blender offers so Blender has two basic render engines that are
|
|
included in it one is called EV I guess named after the Pokemon character and then the other one
|
|
which is older but more accurate is called cycles you use EV when you want quick renders
|
|
and you don't care about more advanced features like transparency and and you don't need reflections
|
|
and fog effects to be as accurate but you use cycles when you do want to be more physically accurate
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but it takes longer to actually render so in order to make that change you go over to and actually
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maybe the first thing we could we should do before this maybe I should have told you this earlier
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is let's save the scene so to do that go up to file and up and the upper left hand corner go
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up to file and down to save you know bring up a window where you can actually save your scene
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and let's just call it like hpr logo and then say save Blender file okay so now you can press
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control S if you want to save your scene throughout the throughout this tutorial okay so over on the
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right hand side of the screen back in the properties area where that has all those icons that are
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colored different colors click on the camera icon where it says render and where it says render
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engine click on the render engine where it says EV and change it to cycles and under cycles you
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should now see a couple more settings pop down if you have a GPU that like you know an Nvidia
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or ATI GPU that can do you know 3D rendering and stuff like that then try changing the device
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from CPU to GPU compute and this may or may not work if it doesn't work you might need to look up
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how to set this up on your own computer but for now just use what you can but GPU compute will
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make it so that the scene gets rendered a lot faster under render settings Blender sets the
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settings pretty high by default so we're going to actually turn those settings down so that it
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doesn't take as long to render so under where it says sampling and then viewport and it says noise
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threshold and max samples and stuff like that change the max samples under the viewport section
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to be 10 so by default it's a thousand twenty four which is pretty high let's just set that to 10
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and that's basically when we go over to rendered view it's only going to render 10 samples to just
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give us a rough idea then under the render settings where it says max samples and says four thousand
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ninety six hey a power of two right click on that and change that to let's say two fifty six
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because you'll notice that there's a check mark next to denoise one feature that Blenders added
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in the in recent years is the ability to do advanced denoising algorithms that are available
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in modern CPUs and stuff like that and so it uses that to be able to reduce noise and so as a result
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you don't have to render as many samples and you can get much faster renders okay maybe control
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ask for saving okay so now if we to show you what I mean if you press F12 you'll notice the window
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will come up and it'll start rendering but it will be very fuzzy at first and start resolving
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the scene as it goes and so up in the upper part of the window it'll say samples and it'll say some
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number of two fifty six and then it'll kind of hang out there for a second and when it does the
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final denoising you'll see a lot of the fuzziness goes away and now you have like a nice looking
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scene but you'll notice that the the effect of the render is much nicer it has you know it kind
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of reflects the colors and stuff like that from the logo and those are things that you get from
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the cycles engine in addition to a whole lot more okay go ahead and close this render window
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and now we're going to add some fog to the scene and so what I want you to do in the viewport
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window press control A and go down to mesh and then add a cube and we're going to scale this
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pretty big so the cube should be selected by default you can press S for scale and then scale
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it up so it covers up pretty much your whole scene like you're gonna say well I can't see anything
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now but this is basically going to be the fog and it has to go through the whole scene okay so once
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it's covering up most things you click on it to accept it and now go over to the outliner where it
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says probably cube dot zero zero one and double click on that to rename this to fog so you've changed
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your your object name from cubes zero zero one to fog okay now we want to make it so that you
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can't see that in the viewport so it's not like covering everything up so if you go down to the
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properties menu and then click on the icon that's like an orange box with some lines in the corner
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where it says object like there's an orange icon in the middle of the of the icon list and it says
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object when you highlight over it it's right above the wrench this will change to the you know transform
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relations collections look for the section that's called viewport display and click on that
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and this will drop down a bunch of things that will show up in the viewport and you'll see a
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setting that says display as textured change textured like click on that box and change textured
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the bounds and so basically this only show this now you can see the hpr logo again and you're
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basically only seeing the bounds of the cube that's the fog object okay now click on the material
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button for the fog object you know that circle with the checker thing and now create a new material
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and by default it's going to add this principal BSDF and you'll see the nodes for it but over in the
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properties window over on the right hand side you'll also see this surface preview and for surface
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as principal BSDF click on that principal BSDF and change that to principled volume so like a whole
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bunch of options will come down when you see principled BSDF change it to principled volume and when
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you do that you'll notice that in the shader editor window with all the nodes that the node for
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principled BSDF has changed to principled volume but the volume output is still hooked up to the
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surface input of the material output and so you basically need to change this so it so the volume
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output goes to the volume input so what you do is you can either click on the volume output
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and just drag a new line or you can start by clicking on the the right end of the node line and
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just move it down to volume so again click on you know the principled volume volume output and then
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drag a line down to volume on the material output the density of the principled volume is set to
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1 by default and that's too high so let's change this to say 0.2 and then change the
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anisotropy a few settings down from density that's set to 0 let's change this to 0.6
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okay you don't see anything yet but if you go up to the upper right hand corner of the viewport
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window where you set like the render mode of the viewport if you change that to the one all
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the way to the right where it says viewport shading you can change this to rendered then you'll
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|
suddenly see a dramatic change and you'll start seeing kind of a rendered output of things and so
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|
now that it's starting to come together right all right so now let's move the light so that it's
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kind of behind the p in hpr so you should be looking at the hpr logo through the camera view
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|
what I want you to do is instead of trying to click on the light in the in the rendered scene
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|
you'll click on light in the outliner in the upper right hand corner so where it says light
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|
and now you have the light selected first thing I want you to do is press G in the 3D viewport
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|
and then start moving the light down until you get the p the so until you get the light kind of
|
|
right behind the hole in the p there you go and then click on the left mouse button to accept the
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|
movement and now we're going to increase the intensity of this light to by increasing the power so
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|
if you look over in the properties window you should see like preview light and it has like point
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|
sun spot area this is over on the right hand side first of all let's change this to be an
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|
area light and basically this makes it so that instead of being a single point of light it's like
|
|
actually more like a light bulb you know where it's like the light is kind of fuse a bit more
|
|
and let's change that power setting to be let's say 2000 watts so you can just click on that
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|
and change it to a two or change it to 2000 and then let's change the color of the light a bit
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|
by clicking on the color and in the chooser moving it over to be a bit more yellowish you know
|
|
all right so now we're starting to see some really cool facts huh all right now if you click on
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|
now if you press F12 you'll see you know a much more dramatic scene being rendered
|
|
and I think at this point and you'll see kind of like you know gods rays coming off of the Hs
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|
and stuff like that you can go farther with this much farther of course but we're going to leave
|
|
it at this and let the scene render out until it gets to 256 and then does the you know the denoising
|
|
option if you want to you can change your render samples to be higher and try to get a higher
|
|
quality scene but I think for now this is good enough and you can see the potential of what you can
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|
do in the render window if you click on image in the menu and then go down to save you can save
|
|
this output of your render and so this will bring up a window for saving the output the first thing
|
|
I want you to do is go over to file format and change this to JPEG because PNG images are pretty
|
|
big by default and you'll end up taking a lot of space and I'd like to be able to see what you
|
|
end up doing you know with your your render and so maybe you can post to Twitter or mastodon
|
|
replying back to the hpr post for this episode and just you know share your your rendering and maybe
|
|
put hashtag and hpr and also hashtag blender to kind of draw attention from the blender community to
|
|
to what's going on just name this file like hpr.jpeg and say save and now you can post your own
|
|
image to social media and I'd love to see it okay so there's a whole bunch more stuff we can do
|
|
with blender I'd love to hear from you if this was a useful episode if it was helpful in getting
|
|
you to learn blender better and how you like this format of just an audio tutorial for a visual
|
|
program if how you think it works okay take care and remember to try to post your own hpr episodes
|
|
because they need more take care bye
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you have been listening to hacker public radio at hacker public radio does work today show
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was contributed by a hpr listener like yourself if you ever thought of recording podcast
|
|
and click on our contribute link to find out how easy it really is hosting for hpr has been
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kindly provided by an honest host.com the internet archive and our sims.net unless otherwise
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stated today's show is released under creative comments attribution 4.0 international license
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