1 00:00:10,040 --> 00:00:14,630 Welcome back, everyone, to three p.m. in a healthy dose scene with Blender two point nine and the 2 00:00:14,630 --> 00:00:15,570 Dobe Photoshop. 3 00:00:15,710 --> 00:00:17,030 So this is where we left off. 4 00:00:17,270 --> 00:00:20,060 Now let's actually bring in our actual grass. 5 00:00:20,180 --> 00:00:25,490 So we're going to do is we're going to come over to our political ATM, which is this bone here that 6 00:00:25,610 --> 00:00:29,780 on CLAQUE plus and then double top, which says particle settings. 7 00:00:29,870 --> 00:00:32,620 And let's rename this to Garras. 8 00:00:33,170 --> 00:00:38,330 Now let's change this from a MITZIE to actual hair and you'll notice something starts happening. 9 00:00:38,480 --> 00:00:42,680 And you can notice, hey, this is what I've been talking about, where the different colors and variations 10 00:00:42,680 --> 00:00:44,420 is based on the actual texture. 11 00:00:44,570 --> 00:00:46,290 And that's the most important thing here. 12 00:00:46,450 --> 00:00:48,500 Now we come down to where it says advanced. 13 00:00:48,620 --> 00:00:52,100 And what we can do is take that on and now let's mess around with the numbers. 14 00:00:52,100 --> 00:00:57,080 So I'll put this at 5000 and then we'll put the we'll leave the seed. 15 00:00:57,080 --> 00:01:01,060 We'll put the HELLAND at nought point one four four. 16 00:01:01,190 --> 00:01:06,250 And if you just copy what I'm doing at the moment and then you can go in and mess around with it to 17 00:01:06,260 --> 00:01:07,040 your heart's desire. 18 00:01:07,220 --> 00:01:09,810 So now let's come down to children. 19 00:01:09,830 --> 00:01:11,150 That's the next important one. 20 00:01:11,240 --> 00:01:16,490 And what I want to do is put this on simple and now you're already you'll see it starts really start 21 00:01:16,490 --> 00:01:17,600 to wash out. 22 00:01:17,870 --> 00:01:18,290 All right. 23 00:01:18,300 --> 00:01:20,960 So let's put the display amount on eighty three. 24 00:01:21,050 --> 00:01:27,130 Really, really give us a lot of graphs to actually work with and then let's pull the randomized side. 25 00:01:27,320 --> 00:01:29,540 So we want these to be different sizes. 26 00:01:29,690 --> 00:01:31,550 So where is running my size here? 27 00:01:31,670 --> 00:01:38,000 Let's put this on nought point six, six five and now you'll say it actually changes the length of the 28 00:01:38,000 --> 00:01:39,710 actual children in here. 29 00:01:39,920 --> 00:01:43,070 And then we need to come down to where it says Clomping. 30 00:01:43,640 --> 00:01:46,120 We're going to change this one here. 31 00:01:46,130 --> 00:01:50,780 So the shape to nought point five, nine, six, and then we go. 32 00:01:51,080 --> 00:02:00,230 And also we need now some actual change to the roughness of the roughness and the random size. 33 00:02:00,320 --> 00:02:01,130 We need to change this. 34 00:02:01,130 --> 00:02:05,920 So no point nought nine for like so and there you go. 35 00:02:05,930 --> 00:02:10,080 Now you can see that it's kind of sprouting all over the place. 36 00:02:10,310 --> 00:02:16,160 Now, the next thing we need to do is we need to just check this out on our actual render. 37 00:02:16,170 --> 00:02:22,090 But before we do that, the best thing we should do is come to a shaded and actually bring in some texture, 38 00:02:22,490 --> 00:02:27,870 an actual garment, to actually have control over how dark or light this actually looks. 39 00:02:28,010 --> 00:02:29,030 So we're going to lose pressure. 40 00:02:29,120 --> 00:02:31,660 A search gamma. 41 00:02:33,010 --> 00:02:35,670 Drop the aid and now you can say five, 10. 42 00:02:35,740 --> 00:02:37,660 So the grass goes a lot greener. 43 00:02:37,960 --> 00:02:44,900 Now let's come back to Modlin and then I'm going to stop now and I'm going to actually bring in my friend. 44 00:02:45,010 --> 00:02:48,180 Just have a quick look at what this is going to look like in the viewport rendering. 45 00:02:48,330 --> 00:02:50,720 You can see now it's looking really, really nice. 46 00:02:51,010 --> 00:02:55,060 Now, the good thing now is what you can do is you can do this wave action here in the rendering. 47 00:02:55,210 --> 00:03:00,870 If you press tap, you can say that can grab these and I can move them across with proportion, let 48 00:03:00,880 --> 00:03:01,360 it be known. 49 00:03:01,600 --> 00:03:04,110 And that can now start to clear that up a little bit more. 50 00:03:04,120 --> 00:03:06,850 Cyperus top, bring my grass. 51 00:03:06,970 --> 00:03:09,440 And now you can see I can really start to mess around with this. 52 00:03:09,610 --> 00:03:14,890 Now, if you don't if your computer isn't good enough to actually work while you're actually in rended 53 00:03:14,910 --> 00:03:19,810 view, just put it on TextView and it should be much, much easier then to come in and just pull these 54 00:03:19,810 --> 00:03:20,030 out. 55 00:03:20,200 --> 00:03:25,270 Now, what I'm looking for is I'm looking at if the grass I'm happy with the grass coming all the way 56 00:03:25,270 --> 00:03:25,800 up to here. 57 00:03:25,930 --> 00:03:26,710 So I'll think on this. 58 00:03:26,830 --> 00:03:30,560 I need to just lower this grass down just a top like. 59 00:03:30,580 --> 00:03:31,690 So, yeah. 60 00:03:31,700 --> 00:03:32,980 Now it's really up to them. 61 00:03:32,980 --> 00:03:35,140 We can see a little bit of that post. 62 00:03:35,350 --> 00:03:40,300 The hinge on here again, I need in the grass a little bit back from here, so let's pull it back. 63 00:03:40,310 --> 00:03:45,630 So I'm just going to pull it back like so and maybe a little bit more as well. 64 00:03:47,510 --> 00:03:51,400 And still maybe a little bit more, so let's keep pulling it. 65 00:03:52,630 --> 00:03:54,940 Like, so, yeah, and I think I'm happy with that. 66 00:03:55,180 --> 00:03:59,470 All right, so the next thing I can show you, what you need to do is you can actually cut away this 67 00:03:59,470 --> 00:04:00,580 grass that you don't need. 68 00:04:00,670 --> 00:04:05,200 And the reason you might want to do that is because when you're rendering, you don't want to be rendering 69 00:04:05,200 --> 00:04:07,220 all this back of this grass and things like that. 70 00:04:07,360 --> 00:04:10,650 So I need to you need to object mode particle at it. 71 00:04:10,780 --> 00:04:12,690 And then what you're going to do is you're going to come down straight. 72 00:04:12,700 --> 00:04:18,070 So it's cool and then come down to the bottom of it and you just going to click on it and just drag 73 00:04:18,070 --> 00:04:21,150 and you'll notice those little has all disappear. 74 00:04:21,280 --> 00:04:26,560 And basically what you're doing now is basically getting rid of all the grass on the saving yourself 75 00:04:26,710 --> 00:04:29,390 a lot of memory, power and things like that. 76 00:04:29,410 --> 00:04:31,540 So let's bring it over now on this one. 77 00:04:31,900 --> 00:04:35,830 Just cut away all of this grass like so. 78 00:04:36,070 --> 00:04:39,340 And you can also obviously cut away the grass along here. 79 00:04:39,350 --> 00:04:45,550 So if I click on here just to remove that glass grass, sorry, come back to object mode, click on. 80 00:04:45,700 --> 00:04:46,390 And there you go. 81 00:04:46,390 --> 00:04:48,070 You can see it's all being cut away from that. 82 00:04:48,220 --> 00:04:53,230 There are a few particles sticking to that, but nothing that I'm really concerned with. 83 00:04:53,540 --> 00:04:58,020 Now, the last thing I want think I want to do, I'm not sure whether this is a little bit too where 84 00:04:58,240 --> 00:05:00,340 encroaching on this actual step. 85 00:05:00,340 --> 00:05:05,500 So let me come in, grab it, makes your proportion, let it sit and just pull those away just a little 86 00:05:05,500 --> 00:05:05,920 bit more. 87 00:05:05,930 --> 00:05:08,260 It might be a little bit too much, same as down to the bone. 88 00:05:08,260 --> 00:05:14,550 Let's just pull them away a little bit like so and then let's let's pull this a little bit in. 89 00:05:14,560 --> 00:05:18,100 So I'm just going to grab it, pull it in just very slightly. 90 00:05:18,520 --> 00:05:19,490 And there we go. 91 00:05:19,720 --> 00:05:20,260 All right. 92 00:05:20,270 --> 00:05:22,700 So I think I'm really, really happy with how that looks. 93 00:05:23,200 --> 00:05:26,140 So now what we need to do is basically finished all of the build. 94 00:05:26,140 --> 00:05:28,030 We need to actually rename this. 95 00:05:28,030 --> 00:05:29,980 So let's come in first and rename it. 96 00:05:29,980 --> 00:05:31,210 So it's on the here. 97 00:05:31,480 --> 00:05:37,570 Let's just rename this grass like so and we can also get rid of this cube. 98 00:05:37,570 --> 00:05:38,500 Now, we don't need that. 99 00:05:38,500 --> 00:05:39,310 So deletes it. 100 00:05:39,460 --> 00:05:43,130 So everything is named correctly and everything's in the right place. 101 00:05:43,270 --> 00:05:45,040 We also now need to bring a camera in. 102 00:05:45,220 --> 00:05:51,370 So I'm going to click on this, this collection here it a and let's bring in a camera. 103 00:05:51,370 --> 00:05:54,340 So I'm going to come down and you'll see one that's called camera here. 104 00:05:54,640 --> 00:05:58,630 And then what you need to do is you just need to know where a box is going to take this shot from. 105 00:05:58,630 --> 00:05:59,410 So I think. 106 00:06:00,390 --> 00:06:06,030 Something like this, and I want to press control alt and zero, and that is then going to put your 107 00:06:06,030 --> 00:06:11,280 camera exactly where you located and that makes it much easier to camera, especially if you go in over 108 00:06:11,280 --> 00:06:16,500 top view or something like that is just much easier to put the camera there where you're actually looking 109 00:06:16,500 --> 00:06:16,760 from. 110 00:06:17,130 --> 00:06:19,730 Now, the next thing I want to do is actually I need to move this camera. 111 00:06:19,980 --> 00:06:24,030 First of all, I'm going to zoom in a little bit, just story something like that. 112 00:06:24,240 --> 00:06:29,130 And then I'm going to open this top and I can even click on this little arrow here, or you can press 113 00:06:29,130 --> 00:06:33,830 the button and then come to where it says you come down to camera of you. 114 00:06:34,470 --> 00:06:38,250 Now, when you zoom out, you'll notice your camera actually moves with you. 115 00:06:38,250 --> 00:06:39,580 And that's exactly what we want. 116 00:06:39,750 --> 00:06:40,970 So let's get it in line. 117 00:06:40,980 --> 00:06:47,220 So now let's have a look from looking kind of up, I think is a better view, something something like 118 00:06:47,220 --> 00:06:47,550 that. 119 00:06:47,850 --> 00:06:54,690 And you can also zoom in now with the control and shift clicked, push on your middle mouse button and 120 00:06:54,690 --> 00:06:56,310 then just push it forwards and backwards. 121 00:06:56,310 --> 00:07:01,070 You'll note you really, really got a lot of refined zoom now, and that's exactly what. 122 00:07:01,530 --> 00:07:06,510 OK, so once you're happy with it, come over, play off your camera to view press the middle mouse 123 00:07:06,510 --> 00:07:08,930 button and now you're able to move around. 124 00:07:09,330 --> 00:07:09,750 All right. 125 00:07:09,760 --> 00:07:13,490 So now we need to actually get this set up ready for Arenda and see what it looks like. 126 00:07:13,500 --> 00:07:17,010 So, as I said, you might want to make some of this darker. 127 00:07:17,130 --> 00:07:20,870 You might want to make these parts darker, for instance. 128 00:07:20,880 --> 00:07:27,120 So now all is a matter of doing is putting on a render of viewport, render a messing around with the 129 00:07:27,120 --> 00:07:28,110 actual materials. 130 00:07:28,260 --> 00:07:32,310 So let's first of all, come to our class material. 131 00:07:32,430 --> 00:07:35,760 I want to put it on cycle's round and let's have a look what that looks like. 132 00:07:35,940 --> 00:07:37,910 It's probably going to be a bit too bright. 133 00:07:38,130 --> 00:07:44,390 The other thing, of course, is I want to get the brightness right and then it wants take Renda, but 134 00:07:44,420 --> 00:07:49,710 I don't want these clouds on because, of course, we're going to take this back into Photoshop. 135 00:07:49,860 --> 00:07:51,240 We're going to pull background on it. 136 00:07:51,270 --> 00:07:56,490 I'm really mess around with the lighting in this actual scene so you can see that I do need to make 137 00:07:56,490 --> 00:07:57,720 this darker. 138 00:07:57,840 --> 00:07:59,880 You can see it's a little bit too bright for the scene. 139 00:08:00,060 --> 00:08:02,340 It doesn't really look quite right at the moment. 140 00:08:03,270 --> 00:08:08,640 The other problem you'll say is if I zoom in, that you can see all these little chunkiness now, I 141 00:08:08,640 --> 00:08:13,350 did say that if you filled in before, it should stop this happening, but it looks like it's had the 142 00:08:13,350 --> 00:08:14,080 opposite effect. 143 00:08:14,250 --> 00:08:16,050 So I really need to fix that as well. 144 00:08:16,170 --> 00:08:18,990 So I'm going to do is I'm just going to put this on materials. 145 00:08:19,170 --> 00:08:20,190 I'm going to go in now. 146 00:08:20,310 --> 00:08:26,430 And to do is I'm just going to hover over each one of these islands and just select them all like so. 147 00:08:27,940 --> 00:08:32,770 It's not so much of a big job, there's not actual many islands, so I'm going to zoom in a little bit 148 00:08:33,250 --> 00:08:39,850 and I'm just actually going to get rid of this problem by using limit to dissolve. 149 00:08:41,430 --> 00:08:46,500 Like so and let's press delete, limit to dissolve, and now that should fix this problem. 150 00:08:46,680 --> 00:08:52,200 So now let's put it let's go to Shaitan actually dot zoom in a little bit. 151 00:08:53,980 --> 00:08:59,620 And now let's come in and we'll do is I'll grab the blue, so I'll give the blue a test and if I come 152 00:08:59,620 --> 00:09:03,130 over now to my materials, it should actually be on the actual blue. 153 00:09:03,430 --> 00:09:06,970 So now let's say a press set top come into cycles right now. 154 00:09:06,970 --> 00:09:11,190 And let's have a look without blue looking like and obviously now we need to make it darker. 155 00:09:11,200 --> 00:09:13,050 So I'm going to do is I want to try. 156 00:09:13,930 --> 00:09:14,290 Yeah. 157 00:09:14,290 --> 00:09:16,360 If I bring that sorry. 158 00:09:16,360 --> 00:09:18,830 Not the fact I need to bring the value down. 159 00:09:18,840 --> 00:09:21,100 That's the one that looks like. 160 00:09:22,130 --> 00:09:23,480 I'm going to zoom out a little bit. 161 00:09:25,300 --> 00:09:27,450 And how far do I need to bring it down? 162 00:09:27,660 --> 00:09:30,540 Yes, something like that, you can see looks much, much better. 163 00:09:30,550 --> 00:09:32,680 So no point to something like that. 164 00:09:32,880 --> 00:09:37,670 Let's see if I need to bring the roughness of a look. 165 00:09:38,560 --> 00:09:40,140 I think the roughness is fine. 166 00:09:40,530 --> 00:09:45,330 And finally, I'll just try quickly bringing in a garment and see if that makes it better as well. 167 00:09:45,600 --> 00:09:46,560 So, Gammer. 168 00:09:49,670 --> 00:09:55,850 Let's just drop in here, arms, legs, so and now let's mess around with that. 169 00:09:55,880 --> 00:09:57,180 Yeah, and that's probably going to help. 170 00:09:57,200 --> 00:10:04,170 Let me just make it smaller like so and let's just have a look putting it one point to try that. 171 00:10:04,460 --> 00:10:04,670 Yeah. 172 00:10:04,670 --> 00:10:09,260 And you can see now if a double topped the eye, that looks much, much better like that. 173 00:10:09,620 --> 00:10:10,060 All right. 174 00:10:10,070 --> 00:10:11,850 So we need to actually fix these. 175 00:10:12,020 --> 00:10:17,990 So what we'll do on the next one is we'll go in, we'll fix these materials and then we'll get a great 176 00:10:17,990 --> 00:10:18,860 render out of this. 177 00:10:19,010 --> 00:10:20,720 OK, for once, I hope you enjoy that. 178 00:10:20,720 --> 00:10:21,710 And I'll see you in the next one. 179 00:10:21,860 --> 00:10:22,520 Thanks a lot. 180 00:10:22,550 --> 00:10:22,990 Bye bye.