All right let's set it up for rendering.
Now just a couple of things before we set our settings and put it to render first being that I want
to grab this light and bring it out so that's not behind our backdrop which is not going to do anything
right there.
Now I want to check just one or two things.
First being is out want to render out one or two images just to get a feel for how our scene looks and
make sure everything's good to go.
However I'm going to change it to GP you as that's much faster.
So if you have a graphics card going here to file user preferences and go to a system and then go over
here where it says cute or none when it's online it's on C.P. you when you click kuda it goes to your
GPO rendering or graphics card which is a lot faster and that go over here and change from GP to GP
you compute.
All right.
Cool cool cool.
Now our animations can be rendered at nine 20 by 10.
80 are going to render mine up 50 percent.
But feel free to re-enter yours all the way to 100 percent.
Just know that it's going to take longer.
And then our animation ends.
Let's see when it ends.
What frame is he out.
So it ends right.
Here.
So frame six sixty two.
So let's put and frame six sixty two.
We don't here render any unnecessary frames that will just make it take longer.
Next we want to select where we're going to render our images because again we're going to render them
in images not movies.
And what's cool about this and I'll show you a little bit later.
But for example let's say you render your whole animation and move in images.
But then you see that like for example right here the movement when he swings and he hits the sign just
doesn't look good.
And you want to redo that.
Well the cool thing with images for example if it was a movie you would have to read redo the animation
and then rerun the whole movie.
But since we're rendering in two images what we could do is just go here fix that part of the animation
and then just re render those frames so let's say it's from frame to 83 to frame 316 that we need to
fix what we would fix the animation.
And then just re render those 30 or 40 frames go to our folder and replace the previous images with
the new images.
So that's pretty cool.
Allows for you to be able to tweak your animation without having to rerun or redo the whole thing.
So they're going to be in PMG like your folder and find where you want to save them.
I'm going to save them in my folder here called animation stills accept Do you accept.
Now we want to go over here to sampling the sampling.
This is going to be the render sampling We'll see how much it's out in just a second.
And then of course PLG it's all good 24 frames per second.
1 6 6 2.
All right so everything here is good and dandy.
Now what I want to do is just render one or two frames.
Make sure everything is good.
So I'm going to go to frame on this frame or so right here.
Let's go ahead and hit F 12 to render and it will render out 128 samples right now.
So you can see that right here every block or every cube is rendered at 128 samples.
So if you want less noise in your image and the noise is the graininess of it you would increase the
samples.
Right here the render samples the previous samples are basically the samples that are shown when we
go to render view right here the rendered preview buffer the render you increase the render samples
here.
Now the more samples you put the longer it will take.
So keep in mind that the higher the resolution and the higher the samples the longer it will take but
the larger and the crisper it will look to it right here I could get kind of a feel for my scene and
how it's going to look.
I like it it looks good to me except I want the ball right here.
The ball looks a little bit like it's floating.
So I want to fix that quickly actually getting S11 on select the ball and we can see that it's sticking
out under the floor right here.
But I'm going to actually bring it down so that it's like that and it looks completely flattened.
So to do that let's go to the dope sheet once again back to the dope sheet.
I thought we had been done with the go to where the ball is squashed which is right here.
Go to the empty keyframe and right here on the second one let's hit G Z.
Bring it down so that's like that and although it's digging out from under the floor it's going to look
a lot better from the view of the camera that we have it at and I'm going to hit I location rotation
scale because we don't have automatic key for him insertion on now.
Well and of course we're going to have to move the hammer because now Hamara is too high.
In g z.
Let's bring the hammer down.
So there's some contact with the ball.
All right cool.
So now let's see how that looks in the frames.
Let's say S11 to go back here.
Let's see what frame this was 568.
So let's go to frame five.
Five sixty eight.
And then right here we have different slots and this is cool this allows for us to compare images.
So you could go here and select a slot or you could just press the number two three four etc. to go
to the slot Zongo slot to hit F 12 to render.
Now I'm going to rerun render this image right here.
And I'm going to hit escape right now because I can see what the ball looks like right there.
And now if I hit one and two back and forth you can see what it looks like.
So I definitely like that a lot better.
It looks like it's flat and here looks like it's flying by also looks like it's flattened but floating
on the surface right here it's really flattened.
All right cool.
So that's good and dandy.
Now I know why I said dandy but I want to go to one more frame maybe around here.
And F 11 go to slot 3 by pressing 3 and hit at 12 to render that out.
Now this is good because you kind of see how your scene will be how your lighting will be.
And before rendering the whole 600 plus frames that we have we can get a feel for how it will look with
the lighting and make sure everything's good.
So I'm going to escape just to stop that because I'm already seeing one thing now I want to fix quickly.
And that is on a mushroom right here you can see that the top right here with the light is Llobet touche
to LIT's because it's completely white or it's almost completely white.
So heading F 11 to go back here you actually going to select this.
Let's turn this one to the 3-D view and click on rendered.
And what I'm going to do is go the mushroom top right here where I can see how bright it is.
I'm actually going to turn the brightness down to three and then because we turned it down to three
you could see that the the white highlights on his head is no longer there which is good but now it's
a little bit darker so to brighten it up.
Remember if we rotated downwards it makes a little bit brighter.
But it also makes a shadow on his face a little bit darker.
So it is just rotated down just a tiny bit and possibly possibly put the strength of this to 3.5
or three point three should be good.
Now hearing F 11 go back here on the head for on the slides and had 12 to render that out.
Rendering rendering
doesn't he look cute.
All right hitting the escape key.
To stop that.
Let's see.
Back and forth and hit three and four.
So you can kind of get the feel that it has for it three is like that or is like that.
All right cool.
I like it like that because I don't want any part of it to be completely white which it is right there
it's little too wide.
And he has a nicer shadow to his face you know way.
All right cool.
And I'm actually going to go ahead and with the lamb have 11 rotators up a little bit that's more honest
face
cool and that then maybe just another filler like grab this one shifted to copy it rotate it this way.
Making sure that the shadow is not in the scene.
Of course
I just add that there are just four extra fact and extra shadows.
All right cool so now we are ready to rumble.
I mean render now going to the render time.
We got everything else set up.
Let's render one last image just to see and get a feel for it will render this one right here.
You're going to have to run the
he's terrified mushroom.
I assume we have to give this guy name OK.
What show's name be his name shall be.
Mashi or mushroom.
All right this is mushy.
The mushroom and squishy the ball I have dubbed them mushy and squishy.
Perfect.
We have a name for our characters.
Mushy and squishy and adventure.
It can be a series.
You can see how that looks.
Looks pretty good.
I like it.
It's kind of got darker.
Feel to it but also it's a nice scene.
I don't want it to washed out like too much of a white backdrop or a white background.
Of it.
To have a you know ominous feel like it does.
All right cool.
So that's that mushy and squishy in lender of course.
All right hitting F 11.
I'm now going to go over here.
Make sure all our settings are good which they are.
We already check them again.
The sampling I'm just are not the volume sampling the sampling.
I'm just going to leave it at 128 for myself feel free to bump it up a bit and out.
Let's go ahead and hit on rendered actually not render we're going to hit animation and do what.
Let's animate.
All right guys.
See you in the next video.
Now one thing that I didn't see I don't know how I missed that but you can see that right here on the
first frame over here we can see the shadow of the ball which is not good.
We don't want the shot of the ball in all the scene.
So let's go ahead and remove the shadow and the sign is fine because that's the animations going to
start right away.
But the shadow of the ball is no bueno.
So let's go ahead.
Go back to the dope sheet.
And really view like the bar now you might not have this problem if you don't.
Congrats on you you rock and you are amazing.
Now I'm going to hit G and x.
Move that out does I.
Location rotation scale and me render this.
See the ball shadow is out of the way.
Again you might not have this issue but it's it's a good thing because imagine if we had rendered all
those frames before the ball jumps into the scene and we realize that the entire time his shadow was
in the way not good not good at all.
All right there we go the shadows no longer there.
One more thing I'm actually going to do as well just in case it's over here.
Select the lamps and you can see life if I got a 3-D view.
Actually it's else you're getting ahead of yourself.
We actually need to copy this over until he jumps into the scene.
Otherwise he's going to be moving the entire time which is not what we want either.
You can see that right there the ball's moving the entire time so make sure to hit shifty.
I'm just too excited to render this thing.
Jumping ahead of myself.
Right right there.
One two three.
All right so that's fine right there.
Moves into the scene right there.
And before that he's just out of the scene cool.
All right.
Now what I want to do is go ahead and go to the 3-D view.
Select rendered which it already has.
All right here you can see that there is a shadow from our lights up here which I don't want because
it's a light song and to go to the object data right here on select.
Over here here it is under cycle settings.
Les de-select shadow so that it doesn't cast a shadow.
I always do the same with these PAHs.
Well
all right cool.
So now we are ready.
All right.
Let's go and click on animation.
I see you guys when this is done rendering which might take a little bit of time.
All right ladies and gentlemen let's look at our quote for the video.
One says I think I can while the other says I think I can't.
The first goes out and does it while the latter does this ponder and quits.
Ladies and gentlemen like they say whether you think you can or you think you can't you're right.
So start thinking that you can.
All right.
Ciao for now.
All of what.