WEBVTT

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Welcome to animating render layers.

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So this is all about swapping out models and taking control over what is appearing in our scene at any

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one time.

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Now this is critical when you don't want to see the breaks before an object actually breaks.

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Very important when it comes to things like glass and ceramics where you can really see the cracks in

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a surface.

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Now we can get away with it on some objects like our brick work.

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Now of course this doesn't have to just be used when you're fracturing objects you can swap models out

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if you're about to do something that's need in need of a different model.

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So you may already have a model that's what happens when something breaks apart.

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You may have modelled in detail exactly how you want that broken apart.

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Again this is referring back to breaks admittedly but you could swap out one model for another if you

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just wanted to make things literally appear and then go pop and change to something else.

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Now glass objects would look absolutely awful if you just had the brakes being rendered so this is one

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of the main reasons why you'd want to swap out models is simply because it would it wouldn't look right.

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No other difference than that now swapping out the model at the moment the braking will solve that issue.

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So this is mainly to do with rendering an animation more than anything else but it can also be useful

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when trying out different models as where you can flick between them.

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Great if you're showcasing your work as well.

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So let's go play with this now and hop on over in the blender.

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Okay so I'm in a brand new blender file at this point.

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And what we need to do is first learn where underlayers are and what they are.

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So you'll render layers are quite simply the layers that you've got active at any one time and you can

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control those as well and have different settings for the slenderer render layers.

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So where are they.

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Well if we go over to the Properties window and click on the second tab and if we hover over that we

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can see it's called render layers.

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So go over there now.

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Now you can have several render layers already set up if you want to we're just going to deal with one

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at the moment to keep things straight forward.

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Now the ones that were going to be interested in at the moment of a scene layer and the exclude layer.

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Now you cannot annamay the scene layer.

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So we try and go over the top of any of those and press I it just says layers property can not be animated

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we can see the error in the top up there on the info head.

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So what can we animate.

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Well we can animate the exclude now it is important that we realize that the exclude itself the whole

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thing is animated not the individual layers that confuse me something rotten.

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When I first started using blender as I y car and I was as basically turning one thing off on one thing

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and getting myself in a complete muddle.

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So we'll go through animating and making sure it works.

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Now one of the very important things at this point before you even start playing with the render layers

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and excluding them is realising what is on what layer.

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So first of all I'm just going to turn on my I'm not sure if I got it turned on.

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So I'm going to go to my add ons and go to layers.

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Now I haven't got layer management turned on one of those other ones I forgot.

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And when to save me use a setting so with the layer management on I can go to the layer tab in the tool

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shelf and start thinking consciously about what my layers are called.

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So it's at this point you want to realize that some of your stuff you want to make sure is never excluded.

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Like your lighting for instance unless you wanted your scene to go completely dark.

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So with that we can call layer one.

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Well I wouldn't call layer one lighting.

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I think that would be silly since everything starts on layer 1 less you started playing really a lot

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with your start-up file.

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So we can call this one let's say basic And what's this layer down here.

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Now we don't know that that's layer 11 so you can see the little eyeball when I've clicked down here

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on the 3d header to header and switched to a different layer.

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We've got layer 11 turned on and lera leavens got nothing on it.

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I'm going to call that lighting.

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Yeah.

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Lighting and lighting and camera.

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I'm going to put the two on the same layer.

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Okay so now we have lighting and cameras set up we better move the lighting and camera to that less.

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I'm going to go back to layer 1 and move those two objects with the M key o m and then this layer down

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here and then hopefully they will be on the right layer.

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Now just to make sure things are working as we'd expect them to I'm going to press front.

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Oh I'm going to press F 12 here and there we go it's going to render out and we can see here we've got

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light in our scene.

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That's because if we look over here on the render layers we've got layer 1 and layer 11 both active.

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If we had forgotten and only had lael one active then of course when we go ahead and render it is no

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lighting.

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Apart from the ambient lighting that's in the environment so it is important you realise whatever ones

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of these are turned on are going to be included when you actually hit the render whether that's an animation

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or whether a still render like this.

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Now if you wanted more than one of these active then you could quite easily hold down the shift button

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and click the ones you wanted or even just click and drag over the top in you see them turn on.

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And if they're in the state of turning them on they don't turn others off.

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And if they're in the state of turning things off like they are at the moment they will turn everything

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off that you move the mouse over.

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So now we got an idea of how we can turn them on and off.

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The next thing we need to do is work out how to animate that so we can switch things in and out whether

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that be a fractured object so they don't start fracture.

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Very important if it's something like glass you could quite easily imagine if it was a glass cube that

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we were dingly with and we'd fractured it would look horrible it before it was supposed to be broken.

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So in order to emulate this properly what we can do here is are not going to fracture this particular

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object this time.

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I've got my basic object on Layer 1 on layer 2.

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I'm going to go ahead and add myself something completely different a cone and I'm also going to move

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up one blender units as well.

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So is occupying the same space.

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Now this is on layer 2.

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We can check that by just isolating layer 2 we can do it down here or in the render layers tab.

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So you can move individually around.

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Now remember we will always need this bottom one on layer 11.

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Otherwise will have no light in our scene.

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So we've got these two things on different layers Now ordinarily because you cannot annamay the layers

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themselves.

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We have to have all of them turned on.

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Now that they're all turned on we have the annamay.

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When we exclude certain layers and it's the state of the entire block that is animated.

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So if we start off with excluding layer 2 and we keep that in by pressing I and then go to lay that

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frame let's say 25 or thereabouts this is 29 some really off of manski Use the Selecter 24.

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There we go one second later.

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I'm going to key in a new set up.

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So this time Layer one is excluded.

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And that will be everything there is on Layer 1.

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So this is where you have to really be organized about your layers.

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So now as we go through we should see that it starts off with layer 2 being excluded and then layer

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one becomes the excluded one.

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Okay.

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So how does that look.

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Well let's go ahead and and make between frame 1 and 50.

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I'm going to check my settings for rendering.

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I've recently installed an external graphics card for my Mac.

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So some of these settings do need changing is going to save this.

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This scene that we're working on here.

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So I'm just going to call this a render layers and a Save that there and I'm literally going to render

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an animation so I got up to the render tab and hit render animation and we can see it's just going to

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go through here and render or it's not going to be particularly exciting but we should see now as it's

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rendering because it's rendering it one frame every one and a half seconds not particularly stellar.

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Now we should see and in fact if it's going mislav could have condense that example.

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But once it reaches an enormous there have a look once that reaches frame 24 hour Q will spontaneously

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become a cone.

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How awesome is that.

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And you can use this to control your renders very very accurately.

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And it's a great way of making sure let's say if something started as a solid and then it was breaking

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up that you didn't have an issue when it came to actually rendering it in the first place because the

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last thing you want is a piece of glass or something that's breaking apart.

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Now we could get away with it on the wall remember because of the the kind of wall texture and walls

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tend to have cracks and bumps in them so that's not a problem.

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But if it was glass and we can we can accentuate that now we can actually see what would happen.

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So we've got these two objects here and I'm not going to make one of them.

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Well we could actually make one of them the broken Square we can go back and do this.

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And so the easiest way of doing that would be to go back to the 3D view fracture of this well let's

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go to the second layer first and delete that cube.

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Go back to the first.

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The Cube layer here and then let's fracture it so let's go and sell fracture.

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And I am not too fussed of how it ends up fractured.

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So we've got all the broken layer on layer 2 and let's give these guys a material that is glass.

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I'm going to use nodes and when I go to a glass B s the F and let's just render that out and see what

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it looks like.

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So that's what it looks like we have.

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That is the fractured one I was with it both turned on.

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So the but the way of just checking this and in fact that would change is were looking around.

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Perfect.

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Okay.

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I'm going to add a floor plain and scale that up.

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I'm going to put give that new material in just a diffuse material that's fine.

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Of course we've got the lighting turned off at the moment as well.

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There we go.

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So our glass is sitting on a table or whatever and I'm just going to give the lamp a bit more brightness

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as we are going to make it sunlamp to start with not a brightness of 100 maybe even a brightness of

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two.

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There we go.

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So that's not too bright there.

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And that's what it looks like.

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And of course when we break it apart and let's just swap these layers over.

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Oh.

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Here we go.

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I've got my ground on layer 1.

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See how easy it is to forget.

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So let's move the ground to layer three.

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Then I can have layer three and one turned on or what whatever combination I want I just gotta remember

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to turn them on so we see here.

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This one's fractured and it looks significantly different too.

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This one here and we can even render that out just to make sure it makes sense.

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I'm going to play and then actually render that out now and instead of you guys watching I'm going to

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wait until we can actually play it back sensibly Okay so what's going on here the floors not for not

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being shown.

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Why is this happening.

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It's because I've actually turned off and this is a good idea to watch your renders he can see the problems

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live here.

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The scene only has layer one turned on and I want at least these four layers turned on.

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In fact everything wouldn't be a bad idea unless I had things hidden of course.

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So let's go ahead once more and this time ungless Swap the mauvais just so it's nice and quick.

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I'm going to have a friend 20 frame animation I will swap them over at Frane.

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HENN a case of frame 10 would get a key in they exclude it should still starts excellence.

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The VAT's goes all the way to here.

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Okay so initially we want to exclude the broken one which is on layer 2 which is fine.

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And then we want to exclude Layer 1 that's key that in some two and then one perfect.

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So now when we go ahead and I render the animation everything should be there.

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Course this is taking a lot longer to surrender now because we've got a glass shader in there rather

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than diffuse.

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So I'm glad I did cut the frames down even though now it's going to take a bit longer but we'll see

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when we play the animation back in a few moments.

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The difference it makes.

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Okay so here we go we're just finishing off the final frame.

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It's only 20 frames in total and I can go to render and playback the rendered animation just to see

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what it looks like and we can see there it's flicking between the two quite rapidly because there's

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less than the second between them.

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But we get to see the difference.

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Now one this nice clean one at the very beginning is how it would look if you were trying to have just

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as a basic glass cube and then we've got this horrible artefacts one where it's actually broken.

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So you can see the difference there that it would make if you were rendering an object in such a way

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whether it's cracked or.

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Well mainly if it's cracked and this is also a great example if you just need to swap something out.

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So say you're going to transmute between two things instantly lap top away you go.

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Well you can do that using this technique as well.

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Just remember you've only got so many layers to work with.

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So use them sparingly but use them intelligently as well.

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And remember you can always set up scenes if you were doing a full blown animation even if it was just

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a short time.

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Each scene would be seconds long.

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You would not try and cram everything into one scene you'd generate a new scene to do that.

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Okay.

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Brilliant.

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How are you guys getting on.

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Can you think of some other uses for this.

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I'd love to hear your ideas.

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Over on the forum.

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So join us for an end of TV and I'll see you guys in the next lecture.
