WEBVTT

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Welcome to your first particle system.

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In this video you will create a particle system understand children and how they relate to their parents

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and hopefully avoid crashing your computer or waiting a very long time.

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So let's hop straight on over in a blender.

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Okay.

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So we're back over in blender and we have our rabbits in front of us.

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So the first thing I'm going to do is open up a brand new blender fine because what I don't want to

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do is start playing about with our model just at this moment.

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I want to learn the technique of the particle system.

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So make sure your file is saved.

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I'll do that now for mine.

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And we're going to open up a brand new blender file.

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Great.

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So we've got the default cube in front of us and we need to add our first particle system.

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So if I pull out this area here on the left hand side we will see that we have these things that look

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like stars are just bring down the outline as well.

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And that is a particles as we go over it.

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We can see that so when we click on that we get a blank screen because there is no particle system at

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the moment.

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So go ahead.

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Going to go ahead and create a new particle system and I'm going to call it Hey 3q.

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Excellent.

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And I'm going to here on the settings also call it hairy cubes so I know that what I'm setting up here

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and we can use this as a base to generate more particle systems from once we've got it roughly right.

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So type Well we're not going to do an emission at the moment we're going to do a hair.

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So we're going to switch that across to here and lo and behold we've got ourselves some hairs coming

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out of our cube quite long hairs.

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And if we go out and render that it will look quite dim at the moment so let's go to the lamp and make

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the lamp properties give it a sun so it's nice and bright.

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There we go.

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So you get a better idea of what it's going to look like and there are a thousand hairs in this scene.

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Now there is a fine balance to be struck so let's go back to the cube and the oh just whilst we're hearing

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you've got a spanner against there and not a sparkly icon.

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Well the particle system is a modifier.

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But as you can see here the settings are done over here rather than in the usual way that you manage

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modifiers.

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So if we click on the particle properties we can carry on going down here.

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Now advance does give you further options and we're not going to deal with that at the moment and segments

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tells us how many kinks in this hair will actually be the more segments you have the more smooth you

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can comb hair have it deform etcetera.

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But I would suggest you leave out five more segments you have the more computationally heavy.

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It's going to be to calculate that here.

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Now the emission down here tells us the number of hairs and we can see that there are 1000 hairs and

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the hair length pretty self-explanatory is the length of a hair.

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I'm going to go back to solid view here and the hair length.

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If we pull that down we get a hairy cube still but not quite as hairy.

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And depending on what you're modelling you will want a certain length of hair of course.

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Now if we go down we're going to ignore hair dynamics for the moment how we're going to ignore the random

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stuff we'll go back to that in a bit.

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And as we come down we can see children.

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So if we go to children and we've got two options for the type of children now the best way of demonstrating

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interpolated is not on a cube.

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So I will create another object in a moment and we're have a closer look at that.

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But simple and elated are going to look pretty similar.

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Oh actually that's quite nice around the edge of the cubes.

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So it does give us an idea of what impeller interpolated does rather than just being simple.

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So the way that the simple hairs are generated is they are created around the parents.

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So in this case on the display setting you can see we've got 10 children for each individual parent

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or for each individual emission no at the top here so that's taken our total up to 10000 hairs on the

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screen.

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In fact I'm just going to move these up so I can see in fact you can grab bees by the way and move them

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about so I'm going to lift that up.

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So they're right next to one another so you can see what's going on on both of these.

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So the number of children when it's simple it's they're produced within a radius around our our primary

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hair are mission hair.

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And that can lead to things like this where the hairs are being generated a way from the skin or the

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surface of your model.

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And that's generally okay if you've got a large flat area and no one's going to notice.

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But if you start having hairs coming out there's blatantly no skin.

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With the case of our rabbit is going to look a bit odd.

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So you'll actually want to use interpolated.

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And this does do a good job at showing it as the hairs come round this corner.

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You can see that they're still stuck to the surface of our model and they follow the corner as it goes

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round rather than just leaving it with a 90 degree cross-section there.

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So that's a very powerful way in the same as they come around this corner all these three edges where

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they meet.

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It's nice and divided as it goes.

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Now do be warned the multiplication of this emission number and the display.

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No.

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If it gets too high will either crash your computer or take ages to calculate.

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So I went and put a thousand in here and I hope it doesn't muck up whilst doing a live video.

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I get my spinning wheel.

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I've done this before I know it's going to work but I may have to pause a video or at least speed it

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up whilst that goes through.

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But that's now going to have a million hairs in it a thousand times.

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So each one of those original admissions the parents will have a thousand hairs associated with it.

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So that is quite a lot of hairs.

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Now the other thing that makes a difference is the scale of our object.

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Now it sounds a bit odd that it would make a difference but if you think about it if you've got a thousand

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hairs on something the size of a marble compared to a 1000 hairs on something the size of a football

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they're going to be less dense on the football because it's got a large area to cover.

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So in general the larger your object is the more hairs you're going to need or the not more particle

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you're going to need to cover that with the same density as you would if it was a smaller object.

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And I think I've done a wonderful job here in showing you not the numbers to type in specially when

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doing a video for you guys but you can see here that the program hasn't crashed.

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It's simply taking a very long time to calculate 1 million hairs and that's what you don't want to happen

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especially when youre mucking around with a blender.

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Now this generally happens to me when Im playing with the number and I go back and I change the admission

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no forgetting I have left the children high or the mission numbers already high and I add a large number

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of the children so do be careful whenever you do that and I'm probably going to force quick blender

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here and be right back with you.

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In fact I can see here in my activity monitor you can use your task manager that it's actually it's

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actually using 100 percent of the s.p. you at the moment.

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Now this is one of those things that it's not multi core compatible unlike rendering which is the actual

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generation of the hairs.

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It's only done on one core of your s.p. you so it's not going to be as fast as some of the other things

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you've been doing.

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Glenn and I can see here it's actually still working all of that out.

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But to be quite honest I don't care.

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I want to carry on teaching you guys so I'm going to quit that and build up my cube again for you.

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So here I am just recreating where we were before but without the one million hairs and I'm just going

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to click this little handle here and pull it up so it's next to.

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This area here and of course if we add some simple children there were only 10 that gets a bit thicker

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that's dragged the hair length back down to about here change it interpolated and we get a much better

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idea of what's going on now in terms of numbers.

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In general you will have to play with it.

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If I now scale this cube outward so it's 15 times larger than it was before the hairs are now ridiculously

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short for this style of model so we'd have to increase them.

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So it looks roughly the same but now they're far less dense and the same is true.

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If I were to scale that right in oh dear that's I don't know how small of actually made that.

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Let's bring those all in.

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All right we've got a tiny cube So let's zoom in.

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Now the hairs are much more dense.

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And you'll notice that we've got a display number and a random number.

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So at the moment if we were to not hear if we go into random mode here that is still the same number

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that's on this display here.

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But if we go to render and render out the image it will do a lot of calculations and then it will render

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with the cube at once with 100 hairs on it.

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And you can probably see that's very pixellated carcillo rest.

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But there are many more hairs in there than there are otherwise.

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So in general your wants the children set to interpolated.

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And the number of emissions where you going to have to play with that.

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But do be careful that you do not crash your system.

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Okay guys it's Challenge time.

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I'd like you to create hair for your bunny.

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So give our bunny some fur apply a hair particle system to the rabbit mash.

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Don't worry about the detail of it just yet.

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And your bunny will look funny at this stage.

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Don't worry.

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We'll be sorting that out soon.

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So pause the video now and create hair for your bunny.

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Okay guys.

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Welcome back.

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Let's hop over into blender and create some bunny fur.

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Okay so we're back in blender Let's go ahead and open up if you've not done already your fluffy bunny

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and it's not that fluffy at the moment so let's make it a fluffy bunny.

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So I need to pull this out so I can see what's going on at a particle system and I'm going to call mine

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a body hair.

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I'm going to call this body hair as well.

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Cain changed the type to hair.

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And that's really long hair.

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So let's lower that back down to.

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We do point to for the moment that looks a decent length okay.

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But it's pretty sparse at the moment.

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We'll turn on the other layers that we have because otherwise when I render they won't appear to just

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render that image and see how it comes out of the camera isn't position.

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But we can see there that the hairs unno good at all.

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So let's give it some thicker fur without crashing the computer.

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So let's head back over to the 3-d view and let's try 10000 hairs right that's starting to look a bit

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better.

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That's a good you kind of get a feeling after a while of what is a good overall hair density.

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Before you start adding children in so let's go down to children.

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And were you notice that this is in a different position to where it was before in the last example

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video.

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And that's simply because the positions of all of these are saved in the actual blend file itself.

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I'm not going to move this one up.

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I'm going to set it to interpolated.

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And we end up with a much thicker mesh and blenders just ever so slightly jerky for me at this point

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in time which is okay.

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I'm not bothered with that but I do want to just orientate the camera.

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So let's go to camera view.

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So when I do do any rendering so let's move it up a little.

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And probably just rotate it around a little as well so rotates well.

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That way would be fine.

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In fact the way I keep looking at it from would be even better.

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Move it down to about there and then move it again this time away from the camera.

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So let's see how that looks when we render it again.

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Being as lean as possible to try and get a good idea about how the end result is going to look.

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It's going to look pretty disastrous of course at the moment because we have not styled the hair colour

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the hair or anything else we'll get to that in a bit.

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And let's just see how this is coming out.

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Okay so that looks like a good level of fluff.

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What is important is that I can't see the skin underneath.

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So there we go we've got a good start for a fluffy bunny.

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The ears are certainly far too fluffy at the moment because they're not like that on a normal bunny.

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There's good space around the eyes.

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Head hair is not usually this long but we can deal with that as well.

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Let's skip around to my 3-d view and see in rendered form with 10 samples.

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That's skewed round to the light side.

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In fact I'm going to change the lamp type to a Hemi.

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Rather than anything else because then it's going to have a direction but it's also to brighten up our

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scene really well so we can see there we've got oh it looks like I'm missing the other I.

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Yes I am missing the other.

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So in this case I'm going to quickly go to where we've got sphere and call them eyes.

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I'm going to add a mirror modifier should have done this before and make the mirror object the rabbit.

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And we should end up with an eye on the other side.

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Perfect.

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Okay so this is looking good.

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We've got our rough rabbits formed not not quite there yet.

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We've got plenty of work to do left on are a bit going to go back to solid view and in certain places

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of course it does look like you're seeing through it but that's fine.

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That's because all the hairs are currently standing up on end.

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Now I think that is a good starting point.

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Most of these hairs in a bit will be transferred to here so we're going to do some more adjusting anyway.

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That is a great start.

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How do you guys get on how fluffy has your bunny ended up pretty sheraton's discussions.

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I will see you guys in the next lecture.
