WEBVTT

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Welcome to light PAFF render settings in this video you will learn about like path's and how they're

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critical when using transparency so to give you an example of what I'm talking about in this scene.

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We have a lot more grass than we've done before.

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And as you can see there are these nasty black and shaded areas.

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Well that's all to do with the transparency setting how much light is let through and after it's passed

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through a certain number of them it stops and turns black.

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Increase the number and you get no more blackness no more horrible artefacts in our image.

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So let's go explore this now and hop on over into a blender.

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Okay welcome back into blender.

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And I've just realized I probably didn't have this one before I do like this particular sky.

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But I don't quite like the ground at the moment.

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I can always go back and change that the one I was using before wasn't a Mirrorball by an equally rectangular

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one.

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And if I go ahead and open up the section assets I think it is this one here Sky photo 3.

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That's not going to update here until I re render.

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So let's go ahead and do that now.

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Yes that's what I had on there before.

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Because it's more cloudy than the other one of.

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Hop back into 3D.

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You can see as we move about we've got some sky in there an overcast day yes.

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But otherwise looking pretty good.

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Okay so let's hop over into the 3-d view and hop in to solve it.

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No not solid just go solid lump material mode there and we can see our grass.

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So let's go ahead and experience what we mean by light path's and how they interact and to do this example

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I'm just going to grab one of these and shift it to the side and then zoom into it on a more socgen

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to move the camera off of it for the moment so we can move around quite freely and zoom right into our

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model.

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Now we've done this.

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Let's take a peek at the light path's themselves over in the render tab.

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Now if we scroll down here there will be a heading called light puffs and here it is.

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Let's make this a bit bigger after making it smaller.

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So this area here is all about how light works in cycles.

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And important day there's this transparency.

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So anything that light passes through after it's passed through eight times its maximum time it won't

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pass through anymore.

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So let's put that to the test.

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So let's go ahead and go into rendered mode in the viewport shading.

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We've got our blade of grass here.

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It is selected at the moment and I'm going to apply an array modifier.

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And it's going the wrong way at the moment so let's do a constant offset on it's going to be the z axis

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I believe because it's a texture X some y a left arm.

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Why is up so that can be confusing.

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Let's just try let's put it on point.

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Yes it's gone behind so Z in this case is relative to the object itself the texture itself and because

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it's a 2D object.

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It has no depth so up is.

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And Sideways is Z.

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And this in this case going backwards is Z it's very confusing.

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But you'll get used to it.

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Don't worry there are a couple of other things that are like that in blender as well.

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So there's count here what I'm expecting is as we go up to eight.

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Now we're starting to see something on the bottom here.

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This is called a bit black and 9.

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There we go we've got ourselves some horrible blackness.

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Now the way to counter that of course is to go into the render tab and increase the number on your transparency's

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here and two you don't have it anymore.

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In fact notionally you could probably turn up to a hundred for the time being and you would be absolutely

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fine.

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However it does apply to not only this object here and the transparency going through here but anything

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else that you're also passing through.

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So if we grabbed another one of these blades of grass and put it in between all of these however many

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times we've done it.

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We've done it 8 9 4 or we've done it 14 times.

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They'll be 28.

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That it has to pass through and then it will start going black.

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Very confusing.

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Essentially you would have to set this higher and higher and higher.

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We'll have to watch that if we decide to use a lot of textures for our blades of grass.

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So with that in mind get these settings set up get them understand play play around with how many it

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takes before it starts going wonky for you.

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If you set that down to zero it's no good at all it hardly lets any light through.

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It all looks ghastly and of course as this goes up I don't know if this numbers got a top Yes it has

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1024.

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So in theory with blades of grass would be very easy to hit that number because there are quite a few

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blades of grass on the ground.

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However we're unlikely to be looking through a thousand twenty four of them and actually see the thousand

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and 24th blade of grass.

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There's going to be something blocking that any way so that shouldn't become an issue but it's worthwhile

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knowing there is a maximum to that.

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Okay guys it's challenge time.

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And it's a thought exercise on transparency.

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So grab a pen and paper.

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If one near you or just think about it lots.

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Best if you write it down now.

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So think about how many blades of grass you've seen might have in it.

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I'll give you a hint.

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Lots.

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Now imagine your laying on the grass looking down.

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How long do you think it would take before the transparency level itself didn't matter because another

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blade of grass or something solid was blocking it.

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Now what would help reduce the number of blades of grass in a straight road.

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Other than no grass at all.

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And what else could we use to model grass as well.

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Think about that.

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So pause a video now and write down your answers.

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Okay guys.

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Welcome back.

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Let's have a look at those.

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And then I've got another modelling challenge for you afterwards.

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So first of all think of how many blades of grass you'll see might have in it.

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Hint lots.

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It's going to have a couple of thousand at least probably tens of thousands of blades of grass in it.

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So it is important that we only put grass where it's needed.

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Otherwise we're asking the computer to render things unnecessarily.

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Now imagine your laying on the grass it wouldn't take long for more grass to overlap.

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So I think after about 100 blades of grass or so you're bound to actually pass through any transparency

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problems.

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But thinking about the different levels is well I'd probably go for around 150 or so because it is going

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to be some grass that's taller than others and especially as you get towards the top of the grass you're

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going to have some that are taller than others and obviously then they're going to be able to see further

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along what would help reduce the number of blades of grass in a straight run.

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Well what you could do is change the level of the ground and that would also change the view of the

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grass itself which is a great idea for maintaining a bit more interest in the scene.

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After all we are modelling a rabbit in some grass not a field of corn so it doesn't have to be perfect.

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And what else could we use to model grass.

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Well the clue is in the question we could actually model grass.

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Physically it will take us longer to do.

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However we've got to weigh up the length of time it would take to model some blades of grass vs. the

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length of time it take to render it using the texture's because it is going to take slightly longer

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to do that way.

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When we come to rendering So there's there's pros and cons to both and will decide later on after we've

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done a few tests.

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Which way to go.

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Okay.

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So I said there was going to be another challenge so we're going to hop back over into blender in a

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few moments but I would like you to set light parts and create some interesting landscape.

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So say your light path transparency tour around 150 This should be ample for this scene.

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If it turns out later it's not then you can just just adjust that figure any way.

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So it's not a big deal.

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It creates some interesting landscaping.

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Nothing massive just some subtle ground level changes using the tools you've learned so far.

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So pause the video and give that a go.

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Okay guys.

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Welcome back.

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Let's hop over into blender.

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Right so the first things first transparency's right here unkissed going to go straight there and set

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it to 150 right now that that's done.

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We're going to have to create some interesting geometry so let's go ahead.

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This is grass I'm going to change it to ground.

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Play him.

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So I know exactly what it is because it's an it's going to be where the grass is coming from but it

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needs to be a bit more interesting.

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And I think I actually need our rabbit in the scene as well so I composed the scene properly.

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Right.

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Oh my grass is pretty small that rabbits pretty large at the moment.

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We're going to have to do something to change that.

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I think we're going to shrink our rabbit down a little.

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So let's just go to the rabbit itself.

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I am happy with that.

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And I'm going to scale that down by point to a fifth for size.

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Who's a little bigger I think points for.

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There again I'm happy with the scaling of the Rabbit a bit lower.

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Brilliant.

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So let's let's think about the ground itself.

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In fact why have all this ground in front of our upper Let's move our rabbit locking into the z axis

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down here somewhat.

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Excellent.

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So let's play with our ground itself.

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So hop in solid mode here select this and going to edit mode.

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Now there's a couple of ways that I can alter the ground itself.

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Now the moment the ground consists of four edges four vertices so we can't really do much with it.

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Well we could go into the sculpts tooled and do some sculpting with it but I don't think they'll give

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us the desired results and the reason for that is it's going to create lots of patchy bits of geometry.

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It'd be best if we uniformly divided this and then moved it about.

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So you can just subdivide it.

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And then in the operator panel down here we can just increase the number of cuts here until it makes

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sense.

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We don't need it over the top.

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I think tens as far as you can go and 10 should be absolutely fine if it's not.

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We can always subdivide again now that we've actually done that.

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We can go in and pick a face any face at all let's pick that one and go to move it.

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But moving it with proportional editing turned on.

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So once it's turned on we can pick and choose how we want it to lift up and down.

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Smooth is absolutely fine.

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I'm going to grab that.

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In using the mouse will proportional size is currently very small can see at the bottom there is increasing

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and in a few moments there we go.

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The cat is actually big enough to have an effect now I don't want to make a mountain like that because

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it will look ridiculous so let's just bring it back down a little bit.

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It's useful being able to pick those bits up.

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Now the tree itself I actually want that's up on sort of like a little bit of a plateau perhaps.

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Up there like that so got a bit more interest in the geometry itself and would be here with the rabbits.

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In fact it might even rotate the rabbit round will do the sort of composition bits later on.

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We can push this ground down if we like.

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I'm liking the look of that so far.

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I just want this top bit a bit more plateaued a bit flatter so let's bring it in.

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It all vary.

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Go out how's Howzat looking there I could put I could mumble into the microphone for hours on end schriner

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Perfecter.

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But I'm happy with that so far it's looking pretty good.

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Of course all of my cameras now I've moved the rabbit null and void are happy to sort those out at some

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point.

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Amber I'm like him the look of that landscape.

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So how did you guys get on.

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Please share in the discussions your landscapes that you've come up with and I will see you guys in

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the next lecture.
