WEBVTT

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Welcome to using sapling to make a basic tree.

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In this video you will look at the tree presets see how to add leaves to your tree and sapling.

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Learn where The leaves are actually placed on the tree and how to get it looking more like a real tree

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at the base.

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So just as an example here we've got is not got any materials on it it's just a plain material there.

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But we can see that very rarely would trees into the ground if you look at the base of the tree here

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like that they would more enter the ground something along these lines.

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And that's a far better looking base far more interesting as well.

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

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So we've made a lovely bush with a couple of flowers on it over in blender so far and we need to make

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a tree now.

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So let's go explore sapling a little further.

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I'm going to move onto another layer.

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I'm going to go on to led 10 this time I'm going to centre the 3D cursor.

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Oh not with those keys we're shift an S and cursor to centre.

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And let's go ahead and add ourselves a curve and add a tree.

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Now again I'm going to make this tree a lot shorter.

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I'm going to untop all lock camera to view as well and try and give myself a bit more space on my low

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resolution screen here.

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Okay I'm going to turn bevel on so I can see it was going on.

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I'm also going to turn up the bevell resolution because this is going to be a large object if if that's

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too low.

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It's going to look very blocky.

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I'm going to lower the scale down to maybe five or so so I can see it as not too big in the scene it

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doesn't need to be too big either.

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Now further down here there's actually a load preset a button so if you make a tree and you'd like the

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look of it you can always reload the preset at any time.

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And on here there's a couple of options already here have already saved one in fact called starting

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tree.

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But I really like these see a black coaker been playing with them all.

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And I really like the way that comes out and again we're going to just have to all wouldn't want a resolution

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of 80.

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I'm going to go for six in this case that should give us a bit of smoothness as you can see it's still

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quite a big tree so let's lower the scale down.

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Let's take it down to five or so.

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That's looking pretty good.

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In fact I'm still in Cannes review that's come out of Own i'll be able to zoom out and look around.

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Okay so that is looking pretty good for the moment.

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Now to add leaves to this tree we'd need to hop over to as you probably guess the leaf settings and

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schematic on show leaves and what this is going to do is it's going to add 25 leaves to the end of each

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of the branches.

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Now we've only got a couple of branches coming out of here so if we go back to the branch growth setting

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up I do apologize the branch splitting section section is on this second level that the leaves appear

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so until it's on that second level there won't be any leaves at all.

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So one way to boost this and get leaves all over the entire tree will be to increase the levels here

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to number three.

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But let's before we do that just check the numbers here.

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So we've got 40 branches each with 120 branches coming out where K and each one of those hundred and

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twenty is going to have twenty five leaves on it.

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So I'm anticipating it's a stop blender working for a few months while I do this and your computer may

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take a little longer but if so then lower these figures though ago it took a few seconds to do.

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We could see straightaway we've got some leaves on our tree and I really like the way that this one

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is dropping down towards the ground as well.

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I can use that to my advantage right.

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Let's deal now with how this looks at the very bottom I'm going to get rid of this render board as well.

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I'm finding it a bit distracting.

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So down here this comes to a complete sort of dead stop straying to the ground.

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We want that to happen we want to have a more natural.

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So the first thing we're going to have to do is this is still a curve object so just like you've done

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to your bush beforehand on the tree we're going to go out and see and we're going to make a mesh from

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the curved data.

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Not going to keep the original.

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I'm quite happy that we are going to lose that data and now we've done that we can actually go in to

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sculpt mode then there's loads of ways of doing this but obviously in sculped mode we can start doing

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a bit of alteration if we hop into edit mode before we do that.

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You see there's not much geometry down here which means that the standard sculpting is not going to

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be that well.

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Isn't going to be that precise.

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In fact it's just going to move a couple of earths is round so we're going to have to turn on as we've

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done before.

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We're going to have to turn on the dynamic topology which is going to create more space more geometry

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for us as we go nave.

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Going to have to be careful as well because you may end up adding too much detail to your tree.

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Now down at the bottom here.

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Oh that's subtract some disconnect.

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Literally go ahead and start adding some detail making a bit bulkier at the bottom.

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Excellent.

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And we can try something like the snake hook here make it a bit smaller and see if we can pull outs

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and then zoom in for this one so I can pull out a bit more or I've got mirroring turned on you can see

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how all it's just.

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It's 10 at the radius just a little so we can grab some more.

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There we go that's starting to look a bit better more like a root system coming out of the tree.

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I've got mirroring turned on but that's not too much of a big deal at this point in time.

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And now around here were the branches actually are.

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It may pay us a little bit to make that look just a little bit more blended around there.

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So that when we're looking at the tree later on it doesn't look like these branches are just literally

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stuck on.

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Now it only matters with the low down ones because I'm probably only going to be seeing that but making

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them a little more blended in.

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It's going to help massively.

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Now obviously be careful how much detail you add cause it will.

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Look if you zoom out too far that will happen.

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Remember the distance you zoom out will depend on the level of detail of dynamic topology works every

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zoom right in.

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You can add a little knot in there.

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And if we zoom all the way out if we try and do the same thing it wrecks the tree completely.

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So there's lots to play about here a lot to do to make this tree look a bit better than just a plain

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old stick in the ground.

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And of course with that in mind I got a challenge for you guys.

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I would like you to finish your scene.

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So create a tree for the scene and give the tree and leaves a material.

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Make any changes to your scene that you deem necessary.

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Remember to keep your samples low whilst prototyping and moving things about and then render your final

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scene and share with us.

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In the discussions I really do like seeing what you guys have created.

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I'm looking forward to seeing this scene all coming together.

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Remember to keep those samples low I can't stress that enough.

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Don't be waiting around ages just to see if something is in the right position.

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Keep them low.

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Prototype rapidly go backwards and forwards.

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Try it out and then finally turn up the samples for that final scene.

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Don't go crazy with it.

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We don't need it super high rez or millions and millions of samples.

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Just get it to a decent enough quality so you can share with us all your creation.

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Pause a video now 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 and finish our scene in blender.

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Right so let's go ahead and have a look at how this is currently looking.

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Well first of all I can see before doing anything else.

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I know we haven't assigned any material of some going to do that.

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First of all so we've got the tree nested under the tree.

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We have our leaves.

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So if I go to the tree first anger to the material tab I'm just going to add a very basic material and

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I'm going to call its branches or chinari or word or something along those lines of them to call it

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a tree.

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And I'm going to change that colour to a all not an orange but I suppose it could be but a darker brown

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case something along those lines.

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If you go out and look at trees they're not necessarily dark brown.

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They may be whites and with bits on them.

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But we are not going to detail it with texture at the moment and the leaves well what colour leaves

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do we want do we want an autumn leaf do we want a bright summer leaf.

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Well I'm doing a midsummer's day in this one so let's call the material leaves.

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Is there going to be green.

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I'm going to leave it as a diffuse colour but I'm certainly not going to have them.

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That's bright and leave it around there.

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Of course I can play with the materials and build up a bit speculatory in there as well to give to the

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leaves a bit of a shine.

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And let's have a look at the tree as a whole that looks pretty good.

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Now let's start bringing other things into our scene some going to go to my layer's tab here.

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And on the layers management and just see how it looks with the Cameron lighting turned on that's important

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and the grass layer.

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So my tree itself I want to shift up to the top here so I'm just going to grab it all.

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The whole thing had to grab the whole thing and move it.

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Well I will grab the right thing in a moment.

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There we go grab the tree.

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I'm still in sculpt mode.

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That's why switch over to object mode and I'm going to move that.

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First of all just to cross.

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So it's roughly in the right place and I'm going to have to lift it up on the z axis itself until it's

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just coming through the ground.

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Let's switch Becca over to material mode and have a closer look at it.

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Of course I could go in in detail things.

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Now importantly if I'm viewing it from the camera so let's just go to the camera view itself.

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Well if that's the camera view the trees not even in the scene so we're going to have to adjust things

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so that everything's in the scene itself.

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So let's go ahead and add the rabbits.

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Excellent.

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I seem to have a tree layer here is that my Bush whereas my bush situated in this scenes that's situated

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about there.

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So let's go ahead and move the camera around now.

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Lock for camera to view and just rotates.

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Well it's getting a bit busy.

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Give myself a bit more space as well to see what's going on.

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Pull that up.

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Now this is all artistic licence at this point.

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You can go through as many iterations as you like.

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I quite like that for you.

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There I think so.

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I've done a test that really quickly got a low sample rate.

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That's good.

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Let's just render that out and see how it looks now I've got all my layers turned on yet either and

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I don't need to only see what the whole thing looks like right at this very moment.

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I just need to look at the general composition.

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Well looking at it quite like this tree to be a bit bigger actually and I'm going to try to scaling

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it up because I can't see the top half.

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It doesn't really matter what it does to the top half.

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In this particular case let's hop back into the 3D view and select our tree which is still there and

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just scale it up.

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And it's looking better.

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I'm going to bring that down.

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Back into the ground.

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Tell that little bit on the left goes in as well.

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Well I'm going to leave for up here probably at the scene.

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Right.

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That's looking a bit better in the trees more prominent in the scene.

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I'm going to render it again and going through this constant iteration cycle What's it going to look

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like.

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What's it going to look like.

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That's very important.

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And keeping those samples low.

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Okay.

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So it looks like the roots going to the ground.

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I'm going to go into my model now and just edit it in and bring this actually down into the ground.

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So I'm going to let you grab the virtex on the end make sure in proportional editing mode and pull it

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down until it goes into the ground.

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Going to make that just a little small or so arches up.

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Excellent.

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I am liking that.

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Now let's go ahead and hop into object mode and scale the tree up again ever so slightly.

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Right.

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Brilliant.

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Let's see now how this looks with the other layers.

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All turned on.

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So every layer turned on I can see down at the bottom and on the tool shelf as well.

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And the layer management Everything's turned on.

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Let's do a very quick render and see how that looks now because this has got all of the extra grass

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in it.

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It is likely to take significantly longer.

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No it doesn't have all the other grass in it why doesn't have all the grass and it's probably cause

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the particle systems are turned off at the moment.

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So the particle systems are part of the ground so I need to find my ground plane.

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There it is.

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I'm going to go for particle systems.

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And here we are they're actually turned off at the moment.

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So I'm going to turn them all on in the rendered view which is this camera and go and render that only

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at five samples again because I want to see what it's coming together like.

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Now we can see there straightaway it's taking significantly longer because there's far more detail in

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the scene that blender needs to calculate.

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However underneath this run out now and see how it looks.

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And remember this is only five samples it looks like it's going to take approximately three or four

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minutes to do so are join you again.

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And fast forward to when it's done.

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Wow okay so this is looking really good.

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I'm happy with its current arrangements.

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I could critique a few things in here but notice now that the grass is in place one of the great things

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about the grass is it's covering up the base of the tree a little more which is great because it just

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covers up the little bits of detail that we haven't added.

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That's really good.

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I'm going to leave this now rendering a higher definition higher sample rate just to get a bit of a

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clearer image.

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How did you guys get on.

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I'm really looking forward to seeing what you have come up with how you've placed your tree what tree

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did you go for.

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What colour is rabbit etc.

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I am really looking forward to seeing these so make sure you share them in the discussions.

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And as always I will see you in the next lecture.
