WEBVTT

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Hello everybody and welcome back.

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We're going to discuss depth of field this time using the cycle's rendering engine.

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So this is going to make this scene even better where we can blur out the trees and grass in the background

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to really focus on our rabbit in the foreground so I'm going to make us seen even better than it was

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before.

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Now one of the first things to just work out here is and to tell you about is now a P.S. As you probably

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gathered this isn't a Mac anymore and these it's the second thing is just to refresh my memory and this

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will happen to you as well.

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When you're coming back to a project and applying things you've learnt.

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So first of all does this actually render as I expect it to I've opened this project to move computer.

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Let's just make sure it does and I don't wanna wait in E on ALL I NEED TO SEE IS grasp being there.

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So I'm still using s.p. rendering it's very intensive I know the GP on this computer can't even handle

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it 16 by 16 is fine for my tiles sizes.

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So the first thing I'm going to do here is whack.

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My resolution 1920 by 10 it is fine but the tone all the way down to just 10 percent and here F 12.

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Now what this is going to do is give me an impression of how the scene is looking.

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I don't care if this is full of detail or not.

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What I do care about is is all the are all the bits that I want to be there there.

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If they're not then I'm going to have to reconstruct something or move things about.

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Now this often happens especially with images in a scene but as we can see it's rendered out there and

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I've got everything I wanted my scene perfect.

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So what's the next thing to do.

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Well the next thing to do is to go ahead and start tweaking and adding in the appropriate depth of field

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to the right camera in our scene.

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So the next thing we need to trouble ourselves with is working out which camera actually looking to

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an easiest way of working that out is to make sure your looking through the camera view with your number

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pad is zero.

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And when you've done that just go through your cameras in the outline clicking them one by one and we

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can see there's a camera up here.

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We've got one over there and one we eventually get to my cam.

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We will see that the border around the camera highlights are in so we know that's the camera we need

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to edit so we can go to that straightaway go into the camera properties with that's selected and we

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can tweak our settings here and then we're going to need to scroll down to where it says depth of field.

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Now just as we did way back in the chess section we can go ahead and use the Selecta here to select

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the.

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I threw up the object rabbit there and we've got that selected and we're focussed on the lens of the

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rabbit.

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That's good that's a good place to be and then we can start playing with ah settings now whereas with

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Blender render you need to fake it cycles is really good we dont need to do that.

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It's a it's a great tracing engine so we go ahead and change the camera properties.

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It should change as well something to change sister f-stop rather than radius.

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And I'm going to lower it down to something like one point to the number of blades that's going to change

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the shape of the bokor the outer focussed area I'm going to go for six.

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And that will be the same as having a hexagonal shaped aperture.

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The next thing we can do here is flip into rendered mobridge shift in Z and start tweaking things.

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We've already got this setting here.

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We can see there's already a bit of blur going on in the background.

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How about if we lower this 2.5.

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Does that change the background even more.

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Yes we can see it starting to get even fuzzier in the background.

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You know what I might just leave it as that and just see what's going on.

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When I go ahead and hit render Now this is one of these points at which hitching render I should imagine

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is going to work well going to have a little bit of a longer render time but also with the resolution

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that I have set under the render properties of escarole I am already up at 10 percent.

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I might not be able to get enough detail in that in order to ascertain whether I've got the right depth

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of field settings going on.

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And here we go it's coming through so we can see that is definitely blurred compared to last time.

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But I can't really tell how much.

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Now I'm quite happy with the viewport and how it has updated obviously it doesn't give an impression

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of the grass or how much of a depth of field we have there.

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So what I'm going to do now is I'm going to go ahead and whack this up to 400 percent and I'm going

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to go grab myself a cup of tea whilst that renders out because it is going to take a few minutes to

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do.

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In fact I'm going to whack it to 50 percent because I do want to be able to not have two cups of tea

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so I'll see you guys back in a few moments after that has finished rendering out.

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Okay so there we go second about two minutes to do that's not bad at all.

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And we've got a definitely a separated image of foreground image here of the rabbit than the rest of

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us seen again is still not particularly high detail at the moment but that's something we can work on

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as we get to the final render.

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Now one of the things that can be incredibly fussy when you're trying to work out where to place your

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actual focal point so on the camera itself.

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When we were setting it up we've picked the lens of the.

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I wish that that is a good place to focus in this particular scene.

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If we wanted to change the focus over time perhaps animates it so we've got the tree in foreground or

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the bush in foreground and then the Rabbit itself with its eye actually focussed in we're not going

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to be able to do it with that so we need a bit more finer control over what is happening.

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And that is where an empty can come in.

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So let's go over to the 3D view.

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Then take a few moments to come out now.

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Our 3-d cursor at the moment when we come out of rended mode our 3-d cursor or moving the camera around

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I will one day one day remember to turn off.

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Lock to camera view.

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There we go.

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So come out of there and our and our.

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Yeah it is.

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Three curses right on that eyeball there which is exactly what I want to see because with the 3-d cursor

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there we can go ahead and add in an empty and smoke aeroplane access in this point and I'm going to

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call this focus points straight away so focus points.

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And now I've got a focus point I can go on so I can go to my camera and then change the focus to that

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focus point.

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And that means now we can animate that focus point in our scene and the focal depth will track wherever

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that focus point is and we can demonstrate that with the viewport rendering.

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Looking through the camera.

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There we go.

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So at the moment the rabbit is definitely in focus and the Bush is not.

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If I come out and I drag that back to the bush I could be a bit more precise with it being placed.

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But let's drag it back to roughly where the Bushes come back round to where the camera is and flip into

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rendered mode and we can see here that now are but gone a bit fuzzy and ah Bush is in focus.

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How about that.

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That is pretty cool and that will enable you to animates that depth of field as well if you so wish.

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So let's finish off this election now with a challenge.

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And you've probably already guessed what your depth of field challenges it's to add depth of field and

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depth of field to your scene and make sure you are tracking an empty that is important that is part

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of this challenge.

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I know you can go ahead and just click on a particular object but add an entity or scene and use that

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for the tracking render out your final image and share it with everybody.

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And there's a bonus if you feel up to the challenge of animating a depth of field change or maybe even

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a bit of a focal change as well.

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Go ahead and do that as a bonus as well.

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And if you go ahead with that make sure you share that as well.

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So go ahead pause video now and give that a go.

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OK everybody welcome back let's go ahead and add a different depth of field to our scene.

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And I'm going to make sure that I am tracking an empty which I think I'm doing anyway.

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And you know what I'm going to go ahead and do that.

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Bonus parts of the challenge as well.

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Now I'm not going to get overly fussy with what's going on here I'm going to do a little bit of camera

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movement.

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I'm not going to make it too long.

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I'm not gonna render it on this computer and probably can render it on why I probably am going to render

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on this one but probably several computers.

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So let's go through the process that I would now go through.

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I'm going to start off focussed on the tree in the background then I'm going to move to the bush and

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then to the rabbit itself and I'm going to just move or pan or do something with the camera.

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Not quite sure yet but nice and slowly it's not going to be a big movement.

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Now this point in time I am going to save my file and I'm going to create a new file as well.

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Based upon this one fluffy Ben the bunny and with depth of focus and the reason why I'm doing that is

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because I want to remove some things from my scene.

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I want to keep it a little bit more simple so I'm going to go ahead and remove these extra cameras that

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we were playing with before and almost delete the wrong thing.

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There's another one that I camp.

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Okay so who set those all up before just to get an idea of what's going on.

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Now we can go ahead and I can move that focus point.

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If I go g and move it will end up with things being out of focus.

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I'm going now do that in this mode so I can place things in an appropriate place and I'm going to bring

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up the time line at the bottom here so I can just key in some movements now to make this make any sense

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to me.

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Umm guns have switched to orthographic mode and look at things from above.

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Did I want above.

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Probably in wireframe all as she can't see what I thought I was going to be able to see.

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Let's look at it from the side.

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Move it back and then look at it from the front.

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So that's that's fine.

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Then I could track along here if I wanted to.

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I wanted to go from here to the bush and then to the bunny's eyes.

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I'm going to key in the original position so let's go ahead.

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Key in the position and then I wanted to come down sort of in an arc by Fink I can do that later on

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the bush itself.

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If I see that from the top is about there just a little lower.

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Let's look at it from the one side from the other.

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Yep that's fine.

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I forgot to move the time line lets move it.

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It depends how many frames per second we're doing this is going to be a long animation if I'm not careful

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not I'll do it.

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Two seconds to move from here to the bush.

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Now I can move it can't I.

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Okay so let's move it down to roughly where the Bushes switch around to the other side.

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There we go and keep that in AK So removing it from here to here and then to the bunnies.

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I will be the last one a hundred and twenty frames.

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I don't think I'm going to have many more resources to focus on it like that.

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So in this particular case it's in the right place and I can cheat here because the three curses already

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on it are not.

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Going to call it cheating but I can move the origin of that to the appropriate location.

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Shift in s n then where is it selection to cursor.

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There we go.

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I've moved there mechanically that's in.

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So let's just go through here to there and up there.

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Okay so the next thing to do is a line that the movements of the camera itself with the rest of our

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scene.

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So I'm going to use the first person mode to move the karibe.

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I'm going to set the camera up at frame 1 and then I should be able to see my focus point as well.

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It's all the way up here.

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I'm glad to make sure my camera selected shift F and move up to look at it and key those details in.

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I'm not going to worry about moving the camera too much but by me it was 60 wasn't it.

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It will be down at the bush so when I move around to the bush here and keep those in and then the final

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scene was on the rabbits.

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I says go ahead and show them.

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Zoom in ever so slightly to the rabbits.

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I look down as if he's towering.

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Now this may not work out at all but it's a good idea that see how those movements are going to be.

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So going to be focussed up here it's going to start pulling focus immediately round to there and then

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to the rabbit cape.

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I think I want more of the tree in this end shot some just going to move the camera back a little and

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make it even lower and looked up.

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Question is whether there's going to be a blade of grass in that that's ruining the shots.

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There we get.

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I'm going to go for that as my end.

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Remembering to keep those two areas in.

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I think I'm happy with how that's gonna be moving about.

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So the next thing of course is to go and do a quick test render of an animation and I'm going to really

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really crank this down and I'm not going to worry too much about how it's being output at the moment

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and just be output to a temporary folder.

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But I'm just going to do one percent of this and just to see if it kind of works.

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I'm going to do an animation and unless you can see that's going to be very few pixels is going to take

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a few moments to build up the scene and then hopefully it won't take too long to just go through these

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120.

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I've never actually done a one per percent render of 1920 paternity before so I'll be interesting to

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see how it comes out.

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And I can see from that straightaways just going to be probably too low a detail so I need to crank

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that up a little.

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I'm gonna go across and render this across a couple of machines now to get that rendering done.

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Go to my output folder and set it to an appropriate location.

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In this case I've popped it in completely the wrong folder but move it in a bit.

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Except that because I've got everything set up ready to render.

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Now that's the one not going to faff about with it.

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The final thing I'm going to do here before I do anything else is a quick assessment of how many frames

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I'm not going to render all 250.

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Do you want there after it's finished moving when it's reached frame 120 for it to last another second

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or so stationary some are going to take it to 150 as my end frames is going to be 150 frames in total

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being rendered out and the render samples here are going to up them a little.

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I'm going to go to 30 because we are using blender 2.0 7 9 now there's a couple of other things we can

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do.

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First of all on the settings the seed tab I'm going to set.

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That's using the little clock which means that any noise that appears will be randomise because by using

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a different seed every time that's useful I'm going to go over 30 samples.

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But what I am going to do so I'm going to go to the next tab along which is the render layers tab and

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then go down to D noisy and turn it on but I'm not going to have the strength set very high.

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I'm going to set to maybe point two because what I don't want is it to make things unnecessarily bleary

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and just clean up noise essentially.

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So now that's all set out I'm going to make sure I've saved my file before I hit render and will start

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sending out that animation and it is going to take a while to do.

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I know that Im going to employ the services of another machine as well so I want it to create place

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holders in this folder because that's a shared folder with another machine.

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And I'm going to not overwrite.

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I want to turn that off so each time it starts a new render it will continue going.

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Save that once more and go ahead and render that out.

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I'm going to hop onto the other machine now and get that working for me as well.

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And then in a few moments I'll be back.

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Well a few.

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Probably an hour or two for me but a few moments for you and we'll see how it finally looks.

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Okay so welcome back.

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I have stopped the animation at the moment.

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I just thought even though I have animated from zero all the way to 120 after 120 is essentially the

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same frame so I can pretty much just repeat that again and again.

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The only difference would be that even though it's a static frame for these last 30 frames because the

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noise if you if we go back to or scroll down here because we've set the seed as randomise we will get

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a slice of show you know it's going to change ever so slightly even though it's the same image.

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But I can get away with that rather than waiting for it to render out the rest of it.

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So the next thing to do of course is to put this all into one.

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So I'm going to go ahead go to the video sequence.

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Ed when I'm going to make sure we're right back at the very beginning and I'm going to add in an image

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and then I need to go find those images.

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Now Im going to change the view type here so I can see all of the images because I know these last ones

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are not going to be great.

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In fact they've not been rendered out so we can go from 129 all the way through.

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Yeah that's fine.

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We can select all of those with the exception of that last one so it's just the select that they're

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going to add that image strip.

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And then in once I've rented this out I'm just going to extend the last frame in a video editor rather

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than just adding the same frames several times.

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We've got 130 there.

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I'm going to render it out to one hundred thirty frames.

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That's looking good so the next thing we need to do is actually render it out as a video.

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Now of course you could do this in your favourite video editor.

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I'm going to use Blender here so lets just make sure our output this time is not a P N G.

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But its gonna be an F MPEG video encoding wise Im just going to set it as an MPEG for now there's lots

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of presets here and I prefer just using this not the top one there but the 8 2 6 4 in MP 4 so that will

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play back on most devices and you can upload that to the Web as well.

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So now all of that has been set up the final thing to do here is to render the animation out and we

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should find.

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Here we go.

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Its coming down be quite quick.

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This stage because its rendering it out and this is quite exciting.

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You know it did take a while to render this out.

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I will admit perhaps I shouldn't have done 10 ATP something like seven 20 would have probably been fine

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for this.

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But you know what.

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Yeah well I'm having fun and do it.

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All right there's a bit of grass in front of the ah that was beautiful.

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I am a Latino so I've that sort of thing.

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And there we go there's the final frame.

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They're all rendered out.

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And then of course we can play back that rendered animation as well using the built in playback feature.

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There we go.

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Look about.

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Awesome.

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I am really pleased with how that's turned out.

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I'm really looking forward to seeing yours as well.

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I don't know whether you've gone ahead and done a debt for field animation like this as well if you

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have.

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I'm looking forward to seeing it.

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Please share your work over in the discussions and I'll see you all in the next lecture.
