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Hello everyone. In this lesson we're going to be
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sitting up our render and output properties.
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So to start with, it's going to camera view with numpad 0.
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As you can see at the moment,
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we have a 16 by nine aspect ratio.
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And for our textures, we actually want a one-by-one or a square aspect ratio.
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So to change that, it's going to output sittings.
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And that's this little print over here.
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So let's click on that.
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And you can see our current resolution is 1920 by 1080.
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So let's change that to 64 by 64.
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And now we have a nice square aspect ratio.
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Now 64 by 64 is a very low resolution,
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but that'll help us create our nice pixel art look to our images.
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And the next thing we want to do is go into our render properties.
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Necessarily camera appear, click on Window Properties.
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And under Render Engine,
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we're going to switch over to cycles.
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And that'll make the renders look a lot better,
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especially when we get to class materials and things like that.
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And the first lesson,
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I showed you how to enable your graphics card for using the renderer.
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So if you have a graphics card and I've selected it like I showed in the first lesson,
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we can change this from CPU to GPU compute.
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That should speed up the render time significantly depending on your hardware.
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Now the button to render our image is if 12 on the keyboard.
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So if you press if 12,
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you'll see it renders that object that we hid in the previous lesson.
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And that is because when we click on this eye to hide an object,
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it's only actually hiding it in the viewport display.
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And to tell blend and not to render the object,
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we need to click on this folder drop-down and then enable this camera,
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the display and that little pointer.
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And now we can click and drag across all of them to disable them all.
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And the first icon is for selection.
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So if that is disabled,
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you won't be able to select the object even if it's visible in the viewport.
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The next one is simply hides the object and it's very similar to this display icon,
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which displays it in our viewport.
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And then finally we have this little camera,
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and if that is enabled,
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it will render the object when we press F2.
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So we can have everything disabled except for the render icon.
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And if you press F2, it'll still be rendered.
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So let's disable that as well.
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Now if we press if 12 again,
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you can see it's only rendering our cube.
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So now let's select our cube and scale that up a bit so that we use more of our viewport.
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Press G to grab Z to constrain to the z-axis and move that up.
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And if your performance is suffering a bit,
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you can always hold down z and switched to material preview.
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And that should make it a bit faster as well.
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Or you can even switch to solid view.
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But then we won't be able to see the materials,
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but they will still get rendered when we press F2 to render, as you can see.
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So just for now I'm going to switch back to rendered view.
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And now we can have blended draw some outlines on our objects for us.
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And to do that, we need to be in our render properties.
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And then right at the bottom you'll see freestyle said
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it's an able freestyle and preserved 12 to render.
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An hour draws nice black outlines around the object.
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Let's rotate this object 45 degrees on the z-axis.
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So I'm going to press R to rotate.
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To constrain it to the z-axis.
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And then just type 4 5 and press Enter.
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And it's scale that down a bit.
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So let's press S to scale,
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scale it down a bit,
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and click to apply. Go.
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Now if you press F2 Alpha again,
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we can see blender starts drawing these nice outlines for us,
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but they're a bit too thick.
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And to change that, and the freestyle, if you're not seeing that,
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you can just click on this little arrow to open this up,
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you'll see line thickness.
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So let's change that to 0.4.
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Press Enter and preserved 12 to render.
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And now we're starting to get somewhere.
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But as you can see, it looks kind of blurred or faulted
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and we're not getting nice sharp lines from this render.
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And that's because blender is filtering the pixels to give us
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a nice smooth image and which is good for larger rings.
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But if you want to make a pixel art image,
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this is going to be a problem.
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So let's close that and then click on foam.
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And while we're here, let's click on transparent.
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And it'll give us a nice transparent background.
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And if you render that now,
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you'll see it gives us the image on a transparent background.
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And that allows us to easily insert this image into a scene later on.
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And it's unable to transparent glass as
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well as we're going to need that in future lessons.
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Cool analysis.
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Look at that pixel filter.
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You'll see there's a pixel filter and a width
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sitting that we're going to be looking at after press F2.
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Again, just to remind us what we're looking at.
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Let's make this a bit bigger.
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And you can see we are in slot one at the moment.
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And you can have eight different slots for these rendered images.
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And that makes it really handy when you want to convey
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changes that you're making between different ranges.
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So you can also see if we press 1 on our keyboard, it's in slot one.
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If we press to, it switches over to slot 2345678.
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You can see we can quickly go between these different slots.
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So let's go back to one.
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And that's the image that we read it now.
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So let's switch over to two by pressing too and our keyboard.
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And now we can close this.
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And let's drag this width all the way down.
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It goes down to 0.01.
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Now press F2 Alpha again.
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Make this window a bit larger.
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Zoom in with the mouse wheel.
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And now we can see we're starting to get nice sharp lines.
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And now if you press 1 on your keyboard,
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it switches back to the first render.
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If you press too, you can switch between these two.
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And as you can see, it's already starting to look a little bit like a pixel art box.
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We can always change the rotation of our boxes,
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get to see more of the top.
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So you can see these are red x-axis.
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So let's press R to rotate x to constrain to the x-axis.
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And then just rotate it a bit around the x axis like that.
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Click to apply.
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And impressive. 12 again.
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Cool, and that looks a bit better as well.
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Cool and sexy.
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Want to change the column management.
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So in our render properties still, right at the bottom,
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you'll see column management and click on
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that to open them up and scroll down with your mouse.
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You'll see the view transform is set to full mic.
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And for our purposes we just went to sit that the standard.
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And as you can see, that makes the colors a little bit more vibrant.
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We can switch back quickly.
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Just to compare.
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Cool, just makes it pop a bit more.
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12 again to render glow and starting to look better and better.
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And the last thing we want to do is tell blender that
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when we have two different materials touching each other,
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we want blended to draw a nice outline there as well.
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And to do that, let's go into View layer properties.
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It looks like a little stack of photographs.
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So click on that and then right at the bottom,
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you'll see You have a freestyle line sit.
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And if that's clergy can just click on that to open it up.
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And they, we want to enable silhouette and border and crease and material boundary.
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So make sure those four enabled.
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And that'll make sure blended draws those black lines where we want them.
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Cool and that is it for this lesson.
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In the next lesson, we are going to be sitting up our compositor,
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and that'll really start giving us that nice pixel outlook.
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