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These are the user uploaded subtitles that are being translated: 1 00:00:00,249 --> 00:00:03,411 So, to finish up today, we're going to build 2 00:00:03,435 --> 00:00:06,380 on the principles that I just showed you, 3 00:00:06,381 --> 00:00:09,446 but we're going to try to do something a little 4 00:00:09,470 --> 00:00:14,920 bit more exciting with some more fun-looking imagery. 5 00:00:16,720 --> 00:00:20,751 We just used a basic sphere and a ground plane 6 00:00:20,775 --> 00:00:24,720 just to demonstrate the concept of animation. 7 00:00:24,721 --> 00:00:27,275 But in the end, the whole point of being able 8 00:00:27,299 --> 00:00:29,752 to animate stuff is so that we can actually 9 00:00:29,753 --> 00:00:33,240 animate, you know, some cool-looking things. 10 00:00:33,241 --> 00:00:36,028 So what I'm going to do is I'm going to load 11 00:00:36,052 --> 00:00:38,840 in a spaceship and a background prop so that 12 00:00:38,841 --> 00:00:40,479 we can do something maybe just a little bit 13 00:00:40,503 --> 00:00:42,192 more fun, a little bit exciting, even though 14 00:00:42,193 --> 00:00:47,280 it's only going to be the same basic concepts of what I just showed. 15 00:00:47,429 --> 00:00:51,640 But like I said, it should be a little bit more fun because it will look more like a 16 00:00:51,641 --> 00:00:57,480 movie instead of just like a ball and a flat plane. 17 00:00:58,980 --> 00:01:02,922 Okay, so what I'm going to do is first, I'm 18 00:01:02,946 --> 00:01:06,992 going to load up a model that I made a while 19 00:01:09,400 --> 00:01:17,400 ago for a tutorial and let's go load object and under our objects folder, I'm going to 20 00:01:17,401 --> 00:01:20,654 go and grab my starfighter model, I'm going 21 00:01:20,678 --> 00:01:31,920 to grab the starfighter model lightwave merged so it's not in multiple layers. 22 00:01:38,480 --> 00:01:42,513 And it is loaded my spaceship, let's turn on 23 00:01:42,537 --> 00:01:49,800 a VPR, oh wonderful, and I've got my normal maps and everything are already working. 24 00:01:49,801 --> 00:01:52,715 So what the normal maps do, they're sort of, 25 00:01:52,739 --> 00:01:55,520 they give the sort of like a bumpy detail. 26 00:01:55,521 --> 00:01:57,961 There's other things called bump maps, they do 27 00:01:57,985 --> 00:02:00,492 similar things but normal maps create sometimes 28 00:02:00,493 --> 00:02:04,880 a little bit more realistic looking bumps. 29 00:02:04,881 --> 00:02:06,997 So you can see all these panels and detail 30 00:02:07,021 --> 00:02:11,000 and stuff, so those are what's called normal maps. 31 00:02:11,001 --> 00:02:17,320 If we just go to shaded solid, you don't see the textures, texture shaded solid. 32 00:02:17,321 --> 00:02:19,517 See how you don't really, you see the color 33 00:02:19,541 --> 00:02:24,120 information but you don't see the bump detail on this. 34 00:02:24,121 --> 00:02:26,765 But when you go into VPR mode, it actually 35 00:02:26,789 --> 00:02:29,572 shows like a rendered version of this model. 36 00:02:30,060 --> 00:02:35,020 Okay, so that's a lot more fun than that ball. 37 00:02:36,620 --> 00:02:44,620 So we will take this model and we will set it up now texture shaded solid. 38 00:02:48,440 --> 00:02:52,334 So what I want to do is I want to create a 39 00:02:52,358 --> 00:02:56,440 nice little space scene, nothing super fancy 40 00:02:56,441 --> 00:02:58,362 because we just don't have time for it right 41 00:02:58,386 --> 00:03:03,200 now because we're almost finished this tutorial for today but almost out of time. 42 00:03:03,201 --> 00:03:06,273 But what I need to do is just like what they 43 00:03:06,297 --> 00:03:09,160 do in Hollywood, they'll have your model, 44 00:03:09,161 --> 00:03:11,708 you'll have your models and objects that will 45 00:03:11,732 --> 00:03:17,800 be moving and then you usually will have like some sort of background prop. 46 00:03:17,801 --> 00:03:20,352 Sometimes they use green screen and blue screen 47 00:03:20,376 --> 00:03:22,612 stuff, or blue screen and green screen to 48 00:03:22,613 --> 00:03:26,560 mix models and actors and stuff with a background image. 49 00:03:26,561 --> 00:03:29,452 In this particular case, we actually have 50 00:03:29,476 --> 00:03:32,580 our own virtual stage here so I can actually 51 00:03:32,581 --> 00:03:35,813 put the background prop in behind and we don't 52 00:03:35,837 --> 00:03:39,000 have to green screen or blue screen anything. 53 00:03:39,001 --> 00:03:42,160 You can mix it or be mixing it right in here. 54 00:03:42,161 --> 00:03:49,880 So all I'm going to do is take an image and apply it to a background plane. 55 00:03:51,175 --> 00:03:58,400 So what I need to do first, actually let's go into, let's first save this out. 56 00:04:16,880 --> 00:04:24,880 Let's go save scene as, and let's go back to scenes and I'm going to call this space 57 00:04:25,030 --> 00:04:30,280 FighterFlying01. 58 00:04:36,220 --> 00:04:42,320 So let's go into Modeler because I'm going to create a, it's actually thinking I want 59 00:04:44,680 --> 00:04:52,680 to bring the starfighter over into Modeler for some reason, I'm not exactly sure why 60 00:05:01,960 --> 00:05:09,960 it's here, and okay, let's give it what it wants for some reason it wants to, it seems 61 00:05:14,210 --> 00:05:21,560 to want to load this up, I'm going to close this down, close object, okay, let's just 62 00:05:21,561 --> 00:05:28,680 check to see if it did anything weird in layout, no, okay, everything's fine. 63 00:05:28,681 --> 00:05:31,900 That's the one thing is if you have the model 64 00:05:31,924 --> 00:05:35,000 selected it will load it through, oh, okay, 65 00:05:35,001 --> 00:05:39,960 it loaded everything through but that's not what we want, we want to close that down. 66 00:05:42,400 --> 00:05:46,478 If I select camera, I'm going to hit Modeler, 67 00:05:46,502 --> 00:05:50,400 it still brings the model through so that's 68 00:05:50,401 --> 00:05:52,455 the thing about the hub, you might say, well 69 00:05:52,479 --> 00:05:54,452 I don't want this model in here, I want to 70 00:05:54,453 --> 00:05:57,599 do something else, well, like I said, just close 71 00:05:57,600 --> 00:06:01,320 it out and you'll be fine, just close the object. 72 00:06:01,321 --> 00:06:08,080 So we want to build a background plane here right now and I'm going to bring up, click 73 00:06:09,440 --> 00:06:13,428 N for numeric or the numeric button and actually 74 00:06:13,452 --> 00:06:17,440 before we do that I need to get the measurements 75 00:06:17,441 --> 00:06:22,760 of an image map that I'm going to be using, let's go image editor and you can see the 76 00:06:22,761 --> 00:06:26,207 actual image maps from the Starfighter, this 77 00:06:26,231 --> 00:06:29,612 is the normal map, that's the color map, if 78 00:06:32,760 --> 00:06:40,760 you double click on them you can actually see them up large, okay, but I want to load 79 00:06:44,430 --> 00:06:52,280 up, let's go under images, I want to load up my star field background and you can see 80 00:06:52,920 --> 00:06:57,089 here it tells the size, 6,000 by 3,000 pixels, 81 00:06:57,113 --> 00:07:00,932 so I want something that has the same kind 82 00:07:02,360 --> 00:07:06,221 of dimensions, I'm not going to create a 6,000 83 00:07:06,245 --> 00:07:10,360 meter by a 3,000 meter star field or a background 84 00:07:10,361 --> 00:07:15,520 plate, I'm going to start off, I'm going to actually make it 60 by 30 just so that it's 85 00:07:15,521 --> 00:07:18,128 not dwarfing my spaceship when I first bring 86 00:07:18,152 --> 00:07:23,160 it in, but we can size this up to where we need it. 87 00:07:29,640 --> 00:07:37,640 So let's hit N, okay, now I want something, actually I'm going to delete that out and 88 00:07:37,641 --> 00:07:40,908 I'm going to create it from the side, let's go 89 00:07:40,932 --> 00:07:44,212 box because that's the direction the spaceship 90 00:07:50,500 --> 00:07:54,077 is facing, now I'm going to go over to height 91 00:07:54,101 --> 00:07:57,612 and depth and the height was 3,000, so we're 92 00:08:02,640 --> 00:08:10,640 only going to make this 30, the depth was 6,000 but we're only going to make this 60 93 00:08:10,641 --> 00:08:18,120 and we'll just hit spacebar and we're going to go T for move, control, I'm just going 94 00:08:20,400 --> 00:08:28,400 to put this in the middle here, okay, perfect. 95 00:08:32,949 --> 00:08:36,231 So that's all I need right now for my background 96 00:08:36,255 --> 00:08:39,412 plate, now under the surface editor, or sorry, 97 00:08:42,669 --> 00:08:46,347 let's first save this out, let's save the 98 00:08:46,371 --> 00:08:50,332 background plate and we'll call this objects 99 00:08:58,640 --> 00:09:06,640 and we'll just call this star field background plate, perfect. 100 00:09:07,800 --> 00:09:11,646 So you can actually apply this star field 101 00:09:11,670 --> 00:09:15,812 image to the background plate either here in 102 00:09:18,640 --> 00:09:22,496 modeler or in layout, so generally I usually 103 00:09:22,520 --> 00:09:26,639 will do this, I will actually do this in layout 104 00:09:26,640 --> 00:09:30,339 for most surfacing, I generally don't do my 105 00:09:30,363 --> 00:09:34,320 surfacing in modeler unless there's a specific 106 00:09:34,321 --> 00:09:36,291 work pipeline that I have to follow, usually 107 00:09:36,315 --> 00:09:38,252 if I'm just trying to give something colors 108 00:09:38,640 --> 00:09:42,671 to differentiate between something, so because 109 00:09:42,695 --> 00:09:46,640 that's done, let's shoot this over to layout, 110 00:09:46,641 --> 00:09:53,680 so let's go send object to layout, okay, so you can see right here that it has loaded 111 00:09:53,681 --> 00:09:58,400 up our star field plate, we also have our star fighter, so we can select between the 112 00:10:00,844 --> 00:10:08,120 two objects, if I rotate this, now you can see that it's, see notice that it's kind of 113 00:10:08,121 --> 00:10:11,074 see-through right now, because once again I 114 00:10:11,098 --> 00:10:14,120 said that if it's not double-sided, it isn't 115 00:10:14,121 --> 00:10:21,100 clicked, if it's just a flat one thick, one polygon thick, it will not, there's really 116 00:10:21,101 --> 00:10:23,876 no thickness so you don't actually see anything, 117 00:10:23,900 --> 00:10:26,572 so what we're going to do is go to the surface 118 00:10:33,289 --> 00:10:41,040 editor, under star field, let's rename it, I'll just call this background plate, and 119 00:10:41,041 --> 00:10:47,240 we will, let's click on, move this over so you can see, let's click on double-sided, 120 00:10:47,241 --> 00:10:50,664 okay, so you can see that now we can actually 121 00:10:50,688 --> 00:10:53,960 see the actual surface, okay, but we're not 122 00:10:53,961 --> 00:10:59,520 done yet, now what we need to do is apply that image to it, and now because we have 123 00:11:04,739 --> 00:11:08,233 the proper dimensions, so let's go, and we're 124 00:11:08,257 --> 00:11:11,452 going to use a planar map, okay, and it's 125 00:11:18,849 --> 00:11:21,795 going to face down, oh so let's pick the image 126 00:11:21,819 --> 00:11:24,712 first, load image, grab that map right there, 127 00:11:27,760 --> 00:11:31,702 okay, now let's put it down the x-axis, and 128 00:11:31,726 --> 00:11:35,772 let's click on auto-sizing, and actually I'm 129 00:11:39,279 --> 00:11:42,988 going to, let's remove that for now, I just 130 00:11:43,012 --> 00:11:46,992 want to show you how this works as it's coming 131 00:11:48,220 --> 00:11:52,208 in, let's move this over here so you can watch 132 00:11:52,232 --> 00:11:56,220 this happening on the fly, how I'm doing this, 133 00:11:56,221 --> 00:12:03,760 so if you go under the color channel, and you click on T for texture, okay, we want 134 00:12:03,761 --> 00:12:07,661 to put that color photo on top of this model 135 00:12:07,685 --> 00:12:11,320 here, so I'm going to click on T, and the 136 00:12:11,321 --> 00:12:14,312 layer type is set to image map, which is perfect, 137 00:12:14,336 --> 00:12:16,972 projection type is planar, so it'll project 138 00:12:21,560 --> 00:12:25,548 on a plane like this flat plane that we just 139 00:12:25,572 --> 00:12:29,572 created, now if we click on image, right now 140 00:12:34,160 --> 00:12:38,358 there's none, okay we can load the image directly, 141 00:12:38,382 --> 00:12:42,160 okay, and now you see that there's just these 142 00:12:42,161 --> 00:12:45,396 bars going across, so that's not very helpful 143 00:12:45,420 --> 00:12:48,800 to us right now, the reason why is it's because 144 00:12:48,801 --> 00:12:52,752 it's not being projected on the correct axis, 145 00:12:52,776 --> 00:12:56,640 so we could try, you can try, a lot of times 146 00:12:56,641 --> 00:12:59,480 people will just sort of click through these, 147 00:12:59,504 --> 00:13:02,287 a lot of times you'll know what axis, I know 148 00:13:02,288 --> 00:13:06,460 that it's on the X axis, but the problem is saying well I just clicked X, why is it not 149 00:13:06,461 --> 00:13:09,478 working correctly, well because you need the 150 00:13:09,502 --> 00:13:12,520 proper sizing for this, and you can see that 151 00:13:12,521 --> 00:13:15,097 the scale is set to one meter by one meter by 152 00:13:15,121 --> 00:13:17,652 one meter, if I click on auto sizing, you'll 153 00:13:17,653 --> 00:13:20,595 see these numbers will automatically jump to 154 00:13:20,619 --> 00:13:23,440 the correct setting to fit that background 155 00:13:23,441 --> 00:13:27,046 plate image onto this plane, so let's click 156 00:13:27,070 --> 00:13:30,760 auto sizing, you see how it just jumped, but 157 00:13:30,761 --> 00:13:35,640 if I go to Y and see look what happens, you get these weird stretchy images, but X is 158 00:13:38,979 --> 00:13:43,048 the correct plane for this, so from here you're 159 00:13:43,072 --> 00:13:46,880 saying well we need a lot bigger image plane 160 00:13:46,881 --> 00:13:50,611 for this spaceship to work, so we could either 161 00:13:50,635 --> 00:13:54,040 shrink the spaceship down or we could make 162 00:13:54,041 --> 00:13:57,204 this larger, I'm going to make this actually 163 00:13:57,228 --> 00:14:00,692 larger, this object, so let's click use texture, 164 00:14:02,619 --> 00:14:10,520 so that's working great, let's go under the modify tab and let's zoom back, let's pull 165 00:14:13,984 --> 00:14:17,723 back a bit and let's go to a left view or 166 00:14:17,747 --> 00:14:21,760 left or a fagonal view, so see where we have 167 00:14:21,761 --> 00:14:29,160 move currently selected, let's go down to size, and with our left mouse we're going 168 00:14:33,320 --> 00:14:41,320 to drag and we're going to make this a lot bigger, okay, and another thing I want to 169 00:14:41,560 --> 00:14:49,560 do, let's go up to perspective, and you can see that the plane is cutting our spaceship 170 00:14:49,640 --> 00:14:53,493 in half, so remember we have auto key check 171 00:14:53,517 --> 00:14:57,640 marked, so this is recording what we're doing, 172 00:14:57,641 --> 00:15:01,120 we have it on frame zero, so make sure you have it on frame zero otherwise we'll have 173 00:15:01,121 --> 00:15:07,280 a problem because we want to set everything up on frame zero, let's go back to move and 174 00:15:07,320 --> 00:15:15,320 grab the little red arrow widget and just sort of pull this back a bit and just away 175 00:15:21,769 --> 00:15:28,920 from our spaceship, let's go back to, so I hope you can see the method to my madness 176 00:15:28,921 --> 00:15:32,603 right here, so what's going to wind up happening 177 00:15:32,627 --> 00:15:36,080 is with my camera I am going to position this 178 00:15:36,081 --> 00:15:41,360 so that I can sort of follow the spaceship sort of flying along, now right now you're 179 00:15:44,600 --> 00:15:52,600 seeing this ugly grid, okay, we can get rid of the grid if we want to, we can turn that 180 00:15:55,020 --> 00:15:58,917 off but we don't really need to actually do 181 00:15:58,941 --> 00:16:03,020 that right now, so you can see like grid type 182 00:16:03,021 --> 00:16:05,802 and then it goes off and then now you can 183 00:16:05,826 --> 00:16:08,880 see closer to what where I'm actually heading 184 00:16:08,881 --> 00:16:11,692 with this, so I'll be taking this camera and 185 00:16:11,716 --> 00:16:14,412 positioning it from the side and I'll sort 186 00:16:14,720 --> 00:16:18,413 of follow the spaceship along so that we can 187 00:16:18,437 --> 00:16:22,732 actually create this nifty little little animation, 188 00:16:28,589 --> 00:16:32,411 so we can turn it back, I think it was set 189 00:16:32,435 --> 00:16:36,440 at 80 for now, so with that being said let's 190 00:16:36,441 --> 00:16:40,066 start the spaceship where we want to put it 191 00:16:40,090 --> 00:16:43,812 to get for the beginning and let's grab that 192 00:16:46,860 --> 00:16:54,860 little arrow, let's pull it back to about here and I'm going to switch back to that 193 00:16:57,599 --> 00:17:05,599 left view and zoom back, now remember these move and zoom widgets, so let's pull this 194 00:17:13,119 --> 00:17:21,119 back a little bit more here and so that's at frame 0 and at, okay let's make it a 120 195 00:17:24,579 --> 00:17:28,787 frame animation, 120 frame animation, so that's 196 00:17:28,811 --> 00:17:32,492 like 4 seconds or 120 divided by 30 is 4, 197 00:17:45,989 --> 00:17:53,440 so that would be 4 seconds and at frame 120 will be over here, okay so let's just save 198 00:17:53,640 --> 00:17:57,534 over top of that current file and let's go 199 00:17:57,558 --> 00:18:01,652 back to perspective, okay so you can see the 200 00:18:03,040 --> 00:18:11,040 camera is not where we need it, so this is our big expensive Hollywood dramatic set we 201 00:18:13,874 --> 00:18:17,911 have here in the background, now if you want to 202 00:18:17,935 --> 00:18:21,800 get these type of background images I believe 203 00:18:21,801 --> 00:18:26,600 you can go on the NASA website and you can kind of download them and you have to kind 204 00:18:26,601 --> 00:18:30,221 of look at the copyrights for them and things like 205 00:18:30,245 --> 00:18:33,720 that, as far as I know you can't be distributing 206 00:18:33,721 --> 00:18:39,000 these images, I can't even remember where I even got this from, I've had it for years, 207 00:18:39,001 --> 00:18:42,688 so do not, I will not be distributing this 208 00:18:42,712 --> 00:18:46,840 image or any other images from the NASA website 209 00:18:46,841 --> 00:18:50,760 or any other websites, this is the kind of stuff you're going to have to kind of find 210 00:18:51,200 --> 00:18:55,094 on your own, I probably will be giving out 211 00:18:55,118 --> 00:18:59,200 the spaceship for free because it's actually 212 00:18:59,201 --> 00:19:05,280 mine, but I don't distribute other people's models or distribute other people's images, 213 00:19:06,809 --> 00:19:10,432 so sorry if you're upset that you wanted this 214 00:19:10,456 --> 00:19:14,172 image I'm not going to give that out, so let's 215 00:19:16,959 --> 00:19:20,210 go back to the camera view and so I'm going 216 00:19:20,234 --> 00:19:23,572 to hit, so let's click the camera button and 217 00:19:25,440 --> 00:19:33,440 let's go Y for rotate and let's find where we are here, let's zoom back and rotate and 218 00:19:33,441 --> 00:19:37,312 rotate everything into position here, so now 219 00:19:37,336 --> 00:19:41,132 you can see that we're coming in and out of 220 00:19:44,720 --> 00:19:48,566 frame here, we also need to set our image 221 00:19:48,590 --> 00:19:52,732 size of what we're going to, how we're going 222 00:20:03,800 --> 00:20:07,744 to render this out, let's go 19 HD and let's, 223 00:20:07,768 --> 00:20:11,812 now we're on frame 0, T for move and I'm going 224 00:20:14,719 --> 00:20:22,520 to go Y for rotate, T for move and I want to make sure that I'm within the bars here, 225 00:20:25,140 --> 00:20:33,140 let's go to VPR mode for a second and you can see here that this looks pretty cool, 226 00:20:33,141 --> 00:20:35,157 now there's all sorts of other lighting information 227 00:20:35,181 --> 00:20:36,887 and different things that we can do to this 228 00:20:36,888 --> 00:20:39,368 to make this look even cooler but we're just 229 00:20:39,392 --> 00:20:41,892 sort of, like I said we're starting with the 230 00:20:41,893 --> 00:20:47,520 basics here, so that's what a render would look like right now, I mean you could add 231 00:20:49,114 --> 00:20:52,702 stuff like engine lights and fire and all 232 00:20:52,726 --> 00:20:56,840 sorts of stuff and you could, once again lasers 233 00:20:56,841 --> 00:21:00,149 and but at some point we will get into all 234 00:21:00,173 --> 00:21:03,640 of that but for now I might be showing a lot 235 00:21:03,641 --> 00:21:10,680 of this stuff in a VFX series, I'm going to start soon and so let's go back to, so we 236 00:21:11,040 --> 00:21:14,939 have our camera, once again it says auto key 237 00:21:14,963 --> 00:21:19,052 create, we had to make sure that our spaceship 238 00:21:23,324 --> 00:21:27,418 and our background prop are within frame and that 239 00:21:27,442 --> 00:21:31,200 we're not seeing any of that grey background, 240 00:21:31,201 --> 00:21:34,460 otherwise we'll give the dead, because we'll 241 00:21:34,484 --> 00:21:37,532 kill the illusion if you actually can see 242 00:21:38,320 --> 00:21:46,320 the outside of this background, where are we here, you can see how even though it's 243 00:21:46,369 --> 00:21:51,880 black you can see the edge, we don't want to be able to see this edge, we just want 244 00:21:51,881 --> 00:21:55,675 to be able to see stars in our image, so let's 245 00:21:55,699 --> 00:21:59,080 go back to shade solid and go back to our 246 00:21:59,081 --> 00:22:02,721 camera view, so now from here we want to go 247 00:22:02,745 --> 00:22:06,640 to frame 90, so you can see that the spaceship 248 00:22:06,641 --> 00:22:09,771 is flying away, what we want to do with our 249 00:22:09,795 --> 00:22:13,012 camera is we want to move and kind of follow 250 00:22:17,120 --> 00:22:25,120 it along the way, so I'm going to hit T for move and I'm going to follow this and I'm 251 00:22:28,009 --> 00:22:32,085 just going to try to create a different position 252 00:22:32,109 --> 00:22:35,772 and we want to make sure that everything is 253 00:22:48,299 --> 00:22:55,200 in frame, Y for rotate, T for move, ok so let's follow this along and see if anything 254 00:23:00,514 --> 00:23:07,640 goes out of frame along the way, oops, ok so it looks like everything is staying in 255 00:23:20,119 --> 00:23:27,520 the frame, ok so let's save that and let's go into VPR mode, ok so that's cool, now 256 00:23:27,521 --> 00:23:30,268 you can also notice that in solid shade texture 257 00:23:30,292 --> 00:23:33,052 mode the background, the backdrop image doesn't 258 00:23:41,879 --> 00:23:48,880 look as clear as the final render, you know there are some settings that you can change 259 00:23:52,389 --> 00:23:55,102 for output if we want something a little bit 260 00:23:55,126 --> 00:23:57,852 more higher res, ok so you can see over here 261 00:24:02,499 --> 00:24:05,976 under GL under preferences, so if I hit the O 262 00:24:06,000 --> 00:24:09,400 key and I go under GL, ok open GL, see where 263 00:24:09,401 --> 00:24:12,096 it says open GL textures, if I turn that off 264 00:24:12,120 --> 00:24:15,012 see how it kills all the textures on our object 265 00:24:15,013 --> 00:24:17,904 and our background plate, if you change this 266 00:24:17,928 --> 00:24:20,712 right now it's under 1K, if you bring this 267 00:24:27,060 --> 00:24:31,272 up higher it will up the res of the background, 268 00:24:31,296 --> 00:24:35,072 it took a little bit for it to kick in, so 269 00:24:36,359 --> 00:24:44,360 it's a little cleaner, yeah so you can see that it's gone cleaner, let's go back to 270 00:24:45,820 --> 00:24:49,714 256, see how it blurs it out, a little bit 271 00:24:49,738 --> 00:24:53,820 more steeper progression, 512 the background 272 00:24:53,821 --> 00:24:56,268 is a little clearer, so if you're running 273 00:24:56,292 --> 00:24:58,927 out of memory or you're worried you're going 274 00:24:58,928 --> 00:25:04,000 to run out of memory you can change these settings just for setup purposes because we 275 00:25:04,001 --> 00:25:06,562 don't really have much going on I can get 276 00:25:06,586 --> 00:25:09,412 away with having some higher settings but the 277 00:25:09,960 --> 00:25:14,079 default was at 1K which was perfect for setting 278 00:25:14,103 --> 00:25:17,960 things up but it's not really necessary just 279 00:25:17,961 --> 00:25:20,083 to set something up like this unless you're 280 00:25:20,107 --> 00:25:22,292 specifically looking for some sort of detail 281 00:25:24,179 --> 00:25:31,280 in the background, you might want to try 2K or 4K if it's really that necessary but it 282 00:25:31,281 --> 00:25:34,146 goes all the way up to 16K, 8K and 16K which 283 00:25:34,170 --> 00:25:36,852 you probably won't use just for something 284 00:25:42,520 --> 00:25:46,464 like this but the option is there, let's just 285 00:25:46,488 --> 00:25:50,532 put it back to 1K and go back to VPR, so let's 286 00:25:53,739 --> 00:25:57,254 save that and you can see as we scrub along 287 00:25:57,278 --> 00:26:01,052 and the VPR update so it's like it's rendering 288 00:26:13,199 --> 00:26:14,319 things like pixels at a time 289 00:26:18,560 --> 00:26:22,689 and we're just kind of following this along, 290 00:26:22,713 --> 00:26:26,572 now for fun let's make a preview and it's 291 00:26:30,799 --> 00:26:34,446 already set for 120, click OK, now this will 292 00:26:34,470 --> 00:26:38,212 actually take a little while for it to render 293 00:26:51,709 --> 00:26:55,072 here see it's on frame 2, we'll see what kind 294 00:26:55,096 --> 00:26:58,160 of resolution we're actually going to get 295 00:26:58,161 --> 00:27:05,240 so what I'm going to do is I'm just going to pause our video and when it's rendered 296 00:27:07,689 --> 00:27:11,596 we'll come back so we'll be back in a moment, 297 00:27:11,620 --> 00:27:15,452 OK so now that our animation is rendered the 298 00:27:17,320 --> 00:27:25,320 preview playback controls show up so let's press play and see what we got, OK so not 299 00:27:39,480 --> 00:27:43,558 bad for preview, OK now generally if you want 300 00:27:43,582 --> 00:27:47,480 something to look probably for a space kind 301 00:27:47,481 --> 00:27:50,018 of scene you can kind of see the depth is a 302 00:27:50,042 --> 00:27:52,652 little odd, you can kind of tell to a degree 303 00:27:52,653 --> 00:27:56,463 that this is a background plate just by the 304 00:27:56,487 --> 00:28:00,400 way the angle is going, a lot of times a lot 305 00:28:00,401 --> 00:28:02,656 of these space images would be paced to more 306 00:28:02,680 --> 00:28:05,047 like a sphere kind of object but I just wanted 307 00:28:05,048 --> 00:28:09,200 to give you an idea of something a little bit more simple, now one of the reasons why 308 00:28:09,201 --> 00:28:13,042 you're actually able to see the, you can tell 309 00:28:13,066 --> 00:28:17,080 that it's more of a background plate is because 310 00:28:17,081 --> 00:28:22,080 of the camera rotation that I use because I kind of I'm starting to rotate and you're 311 00:28:22,081 --> 00:28:26,760 actually getting to look at things it's no longer perpendicular to the camera, if we 312 00:28:26,761 --> 00:28:30,467 would have just stuck with a right square 313 00:28:30,491 --> 00:28:34,572 dead on shot right from the side you wouldn't 314 00:28:37,440 --> 00:28:41,341 notice the so much of a change in perspective 315 00:28:41,365 --> 00:28:45,452 to the actual image but anyways I'm just hoping 316 00:28:46,120 --> 00:28:50,237 that this actually gives you an idea of what you 317 00:28:50,261 --> 00:28:54,132 can actually do, you know blending background 318 00:28:55,360 --> 00:28:59,118 images with models just so that you don't 319 00:28:59,142 --> 00:29:03,360 have to recreate an entire galaxy from scratch 320 00:29:03,361 --> 00:29:05,656 or you don't have to create an entire background 321 00:29:05,680 --> 00:29:07,652 from scratch you can you know like I said 322 00:29:07,653 --> 00:29:15,520 you can use stock photos, you can use stock video and blend it with you know animations 323 00:29:15,521 --> 00:29:22,600 with your models, there's lots of different things you can do but background plates are 324 00:29:22,601 --> 00:29:30,040 very very popular because they don't take a long time to render like the images don't 325 00:29:30,041 --> 00:29:32,837 like just using a background image plate whereas 326 00:29:32,861 --> 00:29:35,612 if you build everything from scratch and you've 327 00:29:35,613 --> 00:29:38,655 got you know hundreds of thousands of polygons 328 00:29:38,679 --> 00:29:41,612 or millions of polygons then things can take 329 00:29:43,160 --> 00:29:47,054 a lot longer to process in the computer so 330 00:29:47,078 --> 00:29:51,172 this is actually like I said it's a now that 331 00:29:52,240 --> 00:29:56,443 we have vpr it's a pretty cool before we couldn't 332 00:29:56,467 --> 00:30:00,240 do like a preview like this in lightwave you 333 00:30:00,241 --> 00:30:04,320 generally always had to render it out and then once again bring it into like an image 334 00:30:04,321 --> 00:30:06,865 sequence and bring it out into Adobe Premiere 335 00:30:06,889 --> 00:30:09,327 or After Effects or whatever other software 336 00:30:09,328 --> 00:30:14,640 and and and then play it back from here so this is a sort of a quick way that you can 337 00:30:16,089 --> 00:30:20,233 play it back right within lightwaves interface 338 00:30:20,257 --> 00:30:24,040 and just get an idea of what it looks like 339 00:30:24,041 --> 00:30:27,125 you can see it's a little pixelated on this is 340 00:30:27,149 --> 00:30:30,100 playing back smooth on on my computer screen 341 00:30:30,101 --> 00:30:32,952 but because you guys are viewing this at 10 342 00:30:32,976 --> 00:30:36,172 frames per second because that's what I recorded 343 00:30:37,940 --> 00:30:42,062 it at for the screen capture software it might 344 00:30:42,086 --> 00:30:45,940 look a little jaggy at your end but anyways 345 00:30:45,941 --> 00:30:48,689 I hope you guys learned lots once again we're 346 00:30:48,713 --> 00:30:51,412 just scratching the surface here on what can 347 00:30:51,413 --> 00:30:55,235 be done so until next time this is Adam Gibson 348 00:30:55,259 --> 00:31:01,440 from learn3dsoftware.com and we'll see you again next time. 32822

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