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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,240 --> 00:00:06,240 Hi everyone. Many of you were asking how 2 00:00:02,399 --> 00:00:08,160 to take an output image from Blender. 3 00:00:06,240 --> 00:00:10,320 Once you have a 3D model, you are 4 00:00:08,160 --> 00:00:13,120 working on something, how to save it as 5 00:00:10,320 --> 00:00:15,839 an image that you can place in a word 6 00:00:13,120 --> 00:00:18,320 document or a PowerPoint presentation. 7 00:00:15,839 --> 00:00:20,480 So it is very easy to do. So it is 8 00:00:18,320 --> 00:00:24,480 called rendering. So let me show you 9 00:00:20,480 --> 00:00:27,760 that ukulele. Okay. So first here I have 10 00:00:24,480 --> 00:00:29,760 a new project. Here you can see a cube 11 00:00:27,760 --> 00:00:32,480 is there. By default there will be a 12 00:00:29,760 --> 00:00:35,200 light source here. You can see this is a 13 00:00:32,480 --> 00:00:37,520 camera. Okay. So I'll delete everything 14 00:00:35,200 --> 00:00:41,360 so that I'll explain everything one by 15 00:00:37,520 --> 00:00:44,160 one. Let me press delete. So I'll add a 16 00:00:41,360 --> 00:00:46,559 cube quickly. Going to add mesh cube. 17 00:00:44,160 --> 00:00:49,360 Now we have a cube. Okay. So on the 18 00:00:46,559 --> 00:00:52,079 right top side you can see four circles 19 00:00:49,360 --> 00:00:54,719 representing different preview modes. 20 00:00:52,079 --> 00:00:57,280 I'll explain all the basics in another 21 00:00:54,719 --> 00:00:59,840 video. Now let's focus only taking an 22 00:00:57,280 --> 00:01:02,000 output. how to take an image of this 23 00:00:59,840 --> 00:01:04,720 cube. So first we need to make sure that 24 00:01:02,000 --> 00:01:07,040 there is enough lighting. 25 00:01:04,720 --> 00:01:09,200 Okay. So for this cube I'll add a 26 00:01:07,040 --> 00:01:11,760 material on the right side. Here you can 27 00:01:09,200 --> 00:01:13,680 material. Click on new and there is a 28 00:01:11,760 --> 00:01:15,840 material. Click on base color and change 29 00:01:13,680 --> 00:01:17,520 the color. Now you don't see any color. 30 00:01:15,840 --> 00:01:22,080 You need to switch to material preview 31 00:01:17,520 --> 00:01:25,439 mode. Let's add a light. Shift a light 32 00:01:22,080 --> 00:01:29,040 area. Here you can see a light has been 33 00:01:25,439 --> 00:01:31,840 added. it is inside the cube. So simply 34 00:01:29,040 --> 00:01:35,759 select the move tool. You will see this 35 00:01:31,840 --> 00:01:39,439 axis. Move it up like that and scale it 36 00:01:35,759 --> 00:01:42,079 up. We need more area for the light. Uh 37 00:01:39,439 --> 00:01:45,520 so how this light works? 38 00:01:42,079 --> 00:01:48,960 It is adding light parallelly in this 39 00:01:45,520 --> 00:01:50,560 direction. Right? So if we need more 40 00:01:48,960 --> 00:01:52,799 light throughout, we need to increase 41 00:01:50,560 --> 00:01:56,079 the size of the light. So select this 42 00:01:52,799 --> 00:01:59,119 scale tool and left click on the circle 43 00:01:56,079 --> 00:02:01,680 and move it up. Okay. Now go to fourth 44 00:01:59,119 --> 00:02:04,799 preview mode here which will show you 45 00:02:01,680 --> 00:02:07,200 how everything will look like finally 46 00:02:04,799 --> 00:02:10,800 which will appear inside the camera. 47 00:02:07,200 --> 00:02:12,720 Okay. So let's increase the light power. 48 00:02:10,800 --> 00:02:15,200 Go to light properties here. Make sure 49 00:02:12,720 --> 00:02:18,080 that light is selected here. Increase 50 00:02:15,200 --> 00:02:19,680 the light power to higher value 2,000 51 00:02:18,080 --> 00:02:24,800 for example. 52 00:02:19,680 --> 00:02:29,280 Now next we need a camera. So Blender 53 00:02:24,800 --> 00:02:30,720 works same way how photography works. We 54 00:02:29,280 --> 00:02:33,040 have a camera. We look through the 55 00:02:30,720 --> 00:02:35,840 camera. We capture an image. So let's 56 00:02:33,040 --> 00:02:38,319 add a camera. Shift a 57 00:02:35,840 --> 00:02:40,400 camera. When you open a new project, 58 00:02:38,319 --> 00:02:43,120 there will be a camera. Okay. But we 59 00:02:40,400 --> 00:02:45,120 have deleted it. So camera also has been 60 00:02:43,120 --> 00:02:46,640 added at the center. Whenever you add a 61 00:02:45,120 --> 00:02:48,800 new object, it will be added at the 62 00:02:46,640 --> 00:02:51,840 center. So you can locate all the 63 00:02:48,800 --> 00:02:54,080 objects here in this uh window which is 64 00:02:51,840 --> 00:02:56,400 called outliner window. Here you can see 65 00:02:54,080 --> 00:02:58,879 camera. Again I'll select more tool so 66 00:02:56,400 --> 00:03:03,040 that I can move the camera out. See now 67 00:02:58,879 --> 00:03:05,840 I'll move the camera here like that. 68 00:03:03,040 --> 00:03:08,720 Okay. Now we have a camera. Uh if you 69 00:03:05,840 --> 00:03:11,760 click on this camera icon you can see 70 00:03:08,720 --> 00:03:14,400 what camera is actually seeing in the 71 00:03:11,760 --> 00:03:16,720 scene. So that is what we will get as an 72 00:03:14,400 --> 00:03:19,200 output image. Just like photography, we 73 00:03:16,720 --> 00:03:22,239 could have a landscape in front of us, 74 00:03:19,200 --> 00:03:25,360 but how we position the camera that will 75 00:03:22,239 --> 00:03:27,920 decide how the image will be, right? So 76 00:03:25,360 --> 00:03:32,560 the camera is now aligning in this 77 00:03:27,920 --> 00:03:35,680 direction. So you will be getting this 78 00:03:32,560 --> 00:03:39,040 part whatever camera is seeing as an 79 00:03:35,680 --> 00:03:41,120 output image. Okay. So if you click on 80 00:03:39,040 --> 00:03:43,599 camera, this is how you will see. Let me 81 00:03:41,120 --> 00:03:46,239 zoom in using scroll wheel a little bit. 82 00:03:43,599 --> 00:03:48,640 Here you can see hand icon. You can pan 83 00:03:46,239 --> 00:03:50,959 the screen like this. 84 00:03:48,640 --> 00:03:53,200 And first let's lock the camera. Click 85 00:03:50,959 --> 00:03:54,959 on this lock button. Now camera is 86 00:03:53,200 --> 00:03:57,200 locked. Now you don't have to worry 87 00:03:54,959 --> 00:04:00,159 about camera. If you zoom in, zoom out, 88 00:03:57,200 --> 00:04:02,480 camera will remain there. Now I'll 89 00:04:00,159 --> 00:04:04,400 rotate the scenes. Still you can see 90 00:04:02,480 --> 00:04:06,080 this rectangle representing camera. We 91 00:04:04,400 --> 00:04:08,959 are now always looking through the 92 00:04:06,080 --> 00:04:12,080 camera because camera is locked. So now 93 00:04:08,959 --> 00:04:14,159 click and pan the screen. Okay. Now we 94 00:04:12,080 --> 00:04:16,479 have a cube. Now let's quickly take an 95 00:04:14,159 --> 00:04:19,199 image of this cube. It is very easy. 96 00:04:16,479 --> 00:04:21,600 Simply go to render and click on render 97 00:04:19,199 --> 00:04:24,320 image. So when you click on this render 98 00:04:21,600 --> 00:04:26,800 image button, camera captures an image. 99 00:04:24,320 --> 00:04:29,440 See now you have an image. This you can 100 00:04:26,800 --> 00:04:31,199 save by going to image. Click on save 101 00:04:29,440 --> 00:04:33,600 as. 102 00:04:31,199 --> 00:04:38,000 Go to a location that you want to save 103 00:04:33,600 --> 00:04:41,440 the image. Type image one. You can also 104 00:04:38,000 --> 00:04:44,800 see here file format. This is important. 105 00:04:41,440 --> 00:04:47,440 If you click here, you can see all other 106 00:04:44,800 --> 00:04:51,360 file formats. By default, PNG is the 107 00:04:47,440 --> 00:04:53,520 best option. Always go with PNG unless 108 00:04:51,360 --> 00:04:56,000 you are specifically asked for any other 109 00:04:53,520 --> 00:04:58,560 file formats. So, PNG gives you best 110 00:04:56,000 --> 00:05:01,520 output quality. Click on save as image. 111 00:04:58,560 --> 00:05:05,199 Now, if you go to desktop, 112 00:05:01,520 --> 00:05:07,600 double click on the image. See, you have 113 00:05:05,199 --> 00:05:10,400 an image file. But you can see there is 114 00:05:07,600 --> 00:05:14,720 a gray background. How to get rid of 115 00:05:10,400 --> 00:05:17,600 that? For for getting an image with 116 00:05:14,720 --> 00:05:19,120 transparent background, go to render 117 00:05:17,600 --> 00:05:22,479 properties. Here you can see a camera 118 00:05:19,120 --> 00:05:25,840 icon. Click on that. Scroll down. You 119 00:05:22,479 --> 00:05:27,759 can find film. This option is important. 120 00:05:25,840 --> 00:05:30,800 Click and expand that option and 121 00:05:27,759 --> 00:05:32,800 activate transparent. Now look at this 122 00:05:30,800 --> 00:05:35,039 change that is going to happen here when 123 00:05:32,800 --> 00:05:37,199 we activate transparent. 124 00:05:35,039 --> 00:05:38,960 See, now we have a checkerboard which 125 00:05:37,199 --> 00:05:42,320 means the background is transparent. 126 00:05:38,960 --> 00:05:44,320 This is how we will need 3D objects with 127 00:05:42,320 --> 00:05:46,880 no background so that we can directly 128 00:05:44,320 --> 00:05:51,000 place inside PPT or way document. Click 129 00:05:46,880 --> 00:05:51,000 on render render image. 130 00:05:51,759 --> 00:05:57,520 Okay, let's save this again. I'll name 131 00:05:54,400 --> 00:06:01,440 it image two and click on save as image. 132 00:05:57,520 --> 00:06:03,520 Now let's look at the output. Image two. 133 00:06:01,440 --> 00:06:06,000 See this doesn't have any background. If 134 00:06:03,520 --> 00:06:08,319 you open the other one, see it has a 135 00:06:06,000 --> 00:06:09,919 background, gray background. This one 136 00:06:08,319 --> 00:06:12,479 doesn't have any background. It is 137 00:06:09,919 --> 00:06:15,039 actually transparent. Okay. I have 138 00:06:12,479 --> 00:06:19,160 opened a word document. Let's go to 139 00:06:15,039 --> 00:06:19,160 insert image. 140 00:06:20,080 --> 00:06:27,520 Let's select both images that we have 141 00:06:22,000 --> 00:06:29,840 saved. Image one. Insert image. 142 00:06:27,520 --> 00:06:31,520 Image two. See image two doesn't have 143 00:06:29,840 --> 00:06:34,240 any background. Image one has a 144 00:06:31,520 --> 00:06:36,400 background. So this is how we need. So 145 00:06:34,240 --> 00:06:40,560 now you have learned the very basics of 146 00:06:36,400 --> 00:06:42,960 a rendering a scene. Now let's learn 147 00:06:40,560 --> 00:06:45,919 um more about rendering. So this 148 00:06:42,960 --> 00:06:48,560 rendering is called realtime rendering 149 00:06:45,919 --> 00:06:51,280 which means we are using a rendering 150 00:06:48,560 --> 00:06:54,960 engine called EV which means in 151 00:06:51,280 --> 00:06:58,479 photography you could have an old uh 152 00:06:54,960 --> 00:07:01,599 camera right you could have also a 153 00:06:58,479 --> 00:07:04,240 high-end digital camera the output from 154 00:07:01,599 --> 00:07:06,880 both will be different. Similarly, by 155 00:07:04,240 --> 00:07:09,280 default, we have a very fast camera. It 156 00:07:06,880 --> 00:07:12,160 takes an image very fast. It gives you 157 00:07:09,280 --> 00:07:15,280 decent enough quality. But if you need 158 00:07:12,160 --> 00:07:17,440 very hyper realistic output with high 159 00:07:15,280 --> 00:07:20,960 quality, you need to go to camera 160 00:07:17,440 --> 00:07:25,280 properties here. And here you can see if 161 00:07:20,960 --> 00:07:28,639 you expand this window, render engine, 162 00:07:25,280 --> 00:07:31,440 click here and change that to cycles. 163 00:07:28,639 --> 00:07:33,520 Now you can see the output will be of 164 00:07:31,440 --> 00:07:36,000 much higher quality. But it will take a 165 00:07:33,520 --> 00:07:38,720 lot of time. I can talk about cycles in 166 00:07:36,000 --> 00:07:41,520 a different video. But for now, you can 167 00:07:38,720 --> 00:07:44,160 try rendering in both engine. But when 168 00:07:41,520 --> 00:07:47,360 you render with cycles, make sure that 169 00:07:44,160 --> 00:07:50,800 under render maximum samples 170 00:07:47,360 --> 00:07:54,319 uh kept you know very low. Now it is 171 00:07:50,800 --> 00:07:58,400 4,000. I'll keep it 100. 4,000 means it 172 00:07:54,319 --> 00:08:00,800 will take 4,000 samples to get a high 173 00:07:58,400 --> 00:08:02,879 resolution image, high quality image. 174 00:08:00,800 --> 00:08:06,240 But it will take a lot of time. Let's 175 00:08:02,879 --> 00:08:08,560 keep it 100. And also in general cycles 176 00:08:06,240 --> 00:08:11,039 is very slow compared to EV. Okay, keep 177 00:08:08,560 --> 00:08:12,960 these points in mind. So high quality 178 00:08:11,039 --> 00:08:15,680 output like art architecture 179 00:08:12,960 --> 00:08:17,840 visualization if you have devices, if 180 00:08:15,680 --> 00:08:20,319 you have something which need to have 181 00:08:17,840 --> 00:08:23,599 high quality cover art illustrations. So 182 00:08:20,319 --> 00:08:26,720 we more or less try to use cycles. Uh 183 00:08:23,599 --> 00:08:29,520 but it will take more time also. your 184 00:08:26,720 --> 00:08:32,640 computer will require you know much more 185 00:08:29,520 --> 00:08:35,200 better RAM uh processor graphics cards 186 00:08:32,640 --> 00:08:38,680 and so on. Let me open a new project 187 00:08:35,200 --> 00:08:38,680 file open. 188 00:08:39,839 --> 00:08:45,240 Okay, let's render these three objects. 189 00:08:45,760 --> 00:08:50,959 So let's go to render preview mode. We 190 00:08:48,880 --> 00:08:54,560 don't have any lights. I'll add a light. 191 00:08:50,959 --> 00:08:58,080 Shift a light area and move the light 192 00:08:54,560 --> 00:09:00,320 up. See there is some lighting now but 193 00:08:58,080 --> 00:09:04,240 we need more size. Press S and scale it 194 00:09:00,320 --> 00:09:06,880 up and go to light properties here and 195 00:09:04,240 --> 00:09:09,360 change that to higher values. See now we 196 00:09:06,880 --> 00:09:11,440 have enough lighting. So lighting is 197 00:09:09,360 --> 00:09:14,640 also very important part of the 198 00:09:11,440 --> 00:09:18,399 workflow. I'll create a dedicated video 199 00:09:14,640 --> 00:09:21,120 on lighting but for now simply focus on 200 00:09:18,399 --> 00:09:23,839 keeping an area lamp to fill you know 201 00:09:21,120 --> 00:09:26,480 light properly. So now you can see there 202 00:09:23,839 --> 00:09:30,240 is enough light. So let's add a camera. 203 00:09:26,480 --> 00:09:32,240 Shift a camera. 204 00:09:30,240 --> 00:09:34,320 Camera is at the center. I'll move it 205 00:09:32,240 --> 00:09:38,640 here. 206 00:09:34,320 --> 00:09:41,839 And click on camera view. Zoom in. Lock 207 00:09:38,640 --> 00:09:45,200 the camera. Zoom out. Use this hand icon 208 00:09:41,839 --> 00:09:48,160 to pan and center the scene. 209 00:09:45,200 --> 00:09:52,240 Okay. If you think this is good, now you 210 00:09:48,160 --> 00:09:54,560 can go to render properties under film 211 00:09:52,240 --> 00:09:57,200 activate transparent. Now simply click 212 00:09:54,560 --> 00:09:59,360 render render image. That's all. That's 213 00:09:57,200 --> 00:10:01,440 how you render an image. See now you can 214 00:09:59,360 --> 00:10:04,800 straight away use this in your research 215 00:10:01,440 --> 00:10:06,880 paper. If you need high quality image as 216 00:10:04,800 --> 00:10:09,760 I said earlier change this render engine 217 00:10:06,880 --> 00:10:11,600 in render properties to cycles. See now 218 00:10:09,760 --> 00:10:13,760 it takes more time to load but the 219 00:10:11,600 --> 00:10:16,880 quality is much better. Much much 220 00:10:13,760 --> 00:10:20,560 better. So that's the difference. And if 221 00:10:16,880 --> 00:10:22,959 I want this quality, I'll change this to 222 00:10:20,560 --> 00:10:27,360 100 under render. You can see maximum 223 00:10:22,959 --> 00:10:30,160 samples. And 224 00:10:27,360 --> 00:10:33,279 now let's click on render. 225 00:10:30,160 --> 00:10:35,760 But this will take more time compared to 226 00:10:33,279 --> 00:10:39,360 EV. EV is instant. Right? Here you can 227 00:10:35,760 --> 00:10:41,680 see sample. It has to reach 100. So it 228 00:10:39,360 --> 00:10:43,920 is taking time. It is adding pixel by 229 00:10:41,680 --> 00:10:46,160 pixel to get give you best output 230 00:10:43,920 --> 00:10:48,640 possible. By default it it will be 231 00:10:46,160 --> 00:10:51,920 4,000. So it means it will take you know 232 00:10:48,640 --> 00:10:54,720 15 minutes 20 minutes or so uh to 233 00:10:51,920 --> 00:10:56,959 complete all those sampling but most of 234 00:10:54,720 --> 00:11:01,519 the time 100 samples will give you best 235 00:10:56,959 --> 00:11:05,440 output. Okay. So that's all about taking 236 00:11:01,519 --> 00:11:08,079 output image from Blender. I have 237 00:11:05,440 --> 00:11:10,079 covered everything and if you need to 238 00:11:08,079 --> 00:11:14,000 know anything other than this let me 239 00:11:10,079 --> 00:11:16,399 know in the comment box and also if you 240 00:11:14,000 --> 00:11:19,360 go to output properties here you can see 241 00:11:16,399 --> 00:11:22,240 resolution X and Y which means which 242 00:11:19,360 --> 00:11:24,959 represent the size of the image height 243 00:11:22,240 --> 00:11:27,120 and width. 244 00:11:24,959 --> 00:11:29,519 So if you change the height and width of 245 00:11:27,120 --> 00:11:31,360 the camera the output will change right 246 00:11:29,519 --> 00:11:33,600 that's the logic here you can see 247 00:11:31,360 --> 00:11:36,079 resolution X and Y if you change this 248 00:11:33,600 --> 00:11:38,800 value for example let me change this to 249 00:11:36,079 --> 00:11:42,320 1,000 now look at the camera and press 250 00:11:38,800 --> 00:11:44,560 enter see I'll unlock the camera zoom 251 00:11:42,320 --> 00:11:46,320 out see the camera size has changed so 252 00:11:44,560 --> 00:11:48,240 similarly the output image also will 253 00:11:46,320 --> 00:11:50,000 change so if you are preparing a cover 254 00:11:48,240 --> 00:11:52,720 art illustration you need to go to 255 00:11:50,000 --> 00:11:55,839 journal author guideline and find the 256 00:11:52,720 --> 00:11:59,760 value in centimeter or millimeter and go 257 00:11:55,839 --> 00:12:02,240 to uh Google and search for uh cm to 258 00:11:59,760 --> 00:12:04,399 pixel converter and take those values 259 00:12:02,240 --> 00:12:06,720 here x and y. Here you can see 260 00:12:04,399 --> 00:12:11,200 percentage uh resolution. If I change 261 00:12:06,720 --> 00:12:13,360 this to 200 it will take the image in a 262 00:12:11,200 --> 00:12:16,399 double resolution which means this 263 00:12:13,360 --> 00:12:18,480 instead of th00and it will go to 2,000. 264 00:12:16,399 --> 00:12:22,320 it will take more time but the idea is 265 00:12:18,480 --> 00:12:24,079 if you can even render test render with 266 00:12:22,320 --> 00:12:25,839 low resolution so that you'll get an 267 00:12:24,079 --> 00:12:28,720 output faster with lesser resolution 268 00:12:25,839 --> 00:12:30,320 okay and here you can see the file 269 00:12:28,720 --> 00:12:33,279 format you can change the output 270 00:12:30,320 --> 00:12:36,880 location here as well okay so that's all 271 00:12:33,279 --> 00:12:40,639 I think this video summarizes everything 272 00:12:36,880 --> 00:12:43,360 about uh taking an output image 273 00:12:40,639 --> 00:12:45,200 first make sure that the object is ready 274 00:12:43,360 --> 00:12:47,920 second make sure that all the materials 275 00:12:45,200 --> 00:12:49,680 and everything is ready. Then lighting, 276 00:12:47,920 --> 00:12:52,160 then camera. Okay, it is called 277 00:12:49,680 --> 00:12:52,160 rendering.20954

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