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[flow_default] Transcription: 01_how_blender_works_deep_inside.json

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+ {
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+ "audio_file": "01_how_blender_works_deep_inside.wav",
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+ "text": "In this video, we take a look on how Blender works deep inside with libraries and different data types. This sounds super boring, I know, but actually this is super important to understand what Blender is doing while you're working with Blender. And this knowledge is super important to make your learning process with Blender much easier. So pay close attention. So we take a look here. This is my 3D scene. And the very first thing we need to understand here is that the object is not the shape of the thing we are looking at. The object is basically just this little origin here, this dot which defines the coordinates in space. So actually this sphere here, this cube, the camera and the lamp are all the same objects here in object mode since they are just defining the position, rotation and scaling of these different objects here in space. But attached to these objects are different object data. For example, in this case, this are mesh information so that we have these shapes here. And this here is a camera object data and this one here is a lamp object data. We can also see it over here in the outline pretty clearly. For example, if I open up these objects, the orange ones are the objects, but inside the objects we have different information like the camera, the mesh here, the lamp and again a mesh and for example, the sphere here has also a red material attached. So in all the stuff which is inside of those objects here is basically stored inside a library inside these blend files. So to better understand this, I have created this thing over here, which should represent the library in Blender. So that means we just have these empty containers here. And these empty containers are grabbing the object data information from the library which is stored inside of the blend fire. So that means if I adjust anything here for example if I switch to edit mode of this object here and adjust anything over here what we actually do is we are adjusting the shape of the object which is stored in the library. The same applies for example to a material. If I change the material here on the object, what I actually do is I change the object data in the library. And the same applies for the camera for example. If I change any data of the camera here, for example the focal length, you can see what we are actually doing is we are changing the information in the library. And again the same thing applies to lamps and any other object. If I change the color here of this lamp, I actually change the color information of the object data in the library to give you a better understanding how this library actually looks like. We can go to file append. Then we can click on any blend file. And then we can look inside this blend file. And here you can see that we are actually have these folders with if I click for example on mesh all this different mesh information so the shapes of the objects basically. So while I was creating this one scene here I created a lot of objects which were circles in the beginning maybe I change these shapes later on and if we go up here we also have different materials and even collections are these data which stored in the library. But this here is the library where all our objects are grabbing the information from. So and why do you need to understand this? For example, if I now take this cube here and duplicate this, also the mesh information in the library will be duplicated. That means again, if I change this one here, this will be adjusted in the library. But when I, for example, duplicate an object with a material on this, Shift and D, then the material in the library won't be duplicated. That means if I now change this material here on one of those two objects, let's select this one here, change the color to be red again, you can see that we are changing the color for both objects. That means these two objects are now linked to this one material. That means we can have one data information which is linked to multiple objects. And this works for everything. This even works for shapes, for example. So for example, this one here is now using this shape here and this one is now using this shape here. But I could go here into the object data tab and over here I can take the mesh information I have. So let's take a look. This one here is called cube zero zero one. So let's search for cube and pick cube zero zero one. And now this cube here is also attached to this one data block in the library. That means if I switch into edit mode and change one, you can see it will be changed on both because these two objects again an object is just this coordinates in space is now using this one information here. And this can be really useful. Imagine you have built a big city with thousands of street lamps for example and if you would duplicate all this street lamps one by one then also in the library you would have thousands of mesh informations. But since all the street lamps are looking exactly the same, you could basically link all the thousand objects to just one mesh information in the library. And if you adjust one lamp, then all the other lamps will be adjusted as well. Same applies to materials. You could have thousands of different objects, which basically has, for example, the same metal material, but instead of having thousands of different material data blocks, you just have one which is linked to all these different objects. And then if you quickly want to change the material just a bit, you will change this on all the different objects. So the same thing applies for example to lamps here. If I duplicate the lamps, by the way, you can see down here, this is the object data tab. That means here you can look inside the objects or inside the data which is attached to the object. If I click on the camera you can see this changes to a camera symbol and if I click on the mesh object this changes to a triangle symbol and if you have any other object types here added to your scene then this symbol will change and you also have different settings. But for all this different object information you can see you can take a look into the library up here. Same works for the camera. You can take a look into the library and also the mesh information. And then here, let's use the point information and put it also on this one here and also on this one here. That means all the three lamps are now using the exact same information in the library. So I can change the color here and maybe the strengths. And now all these three lamps are using the exact same information. So you could place 100 lamps here or more in the big hall and they are all attached to one object data in the library. And then with a few clicks you can change all the lamps at once, the strengths or the color. For example, if you want to animate that the light is going on, same for the camera. If I duplicate this, you can see we now have different camera data over here, but let's use all the same. Let's use camera and camera. And now if I change the focal length of one, you can see it's all referring to this one data in the library. So now you can see here four objects. Since this one here is also an object are using this data here. The number is displayed here. And if I take a look in the library, you can see all this camera information have zero, zero, zero. That means no object is using this information. That means if I would now save this plan file and reopen this, all the information from the library, which is not attached to any object will be removed, except I would add the fake user, which is this thing over here. For example, if I go to camera 001, add the fake user, you have now this F here, go back to the camera. And if I now save Blender and reopen this, this thing here, although this is not attached to any object in my scene will stay in the library. So, and for example, if you want to use this material here, the red one on the cube, I simply select the cube and then here in the material tab I can take a look into the library, pick the red material. Don't be confused that this one is now also red because these two are using the exact same mesh information and attached to the mesh is also the material as you can see over here. It's not attached to the object, it is attached to the mesh. So now I want to slightly change the material but only on this object here and not on the sphere here then I simply can duplicate this. So I click on this symbol here then as you can see the name changes and the number disappears and now in the library we have two red materials and now for example I could change that this one should be a metallic material with less roughness so it is reflective. So again it's changing for these here as well, since these are linked to each other. So the main thing you should take away from this video is there are libraries for all kinds of data in a blend file. And all the objects you can see in your 3d scene are grabbing information from the library. And the most important part here is that multiple objects can use the same object data from the library. That means if you change a certain value on one object, this then will also affect all the other objects which are using the exact same object data from the library. If this is still confusing you at this point, don't worry. When you're working through the course, we will get back talking about this subject in certain areas where this is important. And certainly you can always come back and we watch this video here.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 633.43
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+ }