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[flow_default] Transcription: 01_rendering_the_car_animation.json

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transcriptions/01_rendering_the_car_animation.json ADDED
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+ {
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+ "audio_file": "01_rendering_the_car_animation.wav",
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+ "text": "In this video we will finalize the animated car scene by checking all the render and output settings and then rendering out an image sequence of the animation which we will convert into a video file in the next video. Alright guys, now we have created the car animation here in Blender. This looks really nice. But now we want to for example use this in our video editor of choice to edit this video or put this up on YouTube, whatever. So we basically have to export this animation and convert this into a video. And this export process, as you probably know, is called rendering. So we have to render each single frame of the whole animation here to have a video file later on, which is containing the whole animation. So what I could do right now is simply go to render and start the render animation process. But at this point I would not do this because although this is easy and the rendering is pretty fast rendering 750 frames takes a while. And before I start the long rendering process I want to make sure that everything is set up correctly. So I recommend to check your scene and your rendering settings before you start the rendering process. And that's what we will do right now. So first of all, I check my outliner over here if all the objects are enabled for rendering, which I want to have in the final scene. So I go to the filter options and enable the camera over here to check if objects are enabled or disabled for the final rendering process. So you can see, for example, the collection rocks and vegetation is disabled. And this is correct because these objects over here are used as particle objects for our ground objects. So that means these objects need to stay in the scene, but they can be disabled. And you can see down here, all the objects are enabled. But if the collection is disabled for rendering, all the objects inside will be disabled as well. Then we have the car object over here with some the And here I want to check if all the particle systems are enabled for rendering. And as you can see, they are indeed enabled for rendering. A few of them are disabled for the viewport, but this doesn't matter. They will show up in the rendering process. We disabled them over here so that the viewport while scrubbing through the timeline here runs a bit smoother. So everything here is fine. We don't need to enable this for the viewport. So next I want to check the render settings. Let's go to the render settings over here and most of the stuff we already set up like ambient occlusion, bloom, depth of field, screen space reflections, volume metrics, the shadow. But let's check some other options here as well. We have the sampling over here. This is set to 64 for rendering so that we don't have that much noise in some of the effects like here, the contact shadow or also for the volumetric effect. For the viewport we have 16. So right now this won't represent the final look. So if I set this to 64, you can see this will be the final resolution also here for the shadow. And I think that is fine if you want to have even better quality increase the render samples over here. But yeah, in my case, I leave it at 64. Then I want to have motion blur enabled. We already discussed this in the previous rendering fundamentals chapter. With this option, we basically add this directional motion blur to the camera movement, not to the object movement. So for example, here when the car is crashing and the camera is shaking a lot, we can see this pretty clearly. We have this directional blur, but you can see the quality is not so nice at the moment. And over here in the settings you can on the one hand with the shutter control the strengths of this effect and with the samples you can control the quality. So if I set this to 32 for example or to 64 you can see the quality is much better and in this case I want to leave 64 certainly with increasing the samples the rendering process also takes a little longer. Then let's go over to the film settings. I don't want to have the transparent background here because we have this nice sky background with the mountains. Certainly we want to see this in the final rendering, but we have also this over scan option, which is really important. Let me show you this if I zoom in here a bit. You can see that at some points over here, for example, the camera is cutting off some shadow effects because the shadow is only calculated inside the frame of the camera. And certainly this looks not that nice. And that's why we can use the over scan option. So if I enable over scan, we have this percentage and now basically from the final rendered image, 3% of this size will be added around the frame of the image. And then the shadow can be also calculated for stuff which is outside of the camera view and then we won't have this weird shadow effects. So let's zoom back a bit. Let's change the camera in a way that really the border of the camera is touching the shadow over here. Let's hit F12. And now you can see the shadow is perfectly fine. But if I disable over scan, let's change to slot two to another renderer. And now you can see the shadow artifacts over here and cycle through the two slots over here by pressing J You can see that with the over scan option enabled this looks much better. So definitely when you're working with EV I recommend to enable over scan Then let's quickly go over to the color management here as shown in the previous chapter We can for example increase the contrast. Let's set this to a high contrast over here so that the colors of the scene pop a bit more. So that is looking good for all the rendering settings. Now let's quickly check the output settings. So we have this specific resolution over here. You also can change this if you like. So we don't have this 1920 by 1080 because I wanted to have a bit more white screen. That's why we use 2560 by 1080. Then I have the full animation in here. Start frame at 1 and frame at 750 and I have a frame rate at 25 frames per second which I will use for this animation here. Then let's go to the output settings. Here as mentioned in the previous chapter if we want to render out and still image we don't need to specify the output folder because we always have to manually save the image. But when we want to render out an animation, we have to specify the output folder because we're not rendering one frame. We are rendering a lot of frames or one video file. So let's click on this folder, navigate to a location where you want to save this video. And here we create a new folder. Let's call it car animation. Let's click into this folder and up here, let's give it a name car animation underscore because we will not render this as a video file. We will render this as still frames. And then behind this underscore, it will add numbers like zero, zero, one, zero, zero, two, and so on to specify each individual frame. Let's click on accept. And now you can see here we have the output folder. These options you can leave enabled as they are. And as mentioned, I want to render this out as still frames and not if I click on here as a movie file because when I render this as still frames, Blender saves each frame immediately after it was rendered into this location. So that means if Blender crashes, we have all the rendered frames already and then we can go on with the rendering process on a certain frame and we don't need to re-render the whole animation. Because if you are using a video file format, it is basically rendering all the images and as last step it is converting it into a video file. And if planter crashes in between, you basically lose everything. Also rendering with still frames, it's pretty nice because if you realize there's a little mistake or a little error in only a few frames here, you don't need to re-render the whole animation. You're just go to dimensions, change the start and end frame and then correct this and then simply render this again. And down here since override is enabled, it will simply override the existing frames. So, and also you have a bunch of still frames which you can also use so you don't need to render additional still frames. So this has a lot of benefits and also a lot of video editors even Blender can open up image sequences as videos. And as you will learn in the next video you can also use Blender to convert an image sequence into a video file. So I would recommend to always use image formats for rendering animations. So the color let's set to RGB because we don't need RGBA with the transparent alpha channel because we don't have the transparency here in the background. So here color depth we can set to eight because we don't want to do any color grading and stuff like this. So eight bit should be fine. And in this case also all the frames will be much smaller in size. And the compression let's leave it at 15 because when we open an image sequence in a video editor, it's good that we have quick access to the files because if we increase the compression, the tools need a little longer to open and save these files. So, and that's basically all you need to set up. Output path, change it to RGB or RGBA depending on if you have an alpha channel or not. And the rest you can basically leave as it is or when you want to have a bit more image quality for post-processing change the color depth to 16. So and scrubbing through the animation here I just noticed one thing you can't really see the volumetric effect of the headlights over here. Up here you can see it pretty clearly but down here not so much. So if I compare the roof lights over here we can see we have a very strong power but the headlights over here. We can see we have a very strong power, but the headlights over here only have a very low power. So let's go over here to the keyframes because we animated the power. That means we have to change this power over here. So let's change this to 2500 as well. Press I to animate this again. Then you can see this is now much stronger. And since both lamps are using the same data. We animated both at once while changing only one lamp. And now you can see the strengths is back how it should be. Perfect. So, and now all we need to do is go to render and start rendering animation. And now it will render each single frame of the 750 frames. And as you can see, although it only takes five seconds per image this will still take a while. So now the rendering process is done and as you can see we now have a folder with a lot of images. So to finish this video I want to quickly show you one little thing I noticed. When I scrubbing through the animation here let's set the sampling to 64 so that we have the exact same sampling as for the final video. You can see at some frames the volume effect is shining through the lamps. So both up here and also down here. And this is certainly not that nice. So here you can see it pretty clearly. But this somehow depends on the position and the angle of the camera because in other frames like here we can't really see it. So when you scrub through the animation and also through your final rendered images there are a bunch of frames where this is happening. And there's unfortunately not a solution to disable this simply but here's a quick solution to change this at least for a few frames and then re-render these frames and override the original ones. So let's go to the volumetric settings over here. And the best thing you can do without affecting the final look or the scene too much, because otherwise you would see like a big difference in the new rendered frames. You can change the distribution of the samples. So the distribution basically means how the 64 samples are distributed over the 100 meter. As far as I understand this. So the higher the value is, the more of those samples will be distributed closer to the camera. And the lower the value is, the more they will be like evenly distributed across the 100 meter or across the whole distance. So, and you can see by changing this value, you have to play around with this a bit. You can solve this issue in some frames. So here, for example, if I play around with the distribution, you can see this is now changing this effect over here. But if I go on, it might be that in some other frames, this again pops up. So you really have to like re-render a single frames and change this value here so that this is working for your scene. So unfortunately, I didn't find a solution to like avoid this completely. Yeah, unfortunately, as you can see, we cannot animate this value over here, which would make this a bit more easy to tweak this already for the animation. So we only have to render this once. So basically, when you set this up so that it is working for one or multiple frames, go to the output settings, dimensions, change this to the range you want to re-render, maybe 540 to 550 and then simply go to render and re-render this part. And as mentioned since overwrite here is enabled, it will simply replace the existing images in this specific folder. Yeah. And when you've done this, you should have a very nice animation.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 865.62
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+ }