Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Wk09 03 SettingUpFlowerScene_frames.zip
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"text": " Okay, so now we've built out our basic render scene. We will obviously be refining the lighting and polishing the scenes a little bit after we set up the next one. So the next scene I wanna set up is the flower scene. And so to begin with, we have most of our stuff contained in here, I'm gonna try and keep ourselves organized again. And I'm gonna put all of this content into a plain scene. I'm just gonna create a folder for it and then just move all of this into here. So this is everything that we want to essentially turn on when we're working with this smaller kind of backdrop scene where we have our simple backdrop and our lighting and our cameras and everything. So we can keep all of that in there and I'll just hit save. And then what I'll do here is I'm just gonna kill off these different scenes up here. So in the top right hand side, you basically have scenes and then you also have render views. So these render views are really useful for essentially creating different render setups within the same scene. So for this one, we can just rename it to Plane Scene. And then what I'll do is I'll create a new collection and I'm gonna create the flower scene here. And so for the rig, I actually want to basically duplicate the rig, so I wanna have the same, all of the same stuff as before. So probably the easiest way to do this would just be to come into the asset browser again. So we'll save this and just jump over into our asset browser and we'll just pull the asset browser in. And then I'm gonna grab my beetle in here as well. And we'll just reset him back to the world zero again. So let's move him into the center. And so we can build this scene wherever we want this flower scene. It can be in the center of the scene or we can move it somewhere else offset. I think in my example I moved it just so I had some space and everything. I could just move it somewhere else. So we can do that. We're just override. Let me hide these for now. And so when we're working with multiple scenes, one of the ways that we can do that is we set up our new kind of scenes that we have here. So for this one for the plain scene, we don't want the flower scene to be loaded So we basically just hit e to hide it from the render view So that means that when you read to your screenshots, it's not going to be visible It's turning off disabling it and then we'll make a new one and this new view layer is going to be the flower scene So now what I'll do for the flower scene is I'll disable the plain scene and just have the flower scene loaded So that means we can easily jump between these different view modes And then for scenes you can set up different scenes when you want to change the resolution of your images So you could have say like a 16 by 9 scene and then you can have a square one This is where I found photographer to be very helpful because it allows you to jump between scenes and things really easily And you don't need to worry about what happens here in this area So we can cover that in a bit more detail later, but just have a look here. So we now have the beetle again I'm gonna take for this guy. I'm just gonna make this a library override again And I want to just position the beetle so we come into pose mode I'm just gonna move him Just move him kind of up here and sort of over to the side somewhere And this is where I'm gonna set up my scene for the flower and the beetle and everything there So just sort of position him and we'll Set the object and everything and we'll just hit save Okay, great. So now I should be able to jump between the different scenes. You can see we can still see everything in this camera And then when we jump over here, we should be able to Just hit this button and see the beetle over here. So we'll set up cameras and things as we go So next I just want to cover the flowers and how I created those I'm not going to do an in-depth tutorial about how I created the flowers, but we'll just do a quick overview of those meshes So for these obviously I had the reference for the flowers that I was creating and so the way I broke these guys down is into they have these kind of stem sections where the flowers and the petals actually come out of once the flower starts to open up and then they have the actual petals. So I basically made three different types of petals and then made these flower arrangements. So here we have the flower one of them opened and then this one that's a little bit more closed. So you can kind of see all the pieces of the flower there. These are just baked and textured in substance painter. Same process as we did for the beetle. So these are what those guys look like and then all I was doing when I was bringing those into the scene. And this is actually a little bit easier than what I was doing here with the Asset Browser and linking is I basically select my flower object and just paste it into the scene. And so now we have the flower and the textures are all set up and everything here and then I can actually start to use this to build out my scene. So I have this one flower I can come in here and then we can just have a look here kind of position this flower. So the beetle is basically going to sit on this petal And so for the scale and everything you can scale this guy down or up a little bit and I also found if you add a Simple deform modifier to this and set this to bend you can create some nice Defamation where the flower is a little bit more bent and has some shape and everything to it So we'll start just by Setting up the camera and everything that we want to go for so I originally wanted looking at the reference of the Photos kind of going for I wanted this idea that there was a couple of flowers that were closed up in the foreground like this And then there was a few smaller ones to help reinforce that right? So we have this flower Already in in the scene and everything and then we can place a few more and then in the background It's just nice and blurred out so you can see some flowers, but we're not worried about the detail as much So that's essentially what we're trying to build out here. So I'll save this I'm gonna add in a Camera here and we'll set the camera up So let's go to the view and camera to view and then I'm just gonna bring this camera over so we can start to Position our beetle and I'm interested in just kind of framing this up in a way where it shows the beetle in a nice in a nice direction and everything so I'm basically looking at this kind of thing for reference like position-wise and then I'm just sort of trying to get this in frame right so this is also where I found a photographer to come in handy so I'm going to show you some settings that I found useful here so firstly it allows you to manage your cameras a lot easier so we can actually set the names and things for this camera. So this one can be for camera, flower, camera and then to jump between cameras here in photographer you can just basically click these buttons and it's going to jump between the different scenes. So yeah let's just kind of do that here and then also with the view layers you can see that each one of these cameras will have the different view layers. So if we were to enable view layers and then we set like our cameras and everything, I think that one is actually the flower camera looking at it. Yeah, so when we come through these, we can basically set up the view layers for each of these cameras to load the correct one when we click the camera. So then for this guy, going to view layer, this one is actually going to be the flower scene. And then this one is actually gonna be the plane scene that we have there. Actually you don't know camera, camera. Yeah, I'm not actually sure with that one, just turn these guys back on again. Don't actually, I seem to have moved this other camera that we have that's this bottom one. So the other thing that's nice with photographer you can quickly jump into the view mode here so you can see that we can change lock to camera view and then change our camera positions and everything. Alright so that one actually should be that one should be the main camera so let's just adjust that camera we'll put that kind of here so yeah for working with multiple cameras this is really great like it gives you a lot of control to sort of get the camera cameras in the positions that you want and then enable the view layers as well. So as you're working and everything here, we can do that. So this one here, flower scene. Oh, yeah. So this camera, I think we also have this camera as part of this, right? It's actually in the scene. So this flower camera is actually our main camera. So let's do main Camera and I would usually give these names so we'll do plain main camera You can do all of this in the cameras themselves by just double clicking them So if you're not using photographer, I'm just doing this for speed because it's nice and quick So this is our plain main camera. This one is say plain back camera and Then this one is plain front camera For example, and then this one is our flower one Flower scene front Okay, so now we have our cameras and everything set up really nicely And what I want to do is just make sure these cameras are in the right places So this one here for the flower scene we need a camera Folder and for the flower camera. We're gonna put that in there. So now we can disable things correctly You'll see that this is grayed out because we can't actually jump into that scene, right? But you can see that as we go through these, how we can do that. So yeah, and then as we jump in so we go over to the flower scene now We can jump over into that camera and see this one is all working pretty nicely, which is great and then we're going to also set up a Folder here for flower And we'll put that into the flower scene folder as well Oh, great. Okay, so this is all starting to come together and look pretty nice, and we've got our cameras and everything set up so we can easily jump between different areas. One of the things that's also really nice about this is it, as we are sort of manipulating our cameras and everything, these, with photographer, the cameras settings are based on real world settings. So what you can do here is choose things like what type of millimeter lens you have. So if you wanted to go for say like a zoom lens or something, then you could do that and then position, like kind of reposition your camera and everything. And then we also have things like depth of field. So we can set up our depth of field and then we can also set the focus plane as well here. So we can pick where we want that to kind of appear and then everything else in the background is gonna get nicely blurred out, which is pretty good. We have post effects that we can add to the camera so we can set our exposure, white balance. And then this is where we set the resolution of the image. So this is really helpful because you can do this per camera. So if I wanted to say render out a 1080p image, you can see this is how that's set up. But if I equally wanted this instead of it being what it is at the moment, which is 16 by nine, I could set it to say a square ratio, and that's going to set the camera up correctly. So I don't have to change my output resolution over here. It will just render out at the correct output basically, which is set by the camera. So that's something that is really handy when it comes to the way that we format our images and everything, we can set our aspect ratio down here. And then as I said, you can do view layers and everything. And then you can also render all of your images at once. So if we were to jump over back over to the plane scene, we could say render all three of those particular screenshots that we're looking at here. So we could jump over into our shot here. And so in this case, we can actually render three images at once rather than having to render just the one image one by one. So that's also pretty handy. There's a light mixer as well. So we can easily tweak the colors and controls of our lights, which is something that can be really nice when it comes to just quick tweaks and we can disable and enable lights and kind of get a feel for how things are looking, which is great. So again, that's a really nice little feature from the add-on. So there's a bunch of things we can play with our world strength and emissives and everything if we've got emissives in the scene. So yeah, bunch of cool options here in the photographer view, but we'll jump out of that. Let's now get back into the camera for the flower. So I just wanna set up a little bit more of that scene. So what I like to do if I'm working on stuff like this as well is I'll basically set up two view modes for the 3D view. So I can actually start to work in 3D but still look at the camera. So we're gonna just move this flower here. We're gonna scale him down a little bit. And then I'm gonna go for, just rotate the, this guy a little bit. So I want to just rotate the flower, maybe kind of like this, and we'll just tweak the bend of this one a little bit. I'm starting to just build out this scene with the flowers and everything. And then I'm also looking, I can look in here as well. So we can position where we want this to sort of go roughly and then maybe we'll bend him a little bit more. Yeah, let's kind of go like this. And we also want these, ideally we don't want these to kind of intersect with each other. So just try and position them as best as you can where you have that type of result. And if you don't have flower meshes, you can also download some from something like Megascans would be a good thing to use as an example. if you don't wanna make your own, that would be something else I would suggest. And then for the backdrop, I basically just, really basic, I moved a bunch of the flowers kind of out in the distance, and then just started to kind of scale them up. And I'm not worried with this, I'm not so worried about the detail of these because I'm gonna get for feel, blur them out. So I'm essentially just trying to get a bunch of like pink backgrounds but using these flowers so it feels like it kind of makes a bit more sense. So we can just sort of scale these out like this and then I also do have in my original flower scene I have these guys as well which are a bit more opened up so they can be pretty nice for just coming in and filling out space in the background as well so we can just sort of try to position these roughly where we want to get the look that we're after. So just sort of rotating and filling out the space in the background so it feels like it's nicely detailed, right? And then I'll show you kind of the lighting. We'll do a pass on lighting in a bit, but you can see that we're able to fill that out nicely. I actually want to get less of that kind of green section So it was just looking pretty good. All right, so that's already starting to come together. And now what we wanna do is in here, we wanna actually view the scene and maybe look at like the lights a little bit more and things like that. So yeah, and these flowers have a subsurface on them. So you can see that's why we're getting this kind of light permutating through the surface of those. We'll look at this in, I think that's got seen world and seen light enabled. I want to basically add in a light source as well. So what I'm probably gonna do is I'm gonna duplicate from the lights that we already created from here because we already had these lined up with the empty and everything. So I wanna just duplicate those particular lights and bring them into the flower scene. And then we will tweak our lights and everything, as I mentioned later. I just wanna start by, think I'm gonna just parent these two together. Whoops, let's do it the other way. Okay, and then I should just be able to move this light source and we'll get that kind of roughly. So this one I'm trying to move the light kind of into where the flower is and then I can rotate. I can rotate the empty and spin the light around, right? So that gives me the result that I'm after. and then we can just move our light source out. We can see kind of how that's already looking, which is pretty cool. So yeah, that's already looking pretty good. And then let's just now close the plane scene. We don't need that anymore. And I want to just have a quick look at how this is looking in the rendered view. Okay, great. So that's already starting to look good. I want to tweak my camera. So I'm just gonna join these back together. So to tweak the camera, I want to play with the depth of field because at the moment this is too in focus in the background and it's not quite doing what I want here. So yeah, and I want to also play around with, maybe we can play around with the background, the world a little bit because the intensity of it's quite strong. So I just wanna kind of pull that back a little bit I'm gonna rely more on my lights and everything. And then, yeah, let's play. So if I go for the higher the aperture, the less depth of field we have. So if we reduce that aperture down, you'll see that we get a lot more of a blurry result, basically. But this is also dependent on the distance that these are from the camera as well. So if they're really close to the camera, they won't get blurred out very much, right? So that's something to consider. And then it also is dependent on your actual focal length as well, because this is all based on real world cameras. So if we go to say 200 mil, which is basically a much higher zoomed in lens, and then we kind of pull this out a bit, what you'll see is that we can position this and then we can just come in with our depth of field. Let's just go, Wait, hang on, let's click that again. So now if we come in with our focal point and click the B tool, this in the background is gonna be a lot more blurrier than it was before because we are a lot more zoomed in. So if we do the same thing with a 400 mil and then we were to do the same thing, kind of zoom out and refocus, you can see that this is a lot blurrier now in the background and a lot more zoomed in. So that's all stuff that you can play around with when it comes to cameras. I think a hundred mil is actually quite nice in terms of what I'm seeing in the shot. So I'm gonna just put that back to a hundred and then I'm gonna refocus on the beetle. And that feels like pretty good to me. What I'd like to do is maybe move things backwards a little bit. So let's try and do that. So we'll just jump out of lock camera view. And then, because these are quite close, so we can just move all of our flowers. So let's grab these guys and I'll split the view. So I'm not going, I can see this in two windows, right? So I'm gonna see this in the rendered view. So we can see what we're actually moving things, how we're actually moving things. And then also in this kind of global view. So just sort of move these back a bit and then maybe scale them up. Let's do something like that. And I'm not worried about this being perfect right because we can always Just refine the positions of these are always eat we can always refine them later So it's not really a huge problem If these aren't in the perfect spot Or we're not quite happy with how one flower looks and things like that because we can we got the overall look correct Then we can start to polish positions and things like that, right? So always just trying to do the biggest things first like get the overall look of the image Correct before we start to polish things right? So yeah, you can see that now. That's like really blurred out in the background Okay, so if I jump over into rendered view now Wait for that to render out So yeah, now you can see that the background is really blurry and soft which is cool And we could even put lights in the background to light up the background a bit more because at the moment This is dark. We can obviously tweak our background strength as well For that so we get a little bit more of like an ambient lighting in the background Which is probably actually more than enough for what we need So yeah, you can see that and if we want slightly less blurry We just basically bring up our field of view so we can even this is supported in in EV, so if we want to jump over into EV, we can actually dial in the depth of field in EV a bit easier because you can see it, it's not rendering, right? So we can choose like, this is what 1.2 looks like. We could go up to say 5.6, that's obviously a lot more in focus, right? So depending on this, we can experiment with what type of look is looking pretty nice. I like somewhere in between maybe 1.8, 1.4 is pretty nice. So yeah, that's kind of how we're building out the flower scene. And then just to kind of finalize this particular shot, we will polish things a bit more in the next session and lighting and everything is the next thing we wanna work on, but I wanna just refine the position of the beetle. So we have the beetle actually placed here, But because we have access to his rig and all the individual things, we can just jump over into post mode and we can actually pose this, right? So we want to have say, select his feet and just position his feet to line up. We just essentially move the feet into position, right? So it's just as simple as that. So all that work that we've done on the rigs and everything and getting this all looking good pays off when we get to this stage because we can just align our bones where we want and just rotate everything and get the feet to line up on the actual petals, which is cool. So yeah, it's always nice to be able to do this when you've got that final, because I worked like a long time on this project where I didn't have the rig kind of figured out and I was taking screenshots of like how I planned to present this on the flowers. And so obviously like at that time, I didn't have a rig. So everything was just clipping into the flowers and it wasn't looking kind of finalized. And as soon as I got the mesh finished and I started to do the rig, and then I was able to just do the pose, the screenshots just feel so much more complete because the legs are actually in the right places. Everything is looking how it's supposed to look. Like it looks like a real thing, right? With the legs and everything. So that's like a nice turning point when you can actually position everything, how you want it to be on the beetle and everything. We also have our clipping of the wings and things like that. So that's where those kind of poses in the asset browser come in handy as well. So when we have our asset browser, if I just bring that over and we'll jump over into our asset browser here and then we'll jump over to our poses. Ignore the fact there's quite a few poses in here. that's because it's loading a lot of autosave files and things like that. But we can just come over into hiding, say everything but the wings. We'll just select all the wings bones. And then one of the poses that we have is this wings collapsed. So that will basically stop it from clipping into the outside of the shell. Because if we have them straight out like that, you'll see they clip kind of slightly out of the shell. So we can just double click that to position our bones. And now we have a really nice sort of shot everything is like lined up and positioned how we kind of want to get it working there. So that's looking pretty cool. I'm going to stop it there we'll work on polish and lighting and everything next.",
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"text": " Okay, so now we've built out our basic render scene. We will obviously be refining the lighting and polishing the scenes a little bit after we set up the next one. So the next scene I wanna set up is the flower scene. And so to begin with, we have most of our stuff contained in here, I'm gonna try and keep ourselves organized again. And I'm gonna put all of this content into a plain scene. I'm just gonna create a folder for it and then just move all of this into here. So this is everything that we want to essentially turn on when we're working with this smaller kind of backdrop scene where we have our simple backdrop and our lighting and our cameras and everything. So we can keep all of that in there and I'll just hit save. And then what I'll do here is I'm just gonna kill off these different scenes up here. So in the top right hand side, you basically have scenes and then you also have render views. So these render views are really useful for essentially creating different render setups within the same scene. So for this one, we can just rename it to Plane Scene. And then what I'll do is I'll create a new collection and I'm gonna create the flower scene here. And so for the rig, I actually want to basically duplicate the rig, so I wanna have the same, all of the same stuff as before. So probably the easiest way to do this would just be to come into the asset browser again. So we'll save this and just jump over into our asset browser and we'll just pull the asset browser in. And then I'm gonna grab my beetle in here as well. And we'll just reset him back to the world zero again. So let's move him into the center. And so we can build this scene wherever we want this flower scene. It can be in the center of the scene or we can move it somewhere else offset. I think in my example I moved it just so I had some space and everything. I could just move it somewhere else. So we can do that. We're just override. Let me hide these for now. And so when we're working with multiple scenes, one of the ways that we can do that is we set up our new kind of scenes that we have here. So for this one for the plain scene, we don't want the flower scene to be loaded So we basically just hit e to hide it from the render view So that means that when you read to your screenshots, it's not going to be visible It's turning off disabling it and then we'll make a new one and this new view layer is going to be the flower scene So now what I'll do for the flower scene is I'll disable the plain scene and just have the flower scene loaded So that means we can easily jump between these different view modes And then for scenes you can set up different scenes when you want to change the resolution of your images So you could have say like a 16 by 9 scene and then you can have a square one This is where I found photographer to be very helpful because it allows you to jump between scenes and things really easily And you don't need to worry about what happens here in this area So we can cover that in a bit more detail later, but just have a look here. So we now have the beetle again I'm gonna take for this guy. I'm just gonna make this a library override again And I want to just position the beetle so we come into pose mode I'm just gonna move him Just move him kind of up here and sort of over to the side somewhere And this is where I'm gonna set up my scene for the flower and the beetle and everything there So just sort of position him and we'll Set the object and everything and we'll just hit save Okay, great. So now I should be able to jump between the different scenes. You can see we can still see everything in this camera And then when we jump over here, we should be able to Just hit this button and see the beetle over here. So we'll set up cameras and things as we go So next I just want to cover the flowers and how I created those I'm not going to do an in-depth tutorial about how I created the flowers, but we'll just do a quick overview of those meshes So for these obviously I had the reference for the flowers that I was creating and so the way I broke these guys down is into they have these kind of stem sections where the flowers and the petals actually come out of once the flower starts to open up and then they have the actual petals. So I basically made three different types of petals and then made these flower arrangements. So here we have the flower one of them opened and then this one that's a little bit more closed. So you can kind of see all the pieces of the flower there. These are just baked and textured in substance painter. Same process as we did for the beetle. So these are what those guys look like and then all I was doing when I was bringing those into the scene. And this is actually a little bit easier than what I was doing here with the Asset Browser and linking is I basically select my flower object and just paste it into the scene. And so now we have the flower and the textures are all set up and everything here and then I can actually start to use this to build out my scene. So I have this one flower I can come in here and then we can just have a look here kind of position this flower. So the beetle is basically going to sit on this petal And so for the scale and everything you can scale this guy down or up a little bit and I also found if you add a Simple deform modifier to this and set this to bend you can create some nice Defamation where the flower is a little bit more bent and has some shape and everything to it So we'll start just by Setting up the camera and everything that we want to go for so I originally wanted looking at the reference of the Photos kind of going for I wanted this idea that there was a couple of flowers that were closed up in the foreground like this And then there was a few smaller ones to help reinforce that right? So we have this flower Already in in the scene and everything and then we can place a few more and then in the background It's just nice and blurred out so you can see some flowers, but we're not worried about the detail as much So that's essentially what we're trying to build out here. So I'll save this I'm gonna add in a Camera here and we'll set the camera up So let's go to the view and camera to view and then I'm just gonna bring this camera over so we can start to Position our beetle and I'm interested in just kind of framing this up in a way where it shows the beetle in a nice in a nice direction and everything so I'm basically looking at this kind of thing for reference like position-wise and then I'm just sort of trying to get this in frame right so this is also where I found a photographer to come in handy so I'm going to show you some settings that I found useful here so firstly it allows you to manage your cameras a lot easier so we can actually set the names and things for this camera. So this one can be for camera, flower, camera and then to jump between cameras here in photographer you can just basically click these buttons and it's going to jump between the different scenes. So yeah let's just kind of do that here and then also with the view layers you can see that each one of these cameras will have the different view layers. So if we were to enable view layers and then we set like our cameras and everything, I think that one is actually the flower camera looking at it. Yeah, so when we come through these, we can basically set up the view layers for each of these cameras to load the correct one when we click the camera. So then for this guy, going to view layer, this one is actually going to be the flower scene. And then this one is actually gonna be the plane scene that we have there. Actually you don't know camera, camera. Yeah, I'm not actually sure with that one, just turn these guys back on again. Don't actually, I seem to have moved this other camera that we have that's this bottom one. So the other thing that's nice with photographer you can quickly jump into the view mode here so you can see that we can change lock to camera view and then change our camera positions and everything. Alright so that one actually should be that one should be the main camera so let's just adjust that camera we'll put that kind of here so yeah for working with multiple cameras this is really great like it gives you a lot of control to sort of get the camera cameras in the positions that you want and then enable the view layers as well. So as you're working and everything here, we can do that. So this one here, flower scene. Oh, yeah. So this camera, I think we also have this camera as part of this, right? It's actually in the scene. So this flower camera is actually our main camera. So let's do main Camera and I would usually give these names so we'll do plain main camera You can do all of this in the cameras themselves by just double clicking them So if you're not using photographer, I'm just doing this for speed because it's nice and quick So this is our plain main camera. This one is say plain back camera and Then this one is plain front camera For example, and then this one is our flower one Flower scene front Okay, so now we have our cameras and everything set up really nicely And what I want to do is just make sure these cameras are in the right places So this one here for the flower scene we need a camera Folder and for the flower camera. We're gonna put that in there. So now we can disable things correctly You'll see that this is grayed out because we can't actually jump into that scene, right? But you can see that as we go through these, how we can do that. So yeah, and then as we jump in so we go over to the flower scene now We can jump over into that camera and see this one is all working pretty nicely, which is great and then we're going to also set up a Folder here for flower And we'll put that into the flower scene folder as well Oh, great. Okay, so this is all starting to come together and look pretty nice, and we've got our cameras and everything set up so we can easily jump between different areas. One of the things that's also really nice about this is it, as we are sort of manipulating our cameras and everything, these, with photographer, the cameras settings are based on real world settings. So what you can do here is choose things like what type of millimeter lens you have. So if you wanted to go for say like a zoom lens or something, then you could do that and then position, like kind of reposition your camera and everything. And then we also have things like depth of field. So we can set up our depth of field and then we can also set the focus plane as well here. So we can pick where we want that to kind of appear and then everything else in the background is gonna get nicely blurred out, which is pretty good. We have post effects that we can add to the camera so we can set our exposure, white balance. And then this is where we set the resolution of the image. So this is really helpful because you can do this per camera. So if I wanted to say render out a 1080p image, you can see this is how that's set up. But if I equally wanted this instead of it being what it is at the moment, which is 16 by nine, I could set it to say a square ratio, and that's going to set the camera up correctly. So I don't have to change my output resolution over here. It will just render out at the correct output basically, which is set by the camera. So that's something that is really handy when it comes to the way that we format our images and everything, we can set our aspect ratio down here. And then as I said, you can do view layers and everything. And then you can also render all of your images at once. So if we were to jump over back over to the plane scene, we could say render all three of those particular screenshots that we're looking at here. So we could jump over into our shot here. And so in this case, we can actually render three images at once rather than having to render just the one image one by one. So that's also pretty handy. There's a light mixer as well. So we can easily tweak the colors and controls of our lights, which is something that can be really nice when it comes to just quick tweaks and we can disable and enable lights and kind of get a feel for how things are looking, which is great. So again, that's a really nice little feature from the add-on. So there's a bunch of things we can play with our world strength and emissives and everything if we've got emissives in the scene. So yeah, bunch of cool options here in the photographer view, but we'll jump out of that. Let's now get back into the camera for the flower. So I just wanna set up a little bit more of that scene. So what I like to do if I'm working on stuff like this as well is I'll basically set up two view modes for the 3D view. So I can actually start to work in 3D but still look at the camera. So we're gonna just move this flower here. We're gonna scale him down a little bit. And then I'm gonna go for, just rotate the, this guy a little bit. So I want to just rotate the flower, maybe kind of like this, and we'll just tweak the bend of this one a little bit. I'm starting to just build out this scene with the flowers and everything. And then I'm also looking, I can look in here as well. So we can position where we want this to sort of go roughly and then maybe we'll bend him a little bit more. Yeah, let's kind of go like this. And we also want these, ideally we don't want these to kind of intersect with each other. So just try and position them as best as you can where you have that type of result. And if you don't have flower meshes, you can also download some from something like Megascans would be a good thing to use as an example. if you don't wanna make your own, that would be something else I would suggest. And then for the backdrop, I basically just, really basic, I moved a bunch of the flowers kind of out in the distance, and then just started to kind of scale them up. And I'm not worried with this, I'm not so worried about the detail of these because I'm gonna get for feel, blur them out. So I'm essentially just trying to get a bunch of like pink backgrounds but using these flowers so it feels like it kind of makes a bit more sense. So we can just sort of scale these out like this and then I also do have in my original flower scene I have these guys as well which are a bit more opened up so they can be pretty nice for just coming in and filling out space in the background as well so we can just sort of try to position these roughly where we want to get the look that we're after. So just sort of rotating and filling out the space in the background so it feels like it's nicely detailed, right? And then I'll show you kind of the lighting. We'll do a pass on lighting in a bit, but you can see that we're able to fill that out nicely. I actually want to get less of that kind of green section So it was just looking pretty good. All right, so that's already starting to come together. And now what we wanna do is in here, we wanna actually view the scene and maybe look at like the lights a little bit more and things like that. So yeah, and these flowers have a subsurface on them. So you can see that's why we're getting this kind of light permutating through the surface of those. We'll look at this in, I think that's got seen world and seen light enabled. I want to basically add in a light source as well. So what I'm probably gonna do is I'm gonna duplicate from the lights that we already created from here because we already had these lined up with the empty and everything. So I wanna just duplicate those particular lights and bring them into the flower scene. And then we will tweak our lights and everything, as I mentioned later. I just wanna start by, think I'm gonna just parent these two together. Whoops, let's do it the other way. Okay, and then I should just be able to move this light source and we'll get that kind of roughly. So this one I'm trying to move the light kind of into where the flower is and then I can rotate. I can rotate the empty and spin the light around, right? So that gives me the result that I'm after. and then we can just move our light source out. We can see kind of how that's already looking, which is pretty cool. So yeah, that's already looking pretty good. And then let's just now close the plane scene. We don't need that anymore. And I want to just have a quick look at how this is looking in the rendered view. Okay, great. So that's already starting to look good. I want to tweak my camera. So I'm just gonna join these back together. So to tweak the camera, I want to play with the depth of field because at the moment this is too in focus in the background and it's not quite doing what I want here. So yeah, and I want to also play around with, maybe we can play around with the background, the world a little bit because the intensity of it's quite strong. So I just wanna kind of pull that back a little bit I'm gonna rely more on my lights and everything. And then, yeah, let's play. So if I go for the higher the aperture, the less depth of field we have. So if we reduce that aperture down, you'll see that we get a lot more of a blurry result, basically. But this is also dependent on the distance that these are from the camera as well. So if they're really close to the camera, they won't get blurred out very much, right? So that's something to consider. And then it also is dependent on your actual focal length as well, because this is all based on real world cameras. So if we go to say 200 mil, which is basically a much higher zoomed in lens, and then we kind of pull this out a bit, what you'll see is that we can position this and then we can just come in with our depth of field. Let's just go, Wait, hang on, let's click that again. So now if we come in with our focal point and click the B tool, this in the background is gonna be a lot more blurrier than it was before because we are a lot more zoomed in. So if we do the same thing with a 400 mil and then we were to do the same thing, kind of zoom out and refocus, you can see that this is a lot blurrier now in the background and a lot more zoomed in. So that's all stuff that you can play around with when it comes to cameras. I think a hundred mil is actually quite nice in terms of what I'm seeing in the shot. So I'm gonna just put that back to a hundred and then I'm gonna refocus on the beetle. And that feels like pretty good to me. What I'd like to do is maybe move things backwards a little bit. So let's try and do that. So we'll just jump out of lock camera view. And then, because these are quite close, so we can just move all of our flowers. So let's grab these guys and I'll split the view. So I'm not going, I can see this in two windows, right? So I'm gonna see this in the rendered view. So we can see what we're actually moving things, how we're actually moving things. And then also in this kind of global view. So just sort of move these back a bit and then maybe scale them up. Let's do something like that. And I'm not worried about this being perfect right because we can always Just refine the positions of these are always eat we can always refine them later So it's not really a huge problem If these aren't in the perfect spot Or we're not quite happy with how one flower looks and things like that because we can we got the overall look correct Then we can start to polish positions and things like that, right? So always just trying to do the biggest things first like get the overall look of the image Correct before we start to polish things right? So yeah, you can see that now. That's like really blurred out in the background Okay, so if I jump over into rendered view now Wait for that to render out So yeah, now you can see that the background is really blurry and soft which is cool And we could even put lights in the background to light up the background a bit more because at the moment This is dark. We can obviously tweak our background strength as well For that so we get a little bit more of like an ambient lighting in the background Which is probably actually more than enough for what we need So yeah, you can see that and if we want slightly less blurry We just basically bring up our field of view so we can even this is supported in in EV, so if we want to jump over into EV, we can actually dial in the depth of field in EV a bit easier because you can see it, it's not rendering, right? So we can choose like, this is what 1.2 looks like. We could go up to say 5.6, that's obviously a lot more in focus, right? So depending on this, we can experiment with what type of look is looking pretty nice. I like somewhere in between maybe 1.8, 1.4 is pretty nice. So yeah, that's kind of how we're building out the flower scene. And then just to kind of finalize this particular shot, we will polish things a bit more in the next session and lighting and everything is the next thing we wanna work on, but I wanna just refine the position of the beetle. So we have the beetle actually placed here, But because we have access to his rig and all the individual things, we can just jump over into post mode and we can actually pose this, right? So we want to have say, select his feet and just position his feet to line up. We just essentially move the feet into position, right? So it's just as simple as that. So all that work that we've done on the rigs and everything and getting this all looking good pays off when we get to this stage because we can just align our bones where we want and just rotate everything and get the feet to line up on the actual petals, which is cool. So yeah, it's always nice to be able to do this when you've got that final, because I worked like a long time on this project where I didn't have the rig kind of figured out and I was taking screenshots of like how I planned to present this on the flowers. And so obviously like at that time, I didn't have a rig. So everything was just clipping into the flowers and it wasn't looking kind of finalized. And as soon as I got the mesh finished and I started to do the rig, and then I was able to just do the pose, the screenshots just feel so much more complete because the legs are actually in the right places. Everything is looking how it's supposed to look. Like it looks like a real thing, right? With the legs and everything. So that's like a nice turning point when you can actually position everything, how you want it to be on the beetle and everything. We also have our clipping of the wings and things like that. So that's where those kind of poses in the asset browser come in handy as well. So when we have our asset browser, if I just bring that over and we'll jump over into our asset browser here and then we'll jump over to our poses. Ignore the fact there's quite a few poses in here. that's because it's loading a lot of autosave files and things like that. But we can just come over into hiding, say everything but the wings. We'll just select all the wings bones. And then one of the poses that we have is this wings collapsed. So that will basically stop it from clipping into the outside of the shell. Because if we have them straight out like that, you'll see they clip kind of slightly out of the shell. So we can just double click that to position our bones. And now we have a really nice sort of shot everything is like lined up and positioned how we kind of want to get it working there. So that's looking pretty cool. I'm going to stop it there we'll work on polish and lighting and everything next."
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