Beginner Blender Tutorial - Full Course
By Blender Guru
Summary
## Key takeaways - **Blender Interface Basics**: Blender's interface can be overwhelming, but focus on the 20% of features used 80% of the time to avoid getting bogged down. Core navigation like orbiting, panning, and zooming are essential. [01:36] - **Mastering Blender's Transform Tools**: Learn Blender's core transform tools: 'G' for grab (move), 'R' for rotate, and 'S' for scale. Utilize axis locking (X, Y, Z) and the middle mouse button for precise control. [06:33] - **Subdivision Surfaces for Smoothness**: The Subdivision Surface modifier adds detail and smoothness to meshes without increasing polygon count significantly. Adjust viewport and render levels to balance detail and performance. [22:26] - **Proportional Editing for Organic Shapes**: Proportional Editing allows you to influence surrounding geometry when transforming a vertex, edge, or face, enabling organic shaping of models like donuts. [29:38] - **Geometry Nodes for Procedural Sprinkles**: Geometry Nodes enable procedural scattering of objects like sprinkles onto a mesh. Use 'Distribute Points on Faces' and 'Instance on Points' nodes, combined with 'Point Cloud' for density control. [37:36] - **Realistic Materials with PBR Workflow**: Achieve realistic materials by connecting image textures for color, roughness, and normal maps. Use the 'Non-Color' data setting for these maps and the 'Normal Map' node for proper bump effects. [01:24:34]
Topics Covered
- Master Blender: Focus on the 20% of essential tools.
- Start low-poly: Adding detail is easier than removing it.
- Why perfect 3D models look fake to the human eye.
- Eevee vs. Cycles: Choose the right Blender render engine.
- Avoid render loss: Always output to image sequences.
Full Transcript
this is blender open-source 3D software
that can be used to make animations
visual effects game assets or
practically anything 3D and best of all
it's 100% free and it always will be if
you've never used it before but you want
to learn it well then you're in the
right place this is a tutorial for
complete beginners I've been using
blender for 20 years so I'm going to
show you how to use all of its core
features and by the end you'll finish
with not only the confidence to start
your own projects but with your very own
dut animation and I know this looks
complex but I promise you it's
achievable for a complete beginner and I
say that with confidence because many
already have this is actually the fourth
version of this tutorial I made the
first dut tutorial back in 2016 and I've
been remaking it every few years to keep
up with blender's development in that
time millions of people just like
yourself have gone from having never
used 3D to successfully making their own
Donuts one arst even snuck his into a
little film called everything everywhere
all at once very clever so if you're
ready to take your first steps in 3D hit
the Subscribe button and let's begin
first go to blender.org download or just
click the link in the description then
obviously you got to hit the big
download button once downloaded on
Windows double click it and then just go
through the install steps but if you're
on a Mac just drag it into the
applications folder then just find the
blender shortcut and open it then once
it's open open just click anywhere off
the splash screen to close it and
welcome to the wonderful world of 3D
first tip do not get overwhelmed if you
go clicking around you might find lots
of buttons and some of them with very
scary names and it can all get very
overwhelming very quickly thing you need
to know is blender can do a lot of
things which means it has a lot of tools
but you don't need to know every tool in
order to do what you want to do if
you're familiar with the 8020 rule
there's really only 20% of blender
features that you end up using 80% of
the time and that's what I'm planning to
teach you in this tutorial Series so
stay with me and you should be fine
we'll start making the donut in the next
video in this one we're just going to
look at the interface and I'm going to
show you some of the basic navigation so
for starters this view this window right
here is your 3D viewport and it's where
you'll spend probably 90% of your time
because it is the 3D World so you can
see that we have three objects here
we've got a camera we've got a cube and
we've got a lamp and when we click on it
you can see it's selected because it has
the yellow outline so let's delete the
default cube of course and replace it
with something else so we could do that
by going up to the add menu up here or
by remembering the hot key which is
shift a so shift a for add so usually
the one you're looking for is underneath
mesh so these are called your Primitives
and it's what you use to start something
when you're looking to uh make an object
like if you're going to make a chair you
might start with a cylinder as the chair
leg and then build out from there but
the one I'm sure you're all very curious
you want to click it it's the monkey so
let's just click the monkey why does
blender have a monkey well fun fact
every 3D software has its own little
random complex object because it's
useful to test things like shaders or
complexities of scenes so 3ds Max has
the Utah teapot Houdini has the toy and
I think Pig's head uh blenda has the
monkey and it's actually called the
suzan monkey head which you can see in
the top left there named after the
rangang from the film Jay and Silent Bob
Strikes Back random piece of trivia so
let's get a better look at it and to
that we need to orbit which you can do
by on your mouse there your scroll wheel
that is called your middle Mouse button
if you push that in and then drag around
that is now orbiting now for my laptop
users you've just panicked cuz you
realize you don't have a mouse how are
you going to orbit around first of all
probably good idea to get a Mouse for 3D
work it will come in handy um but in a
pinch you can get by without it just by
up here in the top right hand corner
this little gray Circle anywhere in the
gray section if you just left click drag
on that that will do the exact same
thing or if you want you can go to edit
preferences and then underneath input
there's emulate 3 button Mouse and that
means that if you hold down alt and then
left click drag that will do the exact
same thing also whilst you are in user
preferences you might want to go to
interface face and you've got resolution
scale if you're on a 4k monitor you
might find that your menus and buttons
are really small and you kind of have to
like squint in to see it so personally I
like to keep my 4k monitor around about
1.5 but since this is a tutorial I make
it nice and big so you can see what I'm
doing okay so that's orbiting around
with the middle Mouse button if we want
to zoom in we can do that just by
scrolling in and out we could also do it
by going up to the magnifying glass tool
there and then just left click dragging
and then moving the uh mouse back and
forth that does the same thing or you
could hold down control and then middle
Mouse button and that will do a smooth
Zoom as well okay so one thing you might
notice looking at this is that it's not
very pretty right it's just kind of got
this flat Bland gray lighting over
everything and that's because this state
right now is called viewport shading and
it's kind of a lightweight optimized way
to view the scene just as you're
building it but if you want to create a
final pretty image that's called r ring
and you can actually switch into
rendered mode by going up here into the
top right hand corner you can see we're
currently in the viewport shading mode
if we go to across you should see render
View mode so if we click that your
computer might stall for a quick second
whilst it loads it in but you can see
it's now different we have directional
light we have shadow cast across the
monkey so it's now currently being lit
by this lamp up here so if I wanted to
uh you know zoom in on that lamp lamp
there and just kind of like move it
around you can see it's kind of hard to
focus on like it's always exactly not in
the right View and that's because we are
centered on our monkey right now we need
to change the focus we need to pan to
something else so we could do that one
of two ways one if you're on a laptop
you could use a little move tool there
that will do that or everyone else shift
middle Mouse click drag that will do the
same thing so middle Mouse is for
orbiting shift middle Mouse is for pan
to change your view to something else
okay so I want to move my light because
it's uh it's too Moody I want to be able
to see the monkey's face there so to
move an object you could do it one of
two ways one you could go over to the
left hand corner here and you've got the
move tool when you click that you can
see that the selected object the lamp
has this uh this Gizmo it's called with
these axes on it and if I just clicked
and dragged on any of those arrows there
you can see I can move it along any of
those axes I could also just click on
that uh white circle there and that will
just freehand drag it um depending on my
view but it's kind of tedious every time
you want to move something you have to
like go to that tool and then find the
arrows and yada yada so actually most
people in blender prefer to use the hot
keys so we just keep it in the default
selection State here and instead
remember the hot key which is G for grab
now I've just tapped the key and you'll
notice as I mve my cursor that it's now
attached to my cursor it's not my cursor
isn't even actually close to it in fact
my cursor could be on the other side of
the screen and I could tap G and it will
move it and at first this is kind of
awkward you're like why is it working
this way but once you get used to it you
realize it's actually handy because you
don't have to spend all this time like
navigating your cursor to something just
so that you can move it your cursor
could be over here and then just tap it
and you're moving it so whilst you're in
this move state if you want to cancel a
movement you can do it one of two ways
you could just hit Escape or you could
rightclick then if you want to confirm a
movement like say I want to move my lamp
here and I like the movement I could
just do a single left click so again if
I want to cancel something just right
click if I want to confirm the movement
left click but let's say I wanted to
move it along an axis like you know I
like these arrows here and I want to be
able to move it on just a specific axis
well I can do that whilst I'm in that
grab State as well so after I have hit
the g key to grab it I can then tap the
letter of the axes that I want to move
it on so if you don't know in the real
world and in the 3D software there are
three axis cuz there's three dimensions
there's the x axis which I can move it
by hitting the X key the y axis to move
it back and forth along the Y AIS with
the y key or the Zed axis to move it up
and down on the Zed axis so you can
remember those uh those letters the X Y
and Zed or the method that I actually
prefer to use is whilst you're in that g
state if you just hold down the middle
Mouse button and then pull out you can
see you get this like Gray Line that
pulls out from the center and then if
you just drag out and move around it
will snap it to the nearest axis which
again is maybe an odd way to work but
it's actually really handy because it
means you don't have to think of the the
letter and locate it on your keyboard I
can just tap G to move it and then
middle Mouse drag out and then just find
that exact axis that I'm looking for and
so it's very fast to just quickly move
the lamp exactly where I want it by the
way if you're finding it hard to
remember all of the keyboard shortcuts
that I've mentioned I've actually put
together a PDF a cheat sheet of
blender's most common hotkeys and you
can download that by clicking the link
in the description so you could print it
out or you could just have it on a
separate monitor while you work also if
you are from another 3D software package
you might notice that blenders hotkeys
are different than what you are used to
so if you actually go to preferences
just for those people that are from
other softwares if you change the key
map to Industry compatible you'll find
that these shortcuts are probably more
in line with what you remember from
other software
I'll also put a link to a cheat sheet
that is just for the industry compatible
keymaps that somebody else put together
I've got nothing to do with it but I'll
put that link there so you can check it
out as well for the rest of this
tutorial series I'm going to use
blender's hotkeys just keep that in mind
now let's say as I am moving around here
I'm like oh this looks really good I've
got some nice Rembrant lighting across
the monkey's face I want to take a photo
I want to take a nice pretty image of
this and post it on socials for clout
right well I could take a screenshot
shot of it but that would be silly cuz
it's got all these lines all over it's
all noisy right we don't like it the way
you take a photo a pretty image in
letter is to do a render so you could do
that one or two ways by going up to
render and hitting render image or
remembering the hot key which says next
to it
F12 so when you do that a little window
will pop up it will use your CPU or GPU
depending on which renderer you've got
active and it will render out a pretty
image and from here you could go image
and then save as and that'll save it as
PNG or whatever wherever you want to
save it but you might notice looking at
this that this is actually a different
view than what we have here right so
here I've got a nice view of the
monkey's face but up there was a
different View and the reason for that
is when you do a render it's not
rendering from The View that you're
looking at currently it's always going
to render from the point of view of the
camera so this is our camera over here
and it's looking from this angle and we
can actually look through the camera by
just clicking the little camera icon
there or by remembering the hotkey which
is number pad Z
zero so how do we move the camera well
blender is a little awkward maybe a
little different to other software
packages but you're supposed to like hit
G to move it and then like middle Mouse
to zoom in and out and then if you want
to like move it along an axis I guess g
and then X you could do that but
actually what a lot of users prefer
especially those from other software
packages is if you've got your camera
selected which by the way I haven't
mentioned this but up here this is your
outliner it's kind of an inventory of
every item that you've got in your scene
okay so with the camera there selected
if I hit n n is to bring up the
properties n for properties for whatever
reason um and then go to view there's a
little box there that just says lock to
camera to view so now with that active
if I just use the same keyboard
shortcuts as before middle Mouse button
to orbit around shift middle Mouse to
drag it you can see that the camera is
moving with it so essentially the view I
can set it up exactly as I want then hit
n again and then I can disable that and
then now as I pull out you can see the
camera will stay exactly where it was
and I could do a lovely pretty render
but this is too simple if we post this
on the internet people are bound to make
fun of us imagine that well we could
give it some color right so with our
monkey head selected we can go over to
here to the properties so this
properties section is where you might
spend the other I don't know another
eight five to 8% I don't know getting
too exact there you might spend another
5% of your time in this section but it's
where all of the properties for things
are in blender so for example you've got
uh like the render properties like the
size of the image that you're saving
something as is defined there and some
of these properties will stay here um no
matter what is selected but others are
selection dependent so you can see
actually if I click the camera there you
can see I get a little camera tab at the
bottom there but if I select my monkey
you'll see the camera tab disappears but
instead I have some other ones that
appear so one that we might want to
change is underneath material and this
will enable us to add a
material change the color to something
else essentially so underneath here
where it's got new I'm just going to hit
new and then you've got a bunch of
options very conf o i subsurface again
don't worry about it we'll get to all of
that later on the one that defines the
color is is the base color so if I do a
single left click on that white box
there I can then change this color to
whatever I want I could uh make it an
odd creepy skin toned monkey head right
like that and do a rendom okay so hey
all right it's better but still it's too
simple I think people will think we
haven't put enough effort into this uh
Masterpiece so let's add another object
let's give the monkey a hat so if we
want to add another object how do we do
it well we could go to the add menu like
I mentioned before or the hotkey shift
a so what sort of hat do we want to add
we could do a boxy hat uh let's do a
party hat with a cone so once we've
added that object you can see it's just
plopped it straight in the center
intersecting our monkey so we need to
move it can move it and we could grab it
with the G key so it's now moving it
just on our cursor there I don't want to
move it just freehand though cuz I like
the position but I just want to move it
up so I'm going to hit Zed to move it
along the Zed axis right I like it there
so once I like the placement I'm just
going to do a single left click okay
great but too big oh so see need to
learn another tool which is scale so we
could go to the scale tool there and
then we get this familiar um little axes
there but again most people prefer to
remember the hotkey which for scale is
just s so s to scale so resizing that
okay that's pretty good let's move it
down again so G and Zed okay all right
but yeah let's say we want to make it a
little taller okay so we could scale it
along just the Z axis so s and then Zed
whoops s z there we go and it's now
making it a tall party hat scale it down
there we go ha look at that be a very
Bland party if it's gray though so let's
give it another material an exciting
color a vibrant uh
aqua color why not give that a render by
hitting F12 okay camera is in the wrong
position so let's go to camera view mode
with number pad zero I'm going to select
my camera and rather than dabbling with
that little thing I had before I'm going
to hit G and then middle Mouse just tap
it once as I said it's a little awkward
blend is um the way it handles with the
camera but anyway just uh move that out
and then uh I got to rotate it done all
right so I'm going to rotate so with the
camera selected tap r then middle Mouse
and it's now kind of like free hand
rotating around so I'll just uh move it
up slightly there we go okay this is
this is just a full around session so
don't worry if you're making mistakes
we'll get to actual practical building
stuff in the next part I'm just trying
to find ways to throw in these like
fundamental tools rotate right the
monkey's head is just he needs to look
dead on at the camera and currently he's
off ah what an excuse to use the rotate
tool so you could enable the rotate tool
right The Familiar axes there you could
click and rotate it around like that
again most people prefer to remember the
hotkey which is R to rotate right so
it's now just freehand rotating on my
cursor remember the uh the axis as I
mentioned before can be used for any
mode so uh the x axis will rotate it
back and forth the Y AIS tilt it or Zed
there we go to turn it towards the
camera just a little bit right and there
you go F12 and we've done it let's save
it let's upload it to Art station and
then just wait for the recruiters
essentially all right let's start a new
scene so that we can get ready for part
two where we're going to actually start
building our dut and learning some of
the more core features of blender now we
know how blender functions let's start
building that dut so as before let's uh
well first of all just to repeat make
sure you are working with a new scene
completely new scene don't want any
remaining monkey heads lying around
let's begin fresh slate and let's delete
our default Cube just with the delete
key and let's replace it with a new
object you might remember the hot key
for that is shift a and as I mentioned
before you usually want what is
underneath mesh CU these are your
Primitives so we want to start with
something that most resembles what it is
we're building you if it was a house you
might start with a cube if it was a far
as you might start with a cylinder in
our case we want the donut shaped one
although mathematicians call it a Taurus
for some reason so let's add that now if
I zoom in by scrolling up we can see we
have something resembling a doughnut
looks like a pretty weak looking
doughnut you know very flimsy looks like
the the doughnut before it's cooked when
they just drop it into the vat and it's
just this little wispy thing um so
immediately after you do some actions in
blender you have options to change it
and the options are hidden down here in
the bottom left hand corner you see a
little box and if you click that box you
see options and look we can change the
dimensions of our Taurus now something
to note is that these options in blender
only appear immediately after you have
done that action if you do another
action like say deselect your Taurus by
mistake it's gone right because blender
has assumed you have moved on you've
accepted the state of your donut and
this is the one you want right now if
you haven't done anything drastic or
changed this object in some severe way
you can temporarily bring it back by
hitting F9 I never actually remember
that hotkey I just remember that
immediately after I have uh added an
object if I want to tweak it now's my
chance before I move on to something
else okay so we could change you know
the size of it here we can also change
the resolution I'll use the term
resolution Loosely um to uh to make it
higher or lower Fidelity and a mistake
that a lot of beginners make and I say
this because this was the exact mistake
I made way back in 2003 when I started
learning blender is they go well I need
a a realistic looking donut so I guess I
need to go really high resolution I
remember my first project one of my
first projects was for a high school
film project and I wanted to have a
closeup of a face didn't realize faces
were going to be difficult but but I
went really high poly and then it was
just an absolute nightmare to work with
so the problem the reason you don't want
this is that for startis things that a
high poly are very slow to render and
they're very hard to work with if you
want to tweak the shape of it but also
as you learn and you grow with 3D you'll
discover that it is a lot easier to add
resolution to something later on but is
very difficult to take it away if you've
already built it into it and you don't
need it so long way to say what we
actually want is to have as as few Poes
these are called poy uh as you can get
away with so I'm going to go with 32
major and 12 minor and don't worry that
it looks all Jagged because we will fix
that in a moment now the major and minor
this is really up to you but I find that
something that looks uh looks kind of
chunky like a fat dut just looks really
delicious so I'm going with something
around about this size okay and once I'm
happy with this once I'm ready to click
off I click off the options are gone and
this is it this is the dut that I am now
working with so how do we make this look
higher resolution less Jagged well one
way is to use smooth shading so if you
rightclick with your object selected go
to shade
smooth and look at that this is
immediately better without getting too
technical this is kind of a fakery it's
sort of like the Shader is telling the
renderer that this is a really high poly
dense mesh when it really isn't it's
just basically kind of like averaging
out uh V uh faces and anyway it's very
technical but basically means it's not
going to add anything to your render
time but it's going to look smoother and
so this is generally what you want for
something that is smooth and and organic
looking like we want if you were
rendering like architectural or like
hard surfaces like later on we're going
to put this on a counter then the object
would obviously want to be flat but in
our case we're just going to use shade
smooth but you might notice that looking
at this especially if you go side on
that you've got this sort of uh Jagged
shape around here right so the
silhouette is really breaking that
illusion that this is a high poly or a
smooth looking donut but thankfully
rather than adding all of that complex
density into the mesh itself and then
making it hard to remove later on there
is another way through modifiers so if
we go over here to our properties right
this very confusing lots of option
looking properties click on the rent and
this is the section called modifiers and
this is one of those uh object
dependent uh thing so if you've got your
camera selected you won't see it so it's
only when you've got actual meshes that
you might see uh this uh this modifier
here so it's much easier to explain if
we just add one so up here add modify
and you got a range of options here that
can do a whole number of things the one
that we're looking for is underneath
generate and it is called subdivision
surface and it is a really common
modifier that you use all the time in
fact it's so common it's actually you
can just immediately add it to any
object just by hitting control one but
don't do that cuz we've already got it
so there now some of you might have just
discovered that your donut has
disappeared if that is the case you need
to go to edit preferences and then
underneath viewport where it's got
subdivision at the very bottom disable
GPU subdivision that will then make the
subdivision perform on your CPU instead
instead of your GPU which which is maybe
non-existent or not performing whatever
um but disable that and it should appear
but if it's already working for you
don't disable it keep it going CU GPU
will be faster so what exactly is this
doing well it's a lot easier to explain
if we look at the shade flat mode
because we're not being uh tricked by
the the smooth shading there um if I set
this levels viewport to zero this is our
original mesh this is before we add the
subsurface essentially when we increase
this you can see that it is adding
resolution to our mesh and the more I
increase this viewport levels here uh
the finer and finer that detail becomes
so to explain it because this is such a
very very common uh modifier it's kind
of important to understand how it's
working you can see that uh this is uh
these squares here these are called
Faces by the way and for each one of
these faces here as I add a level you
can see it's becoming four faces right
and then now now if I zoomed in on this
one one face here if I do another level
that's now become four faces and then if
I zoom in again it's now become four
faces so it's exponentially adding
detail and you might also know that it
is smoothing it out as well like this
Jagged Edge that we've got here you can
see now becomes smoother so to quickly
visualize that if I just draw like
imagine you've got like a 90° uh corner
right like this if you add a Subs surf
modifier what it's going to do is it's
going to add uh a point here right
because this is uh the extra detail it's
also going to take that point there and
it's going to average it out it's going
to average it out between these points
and it's going to create another one
there and another one there so you go
then from having that really hard corner
there to having something that looks a
lot smoother so it's going to take a
point and it's also going to uh change
it to make it look smoother generally
speaking so there we go um so now as I
increase this you can see it's getting
uh smoother and smoother now the reason
there are two options here you've got
levels viewport and levels render so
reminder this gray area that we operate
in is called our viewport the render is
the pretty version so as an example um
you can see if I just turned it off for
the viewport it looks very Jagged but
then for my render if I increase that to
three if I do my render which you could
go up there F uh and render image or
remember the hotkey F12 you can see that
that Don note is now smooth but I go
back and you can see it's Jagged so the
viewport you want to generally keep it
lightweight and then the render time
that's where you want to get uh a really
nice looking pretty image so you want to
often have two different levels um in
our case though I don't really think we
need to go beyond one even for our final
pretty image um because this with uh
shade smoothing turned on is good enough
and we're going to be adding more to the
scene later on so we don't want to make
it too complex so this is actually
pretty good okay so we have a perfect
dut and that's the problem it's too
perfect you could spend decades trying
to develop a machine in the real world
that make it that made a donut this
perfect and you never would this is so
mathematically precise that the eye will
always see this as looking fake so
that's actually a problem you learn
pretty quickly in 3D that things that
are too perfect just look fake so you
have to spend time making things look
misshapen and adding variation there
like you see in the real world because
your eye expects to see it
so how do we do that how do we make this
doughnut look a little more lumpy and
interesting I do that by changing the
mesh itself so this mode that we are in
right now where we can uh you know click
on different objects is called object
mode and I know that because in the top
leftand corner you can see we are in
object mode but if I click the drop down
you can see I get a number of other
options here and these options again
will change depending on the object
you've got selected if I've got a lamp
my little light there select did you can
see I've only got object mode my camera
I've only got object mode but a mesh
will give you extra options here so
let's enter into edit mode
ooh right now you can see our mesh our
sorry our object has become something
that looks weird it's got a bunch of uh
little points on it with lines and very
technical well that's because this is
actually what the mesh is made up of
these little points here which you can
click on just by selecting are called
your for vertices the singular term is
called vertex I never say that I like to
just call all of them vertices
regardless whether it's one or two just
because you always get some comments
that go um actually it's called vertex
if it is singular anyway so these are
called your vertices and if you have two
of them joined by a line that is called
an edge and if you have four of them
forming uh a face then it's called a
face
so with these I can quickly change the
shape of my object by using the same hot
Keys as before and if I want to move
this then I would simply tap G right and
you can see it's now attached to my
cursor and then if I want to confirm its
movement I just do a single left click
and there it is now if I go back into
object
mode like that you can see that my mesh
has changed okay and by the way the hot
key for jumping in and out of object and
edit mode is Just Tab okay so you can
see it's just toggling between those two
modes because it's so common that you
want to just quickly change things that
it's just uh easily accessible by that
now this is okay right but you can see
it's like it's got like some artifacting
it's like it's not the greatest lump
right so how do we make it look a little
more uh natural well I mean you could
you know you move one drag it out Okay
click and then I move oh the next one
next to it right I'll move that out and
then I'll move this one out a little bit
and then and then I move this one and
it's like okay well now I've got the
thing but it took me like five actions
ridiculous right no one wants to do that
no one's got time for that thankfully
there is a tool in blunder uh just for
this and it's called proportional
editing and you can enable it up there
in your toolbar so if you enable that
now if I hit G and I move it out you
will see I get a little ring around my
cursor there and that is now changing uh
the mesh around it
now a lot of people in my previous
tutorials were like I don't see what's
what's going on you have to have
something selected first and then when
you hit G you will see uh that uh that
little circle of influence okay now this
circle of influence if I scroll down
sorry if I scroll up you can see it's
shrinking its circle of influence and if
I scroll down it is expanding its
influence so it's only going to affect
what is in that uh that ring there okay
if you are on uh yeah if you don't have
a mouse with a scroll wheel you can also
change the influence by using page up
and page down and if you don't have page
up or page down because you're on a Mac
keyboard then what you would have to do
is go to keymap and then change your
page up and page down to something else
just so that you could get around that
but guys you got to get a mouse get a
mouse with a scroll wheel I think the I
don't know 50 cents or just in the
nearest landfill somewhere get a mouse
cuz it's going to make uh your life in
3D a lot easier okay so with this I can
now uh make quick work of uh of lumpy
shapes okay so I just drag that out okay
I've got a little lumpy shape there
maybe I go down here and I pull this up
just by hitting G moving it up okay so
already this is looking a little more
natural right cuz even if we were making
a stylized world for a Pixar movie or
something like that you can't have just
a a a spherical looking donut sorry
spherical r s looking circular donut cuz
it just your eye will see it as fake so
very quickly I'm able to add a little
bit of variation to the dut um just all
around it just a little bit over here
and you can see that I am uh just
changing my circle of influence
depending on what size of a a lump I
want to make so if I just want to make
like a little bit that sticks out I can
make a small circle just by scrolling up
like that um you just want to do that
until you get something that
looks a a little more natural I might
want to make the the inner part as well
maybe just drag that in with a smaller
Circle and that's pretty good let's just
have a look from the top I might
actually just drag that out make it a
little bit more like
that but there you go that's pretty good
for a donut it's still kind of simple
it's not too detailed um but it's got
just enough variation in it that uh it's
more interesting to look at oh one more
thing forgot to mention go back into do
edit mode with tab um Donuts when
they're sitting in the uh little vat
thing right uh they're only like half
submerged so then they have to be
flipped uh but it means that the bit
that's nearest to the surface is getting
less heat so essentially what I'm saying
is the bit that's around the the dut the
the circumference of it is usually a
little bit flatter so Donuts aren't like
perfectly round all the way around they
usually a little bit flatter so what I
want to do is I want to select these
vertices along here and then I want to
shrink them now I could go around one by
one like this which is actually what I
used to do when I was uh learning
blender pre YouTube days and there was
uh no tutorials what I would I would do
this if I wanted to select this silly
because there's a a a a function a tool
for that and it is Edge select so if you
hold down alt on your keyboard and then
do a single left click on not the points
but on the edge right this little line
here you can see it's selected all the
way around so it's anything that's
connected along that line is now
selected so if I want to shrink this
right what would I do well I mean yeah
you could like move it around right we
want to shrink it we want to change the
scale of it so we would change we would
use the hotkey S for scale so s and I'm
going to scale that in and I actually
don't want proportional editing so I'm
going to turn that off and now scale in
and just make it a little bit flatter
and there you go see it just feels a
little bit more natural doesn't it looks
a little bit closer to what a doughnut
looks like and by the way don't worry if
yours doesn't look exactly like this
like your lump is a little bit off like
some people get a little bit too
precious with the g2 I got to match
exactly everything I do like I'm just
working on the fly as well so just make
what you think looks good maybe you
think this is not misshapen enough and
you want to add more go for it because
it might actually turn out better than
what mine is now before we move to the
next part um how to save how to save
blender very very easy you just go save
as and you just get one file it's called
blend um very literal file extension
really pushing the limits of what a file
extension can be that's almost a word
blender anyway um do blend and that's it
and then next time you open it up it's
exactly like it it's not like zbrush
where you got like four or five
different ways to save a project or an
object or a tool or a hate zbrush okay
um that's how you save now also finally
I will say uh if you need help because I
know if you if you're stuck and then you
leave a a YouTube comment you might not
get a reply uh if you want immediate
help I've got a Discord so I'll put the
link uh below so there's like a little
channel in there where you can just ask
for specific uh donut help so if you're
having issues uh feel free to jump into
that and also guys don't beat yourself
up like 3D is definitely a uh has like a
steepish learning curve so you're in
that that steep slope right now and it's
it's really common like a lot of this
stuff is very foreign 3D is very unique
it's very different to a lot of 2D tools
um but don't give up like it's it's
definitely achievable to learn and
self-learn at home you don't have to go
to school you don't have to pay for a
tutor um it's really easy to uh to get
help online nowadays so do make use of
that Discord um post uh comments as well
in the YouTube comment if you want to um
but I hope hope you stay with it so if
you're ready to jump to the next part
after you've saved your blend file go
ahead click here and I will see you
there did you guys know that blender 4.0
had a change that makes it more
realistic by default or that there's a
new technology that is going to expand
the uses for 3D
exponentially well you would if you were
on my free newsletter called this week
in 3D it's an email from me once a week
with three to five things that I found
interesting that week from the world of
3D so sometimes I share a new tool that
I found a remarkable tutorial a new
blender feature a news story that
affects the industry and sometimes I
just give my controversial opinions on
AI so click the link in the description
enter your email address and then you
will stay up toate on the world of 3D
it's always free and it's always written
by me now on to the tutorial welcome
back to the donut show where we make sad
little Donuts that we cannot eat this is
where we finished up at the end of part
one we've got our nice looking donut and
now we're going to make that ice ing
which looks complex but is actually
fairly simple now as I mentioned before
if you want to add an object you go
shift a right and then you start with
something that resembles what you're
trying to create but we already have
something that resembles the exact shape
we want to create it's the donut because
we want the icing around the dut so
let's just reuse this information so we
can do that by duplicating the object um
and if you don't know the hotkey for it
you could just go object and then you'd
find it uh here where it says shift d so
shift d
now when you hit that you are in a
placement State essentially like it's
duplicated and it's now saying where do
you want to place it now in our case and
actually often you don't actually want
to change its placement you want to
duplicate it exactly where it was so you
can cancel the movement by hitting
Escape or right clicking now when you do
that it looks like it's canceled the
duplication but you can see in your
outliner it has duplicated it you've got
two objects but um it's just in the
exact same place which is what we want
so first thing first um we need to name
them or else we could get very confused
very easily so you can name an object by
just double clicking it in the outliner
and then just typing in the object the
other way you can name something I'll
just show you the second way uh if you
select the
taurus1 that's your icing object if
you're in the 3D view where your cursor
sorry is over the 3D view Port if you
hit F2 that's another very quick way
that you can uh name something without
having to go out up to the outliner to
find your object so with our icing
object selected let's go into edit mode
by hitting tab so we want the icing on
the top which means this bottom half of
our mesh here is redundant don't need it
so we want to delete it so if we just
dragged over the bottom here you can see
it looks like we've selected the bottom
half of our donut but if you were to
move around you would see oh we haven't
actually it's only selected annoyingly
uh what is facing the camera where
there's a mesh it's not gone through the
mesh a lot of users find this annoying I
agree sometimes it's seems like that
would be the more default one that would
make more sense but anyway don't want to
argue um so if you want to select
through a mesh you can go up to here in
your your top navigation toggle x-ray if
you turn that on it's going to enable
you to see through the mesh and now when
I drag over it you can see that I have
uh selected all through the mesh as I
move around it by the way you might find
it like when you're in this state it's
kind of hard to select like it's easy to
kind of accidentally select what is
above it and depending on what you've
got at your end that might have happened
um already so another way to easily just
look directly on the side on of your uh
donut is to just click one of these um
like in your Gizmo here instead of just
dragging around just do a single click
on either the green one or the red one
the x or the Y and now we're in that
state you can see it's it's flattened it
so it's put you in orthographic mode
which actually you can toggle to at any
time just over there which just makes it
easier to just do a single all the way
through the mesh um select all right
okay all right so we want to delete that
so just hit the delete key you get an
extra option here of what do you want to
delete edges faces you want the vertices
that's everything and now we have if we
go back to uh object mode and then let's
turn off toggle x-ray as well and you
can see it's uh it's working we got half
the the dut on top of itself but as you
move around you can see you got some
flickering now this flickering happens
and it's actually a very common it's
actually a good warning sign to you as
an artist because it means you've got uh
faces on top of faces and the 3D
software doesn't know which face it
wants to render right so it's like
sometimes saying it's the the front
phase no the back phase the front phase
and there's no understanding sometimes
you can actually spot it in TV shows and
like VFX or like lowbudget stuff you can
see something flickering in the
background and I'm like ooh there it is
Z fighting um that's what it's called Z
Z fighting or Zed fighting if you're not
American so what we want to do is we
want to give a thickness to our icing so
we can do that with a solidifier
modifier so adding another modifier make
sure you've got your icing selected not
your donut and then here where you've
got add modifier we're going to go
generate solidify okay now it's made it
worse it's uh it's actually added a
thickness to our uh mesh there but it's
actually done it the the wrong way so
it's with the normals yeah what is it
it's trying to put the uh the extra bit
inside the donut so we can change that
by just changing the offset here in the
solidifier settings just drag that all
the way to one some of you might have
actually found that it was correct
before just depending on which way your
normals were if that's the case keep it
at minus one but everyone else keep it
at one we just want to make sure it's
actually outside okay um I also let's
just increase the thickness a little bit
too let's go here
0.25 that looks pretty good and uh great
we've got what looks like a yarma on our
donut a perfectly straight edge little
hat for our donut so let's make this
look more like icing so the edge is wavy
all the way around so to do this this is
where we get into the fancy oo finger
magic um cuz you're typing lots of keys
anyway um
go into edit mode and we can see
straight away that we can't see uh the
mesh and that's because the solidify
modify is obstructing our view so these
little boxes here as I mentioned before
like this is to hide it from viewport um
but if you want to just hide it from
your edit mode which is the state that
we are in right now the box next to it
is the one that you uh uncheck which
means in object mode when you're tabbed
in object mode you can still see it but
edit mode it's uh whoops it's
temporarily hidden for you so if I was
to select one of these points here and
move it down you can see that uh it's
it's working but it would be again a lot
of effort to go round and round and do
these one by one so we want to use that
uh old familiar proportional falloff
tool again so proportional editing on
and now as I move it down let's just uh
let's just lower the slide away down
here and then let's pull this down okay
now we'll find issues if we move to the
side here we can see the first issue
we've discovered is is that this is
separating from our mesh here and that's
not what icing does when it dribbles
down it follows the shape of the donut
all the way down so what we want to do
is snap oops undo it a number of times
snap the uh snap the vertices to our
donut underneath it right so for that we
need to turn on snapping up here okay
now there are a number of ways to snap
in blender the default way is increment
which just means the uh like the grid
floor there like if you were to just
like move it around you can see it's
just snapping to the grid floor not
helpful but we want to snap it to the
face and now with face snapping enabled
if we move this down we can see let's
just look here that the bottom bit is
snapping to the face but as you might
have seen the top bits the rest of uh
essentially what is inside of our circle
of influence with this proportional
editing that's not being a affected only
the little point that we had selected
was affected so that's not what we want
either normally that would be enough but
in this particular case we want to also
snap individual elements too and let's
go face project now when we pull this
down you should see that these are also
no longer clipping through the dut but
still we have issues why is that well it
is actually working correctly we can see
these are not going through the mesh so
why does it look like it is the reason
for that is that there's actually just
not enough information here so if we go
side on you can see right like we've got
this point uh here and then we've got
another Point down here and then we've
got this long stretch uh in between
right so that means that this part of
the Donut oh gosh that goes that goes
around like that is just not there's
nothing to snap it to essentially so
what we need to do to fix this is just
add more geometry so these little
vertices here we need more of those
vertices so we can do that by actually
using the subdivision surface modifier
because although it is a modifier you
can apply the modifier and the modifier
currently is adding geometry so let's
just apply it so to apply it we just
click this little drop down here next to
the modifier and then go apply now if we
I mean nothing should have changed from
this view because the same information
is being displayed but in edit mode you
should now see exponentially more faces
cuz here where there was uh you know one
face before you can see there's now a
lot more right four 4X okay 4X um okay
so now if we pull down we should see it
is snapping and if we go into this mode
you can see that it's now conforming to
the mesh in a much more uh snug way cuz
there's information there for it to use
now this shading artifact here that we
can see this this don't worry about that
we'll fix that in just a moment but uh I
need to show cuz I've shown you like
four things that we need to enable for
this to work I got to show you one more
uh because if I pull down and if I
scroll up you'll see something okay if I
was to click we get this horrible uh
problem here and I've done this tutorial
enough and enough people have hit this
issue that I need to call it out
specifically because it seems to be a
big point that a lot of people just
don't know where to go from um what's
happened is if we use a uh this uh
what's it called the the the the circle
of influence for our proportional
editing if that is so high it's actually
high enough to reach the mesh on the
other side of the donut and then because
we've got snapping it's now projecting
that snapping it to the front which is
creating this like something that's a
nightmare to fix I me in fact easy to to
start from scratch than to try to fix
that so if we want sorry there's a lot
of noise uh to fix this we need to hide
the part of the mesh that we don't want
to be uh influenced by our uh
proportional tool right so to do that
there is an easy way to do it uh we can
actually do it very precisely so if with
this middle bit of our donut here if I
just hold down alt and then do a left
click as I mentioned before that selects
the ring okay and we could you know we
could do that all the way up but
actually there's a little uh I don't
know if it's an Easter egg it's kind of
a cool tool that not people know not
many people know about Control Plus H
that will enable the select more tool
and if you use control+ contrl minus
goes the other way you can see that it's
expanding out so Control Plus will just
like select the next verticy along a
chain roughly speaking um and you can
see we can very quickly select all the
parts of the mesh that we don't need
right very cool by the way if Control
Plus doesn't work for you cuz you're on
a laptop or something else select more
less you can also do it here anyways to
hide this part of the mesh it's h h for
hide so when you're in this state it
looks as though it's been deleted it's
very sometimes you don't know where part
of your mesh and then you forgot that
you've got hide turned on um if parts of
your mesh are hidden and you want to
bring it back it's alt H so H to hide
and then alt H to bring it back or if
you can't remember it for whatever
reason you can also find it okay it's
underneath mesh there we go mesh uh
reveal h hidden or hide selected okay so
that's the other way but you can get my
keyboard shortcut that it's in the link
it's free just use that and then you
won't forget a lot of these handy
shortcuts all right so now finally after
all that after four different ways of
and problems to explain we can now take
part of this mesh and drag it down and
it will work correctly haha so now we
just make we get to now finally be an
artist and go like what sort of uh you
know Edge or you know what sort of icing
do I want to make this look like so what
I'm doing here by the way is I'm I'm
hitting G to pull it down and then I'm
just middle click single middle click
and then because my cursor is closest to
the Zed axis it's now snapping it to the
Zed axis so that's why I mentioned
before that it's uh it's really handy
you don't have to think of the letter
and type it in you just go in the
general direction you want to go and
then just tap the middle click of the uh
which is your your scroll wheel right
middle middle click it's such a weird uh
button that you have to call it out it's
the scroll wheel button because like no
other application seems to use it
besides scrolling but blender is like no
we're going to use it for like 90% of
the operations is going to be middle
click um but anyways I as you can see
I'm not paying particularly too much
attention to it but I'm just making a
wavy looking shape around it um you
might also want to make some bits that
go the opposite direction right and then
maybe pull so you've got like big shapes
as well as medium shapes and some small
shapes big medium small it's the uh it's
the recipe for appealing design big
medium and small details but uh I
digress by the way I should mention if
you're stuck don't feel bad cuz there
was certainly a lot of uh a lot of
finickiness going on with this dut here
and uh it's yeah it's a we're definitely
in the Steep part of that curve at the
moment uh do make use of my Discord if
you are stuck I created it literally so
that people could get instantaneous help
I don't have any other benefit for it so
it's there so that you can find help
link is in the description and there's a
donut help chat room where you can post
screenshots of your problem and then
people can help each other out so do
make use of that now our shading issue
here this darkened Edge is actually
going to fix itself by fixing another
issue so it's a two birds one solution
kind of problem uh this 90° edge here
for this icing not ideal uh everybody
knows that a real icing would create
like a rounded Edge there right so we
can fix that just by adding another
subsurf modifier because you might
remember I mentioned like yes if you've
got three vertices it'll create like
another verticy here and another verticy
here but it'll also like round it out
it'll pull this one back so you end up
with a rounded corner so right here in
your modifier stack we're going to go
add modify generate subdivision surface
now the order of these does matter okay
you want your solidifier at the top and
the subdivision after it so blender
Works top to bottom and it's important
in this way because you want the
Extrusion to happen first and then in
order to round that edge it happens has
to happen as a secondary step so
solidify on top subdivision underneath
now whilst we're here and we're looking
at the uh the closeup nice little
profile of this edge of this icing
another issue to call it you can see
it's got this uh this shape that goes
around yes so far so good but then it
goes up and it's like M it would be
better if it went around and then tucked
in and touch the edge of it cuz that
would look more like real liquid wood so
we can solve that by just changing one
of the settings in the solidify modify
it's not one of those things that you
would figure out or know where it is
it's just over time you learn where some
of these settings are but essentially
here the edge data so we want to change
the edge data to say that uh before you
do the solidify step add a crease on the
inner part right here if we increase
this all the way to one it now creates a
sharpened Edge just on that inner part
there so the rest of it is a smoothed
Edge but the middle one there's a crease
so it's making a sharp edge there and it
just gives it just a little bit more
realism just looks a little bit closer
to what you would imagine real icing
would do okay now for the cool bit all
right so if you look at reference of
donuts right yes you've got these little
wavy bits but where the the icing is
really liquidy it'll often break off
from this uh wave here and it'll create
a trail that goes down uh underneath the
donut right it just sort of drips all
the way down whoops bump the microphone
so we can do that um but not what we the
way we were doing it before if we just
took one of these points and then like
dragged it all the way down like that
there wouldn't be enough information
there right you can see you just get
this like stretched look and it doesn't
look great okay
so essentially we need to give it more
information and we couldn't just do it
by like adding more and more Subdivision
Services we need to actually like break
this shape here and create a new shape
that goes down so we need to extrude so
if I select this verticy and then the
one next up by holding down shift I
don't think I mentioned it but yeah if
you want to select two things at once
it's shift select um anyways so if we
select two vertices like that we want to
extrude it downward by hitting e so when
you tap e it's similar to G and that
you're in a placement State now saying
where do you want to place this so I'm
going to move it down to yeah like about
there where I want the trail to stop and
I'm just going to do click left click
and it's now placed it there now if I
it's hard to see it but if I just switch
to y-frame you can see what it's doing
so it's created this breakaway shape
here an entirely new face um that's
completely separate to what we've got
there
currently and what this means is if we
go to object mode you can see it's it's
not just like continuing this form here
it's pulled it Down Right which is uh
exactly what we want and in fact I want
it to go even further than that so I'm
going to select those two vertices and
I'm going to pull it down again um and
then I'll do it again and the reason
I've done this 1 two 3 is that this
detail here is important so that it
conforms to the shape of the dut because
if there's not enough you're going to
have that clipping issue that I showed
you earlier so that's pretty good and
now we're going to do it again
originally in my earli
version versions of the donut I only did
like one of these but then I noticed
that that in the render the final render
it's often the most interesting part of
the dut so now I'm thinking yeah just do
it all the way around the dut just uh
add the bit that looks cool add more of
that so here so wherever there's
essentially like a big dip is what I'm
looking for like where the the liquid
would sort of build up and then like the
surface tension there would be just too
much and then it would break away
and it would go
down down underneath like that and we'll
do another one here why
not like that and down and down and
that's pretty good ha lovely so that
concludes finally this this heavy part
of the tutorial so if you ready to watch
the next part I hope you're not giving
up you can click there on the screen and
I'll see you there make sure you hit sub
subscribe as well if you haven't uh a
large number of you don't but if you
want to see more Blended
tutorials that's what you need to do
self-promotion right there thanks guys
see you in the next part congrats you
didn't give up you made it to part four
you clicked on the next part of the
video there's always like less viewers
each uh video as you go down so you're
here well done thumbs up um as you can
tell by the title of this video we're
going to learn about sculpting but first
I should call out uh if you have a
problem with your mesh now those
problems can be Amplified the further
you go along so it helps to do a
technical check now to make sure you
don't have any problems before we move
along so to look for it go into edit
mode um and first of all by the way if
you can't see that middle party of mesh
it's because you remember we temporarily
hit it so you can bring it back by
hitting alt H and that will uh bring
back the rest of the mesh and then we're
looking for issues with the mesh like
right here so this is a really common
problem following this tutorial because
when you're projecting parts of the mesh
if it was like side onto the camera it
will project it that way and then you
can have like overlapping parts of the
mesh so that creates this artifact here
which will be exaggerated when we add
more detail to it so we just want to
drag that back so turn on uh snapping
and I'll keep proportional turned off
and then I'm just going to move this
back over here just to move each of
these points back um another very common
problem is you might have parts that
have separated uh from your mesh now you
can quickly fix this if you just like
selected the point and then t h sorry
hit G to move it when you're in that
state it's also snapping it to the mesh
now you could do that all the way along
like select tap G then click select tap
G then click but that's anybody's got
time for that let's make blend to do the
work for us so there's a tool that's
just designed for this and it's called
the shrink wrap modifier so over to our
trusty modifier stack we're going to add
yet another modifier so add modifier
it's not under generate it's under
deform which we haven't accessed before
new modifiers oo the one we're looking
for is shrink wrap and first of all
hasn't done anything because uh it's for
it needs to know what the target is what
is the mesh that we're shrink wrapping
our um mesh to so with this little
eyedropper tool you can see when you've
clicked it my curs has changed to an ey
dropper and it now if I hover over
objects I got the name of it so I want
to click on the object that is the donut
and now it's snapped to the donut and
made it worse why Andrew would you make
us do that remember the order of your
modifier stack matters so the reason
this happened is because we've done it
after the solidy so it works top to
bottom we want the strink wrap to happen
before any of the Extrusion happens so
now that it's there it's correct and
this is what it looks like before and
this is after and it's subtle right and
you'll probably see this across your
mesh like little subtle changes where
maybe it just separated off the mesh it
which wasn't quite a perfect alignment
but this will just correct that so great
we don't need this here now we can just
apply it cuz it was just a once-off
operation and now all our mesh should be
perfectly flat and assuming you haven't
got any other issues going on uh again
make sure you use my Discord if you do
have issues and you need someone to help
um make use of the community so use that
and post your problem and I'm sure
people can help out all right so we want
to do some sculpting now why do we want
to sculpt well because if you look at
reference photos of um donuts with icing
on them you'll see that icing is
obviously a liquid and liquid does weird
things one of the weird things that it
does is that it will pull in certain
areas it's not like a uniform amount all
the way on it so the most obvious being
like at the end of this Trail here there
would be more that would accumulate at
the end there and I think the reason for
it is that because it's a viscous fluid
once it runs out of enough fluid there's
not enough to kind of push it forward
but there's enough for it to build up so
you would have a buildup here on each of
these ends but you would also have
buildups all along the edge and you can
see it in reference photos like here
we've got this like clear um was it like
a glaze and basically the areas there
where it looks whiter that's a thickened
area so we essentially want to replicate
that across our donut so we can't do
that currently like if you go into edit
mode we don't have any mesh to work with
cuz the Extrusion the thickened part is
happening via this modifier so we need
to make the modifier real so again we're
just going to apply it drop down apply
now in edit mode we have that part of
the mesh to work with so um we could if
you wanted to come in here and like
select the points that you want to add
you know a bulge to and then very
carefully come in and tap G and then oh
I've got snapping turned on turn that
off uh pull this out right and go like
that and go yep there's a little bulge
there but that's very tedious to First
select a point then tap key to move it
it's it's very tedious so that's really
like you just need to use another tool
to do the job so edit mode is one tool
and it's it's it's good for like very
precise things when you need to get
precise things but for more like organic
shapes more freehand stuff that's where
sculpting comes in So at the top here
we've just been flipping between object
and edit mode but the one underneath it
is sculpt mode so when we go into that
mode you'll see that we have on the left
hand side all of these tools that appear
and and I mean this isn't a sculpting
like tutorial really um we're just
really going to scratch the surface but
they do different things um different
sculpting things like let's just use the
default tool here can't really see much
happening let's just turn up the
strength and the size of it like it just
pulls out that part of it and even that
quick little one stroke imagine if you
had to select each of those points and
pull them out one by like that's why
this tool is the appropriate tool for
this kind of job right cuz it's a very
quick quickly can enable us to add lots
of complex shape very cool so uh the
tool that we're looking for is actually
it's this one the inflate brush which is
just uh conveniently the eye hotkey
inflate by the way uh if you want to
change the size of brushes in uh blender
I mean you've got these ones here you've
also got the strength slider here but
there is a hot key uh just to change the
size of the brush with f so F to change
the the size of the brush um and you
just pull pull out with your cursor to
make it bigger and then pull in to uh
reduce it and then do a single left
click to confirm you can also change the
strength with shift F so shift F pull
out click and then shift F pull in click
um anyways so if I was to uh draw on
this you can see that I'm inflating that
edge I can also inflate here but you
very quickly realize like look at that
look at that what is that right the eye
is going to see that um it's a pro tip
your eye is uh like if you're going low
res don't go low res for things that are
round because your eye is very quickly
going to spot uh low poly things
actually just last night I was playing
uh Spider-Man the Miles Morales one and
uh there was like this coffee cup that
was on a table and then you walk and it
looks fine like as a a background asset
but then part of it the mission you had
to go up and read something on the table
and you had to get close to this coffee
top uh coffee cup and it was like eight
vertices it just looked like a almost
looked like a nut on a wheel of a car
right just like that Jagged so anyways
what I'm saying is this is a rounded
form so we need more information we need
more detail uh to sculpt on the reason
this is Jagged and the reason there's
not enough detail here is that just even
though we have a sub surf modifier a
subdivision modifier um it's applying it
after we do the sculpt mode so when
you're in sculpt mode it's still just
using your uh your raw mesh here and
then it does this as a secondary step so
if we want to sculpt into this detail we
need to apply this so um I actually I'm
going to use more than one I'm going to
use two CU I want to have even more
detail so um importantly by the way if
you're applying a subdivision modify
even though you've got two levels here
it will always use just the viewport so
your render amount here could be
whatever but when you hit apply it's
just going to apply whatever is in the
viewport so I'm going to go two levels
and hit apply now look at this who
we have 16 times the detail because we
had uh level one which would be 4X a 4X
uh multiply and then 4X of 4X 16 so we
have 16 times the vertices to play with
so now when we go into sculpt mode look
at it now when we sculpt look at that so
much more room to work with um and much
more fun so now that I'm in that state
I'm going to just do little circles with
this brush
on each of these points here and the
reason I'm doing like little circles
like this is that uh by default the
stroke state is H what is it space um
you can switch it to airbrush if you
want and then you can just click and
hold it there but I find that to
actually be like harder to control so I
just keep it in space mode and then just
do like little circles and then that
enables you to just kind of continue add
adding more pressure as you move your
mouse so a little circle like that and
there you go very quickly already we
have a more
interesting uh looking shape across it
so another brush another tool I guess
you call is it a brush or I think these
technically are called brushes but
anyways another one that you use all the
time is grab um and conveniently it's
the hotkey G and what this does is just
like pushing clay with your finger it's
like it's really cool and the reason I'm
doing this is I'm actually just uh EX
exaggerating uh the design um because
that is what makes appealing design it's
exaggerating uh the addition and
subtraction that you see in a in a shape
even though in the real world you might
not see this like tapered thing like
that um because it's got this bulbous
end you want to draw more attention to
that kind of globule at the end there um
and to do that yeah if you just make
this a little bit tapered using this
tool it can do that and we get to learn
about a new tool and blender which is
the whole point of this tutorial so yeah
all right pull this around pull this
around just click and dragging click and
drag I could change the shape size of
the brush with f and um you've got more
time than me so maybe make this better
than what I'm doing really quickly but
just get you know generally a shape like
that and it should look a little nicer
okay so now let's do that uh raised Edge
all the way around the rim of this now
in previous version of this tutorial I
said just use the inflate brush and then
just like draw across it the problem
with this is that this is so imprecise
and you can accidentally like draw over
another bit and then you look at it side
on and you get these like noticeable
like divots across the donut and it's
not very uh it's very hard to do cuz you
keep like accidentally clicking off it
and then on it and you get this like
Jagged like dig dig dig dig dig it's not
very appealing the point is uh so let's
go back we can learn about another tool
it's a it's another excuse to learn
about another tool and that tool is
called The Mask tool so it's actually in
the list here but I never remember what
it is it's just hit M M for mask and
it's this one and what this enables you
to do is uh if you just draw on it you
get this gray uh uh shape right and then
when you're using another tool like say
you switch to the inflate brush now and
if you draw over this let me just
increase this yeah if you drew over this
you can see it's applying an inflation
to everything except the area that is
dark um and that's how you can create
like you know a skin lesion on a zombie
or something like that um so a mask is
very useful in sculpting used a lot and
we're going to use it in just this case
what we're going to do is mask out just
this area along the rim there and then
we're going to apply a constant inflate
value to just the area that we've masked
so first use the mask tool mask and it
doesn't really make sense to use like a
half opaque mask so we're going to set
the strength all the way to one and then
I'll use a brush size about here so
essentially where do I want the
inflation like do I want this much
inflation on the rim no probably
something about here and then I'm just
going to paint
a darkened value all the way across it I
just want to make sure that it's you
know fairly even doesn't have to be
completely perfect but fairly even
across it and I obviously don't want it
to be in this part because that you know
the liquid has flowed all the way down
and it's broken the trail and it's gone
down there so I don't want any raised
area there um and again I apologize if
this was like tedious but it's a it's
it's a way to learn blend a piece by
piece okay hey hey speaking of which um
I
forgot with the uh sculpt Tools in
blender for whatever reason it has
assumed by default that you might want
to sculpt on the other side of your mesh
so you can see I've got this smear here
um and that's because somewhere I was
painting over here I went through the
mesh and it painted on the other side of
the mesh over there very annoying so um
I can undo it it's just easier than like
repainting that whole thing and what you
want to do with your MK tool is
underneath brush set it to front faces
only and that means when you paint it
should mean that as you draw uh it will
it okay it could still happen just be
careful uh but it should happen less it
shouldn't happen like on the opposite
side of the same mesh anyways it should
happen less um by the way I didn't call
it out cuz it's not essential but if you
do ever want to isolate uh and only see
the selected object uh forward slash is
the isolation mode uh so forward slash
on the number pad or the actual normal
keyboard will pull you in and out of
that state anyway so now with the mousk
brush with front faces only enabled uh I
can paint along it and uh and it should
it should happen less
essentially all right um I don't know
what to say but this doesn't take long
once you've uh once you've set it
up and assuming you've got the strength
of one by the way you don't want to have
areas with like half opaque right cuz we
want to have a constant value across it
as we inflate it and we should get a
nice raised Edge that goes all the way
along the
donut okay great just clean it up if you
got any areas that look a little untiy a
little
unkempt
um yep awesome all right so as I
mentioned the mask will uh actually mask
out the area um so you can't paint on it
we obviously want to only paint on the
area that we mask so we want to invert
it by just hitting control I same hotkey
as Photoshop Etc and then obviously if
we went to the inflate brush and then we
just painted like yes we're only now
painting onto that area but it also
doesn't solve our problem of like
different values across it so we want to
apply a uniform inflation on just these
areas so there is a tool in the sculpt
tools
called where is it mesh
filter so I will be honest it's probably
the laziest implementation of a tool in
blender like mesh filters are not really
well documented you kind of have to just
learn how they work but unlike all these
other brushes here the way this one
works is it's applying a uniform value
to the entire mesh so it doesn't
actually matter where you click on the
mesh um it's going to apply it and it's
applying what is in the filter types
listed here so if I just click this is
the other thing I have to learn if I
drag to the right I'm inflating if I
drag to the left I'm deflating and sort
of subtracting the opposite direction um
you just kind of have to learn that
that's how this specific tool Works my
theory is by the way to go on a rent
zbrush's user experience and interface
is so Arcane so badly hodg Podge
together from ideas over the last two
decades they never had any thought in
the process they just lumped it all in
there and blender sculpting tools
competes with that so they're like hey
yeah the uh filter tools yeah they're
not the easiest to understand but at
least we're not
zbrush that's my uh that's my theory
it's my working Theory I'm going with
but anyways point is is now that we're
in this you could see we're applying a
uniform value to everything hoay for us
um I might also I'm going to set the
strength of this to 0.1 and that just
means that as I move the cursor it's
applying less of a value for the for the
movement so I can use smaller movements
the other thing though is this is a
little like it almost looks if we go
into object mode it looks like a tube
almost around the edge of it it's not
very nice um it basically the edge that
we've got here is too hard so we can
smooth out that edge by using mask
smooth mask okay now if we use the
inflate just towards to the right a
little
bit I'm just going to go with that let's
go object mode and see how that
looks that's pretty good I might
actually go just a little bit more just
exaggerate it slightly
more there we go great so yeah that's
roughly it now there's a little bit of
artifact in there cuz the the way the
mask works is it's kind of that
Feathering thing it's not very exact and
it's kind of got some values in between
it so we can smooth that out in scul
mode by first of all just clearing the
mask and then using the smooth tool um
um by default it's too high so just turn
it down and I'm just going to smooth
that edge and that'll just sort of clear
up some of this artifacting it's a
little too high for whatever reason the
smooth tool which also you can access at
any point when you're in sculpt mode
just by holding down shift and it'll
temporarily uh invoke the smooth tool
and uh it'll use the value that is on
the smooth tool so you'll be in this
mode and then you hold down shift and
it'll actually not bring use this value
but the value that's on the smooth tool
um again zbrush is the competitor so
some things are a little weird here
anyways um so it's a little too high
just turn it down and now we've got a
nice value and I'm just smoothing this
out to just clear up some of the
artifacting all the
way
around the
mesh B boop
boop and that's it lovely hey
if you've made it this far 3D is in the
cards it's for you because uh we've done
some fairly complex things so if you're
a beginner and you're just getting
started in blender congrats um because
it is a steep learning curve but you
have learned some very complex modeling
and uh some sculpting so congrats you've
made it this far why not continue on the
series click here to see the next video
and I will see you in that part this is
where we finished at the end of the last
part um and we are ready for some
materials before we continue do a check
over though because I looked inside my
dut and I saw
this which shouldn't be here obviously
so make sure you don't have any hidden
meshes that should definitely not be
there you've only got your camera you
donut you're icing and your light okay
okay so materials let's do some
materials
if we jumped into our render mode that
little uh button that I showed you on
the first part that takes you into
rendered View mode you can see we've got
a lamp and it's lighting our dut in a
very depressing cold gray so let's give
it a material down here the little
material Tab and then we're going to hit
new so just like before the one thing
we're going to change is the color let's
make it a nice pink color and that looks
pretty good the other value that you
typically want to change um for a lot of
objects is the roughness value so you
can see the further I go all the way to
the left hand side the more it becomes a
mirror so all the way at zero is
basically a mirror um and then all the
way to the right is your like most
porous object uh like a brick or
something like that basically something
that looks like it doesn't have a
reflection although everything does um
the roughness is uh is just merely
dissipating that reflection everywhere
so it appears as though it doesn't but
anyways so we're going to go with like a
point yeah three something like that
it's pretty good and then for the base
of our donut we're going to give it uh
another material and let's go with a
nice orangey yellow which we will change
later on so it won't matter anyway um
but that's good great look at us we've
got a dut by the way we'll add some
subsurface SSS later on uh to make this
look a little bit more milky but for now
this is good now we want to put our dut
onto a marble countertop so first of all
we need that countertop as a separate
object so shift a and the one we're
looking for is again under mesh and
we're going to go with a plane so a
plane is just a square um that's
literally made up of four vertices it's
the simplest object but the most
versatile that you use it all over the
place and I'm going to make this look a
little bit bigger so let's just scale
that out with s and then click okay so
we want to make our donut rest onto the
countertop so if I selected my donut
base and moved it up well there's a
problem right we need to have both of
these move together so if you want to
have one object basically attached to
another object while still being its own
separate object um you parent it so the
way we parent it is first of all you
select the object that you want to
follow the other object so the child um
and then you select the parent so
holding down shift I'm going to now
click on the donut base and then to
parent it's contrl p okay or again if at
any time you don't know what it is just
hit F3 for search and then we can just
type in parent now by the way with uh
with parent you get a number of options
here uh the one you actually want is
keep transform if you just do object it
means if you've ever moved the object
like off its base or whatever like that
it'll then like clear its position so
it's actually not the one you want most
of the time so it's keep transform now
that I've done that if you've done it in
the correct order you should be able to
select the base and then move it and the
icing should go with it if it doesn't it
means it's probably parented the other
way so again make sure the the object
you want to follow the other one is
selected first and then the parent is
selected last okay so now I'm going to
move that up along it Z axis so G and
then just a middle tap and pull it up
till it's resting on my counter haha
lovely now don't worry about this
looking like cartoonishly bad in terms
of realism I'm going to show you um a
button later on which is just going to
make this look phenomenally realistic um
that's going to be in some later Parts
uh but for now this is fine just whilst
we work and uh piece the scene together
so for our countertop here we need to
give it a new material and then
underneath the base color you can select
not just a color by clicking the the
color but the Little Dot next to it that
little yellow thing doesn't look like a
button it is if you click that you get
this uh this pop up or pop down in this
point uh which uh just gives you a
number of options and the one that we're
looking for is image texture so
essentially it's replacing that input
from a flat color to an image texture
property and it's now black and it's
asking you what image texture so we need
an image texture now we could go to uh
just Google images and just find any old
marble texture download that uh the
problem usually with uh textures on the
web is that what most people call A
texture is not ideal for 3D most
textures are good for websites but for
3D we need extra information to tell the
3D software how the material property
looks like how does it reflect light uh
what are the bumps look like across the
surface and all that information is
never available on these sites so to
find those texts you have to go to a
separate dedicated website and the
website that I recommend is polygon and
the reason I recommend it is because
it's mine it's my website it's why I
recommend
it uh no I started 8 years ago because I
was uh pretty dissatisfied with the
quality of the texture websites that
were available at the time so I use my
YouTube money to invest in a team and
some high-tech equipment we went out
into the world and we scan stuff to a
very high quality standard and over the
years we've grown it to include uh
models and hdris as well and obviously a
lot of this stuff is paid um but we also
have a free range and obviously we're
going to be using a free Texture for
this part so this is the free Texture
this is the one we're going to use and
first of all although it is free you do
need to sign up for an account so you
can just sign up with Google that's
usually the easiest one it's a couple of
onboarding questions uh I would like to
actually know how you uh you know are
you a professional are you a student
that's kind of interesting to me to know
that and then when you get to here you
just going to say continue with free
account but pal through that and and if
you click the link in the description
again this is the marble and we just
want to hit download and you'll see in
the bottom right hand corner it's
downloading it is a large size but this
because it's 8K and we've got maps at
like 16bit depth um to get all of that
accurate information there but once it
is finished it'll just appear in your
downloads then you just unzip the zip
file as you would normally and then
finally you should see some glorious
high resolution images and ones with
extra information like roughness very
very subtle but we'll come through when
we do the render so back into blender
where we've got that image texture we're
going to click on open then navigate to
where you unzipped it and then just
click on the one that's ends uh with C
in the name and then just hit open and
here it is okay and it looks great up
close only problem is of course look at
that reflection so Bland so fake and as
I mentioned before fake is the enemy and
you need to uh squash it by just adding
variant so that's where our roughness
map is going to come in and while we
could try to add it in here this section
on the right hand side it's actually not
where you do most of your material work
because this is kind of like a simp
simplified dumb down version it doesn't
really it's it gets a little bit
complicated when you try and add too
many things to it cuz there's like too
many menus and drop downs and all that
kind of stuff so instead if you go to
your shading tab at the top of the
screen there this will change the layout
of the screen to something completely
different we haven't seen before and
lots of Windows actually too many I
never actually need this one on the
right hand side so where you just Mouse
over where you've got the divider and
then just right click and then say join
areas and then you want to join it to
the left to close it and then I'll do
the same here cuz I've never needed
those on the left hand side so I've just
got my view at the top here and then
this one here and the Reason by the way
this looks different um than what we had
before is because this is the material
preview but you can change it back to
what we had before by clicking that so
material preview by the way it's the
same it's it's a rendered mode but it's
using uh lights a Different Light setup
basically just an hdri which is like a
fake kind of light and reflection map
just so that you could can quickly
preview materials and really you could
use either or um they both kind of show
the material but yeah let's use this one
okay but the bit that we're looking for
is here so this section here is your
node setup and it's actually an exact
duplicate of what we did over here
because this on the right hand side is
the simplified version if you're just
doing like a quick change you might want
to use this but over here this is what's
actually happening to it underneath the
hood right so you can see as I change
this on the right hand side that is also
changing that so they are linked so the
way nodes work is basically a left to
right function so we start over here
with our image texture it goes into our
Shader which is the material for uh this
plane and then it comes out into a
material output and that's what is fed
into the final uh Shader so essentially
we could put we could do anything like
for example and this is one of the value
of nodes is between these two nodes we
could add another note like for example
I could hit shift a to add again same
hotkey works everywhere and then I could
add in like a hue saturation value node
and then I could change the Hue of my
marble to look blue right or or
something else um so that's the power of
nose and you could just keep going
adding in adjustments and everything you
want um so nodes very very flexible um
they do look daunting because they get
all these like you know squid looking
lines going everywhere um but it's very
very convenient very customizable okay
but we want to add something to our
roughness so that we don't have a flat
uh single value roughness which is what
that is currently we want to use that
map that we just downloaded so uh one
you could hit shift a and then add an
image text this way but actually we
could also just drag out from that input
there and then just do a release and
it'll now say what do you want to add in
this input and we could type in image
texture color and then hit uh enter Then
here go to that same place that we
unzipped it and then we're looking for
the one with roughness in the name so
roughness in the name and then hit open
okay so this is better right you can
kind of see we've got some detail there
but it doesn't look quite right
something is not going right um it's
because when you add an image texture um
blunder doesn't really know what type of
information it is yet and by default
it's looking at the color information
though even though there isn't really
color there so instead we need to tell
blender this is a special map and we're
just looking at the values right so
essentially the color space here we need
to change it from s RGB where it's a
standard photo color to instead nonc
color data or just non-color I guess
they've changed it um but now you can
see that looks correct right so look at
all that we got scratches we got smudges
it's infinitely more realistic uh than
what we had
previously so beyond that though we
could also add in little tiny bumps okay
so bumps are in a place you would not
expect there's not a bump value here
it's actually under normal so normal you
hear that word a lot in 3D it just
basically means the face which direction
is the face pointing right so if this is
your face of the plane you're pointing
this way that's the normal right but you
can change the normal information to
kind of tweak it to pretend like there
is detail in that okay essentially we
can plug in a specialized map called a
normal map okay so we're going to drag
out from that normal map and then
release and then image text that's the
last used thing that's the what we want
I'm just going to click color then drop
and then hit open go to that same folder
and then this is the one the purple one
it's the weirdest looking map you always
know you're looking at a uh a CG texture
map directory cuz it's the purple one
and it's got nrm in the name for normal
and hit open and just like before it's
not going to be correct because it it
thinks this is a color image texture
just like for photos so we need to
change it again to non-color data and
now you would think that would fix it
but no it looks even worse what did we
do the problem is is we need to convert
this image texture into something this
can read so we need to put another node
in between here so the node is found
under shift a a for add then Vector
normal map so click and then just drop
it here so it highlights between it and
then just drop it and it will now
finally be correct and if I go full
screen with control space I didn't
mention that before but yeah control
space and then you can uh Go full screen
and you can see we've got very subtle
little little chips and divots across
the texture along with those smudges and
uh it just looks way more believable
means you don't have to worry about this
part of your scene it's just going to
work and you're going to get all that
detail for free and um just makes life a
little bit easier but it is a lot of
work like what you've just made is a PBR
Shader and yeah it's it's a lot of work
all those little Maps and everything and
having to know which setting is which um
but it is a very common thing to learn
so that's why I wanted to include it in
here um if I could plug my own website
again though I will say we did hear you
cuz a lot of people say that so we
actually made an addon called the
polygon add-on which I'll actually show
you how to install later on cuz that is
actually important for 3D cuz you use a
lot of add-ons but to plug it very
quickly it actually does all of that
without you having to leave blender so
it'll download the text for you there we
go see it's uh downloading it's actually
faster through the add-on and then once
you've got it you just hit apply and
then it will do all of that node work
for you in the background and it'll just
apply it to the mesh for you um so you
don't have to do all that all the time
and in fact most people I think if
you're working on Big scenes you're
using libraries uh you're using add-ons
like this so you don't have to do it all
manually all the time but it is
important to know the process so that's
why I wanted to show it but anyway right
this was our material and we are happy
with it well done let's go back to the
layout tab and now we're going to do one
more thing so you see our dut base here
let's just isolate this doughnut for one
moment here by hitting forward slash
which I mentioned uh previously okay
when you're in a forward this is isolate
mode which means it's literally turning
off everything including the lamp which
is why it's dark but if you turn on
material preview then you get this so
this is okay uh but if you look at real
reference
of donuts you'll see that it's typically
whiter around the middle and the reason
for that is as I mentioned before the
way it Cooks right it's only like half
submerged and then it's flipped and it
means that the bits that are closest to
the surface are cooked less so there's
usually like a whiter part around the
rim and I mean really this is just an
excuse to show you another part of
blender which is texture paint so at the
top there click the texture paint Tab
and again let's go into isolate mode
with our donut there um why are we not
seeing okay there we go so what texture
paint uh does it lets you paint directly
onto your mesh but if we try doing it
you can see nothing's happening and it
does give you a warning at the body
missing textures detected so to paint
you're painting into an image and the
image doesn't exist yet so we have to
give it one so go to the material Tab
and then here where we got base color we
set it up as yellow but we're actually
just going to overwrite it now so click
that little yellow Dot do again and then
say image texture so now it's black
doesn't have an image so and instead of
clicking open we're going to click new
so we're going to be creating a brand
new image and let's call this donut base
we could make this higher res if we want
but don't this is more than enough for a
donut base that's fine and uh this will
just save us time the color this will
just fill the uh it'll fill the the the
image for us with a flat color so we're
just going to go for something pretty
similar to what we had before a nice
yellowy color like that and by the way
make sure you're all the way bright
otherwise your donut is uh is going to
be a little bit dark so yeah there we go
all right and then hit okay and once
we've done that you should I mean it
should be over there on the left hand
side but if it doesn't pop up you can
just select it from the drop down donut
base and there we go so now we're in
this state look what I can do ooh feny
so I don't know why I said it like that
um but we can paint directly onto our
mesh so to understand this because it's
kind of weird you can also paint
directly over here and you might be
thinking like well how does it know like
how do I know which part over here is
actually going to be painted over onto
the dut there you might not care but
it's uh it's actually good to understand
how it works so basically this mesh here
it has to be unwrapped over onto this
left hand side here because that's the
only way to uh have a 2d texture 2D flat
image be applied to a mesh is to to
unwrap it in some way I mean there's
projection I'm not getting into that uh
to unwrap it and unwrapping is
essentially like there's a meme actually
that that explains it um but if you have
like a chocolate right that is wrapped
in some tin foil if you flatten it out
that is essentially UV unwrapping there
are are little places in that wrapping
where there had to be a cut right and
then that cut was wrapped around the
object that's what UV unwrapping is so
the reason this works for us is because
the cuts are actually already in place
for default objects so this Taurus is
already perfectly UV unrapped so we
don't have to do anything I did want to
mention it though because it's important
to understand UV unwrapping anyways so
we could actually paint directly on here
as I mentioned white is a little bit too
extreme though so I'm going to click
that and choose a color first of all I'm
going to select the ey dropper and then
not click over here cuz that's got
shading information I'm going to click
on the left hand side so we get the
exact color and then I'm going to make
it closer to White so not fully white
cuz that'll be too far but closer to to
White and I'm also going to change the
strength of my
brush uh yeah I'll make it about halfway
and then now I can do paints across it
and this will enable you to get a much
more natural feel um because you'll have
just like in fact I might even go a
little bit softer and that way you can
kind of just paint across it and this is
very forgiving because we've got icing
that's going to go over the top of it um
but that's good we don't want it to be
too
too extreme let's just make it I might
go the other way make this a little bit
more saturated anyways that's basically
all we need to do we just want to just
dab our toes into the field of uh
texture painting I would say texture
painting by the way it's one of the
weaker areas of blender it's actually
due for an update at some point in the
future um but it doesn't do like you
can't paint into like the uh the height
information or the roughness information
at the same time like you can with
substance painter but it's it's got
basic function it
now importantly this is an image but
it's not saved into your blend file it
still needs to be manually saved so see
at the top left hand corner there it's
got image with a star if you see that
star it means you've got changes that
haven't been saved so we need to go
image and then save and specify where
are we going to put our image because if
we don't do this uh we're going to lose
it so it has to be saved somewhere so
I'm just going to save it yeah anywhere
it has to be saved somewhere because it
will not be saved as part of the blend
fob very important to know that
otherwise you can lose texture paint
work that you've done but there we go so
now to bring back everything remember if
it looks like where's the rest of my
scene gone see the top leftand Corner
local means it's isolated mode so that
means you just have to hit forward slash
again and it brings back everything and
there we are so that's the extent of uh
this part of the tutorial as I mentioned
the uh some of you might be wondering
when are we going to make that that
lovely uh subsurface scattering we're
going to do that in the future after we
do the sprinkles cuz it's too hard to
see at this point so there we go guys
join me in the next part and I'll see
you there the time has finally come to
decorate our delicious looking donut
with some sprinkles so the feature we
need for that is called geometry nodes
and you can access it by going to the
top of your screen if you don't see it
just middle Mouse drag across and you'll
see the tab geometry notes o so it's
adjusted your screen layout don't get
disorientated your donot is still there
this screen on the left here it's called
the spreadsheet never needed it touch on
would never will um so we can just close
that right click join areas and then
just collapse it into it okay so with
your icing selected click the new button
so welcome to the world of geometry
nodes so geometry nodes is actually a
modifier so when we hit new there we've
added in a modifier called geometry
nodes and what the modifier is doing is
whatever we want it to okay so what this
this section down here is this is a node
based system and it looks familiar right
you got boxes with little lines and it's
the exact same type of system that was
used in our materials right but it's a
completely different system okay so the
same nodes will not be referenced um
between the completely different systems
so the way this works is our mesh that
we've got here of our icing is what is
being represented on the left left hand
side with your input it's then taking
that mesh and it's feeding it all the
way to the right and it's going to spit
out whatever is in your group output So
currently nothing has changed because
there's nothing between those points but
if I was for example don't follow me but
just as an example if I was to add a set
position node drop this in here and then
change the position of the icing along
the Zed axis you can see it's raised it
okay now the mesh if I go into edit mode
is still there the mesh has not changed
so we're not actually moving the object
this is just happening after the fact
via a modifier okay now obviously this
would be a rather pointless use for
geometry nodes to move it because you
could just move it um but as an example
let's say I don't know you had a scene
where lots of objects some of them are
raised some of them are not and you
wanted to quickly change them what you
could do with geometry nodes in this
case you could actually expose this
offset value by dragging it to the left
over here and when you do that you can
see it's now appeared over here in our
modifier stack what that means is
whenever I'm in another part of B of
blend let's say I'm like building stuff
and I'm like oh yeah I need to quickly
you know change the uh the height of
that icing I've got it there whenever I
need to so essentially this system
enables you to build your own tool that
does something that you want it to do in
a really flexible way so it's really
powerful um and before geometry nodes I
mean blender was kind of limited and
what you can do but I'll throw some
examples here but in the last 2 years
since it's uh been in Blendon people
have done some wild stuff with it um and
most of this stuff really was just not
possible in blender before without doing
custom scripting so it's really opened
up the doors so it is a very different
system like it's a different way of
working um than you know just Hands-On
in 3D but it's a really flexible really
valuable um system so any time spent
learning geometry nodes I think is time
well spent so we want to do sprinkles
and to do that we need to first of all
scatter some points onto our mesh so to
do that hit shift a a for ADD and then
we're looking for Point distribute
points on faces okay and then it's just
put uh sorry it's just going to put you
in a placement State and if you just
Mouse over that line there till it
lights up if you click it's going to
automatically connect it for you and now
you can see we've got points on our
icing and our density value great but
you might notice the icing has actually
disappeared ooh now the reason for that
is we've told it okay give us take that
icing object and convert it into points
and then just give us the points back
okay so what we need to do is say yes we
want the points but we also want the
original mesh so we can do that by
adding in a node that you use all the
time which is shift a geometry join
geometry so you'll find this node in
probably any geometry noes tutorial very
versatile so drop it in here after the
points and you'll notice this input here
is a different shape so normally inputs
are circles or you know triangles or
whatnot this one is a long an elongated
shape to signify that it can accept
multiple inputs so un like these where
you can only accept one this can accept
many so what we need to do is take the
output of our original mesh and then
feed it over to Here and Now now we have
both the original mesh and we have our
points and they're being combined
together and then put into our output
okay very cool awesome all right so if
we were to give this a render right now
you would actually see nothing because
these points don't physically exist they
just exist in the 3D space if we want
them to show up in the render we have to
tell it what do you want to render them
as so for that we need to add an object
to be our sprinkle so your sprinkle
could be whatever you want uh we're
actually going to make two different
types of sprinkles in this uh donut
Series so we're going to start though
with a very simple one just a round ball
so uh just like you would add another
object normally shift a and then go mesh
and then go UV sphere now this sphere is
going to be referenced for every single
sprinkle okay so we want to go uh as low
res as we can get away with uh so I'm
going to go with a 12 segments and then
eight Rings if you're on a really slow
computer and you think this is really
going to suffer later on um you could go
even lower but I don't want to go too
low cuz otherwise we're going to see
that Jagged Edge cuz it's a rounded form
so I don't want to go too much lower
than that uh but I do want to adjust the
scale because obviously this needs to be
a tiny little sprinkle so let's go Point
01 okay awesome all right now with our
icing selected again you'll notice by
the way that if you click another object
you don't see your nose because it's
only going to show you the active
objects geometry noes so if you want the
nodes to just be there no matter what if
you click the pin button there that
means no matter what is selected it's
only going to be showing you this
objects uh the one that we pinned uh
geometry noes okay all right so to
reference we need to reference that
little sphere that we've just created in
our geometry node system and you can do
it very easily just by dragging down
from your outline up here just dragging
it down into your geometry nodes and
dropping it okay so now let's just
create some room here make a little bit
of
space okay and what I need to do is add
another node to reference this object
and the node is shift a instances
instances on points the top one okay and
then I want to drop it in here between
distribute points on faces and my join
geometry so drop it in right there till
it lights up now the points have
disappeared because we're now saying
replace those points with whatever is in
that instance input so I'm going to take
my geometry from my object info and drag
it into the instance and look at that we
have got our spheres appearing all over
it and if I increase the density we've
got sprinkles and if I do a render it
will actually display doesn't look very
good hey but it does work which is the
uh the main thing right now okay so uh
first things first you'll notice that as
we increase the density first problem is
that uh they're crowding each other they
are straight up overlapping each other
with no respect for its fellow sprinkle
right cuz it's just a random
distribution so we can change that by
going here in our distribute points on
faces change it from random dist dist
distribution to Pon disc distribution
Pon what a name um so it's changed uh
but that's just cuz it's changed your
density Max so just increase it again um
with this passon dis uh distribution you
get this extra value here distance Min
so now if we can uh set a low value we
can start to delete it's it's almost
like each one of those points now is
going to have a little radius around it
and if it detects a point within that
radius it's going to delete it so um we
just need to increase it slowly very
very slowly until we can't see them
intersecting anymore um to about there
honestly I if you go too high like if
you really wanted to make sure they
weren't touching you go really high but
it starts to look like too evenly spaced
you know like yeah it's it's not
actually registering the other objects
it's like it's just doing this little
radius thing which just happens to be
perfect for a ball-shaped object but
it's not like an advanced like it's
going to try to fill in all the gaps for
you um so yeah it just kind of I usually
set it to like a little bit of clipping
is okay but I don't want there to be uh
too much um but let's go yeah some I
don't know something like that we'll
actually adjust this later on I'm just
doing it just for this this point all
right a much bigger problem if I hit
control tab to go full screen here if I
look at uh at my mesh I've got sprinkles
everywhere and in fact I've actually got
sprinkles underneath the icing and
that's not good because it's actually
going to put that in the render even
though you won't see it your computer is
going to use resources to render little
individual balls underneath the icing
which is not what we want obviously so
going back here what we need to do to
fix this is we need to do weight
painting okay it's not texture painting
it's a special thing called weight
painting So with your icing selected if
you go from your object mode you'll see
one there called weight paint now your
mesh will become blue and weight paint
is actually referenced in multiple parts
of blender like if you're doing rigging
and animation you would use weight
painting a lot during the rigging step
to assign values to certain bones
essentially what it's doing is it's
allowing you to paint a value between
zero and one onto any part of the mesh
and then reference that however you want
so we can then reference that weight
paint mask in our geometry nodes and use
this almost as well exactly as a mask
for our uh
sprinkles so if we just do uh just do
some paint right here on it you'll see
that we have some colors right now these
colors aren't going to appear in the
render it's just for you to visualize
those values uh the blue value means a
zero a value of zero and the red value
is a zero of one I believe actually in
maybe not the next version of blender
but maybe the version I don't know but
they're planning to change the colors of
this so depending on the value on how
late watching this you are your colors
might be different here but it should be
the same essentially you should have a
brush of one um and you should be able
to paint from zero which would give a
blue value in this case to a value of
one so whatever is one whatever is red
is where our sprinkles will go but
you'll notice that this is not having
any effect okay so we need to reference
it now that weight paint that we just
did is actually if we go to our data tab
here it's actually a Vertex group okay
so that's where that paint went so you
could actually create multiple weight
paint types just by like creating them
here um but we've just created one and
it's added one here for us so we can
give it a name by double clicking it and
let's Call it spring Le mosque okay in
fact it's a is it a mosque it's more of
a density sprinkle density I guess cuz
it's not a mking out anyway all right
sprinkle density um okay and where I
want to reference this in my geometry
node stack is in the distribute points
on faces there is one value here called
density factor which we got when we use
the Press on dis thing and this is just
a value of 0 to one very convenient so
if I drag out from here and then release
I can add in a new node and it'll just
automatically connect it and the node
that you're looking for is called the
named attribute don't feel bad if you're
like well how would I know that it's
called the named attribute because it's
called vertex groups over here you think
like okay I'm going to type in vertex
groups but it's an attribute but it's
one of many attributes and geometry
nodes can do many things so it's just
called the named attribute so anyways
all right so underneath name we're just
going to click that box you'll get a pop
up or pop down and you're looking for
sprinkle density and there it is haha so
now going back into weight paint mode we
can act like an artist and put the
sprinkles wherever we want sprinkles on
our donut which is really cool um so
sprinkles are typically they're like on
a plate and then the wet dut with icing
on it is just like dabbed onto it so you
get like a heavy amount of sprinkles
right on the top like that and then less
around the sides um and then I usually
do like a few like dabs like
this just for some variance and then
also if you hold down control that will
do a so the the weight that's being
painted is one but if I hold down
control it's going to do a negative
value and I can adjust my strength there
as well and I can just do some negative
uh paints across it maybe a couple here
as
well and I'm trying to deliberately make
it look choppy because I find that if
you make it look too like uniform then
it just looks very boring and artificial
um because the real world would have
more sprinkles collecting in certain
areas than others right maybe it's just
like wetter on that part right so more
would stick to it um or more force was
put on that part of the plate as the dut
was dabbed into it right you just kind
of have to think of this stuff because
uh in the digital world it's far too
easy to make something that looks um
predictable and boring and we don't want
that but there we go something like that
um and you could obviously finesse it
and make it better than what it is but
that's uh that's what we got uh you'll
notice each of these spheres have a very
Jagged looking shape and that's because
the sphere itself down here oh I don't
think I mentioned this if you want to
quickly Zoom to an object without having
to find it and pan around number pad
period key probably should have
mentioned that before um but we've only
haven't really needed it cuz we have not
work with that many objects but that'll
Focus to that object if you're on a
laptop by by the way if you hold down
the tilder key that'll bring up this
section here and then you've got view
selected right there so tilder is that
key underneath your uh Escape key but
anyways so this is what our sphere looks
like so right click shade smooth and now
all those sprinkles have a shade smooth
haha very nice all right now let me just
show you a quick uh little issue that
you might run into if you were to uh
duplicate your donut and uh create two
and then on the second D donut you're
like hey I want to have some spice in my
scene I don't want to have the exact
same count of sprinkles across both
Donuts let's give a different value to
this one over here well you can see that
they are now sharing the same value
because this node group here is being
linked across both objects um but if you
wanted I mean you could like you know
make it its own single object so they're
not linked but if you wanted everything
else to to remain the same so that let's
say you you know change the sprinkle at
some point that's preserved across it
but that one value you want to be
different across multiple objects you
can expose it so just like what I did at
the start if I drag out from the value I
want to expose and then I put it up to
here in my group input the empty slot if
I just release it it's now disappeared
the values disappeared from here and
it's now appeared in my modifier stack
over here and now I can put in a
different value so this has now got a
value of 2,000 and this one is 500 so
essentially by dragging it out and
exposing it it it's essentially removing
the value from this uh node setup and
saying this is its own separate thing
which is independent per object um and
it has a two birds uh one stone kind of
effect that it makes it more accessible
so in a completely different part of
blender I'm working on my scene and I'm
just very quickly giving different
sprinkle amounts to different Donuts
right like a mad man right no one can
stop me um but yeah very cool and uh
that's now exposed oh the other thing we
probably want to do though with that uh
this group input here is I want to give
it a different name because density Max
you know not really that useful I can
call it sprinkle density right so now
it's like a fully customized little node
group that I could drop on any object I
could be building a car in the future
and I'm like it it needs sprinkles and I
can just drop this on and I've got a
Sprinkle density value for my car right
so you can see how geometry nodes you
can build something really customized
for what you want and then it's just
readily accessible um every time you
need to use it awesome now one issue
that I will show you with this and
actually it's not specific to Geometry
nose but this entire time for all these
videos we've been building a dut which
is too big so if you hit n in your
properties oh that's the polygon thing
uh you can see the size the dimensions
of your dut is 1.2x 1.2 M which uh for
Americans oh actually yeah yeah you can
change it you could change your units to
the wacky Imperial one yeah 4T right
okay um which is way too big okay now
why does it matter right because like
okay if you're looking at this how are
you to actually know that this is 1.2 M
rather than the regular size zut it
doesn't actually matter yet but when we
get to like rendering with depth of
field or maybe you want to import other
objects from other scenes having a value
that is actually true to the object will
save you so much time and it'll also
make it so that your camera settings Etc
are actually correct so that bit is uh
is very important so essentially we
should resize this and really a real
donut is about 12 CM which is exactly
one10 of what we've got right here so if
we select everything in the entire scene
which you can do by just hitting a a for
everything I don't know a for all yeah
that makes more sense okay uh then if we
hit s to scale okay we're now in a scale
oh actually okay well now it's going to
scale it and the plane is going to be
off the ground hm okay all right well
let's not let's not scale the lamp and
the the camera so everything else
selecting the donut the lamp sorry the
dut the plane and the sphere then s and
then I want to scale it by exactly 10%
now how could I do that if you look in
the top leftand Corner you've got uh the
values there and if I if I went to 0.1
then it would be exactly a tenth of what
it was but how can I get it exactly at
0.1 well uh two things one if you hold
down control when you're moving any
value in blender it'll move it in
increments which in this case is point1
but you can also actually just type in
the exact value you want 0.1 and hit
enter and now if we look at the size of
our donut Click N Hit N uh you can see
it's .12 m or centimeters you know
anyway um and that's great but there is
a problem uh what you might notice I
mean there's not a problem now but when
you change the scale or the rotation of
an object actually it's uh it's not it's
only changed its uh what do you call it
it's local scale it hasn't actually
applied it on a global level yet so the
sprinkle here and the donut have
actually got a like pretend value this
scale is set at 0 2 and it's almost like
it's saying to the scene that's not its
real scale it's just been faked to be
that size yet it needs to be applied if
you want to like confirm really that
this is the true scale rotation of the
thing and you do that by selecting the
things and then hitting contrl a and
then applying
scale okay so now we've done that we can
see something's changed so our donut
here with the sprinkles has now
massively changed its uh density count
and the reason for this is that if we go
geometry nodes again let's zoom in here
let's look at it with
this this density this sprinkle density
is actually not the count of sprinkles
at all it's the density in relation to
the whole scene and the way I think of
it is like um uh okay it's a weird
visualization but if you've got a car
and it's driving along a highway right a
certain amount of bugs are going to hit
the windshield okay but and the bugs
could be defined by here but the smaller
the object is right you could have the
same amount of bugs going across the
highway but if it was like a tiny
Matchbox car there's going to be very
few bugs that's going to hit it okay so
the density is kind of like the density
of the world and now that we've made the
object smaller there's only three
sprinkles left there's only three bugs
that's hit the windshield of our of our
donnut here so this value now needs to
be much bigger in fact it needs to be
exactly like if it was 6,000 before it
needs to be yeah 60,000 now
um but the problem is is that it's not
just a value here the distance Min value
has also changed because this is also
based on a real world value so this now
needs to be really small so let's try
01 and that's actually pretty good I
think there's a little bit of overlap
but that's roughly kind of what we want
and let's see if I can increase this
yeah so if I want this density to be
really dense yeah I would have to
increase it to a crazy number
now something I like to do personally
this isn't you have to do this but you
notice how like this number is really
large and if I want to increase or lower
my sprinkle value and I'm in a different
part of blender if I'm just dragging
this value it's having no effect because
the the range like the scale of it is
just so large so what I actually do is I
set it to a value that I think makes
sense which in this case is 200 and then
whatever the value was before it was uh
200,000 right I do a math value inside
of my geometry node setup between here
and here I do a math calculation to
multiply that by the value that it needs
to be almost as like a scale adjustment
so you can do it with just one node
shift a utilities math math and just
drop it in here now the math I I said I
want to multiply it so I need to change
it from add to a multiply and math is
the most versatile of any uh
node you can do all sorts of stuff but
multiply so multiply and it was 200,000
before so if I want this value 200 then
I just
add uh 1,000 yes that's correct okay so
now I can very quickly change the scale
of the sprinkles across the donut
without having to like manually type in
the value I can just move it back and
forth um and there you go so that's it
so we've uh we've changed the scale of
it to what it should be um we've got a
correct uh density sorry we've got a
correct sprinkle setup looking good um
in the next part we are going to be
adding long sprinkles to our donut
because this round one is okay and
originally was just going to go around
to try and keep it simple but there's
also I don't know the long sprinkles
just look way nicer um but you do have
to do uh some different rotation math
and stuff so we're going to do that in a
whole second video so click here on the
screen to learn all about that and
random colors so I will see you in that
part we've got round sprinkles why not
long sprinkles it'll be more interesting
and it'll enable us to uh learn some new
techniques about blender which is what
this whole series is about so first
things first we need to uh model those
sprinkles so let's move to the left here
and uh we want to add an object we
haven't mentioned it before but when you
add an object it's going to put it at
your 3D cursor and your 3D cursor is
that thing that weird little thing
little Crosshair at the bottom there
that's your 3D cursor and uh yeah I
don't know blunder has a 3D cursor maybe
other applications don't it's going to
put it there and if you don't want it
there you can move that 3D cursor
somewhere else by hitting shift and
right clicking and you can see it's now
moved it and actually attached it to the
plane which is where we would want it if
you don't have a mouse do get a mouse
but in the interim you can also use the
the cursor tool and that'll do uh the
same thing all right so we're adding
long sprinkles so obviously the object
that we want to add is shift a mesh it's
the cylinder okay too big by default so
let's change click this little thing
bring this up change the radius all the
way to its lowest and the depth all the
way to its lowest as well and the
vertices that's the uh like the
resolution right oh we'll fix that in a
sec um the resolution it' be way too
high at 32 to be scattered on an object
so let's set this to 12 and that'll be
just enough it won't look Jagged and
it'll look smooth okay great now I'm
going to move this up just so it's above
the plane Zed okay now this problem that
you have if you go in too far it
disappears the reason for that is that
uh blender has a clipping start value
and because we're working at such a
small small scale we've got sprinkle
sized things now um it's too small and
it's clipping it out so if you hit n and
go to your view tab the clip start value
there it's 1 cm by default drag it all
the way to the left and it's now a
millimeter and it will have fixed that I
don't know why it's not the default like
maybe somebody can tell me why is that
not the default value maybe there's a
reason but to me that would make sense
cuz then you never have this problem I
don't know any disadvantages so anyway
we've got uh the base of a Sprinkle need
to make it long so tab into edit mode s
scale it Zed along the Zed axis to
elongate it and now now we've got the
rough length of a Sprinkle but how long
is a Sprinkle there's no actual answer
to that if you look at reference they
are all over the place the government
evidently never stepped in and said like
we're going to regulate it this is the
the length of a Sprinkle this is the
size of a spr I mean it's it's it's the
wild west out there they're doing crazy
things so uh what that means as artists
is we get to pick whatever is most
visually pleasing
and I like the ones which are more
readable and to show you what I mean if
we pull up two right this one on the
left is like large sprinkles right very
like bold and then one on the right here
is like long thin wispy ones that look
like theyd get stuck in your teeth and
if we zoom out on this and then zoom out
on this you can see that the ones on the
right tend to kind of like the colors
and everything just kind of blur
together and it just looks like a donut
whereas the on the left the sprinkles
are still readable so that's what we
mean by readable and that's the one I
like the most so we're going to go with
some uh larger looking long sprinkles
but you can see that the sizes there's
no standard size because I think it's
actually like it's from a Piping Bag at
least if you make them at home but you
can just pipe out icing and then when it
dries you just smash it up and it
becomes sprinkles um but yeah they they
just come out at any odd size so we got
long ones we got medium ones we got
short ones and we've even got some curvy
looking ones right these little like
just slightly bsh looking ones so we're
going to model small medium large and a
bsh looking one and then we're going to
scatter that across the object so back
in blender this is going to be yeah
let's this this will be the the short
one uh okay but the end speaking of
which this end bit here uh it's a very
sharp edge and even if we hit uh shade
smooth it's not going to solve we want
that like a rounded form to it not this
horrible Blobby looking shape um because
the reference again you can see oh it's
another it's a different reference now
is uh is a rounded shape all right so to
create that rounded form we're going to
create a bevel and so I want you to go
into face select mode okay which you can
do by that so this is the faces right
this is the edges if you go to Edge
select mode and then this is the the
face there so select the bottom and the
top face like that and then we're going
to add a bevel which will immediately
become clear when you do it contrl B and
now that we're in this state as we pull
out we can change the the amount of the
bevel and this is uh you can see it's
it's like yeah it's just adding a 45
degree angle on that that corner there
but if you scroll up it's going to add
another level to it and if you scroll up
again it's going to add another level to
that so we can very quickly create a
rounded Edge to the sprinkle uh you
don't want to go too too much higher
because again this is going to be
scattered all over the donut you don't
want to go too high poly so that'll do
so that's a simple bevel operation and
it's very common when you're modeling so
yeah contrl B is how you do that all
right so look at that we've got one
sprinkle so now we will need to create
three more so this is the small so let's
go shift d and then X to just move it
along the xaxis this is going to be the
medium one so edit mode and I'm going to
go into toggle y frame and verticy
select mode and now selecting the top
part of the sprinkle hit g z and I'm
going to move oops if you got
proportional editing turn that off gz
move that
up okay that'll be the medium one yep
and now shift d x move it along this is
going to be the long one so edit mode
and again G Zed move it up and this is
going to be the long sprinkle I don't go
too long maybe that long okay and then I
want to make a bent sprinkle it's
slightly like curved so shift d x move
it across and now with this one if I was
to try to like curve this out there's
not enough information here like if I
move that it's just a straight edge
there so if I want to make it curved I
got to have more geometry there so like
we've done in the past controlr is how
you create a loop cut so when you do
that it says where do you want to put it
I want more than one though so I'm going
to scroll up till I get
yeah just a bunch of Loops until I get
what looks like square faces on those
points somewhere around that I don't
want to go too high poly yeah like that
what is that uh that's in the bottom
left hand corner eight eight Cuts Okay
click and then it's saying where do you
want to place it right click to cancel
the movement so it places it right in
the center and
now there we go okay now we've got this
one over here that is just long and
straight but low poly and this one same
shape but High poly
so to add a uh Bend to it in previous
tutorials I actually went into like edit
mode and we did like proportional
editing and it was just complicated and
it actually didn't look great I've
learned actually there's a modifier
that'll do it very simply go to your
modifier stack add modifier uh you could
find it inside here uh or you could
search for it but it's the simple deform
uh modifier so add that and by default
it is wrong so change it from twist to
bend and look at that that we've got our
sprinkle ha and you can very easily
whoops change the amount from a little
curve to a large curve and I think
somewhere around the 30° Mark you will
notice though that it's it's like it's
bent more at this angle and that's
because it's bending it according to the
origin point so you see these little
dots you might have wondered what they
are in blender that's called your origin
point and it's used for a lot of things
like if you rotate an object you can see
it's rotating from the the point of that
origin Point um like physics a bunch of
things use the origin point the best way
to think of it is like the center of
mass for the object so generally
speaking as a rule of thumb you want it
to be in the center of the object and
you can do it very quickly you select
multiple objects you want to clear it uh
origin Point shift select all of them
and then right click and then say set
origin origin to geometry and now you
can see it's put it in the middle and
now our curve is actually based on the
uh starting in the middle which is what
we want so yay for us now I need to
apply this or else the next part it'll
go wonky so apply your simple to form so
that it's actually uh yeah uh realized
onto the uh onto the mesh okay so going
to your outliner you can see we've we
started from humble beginnings but we've
now got too much going on and it's it's
all starting to get a little bit chaotic
so the way you organize things in your
outline and in blender generally uh is
uh you can group things together um by
creating collections so by default we've
actually got one collection already just
called collection but we can create new
collections by this little button in the
top right hand corner to create new
collection um and I want to create it
outside of our I mean I don't actually
know if we need like I don't know why it
creates a collection for you for no I
mean you could just it's in the scene
collection anyways I don't know if we
actually need that one um so we created
a new collection just by hitting that
and we can double click it to rename it
to be whatever it is we want so I'm
going to call this
sprinkles okay um and because we have
two types of sprinkles we have the
sphere round sprinkle and then we have
these long sprinkles I'm going to create
two other um collections within this
collection so hitting new again you can
see it's placed it underneath it and I'm
going to call this one round and then
clicking sprinkles again I'll add
another collection and this one I will
call long oh wait sorry this one long
there we go Okay so to move something to
a collection you can do it one of two
ways one you can select the uh the
sphere which is the round remember it's
this little guy over here the little
tiny round sprinkle you can just drag
that into the uh that collection and you
can see it's now moved it there the
other way is in your 3D viewport if you
select all of the objects that you want
to move to a new collection hit M and it
brings up this and you just say move to
the sprinkles long sub collection there
we go and now they're all moved there
and now this one here if you wanted to
give this a name you could um we got the
camera we got the light we got the plane
yeah you know what let's move our donut
our donut and our icing let's move that
to a new collection as well so M and we
can actually create a new collection
from the move uh options as well so I'm
going to go new and let's call this do
let's say Donuts cuz we're going to
duplicate and make more Donuts in the
future so Donuts okay great so now this
one here has got the camera the light
and the plane so I'm going to do what I
sometimes do with a scene is just call
this one EnV which is for environment
since this is a tutorial I'll actually
just type it out I'm not going to be
lazy environment Okay so we've got some
organization in our scene so that as we
add and grow our scene it's not going to
get too uh crazy all right so it's also
good that we've created collections
because we can now use that to scatter
across the geometry notes so with our uh
donut here so the icing and the donut
we're going to create a duplicate and uh
this is is going to be the variant with
the long sprinkles so shift d and then
hit X to move it along the uh x axis so
let's just place next to it and then
clicking your
icing you can see we've got the modifier
stack that we've uh we created the
geometry nodes on and if we were to
start tweaking this and make this look
like long sprinkles it would apply to
this one over here because we can see
that little number next to it and that
number if you hover over it I think we
mentioned it before but displays the
number of users sharing this data so any
change you make to this is going to be
reflected on that one um so if we click
the two button it's now independent so
we'll now have two different versions so
the one on the left the one that the
original one let's call that round
sprinkles and the one on the right let's
call that one long brain fart for a
second there long sprinkles okay and now
with that object selected let's go back
to the geometry nodes tab
okay all right so make sure you're
looking at the right object make sure
it's the the one with long sprinkles in
the name and if we were to start editing
here we would have one we we would have
made one big mistake and it would it's
because this is actually not the long
sprinkles node setup we click the pin
button remember that the pin means it's
always going to be there even if it's
another object with a different geometry
node setup so remember yeah it's a
common mistake you always do it you
forget you've got pin on and then you
start changing things and it does the
wrong one so make sure you're looking at
the one that has long sprinkles in the
name okay so the bit the bit that
obviously matters the most is this this
bit where it goes into our instance on
points node and we've currently got it
connected to a sphere so I mean you
could change that to another object but
that won't help us because we've got
more than one object we want to scatter
four different objects across it so we
can delete that and instead just drag
from your outliner don't just if if you
click on it um oh yeah yeah if you click
off it it's just going to disappear so
make sure you don't do it you've clicked
the icing but you need to click and drag
into your node setup and now it's got a
collection info node rather than object
info node drag that into your instance
input and nothing happened it has
actually happened but it's off center in
a weird place why is it doing that it's
because of the way 3D software handles
data it's now doing it on its like
Global or local position not relative to
anyway it doesn't matter all what you
need to do is check three boxes whenever
you use collections to scatter separate
reset children now it's on the mesh
correctly and then it's you can see it's
actually using all four of them on each
point so then you click pick instance
and now it's going to use one of those
not all four of them
together okay so it's good it's uh it's
using it but what's going on well the
reason this one was easier with its
round sprinkles is that the rotation of
the objects didn't matter because it was
round now that we have long sprinkles
you can see the rotation matters and
it's currently screwed up so how do we
fix that the first way well yeah there's
a number of things you need to do to
make it work correctly you you'll see is
uh we want to take the rotation of the
face so the face of this these mesh here
we want it to affect the objects right
so so we take the output of our
distribute points on faces the rotation
of that and drag it into the rotation
input of the instances and now you can
see it's having some effect it's still
not right but that is because these
sprinkles are currently just pointed
upwards so it thinks okay well you want
to point them all outwards anyways to
fix that I mean you could fix it a
number you could actually fix it in
Geometry no this is simpler so if we
just rotate those sprinkles along the x
axis so RX right and then we just want
to lie them down flat so essentially 90°
you could type in 90° or holding down
control we'll move it in 5 degree
increments okay so 90 and then do a
single click okay so why has that not
worked well it's because as I mentioned
before when you're scaling or rotating
things it's not actually saved to the
object so to apply it you have to go
control a and then say rotation now that
we've done that it's worked correctly
all right so and you can see what I said
by you need to do a lot to make it work
correctly um the rotation is working but
it's not doing what you would expect and
that's because geometry nodes are so
flexible you have to tell it exactly
what you want to do we want actually
random rotation so around each of the
points we don't want to each have the
exact same rotation we need to randomize
it so for that if you want to tweak the
rotation on anything between this point
here on this uh dotted Blue Line let's
just move that out the way uh we need to
add shift a utilities rotation rotate
not Ula Oiler that yes I know they went
with the weird pronunciation I think it
was a Frenchman right could be German
doesn't matter same same right just to
annoy all the Europeans um anyways
rotate Oiler and we're just going to
drop it on that line till it lines up
okay so nothing's happened currently but
with this we could change the rotation
of our sprinkles up here but you'll
notice that as you rotate it's kind of
weird it's not the rotation that you
would expect for each point it's the
relative to the actual object as a whole
right which just means we need to change
from object to local and now as you move
it around you can see we're able to
rotate those sprinkles but again it's
not changing the RO like randomizing it
it's giving a solid value so to
randomize it if we drag out of the
rotate by input and then type in Rand
random it'll bring up uh this and we're
looking for random value click and now
we get this
ooh so this node looks kind of scary
right it's got a whole bunch of
different values in it and it says
vector and it's very very foreign it's
actually easy to understand it from a
float uh point of view with with the
random value if it's in a float State
it's going to generate a value from zero
to one on each point so if you've got
like 10 points one of them is going to
be like point 015 one's going to be like
.92 and one's you know whatever when
it's in Vector State it's the exact same
thing you've got Min and you've got Max
but there are three values and the
reason for that is that there are three
axes there's the x axis there is the y
axis and there's the Zed axis and same
here right so you're able to Define what
type of rotation on each axis so if we
set both uh by the way if you want to
change multiple values at once in
blender um you can just click and drag
down and then you can uh change all of
them so we set all of them to
zero and uh now you could see this
bottom one is going to be the Zed
because it's XY Z it doesn't tell you
like I don't know CU it's Vector math I
guess it's there's other areas of
plender it's anyway but this this is the
Zed axis if we increase this one you can
see that's the main one that we want to
change right cuz that's the one that
makes uh the most difference now you
might also know looking at this you
probably thinking like okay well we need
to rotate it by 360° so we would set
this to 360 but you can see they're more
than rotating fully already so what
value is this exactly this is radians oh
just to get real so radians degrees
actually like I had to ask chat gbt
before I recorded this what's the
difference radians are more mathematical
and easier for mathematical equations uh
it's uh it's the
circumference of part no 2 pi is the
circumference look obviously I don't
know um but what I'm trying to tell you
is it's you just need double pi to to
make it 360° which is
actually tow to make it really
complicated it's to so double Pi so Pi
is uh
3142 to is double that and uh anyways
you get the idea so you can type in to
and it'll actually give you the correct
value so that's 36 60° rotation um we
also want it cuz you can see this is the
other axes like the the middle one
spinning around so we also want it on
that one cuz we've got a curved one so
let's make that towel and then this top
one is the X which is actually going to
make it like wonky like so these will be
like seesing up so if you increase that
that's where it gets crazy and you don't
really want to use that um you do want a
little bit though because it it would
make sense if they're sprinkles they're
not going to be complet completely flat
you're going to have some variance where
like some bit has absorbed into the
icing at a different angle than another
but just not too much essentially or
else it starts to look like uh like
little marshmallows or whatever all over
it um but guys that's roughly it that's
the hard work that was I mean I know
that was very technical but it was
really it was just two notes rotate
Oiler set it to local and then this
random value and we're changing that to
rotated and we did it we got nice
looking rotation now one thing we do
have to change
is the distance Min so because these
longer sprinkles obviously are bigger
then the distance Min has to change as
well so we can change that to something
that makes sense let's go
04 H that might have actually been
pretty perfect let's try
three three's got a little bit oh
actually you know what the other thing I
again looking at reference I like those
big chunky looking sprinkles so I want
these to be bigger so we could you know
alter the scale of the actual sprinkles
but we're working with geometry nodes
and we've actually got a scale value
right here so we could change it here
just as easily so the scale dragging
down and again there's not just one
value there's three axes so XY Z so drag
down on all
1.5 is going to give us some nice big
chunky looking sprinkles and now this
distance value needs to be a lot bigger
so let's go
06 that's actually pretty good I I'm
getting pretty good at nailing it Z no
no no I was right before there's always
going to be some overlap right you're
not going to be able to stop it because
it's it's not look doing object like
collisions it's nothing like that it's a
very simple again it's doing a point and
then it's creating a radius around it
and if you do the correct amount which
for this is probably something like this
then it looks way too predictable and
boring which we don't want so uh 06
looks pretty good for me with a scale of
1.5 for these and that is it um I was
going to put in the uh random color in
this part of the tutorial but I think
we've gone over already so join me in
the next part and we will finally add
some color to our sprinkles and make
this look nice so join me in the next
part this is the part where we start
making our Donuts look sexy so uh we're
going to be coloring our sprinkles
finally so it doesn't look so depressing
um and then also getting into rendering
to start making this actually look
pleasing with Shadows and Light and
everything else so first of all the
sprinkles now as you probably know you
could come in here and you could select
a Sprinkle and then go all right I'm
going to make a a red sprinkle and then
I'm going to don't do this by the way
I'm just showing you uh make this uh
Aqua sprinkle and then a blue sprinkle
right and this does work does exactly
what you would expect the problem with
this though is that for one the color is
locked to that specific sprinkle so this
curved sprinkle
is always red okay and the short
sprinkle is always white the other issue
is that this is not easy to change the
distribution of those colors like if I'm
an artist I'm looking this I'm like
that's kind of boring because all the
colors is like 25% blue 25% white 25 you
know I want to have maybe 80% One uh
dominant color and then a few splashes
of complimentary colors I can't do that
so there is a much much easier way um so
first let me just clear all of these and
I'm going to create one new material I'm
going to call it sprinkles and I'll
actually show you how to quickly apply
uh the same material to multiple objects
at the same time um because we haven't
done that yet so let me I'm going to
grab my round sprinkle which is
currently still over there by itself
I'll just bring it over here so it's
part of the family there we go all right
so I've got uh I've got one object with
the the material that I want to apply
them all to uh what I need to do is
shift select all the objects that I want
to have that material and then lastly
shift select again the object that has
the material I want to apply them to and
then and you know that cuz it's it's uh
highlighted yellow okay then hit contrl
L this brings up the link or transfer
menu and we want to link the
materials and now you can see our
material has a five next to it because
five material sorry five objects are
sharing this material and that's it and
now obviously because they're linked it
means if I make a change over here um
they're all going to be reflected great
now we're going to do something fancy so
let's go to the shading tab which gives
us access to our uh notes oh dear where
have I all right let's go back trying to
get to that sprinkle okay to our uh
notes now I want to introduce you to a
little friend called shift a input the
object info node a very weird little uh
weird little node that just does some
useful things when you might need it so
you see it pop up in a few tutorials um
there's a bunch of stuff here that it
can do the most useful one for us in
this instance is the random input drop
that into your base color and let's see
what happens so we've got some gray
values and it's easier to see actually
when you look at the donuts so what this
has done is it has assigned a value a
random value for each individual
sprinkle between zero and 1 one so
because that's then being transferred to
color information it means that for
example this sprinkle might have got a
value of like
0.023 right the robot spat that out uh
and then this one this whitish looking
one maybe this was
0.89 or something like that okay so it's
just transferred those values into color
information which is just blacks to
whites not very useful right now but we
can use that those those num num in a
I'll just show you okay shift a we're
going to go converter color ramp
probably I mean I might have used this
node more than any other node in blender
before it's like so versatile used for
so many things so drop it in here
between the object info and the
principal and uh currently it is exactly
the same because it's just the it's
transferring that data into a gradient
value of the exact same Shades but we
can change
this to any color that we want and look
at that so you can very quickly see this
is exactly how we're going to create
sprinkles of different colors um now one
thing you'll note looking at this is
that every single sprinkle is a
different shade like no two sprinkles
have the same color right now because
this is a gradient and that's not how it
works in the real world because the
sprinkles come out of you know one
constant icing bag right or a machine
with the same food diet so basically all
the blue ones would have the exact shade
of blue and all the
orange ones would have the exact shade
orange so we need to change this from
linear to constant and now if I slide
this across look at that we are
influencing what percentage now is
orange or blue and this is really cool
cuz it means you get to work like an
artist and just create a really nice
appealing looking donut very very
quickly so I'm going to go with like a
light blue over here and then I'm going
to create a new color just by hitting
the plus button and then let's give this
a purple like that and I'll make this
one pink actually same shade as our
donut why not you'll note by the way
that I'm not going like full saturation
um and that's deliberate because you
learn in art that yeah like saturation
and color is quite uh aggressive it's
quite noisy and uh quite attention
grabbing and so if you use too much of
it it can be exhausting so I I tend to
keep it at like
08 um okay and then I'll also go over
here and I'm going to make this white
let's go oh whoop no not like that white
and I'm going to create another one next
to it and this one I'm going to make
yellow okay so just by sliding this
around I could say like less white more
yellow less yellow more white and then I
can go yeah more blue it's just a really
simple easy way to create the exact um
the exact look you're going for awesome
now something uh you don't have to do
this next part but it's so easy why not
I was looking looking on uh Pinterest on
like uh like aesthetically pleasing
Donuts like trying to make this uh look
really cool and uh and I saw like
metallic sprinkles and I was like hm
that's an interesting idea what if I
made these white and yellow ones
metallic and then they would look silver
and gold so there is a slider in your
principled bsdf technical name that just
means it's the Shader that does
everything um and it's the metallic
Shader look at that so if I slide this
all the way to one all my sprinkles are
now metallic and if I slide all the way
to zero then they are non- metallic and
that's actually how you should use this
slider all materials in the real world
are either uh non-metallic also known as
dialectric materials so that would be
most of the sprinkles um and then some
objects are metallic entirely metallic
um there are technically a few rare
materials on Earth that have some blend
between it but as a rule you should not
have a value that is between Zer and one
it should be either zero or one any
anyway so what we can do with this
because we've got this color ramp
information here is I can actually uh
just convert like I can make a color
ramp that is just black and white that
just shows which sprinkle is metallic
and which one isn't so um if I duplicate
this and here's a pro tip if you use
control shift d it will duplicate it but
it will retain its connection so just
saves you I don't know one second uh and
now I'm going to connect that into my
metallic input now currently this is
wrong because this information is uh
it's just using yeah it's like color so
we need to be black and white so this
one here because this is going to
represent my dialectric colors I'm going
to set this to Black so it is non-metal
and then this I can delete and this I
can delete because on the leftand side
of it it's all black sorry so it's all
uh non-metals and then over here these
two the uh the silver and the gold
they're going to be metal so actually I
can delete the gold and now that's doing
exactly what it should so we've now got
dialectric metals and metals and the
reason it doesn't look like metal by the
way is cuz your roughness is here so if
you set it all the way down you can see
it starts to look a lot closer to a
metallic
sprinkle um and by the way you can get
the exact like position you can go like
7 and then
here7 type it in and then that way it's
definitely uh correct for whatever
reason of M this has to be a bug this is
something weird about it but there's one
sprinkle on my Donuts probably not on
yours but it's like it's it's it's
purple up here but then it crept over
into the metallic category down here
which shouldn't be possible but
evidentally it's just on my I've never
seen it before but one of them has
actually snuck over doesn't matter it's
a what it can be the rare purple uh
metallic One um all right but I don't
want the uh these other ones to be uh
shiny at least that shiny so I'm going
to again duplicate this control shift d
and with this if I plug this into my
roughness input just like before these
black and white values will decide what
is the roughness of the metallic and non
non-metallics so this one here um I want
this to be essentially the opposite of
what it is almost entirely black a
little bit so there's a little bit of
roughness to it like that and then this
one over here I want this to be a lot
more diffuse not entirely diffuse like
somewhat of a blend cuz if you look at
reference which you should be modeling
off reference there is uh some shininess
to them so yeah but that is it so you
can see very quickly we have created
some very aesthetically pleasing donuts
and have fun with it guys like create a
cool looking doughnut um you can use
whatever color combinations you want I
really do like it when people experiment
and not just follow a tutorial down do a
te but like venture out there and you
know do do interesting things so try
different color combinations try
different icing colors um and you could
make something that looks uh looks
really cool but that's almost it for our
donut it's pretty well done which means
we can now finally talk about rendering
so as a recap of uh of part one if you
hit F12 that's going to put you into the
rendered State our camera is really far
away from the donut so actually let's
first fix that if you go to your camera
view you just by clicking that little
icon there or by hitting number pad uh
zero that'll take you there as well um
this is the camera view we're really far
away I mentioned in the start that uh if
you use uh this key this button view
lock camera to view that'll let you like
grab it and move it around but there is
actually another way I didn't want to
introduce you to too many uh keyboard
shortcuts at the start but if you hit
with the camera selected shift Tia key
that will put you in fly mode uh the
other way to do that by the way is to
just go uh view navigation fly
navigation there if you don't have that
key so anyway in this mode it's now it's
almost like you're playing a video game
so like it's just I'm playing a
firstperson shooter looking around my
scene w is mve forward just like in a
video game uh a is strafe left D is
strafe right and S is back so w ASD just
like a video game um I can also go up by
hitting e and then down by hitting q and
if it's too sensitive like if the
movement is like you know crazy fast uh
the scroll wheel also decides how uh far
oh goodness there it is okay how far the
movement is so scroll down if it's going
too quickly for you um but yeah I can
now place place the camera wherever it
is I want and then when it's there I
just click single left click and now
it's there and by the way that mode is
uh called fly navigation and it works
also not just from the camera view but
anywhere in blender if you ever want to
just like you know move around you can
do uh use that fly mode so shift til the
key for that all right so we do a render
we get something that looks hideous why
is that well for starters it's not a
very
the scene has just got one light in it
but the primary reason and by the way uh
the yes that's the render View mode but
also if you go to rendered view shading
up there this is the exact replica of
that but just in the viewport okay now
the primary reason this looks bad is
because of the renderer okay so
blender's default render engine if you
go to your render properties is called
EV now EV is fast but it is not accurate
if you are familiar with with games most
of you probably are um EV is basically a
game engine so it's designed to be
really fast probably not 60 frames per
second but really really fast um and
it's a in terms of uh the renderer types
there's usually actually you call them
like real time is what this type is and
that is a rasterized uh render engine
and then you have Ray traced or path
traced engin sometimes called offline
renderers um which are a lot more
accurate but much slower so this is good
if you don't really care about
realism uh like maybe I'm making a title
effect for a TV you know thing whatever
or you're on a really tight deadline you
just want to get something out fast you
can use EV um now you can make it look
better than what we have like for
example I think the because we're using
like really small sizes for our donut
you want to increase your Cube size and
then your lamp the bias there you go you
set that all the way to zero um and now
it's more appropriate for this size
we've got Shadows but it's still not
great um we don't for example have
shadows on any of our sprinkles um
because it's just too fine a detail and
the shadow itself it's just like a
blurry mess so this is it's just a
fakery um and it's just like what's
going on uh with video games I will
briefly mention also that blunder 4.1
which is what this is here it's in Alpha
State at the time of this recording I've
been using uh 4.0 for the this whole
recording but this is 4.1 and it is a
it's EV but it's completely re written
and it is better right so the Shadows
are better um there is actually even
some bounce lighting happening but it's
kind of like a fake bounce lighting and
it's definitely better but it's still
not
great so that is the limitation it's
fast but it is not great um and that's
what you get with rasterized real time
um engines so there is another render
engine to go to your render engine
settings and click the drop down ignore
workbench that's for like um just like B
basically rendering your viewport really
for technical stuff um Cycles so those
are the two main engines of of blender
you got cycles and you've got EV Cycles
is uh what's known as an offline
renderer or a path traced also known as
R Tred engine now uh this looks way
better than what we had before you'll
notice for example that all of our
sprinkles have shadows by the way
apologies if my recording gets a little
choppy it's because it's uh using the
CPU anyway um you can see it's uh it's
got proper Shadows on things uh there's
actually bounce lighting right that's
like coming off this uh this table here
and it's going underneath the dut um so
it's like it's shooting around inside
here and it's shooting back and it's
going over here which is exactly what
happens in the real world and it's
really important for realism to get that
uh bounce I mean any room any
architecture you basically have to use
Cycles um to do it because uh that's how
you get proper lighting like in the real
world but you get all this for free at
the cost of speed so you'll notice as I
move around whilst my recording goes
choppy that it starts grainy and then it
kind of refines itself and if you look
in the top leftand Corner you've got
something that says samples so uh as you
leave it uh rendering longer it's
rendering more samples essentially it's
just like the computer's just chewing
through it that's I mean it there's
technical ways to explain it but that's
the simplest way to think of it and
it'll get get clearer as uh the longer
you leave it now there is actually two
ways to calculate this one is to use
your CPU which is what it's on by
default another is to use your GPU which
is gray out by default so let's fix that
go to edit preferences and then go to
system and you can see at the top there
Cycles Render devices so try switching
to one of these tabs and see what you
get if you have a device like myself uh
that is a GPU that is supported um then
you can render on that and it'll be way
faster so just as an FYI Cuda is Nidia
and it's for like cards like I think
1080 backwards so like 90s 800s I think
they used cter Optics was around uh the
2,000 series um further on so Optics is
the one that you use if you're using a
ninia card today uh hip is for AMD cards
and then you got one API and I think
actually on Apple devices you'll have a
metal option but see what you have and
then see if you can render with that
because that with GPU on now it'll uh
going back to this it might actually the
first time you use your GPU it will say
I think at the top left hand corner um
doing this for the first time it'll do
some pass it'll be really slow it might
take like 2 minutes but then after
you've done that every time you open
blender you should never need to do it
again so it might be slow the first time
you activate it but it'll um it should
be faster now this is way faster than
what we had before like you can see how
quickly it's uh it's clearing through
those samples um it's basically real
time um it's uh in fact actually so that
noise that I mentioned right it's still
there but when you render and also in
your viewport you can use a denoiser so
it's uh it's actually not that new it's
like 3 four years old I think we started
using Aid noises um Nvidia released
their one for Optics um and since then
Intel have come out with one and and it
basically takes that noisy image it uses
some of the information from the 3D
renderer to clear it out whilst
preserving the detail so if you can
actually turn it on in the viewport by
hitting the D noise one if you've got a
Nvidia card it'll be way better if you
don't it'll have to use the Intel D noer
which is a lot slower um but you can see
the noise is practically gone right so
this is almost real time um which is
really really cool now obviously not all
of you are as lucky right I've got 439
90 s um I started though on a Pentium 3
I think back in 2003 um and I mean look
they made a Toy Story on computers that
you couldn't even sell today because
they would be just garbage maybe you
could for like nostalgic anyways the
point is is that everybody when they
start 3D is using a device which is
crappy don't let it limit you or don't
think oh I can't use 3D until I get a
better
computer a graphics card is definitely
one of the best investments you can make
if you're thinking like I want to do
this as a career this is definitely for
me I'm really enjoying this um it's
definitely a good investment because you
will be able to uh produce more renders
throughout the day faster um but it is
not essential you can get by with just a
CPU it just means that when you do your
render your final render instead of it
being you know done in an hour you might
have to leave it overnight um in the
past when I started with blender I was
making crappy renders at like 600 by 400
100 resolution and I was rendering for
over a week just to do a really crappy
basic animation so don't let it Hind to
you it's it's totally normal that you'll
have a bad computer um if it's for you
in the future definitely worth investing
in um in a card that is fast also if you
want to know which card to buy uh
blender actually put together an open
Benchmark uh so if you go to open data.
blender.org or click the link in the
description you can see it's showing you
all of the the people that have done
this benchmark what have their devices
been and what are the times that you can
expect so you can see actually mine is
at the bottom it's the uh 3090 uh but
it's I've got four of them so it's it's
obviously churning through it faster the
fastest is I mean basically it's going
to be the top card or like the go-to
Nvidia is just crushing it um I think uh
where is the AMD they used to be on I
think amd's made a made a mention there
you've also got CPUs on this side but
essentially I mean just by the top like
gaming card usually that's the one um
but do go here check it out if you want
all right so we're going to be using
cycles for the rest of this tutorial um
and we'll really dive into it in the
next part but I just want to quickly um
my lamp is way way away so let's just
bring that in closer just so that we can
see things and you can actually clear
the rotation of an object to make it
appear at the the center of your 3D
scene by tapping alt G okay so now hey
look that's actually kind of cool um I'm
gonna move uh my lamp over to here just
check my recordings yeah my recording's
not being affected um and I'll just now
reduce the strength of this because it's
obviously now way closer but look at
that like look at the shadow that we get
um coming off this donut um it's like
properly taped it's not like some fakery
so it's like tight here and then it's
like really uh faded at the end there
that kind of stuff is really difficult
to do with a um a a rasterized real-time
engine like EV uh and you also get like
all of this proper like look at the
Shadows on the sprinkles the reflections
is actually true it's not like guessing
and fakery um yes it's a type of fakery
but it's it's much more accurate um
anyways I I like Cycles I'm I'm A Cycles
guy um I think most people actually are
the first version of Eevee was not that
great Eevee next in 4.1 might be better
we'll see U but yeah the first version
of Eevee was not really that great now
one thing you might notice looking at
your dut I'm going to make one one big
tweet to this is that it kind of feels
hard like the don't doesn't give this
kind of like soft feeling to it and the
reason for that is the material so by
default all materials are yeah kind of
like hard materials but fleshy objects
like humans as well as food have
subsurface scattering so I'll throw some
reference photos here um but you can see
this is my hand I had uh light coming in
like as I was eating breakfast and I can
see the light is actually going through
my fingers right so that's light that is
uh like yeah it's a mushy fleshy object
so it's passing through it a scattering
amongst all the other atoms in the
finger and it's uh the light is going
through to the other side you also see
it um in a lot of food so took these
photos at a party yes I am that guy uh
but you can see that's how you get light
that goes uh to the opposite sides uh my
daughter was eating a banana and uh I
was like look at that banana look at
that subsurface scattering right there
so donuts and icing have that and we can
do that we can add that sorry by going
to the materials and then down here
you've got subsurface okay so here uh
the the biggest one to turn it on and
just like metallic apparently this is a
by the way a new setup for 4.0 but just
like metallic it's supposed to be a
weight of either zero or one all right
now when you do one it suddenly turned
blue and you're like what the hell
happened there that's because the radius
this uh radius is uh it's this is your
XY Z but also it's your r G and your B
in this case and these values are
different because it's designed for skin
by default so this is a great setup if
you've got skin with blood inside but we
don't so click drag down and then just
set these values to one all right so now
it's closer to the material still looks
weird and that's cuz the scale of this
is wrong it's saying that the thickness
of the object is 5 cm but this icing is
not that so let's make this
01 and now you can see it looks a lot
closer it's still a little dark CU I
think it's uh it's not 1 cm thick so
let's go
0.5 and now we can see it's pretty close
to its original
material the biggest difference is if I
just zoom right in here let's set it to
what it was before see how it's hard it
almost feels like uh it just feels like
concrete right but then you set this to
one and look at that the the shadow just
starts to feel a little softer and you
get this bleed effect where kind of like
the shadow gets a like an edge to the
shadow where it gets a little more
saturated and Pinker um and that's
subsurface scattering you don't have to
tell it how to do that it just does it
so you set the weight to one these to
one and then you just set your scale to
whatever it is you want um and I'm also
going to do it for my sprinkles so I'm
just going to click on one of my
sprinkles
and yeah right in here for the
subsurface I'll just do the same thing
set the weight as one these radiuses to
one and then I'll use a really low value
here like let's go 0 Z
two and now you can see because these
sprinkles are yeah it's like icing right
it's just the exact same thing um yeah
we want some of the light to pass
through it and we don't actually have to
bother setting up that um that color
ramp system for the metal because Metals
automatically that Shader when you set
it to one it means it's going to cancel
any subsurface scattering that would
have appeared there so we don't have to
bother with it the subsurface is not
going to happen on Metals um but you can
see it starts to feel a lot softer a lot
um I don't know more pleasing more
delicious looking like real food because
that's really one of the telltale signs
of food is a subsurface scattering
awesome so in the next part we're going
to start really building out the scene
what I want to do though at the end of
this video I want to give you some
homework and that is to try to model
this plate now we're going to do it
actually in the next part but it's
simple enough and it's actually possible
to use all the tools that I've mentioned
in this uh this series so far to model
this yourself now the reason I I'm
trying to give this as homework is that
once this tutorial finishes that's how
it's going to be you're going to have to
try to solve problems on the fly so it
definitely helps solidify learning if
you can try to apply it um by yourself
so have a go it doesn't matter if you
get stuck or you fail at it terribly
because you can just click the next part
and see how it's done but have a go at
it now um because then you'll start to
you you'll just retain the information a
lot better anyways go ahead click here
and uh and see how we build the rest of
the scene and build that plate do you
guys know that in 20122 a blender was
downloaded 17 million times crazy number
it's not the total number of users
because some people are downloading
every release in the year and then
others are using a release from years
prior but the best guess of blender's
total user size is about 10 million 10
million blender users
but I now have to follow with some
rather sad news only about 3600 of them
are actually contributing to the Blended
Development Fund that means and this is
the scary bit if you were to fill the
Yankee Stadium with 46,000 blender users
only about 17 of them would be
contributors now not only is this not a
great look for the open-source world but
it means that blender is going to be
developed slower than paid software like
I mentioned previously that the texture
painting features of blender are rather
limited and old well they've wanted to
build proper PBR texture painting for
years but they lack the funds to hire a
full-time developer the same applies to
the broken fire and fluid Simulator the
video sequence editor the list goes on
and we could have all of these
improvements today if we only had the
funds so last month I was at the blunder
Institute speaking to Franchesco City
and he asked for my help to bring
awareness to the
so I'm asking you right now that's right
right now donate if you're enjoying this
series and you like blender then please
pause this video right now and take 2
minutes to sign up and pick a plan not
only do you get to be one of the cool
177 people in the stadium that's
donating but you'll know that the
Amazing Story of blender gets to
continue because of you and if you do
join the development fun because of this
video then please comment below with #
jooin blender so that I can tally up how
much of an impact this little PSA and
the series has had as a whole so with
that out of the way let's get on to the
tutorial so how' you go with your
homework did you take a stab at creating
the plate did you do it or did you wait
for me to show you the answer hope you
did uh if you didn't you're only
cheating yourself as the teachers say um
but no seriously give it a shot if you
haven't already I do think it helps you
uh helps you to learn but if you don't
want to can't stop you uh but I'll show
you now how I created this plate so
first of all um I load in the image
reference first um and I haven't shown
you how to do that yet so I'll show you
now if you go to the top of the screen
until the cursor changes on that line
there just right click and then say
vertical split and then I now get two
duplicate Windows this second window I
can now make any other window type so
the one I'm looking for is image editor
now go image and open so this is the
image we're going to use it's one from
polygon because it's actually one of our
models it's a real ceramic plate that we
photos scanned turned into a model but I
thought it's also just a really nice
simple modeling exercise for beginners
so why not model off of that okay so
shift a because you got to start with
something now a lot of you probably
started with a cylinder um and that's a
fine way to go about it but I know from
experience that the cylinder's got a top
face on it that we don't need and then
the normals have to be flipped and you
have to deal with the Siz and I find
it's actually just easier to start with
a circle and then build out from that so
the circle settings we obviously want to
turn the radius down to be yeah just I
mean I think a plate is roughly the size
of like two donut widths anyway like
roughly 24 30 cm whatever so anyway a
radius of around uh 12 CM now the
vertices that's the resolution of your
mesh right now you might remember when
we did the dut when we added the tourus
I said it's good to start with a low
poly mesh to begin with because it's
easier to add detail than it is to try
to take it away later and that's true
and it's good advice for like organic
flowy shapes but in this case I know
that looking at the reference it's got
bevels like tight bevels here and here
and it's going to be a lot easier to
control that if I just use the bevel
tool as we model rather than trying to
use a subsurf modifier later which is
all to say that the resolution of the
circle that we start with I actually
want to be the final representation so
essentially this needs to be as round
and high resolution as it needs to be
until so that I won't see any jaggedness
in the final model so I actually went
with 100 vertices which is quite High
poly but we have got the camera really
close to it so I think it makes sense
okay so in edit mode make sure you're
invery select mode I've done recording
so many times I can't remember when I've
uh actually taught something or not but
you can swap in and out of these modes
by the way by hitting uh the one two and
three key so one for vertices two for
Edge and then three for face select okay
so with verticy select I'm going to
start by creating this lip that goes up
so e and then Zed to lock it on the Zed
axis to about there I mean we don't have
measurements but that looks like it
could be plausible and I think it's on a
slight angle very slight so I'm going to
scale out just by hitting s all right
now for this next part of the lip I'm
going to hit e to extrude extrude again
but I don't want to uh move it anywhere
I want to do it exactly where it is but
then scale it out out so right click and
then s to scale out all right and it's a
good idea also to just zoom out and see
in proportion to the plate is that lip
about the right size I think it is
that's pretty good and now I'm going to
do another lip on the other side just
going up so e z to about there that's
pretty good and then s to scale out as
well okay awesome now uh when you add in
a circle it doesn't come with a face by
default so if we go into wireframe mode
which also uh you can swap sorry not
that mode y-frame mode you can swap in
and out of these modes at the top here
by holding down the Zed key so solid
View and YF frame I usually just quickly
flip in between those um like that all
right so if I hold down alt and click on
this line you can see there's no face in
the middle because wherever there is a
face is there should be like this orange
tint so when I alt click here I don't
see the orange tint which means I need
to have a face so F to create a face now
we need some bevels okay so we need a
bevel that goes here another one that
goes here and another one that goes here
so we did that when we uh added the
sprinkle and the hotkey for it is contrl
B but I don't want to just create like
the same uh bevel here and then do
another one here and then another one
here I can do them all at the same time
so if I hit alt and shift and then
clicked on these lines if I did control
B now I would get a bevel everywhere but
the problem is is that I'm also getting
the bevel on the lines that are going uh
this way right like uh these lines which
is not what I want but it doesn't know
that I don't want them there because
those are edges that are also selected
right this uh this line that goes like
that so what you need to use is just a
different tool so instead of verticy
Select mode I'm going to use Edge select
mode and now when I hit uh alt click on
that line and then shift alt click on
this line it's only selecting those
edges and not the edges in between which
means now when I do control B to create
that bevel I'm getting the bevel just
where I want it on those three uh three
edges all right now the tightness of
that it's pretty tight but does need to
be a little bit higher poly so I'm just
mousing sorry scrolling up on my uh on
my mouse to about there that's good and
now solid view great pretty good all
right getting there now we got a paper
thin plate we don't want that so for
thickness I'm hoping most of you got
this right but it's our old Trust D
modifier the solidify modifier that we
used previously it's too thick by
default um I think I went with
04 like that all right and then because
I want to do a bevel on this edge here I
can't do it unless this solidify
modifier is applied so drop down and
then hit apply and now in edit mode I've
got both of those edges so again holding
down alt and shift alt click on those
two edges and now I'm going to do
another bevel right here contrl + B and
pull it out now you'll see that it it
reaches a point where they start to
overlap and that's not good I don't want
that I want it to be I do actually want
it to be a complete round form like
really like essentially that but you can
see I can't really get it exactly right
where they just like meeting in the
middle so there's actually when you're
in certain States in blender you'll see
at the bottom of your screen along uh
let me just do this along this line here
you can see you've got a number of uh
shortcuts it lists and one of them says
C for clamp overlap and currently it's
listed as off so if I oh dear let's guel
that if I uh when I hit control B whilst
I'm in this state if I hit C it will
turn clamp overlap on which means it
will only bevel until the point that the
edges touch and then it will stop and
that is exactly what I want so I'll just
click to confirm and now we have a
plate but when you're modeling something
like this it's very common if you're
doing like extrusions and then you're
canceling the Extrusion and you're
scaling out you can end up with vertices
on top of vertices and in fact when we
did that bevel clamping thing I think
what it's done is it's got two edges and
they've now merged the vertices in the
middle but they the um it's sharing the
same space so whenever you've got two
vertices in exactly the same space you
can have like artifacting that will
occur later on so after I model
something like this I just go into edit
mode I select everything by hitting a
and then I want to find all of those
vertices that are uh accidentally in the
wrong place and then hit M and then I
want to say merge by distance and now
you can see on the bottom of my screen
look at that it merged 300 vertices I've
modeled this plate a few times sometimes
it it deleted like 400 vertices usually
it deletes 100 um evidently when I was
uh yeah doing the Extrusion and then
canceling it I think I maybe did it a
few times so we had like three rings
essentially in the exact same place so
that's why you do that step because if
we didn't then you would have that and
you wouldn't know until you see
artifacts later on all right but that's
it we now have a wonderful looking plate
and we can uh close that oh yeah I
should show you how to close the the
window um so when you are closing
something you can go here on this Edge
and you can right click and then say
join areas the other way is if you go to
the top right hand corner of the screen
you get this little like targeting
cursor and then if you click and drag
left or right that will also merge it's
just that's how you used to create
Windows in blender you can also drag out
from it and that will split the view um
that's it's kind of an old habit of mine
but most people just prefer to like
until the cursor changes right click and
then say that but I still do that
sometimes and then I forget I'm doing a
tutorial and I have to explain it all
right so the plate um we want to make it
smooth so right click shade smooth and
the reason we have flickering right here
is the top of our plate is uh
overlapping with the countertop so we
just need to move this up slightly so
that it's not doing that and if you
actually go underneath your countertop
this is usually a very easy way to
quickly make it so that um it's touching
you just have a little bit of overlap
and then um yeah then it it looks
plausible awesome we have our plate um
now if I move out here you can see this
this big giant arrow thing this is our
camera and it's just too big the
visualization of it is so big that I've
got lines in the way and I just I don't
like it um it's actually a pretty good
scale for a normal scene which is you
know usually tens or hundreds of meters
but we're so small that this camera is
just too big so in the camera tab go to
viewport display and then just turn down
the size right um and I'll go for yeah
like 10% of what it was to about a
0.1 okay great so what we want to do now
is start laying out the scene so first
and foremost I'm going to go into
looking through my camera view and I
want to get the camera placement right
so hitting shift tilter key to put me
into uh fly View and then just scrolling
down so that you get really small
movements not that small to scroll up a
little bit all right and then I'm using
q and E to just change the height of the
camera to be roughly where I want it all
right so I'm going to have a stack of
donuts so I'm going to have like one
here one here one here so um I'm just
making room for that essentially I
shouldn't use this annotation tool it's
uh it's being replaced in blender like
the new grease pencil is going to be
pretty amazing um but anyway it's the
old old annotation tool so uh yeah let's
start stacking some donuts so selecting
the base donut and then shift selecting
the icing I'm going to duplicate that by
shift d and then moving it up along the
Zed axis until they start to touch now
there is actually some new snapping
Tools in blender that is uh pretty handy
but from experience having tried it for
this there's so many like little little
pieces of sprinkle and everything that
you're going to have overlapping anyway
because Donuts are quite spongy so they
would be you know it would be plausible
that it would be like kind of squishing
the sprinkle so it's okay to have some
clipping so something like that is okay
now I'm going to do another donut so
shift d again move it up along the Zed
axis uh to about there and I want to
make it an interesting stack not just
like a straight stack so I'll move these
around so that we've got kind of a like
an S shape like that all right duplicate
these again so this is going to be a
stack of
four like so and then this one I'll pull
back this way rotate that go
down all right and pull it back a little
bit okay lovely now looking from the
camera you can see a pattern that has
emerged um so you can see this is the
same as this is the same as this and the
eye is very good at detecting pattern so
that's going to be a very big uh deal
breaker for the viewer they're going to
notice that and it's just going to make
the picture look worse so with each
donut selected one by one I'm going to
hit R and then tap Zed and that's going
to just rotate along the Zed axis but
you can see if I just tap Zed that that
that uh axis that I I put it on a little
bit like just tilted it it's now uh like
reverse the Tilt because I'm rotating
along the Zed but what you can do is you
can rotate it along its original axis by
not tapping Zed once but twice okay and
you can see that the line has now
changed a little bit cuz that's putting
us now into the local Z axis so the
original uh rotation of that donut it's
the Z axis on that one not the scene one
so yeah that's the way I will do it um
and I just want to rotate it until I get
a different pattern so now I've got
these little wavy shapes that's good now
this one I'm going to tap r and then Zed
and Z again so it's the uh the local
axes that's pretty good and then this
one I'll do the same thing r z z and
just move it a little bit that way
all right and now it's a lot less
predictable cool and now the same thing
for this one so I'm going to do a stack
of three so four and then three on this
one so shift d
Zed and just coming in here this isn't
hard this is just um it's just a little
finicky right um it would be good
actually if you could use motion sorry
not motion like a simulation Blended
does have rigid body tools but it's a
and if we had more uh funding from some
people we could improve it because the
rigid body tools are pretty janky they
don't work well for small objects and
it's very fiddly to set up but I've seen
other tools plugins that people have
made for like Unreal Engine where
placing objects is actually a simulation
so you just draw across the plane and
you could have like donuts just spawn in
and like tumble on each other um and it
just means that you don't have a lot of
this finicky uh hand placing of stuff
but for probably for a simple like this
I would probably hand place the donuts
anyway because you can finesse it a lot
better than you would in a a simulation
anyway um all right so just like before
making it trying to yeah try and make it
look interesting as interesting as I can
move this one closer that's pretty good
and then so that we don't have the
repeating shapes r z
z like that and that's pretty good
actually uh this one it's a little bit
further okay move that a little bit more
all right there we
go uh oh did I not
hit hang on did I Z okay I thought maybe
I didn't uh tap Zed twice but evidently
I did it's just it's got this weird gap
which I kind have to close now
okay sorry if you can hear traffic I am
right next to a road I thought hey I
need an office why don't I get an office
right next to a busy road with
boss but I'll be moving out of here soon
planning to move country if I can I
won't say where I moving to no I'm
planning to move uh to the United States
actually looking to get a Visa because
uh I want to move to La La it's where
all the other YouTubers are and uh I
don't know every time I go there I come
back with like a bunch of ideas and yeah
so I'm moving if I can still waiting for
a visa to be approved but uh we'll we'll
see all right so I'm just making small
adjustments here and there all right and
the final dut that I will create take
this uh I'll just take this bottom one
shift d and I'm going to make a dut
which is going to be um like rotated to
the camera a little bit so yeah let's
move on one axis said here and it's just
going to be like this because this is a
much more readable shape that tells you
exactly what it is because I mean this
these Stacks could make you believe that
maybe it's baked Eagles or like little
mini cakes or something like that so
having this one rotated towards the
camera makes it very clear that these
are
donuts awesome all right cool now uh it
wasn't supposed to be that we have round
sprinkles on this side and then long
sprinkles on this side uh that's just
because we were duplicating shapes but
because we've done this with geometry
nodes it's really simple to just swap it
out to be something else so this one
here I actually just want it to be the
long sprinkles so in your geometry no
drop down click long sprinkles and there
we go just just swapped it out and now I
can mix it up a bit I can say this one
here I want to have round sprinkles uh
this one at the bottom I don't want to
have any sprinkles so it's just a bare
donut cuz those do exist right uh this
one I I'll say round sprinkles on there
and then I'll make this one long
sprinkles yeah and then maybe this one
I'll delete it as well so we get like
two plain ones that's pretty good and
there's a big gap here I don't know why
how did that happen what did I do wrong
evidently I made a big
gap by the way here's a tip if you
double so if you just hit R you're in
like like tilt mode but if you tap
double r so you tap r twice it's now in
track ball rotation mode which depending
on your view can be what you want so I
just go there double tap r and I just
rotate it towards the camera a little
bit and pull it
down maybe that's what I did maybe I
lowered the bottom donuts and then the
top ones didn't go with
it if you wanted to you could actually
parent the donuts to each other so that
when you rotate or move one on the
bottom then it moves the one on the top
but I don't think it's really necessary
and it can be a little bit hard to work
with as well so yeah oh they're now
touching I got to move
apart yeah something like
that awesome now the countertop I'm
going to scale this out until the edges
of the countertop like this Edge that is
here and then this Edge that are here I
just outside of the frame because our
camera I mean we are going to add a a
camera animation so that it goes down
but we're not going to be like doing a
360 pan of the dut so we're not going to
be able to see the rest of the scene so
we don't need a kitchen countertop that
stretches all out this way uh it's just
a waste of resources um so we're just
going to literally just stop at the
edges of where the camera can see I used
to think when I was starting 3D that
that's like lazy but now I'm like no
that's like how you use your resources
properly otherwise you end up doing
stuff that nobody ever sees um which is
actually a pretty common problem in the
industry um people over engineer models
and things just in case the camera needs
to be close and it never does and then
yeah anyway now I do want a backsplash
for this so I'm just going to duplicate
the bottom plane here so shift d pull it
out uh to you know roughly there and
then I'm going to hit R and then X so
I'm rotating it along the x axis and
then just holding down control to snap
it to the nearest 5° increment and in
the top left hand corner of my screen
I'm just looking for 90 and there it is
so I do a single click I'll move this up
like so and now we have a backsplash and
the final thing we'll do before moving
on to the next tutorial is create some
different doughnut colors now you could
actually do the same thing as we did uh
for the sprinkles and create that random
through color ramp option for this the
trouble I found with doing it for the
dut icing things is that you can
sometimes just end up with a bad batch
where you've got like a string of like
yellow donuts and you can't change it
because there's no sample option for the
the random thing so I find it's better
if you haven't got enough objects to
instead just manually set up the colors
um and it also just allows you allows
you to finesse it as as more of an
artist so a long way to say we're going
to create different materials for each
of the different icings so the one
that's already there we'll just call it
pink
icing and now um so I definitely want
that one to be pink which means these
ones that are directly behind it I
definitely want to be a different color
so I'm going to click the little uh
number to make it a single user and I'll
call this one blue icing and then the
color I'm going to make it a kind of an
aqua is color let's go into material
select there we go this one here I'm
going to make it a yellow icing so
clicking the little number next to it
there we go yellow
icing and then about there that's that's
good and then this one at the top I'm
going to make it chocolate icing click
the little
number chocolate icing let's go
Brown yeah yeah it's like how saturated
how warm is chocolate I mean I guess you
could have like a really desaturated
chocolate that's just very dark but I
think it's the more saturated it's kind
of looks like milk chocolate like the
kind of delicious not the really super
dark stuff which I do actually like as
an adult hatte it as a kid but now I
don't know normal chocolate is just way
too sweet uh okay that now the top one H
I'll make that one pink yeah that's fine
and then this one I'll just make it blue
icing and then this one I'll make it
yellow icing oh wait now I've got the
yeah it's blue and blue and yellow and
yellow that's not good so this bottom
one no the middle one yeah middle one
I'll make it chocolate bottom one I'll
make it blue just trying to get like a
nice ah now I've got pink and pink next
to each other h H all right maybe this
one will be yellow as well that's it's
too yellow all right maybe the bottom
one can be
pink there we go that's better all right
so I don't have any
like it now looks more natural looks
which is just more random I guess no
less random cuz I'm like manually
finessing it myself so it's less random
but it looks uh more random in a way
anyway finally before we move on let's
start labeling our objects so first of
all I want to make sure that my plane
sorry my plate is in inside of my
environment collection so I will now
call this plate this bottom one I will
call it uh yeah let's call it counter
and then this back one I'll call it the
backsplash
backsplash
awesome we have done it oh we do need to
give a material to our plate as well
can't just have it as a default material
orse it'll look terrible so new material
and the first thing I want to do is
adjust the roughness and make it look
kind of yeah shiny like the ceramic
plate let me just load that up actually
one more time there we go use that as my
reference so it's somewhat shiny and
then also I want to give a subsurface
because ceramic does actually have a
little bit of that um that creamy bleed
through of the light so I'll turn my
weight up to one radius all set to one
and then the scale
001 so a very small amount of subsurface
scattering um and it'll just help it a
little bit the color I'll also turn down
it to make it a little bit not so white
and then I'll make it slightly yellow a
little bit yellowy creamy color just
like over there if you want also you can
buy the plate it's just not a free model
but it will add realism to your scene if
you want to have a plate that is
actually real and photos scanned and
it's got all these little speckled
little things and divots across it if
you want it is optional all right so
that is it guys join me in the next part
and we're going to get into lighting
I'll see you there and then go God said
let there
be light which is the topic for this
tutorial now we want to create the look
of a like a morning kitchen countertop
like you just woke up in the morning the
sunlight's coming in and it's warm and
it's inviting so we want to have some
sunlight coming in uh from the left now
we could take our default lamp here and
turn it into a sunlamp and then try to
angle it like that but the reason that
this looks so terrible is that one of
the key components of natural light is
not just the sunlight but the Skylight
around it getting that uh the right
shades of blue and white and the
gradient as it goes towards the horizon
and that's actually quite difficult uh
to do but thankfully there's a
relatively newest feature in blender
which we can use so rather than uh using
any lamp at all I'm going to delete the
lamps so there is no light in my scene
whatsoever and instead go to my world uh
tab here here and then where we've got
color I'm going to click the little
yellow Dot and then select Sky texture
and what this is added is uh besides
just the sky texture it's also added in
a sunlamp so if I rotate around we
should see look at that real sunlight
coming across it now it is very hot by
default so if you go to your render
settings underneath color management at
the very bottom here you've got an
exposure slider which you use actually
quite a lot um you can see see the
lighting has stayed the same um and it
doesn't have to reender anything this is
purely just adjusting yeah the sensor
essentially on your camera and if you
hold down control uh I usually just snap
it to a minus two now back to the sky
settings so what this is uh yeah
essentially it's created the exact look
of the sky a real sunlamp that little
Sun disc over there and everything will
change depending on what you set like
the elevation right if you set it to be
like uh really low in in the sky well
that's like Morning Line you can see
it's it's uh changed everything to be
like a warm look right so we got like
really warm light over everything and if
you change it to be like noon like the
sunlight is coming directly above it you
can see it's a lot colder and that's
because uh as the sunlight goes lower in
the sky it's now passing through more of
the atmosphere so it's like decaying the
light and you get um yeah you get like
an orangey look but as it goes more
vertical then it's a lot more clearer
and cleaner anyway it's a very cool
setting that is uh relatively relatively
and blender um but yeah so I'm actually
going to leave it at the default at
around
15° um the one thing I will change
though is the sun size so you get like
really um yeah like clean hard Shadows
from the Sun and this sun size here the
reason for this very weird measurement
0.545 de is because it's actually the
real Sun size in relation to the Earth
but there are reasons for changing that
because if the sun goes through a cloud
then obviously the cloud is now lighting
up and it's creating more of a dispersed
look so from the look of the camera I
usually just adjust this to be like a
two or a three and it just makes the Sun
a little bit softer around the edges um
and a little nicer at least according to
me awesome so looks better but now we
have another problem which is that the
Skylight is just bleeding in um from
from all directions right because
obviously it would so we need to create
an enclosure around it to obviously act
as an indoor space and just before we do
that though whilst I Was preparing for
this tutorial I noticed that the donuts
are a little close to my backsplash here
and that matters because uh we're going
to use depth of field later to make
things that behind it are like out of
focus but we can't really do that if
it's too close to the backsplash so I'm
just going to increase the distance
there and also just scale it up a little
bit because um now that it's in the
background
um yeah otherwise you'll see like the
corners actually appear in the render
which we which we don't want so just
make that a little bit bigger move it up
okay that's pretty good so essentially
yeah you just want to have like one two
3ish plate widths I think will do it uh
but yeah something like that and I also
now just want to make sure ah just
fiddling around with this now but yeah
this has got to be positioned exactly on
the plate as
well awesome okay so that enclosure
obviously to create that enclosure we
are going to be adding in a cube so
shift a mesh Cube and I want to scale
this down because although it is like a
kitchen right nothing outside of the
frame is going to be in the shot so
making it bigger than it needs to be is
just going to add to the render times
because then light has to bounce around
those things and yeah not good so um
yeah something scaled about that I don't
know something like that now uh really
what I want it to do is just like that
corner
here I want it to be locked to this
point like I want to move it to that
point and previously in blender this was
a really fiddly process I would have to
tap G and then Zed move along that and
then try and time it here and then hit
tap G and then Y and move it and it
would never be exactly correct it would
always just be slightly off well now
there is a new feature in blender
literally that came in this release 4.0
that has changed the game so there was a
bunch of uh snapping impr improvements
so I will show you them now so it's
actually easy to understand if you just
go into YF frame mode so if I tap G so
I'm moving my Cube uh if you hit B it
now enters you into a new state called
snapping mode so the first thing it's
asking you is uh what is the origin of
the the object that you're moving that
you want to be the snapping point so
essentially as I Mouse over this you can
see the cursor is changing when it's a
circle that means it's it's uh going to
snap to that face if it is a Crosshair
that's that edge if it's a triangle
that's the middle point of the edge
which is sometimes useful and if it's a
square then that's a verticy so this is
on the object that is selected right now
okay so I obviously want that corner
verticy so I'm just going to do a single
click there now after I've clicked you
can see I'm able to select whichever
point in the rest of the scene I want to
snap it to so just like again it's a
square when it's verticy so when I'm on
these faces here uh right there I'll do
a single click and there we go so you
can see it's perfectly aligned it uh
with the bottom of that uh that
backsplash there now it is it is a
little weird I'll I'll be honest like
maybe it's more weird because I've been
using blender for so long maybe
beginners find it a little bit easier
but yeah like the fact that you're in a
move State then you're hitting B and you
you you will be moving it but it's in a
snapping mode rather than a a placement
mode it is little weird and also just to
make it even more complicated you can
hold down alt at any point and then
middle Mouse to uh drag around cuz
sometimes you want to snap like that
point uh but then you need to select a
point underneath an object so you can
hold down alt middle Mouse and then uh
find that point and snap it to that so
that's even weirder but I'm very glad
it's in there CU it is great but it is
just like takes a little bit to wrap
your head around um but I will continue
using it actually so in face select mode
in edit mode um you can see this is too
high up so I can just uh I mean I could
try and place it like this or I could
hit B and then go this point to that
point same here g b this point to that
point yeah it's pretty pretty useful I
mean it doesn't have to be this exact I
mean this is just stuff that's outside
of the frame but uh but anyways all
right and I'll move this out so I do
need to create a little bit of space
here cu the camera needs to sit here
obviously um so there needs to be a bit
of space there but if I move inside you
should see some flickering yay for
flickering the flickering is because uh
obviously the cube comes with six faces
but we've already got two planes right
here and we don't really need those
planes we could actually map a marble
texture to the cube but then you have to
deal with UV unwrapping and all that
stuff I find it's actually easier
sometimes to just work with planes um
and use that instead so instead with the
cube here I'm just going to remove the
two faces that I don't need so the back
face and then this bottom face so
selecting those two and then hit X which
is another way to delete and not
vertices that's what we've been doing
currently instead hit faces so it's just
deleting those faces so now you should
see you have um yeah just kind of like
an open box four sides and then the back
and the bottom um are open and now what
I need is an opening on the left hand
side to be that window so to do that I'm
going to cut into it so that I get a
little bit of Gap um here on the left
hand side to be like the gap between the
uh the wall and the window and then
another Gap here between um yeah the
bottom of the countertop and you know so
I'm going to yeah inser and for that
tool it's I so I for inset and it's now
kind of like it's it's shrinking that
face into itself um and you're just like
choosing its scale essentially I'll hold
down shift to get a more precise uh
movement and yeah about there that's
pretty good and now I just delete that
face so again X and then faces awesome
so we should now see this which in
rended View mode whoops rended View mode
should hopefully look
okay yeah not bad um now this window
frame here really is just acting like
like the control for the light so if I
want I can much more precisely place
this like I don't want that much light
coming in um you know creating all that
light on this side of the the wall there
I can also say maybe I need more space
here so that I've got a little bit of
Darkness so I could put some things uh
in the background without them falling
into light and then this bottom face
here sorry this bottom Edge this is
going to control where the light starts
in the scene right so if it's like all
the way down here then it's uh yeah
anyways you get the idea just sort of
shaping the light awesome and now with
the camera selected I'll just move this
down a little bit angle it
up there we go
Al I mean you can also just do this in
um uh fly mode shift till the key but I
like hitting the uh R tool and then just
selecting the axes and I can just tilt
the camera exactly where I want it
awesome so much better we've we've
controlled the Skylight so the Skylight
is no longer coming in but we have
uncontrolled Lighting in the sense that
this wall here that's over here that is
supposed to represent the rest of the
kitchen is hitting and receiving all of
that sunlight and it's just filling in
all of this space uh on the right hand
side and that's not good because we want
shadow shadow is actually a good thing
it helps reveal form a lot of new
artists like they get scared of Shadow
they're try and like fill everything in
and light everything you do want shadow
shadow is a good thing so all this
uncontrolled space is not good so
essentially we need to do um just like
what you would do in the real world and
that's to create a uh like what a
photographer do they make like a a black
fill card right and that's just to
essentially uh stop B sliding um from
hitting this object so it's a good
excuse to learn about a new feature so
with the cube selected if I go to the
materials and then hit new uh we're
going to keep the white material for
everything else right White Walls but
then I can add another material right
underneath this one by hitting the plus
button then adding another material and
I'll call this one black wall and I
actually will change the Shader from
principled to a much simpler uh diffuse
it's just easier than like easier for
Cycles to calculate than a full
principled one and then this I'll just
change the color to be really dark
almost black all right and now in edit
mode I'm going to go face select and I'm
going to select that one wall that I
want to have uh the black wall material
to and then here I select it from the
material list black wall and then hit
assign and importantly you won't see the
assigned select these buttons they'll
only appear when you're in edit mode so
if you don't see it it's because you're
not in edit mode so in edit mode um
select the face then you'll see it and
hit assign and now look at that we have
much more control and in fact because
this light uh this uh sunlight is
hitting this uh this wall and it's
currently dark this color here now
becomes almost like the control for how
much fill light I want on the right hand
side of the donuts so the brighter it
goes the more fill light I get um yeah
just a very simple way to control that
lighting a bit better awesome that's
looking pretty good the other thing I'm
going to do is uh I'm going to adjust
the sun intensity so there's a separate
uh measurement here just for intensity
now you could like you could drop the
intensity of um the whole Sky texture as
well but when you do that it also drops
the sky texture right um and so I found
was like for a while when the feature
came out I was like trying to it was
very hard to control um but I realized
like if you keep the strength at one but
then you re reduce the sun intensity um
you could like for example reduce the
sun intensity like by a lot and then
increase your uh exposure and then it's
like the sunlight is there but it's a
lot softer right it's not like so
overbearing um but essentially what I
want to do I'm going to set this sun
intensity to 05 so it's half of its
brightness but the sky texture has full
brightness so it's just a little um yeah
a little less hot
essentially awesome now two things I
will show you before we close this
tutorial um which can be useful to know
one is how to import a model okay cuz
although as a beginner it's good to
understand modeling tools and know how
to build things uh when you start
building scenes it's very common
professional artists in studios to just
make use of model libraries because
there is so much you need to model and
basically fill in to create a realistic
believable scene it's just too much for
one artist to do so it's very common to
make use of model
libraries so what I want want you to do
is click the link in the description and
you will find this model the wood
utensils which we're going to put in the
background is a free model and it's
available in multiple softwares the one
we're looking for is the blender file so
hit download on that and then just like
before unzip the file that you receive
and inside it you should see a bunch of
textures and then one do blend file then
we're going to go to file you would
think import but actually this is for um
external file extensions like not blend
files if you want to import a blend file
it's actually the append option okay so
now we select that dot blend file double
click it and now we're actually reading
the blend file we're reading the
information inside that blend file and
it's saying what do you want to import
do you want to import just a single
object from that blend file do you want
to import uh you know a texture or a
material perhaps but in a lot of cases
if it's just a blend file that contains
like one model it's often going to be in
a collection a single collection so go
into collection and then just click the
one that's there and then hit append and
now even though there is multiple
objects as part of this um it's just
brought in all of them and it's put it
into a collection already utensils jar
001 so now I'm just going to move this
into the back of my scene and that's it
so that's how to import data from one
blend file into another it's going a
little slow for me I'm going to move
that there we go so I just want it yeah
somewhere in the background like that
the other thing I want to show you how
to do is how to install an add-on
because although you might think that's
kind of like an advanced user thing you
will very quickly realize that a lot of
workflows rely on add-ons so add-ons are
very powerful and there's a lot of them
out there and it's not actually clear
how to install add-ons to beginners so I
thought I would include that so
obviously we're going to use the uh the
polygon add-on I mentioned this uh this
earlier it just lets you like download
and import objects with uh with one
click and there's a bunch of free models
in here as well so you can actually get
started with those and and do some
interesting things click the link in the
description this will take you to the
download page and you're just looking to
download that great so you can see it's
uh downloaded a single zip file and
importantly you do not want to unzip
that zip file and the reason is is that
blender installs add-ons from the zip
file that is unextracted so to install
an add-on you go to edit preferences
add-ons and then at the top click on
install then locate where you downloaded
the zip file just that there and then
you just hit install and now if it's
correct if it's like found and located
uh an add-on inside that zip file it
should then automatically take you to
the name of that add-on uh in the search
so you just have it there and then to
enable it you just do a single click to
check it and it's now enabled now
obviously every atom will have a
different way of accessing it but
commonly they are in the sidebar which
is exactly where the polygon one is so
you'll see the tab here they might
actually be changing the sidebar at some
point in the future but but now this is
uh anyway how it is um so then just go
login via browser it's going to take you
to the website it'll say login confirmed
return back to the add-on uh and you can
type in free and you can see um a whole
bunch of different assets there so
actually one that I will uh import if I
go to my models section and then go to
vegetation there's a bunch of different
plants here um there's like four free
ones I believe so you can use one of
those I'm going to be using a paid one
just this uh Spider one I thought looked
quite nice nice but yeah you can access
one of these uh these free ones if you
want to and there we go awesome so this
is our render we are nearing the Finish
Line I can feel it we're getting close
so join me in the next part we're going
to dive into the composition and then
animation and then the final render so
click here and I'll see you there we are
on the home stretch well done for
sticking with the series it's uh it's a
lot of work a lot to uh retain but uh
well done for sticking with it now a
couple of things before we jump into
compositing the fun compositing stuff um
I noticed a couple of things that I
could tweak to the lighting just to
improve it and it's important we do it
now because what we're going to do next
relies on the lighting being uh correct
so um the first is I noticed that the
the light rotation it would be a little
bit better if I rotated it so it's
almost like a 90° like completely side
onto the donuts um so that's pretty
simple change the other one I noticed is
that I'm getting this like kind of ugly
bounce light coming off this uh both the
plate and the table so to fix that I can
just move right go into edit mode Edge
select mode select the edge of this
window and then if I just drag it you'll
see that the light just disappears off
the front there and now I have
controlled the light now the other thing
speaking of control I noticed looking at
this wall like I was trying to tweak it
and just try to improve it but this is
like a
huge uh source of light right and so if
you look on our donut it's not very
controlled right I could either if I if
I want to fill in this space I could
increase the brightness of that wall but
you can see it just it throws light just
everywhere and I don't really have any
control over it so change my mind let's
not use that as a fill Source let's just
drop the value to zero so there is now
no light coming off of that wall it is a
black void um which is actually pretty I
mean that's like a photographer holding
up a black uh fill card next to her face
uh and
instead excuse
me okay quick break there had to get a
drink of water
instead I'm going to add in a lamp Okay
so I'm going to shift right Mouse click
so that I drop it on the ground here in
front uh sorry to the side and then I'm
going to go shift a and I'm going to add
in not a point lamp not a sun but an
area lamp Okay so this is this is what
it looks like it's just it looks like a
plane right flat Square thing and it
casts it in the direction of that Arrow
so I want to rotate it along the Y AIS
just holding down control and in the top
left you can see we get a 90° angle so
that's what I'm looking for and then the
size of this I want to drop the size in
the setting there okay so I just can go
really small actually and now if I pull
in close with rendered View mode we
should see a lot more
control over where that fill light goes
all right so I can pull it in nice and
close right now that's obviously way too
bright so I'll just now dial that
back like so and I can now pull it
forward so that I get the fill light
exactly where I want but that's you know
that's 3D right you try out an idea
you're like okay that could work and
then you look at and you're like uh
maybe not you know I'll try a different
one um but yeah so I'm just going to
give it a bit of a yellowy tint and
that's better awesome okay so now we can
do some compositing first of all what is
it well the compositor is a way to add
effects to the final render so that
could be everything from a simple color
grade to like really stylized uh renders
so in our case we're going to use it to
add glare to better emulate a camera
that's really the purpose for this
tutorial so at the top of your screen
click on the compositor tab so this will
arrange your screen again disor to you
for a moment um but yeah wouldn't you
believe it it's another node screen so
click use nodes at the top there for
whatever reason they always appear off
your screen um at least in my case maybe
it it appears on yours but if you middle
Mouse up or just scroll down you should
be able to see it or you can just hit
the home key as well and that'll bring
it into Focus so it's actually pretty
similar to like geometry nodes in that
on the left hand side this is your
original like what you've started with
your original render and then on the
right hand side um it's going to be your
final output like that's what's uh going
to be saved to an image and then in
between here you can put whatever it is
you want you could put um a a color
grade you could do some post-processing
glare and shine and things like that um
but before we can see anything because
normally you would see your result here
we can't for two reasons the first is we
haven't done a render okay it's not
enough to just look in like rendered
View mode here right this is just like a
temporary view whilst we're moving
around we have to do a proper render by
hitting F12 but if we did one right now
we would have we'd be waiting a while
because the maximum samples is 4,000
which is maybe it's like probably pretty
good for like film animation production
quality but it's Overkill and especially
for um for this like we're just doing
some test renders so let's set it to 100
samples and that'll do it way faster so
now let's hit F12 on that there we go so
that came through for me 7 seconds again
I got 4 309s it'll probably be a little
slower if you're on a laptop but yeah
just you know be patient it'll it'll
come through now go to the compositing
tab and we still can't see it because we
need to add a viewer node um and connect
it to this um and you can do that just
by holding down control shift and then
left clicking on your render layer and
now we have a viewer note and in the
background we have our render so some
people find it like a little weird to
have the render in the background you
can move it around just by holding down
alt and then middle Mouse button and
then middle Mouse button will move your
nodes around so alt middle Mouse button
for the background and then uh middle
Mouse for the nodes anyways as a very
quick example let's do a simple color
adjustment so adjustment color balance
right drop this in here now the if you
just dropped it into your viewer node
then this would be just what is going to
be shown in the background here but it
wouldn't be saved in your render until
it went through your composite uh node
but for just this quick effect it's uh
it's good enough so this is a um graders
know exactly what this is but it's for
uh on the left- hand side your your
blacks right uh your midtones is in the
middle and the rightand side is your
highlights so if I wanted to make uh you
know I don't know like a cooler midtone
and then like a warmer highlight right
and then I don't know something for the
blacks like make it more green I don't
know just make something horrible you
could do it here you could make simple
color adjustments you could do it there
and your your original render hasn't
change this is just a postprocessing
step but actually on the note of making
things look uh more contrasted and
Punchy I wouldn't actually bother with
the color balance node we used to but uh
now blender has some pretty good color
management so I'm going to hit control X
on that to just remove it but retain its
connection and then if you go down in
your render settings to color management
uh there is um a look uh drop down here
so if you set this to uh high contrast
that's exactly a the same as like what
we were doing there like trying to like
increase the highlights or reduce the
midtones it's a very common thing to try
and make something look punchier and
these looks will do that but do it
really well um a lot of people make the
assumption that this is like you
shouldn't use these or it's going to
like mess with the colors in some way
and like other applications
um a lot of uh like art apps they just
you know you you use one of their
contrast settings and it just starts
like clipping highlights and things but
this was designed by Troy sabotka who
understands color science and color
management so it's a proper S curve you
won't have any clipping going on um so I
use this all the time usually the one I
go for is a medium high contrast look um
and it just makes a really nice looking
result by the way just a quick mention
in 4.0 this version of blender we
switched the view transform through to
AG X which creates more realistic uh
looking images because previously it was
on filmic and it looked like this and
you can see the difference is
agx has it just looks more real um but
the reason for that is that filmi was uh
and actually the same with Aces right
now the the film like the the one the
academy all the people in VFX shoes and
everything it's got this same problem
but when uh you've got color the more
exposed a color is it should actually
start to desaturate atate but what Aces
and what filmi was doing is that it was
making that color more and more
saturated so that's why these bright
colors here are just starting to get
ugly right but agx fixes that and it
starts to behave more like film where it
desaturates those colors um as it
exposes for it so very cool um and I'm
glad that they've got that while I'm
here as well I'm just going to increase
the exposure a bit um it's going to blow
it out a little anyway we'll fix it a
bit with the lighting uh later but
anyways okay back to the compositor
so one thing that I often use a
compositor for is for uh what you see in
the real world which is glare right if
you've got a shiny metallic object a
bumper or something like that you want
to have that that Starburst right coming
off it because that's what you see in
the real world you see it both with your
eyes like if you squinted something in
the distance you'll see like uh yeah
like this kind of like star burst around
like a street light at night that's
actually because of the eyelashes on
your eye but on a camera it's for a
different reason it's because of the
optical elements it's kind of like
refracting around itself and it's
creating this uh Starburst look I don't
understand it fully but I know that it's
an artifact which has artistic use as
well um so we are going to add it it is
a little fiddly I'll be honest like
other software they just have a button
and it just like adds the bloom and the
glare and stuff we we have to do this
for now so shift a we probably could if
more people donated to blender right we
could have stuff like this but anyways
so not to guil you all
filter
glare okay and that was shift a by the
way same hotkey works everywhere um and
drop this in Okay so we've got little
Starburst we've only got four which is
not ideal we want as many as we can get
really so drag it up to 16 that's better
now uh there's two values here you
really want to change the first is the
threshold that'll decide how much of the
image is affected like as I drag this up
in value it means only the real bright
stuff is going to be affected if you
draged it really low then like
everything is going to give off a star
burst and it's not going to be uh what
you want and the other one is the mix
value so if you drag it all the way to
one then it's going to be just the just
the effect by itself if you drag it all
the way to minus one it's going to be
the original render so if you wanted a
nice blend between it you could go like
a minus .9 or something and then you've
got the star burst over the top of the
original render but if you want to blend
this with something else I find it best
to actually drag it the mix all the way
to one so that we're just looking at the
effect by itself um I can then also let
me just quickly adjust the threshold so
that I'm only getting it in the really
bright places yep that's good and
then um I can blend it with another
effect that I want so I'm going to hit
uh control shift d and that's going to
duplicate it but it's going to keep it
connected to my render layer here and
then this one I'm going to make the fog
glow
because looking at reference it's not
just the starburst but it's also got a
uh like a glare like this glow blurry
glow coming off it so the fog glow is
that look right it's just that um and
let's increase the size I think and
let's set the quality to high do we need
high quality yeah I think it looks
better all right all right so first to
blend this all together with the the
render layer what we want to do is uh
just like you would do in Photoshop if
you would use a like a blend mode you
would set the blend to screen or add we
can do that by blending with shift a
color mix mix color Okay so this we're
going to drag in both of our glare
effects and then instead of mix we're
going to set it to add so that will just
basically ignore the black values and it
will just take the white values and
combine them on the top of each other
all right now the way blender works
unlike Photoshop where it's like top to
bottom in this case it's bottom input up
so this Factor value will will Define
how bright the bottom input is okay it's
a little weird I guess in that respect
but so this is the strength of that
bottom input um yeah so when you're
blending something and you want to
control it you just put it into the
bottom input so the streaks it's like
it's way too heavy so I just want to go
to like a 0 2 or something like that
really really subtle even lower goodness
it's yeah it's really heavy this stre I
don't know why it is so bright but I
never want it as bright as it is um okay
and now to blend it with the original
render for my final trick I duplicate
that drop it in
here um and put this into the bottom
input and I'll connect this to my
viewer um and then let's set this to a
one by the way so the composite maybe I
explain anyway the composite is going to
be what's saved into your render the
viewer is just going to be what is
displayed in your your background here
so if you don't have something connected
into the composite it's not going to be
saved when you do uh the render okay but
that's pretty good so that's how we've
got a very quick glare effect over
everything it's a little heavy I might
just drop it back a bit um because we
want it to be just like just enough that
you can see it um but not crazy by the
way if you uh want to zoom in in your
backdrop you can hit uh V will shrink
the size of it and ALT V will zoom in
they really need a better one I I agree
I agree with that um it's uh yeah it
definitely could be better I think
there's oh you can control it like that
okay so if you hit your viewer node
you've got these little uh okay you can
do it like that as well but yeah V and
all V it's like a keyboard shortcut from
the old days of blender and anyways all
right um doll back I don't want to go
too heavy like the thing with
postprocessing when you're doing stuff
in the compositor is you can like you
just get like uh distracted you just get
like um like hypnotized by the effect
and it's so common to to have a render
that a beginner has done that's actually
pretty solid but then they have just
really hammed up the post-processing
effect so don't do that don't get overly
obsessed with it because um it's almost
certainly Overkill you just need to dial
it back to like less than you're
comfortable with and then it's probably
right um because whilst you're adding it
you get really excited um anyways that's
what I found myself the other thing I'll
show you is uh if we just bring up this
bottom window I don't know why dope
sheet is the selected one makes no sense
for the uh compositing layout but if you
click the little drop down in the top
left change it to 3D viewport and now in
rendered mode click the little drop down
next to it and you should see at the
bottom you've got options for compositor
H so let's click always and what you'll
see is that the compositing effects
what's happening up here is now being
composed live over the top of your your
viewport and this is a very new feature
I think it's actually 4.0 is when it was
officially um added in um but it's it's
huge cuz it means you can do and preview
your effects whilst you're looking
around your scene so you could like look
at this like hey I can see the exact
amount of that glare that's coming off
it um you could do you know you can do
crazy stuff in the compositing and it'll
it'll show through like as an example
there's a new uh
kahara uh filter that looks like this
kind of like painterly style um and you
can uh yeah you you can preview it like
live in the 3D view it's like I feel
like I'm looking at a painting right now
right it's really crazy um that they you
can do this real time so I'm I'm really
glad it's finally in there cuz it's been
uh been talked about for like a year I
think was when it was first previewed um
so it's really cool that it's finally in
here so one thing I will use it for
actually is to check that the threshold
that I've set for the the fog and the
streaks is actually correct I'm going to
look through the let's go the streaks I
think streaks is pretty it's a bit slow
but uh anyways let's pull in
here um and let's just take a look I
might have to add in a little bit okay
there we go I have to add in a little
bit of the original render so I can
actually see but I just want to make
sure that it's mostly coming through on
the metallic objects so I might actually
try increasing so you can see as it's
like all the way at zero you're just
getting everything is going to get star
beams but then as I increase it slowly
slowly slowly it starts to disappear and
then the only thing that's really
getting it is those metallic objects
um and that's generally the look that I
want to go for so the okay so I went for
a much higher amount threshold um for
that anyways um you could have a
different amount for the the glow but I
think it's generally one and the same
effect so I think they should have the
same threshold so I'm actually going to
uh just Mouse over this and hit contrl C
and then Mouse over this and hit contrl
V so that's how you can uh copy values
let me just preview that yeah the fog
glow looks pretty good oh it's on high
that's why it's going to be a little bit
slow if you set it to medium I think
it'd be a little bit more interactive um
but anyways the GPU compositing I'll say
is is very new um as I mentioned it's
it's this release and it actually for
4.0 the actual final render like when
you hit render and it creates the 2D
image um it's actually still going to be
using the CPU apparently in 4.1 maybe
4.2 it will change and it'll be fully
GPU at that point but until then you
will have like slightly longer render
times just because of the compositor
because the compositor is famously has
been famously slow and blender for years
it's only just now that it's uh it's
being improved so we're not really going
to do a lot with a composit like I
really generally think you don't want to
go Overkill um you can just add too many
like bells and whistles to the
compositor um but really like if you
want to do like drastic changes you
should try to do it in the scene unless
you're doing something crazy like
spiderverse in which case it's all
stylized right um but try to do it in
the scene because um yeah I don't know I
I feel like it can be more of like a
crutch you tend to like lean towards
like I'll fix it in the compositor I'll
improve it in the compositor and it
doesn't one thing you might want to add
is underneath uh where is it transform
lens Distortion okay if you add in this
node this can replicate an effect that
is actually in all cameras as well and
that's lens Distortion all right so you
can see uh it actually makes more sense
to actually see it on the 2D image um so
I'll put that in the background there um
but basically basically where the edges
of a uh a shot it's like if you take a
photo with your iPhone on like a w it's
most visible on like wider lenses but
the uh straight vertical things start to
look bent um and it's just it's Barrel
Distortion and there's no way to get
around it unless you use a pinhole
camera that it's it's kind of an
interesting thing but it's all because
of the Optics of the lens that bends the
the objects like that um so anyways it
is in all objects uh it does though
because it's a like a post effect it
does kind of blow so it's like
manipulating those pixels so it means
those pixels aren't going to be as sharp
so I generally don't like it for that
reason um but if you wanted to you could
add this just keep it really low like a
0.1 amount with fit so that it doesn't
get that uh you know TV screen look on
the edges and then the other thing you
could add is a little bit of chromatic
aberration um I'll show you just uh yeah
this is what that does so you can see
this is where it turned up a lot you can
see the edges of the objects right it
has this kind of uh the red and the cyan
and the red and the yellow it like
towards the edges of it it gets this um
yeah this kind of separation of the
colors and that is again a naturally
occurring thing that happens with
cameras because of the Optics um and the
cheaper the Optics the cheaper the lens
the more likely it's to happen um but it
is there I try not to use it because it
can be very overused and very like I it
just makes it look cheap like hey this
person just discovered there's the
chromatic apparation but if you are
going to use it go really low really low
like because actually this you have to
think of the story of the shot and
someone has like framed this shot
beautifully got beautiful sunlight right
this is a professional professional has
taken this photograph of the donuts on
the counter they're not going to be
using a cheap lens so although there
might be some chromatic aberration it'll
be very very uh minimal um but if you
want that um you know what I I'll keep
it in yeah why not we'll keep it in
um but yeah that's basically what I'm
going to do for this so this is my final
node setup if you'd like to copy it have
ADD it the final thing I'll mention as
well is if you want to disable your
compositor like say you're doing some
renders and you don't you just want to
see it without out the postprocessing
effects on top of it um rather than
having to come in here and then like you
know reconnect and disconnect a bunch of
nodes um instead if you just go to your
what's that the output property settings
way at the bottom you've got post post
processing so if you just uncheck
compositing that means you're only going
to be seeing the original render um and
then check it again and it's going to be
uh kicking in whatever is uh in your
compositing settings but that's it for
this video click here to watch the next
part and I will see you there it's time
to learn about animation or more
specifically key frame animation because
character animation with its Rigs and
bones and things is its own entire
separate Beast we're not going to get
into we're just going to do a very
simple camera camera move specifically
we want the camera to start above the
donuts and then fall down to reveal the
final plate uh at the end right it's an
excuse to learn about key framing well
the basics of Animation is really simple
if you go to the bottom of your screen
if you're in layout uh layout at the
layout layout at the top uh we can drag
up on this divider here and you can see
we've got a timeline which if I click
and drag across is currently doing
nothing because there is no animation so
if we pull out right I'm just going to
do a really simple animation to show you
you don't have to follow this because
this is a different animation what we're
going to do it animation is really
simple you select the object that you
want to apply a key frame to and then
you hit I I for insert key frame and you
get this like scary looking menu
apparently they're going to change this
eventually but for now you would place a
key frame on what it is you're planning
to animate so in this case it's the
location right so I want to move the
camera location then I change my frame
count to be the frame I want it to end
at then I move the object how I want it
to move right there and then I add
another key frame I and then say
location and now as I play it back which
I can do by hitting spacebar you can see
that the camera is moving haha look at
us right a very simple camera move now I
don't actually want that though so I'm
going to delete those key frames um and
what we want is we want what I showed
you at the start we want our camera to
start uh up here right rotated pointing
down this way and then we want it to
move in an arc uh in this direction
terrible Arrow um pointed this way right
now you could do this you could move the
camera up there you could then rotate it
to point it down and then do a key frame
for the location rotation and then do
another one over here but it would be
very difficult to control that movement
and really this is a rather simple
movement if we have a pivot object if we
have something here and then we parent
that camera to that object and then we
just rotate that object it's a lot
easier so what we need to add is uh
first of all I want to think what do I
want to be the center of it what do I
want to be where do I want that pivot
object so I think you know somewhere
roughly in the middle of these Donuts so
right here I'm going to hold down shift
and then right click and that's going to
put my 3D cursor um right where I've put
it and now to add an object shift a and
I'm looking for empty so empty I mean if
you're familiar with other creative
tools you probably already know but it's
just something it's uh similar to a null
object in After Effects Etc it's just
something that's going to be in the 3D
viewport that won't be rendered okay a
number of options here it doesn't matter
which one you choose you can go plain
axes uh and then if you went to the
options here the data you could change
the display here to uh what we saw um
before but this is just like a different
display um object right depending on
what you're looking for I think the
sphere is actually the most useful it's
way too big currently so I'm going to
change the size to be something about
that and there we go okay so now what we
need to do is we want to parent our
camera to this new empty object so
select the camera first then shift
select that new empty that we've just
created and then I'm going to hit contrl
p and then set parent object keep
transform just like what we did um with
the icing and the donut so now you
should see if you select that empty and
as I rotate it around the camera will
rotate with it and if you look through
the camera with numpad zero and then
just double tap r you can see that I can
track ball rotate around it um and you
can see this is like way more flexible
for what we want we want the camera to
be focused on one point and then we just
want to move the camera around that
point um and you can do some really nice
fast camera moves here if you wanted to
do something snazzy in our case we're
going to do a nice simple slow movement
so first of all this angle this look
that we've got right here is where we
want the final reveal to be so this is
where I want the end point the End Key
frame of my animation to be so you can
make your animation as long as you want
I think about 160 frames is about right
for this sort of uh the the speed of
this animation so on frame 160 there you
can see it's also mentioned there I'm
going to with my empty selected not my
camera I'm going to hit I and then not
select location like I did before but
rotation cuz we're going to be just just
rotating that Pivot Point not changing
its um its position so rotation then I'm
going to go to the first frame which I
could do by clicking and dragging or
shift left Arrow will jump you to the
first uh frame or you can click these
little um I don't know what you call
that button jump to end point um you can
do that as well and now that I'm here
I'm going to rotate this along not the
Tilt axis which it is by default but the
x axis aha right so now you can see we
are doing that exact move we want and
then the top left hand corner you can
see the exact number of degrees um and
I'm going to go with exactly Min - 90 so
if you hold down control you can see
it's snapping to uh minus 90 and then
I'm going to click okay now before I
change my frame if I was to change the
frame um you can see it's just snapped
me back to where I were so always
remember you have to create a key frame
if you've changed its movement without
saving it or without putting in a new
key frame so back up to here minus 90
and I'm going to hit I and then say
rotation okay and now we should see if
we hit space while to
play a very very simple
animation okay now we can tweak this
though we can improve this because you
can see that for one it's a little
awkward that the camera starts in a
completely stationary stop position then
it ramps up and then it slows down
towards the end it's a little bit of a
weird camera move what I want instead is
I want it to start I already want it to
be moving moving right like almost like
it's from another shot that's kind of
faded into this one I want it to start
moving and then to much more slowly fad
it out than it is currently cuz you can
see it just kind of like drops down here
and then the camera just stops and it's
a little too sudden and while you could
change the key frames here like you can
do some very simple uh handle type
changes this view this layout view is
not the best place to do this so instead
if you go to the animation tab at the
top there you can see it's again it's
rearranged all your screen
um this over here is just another 3D
view over here is the camera uh the
camera view but at the bottom here you
can see we've changed from the timeline
which is what we had before and it's
changed to a dope sheet so a dope sheet
is just going to show you more
information um about the key frames so
for example you can see that the X
rotation has a DOT over here and a DOT
over here but the Y and the Zed um has a
different look it's got a continuous
line across it and that's to show you
that this hasn't changed the the Y and
the Zed has no information that's uh
changed from the start to the end so we
don't actually need these key frames so
I only need the X rotation so I'm going
to select the Y and the Zed and I'm just
going to delete them just by hitting the
delete key so we've now just got one
channel that the animation is happening
on right but we can't really change it
we can't make it so this starts faster
and then this slows down from this view
instead we need to change to a different
view so in the top leftand Corner click
this and we're going to change the
window type to be graph editor okay so
the graph editor looks like this I'm
going to use middle mouse to a pan
around here and you can see we've now
got a line right with some handles on it
which is a lot easier to understand but
it's hard to get it all in the view so
you could hit the home key and that will
automatically reorient everything um to
position it in the view or if you hold
down control and middle Mouse button
this enables you to just moving around
just drag in around control middle Mouse
button will change the uh the axis Zoom
as well as the Y right up and down like
that um which is just a really handy way
to quickly Orient yourself around so
control middle Mouse to change this and
then you can uh middle Mouse to pan to a
different area Okay so again making sure
I'm looking at the X rotation there
right and if we look you should see the
problem that we have right we have the
start of the animation it's a very slow
curve that's going up it picks up speed
in the middle uh and then it ends here
and the end is a little abrupt
considering uh the amount of movement
that it has so really we want um this
line instead to look a little bit closer
to this line right or even I mean that
was kind of a bad line pull it rather
like that okay that's the kind of look
that we want so with our starting key
frame here I'm going to use the same
hotkey that you use everywhere uh and
that's R um to just get that angle to
look a lot closer to what I want don't
go too far up if you go like vertical
you'll see that the start is like so
abrupt it's almost like it's like
skipping down or something so I don't
want it to be that far I'm going to
rotate a little bit out like that so
there's a little bit of a harsh movement
but not too harsh if you know what I
mean there we go something like that and
then for this end bit you can see it
ends rather suddenly maybe you disagree
but I found when I looked at the
animation it was rather sudden so this
final Endo here I'm going to scale It
Out by hitting s so again same hotkeys
work all across blender which is very
nice awesome so now if I play it back
you should see it moves rather fast at
the beginning and then slowly tapers out
towards the end to a nice soft Landing
which is really cool and that's pretty
well yeah that's a pretty good
animation now we could stop here but the
other thing we could do to get a little
bit more Motion in it is we could have
the camera start closer to the donuts
and then pull out as it goes further
away I hate that this keeps uh
interrupting I'm gonna hide that okay
there we go select my Pivot there we go
so uh essentially we could have it so
that it starts like the camera starts
right about here and then it pulls out
and then as it pulls out it goes a
little bit further away and like ends
back here so have a think about how you
would do that how would you have the
camera start closer to the pivot point
right now you might think well okay we
could animate the camera pulling in
closer but that would be overly
complicated we can just use the same
pivot point but we can scale it because
you can see if I hit s look at that the
camera goes closer and if I pull it out
you can see the camera moves further
away so what I want to do is I want to
go to the uh the final endpoint here the
frame 160 which by the way you can jump
to an existing key frame just by using
the up and down arrows so if I go up you
can see it's uh that key frame or down
it uh takes me to to the front so I want
to go here and I want to create uh a key
frame just for the scale information so
here cuz this is the end view that I
want so I'm going to hit I and then say
not rotation but scale so now I'm going
to go to the front of the animation and
I'm going to scale it in to get a nice
closeup of the donuts right there and
then I'm going to add another key frame
I and then scale so you should now see
in your graph editor that's what it's
called um you should see your rotation
information and then your scale
information now you'll know that the
scale is like like where is the scale
information it's here but it's so small
like the amount of uh variance here it's
so small that it it's just not readable
and the reason for that is that it's
trying to combine two different data
types into one view right because
rotation is happening on a you can see
here it's a oh I just wrote over the top
of it it's Z de and then down here
you've got -90 so this is a Min - 90
right but then up here we've got scale
that's happening between a zero range
and a one range which is right next to
it okay so one you could just hide your
rotation or you can click on normalize
and normalize will uh put everything
between a zero to one range but just
know that when you're in this range if
you try to move a key frame to be a
different value like you took your scale
and then you moved it down when you
confirm it it'll snap back to where it
was and that's because with normalize on
it'll always put everything between Z to
one so don't do it if you're planning to
change a value of something normalize um
but otherwise it's uh it's okay to use
for changing the handles like in this
case but I'm going to hide my rotation
anyway cuz it's just going to get in the
way um and instead you can see that x y
and Zed all have information in them
because of course we're not scaling it
on any particular ax
it's across all three axes at once
because it's like a yeah it's the
uniform value of
scale so um again I could do the same
thing here I could rotate this I don't
want there to be too much of a
difference like it's actually pretty
good by default like the scale isn't as
noticeable that it slowly ramps up um
and it's good to have like a kind of a
softer movement as it pulls away but I
do want to change it a little bit I'm
going to select these final end points
I'll scale that out a little bit as well
just so that's a little softer as it
scales
out and that is pretty good
folks now you'll note as I play through
this that in the top leftand corner of
the screen you've got FPS which stands
for frames per second if you play video
games you're already well familiar with
that term uh and you can see as we play
through it it can't really make up its
mind it's like 24 no 25 26 24 it's I
think it's just a readout glitch in in
blunder it's actually a constant 24
frames per second by default but for
whatever reason it's kind of like
fluctuating between them anyway point is
is you can change that amount by going
to your output settings over here and
then underneath format you've got frame
rate now for whatever reason blunder
chose 24 frames per second which is
really only used for feature film
everyone else for like TV or YouTube
it's 30 frames per second you can also
uh go 60 frames per second if you wanted
to really pay for longer render times
because it means things uh have to be
you have to render like twice as many
frames but it means things are buttery
smooth you won't actually see it right
now because I'm recording this tutorial
at 30 frames per second anyways really
the the options that most people choose
are 24 for Cinema and feature films 30
if you're a normal person and you're
making things for internet or YouTube or
anything and then 60 if it's for like 3D
content or something that has to be
really really smooth anyways we're going
to set it to 30 cuz that is the more
standard frame rate for for most things
I know people like to argue but yes 30
is in my opinion a much more reasonable
uh frame rate for most things and the
final thing you'll note um as we play
through this is that it gets to frame
160 and then it just kind of pauses for
a bit until it gets to frame 250 and
then it Loops back and that is because
uh the end frame is set to 250 so if we
set this to 160 instead which is what
our animation ends at you can see it
will now play through and it'll get to
the end and then it will loop back to
the start and also if you want to like
reset this this uh this view in your
timeline you can hit the home key and
that'll like expand it out a little bit
um and there you go so that is basically
our final animation you can tweak it you
can make it look a little bit more
polished than what I have here CU When
I'm recording a tutorial I can only do
so much before people get bored um but
that's that's pretty good it's not bad
so we are nearing the end go ahead click
here to join me in what might be the
final part uh where we're going to do
rendering and forming that uh that final
animation so click there and I will see
you there we've got the donuts we've got
the animation now it's time to do our
final lovely
render so we are rendering using the
Cycles rendering engine which to jog
your memory from the uh rendering video
the way it works is turning off D noise
is it starts with a very noisy image
with a low sample cam and then over time
you can see in the top left there it
throws more samples at it and it refines
that image to be uh cleaner and cleaner
essentially so if we were to set this uh
maximum sample count to a really
absurdly low value like say 10 samples
you could see it renders very quickly
right it's done almost instantaneously
but it's so noisy that you can't see any
of the detail now there is the magical D
noise function which we will be using
however that is not
it it does solve a lot it's definitely
definitely helpful but it's not perfect
especially for animations because on
each frame the sample variation um even
though it's set to be stable um there
will be variances frameo frame so if
you're using a low sample count this Aid
noiser it will do its best but it'll
still have like splotchy patterns that
will appear and you can actually notice
it if you go looking for it um like the
other day I was watching one of uh Mr
BEAST's videos and there was like an
anim in it and I was looking at it and I
saw like all this splotchy stuff like in
on the sides and I was like oh damn that
team must be on like a really tight
deadline CU they did not have time to
render out uh the proper the proper
samples um but anyways so I did a few
tests for this exact scene here um you
can see this is with 20 samples you zoom
into the background there you can see
splotchiness it's um especially
noticeable in out of focus areas which
I'll show you how to do that out of
focusness soon um but you can see it's
very splotchy and you wouldn't ever want
to use it 50 starts to look a little
more stable but still the splotchiness
is very noticeable you don't want that
100 this is where it's starting to look
usable but still not great I wouldn't
consider that good 300 samples is where
I consider the uh the bare minimum for a
scene like this but ideally you would be
able to go up to 500 samples which is
where a lot of that splotchiness is so
negligible that you don't really notice
it and if you have time or you don't
mind rendering you know overnight or
something like that or maybe a couple of
overnights a thousand samples will get
you an even cleaner looking result so
for my Max sample amount I'm going to go
with 500 and by the way there is
viewport and there is render and these
settings are identical um I was tweaking
viewport before because I was showing
you uh in the viewport but obviously
it's what's in the render settings which
is going to be saved into your final uh
animation there is also noise threshold
also know know as adaptive sampling and
the way this works is it will try to
look at the image and determine which
areas are already clean enough and then
which areas need more samples like dark
areas where there's not enough light or
something and it'll throw more samples
specifically into that area and it's
very efficient and I would love to use
it unfortunately it doesn't play well
with the denoiser with the denoiser it
can create splotchy areas which are not
good obviously so if you're using the
denoiser which let's face it is probably
99% of the time then you can't really
use the noise Threshold at least as far
as I've seen I haven't seen it work uh
reliably enough so uncheck noise
threshold samples I went with 500 try to
go yeah if you're on a laptop maybe 300
but try to go uh up from there and
you'll get a nice clean result there's
also time limit I almost never use this
but this just puts like a cap on each
frame so if I don't know the samples was
going to take the image like 25 seconds
to render if you set your your time
limit to be 20 seconds it would just
stop at whatever uh sample count 20
seconds gives it and then it would move
on to the next frame but as I said I
almost never use it I just want to use
the exact sample count awesome now you
might remember previously um that when
you want to do a render you go render
render image or you hit F12 and then
this will kick off a single still render
and then from here if I wanted to save
this image I would go image save as well
what we want to do is we want to render
a a sequence like a you know as every
single frame um and so to do that we
want to use not just render but render
animation and when you do that it will
use and it will save the file for you in
whatever you put in the output settings
over here so if we bring this out over
here uh you can see your resolutions
defined up there you got your frame rate
yada yada the output one here so this is
the folder where it's going to save the
file too and then your file format I'll
just move this up um this is a really
important one now you would think that
because we want to create a video file
right that you could upload to Instagram
or YouTube or whatever that you would
want to use one of these movie settings
maybe an AVI or an FFM Peg or something
like that but you would not you would be
wrong but it's a common uh mistake a lot
of beginners make the reason you don't
want to ever ever render a scene
directly into this format is that if if
at any point during the uh rendering
process your computer was to crash or
let's face it Windows was to do another
update overnight and you can never
figure out when it's going to do it and
it just does it randomly and you anyways
uh if it was to do that you would lose
everything everything that you have
rendered has just vanished because it
will not have created any file that you
can actually read so instead you always
render to still images okay so you want
every single one of these frames to
create a PNG and then put it into the
output folder there which you will then
later take that sequence of 300 PNG
images let's say or it's 60 in this case
um and then put that into another
process which I'll show you to uh to
create that final video file so PNG is
actually pretty good for most cases uh
if you want to go a slightly higher
quality you could use Tiff if you really
know what you're doing you could use
open exr but the problem with that is
that it will not use uh it won't embed
like a display uh transform in it so
it'll save it into linear format
technical jargon just to say it's going
to look terrible if you don't know what
you're doing with it so generally
speaking uh PNG or or Tiff is the one
you want never JP the compression on
that is terrible unless you just you
know throwing a still image up on
Facebook or something uh but PNG or Tiff
that's fine and the color depth uh you
could go eight or 16 bits 16 bits will
give you a lot more range but it will be
larger files um unless you're planning
to do color grading and something like
after effects or nule something I
wouldn't bother with 16 bit8 should be
fine so you set your output folder to be
something that makes sense I usually
just create a folder called uh frames uh
and then within here I just create
another subfolder I call it like one um
just because you almost always need to
render multiple times U but anyways you
you you create a subfolder there called
one um and then yeah I just kick off uh
the render by going render animation but
before you do that it is a good idea to
check your scene to make sure that you
haven't got any mistakes because you're
going to be rendering and usually you're
rendering overnight or maybe a sequence
of days
and you don't want to have to go through
the whole process of rendering only to
bring it up and then go like oh crap I
forgot to turn on that layer or I forgot
to fix that problem or I didn't notice
this before I did the render and then
you have to do the whole thing all over
again so here's a checklist first in
solid View mode click this little drop
down next to your viewport overlays and
then go face orientation now what this
is showing you is which faces are facing
the correct direction so the face is the
solid part of the mesh and it's like
paper thin right but there is a correct
direction and there is a wrong direction
so the correct direction is the
direction that the the camera and the
Shader expects to see and it can render
correctly if it's showing you the
opposite side of the face it means that
the shading is likely to get screwed up
so if you see anything in your scene
that is red it means that it is facing
the wrong direction okay so in this case
it thought that the kitchen should be
rendered outside right because it was a
cube that started with so it puts the
faces outside it cuz it wouldn't know
that we want to render inside it so in
this case if you have a red face like
this you select it select everything on
the mesh just by tapping a and then you
want to hit shift n okay now that should
fix it if it doesn't because on the case
you want to have it facing uh inwards
like in this case uh this little
recalculate normals box here if you
click that you can then click the check
boox that says inside or a hotkey for it
is control shift n and that will do a
recalculation uh inside anyways long
story short you just want to make sure
that everything you see is blue if
you've got anything a Sprinkle or you
know a donut or a plate or anything like
that just make sure everything is
showing up as blue um because that's
very important all right so now that's
done I can turn that off the other thing
that you want to check is that you
haven't got any Rogue uh objects that
will be showing up in the render that
you don't want to be there like for
example this weird looking little UFO
thing right these little sprinkles that
are just hovering off into space here so
that is because we've got some sprinkles
which are being referenced on our
geometry node stack but we don't want
these individual ones which are being
referenced to appear in the render so on
the sprinkles collection I'm just going
to uncheck this little camera icon and
that means it's viewable in the viewport
but it's not going to appear in the
render this will not affect the objects
over here when it's referenced in a
geometry node system it's just going to
treat that as its own separate thing and
it's not going to uh hide it from the
render but it just means that these five
little reference sprinkles will be
invisible in the render the other thing
that you want to check is to look at
your intersections okay because looking
at my donut look at that wow I've got a
massive intersection and this would be
noticeable because the camera is now
moving and it is above it right so you
don't want to have uh intersections so
I'm actually going to use this as an
excuse to uh slightly reorient um my
donuts and create a much more appealing
looking stack cuz I was experimenting
before I hit the record button and I
thought if I just create you know both
of these Stacks so they're kind of like
leaning on each other then I rotate them
a little bit like this then I take this
donut I could move it out rotate
that something like
this there we go right and then oh
yeah I'll rotate this a little bit more
it's a leaning tower of donuts
I'll move that out a little
bit but really with this many objects on
top of each other you're bound to have
something that looks a little funky so
just look at it from different angles I
mean the most important one is the
camera right making sure that it is uh
sensible but because we've got a moving
camera it kind of has to look good from
multiple angles um the other thing I
noticed also is uh it would look a lot
better if I could see the top of this
donut here so I noticed if I select this
stack and I rotate it like this almost
like it's on the edge of that plate
there like the lip and it's kind of
leaning this way it looks a lot nicer
yeah see now I can see the top of that
donut and uh yeah just feels a lot nicer
might actually rotate a little bit
further and then I'll move it
up rotate this
one and I'll pull that in a little
bit and that's pretty good that's not
bad
all right there so that's a lot more
interesting and I've also corrected a
lot of the intersections there but you
know as I mentioned before guys this is
a tutorial and I can't fix everything
whilst I'm uh running the tutorial so uh
have a look at your scene and have a
look at you know the plate is there a
doughnut which is hovering above the
plate like it is here make sure that
it's not or at least make sure that it
is not in a place that's noticeable um
because that will not be good and you'll
be un I mean I actually finished the
final animation sequence uh for this
tutorial and then notic right at the end
uh that one of the donuts was like this
and I just didn't notice it right until
I did uh after the uh the render
sequence was complete and actually a
cooworker of mine was also working on
the scene helping render some uh extra
sequences and he didn't notice it either
and we're both like damn how did we miss
that cuz you just don't go looking for
it so I'm calling it out now cuz I'm
sure a lot of you watching I've got
intersections and uh it's good to try to
fix it now another one to check for is
your lighting and your exposure ranges
so first thing I know is that looking at
this is this is good it's putting a lot
of the attention on the duts which is
great but this uh everything here in the
background is just it's so dark it's
almost hard to see and it feels a little
bit too moody right it's almost like a
rembrand uh painting or something like
that I want it to feel a little lighter
a little bit more uh friendly so on the
roof here on the ceiling of my kitchen
I'm going to shift and then right click
to put my 3D cursor there and then right
at that point I'm going to add in an
area lamp and I'm just going to move it
down slightly just to make sure it's not
clipping through the surface um and then
yeah let's go look in this so this is
what it is with it off and then if I
just increase this you can see it's just
adding a little bit of fill light to the
whole scene to just feel a little bit
lighter um and a little less uh yeah
extreme in its light choice but yeah
that looks pretty good now by the way
this power value there's something
called the inverse Square law that
applies to all lights in the real world
and in 3D software it just means that if
something is double like twice as close
to something it means it's going to be
four times as bright so what this means
is that I've just added in a an area
lamp right at the top of my ceiling but
that's because this is just the size of
the box that I've got if yours is a
little bit uh shorter than this right
then when you placed it then this lamp
and this lamp energy that we've just
defined here as you know 10 wats is
going to be a lot brighter so don't copy
the values that I'm putting here have a
look at your scene and try to evaluate
and go is it bright enough is it too
bright do I feel that this fill light is
too overpowering right or is it
underpowering just evaluate and try to
do it um as fairly as you can and
something that I recommend um and this I
do uh a lot of the time for a lot of
final renders is underneath your color
management if you go to view transform
change it from agx to false color H now
this obviously you never want to do for
a final render but this is revealing to
you what is the exposure range of
different parts of the image kind of
like if you're using a camera and it's
got like a zebra thing to like show you
which parts are clipping this is like
that but it's like to an advanced level
essentially it's showing you I mean I'll
put this up from the blender
documentation but it's showing you what
is the the exposure range of which parts
of the image and there's no like right
or wrong here but generally speaking you
want to have a nice range because then
it's showing there are parts that are in
light and then there are parts that are
in Shadows and there is a range there so
that you can reveal the form there are
exceptions to it but generally that's
the idea now in my case I want to make
sure that um really there's very few
areas that are in the red or the white
the white means there is actually no
information there because it has clipped
so that is not good it's okay for a few
areas right where there's a few
highlights but generally speaking you
don't want too much now in my case I
think it's a little bit too high so I'm
just dialing it back and just so that I
get most of you know the part of the dut
where it's hitting the light um it's
mostly in the orange to Yellow range
with a very small amounts of um yeah red
or white coming through so once I'm
happy with that make sure you change it
back to agx otherwise you'll be
rendering to false color and that will
look horrible a few other aesthetic
choices I noticed that the pink was a a
little bit too hot the saturation does
make a difference so I'm just going to
dial it back to around about a 6 value I
also noticed that this yellow color was
a little bit too close to mustard so I'm
just going to tweak the Hue here just to
make it a little bit more exciting kind
of like a banana yellow right and a
little bit brighter as well just a
little bit more cheerful the blue I'm
going to make a little closer to an aqua
which is a little more funky a little I
don't know more interesting at least to
me uh the base color oh yeah this one
here so I decided after looking at this
and evaluating it I'm like I should just
go with the white icing like what I had
in my uh my final render so just
creating a new material call it white
icing right um and also for the doughnut
I noticed I forgot to put subsurface
scattering on the doughnut itself um
because dut although it's bread right
it's not going to have as much
subsurface scattering as the icing but
it will have some right so I'm going to
give it a weight of one uh radius make
sure that's always set to one and then
this value here let's go
01 um like that which I think is
actually more than the icing that we
gave it but anyways it works because
it's kind of doughy um we can kind of
get away maybe maybe we having second
thoughts right now uh yeah we got Point
01 why not make it look a little bit
more stylized and uh cartoonish the
other thing that I can see looking at
this is that this part here right with
these ball sprinkles on it is it's very
like high frequency detail which is just
like a technical term to mean like small
detail artists always invent terms just
to sound uh smarter than they are but it
looks high frequency right and it's a
little too high frequency it's good to
have some small detail but not that
small it's just uh it's kind of gritty
and it's kind of like it's sticking out
like a sore thumb to me so what I'm
going to do is go to my geometry nose
setup just for my round sprinkles here
um and by the way also make sure you
you're looking at the correct one not
long sprinkles uncheck that little pin
if you've got it like I did um and then
I'm going to change the round sprinkles
scale dragging down to
1.5 so it's a lot bigger which means I
can use a different distance Min
value
02 and whilst I'm here um I'm also going
to change the distance value for the
long sprinkles cuz I noticed it was
feeling a little too even the
distribution of these which generally
means that with this PR on dis
distribution it's using the distance to
make sure they're all perfectly evenly
spaced and it's a little bit it's it's
too big essentially so I'm going to set
this to 0.4 instead which means you will
have some overlaps and some clipping but
if we use a lower count here in our
setup like 80 for example or even lower
right it should feel a lot more natural
right it doesn't look like like before
it was like 200 um when it was uh you
know this was 06 and now it's like 30
but it still almost feels like the same
as what it was before because that
distance when you lower it you're
getting more sprinkles in there even
though it's a lower sprinkle density
anyways technical uh also lower this one
cuz that's just too many so let's go
like 50 for that um and that's pretty
good you can also experiment like I
tried changing the different um um like
whether this one has long sprinkles or
whether this one at the top has round
you can play around with these I went uh
I think the bottom one I gave long this
one I'm going to turn it off so none no
sprinkles on that one and just try and
get a nice you know feel for it really
you're just trying to go for something
that looks a little balanced in its
detail so you don't have too much
repetition um across it so I'm trying to
get a nice breakup of like round long
nun nun round you know Etc the other
thing since we're talking about detail
is looking at this right this is small
detail this is small detail these shapes
here right this is large detail Okay so
we've got large and we've got this small
detail we don't have any medium detail
um and it's good to have a variance
across the scene just I don't know it's
one of the design rules it just helps
things feel a little bit more
aesthetically pleasing so uh something I
I saw when I was looking on Pinterest
many years ago uh for one of the old
Donut series was like uh you can put
bigger sprinkles like a few big chunky
sprinkles on it and uh it just adds
variance to it and it just makes it look
a lot more appealing so for that I'm you
could do it using geometry nodes but I
just do it by hand placing like three
sprinkles so on this donut here shift
right clicking on this part of the donut
uh I'll go into uh here we go solid View
mode and then shift a and then I'm going
to add in a UV sphere default settings
are okay just going to scale it
down like that right so this is the size
of the sprinkle quite big you could
imagine it almost as like a gumball or
something um it's probably not big
enough to be a gumball but you know what
I mean like something big right make
sure you're using shade smooth and for
the
material um sorry if this is like
getting to in the weeds but a lot of
people when they're following tutorials
they like to know the exact settings
that I used so I'm trying to show them
all um whilst not taking too long um but
yeah we go so I go for like a aqua
color yeah like that and then I want to
turn the roughness like all the way down
like that cool and now I just need to
duplicate that sprinkle so duplicate
here uh I'll pull it out and I'm just
going to go with three you could go for
more but I'm just going to go with three
and I'm only going to put it on this dut
I'm not going to bother with the others
I'm going to say this is the special one
this is the one that we want your eye to
be drawn to so this is the one with a
little bit more detail than the others
I'm sorry if I'm doing a horrible
zigzaggy job of I could do snapping but
I'm like ah it's just too much work to
do the snapping functions for this so
I'm going to select those three shift
select the icing contrl p and then go
keep transform there we go so now
they're all attached to that just in
case I move the donut it's uh it's
correctly uh done the final thing I
think I changed was the world settings
underneath the air and dust for our Sky
texture I just DED it back to around
about A7
just a little bit cooler in the lighting
right as I might remember I told you if
you go all the way there it's like the
sky just becomes like blue um and if
it's too far up then it becomes yellow
and orange or whatever like kind of too
decayed but you know like a 7ish it'll
just look it just feels a little cleaner
um in comparison to what it was awesome
now we're F we're almost there I promise
you we're almost there the one thing
that you probably do want to know how to
add is depth of field it adds a lot
because every single camera in the real
world has depth of field except for
pinhole cameras interestingly because
there is no Optics in a pinhole camera
so it can have like infinite depth of
field supposedly um anyways the uh the
depth of field settings is underneath
your camera okay so select your camera
then click on the data here and then
depth of field right at the bottom so
check that box and everything will
become blurry because it doesn't have a
focus object yet so click the little
eyedropper tool
and then just click on this icing this
uh Pink dut icing right in the the front
here and there you go so that is depth
of field used to be really difficult to
do in blender um I started like you know
20 years ago and it was this horrible
like motion blow thing you had to do for
the camera to like rotate it anyway it's
it's it's just a checkbox now it's it's
fascinating anyways uh the f- stop if
you're unfamiliar with cameras the lower
the f- stop the shallow of that depth of
field so you can see very little of this
image is actually in Focus so it's
actually good for like Miniatures um but
if you want more of the scene to be in
Focus like you want more of this donut
stack to be seen I would go with an f-
stop somewhere between six or eight um
you know something around the range I
think I went with eight for my final one
or maybe it was six can't remember
anyways but you can see the stuff in the
background there is now out of focus and
it puts the attention where it should be
right on those donuts in the middle
there and the other thing that I always
forget to enable is motion blur so
underneath your render settings here uh
you just need to check motion blur and I
actually find the default setting is
usually fine it's a little smooth like
it's a a little bit too blurry sometimes
so you might want to drop it to like 04
or something but I don't know it should
be defined with a default it usually
looks okay so are we ready to render our
final animation well I actually thought
yes so that little jump cut that you saw
there was me going yep let's render that
animation and then I rendered it out and
then I came back and I went wait a
minute I've made some errors B now can
you tell what they are I will give you a
clue right here right here right here
we're missing those three little balls
that we created little sprinkles and
then also look in the background here
mysteriously dark almost as if the areal
lamp that we added is not there so I'll
first of all say it's very common to do
this you think that you're finally ready
like yeah everything looks good kick off
the final uh animation I've I've
sometimes waited like over a week for a
whole animation to finish and then I
come back and then I open it up and then
I go oh no I forgot to turn off that
layer I forgot to turn on that layer I
forgot you know actually a technique
that Pixar uses um I learned at one of
the uh sigraph presentations they did
they said they render the first frame
the middle frame and the end frame of
every shot before they do the full
animation uh sequence uh because that
usually reveals any problems um in the
animation which they can then uh correct
so I should have done that but didn't um
anyways what was my mistake well when we
uh disabled this sprinkles collection
right we disabled it from appearing in
the render that's fine but when we
created these objects I didn't check
what was the active collection so when
you add a new object it adds it to
whatever is the selected collection this
little one with a little uh box around
it so obviously it put it inside of that
collection so these spheres should not
be inside the sprinkles so I'm going to
drag it out into a dut uh collection
which is where it should be and then
this area lamp as well that's the reason
that the uh the background is dark um is
cuz that was inside the sprinkle so it
was hidden from the rendler as well so
now putting that into the environment
that now should look a lot better so do
a test render just by hitting F12 see
how that looks first what I should have
done I mean even just doing one render
could have revealed this problem it's
that obvious um but do a test render
check look we've got the balls appearing
The Fill light is now in the background
and the other thing I noticed and this
is because it's the next day that I'm
recording this um when you look at
something with fresh eyes you often
notice different things so I thought
that this exposure looked pretty good
but then now having a look at it um the
next day I can see that it's a little
Overexposed okay so if you look uh at
the false color this is what it looks
like and there's just too much orange
there so essentially I'm going to drop
this back to be so it's like mostly
yellow across the uh the front of these
Donuts here well not mostly yellow but
more yellow than what there was uh
before there's not really an exact way
to sort of uh pinpoint it but I could
just tell it's a little overe exposed so
I'm just dialing it back to be a little
more reasonable again your exposure
ranges might be different depending on
you know how close your Donuts are to
the window or something but look at it
with your own eyes and if it looks wrong
when you're using this exposure range
use a different value tweak it and try
to make it um look accurate cuz actually
I was on Discord this morning looking at
some of your renders join the Discord if
you're not on there um and I was like
okay a lot of people also have
Overexposed uh renders so I should bring
that up anyway we are now finally ready
to do a render so again I am using no
noise threshold 500 samples probably get
that up to a th000 if you want it to be
non- jittery D noise open image D noise
and then I'm outputting it to tiffs just
RGB we don't need alpha 8 bit and then
I'm just putting it into a folder which
because I made a mistake uh I'm going to
put it into another F actually made two
mistakes rended it twice um I'll put it
into uh three right that's why I put
them in subfolders anyways now that I'm
ready I'm going to go render render
animation and this is now kicking it off
I can now leave it walk away and it will
just start as it finishes uh rendering
it'll just start dumping it into the
folder and there you go so you can see
it's uh it's rendered three frames so
we've got three images here once it's
finished we should have 160 Tiff files
inside this folder which you will have
to watch the final part of this tutorial
to learn how to take that sequence and
form a video file that you can use and
send Etc so click here to watch the fin
fin part of this tutorial series well
you made it the end of the series you've
watched 14 videos so uh before I show
you how to turn the image sequence into
a final video I do want to say
congratulations because um everyone says
they want to learn new skills and very
few people actually want to put in the
time so if you're watching this you have
clearly put in the time so I mean that
truly well done now if you are able to
go from this series and then go off and
create and get what you want out of
plender then fantastic uh but what I've
learned over the years is that there is
a percentage of people who want more
they want to know what tutorials to
watch next to level up their career so I
am in the process of creating a blender
course for beginners M special so this
is going to be for you guys essentially
people who finish this course and then
they want more they want to know uh how
do they do other parts of blender Beyond
just a donut so it's not available yet
but I'm looking to release it in early
2024 if I can um so if you want to be
notified when it is available uh click
the link in the description and you can
join a separate email list just for this
course to be notified once it uh is
available it's not going to be free it
is going to be a paid course um but it
is uh yeah for people who really want to
take this seriously and make a career
out of it that is for you so with that
out of the way now on to the tutorial if
you followed the last part directly you
should find inside this
folder 160 Tiff files which are you know
you can open them individually and look
at the images but if you want to create
a video then this is what you do if
you're using this as part of another
video project um then you might be using
software like premere I know that's not
all of you but I'll just quickly show
you for those who want to use Premiere
instead you just click on the first
image and then check image sequence uh
that'll import it and then just drag
that into a new sequence and there you
go and then you can just import uh sorry
export that as you would anything in
Premiere or edit it Etc but if you want
to use blender if you want to go with
the free route there is actually a video
editor inside of blender now you can
access it from uh inside here um but I
actually find it easier and better to
just create a new blender instance so
for that I go file new and then you can
go General but actually if you go video
editing um then that will just set it up
for you ready to go and it'll just say a
bunch of time this isn't like a special
version of blender or anything when you
choose this like if you want to use you
know the standard blender layout or
whatever it's still there it's just it's
created this video like this screen
layout and everything is already
configured and ready to go for you
anyways so down here this is your video
editor this is the sequencer as it's
called and then up here is going to show
you the video that it's uh displaying so
the first thing we need to do is load in
that image sequence so shift a hotkey
works all over blender choose image
sequence navigate to that folder where
you have uh all of these Tiff files and
unlike Premier where you select the
first one and then import that this one
you need to select all of them so the
hot key is just a to select everything
hot Keys work everywhere across blender
and then go add image strip aha now you
can see we've got this strip at the
bottom here and if we hit the space bar
we should see at the top the uh image
sequence playing awesome now it looks a
little slow and you you'll see actually
in the top left hand corner it's playing
at 24 frames a second and that's because
although we set it up as 30 frames a
second we just rendered that into the uh
image sequence doesn't know what the
frame rate is the only reason we did
that was so that when you're playing the
animation in the viewport it's actually
at the correct speed but to set it up
here uh you set your frame rate here
from uh 24 to 30 and now if you play it
you'll see it's going at 30 frames a
second it's a little faster it's a
little smoother and uh it looks good
great now you can see it just kind of
ends right just goes into like blank
nothing and we don't want that I want to
really hold on this end frame because
this is the important frame where all
the donuts are revealed at the end there
and it's really easy to extend the last
frame you just click on the end of that
strip at the bottom there till it lights
up white and then you can either click
and drag out or hit the hotkey g um to
grab and we can just move it all the way
to the end so 250 that's what the uh the
final like the frame range here is right
if you want it to be longer or shorter
you can change it there but I'm going to
keep it at 250 so that means now it gets
to the end and then it just holds here
and let you soak it in soak in those uh
those donuts um cool and this is fine
you could export this but I also just
want to have a nice fade out at the end
because why not just learn about
something in the video sequence editor
um to do that I'm going to go shift a
and then add add in a color and the
color is already set up as black so
that's fine so I'm just dragging it over
the end here and you can see it just
jumps to the color cuz that's now over
the top of that other strip so it's it's
reading top to bottom so it's black is
over the top and uh instead of it being
a jump cut to black we obviously want to
fade it so to do that just click that
that uh strip there and then say shift a
and then say fade fade in and you'll see
it's uh it's hard to read here from this
cuz it's got like black at the bottom
but there is a actually can I do
that uh I'm using the same hotkey
control middle Mouse Button as when
we're using the graph editor but you can
see there is like a slight uh like a
little ramp up like that and it's just
showing you it's fading in um but there
you go that's the fade in uh effect
there and what that is doing is it's
just created um a key frame animation
for this opacity slider to just do a
very quick uh fade in there
um but there you go so now that's it
that's what we want this is what we want
to form into a video file which we could
upload to Youtube or Instagram or
whatever so to create that here in your
output settings you want to again choose
a folder that you want to save it to I
usually save it inside of the folder
with the frames and I just call it video
and then say
accept now because we uh set this up as
a new video editor file it's
automatically set the file format for us
as
ffmpeg video and this is actually the
most flexible I've never needed Avi jpeg
or raw it just creates those ginormous
gigabyte files that you can never do
anything with anyway so ffmpeg is the
one you want because it's got the most
options um and go underneath encoding
and this is where you'll find all of
your video settings um for encoding so
the container that is your like think of
it as the file extens I right so if it's
a mo file that would be quick time if it
is a MKV file that annoying format that
Premier can't read and it's supposed to
be better than MP4s but nothing can read
it except VLC anyways you that would be
Metro metosa metosa is the the one webm
that's like a format that is becoming
more common online you could use that
anyways we're going to use MP4 so that's
MPEG 4 uh cuz that's the most common one
that most people need video codak we're
going to leave it at the default F sorry
h264 is
fine now uh you're if you're used to
like all these settings of bit rates and
all that you can go into that just by
setting like constant bit rate and you
can change all this but I usually just
choose one of the uh think of these as
like presets right so high quality is
probably good enough for most people if
you want to go even higher quality
perceptually lossless will mean it's
almost the highest quality possible so
there's no loss uh lossless would put it
at no loss at all so it's like the
highest quality I don't think you ever
need that like perceptually lossless is
probably fine for like more than every
case you would need right so
perceptually lossless and that's it um
oh audio we don't have any audio if you
wanted to you could add in sound here if
you wanted to we don't have audio so I'm
going to set the audio codec to no audio
I don't think it makes a difference to
the output but anyway and uh that's it
so now what do you do to export this the
same as before it's render animation and
what this does is it just chews through
those frames in the sequence and you can
see at the bottom there how fast it's
going and it's going to fade out Boop
and that's it so the reason it did that
by the way is like cuz like how would it
know like not to render from the camera
cuz we just said render animation it's
because in your oh where is it way at
the bottom there on my face we've got
postprocessing and it's set to sequencer
right and if it detects anything in your
sequencer if it detects anything in this
strip here it will then render this
instead of what is in the camera so
that's how it knows to use those frames
instead of render anyways all to say
look we have our
video playing nicely holds oh soak it up
look at them Donuts Fade Out T so well
done you did it congratulations you made
it to the end of the series if you want
a challenge ooh why not create some
doughnut variations you could change the
color of the icing and then model some
star-shaped sprinkles and then you've
got a patriotic donut scene M you could
use the polygon add-on to import some of
our free candles and then some Moonlight
for a moody candle light dut scene you
could experiment with some different
marble textures there's a lot there you
could make the sprinkles gold you could
add in some whiskey glasses a serving
board for a high class expensive donnut
looking scene you could decorate it with
fruits and palm tree models for a
tropical themed dut scene or you could
add in some pumpkins change the colors
around and you've got a fall themed dut
scene there's a lot that you could do so
have a stab have a go at it and try to
elevate this and make the dut scene your
own cuz that's where the real learning
comes in otherwise thank you so much for
watching and I will see you in a future
video
[Applause]
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