37 Blender Tips to Make You Feel Pretty as Hell (#4)

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that is how is it going I'm watching ages three to seven from a particular reason again and again and welcome to the new episode of blender quick tips that is Gleb Alexandrov for creative shrimp dot-com have fun if you just get an intro blender make sure to watch the previous episodes or quick tips on this youtube channel links are in the description as you know and look at this [Music] keep watching feel free to share bubble bath the first shrimpy tip is the right visibility trick so imagine you'd like to remove this object from the reflections how to do that it's very simple just go to the object properties and here we can disable the array visibility for diffuse or for the glossy to remove it from the reflections or we can disable the camera visibility to remove it from the camera but it will still be visible in the glossy surfaces and the diffuse rays will be intact as well so we can have the reflection without the actual object visible which is kind of cool number two you can spice up your renders by using a fisheye camera instead of the usual boring camera let's go to the camera settings and switch it to panoramic and here we have the field of view setting I'm gonna crank it up to make sure that the image covers the whole screen and we can adjust the lens now set to eight millimeters which makes up for the extreme fisheye we can also use the Mirrorball but make sure to set the X&Y resolution to the same amount of pixels 1920 in this case and finally we can set the panorama type to equirectangular if we want to render the spherical panorama and the Y resolution should be behalf of the X resolution this will get that perfect 360 degrees spiracle panorama right after hitting the render button number three save startup file so when you launch blender you see something like that the boring default cube the camera and so on and we can delete everything set the cursor to Center set the render settings however we want for example lower the bounces set the star resolution to 512 set the child size and to not set it by hand every time we can just save the startup settings by going to file save startup file now we'll get this scene every time we launch blender okay number four bleeding-edge blender builds you can go to blender.org download and if you feel like testing the alien technology cutting-edge blender builds you can go ahead and download it from this page and another place to search for the cutting-edge builds its graphical dot-org but beware don't save anything important using these bills because they are kind of unstable still give yourself a chance to try a blender 2.8 and the new Evo renderer it's in development but it's awesome and by the way watch the full video on Zack Ares Reinhardt channel number 5 how to make a turntable animation at first it seems like it's a very easy task but it could prove to be very very tedious so here is how we can do it we have supplied and the camera first let's like the spline then the camera hit ctrl shift C and choose photo path it will add the photo path constraint now I'm pressing alt G to reset the position what we have to do now is aim the camera so I'm rotating it on the z axis and in the constraint settings we can set the offset to animate camera along the spline or we can just click on the animate path button so basically if that's how you can make the turntable animation in blender again the next one is a cool modeling feature that is called grid fill first let's draw the outline of the future of shape so what I'm doing here is just extrude envision vertices by hitting e on the keyboard and we have to make sure that the opposite sides have the same amount of vertices and now I can hit ctrl F and select the grid fill then hit f6 and we can tweak the span and the offset but I think that the default settings we're rights for the shape and after that we can throw in some layers of subdivision and maybe extrude this shape so that was the great film okay the productivity tips number seven we can click and drag to select multiple fields for example we can tweak each field individually or just copy/paste the values we can click and drag down and then type in the value or just click and drag down then drag right and basically where we have this multiple fields multiple consecutive fields we can select it by clicking and dragging or by holding shift and dragon number eight array modifier and radial symmetry so here we have the cylinder and I'm selecting the third part of it and I'm hidden P and separate selection and delete the rest now I'm creating the empty object and adding the array modifier to the cylinder setting the count to enabling the object offset and picking this empty object now we can rotate and move this empty and the array modifier will follow the rotation and the position of this empty and technically we just created the radial symmetry now we can hit tab to enter the edit mode tweak the initial object and for example we can increase the edges by hitting shift e to make it in line perfectly that is radial symmetry by using the array modifier with the object of set enabled 9 math expressions honestly did you know that the planner numeric fields accept the math expressions yeah yeah it can blender can do many surprising things so for example we can click on the subdivision surface levels and type in the expression 2 plus 1/2 plus 0.5 and it will calculate it for you or working type something like this get the number right and the next productivity tip is how to use frame step to skip frames during animation and why to do this now imagine you animated by camera now we want to preview it but each frame takes Infinity's render so you'll just set the resolution to 35% for example and you set the frame step to two or to three that means that planner will skip two frames during rendering and render each third frame and now I'm choosing the video format avi JPEG and defining the outputs so technically this would render three times faster and you would be able to pee with the results using render play rendered animation or just press ctrl f11 course you will see a slight stuttering effect but yet this is a lot better than waiting three times longer mm-hmm definitely number 11 this is a fun one we can have a custom bulky shape so we enabled the depth of field in the camera settings and cranked up the size and unsurprisingly we get this circular shape and we can make it into any kind of shape that's how do we position the cutout shape in front of the camera just like we do in real life and the smart as algorithm of cycles will do everything else for you right give us the next one stamp renders with metadata the Fisher's like these are often overlooked and we shouldn't fall into this trap so the name of the stamp output checkbox mmm-hmm enable lens information and we're good to go we can hit render and one more thing that I will do is increase the font size because the text is tiny it makes my eyes bleed let's set the font size to 20 and it sold better you can see all the necessary info stamped into the render the tip number 13 is anti-aliasing filter types so if you come over to the film settings you will see this filter type it can be set to Gaussian to black Mijares and to box and we can also change the width you can see how it affects the render honestly it's a very cryptic very obscure feature you just have to test it for yourself and on the greg's our website called adaptive samples there is a cool comparison image of the different anti-alias and types in my opinion they all look kind of similar but the box one sucks number 14 override material often what I want to do when I'm making my scenes is that I want to preview just the lighting information without materials and the stuff like that so in the render layers tab we can choose the override material then click on this render layer button in the viewport now we can comprehend what's going on with lighting let's move on to the next one how to consolidate textures into a folder let's say we have a bunch of textures in our scene and each one of them resides in a different folder what we can do is go file external data and automatically parkin to blend now it's backed into the blend file and now we'll go external data unpack into files use file in current directory and create when necessary and right near your safe file we will have this texture folder with all the textures nice and clean number 16 outliner options 2 organizers seen a little bit more you can choose for example visible layers in the outliner to show only the visible layers or you can choose selected to show only the selected objects or maybe we could switch to the similar types and now if we select the spotlight the outliner will show every other light in the scene this filters just help to keep track of the scene that's why it's worth paying attention to now let the fun begin how to extrude the individual faces let's select random then switch the transformer orientation to normal and if we hit e to extrude we'll extrude every polygon but not individual polygons we can hit alt II and select individual faces rights the next thing that we can do is switch to the individual origins mode in the pivot point and now we can scale it up or scale it down maybe extrude it once again and that is a very nice feature to know just once again just press shift E and extrude individual faces number 18 curve from mesh we can draw a bunch of vertices and then press alt see and select curve from mesh that will convert it to curve now hit T and set the spine type to busier and then press V and convert the handle tab to automatic this gives us an opportunity to smooth out the curve for example you can select all points hit W and like smooth and smooth it a few times more so here we go number 19 how to snap selection to cursor first we select the cube then we'll place the 3d cursor on the surface of this object then press shift s selection to cursor and then we can just play three cursor and hit shift are to repeat the last action that's how to align one object to the surface of another object and if we have two objects we should use not this section to cursor by the 31 searching to cursor with offset or else the objects will be placed on top of each other alright the next step is how to move vertices without distorting the text I remove edges or polygons let's like the edge and then we press G two times to slide edge you'll see that the texture gets distorted but if we press f6 we can enable this correct UV this checkbox look at this press G two times to slide edge and oh my goodness the next thing is how to rotate edges by 45 degrees after triangulating first let's select the vertical edges press ctrl e in select rotate edge clockwise but actually we'll do a slightly different thing let's select every edge and press space and search for triangulate faces that will well triangulate every face now let's select this vertical set of faces shift G's like similar direction and now press X and dissolve edges and I don't know why I like rotating edges so much that I include this deep into every collection of tips if you have any idea let me know in the comments I would be so damn happy to hear that and now I'll give you number 22 dissolve edges so basically almost any edge can be dissolved without ruining the geometry so if this edge doesn't contribute to the curvature you can just you can just press ctrl X and it will be instantly dissolved and this might come in handy if you want to have a clean geometry composed of n-gons or for example if you want to bevel the cube like this and at the same time you want to get rid of the excessive geometry and you select this edge rings and I hit control X and they get dissolved and you get a clean game engine friendly geometry number 23 the knife tool can cut through usually when I press K and you just make a card like this it won't show up on the other side of the mesh and to cut through you just have to press K then present and that will enable the cut through mode and now every card will pierce through the geometry you can do the same thing by selecting all polygons and pressing Shift key and you can for example select these edges and press V to rip them and hit P to separate the selection and technically now you have two objects and another cool thing that you can press K to invoke them knife to and press C to constraining draw a straight line or 90 degrees line now let's talk about linked flat faces and we can for example select this polygon it old shift ctrl F then press f6 and tweak the threshold and that will grow or shrink the selection based on the normal of the polygon that you selected initially so you select the polygon hit ctrl alt shift F and tweak the sharpness or the threshold so wherever you have a flat area of faces this function can make your life a little bit easier and that's what we are aiming for next the tip number 25 volume sampling optimizations the first thing that I want to point out that volume scatter should be added to the volume absorption together physically correct results alright now let's talk about the optimizations in the geometry table we have this step size setting and if you turn it down to a lower value you'll get a higher quality but the longer render times and the less fluent viewport the mark steps setting works the other way the higher it is the longer it takes to render so let's turn it down to 64 and let's crank up the step size to 0.5 and the viewport got faster and it's just obvious and when we set it to 1 we lose some quality but the viewport is super fast that's how we can deal with the complex volume shaders ok the next thing is color ramp first of all it has different interpolation settings you can switch it from linear to cardinal or b-spline for the smooth gradients so try it out maybe it will give you some interesting results and secondly you can add the new flags by holding ctrl and clicking on this line and what we can do now is drag them around to say color correct the initial noise texture also we can colorize this stops and we can use it to colorize pretty much everything so just one node gives you a lot of stuff 27 at a smooth angle if you open the left Rochelle by pressing T and select smooth you see that the object looks kind of weird and in this panel you can enable alter smooth to get back the sharp angles and you can define the sharpness by tweaking this slider so if you'd like to have more rounded look just crank it up also what we can do is go to the edit mode select the edge ring or edge loop press ctrl e and select mark sharp and that will tell blender that these edges must be sharp in any circumstances no matter what oh I like this one export paper model straight out of blender so here we have this model not very fancy now we need to enable export paper model add-on go into the edge mode and quickly create some UV Islands resign we'll set select the set of edges mark seam mark and now the seam and maybe one more here you can do it by pressing ctrl e and selecting mark C then we can try to preview how it will be unwrapped by creating a new image selecting everything hitting you and select an unwrap by the add-on will do its own unwrap anyway so let's go export paper model and if the dimensions and blender units are off we'll get the error and then we'll have to make it smaller and export again and it will give us this cool appliance so we could reproduce it with paper now that's the adren the next tip is dynamic topology look at this it's just a cube which has four polygons and when we enter the sculpt mode and enable the in topo which is dynamic topology we can sculpt in right away without subdividing it first it will get subdivided dynamically on the fly we can change the mode of this tool from subdivide collapse to just subdivide edges this way the dynamic topology thing will keep adding the details not taking the distance from the camera into account so basically this gives us that creative freedom and the potential drawback is that the geometry will be very messy so we can use it for sketching and for the final model some ret apology will be needed but in my opinion that's totally worth it and oh my goodness that's already tip number 30 recalculate normals when we extrude polygons we can extrude it in one direction and in other direction and these may lead to flip geometry and by the end of the day the model can have flipped polygons and okay polygons and if you enable back face culling you'll see this mess and especially if you can export it to the game engine this will be a nightmare so let's select our polygons and recalculate normals and that will read normalize every polygon and fix it for you another quick tip is radial symmetry for sculpting so I'll start with this soon there cap go into the sculpt mode select the clay brush and to enable radial symmetry we should go over there the symmetry menu name of the axe mirror and crank up the number of iteration in XY and Z or in this particular example we'll need just Z iteration so let's set everything to 1 and set to 64 and now we can start sculpting there radial details some kind of a mechanical stuff a nice little feature that I love it's a free-form modeling for nerds let's say for a while in the sculpting room how to look area plan for the trim brush to achieve a ZBrush style a trim effect let's choose the scrape Peaks brush turn the strength up to 1 then we can start sculpting and it will behave like the polish brush in that brush so we can sculpt the smooth curvy hard surface transitions but it will fix the area plane by clicking on this icon the brush will start to cut off the geometry in a very very hard surface way grateful sculpting the mechanical shapes stones and whatever 33 is blender sync add-on so blender has this blender sync add-on that allows us to synchronize user preferences keymaps add-ons between the different versions of blender so it's very convenient you just need to download this add-on from blender cloud and you will be good to go the next one is linear interpolation of keyframes if we just set up two keyframes for the camera movement for example set the keyframe for the location of the camera another keyframe and then if you play back the animation you'll notice that it slowly starts then goes full speed and then slowly ends and if you want to just have linear kind of animation go to graph editor select all the keyframes here we can see that there can curve e so select all keyframes press T and set the interpolation to linear and that will make the movement linear without gradually speeding up and slowing down to align the camera to the polygon or rather align the viewport to the polygon select the polygon first which will serve as a reference point for your camera or for the viewport then press shift and seven on the numpad or shift three on the numpad if you want the viewport to be perpendicular to that polygon or ctrl shift and seven if you want to place camera from other side thirty-six orthographic camera how to render things in the isometric view that's very easy you just have to switch from perspective to orthographic and that will make parallel lines be perfectly parallel without converging into perspective and you can tweak orthographic scale to kind of position camera closer or further way and finally blender can import and export FBX format something to keep in mind if you want to import models from 3ds max or export to some game engine but first we have to enable import export FBX and done and also you can set your theme to 3ds max oh my goodness that was Gleb Alexandra for creative shrimp dot concrete shrimp is the place where artists go to learn tips and tricks about computer graphics arts art whatever in coffee brewing long leave blender open-source and all that stuff is to watch cool movies stay tuned make sure to share this video with other nerds and watch the previous episodes or blender quick sips and see you next time
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Channel: Gleb Alexandrov
Views: 126,109
Rating: undefined out of 5
Keywords: Blender (software), blender, tutorial, tutorials, quick tips, tips, cycles, 3d, render, creative shrimp, CreativeShrimp, gleb alexandrov, blender guru, animation, cg, blender tutorials, free, panoramic, bokeh, eevee, sculpting, modeling, texturing
Id: Vhi98dFhgEY
Channel Id: undefined
Length: 23min 26sec (1406 seconds)
Published: Sat Nov 11 2017
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