I Created a FAKE Shoe Commercial in Blender!

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foreign [Music] [Applause] [Music] [Applause] [Music] thank you so first you're gonna have to download the starter file from my description it is free and what we'll do is we'll create a background and some nice lighting for our animation so first I'm going to hide the issue collection add in a plane and I'm gonna hit s and 10 to scale It Up by 10 and go to the shading Tab and right here create a new material make it background now when we do the backgrounds and stuff like that we always get into an issue which is avoiding the edge right there I'm going to show you how to solve this problem so let's add an ingredient texture hit Ctrl T if you have node Wrangler prove the gradient right there the gradient is linear I'm going to make it spherical and I'm gonna get the object coordinates and connect it to the vector and I'm going to add a map range there to tweak this set it to smoother step so it's a lot smoother now make it zero and connect this to the alpha right there Ctrl shift click on this one to preview it go to the material settings and in the viewport display make it Alpha blend and this one to Alpha clip turn off show back face the color is going to be white you can give it whatever color I'm gonna give it a full transmission and zero roughness play with this one and bring it back a little bit so this is for the background we need nothing else here let's rename this to background just like that and to move it to a new collection and make it the background elements now I'm gonna make a stand for the shoe so for this what you can do is you can add a plane hit tab into the edit mode scale x-axis I'm gonna give it two Loop cuts and randomize the shape a little bit because we're gonna run the subdivisional surface modifier here and just like that create a loop cut in the middle and that is fine give two levels of the subdivisions to this then I'm going to add in a solidify modifier to make it thick just like that then I'm going to add another subdivisional surface make it two and this is fine and you can now keep duplicating these up there until it reaches this bottom of the shoe just like that I'm gonna scale it up a little bit on the z-axis now Shifty to duplicate along the z-axis and then scale it down a little bit just like that randomize a little bit if you want because these are rocks and these are not always similar so we just like that play with the shapes until you get a good result that you like and these shapes are going to look very satisfying in the render so it should DZ again scale it down a little bit rotate it and just keep doing this rotate scale down everyone will be able to do this if you're even a beginner you can do this easily but if you go to these Cycles rendered view for this and turn on the world you can see it looks very good so I'm gonna go back there and now we need some more elements for the environment so I'm going to get the uh stand for the issue and I'm to move it to the background elements collection rename it to shoestand choose stand select the background shift it to duplicate it and rename it to a little tones hit Tab and scale them down subdivide once and go to Geometry nodes create a new geometry Notes 3 and make it stones first what we're going to do is we're going to create some instances and then we're going to instant some stuff on those instances which will make sense in a bit so let's add in a distribute points on faces to get some random instancing we are getting some points make it poison disk bring up the minimum distance value and play with the seed just like that bring up the density a little bit more let's add in a instance on points node instance on points now in the instance I'm going to add in a curved line this is going to be the direction and bringing down the length something like this will be fine shift add in a random value here so it's a float and the minimum can be 0.4 and the maximum is 1 which is good so I'm going to bring down the minimum a little bit more play with the seed and there you go let's realize these instances now resample the Curve not count is going to be the length and make it point zero zero two or something let's instance some grids on these points so I'm going to add another instance on points node right there and in the instance let's add in a grid I'm gonna scale this down just like that now in the scale I can add something like a random value here random value and in the minimum let's make it point five and the maximum can be one which is good let's add in a vector math here to control the scale of it set it to scale now if we control the scale you can see how that's looking now after the resemble curb I can add a capture attribute node connect the geometry to the points there this is a float value so in the value I'm going to add in a spline parameter node and this is going to be the factor so get the attribute connected to this scale right there now you can see the points that are in the bottom are scaled to zero that's not what I want so after the factor I can add a color Ram to invert the values add a nickelram and flip the color ramp play with the values until you get something that you want just like that will be fine now after that I'm going to add in a realize instances again because these are instances these are not real geometries so we cannot set the position of it add in the set position node in the offset you can add in a vector math and in the offset you can add a combine XYZ node because we want the displacement only on the X and Y axis so adding a noise texture to this connected to the y-axis 2 adding the reroute and shift a to add in a vector map to subtract 0.5 because these are displaced from its own origin so hit a subtract 0.5 then after the subtract you can add in a regular math again set it to scale to control the whole factor of that now of course after the realized instances you can add in a subdivide mesh node to subdivide it and bring down the scale of the whole thing I'm going to bring up the scale of this yep that's it then after this I'm going to add in a do it geometry node because I want to delete some faces from there set it to face and in the selection add in a random value node this is set to Boolean which is what I want let's bring down the probability a little bit and add in a subdigital Surface after this to make it smoother now what you can do is add in a solidify modifier here and bring down the thickness of it do something that you like just like that and you can now add in a bevel modifier or subdivision again if you want to so now we have this and you can see the there's some Gap in between so if you can go to our curved line and bring down the length right there so if I bring it down just like that do something like 0.02 and then what I'm going to do is go to the resample curve node and in the length bring it down to 0.02 or something so we get more of these things I'm gonna make it point zero one five now this looks like play with these solidify and make it a little bit bigger like point zero one five right here too you can scale it down by z-axis and bring it up just like that and this is what it's going to look like adding a scale elements node at the end scale elements and scale them up just like that I'm going to scale them up by z-axis a little bit and go to the rendered View and see how that looks like so these add a little bit of detail to the environment and you can bring down the scale of the displacement here a little bit yeah if you want to do some random rotation you can go to the instance on points right here and in the rotation I can add in a random value node but only for the z-axis so duplicate this random value node and turn off these to zero this should be zero and this one too and connect the value to the rotation so now the minimum zero rotation can be negative one and the maximum can be one now that's what I want and now next step is going to be to give the materials and create some cool lighting here I'm going to go to the shading Tab and right here create a new material this is going to be these tones and let's add in my geometry node here geometry and the value I want is the random per Island here so now if you go to these cycles and look at the random per Island you can see in every island we have a different float number here so I can add in a color ramp here now and set it to constant bring this value back and add random colors here connect it there and I'm just going to pick my colors and this looks good to me now this tone but here you can select the geometry notes object go to the geometry nodes and at the end I'm going to add in a set material node and select the stones here you can also add in a set shade smooth node to make it smooth now you can play with the colors here I think they look a little bit too saturated was adding a hue saturation value node and bring down the saturation a little bit I'm gonna play with the colors you can always edit these background elements now what I want to do is do some lighting so for the lighting I'm going to make some gradient texture and an HDR so go to the world tab right there and in here go to the surface select in a background first I'm going to add in a gradient texture uh Now preview this and hit Ctrl t for these nodes this is going to be an easy gradient so it's very smoother right there easy and before that I'm going to add an asaproid XYZ node separate x y z Now turn off that one to see the gradient I'm going to connect the Z to the vector so it's up and down just like that so after the gradient texture I'm going to add in a color ramp here and bring the white value back a little bit so it's a little bit stronger put this value there and add in the mixer GB here so let's mix it with the HDR so I'm going to add in an environment texture Ctrl T open up the HDR from there so for that let's go to the local disk C and program files blender Foundation where is it right there 3.2 3.2 there data files studio lights world and click this bookmarks plus button see you always get a targets here for the hdrs there are built in with blender so I'm going to select the city.exr and let's preview this now let's bring it down by z-axis a little bit so 0.04 I mean this and in the zero rotation let's make it something like 54 or something yep that's good add in a math note to this and add something like 0.7 connect it to the color one and collect the color Ram to the color color 2 and preview this now you can see we got some cool lighting here it's minimal and yeah it looks good I wanted to go for something something bright which always looks good and if you add some depth of field it looks amazing then so what next we did the lighting now in the background strength let's make it something like 0.7 and this mix can be the saturation brings up the factor go to the render properties and turn on the transparent in the film make it transparent so I'm gonna add in a camera for a test render add in a camera Ctrl alt and zero to position it right there turn on depth of field select the shoe f-stop down let's render a frame so in my render setting 50 samples go to decompositing and I added an alpha over node and it's connected to the second socket right there and a weaver node so let's see how that looks like it looks quite clean to me like if you look at the background here it's very smooth and there is no corners and stuff like that that we always see no renders this is the alpha over white color that we're combining it with the background one last thing that I wanted to add here was the ripples you can see this in my render so I'm going to select the background plane here go to Geometry notes create a new geometry Note 3 and name it ripples hit Tab and subdivide it a few times a few times then I'm going to add in a subdivisional surface node or subduide mesh node make it 5 and add in a store named attribute node and what are we storing we are storing the proximity of these objects to create the ripples are the waves so first I'm going to go to the background the background collection and get this the shoe stand and the little Stones right there make them relative and join them together with a joint geometry node get this one too I'll add in a proximity node geometry proximity connect the distance to the value right there in the name I'm going to give it any letter I want so I'm going to type in at T here and go to the shading tab then select the object here and this is the background texture so right there add an attribute type T here and if you go to the material view now and preview this attribute you can see we got the proximity here next thing I want to do is is I want to add in a wave texture here to create the waves preview the wave texture connect the color to the vector bring up the scale a little bit and there we go after the color I'm going to add in a math node to end the waves at some point because we don't need them all over the plane so make it multiply and I'm going to get the color and drive it through a map range oh float connect the color to the value connect the result to the value right there you can make it something like smoother step now let's invert the values right there something like that is looking good bring that down bring up the scale of the waves and play with the map range now if you go to the phase offset of the wave texture you can see the waves are animating I'm going to add in a value node here type in hash frame divided by 24 or something and then you can add in the math load to inward the animation so if I play it it's going the wrong way if you look at that so multiply this with a negative number and now if you play this it's going the correct way so that's fine let's add an a bump node for the whole thing so in there I'm going to add in a bump node connect this to the height connect this to the normal and preview the principled bsdf we already got the waves but they're very strong so I'm gonna bring down the the distance to something like point zero two and bring down the strength too now if you play this it goes in real time and if you update the whole geometry it's gonna the waves are gonna go with it and yeah it looks super cool now if I save the file and render a frame with this you can see these little waves they add this little detail to the whole render which looks very cool these are the little things that make your animations look good in the final render hey so you've made it to the second part and this one we're going to be creating this beautiful glass effect and this one is going to be easy and also we're gonna do the disappearing effect with these two objects so let's get started first what I'm going to do is I'm going to select these objects and I think they're way too complex so right here if you go to the subdivide mesh node just remove it from there and these are pretty simple now so that's it and you can add a subdivisional surface to these or a bevel if you want both will work perfectly fine but right now I'm not adding any of these modifiers here because it will slow down our report and we don't want that so turn off this shade smooth node from here if we play our timeline you can see the FPS is pretty good so first what I'm going to do is I'm going to create the glass shape we'll select the camera and move it to a new collection this is going to be our cameras collection hit okay and hide the collection from here I'm gonna hide these two collections too and then add in a plane here I'm gonna hit Ctrl 3 to give it some subdivisions and make it kind of a circle shape then I'm going to right click and subdivide it and select these vertices and you might be thinking why I don't want to add circles here because I don't like the geometry there so the planes are good so just select the Border vertices all of them leave the middle one and right click go to Loop tools and make it a circle you can enable this add-on from preferences right there in the add-ons search for Loop tools Bluetooth right there and then save preferences this is a circular shape now next thing I want to do is give it some thickness let's add a solidify modifier and make it thicker just like that then I'm going to add another subduino surface make it two and right click and shade that smooth but in the corners it looks a little bit weird let's select all the faces and in the stem scale them a little bit and this is what I want and next I'm going to add in a curve modifier here so get a curve for that I'm going to add in a path curve because we need a curve for the modifier scale this up and give it some random shape just like that we're going to edit it later for the animation right now we need just a shape so select the curve right there and you can see it's here now but keep in mind that the origin of the curve and the origin of this object should be similar then it will work now if I move it along the x-axis you can see it's moving along the path and the good thing about this curve is if we move it right there and then I select the curve select the point in the edit mode and hit Ctrl T So if I twist this it's going to twist the whole thing with it so right here I'm going to add in a displacement modifier right there and create a new texture this is going to be my disc placement and click this button and search for clouds here bring the size up something like that so it's it cannot go up two so I'm gonna type in the number that I want I'm going to type in 5 here go to the modifiers tab again and right here select the object coordinates then in the middle I'm going to add in another busier Circle scale it up and just like that and in the resolution make it something like 30 or something then on the same origin I'm going to add in an empty hit F12 to rename this to the displacement object go to the object constraints and select the follow path then I'm going to select the curve Circle that we added here and if I play with the offset now it's controlling the circular motion of the empty and I'm going to select this object and go to the modifiers in the displays I'm going to select this empty object so when it moves it's going to affect our displacement but this displacement is doing everything along the normals of this object and I think we should do this displacement before or solidify so I'm going to bring this up right there and now if you look at it it looks good then right here if I play with the offset of my constraint you can see it's affecting my displacement like I did in my video so we got the control of that now I'm going to select all the objects here and to move it to another collection because collections are very important we can keep everything organized and then it will be easy to select and do things so I'm going to rename it to the glass Leaf this is what I call it I think I need one tiny displacement in the end so let's add it in another displacement so create a new texture for this and this is going to be the small small displacement this is just for little details I'm going to go to the texture and make the scale to something like three or two maybe but the strength is gonna be very low for this one so point zero five or four bring it up a little bit and that's gonna be okay now I'm going to select the global coordinates here and if I move it along the x-axis it's updating with the position of it so I will bring down the scale I think point to one or something will work turn on this displacement too and we're good to go we can tweak these values later if we want to that's going to be not a problem because it's solid procedural and you can control it the way you want So before we animate this let's turn on our collections here and set our curve the way we want so for my example I did something like that I select the whole thing and rotate it just like that extrude again extrude right there extrude again remove it from the scene there I want these points to be in front of the shoes so that it can reveal the invisibility Effect bring it down just like that this one can go up so if I bring it back along the x-axis right here I'm going to select the curve go to the points here Ctrl T to twist it just like that so it covers our shoe there let me rotate it there too I'm going to scale my object hit Tab and S to scale it where is it right there it has to scale it down you can bring down the solidify if you want I'm going to go to solidify and bring it down just a little bit but I'm getting this weird lines right here maybe let's select the curve and go to the curve resolution preview and make it bigger if you look at it now let's bring up the resolution preview and render both bring it up until these lines are disappeared just like that so this is way smoother now if I grab it along the x-axis just like that you can see how that looks like and we're gonna animate this empty too because this is the floating type motion of the whole leaf I'm going to go to the displacement number two and go to the texture bring down the depth to zero I don't want it to be very high and then let's play this yeah that's what I want you can bring up the size of the texture now because the depth is low to make it something like four I mean bring it down and that's it let's go to the Shader editor and create a new material for this this is going to be our glass Leaf pretty cool now right here I'm gonna turn up the transmission bring down the roughness to zero and in the color let's add in a a noise texture connect the color to the base color now go to the shading preview mode and let's prove this noise color so it's a lot bigger I want it to be very small size so just like that it looks quite satisfying to me this is gonna work you can add in the Hue saturation node to change the whole thing if you want if you play with the Hue now it will change the colors a lot so something like that would work fine I'm going to preview the principle bsdf go to the cycos preview mode now one thing I did for the glass was added some volume to this volume absorption I think yeah that was it connect this to the volume and in the density let's make it something like seven and I'm gonna make it totally white and I want a reddish kind of color here but if you look at it it's very dim the lighting is not very brighter so what you can always do is click on this V value which is the brightness of the texture and make it something like five you can see it's a lot brighter now and it looks awesome so you can bring it down to three or four to make it a little bit subtle I'm gonna like this to the color and this will be it for the texture of this thing you can bring up the value right there too this was a great idea to reveal the whole thing because I if I did the invisibility effect without this glass it will just look very boring what I want to do next is prepare these materials to be disappeared right so for that we did only these ones and what I did with these shaders here it's already done but you can do this with any object or any material so after the principled vstf or the last mixed Shader of your material what you can do is you can add in another mixture here and in the Shader number two give it a transparent bsdf and for the factor we're going to use an attribute that we are going to Output from our geometry nodes and its name is V right there so it's used for all the materials in there this one and this one too you can see the same setup and for these two so what we're gonna do is we're gonna select all these objects one by one and give them a geometry system to Output the proximity attribute so I'm going to go to Geometry nodes first and create a new geometry node system here this is going to be the this is going to be the invisibility effect right here what you want is a controller for the effect to just you know move it and it will control the whole effect so I'm going to pin this and create a an empty here I'm going to get a spear here bring it up and F2 to rename it to something like gradient control and then you want to go to the report display and turn on the name thread so you can always know what is this empty used for right click adjust empty size and bring it down I'm going to import this to the setup here and let's move it to this collection so M Glass Leaf thing this is going to be relative and then I'm going to add in a mesh line here mesh Line This mesh line is only going to be one point and the location of this m T is going to be the location of the point so that's obvious wherever we move the empty the point is going to move with it I learned this from deki 3D from one of his tutorials so thanks to him let's add in a proximity node geometry proximity and connect this to the Target so we have only one point here so we don't have any faces I'm going to select points here and right there let's add in a store named the attribute node store named attribute and its name is going to be we because we are outputting V in the Shader editor so this is we unconnect the distance to the value and now if I go to the Shader editor and preview the material you can see if I move the empty now it's affecting the whole thing which is what I want but if I go to Geometry nodes now I want this effect to be a little bit larger and this is just on a very small circles let's add in a math note and bring it I think bring it back just like that just like that until you get the whole shoe and now you can add a map range too to make it smoother set it to smoother step and let's see how that looks like if I move the controller oh let's go to the material properties and in the blend mode Let's Make It Alpha blend and turn off show bake face in the shadow mode I'm gonna make it Alpha clip you need to go to any every material and set the blend mode to Alpha blend and the shadow mode to Alpha clip so this disappearing effect will look good now if I select my gradient control and move it you can see it's controlling my shoe now I'm going to go to Geometry notes there again and let's just add a little bit more of that here so that is totally covering our shoe maybe let's just remove this map range bring this value back a little bit more and now if I move my controller empty you can see that's how it's looking like and that's the whole effect and now let's uh give this geometry node system to all these objects so that they can also get the attributes here give it a geometry noise modifier and select our invisibility effect right there now let's move it away so that we can see how it's looking like I'm going to select this material too and right there go to the blend mode make it Alpha blend right here Alpha clip show back face turn off select this object give it the geometry node system and usability effect go to the material Alpha blend Alpha clip show bake fish turn off and the subject too and I'm gonna just join this object with this one so there are just one object so this is one object now and if I move the empty now you can see it's disappearing the whole thing and I'm going to select this object go to the edit mode select the vertices and grab them along the x-axis because I think there is a gap between there in between there so this face and grape x-axis now that's okay so whenever this glass thing moves in front of this shoe we're gonna move this gradient control empty let's do one more thing as you saw in the video I have a depth of field on this object so for that I need an empty and it needs to be parented to this object but it's moving it with a curve so we want to parent it to the vertices instead so I'm gonna hit tab select all the vertices Ctrl G to assign to a new group and hit tab again and then I'm gonna bring my cursor here shift add and empty this can be a cube and just the size F2 to rename it to the depth of field glass then I'm going to go to its viewport display and turn on the name of it so that we can see what is this doing then I'm gonna go to the constraints Tab and add in a child off constraint then this one I'm going to select my glass here and in the vertex group let's just select the group set inverse and I can move this now and then let's move this along the x-axis and it will move with the whole thing but right here I don't want the scale I also don't want the rotation with this thing and then I'm going to set inverse again so now if I move it all in the x-axis g x axis you can see what it's doing the object is parented to it and it's all set save the file and yep that's it for this first shot we're going to animate the whole thing later because first we need the whole background and all the elements to be ready so select the depth of field object move it to the glass leaf collection now let's do a test render from that bring it back just like that and I'm going to bring my camera right in front of the leaf here okay let's select the curve shift this cursor to selected then select this object too and then I'm gonna go to right here and select 3D cursor then R Zed and something like that rotate it so it's the same angle that I used for my animation select the curve edit it a little bit Ctrl T to twist now go to the camera view and bring it down and do whatever you want I'm going to select the curve again and twist this thing then go to the first displacement here and bring the strength of it up a little bit and then take the texture a little bit then select the camera and go to the depth of field settings and I'm going to select my depth of field glass object and now let's go to the render View and see how that looks like go to the Shader editor and right here I think the saturation is a little bit too much I'm going to bring the density down to three or five is going to be good this week can be two and let's bring the saturation down here to something like 0.4 I'm going to select my depth of field glass object and grab it right here open up 3D viewport here and I'm gonna grade it right there because it's a little bit up now so grab it right here near to the camera a little bit I'm going to select the camera again and go to the depth of field settings so the f-stop let's make it point two and the blades five and I don't know what these values are used for so just leave them let's render out a frame and see how that looks like oh that is beautiful but you can see the shoe is already in the background but we're gonna hide it in the render and it's really and it's very easy just one click and it looks very beautiful especially the whole depth of field and when it combines with it the glass looks amazing let's make this three to three again bring up the density of it I think our solidifier value is still a little bit high so go to solidify and it's negative point zero five six I'm gonna make it negative 0.04 Yep this is this is good now the second displacement is 0.04 make it point zero three that's also a good I'm gonna go to the shoe collection and this is our body so I'm going to turn off the render for it for now and let's render a frame again so this is part two and I'll see you in the next part so this is where we left now what I'm gonna do is I'm gonna hide the unnecessary collections to make things easier and hide the camera hide the background elements and hide the shoe collection too I've made another collection for this simulation which I'll provide with the starter file so right here you will see only this object which is used for the collisions I'm gonna turn on the shoe collection hide the body and if you see it fits in there so we're gonna simulate our bubbles inside of this cage mesh so there's an object I given you in the starter file which is named as synth it has a very simple geometry node system because I've done this in the previous tutorial and I don't want to do it again so it's a distribute points and faces and instance some cubes on those points then I'm controlling the scale of those with a noise texture and some random value and with a math node from 100 to 113 they're scaling up this is a subdue in the surface levels of two I realized the instances share smooth and set material this is all of it and added another subdivision to make them smoother and give them some resolution select this object and go to the Collision turn on this Collision on that uncheck single sided and bring it down the friction to zero I'm going to select my bubbles object give it a cloth physics quality steps make it 10. where this mask this is going to be 3 kg and the bending make it 10. this bending make it 10 2 and right there in the pressure make it 600 and now I'm gonna go to the frames chart this is going to be 100 frame and in the end we're going to end the simulation with 150 frame so from 100 to 150 and now save the file and we're going to come down to the shape so in the shape turn on Dynamic mesh and in the collisions give it 15 in the quality distance can be something like .0015 and the self collisions make it point zero zero two or something go to the property weights and in the max bending make it 20. now in the field weights bring the gravity down to zero and that is it I think for all of the settings if you go to the 100th frame and go to the cloth physics tab save the file and bake the data so let's play the simulation and let's see how that looks like and I think it is looking perfect I'm gonna give it one level of subdivisions at the end so hit Ctrl 1 why is it not there let's add in a subdivisional surface and one levels this is it now let me show you what I did for the material which is the bubbles material if you go to the shading Tab and this is the bubble selected here I added only a geometry node here and I'm using the random per Island here so if you go to the rendered view for that and preview the random per Island this is just a random float value for every island here so if we give it this constant color ramp and some random colors this is going to give us that and then I'm gonna make some of them transparent with some transmission going on and connect this to the base color and prove that then I have the volume absorption but right here in the v value I entered 2 instead of one so it's a little bit more brighter and emissive than it would be in a normal mode and roughness is zero this is all for this material I did nothing else for that and this looks pretty cool right and for this object if you turn off all the modifiers it is just this plane it's very weird but I distributed some points in there and it looks good so this is it for the simulation part very simple um these two objects are going to be available in my starter file which you've already downloaded I know you can change the index if your simulation is not looking good so go to Geometry numbers and change this Index this one right here too and even if you go to the last frame here you can change the value make it something smaller if your bubbles are going outside the mesh so that'll be it look at the render and see how it looks like so I'm gonna hide this soft by the collider and Yep this is it for the materials and the simulation and I'll see you in the next part now let's add the knitting effect to the shoe so you're gonna select this body object because we want it on this one and hit tab in to go to the edit mode and now you should select these faces right there which are on the upper side of the mesh because we want the effect on these vertices only so somehow you need to select these faces right there and then go to the vertex groups and create a Vertex group for that I think it will be already created so if you have another object or another project file then you need to do it yourself and assign the vertex group right here then after that go to add modifier and geometry nodes now with this file I'm going to provide the knitting effect which I've already done in my previous tutorial so if you want to learn how to do it you can follow the tutorial and if you just want the file you can get it from here it is the knitting V2 and in the selection you're going to click this button and select the no points group so this is all you need to do now let's turn on the knitting collection it will be available with the starter file we have a knitting control here so if I miss this controller you can see what's happening we're controlling the knitting effect with dates and this empty is used for the control of these threads so you can move them wherever you want just like that and now the knitting effect is dense so I'm gonna click this button and hide the geometry nodes modifier for now because we don't want it we're gonna use it later and hide the collection too now let's start animating the whole thing so first what I'm gonna do is I'm gonna go right there to the the render properties and I'm gonna turn on the simplify and leave the render we don't want that so in the max subdivisions make it zero or make it one I guess child particles make it zero the volume resolution make it zero so this is all we need for the simplify settings but keep in mind we're going to turn that off in the render now if you play the viewport it's it's still fast enough to animate things now I'm gonna remove this tab from here and there we have our timeline I'm gonna turn on my background elements collection and the cameras collection Also let's turn on the glass leaf collection and hide the simulation collection and now let's start making the animation first we need an empty to control the camera because we don't want to control the camera with any curves and stuff like that we just need only one empty so for that let's go right there and shift this cursor to selected hit shift a and add in an empty you can add any empty you want but I'm going to add a cube Here and Now F2 to rename this make it cam controller and I'm going to move this to the camera's collection right there now let's move it to the middle of the shoe right here and that is good now next thing I want to do is hit all D and ALT R in the camera to reset the rotation and location of the camera now let's rotate it 90 degrees by the x-axis and bring it back along the y-axis now in this step I'm gonna get my 3D report and this is gonna be my camera view so go to the camera and the viewport display let's make this past part out one hide all these overlays from here and this is what our scene would look like let's animate this thing so for that what we want to do is we just want to move it along the x-axis and it will work fine but first we need to animate this because it was used for the displacement of the leaves so if I move it you know it will displace my leaf so first let's add another driver for this so type in hash frame divided by 150 or something so I think it's very slow now so I'm gonna divide it by something like 24 and let's play this now it's still very slow so let's divide it by something like five I think this is good maybe make it four I'm gonna go to the displacement one strength and bring it down to something like 1.2 go to the texture and bring down the scale fade just like that so bring it back along the x-axis and see how that looks like my leaf object is acting weird because I didn't apply the rotation after rotating it 180 degrees so Ctrl a and apply rotation now select your relief object and grab it along the x-axis and this should work perfectly fine let's edit the curve a little bit more suitably to the scene I'm gonna do it just like that and Ctrl t on that to twist it I think it's still a little bit bigger so go into the edit mode and scale it down from the median point just a little bit I think that's going to be enough if we needed more scale then we can scale it up again but that should be okay now grab it along the x-axis to bring it there to the camera and go to the camera view select the camera first then select the camera controller and then I'm going to go to the viewport display and turn on the name for the camera controller so that we know what object are we selecting then hit Ctrl P keep transform and then if I rotate or move my empty it's gonna move my camera with it and we can control lots of things with that like the zooming with the scaling the location just like that and the rotation of course which is pretty cool now first let's scale this empty a little bit so the camera is far away from the shoe let's select the camera and go to the shading tab here I'm going to go to the camera settings and turn off depth of field because we don't need it for now and I'm gonna bring this camera up in just a little bit and this should be okay now let's select the curve and bring this handle up just like that bring this one up and select the empty again scale it up so it's a little bit far from the camera I'm going to bring that up a little bit and twist this one grab it down and Ctrl T to twist it but one more thing I'm going to select my camera and go to the focal length make it 85 because this is what I used I think now let's kill the empty a little bit more so it's zooming back just like that now you can select the bigger Circle that is used for the displacement and you can offset the displacement just like that I'm going to select my curve and adjust it to the camera save the file and go to the frame one now now if you play this it's gonna look like that we're going to do some keyframing here now go to the displacement texture and bring the size down a little bit more I think 2.5 will be good so now let's play it again this looks good let's bring down the strength to one we're animating only the X location so click this button to insert the keyframe on the X location and bring it back right here to the 50 frame DX axis so move it out of the camera just like that and then insert the keyframe again so we got this animation now let's go to the graph editor and fix this I want it to be fast at the start and then slow down at the end so select this keyframe select the second handle and bring it back along the x-axis just like that then select this one and bring it back along the x-axis right here if you look at it it's turning fast just like that and then it just slows down right here I'm gonna bring this back to the 40th frame bring this back a little bit and now let's play this and see how that looks like so you can see it's starting fast but the offset is not looking very good so I'm going to select my bigger Circle again let's bring it up just a little bit from the ground so that we can select things rotate it along the z-axis to get a good offset so now let's go for this and play it try different things until you get the result you want so in this scene I didn't just animate this thing but I also animated the camera with it now let's go to the displacement modifier for this and adjust it to 2.8 I'm gonna offset my circle so rotate it along the z-axis I'm just looking for a better displacement I'm going to select the leaf thingy and bring the displacement strength up to 1.3 again okay we're gonna change this later but let's animate the camera too because I think I'm wasting time here so in the first frame select the object the cam controller and insert location rotation and skill everything on the 20th frame scale it down a little bit and I'm gonna rotate it just like that insert location rotation and scale so let's see how that looks like bring up the camera a little bit to fix that select the curve and bring it down and now let's play this again I'm going to select this object scale it back just a little bit like that and insert location rotation and scale and I think I'm going to rotate it that way so insert location rotation and scale now select this object grab x-axis move it out of the camera just like that I'm going to go to the X location and insert it again it's zooming in a lot so I'm going to select this object and go to the 20th frame scale it back a little bit so the object is in focus and insert the keyframes yes I think this is looking good so now I don't want the camera to just stop after the frame 20 so let's go to frame 15 and insert a location rotation and scale I'm going to select these two keyframes bring him back to the 20 frame select the second one and bring it right there to the 40th frame now if I play it you can see how that looks like now let's go to the graph editor and fix this so I'm going to get the graph editor from there graph editor if you look at the keyframes they are already looking very smooth and now if I play it it looks like that let's bring it down just a little bit and just like that then I'm going to select all of these keyframes right here these are used for the scale I think so if I play with it it's the control and the whole scale of it so now what I'm gonna do is I'm gonna bring it down along the y axis it's a great y axis and bring it down a little bit select this one and bring it up along the y-axis just a little bit now I'm going to select these ones B2 box select and I'm going to hit shift and deselect these ones so g x axis just like that select these keyframes B to box select and deselect those with holding the shift button and I'm gonna bring it right there now I'm going to select these keyframes too then click B for the Box select hold shift and just box like that and it will be deselected then I'm gonna bring that back along the x-axis just like that this is going to be enough now let's play this and see how this looks like so I think the starting point is not very far so what I'm gonna do is scale it up a little bit more just like that and insert location rotation and scale then I want this object to be out of the camera so for that let's select this keyframe and I'm going to bring it up just like that great y-axis so it's out of the camera now select this keyframe and bring it back just like that I'm going to go to the displacement texture here give it some depth now I'm going to go to my outliner here and hide the body object from my render and also hide the simulation and the knitting effect from my render save the file and then I'm going to select my camera go to the camera settings and turn on depth of field and now this is how it looks like with the depth of field now let's do a test render but we need to hide the whole shoe collection in the render because this is still not appeared with the disappearing effect right there I'm going to go to My Graph editor again I'm going to need total 450 frames here I'm gonna go to frame 32 on this object go to the location keyframe and in the location X insert again here I'm going to select it and bring it down slightly and now one thing the camera shouldn't stop either so for that what I'm going to do is I'm going to get these two keyframes bring them back to the 50 frame I'm gonna get the middle one and bring it back a little bit just like that and now if I play it again my camera is a little bit up so bring it down so it's on the middle I'm going to select my camera controller here and this one scale it up a little bit insert location rotation and scale now play it again so maybe let's bring it back to 70 frame and get this one bring it back to 70 frame 2. from here I want to move it fast I think a 90 frame is going to be good for that and let's duplicate that one oh let's select the curve here bring the handles in a little bit bring it near to the shoe just like that so I'm going to go to frame 5 and select all of these keyframes because we've edited our curved now we need to offset all of these so grape y-axis I'm gonna grab it down a little bit just like that let's come back to this one and edit it a little bit so I'm going to rotate this keyframe scale it up just like that and I'm gonna bring this one right there to the 100th frame it's floating like that but I don't want this kind of motion so we want to tilt our curve for that now you're gonna need to be very patient in this process because this needs lots of tweaking and that's why a lot of people don't want to do these tutorials I'm going to select this handle hit Ctrl T to twist it just like that then when we move there move this handle back a little bit and then hit Ctrl T again and play it just like that and now if I play again but right here I want to twist it this way so let's Ctrl T and twist it like that and play it again um I think I want to twist this one the other way so hit Ctrl G for that and twist it just like that and now play it back so this is how it's gonna go I'm gonna hit alt t on this point and now let's twist it that way slightly and play it again now as this object moves fast I want to move the camera with it so it's going to be a sweet transition to the shoe let's go to the graph editor and select the camera controller so I'm going to select all the keyframes of it and hit the Del key so we have them here go to the 100th frame or 94 or something I'm gonna scale this down just like that and hit Double R to rotate it right here then I'm going to hit I and insert location rotational scale we have selected these keyframes then I'm going to hit B hold shift and select that to remove it bring this back a little bit select these Keys the shift select grade along the x-axis back just like that and these keyframes are rising a little bit because if you grade them back along the x-axis this is what happens all the time or you can just scale them along the y-axis zero kill it along the y-axis zero so it's coming very near to the camera so what I'm gonna do is go back to the curve and edit it let's select the camera controller and I'm going to select the keyframe bring it to the 100th frame right there so it starts like that and then it moves and then it stops again but if you look at the camera position I think it's not right so what I'm gonna do for that is let's select the original camera controller object let's go to its Delta transforms and in the Z location I'm going to bring it up a little bit so it's covering all of our shoe and we don't need any keyframes here because if you have animated an object and then you want to change the Z location of it and then you have to go to every single keyframe and then change it there but if you go to the Delta transforms and you don't want to touch it again so you can just offset your animations from here looking pretty good so I think the camera is scaling faster than the object entering the scene so for that what I'm gonna do is Select this keyframe bring it back to the 20th frame and play it again then what I'm gonna do is Select this one go to the graph editor again and I'm going to grade them along the y-axis up a little bit so I'm going to select this object now and I'm going to scale it up insert location rotation and scale then go to this Frame right here scale it up a little bit more insert location rotation and scale and go to frame 0 and scale it up more than that and insert a location rotation and scale so this is very near to the camera so I'm going to scale it up a little bit just like that insert location rotation and scale I think it's kind of stopping here so I'm going to scale it down again and just like that rotate it a little bit you know and insert location rotation and scale Let's Play It Again yeah this is the movement I want give you the hundred scale the empty up just like that insert location rotation and scale so I wanna slow down this animation at this point right there let's select the curve here hit Tab and I'm going to select the point right there so let's twist this one a little bit then I'm going to twist this one too then twist this one and then hit tab again to go to the object mode this is hardest looking so if you look at that right here is going out of the camera so what I'm going to do is just added the Curve so select these points right there hit alt t on them so we're removing all the Twist from that and then I'm going to twist it back but in another way so now we gotta edit the offset again so select this object right there and when it stops it should be in the middle so select every keyframe or a boy axis back and just like that you know Play It Again and this should be fine now this should move very slow so for that what I'm gonna do is go to the graph editor again and duplicate this keyframe and down there oh it's stopping there so let's rotate this keyframe and make it smoother so it won't stop there now this is still not very smooth so I'm gonna bring it back along the x-axis bring this one just like that let's select and twist it so I'm going to hit Ctrl t for that bring it up a little bit go to the camera view and play again oh yeah we got it okay I'm gonna bring it back to 150. so this object is moving a little bit slow what I'm gonna do for that is Select this object to select these keyframes here and bring them back to 90. and gray backs axis to make it slower select this thing grab it along the y axis we miss slow and move bring it back to 150. so what we should do now is insert this right there in the 140 I'm going to select the second one which is on 150. bring it down just like that and now this is how it's going to look like so now right there when it goes here if you look at it my camera is stopping just very fast let's go to frame 140 and scale this down a little bit rotate it insert location rotation and scale then go to frame 90 bring up the scale a little bit and insert a location rotation and scale now let's see how that's looking so after frame 90 I wanted to scale a little bit smooth so for that let's select all of these keyframes B to remove these and bring them back just like that now play it again okay I can scale the camera controller a little bit more so scale it down just like that RR to rotate it insert location and rotation and scale save the file play it let's go to frame 110 select the object and insert location rotation and scale then I'm going to move this keyframe to the 90 frame right there but I'm going to scale it up just a little bit just like that insert location rotation and scale new back let's bring it back to 135 and select this object I'm going to bring these two back right there to 135. I'm going to select my camera thing and on the 145 frame rotate my camera just like that and scale it up I'm gonna insert location rotation and scale it comes in it moves fast slow and go back but I want the camera to go back just like that and then slow down and go back in So for that let's go to 160 frame scale it up a little bit just like that in the location rotation and scale now on the 180 frame let's scale it down just like that the location rotation and scale but one more thing I want a controller for the whole shoe so whenever I move that object is going to move the shoe with it or what we may just do is select all the objects then at last I'm going to select my cell object Ctrl P keep transformation now if I move the so it's going to move my shoe so select this object I want it to come back a little bit aggressively like Fast select these two keyframes hit Del key in the graph editor so we get these keys so let's select that and bring these back just like that so after 175 frame let's select the sole object and insert location and rotation we only want to rotate and locate It Go to X let's go to 185 frame bring it up rotate it just like that too insert location and rotation now if you select this empty on the 185 frame select this snap it to the 185 and grab it up just like that rotate it along the z-axis insert location rotation and scale oh so the 160 and the 185 frame of this camera controller should be same for the shoe sole then it's gonna work I think so let's select this object and go to 160 frame then I'm going to select the soul and snap this keyframe to 160 right there now if I do this it's gonna look good and this frame maybe rxx and in their location rotation and scale okay maybe on 170 frame let's select the second frame here bring it back to 170 then select the cell and bring this keyframe to 170 just like that now let's play with the graph editor here to make this look good select these keyframes remove them and bring this back just like that then I'm going to select these it's like only this side and bring it back a little bit then select the controller object and select these two keyframes hit Del and I'm going to select this one and bring it back a little bit select this one bring this one back just like that scale Y and zero select these keyframes just like that grape y-axis back select these ones B and remove these just scrape them back a little bit now I don't want it to stop there I just want it to slow down at this point select the camera controller object go to frame 180 and hit Double R for this and rotate it a little bit and I'm going to grave it to just fit in there rotate it along the z-axis a little bit insert location rotation and scale then go to 170 frame scale it up a little bit because I think it's very near to the camera in their location rotation and scale again oh okay okay let's select these two remove them and bring these two back a little bit so it's kind of slow there so if you select the camera controller here I think it's rotating in this point so R and double x and rotate it from here just a little bit insert rotation location rotation and scale all of them and if you look at that now okay so there's a little bit of problem with the keyframes but I'm gonna fix that select these two and now let's see what's wrong with that now select this one okay these keyframes should be back there so select these two and grab the first handle back just like that I'm going to select the camera controller here and bring the last keyframe to something like 200 now play it I'm going to hit R and double x just a little bit in the location rotation and scale rxx on this point insert location rotation and scale let's look at the FPS it's yeah it's still pretty good now what I need to do is rotate it along the Z axis and then I'm going to start knitting it so let's do one more thing here it's coming here and then in the 210th frame rotated along the z-axis just like that grave it to the middle scale it up and let's rotate it just like that a little bit insert location rotation and scale then I'm going to select the sole object select this keyframe shift d to duplicate it to 200 now let's hit Double R to rotate the shoe and make it different our z-axis in their location and rotation and now let's play this boom rotate but I want this rotation to be a little bit more juicy so for that select these two keyframes go to the graph editor let's select these ones and hit D remove them grab them back select that one scale Y and zero not select these one by one scale y zero scale by zero shift R shift R shift R shift R now select these keyframes and grab that back just like that if you look at this now you can see it's a little bit different now but at the end it's stopping which I don't like so on the 230 30 frame or maybe 250 hit Double R rotate it a little bit and scale it up just like that insert location rotation and scale then on the frame 210th scale it down a little bit because I don't want to scale it all the way there and in the location rotation and scale now play this one okay let's scale it down a little bit and insert the keyframes and now I want to edit this Frame because I think this looks a little bit bad so go to the Z rotation frame so these are just a little touches that make your animations look good then I'm going to go to this one select this one now and rotate it just a little bit scale it up move this one back just like that save the file now do it again yeah this is looking good but if you see here this object I want to hide it down okay go to frame 140 and bring this down on the 139 I'm going to add in a keyframe here for the visibility so insert these two go to 140 frame and hide it from the viewports and the renders and insert the keyframes and now it's gonna look like that save the file comes in moves slows down back removed from the scene now let's do the knitting effect maybe after 225 we can start a knitting so let's turn on the geometry notes and that and go to the outliner turn on the knitting effect from here and there we have it so select the knitting controller let's move it up a little bit and insert location rotation and scale and in grade x-axis just like that in the location rotation and scale I'm gonna bring the first one to 225 snap to current frame so with the knitting effect the viewport is kind of slow now so I'm going to go to Geometry nodes turn this switch up to 1 and then go to Geometry nodes right there select them first the mesh Boolean the separate geometry joint geometry and subdivide mesh and hit M to mute them and there you go I'm going to select my knit control I'm going to go to 251 select the camera controller and scale it down right there let's bring it right here Double R to rotate it a little bit and insert location rotation and scale then go to frame 280 scale it down a little bit in the location rotation and scale and now if we play it it moves like that if you go to the graph editor let's edit this too I'm going to hit T and just make it I think linear so after this Frame to 280 let's bring it along the x-axis back just like that and move it out of the frame this way in the location rotation and scale and now we play it it's a little bit faster okay let's select the camera controller and bring the last keyframe to 300 select it D like that go to 300 frame and select the knit controller next and this keyframe bring it back to 300. now if we play this so on the 250 if you look at it it's already covered a lot of area so I'm gonna bring it back a little bit GX just like that in the location rotation and scale I think this is looking good so after this Frame I want to animate the last thing here so 301 let's reset the positions for all of those so on the 301 I'm going to select my knit controller and bring it away from the shoe in the location rotation and scale select the sole here get the last keyframe from there and duplicate it to 300th frame now on the 301 I'm gonna get the first keyframe from there and duplicate it right click snap to current frame so it's sitting already on the stones select the camera controller go to the very first frame and duplicate it snap to current frame this was it and now I want to reset the rotation so hit alt R and let's rotate a little bit scale it down just like that rotate along the z-axis in the location rotation and scale then let's move to 450 frame and just scale it back just like that double r to rotate it this way and the location rotation and scale okay let's polish the shards now and do things that are still missing so first when we go right here I want to do the disappearing effect so I'm going to go to the outliner right there and go to the glass leaf collection so here we have a gradient control object I'm going to turn on my overlays and let's hide the shoe body for now so go to the body and hide it let's go right here and go to the rendered view or the material preview mode whatever you want and let's turn off the render visibility for the editing collection and we have the gradient controller right here if I move this controller you can see what it's doing my shoe is disappearing but here's the problem you can see this black things right there which is the problem with the transparency we just have a little bit less sampling on the transparency so go to the light parts and in the max bounces turn up the transmission transparent to something like 20 and now if you look at that our issue is gone let's animate this gradient control with the glass so for that I'm gonna go back a little bit where it starts to cover our shoe so come right here and bring back the gradient control object just like that along the x-axis this is how it's going to be bring it back and now if you turn off the overlays there's nothing there and insert location keyframe on that then move forward a little bit over here grape along the x-axis hide the overlays but before that let's go to the camera and turn off the depth field so that we can see our stuff better select the gradient control object and grab it along the x-axis now I'm going to insert in the location keyframe move forward and then grade the x-axis again discover the area which comes inside the mirror in the location just a little bit more and great x-axis and make it full so just bring it back to the middle of the shoe and in the location now if you look at it and this is how it's going to look like very cool it comes like that and now in this Frame I'm going to bring it back a little bit and insert location and just check out the keyframes and make sure it looks good it's looking a little bit bad because we've turned on our simplify and if I turn it off you can see how it's looking it's very smooth now and it looks a lot better so I'm going to turn it on for now because we don't want our report to be slow so leave that right there and turn on the render region for now now if you look at this save the file you know and when it goes back just like that I want to start my simulation from there so maybe something like 140 so now what we want to do is go to the simulation collection turn it on turn on the render visibility for it and select the same object select those keyframes grab them to 140 just like that and go to the simulation settings it's the cloth and I'm going to scroll down delete the bake and set this third frame to 140 140 and the end frame do something like 190 so this is going to be good for that and I'm going to go to the object properties for this object and and then we're going to go to the visibility so before 140 I want this to be disappeared like I don't want to be in the camera on the 140 frame I'm gonna insert the viewports and renders keyframe here then go back to 139 turn off both of those and insert them again so after 140 it's going to appear right there go to the bake and let's go to the camera controller object and the soul of the shoe select all the keyframes for it before the 160 I'm going to select these ones too and let's bring them back to 190 and just like that I'm gonna go to the last keyframe here and bring it back to 450 and now if I play this it's gonna go back yeah this is what I want so let's give the simulation some different index and I think the scale is a little bit bigger so for that let's go to Geometry nodes in here geometry nodes and now in the math node we have the scale so right there let's make it something like 0.7 and insert the keyframe then let's play with the seed of the thing I'm gonna give it a few more instances so bring the density maximum to something like 60 let's go to the properties again and let's bring this keyframe back to 155 right there now let's go to the bake settings delete the bake and save the file bake again okay let's try this now play it and oh that's actually pretty good but it's not filling in the object let's just give it more instances go to Geometry nodes and we can go back and just like that to frame 140. and in the distance minimum or the density maximum let's give it something like 100. so you have some more instances and the distance minimum make it 0.15 or something see if you got a lot more instancing going on let's play with the seed a little bit and I'm happy with this one so go to the properties once again delete the bake and bake again I don't know that is looking good but I'm getting this painting here okay let's let's fix this oh let's skeletally cut pressure and in the pressure settings delete the bake first make the pressure to something like 700 then go to the geometry nodes and the instances let's go to timeline here come back to 140 make the instances something like um 70 make their distance minimum to something like 0.16 and go to properties here save the file and bake again I'm just trying to find a good look for the bake if you're seeing any issue in my audio that because I'm using a denoiser for the voice and it uses my GPU so it may cause my old voice to crash or something okay let's go to timeline and play this now this is looking amazing this is better than any simulation I did before if you look at it it's just looking beautiful everything is perfect and no painting go to the shading preview of this now you can go to the rendered view to get the different colors and go back to the solid mode and now I want a still version of this thing after frame 190 so how can I do that first let's duplicate this object and bring it back to its original position okay what's happening so you cannot duplicate objects like that okay I'm going to delete the duplicate of it so first to get a still version of this you don't need to bake again just shift as cursor just selected you have to add in a cube here and move it to the simulation collection rename it to Sim still version still and now go to Geometry notes create a new geometry news system for that and make it still in the group input I'm gonna get my simulation object relative connected to the output and that is going to be it select the Sims tail object Ctrl a visual geometry to mesh and go to properties now and that is going to be it you've got the geometry which is looking pretty good if you look at it these are all quads because we applied the subdivisional surface on cubes and then instance them all that stuff and this is looking good so on the frame 190 I want this to appear so add any reports and render keyframe here and it will be checked here so then go to 189 and hide these two and insert the keyframe then I'm going to select my simulation object here turn on these two on this and go to one for 190 frame turn off these two on this and insert the keyframe now we're replacing between those two so I'm going to select my sim still object and then select the soul object Ctrl P to parent it to the source so when it goes up the simulation object is going to go up with it it pops and yeah this is it play it from the beginning looks good oh the frame rate is dropping but there is a motion that I'm getting here you can see this one which I don't really like so we're gonna fix this with the graph editor and this is all about this camera controller so okay let's go right there and see what is actually wrong with it but the rotation here let's hit double r and go like that and scale it up maybe just like that in the location rotation and scale now play this yield back pop and come back and go and just like that so maybe in this keyframe the 331 I'm going to move the camera up a little bit so it's the same as the first one in the location rotation and scale Let's Play It Again Yep this is what I wanted I'm gonna select the camera controller here and when it goes back a little bit let's scale it up just like that insert scale location rotation scale everything and right here I'm gonna scale it down a little bit and insert the keyframes Let's Play It Again okay this needs to be a little bit different so in the middle I'm going to insert location rotation and scale on this object the camera controller and bring this second keyframe right there on top of this one so it is it will be replaced and play this now so there's a slight movement you can see it and let's scale it up just like that a little bit and insert it so I'm going to go to the outliner and turn on the shoe body right there and turn it on for the render so if we go back this is the knitting effect on there I don't want the knitting effect before this keyframe so okay let's select the body object and go to Geometry nodes and we had a switch here so I'm gonna go to Geometry notes first and unmute the nodes that we muted before this is very important because need to double check these and to unmute those and M to unmute this one too then I'm going to go to the timeline Again by clicking L on the keyboard turn the switch down to zero and this is the knitting effect and go like that so if you select the knitting control object right there go down click knitting Ctrl and we got the keyframes on there so the editing is starting on this Frame and I wanted to start over here so I'm going to select all the keyframes bring it back to 260 or something and just like that now if I play this the frame rate is dropping but we gotta work with that so it comes here and when it comes here I want it to be in the middle so grab these keyframes along the y-axis and just like that and this is going to be okay for the rendered and if I play this and go and finish the knitting there is going to be it for the knitting and the camera needs to be resetted at this point right there so I'm going to select these two keyframes bring them back to 320 but before bringing it back to 320 you have to select all the other objects with it so select everything again select all of these keyframes here bring it back to 320 right there go to the camera view again and play this now so this is what I want but in here after this 320 I don't want this object to appear so this is coming out of the mesh just a little bit so what we can do here is go to the scope node and hold shift and just paint on this it will get the smooth brush and smooth the geometry inside there and now it's not coming outside so this is good don't do this with the simulation object because we don't have any covering on top of them and they're just fine just don't play with it now on the 321 I want to hide my simulation still object go to the render visibility here turn it off for both of those go back and it will be turned on just like that so in the 328 it's turned on and in the 321 it's turned off so this is how it's going to look like and this is what we got so far if you see the Newport is on six seven FPS what would you do now because the report is slow for that what I suggest is first go to the render settings and make it jpeg or something and just a very low quality thing you know then give it the resolution make it something like 50 then I'm gonna go right there to the output folder and create a new folder on your desktop this is going to be the preview folder and double click on that accept I'm going to save the file and you can turn off the simplify now go to frame 246 and right there for the body I'm gonna go to the visibility and hide the reports and renders for this right there then on the 247 turn it on just like that and insert the keyframes turn off the overlays and view report render animation and it's going to render all of our animation in the solid view or material view if you want to and it will be very fast so we can preview all of our animations in real time I mean in its real speed so that we can decide what to do with the keyframes later and what problems do we have in the animation now to view your animations hit control and f11 or you can go to render and real animation so that's the shortcut control f11 play it and this is how it's going to look like in the final render pretty good okay I think I found the problem here just a little bit of a trick here but it's gonna help it's gonna make it a little bit better so when it goes like that this this is very fast and I'm gonna turn off the geometry noise modifier for now go back and turn on the simplify again to make the viewports smoother and now it goes like that very fast but let's fix that so I'm going to select the second keyframe and bring it right there to 150. I'm going to scale it down a little bit just like that insert a location rotation and scale and I'll just do that r x x just go for something like that in the location rotation and scale and play it again rxx give it something like that now in the location rotation and scale and go back let's make this one something like that in the location rotation scale oh this is looking good the next thing I would like to do is select the body object turn on the geometry node system on that and when it goes like that I don't like this type of angle here so I would like to rotate it a little bit our y-axis just like that and in the rotation or whatever you want into it so if we play this now this actually looks better what you can also do is if you think these threads are less so you go to Geometry notes we have the threads right there bring up the density to something like 2000 or something it looks better so now if we go to view report render animation again and let's see how that looks like okay let's remove that control f11 it's a little bit different but you can make it better I spend a lot of time on my first demo I tried different things but in the tutorial you cannot try different things because you have to set a time for yourself and do all the things you know what I mean so I didn't have much time in the tutorial but you're free to do anything with it just you just got the idea of the whole animation now you can polish it as you want feel free to do changes and apply your own stuff make different shots because even if you mess up you can you can always start over and do it again because you're in a learning process and if you have time this is going to be very good for you and I hope you learned something new from this tutorial so okay let's see what mistakes do we have still let's fix the render reviews and one thing I want to do is add a focus the focus control object I want it to work now go to the properties and the constraints tab right there I'm gonna go to the glass leaf collection and here we have the depth of field glass now what you want to do is select the camera first go to the depth of field and turn it on let's go back to frame zero and if you play this by the way if your PC is not that powerful you can go to the solid View and then right here turn on depth of field so you can even preview it from here so over here I want to shift the depth of field empty to the shoe so for that let's go to the object conference Tab and I'm going to add in another child up constraint and now in the frame 78 let's insert a keyframe for that get one frame I had and bring down the influence for that to zero then I'm gonna go to the second child of constraint and let's select our strap object set inverse on the 79 frame I'm gonna insert in a keyframe here then I'm going to go back to 78 frame and bring back the influence for that and insert the keyframe again so now if you play this this is how it's going to look like now if I move my strap just like that the object is going to move with it okay let's animate the depth of field glass object I'm going to go to the 3D repo right there and move it from there so so when it goes over here I want it to move right there so insert a location keyframe for it on the 79 the location I'm gonna go a few frames ahead to 81 or something and bring it right there in the location so if you play this now this is how it's going to look like the this thing is a little bit blurry now so I'm gonna go to the depth of field again and bring up the f-stop to something like 0.3 or 0.4 whatever you like so just like that in the location for it and now in this one I'm gonna grab it right there to the leaf and in the location again move it just like that to grab it here in the location and I'm gonna grab it here in the location and when it goes out of the frame I'm gonna bring it back to the shoe and insert location then it goes like that I'm gonna bring it here in the location just move through your scene and locate your empty so it's like that so let's see where it is so I'm gonna bring it right in there focus on that in the location and then go back and bring it right here on this side just like that in the location again and if you play this so when it comes here you need to take care of that so on the 280 the last frame of this view I'm going to insert location on the first frame of this view I'm gonna bring it back right in there so that you can see this detail here in the location ladies and bring it up with the effect like that in the location and right here in the location again in that location and I'm gonna just leave it at that point in that location on on the 320 I'm going to use a location again and 321 let's position it on the front just like that and I think this is gonna be good so in that location again and if you go to the rendered View it's looking pretty good okay I'm gonna go to my shoe go to the shading tab and let's bring this saturation value down a little bit so if I bring down the value it's going to be black okay let's bring it down to 0.7 or 0.8 and this is looking good go to the properties come down to the color management eye contrast and in the exposure let's bring it down slightly negative point two okay let's go to the specular and add a math mode here we'll set it to add or something I'm going to bring down the value to 0.7 and this is looking normal now I'm going to render it in 128 samples you can do your render in whatever you want because we don't have that much detail in the scene go to the output properties I think make the render something like 100 percent 30 FPS now go to the output select another one for the render except pnd go to the compression make it zero save the file again now if you're rendering and you turned on this overwrite thing and let's say you rendered 50 frames and somehow your blender crashed or something happened then you don't need to just type in 50 here and start from the frame 50. you can just turn off this button and it will automatically start your render from 50. turn off simplify just don't use motion blur for this because this glass object is going to act very weird I tried it and I rendered like all night and I woke up and saw the rendered the glass was looking terrible so just turn that off we don't need it for this one then you can go into other software whatever you want after effects or Premiere Pro maybe DaVinci you can add the motion blur from there but I would not suggest to use this one in the performance let's turn on the persistent data save the file and I can go to the shading for this one and in the make it 40 maybe and okay go to the material preview mode and now you can animate it too just like that so you can type in hash frame divided by some number like you want by 50. and I'm gonna just connect my principal bsdf again and this was it for the glass material you can add in a subdivisional service for this object but I think it's out of focus most of the times so you may not need this but it is looking good yep the shadows and stuff will look pretty good so I think you need to turn that on shaded smooth shape smooth and now this is looking good go to the timeline again turn that off in the viewport and this is the render button so turn it on like that and this is it what else do we need in the compositing we have an alpha over which decides our background color what if we turn on transparent glass effect on that go to the film turn on transparent glass okay this is look different oh this is kind of nice better than the first one you can do whatever you want the first version or the second one just whatever you like let's saturate it a little bit so you go to the shading Tab and in there let's bring up the saturation to 0.8 there's a little bit of problem so here is our gradient control object I'm selecting it and now open our object moves up there the little part of the shoe is disappearing so when it goes up and just like that I'm gonna bring up my object with it so insert a location keyframe for the gradient control object and when it goes up just like that you need to go to the Reddit View and you see this right there just bring it up a little bit and grab it near to the shoe so it covers all of the parts of it insert location keyframe you gotta do this again when it comes down so go back to the frame where it it's coming down so right here I'm going to duplicate my keyframe from there to 319 and get the first one duplicated to the 320. all right there shade smooth this object and this was all of it and I'll see you in the next one [Music] [Music]
Info
Channel: Cleverpoly
Views: 72,159
Rating: undefined out of 5
Keywords: Blender shoe animation, shoe tutorial, shoe product commercial, blender tutorial, blender 3d product animation, Product design
Id: fDtOm4RC5cI
Channel Id: undefined
Length: 116min 23sec (6983 seconds)
Published: Wed Dec 07 2022
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