Welcome back, everyone, to three p.m. in a healthy dose scene with Blender two point nine and the
Dobe Photoshop.
So this is where we left off.
Now let's actually bring in our actual grass.
So we're going to do is we're going to come over to our political ATM, which is this bone here that
on CLAQUE plus and then double top, which says particle settings.
And let's rename this to Garras.
Now let's change this from a MITZIE to actual hair and you'll notice something starts happening.
And you can notice, hey, this is what I've been talking about, where the different colors and variations
is based on the actual texture.
And that's the most important thing here.
Now we come down to where it says advanced.
And what we can do is take that on and now let's mess around with the numbers.
So I'll put this at 5000 and then we'll put the we'll leave the seed.
We'll put the HELLAND at nought point one four four.
And if you just copy what I'm doing at the moment and then you can go in and mess around with it to
your heart's desire.
So now let's come down to children.
That's the next important one.
And what I want to do is put this on simple and now you're already you'll see it starts really start
to wash out.
All right.
So let's put the display amount on eighty three.
Really, really give us a lot of graphs to actually work with and then let's pull the randomized side.
So we want these to be different sizes.
So where is running my size here?
Let's put this on nought point six, six five and now you'll say it actually changes the length of the
actual children in here.
And then we need to come down to where it says Clomping.
We're going to change this one here.
So the shape to nought point five, nine, six, and then we go.
And also we need now some actual change to the roughness of the roughness and the random size.
We need to change this.
So no point nought nine for like so and there you go.
Now you can see that it's kind of sprouting all over the place.
Now, the next thing we need to do is we need to just check this out on our actual render.
But before we do that, the best thing we should do is come to a shaded and actually bring in some texture,
an actual garment, to actually have control over how dark or light this actually looks.
So we're going to lose pressure.
A search gamma.
Drop the aid and now you can say five, 10.
So the grass goes a lot greener.
Now let's come back to Modlin and then I'm going to stop now and I'm going to actually bring in my friend.
Just have a quick look at what this is going to look like in the viewport rendering.
You can see now it's looking really, really nice.
Now, the good thing now is what you can do is you can do this wave action here in the rendering.
If you press tap, you can say that can grab these and I can move them across with proportion, let
it be known.
And that can now start to clear that up a little bit more.
Cyperus top, bring my grass.
And now you can see I can really start to mess around with this.
Now, if you don't if your computer isn't good enough to actually work while you're actually in rended
view, just put it on TextView and it should be much, much easier then to come in and just pull these
out.
Now, what I'm looking for is I'm looking at if the grass I'm happy with the grass coming all the way
up to here.
So I'll think on this.
I need to just lower this grass down just a top like.
So, yeah.
Now it's really up to them.
We can see a little bit of that post.
The hinge on here again, I need in the grass a little bit back from here, so let's pull it back.
So I'm just going to pull it back like so and maybe a little bit more as well.
And still maybe a little bit more, so let's keep pulling it.
Like, so, yeah, and I think I'm happy with that.
All right, so the next thing I can show you, what you need to do is you can actually cut away this
grass that you don't need.
And the reason you might want to do that is because when you're rendering, you don't want to be rendering
all this back of this grass and things like that.
So I need to you need to object mode particle at it.
And then what you're going to do is you're going to come down straight.
So it's cool and then come down to the bottom of it and you just going to click on it and just drag
and you'll notice those little has all disappear.
And basically what you're doing now is basically getting rid of all the grass on the saving yourself
a lot of memory, power and things like that.
So let's bring it over now on this one.
Just cut away all of this grass like so.
And you can also obviously cut away the grass along here.
So if I click on here just to remove that glass grass, sorry, come back to object mode, click on.
And there you go.
You can see it's all being cut away from that.
There are a few particles sticking to that, but nothing that I'm really concerned with.
Now, the last thing I want think I want to do, I'm not sure whether this is a little bit too where
encroaching on this actual step.
So let me come in, grab it, makes your proportion, let it sit and just pull those away just a little
bit more.
It might be a little bit too much, same as down to the bone.
Let's just pull them away a little bit like so and then let's let's pull this a little bit in.
So I'm just going to grab it, pull it in just very slightly.
And there we go.
All right.
So I think I'm really, really happy with how that looks.
So now what we need to do is basically finished all of the build.
We need to actually rename this.
So let's come in first and rename it.
So it's on the here.
Let's just rename this grass like so and we can also get rid of this cube.
Now, we don't need that.
So deletes it.
So everything is named correctly and everything's in the right place.
We also now need to bring a camera in.
So I'm going to click on this, this collection here it a and let's bring in a camera.
So I'm going to come down and you'll see one that's called camera here.
And then what you need to do is you just need to know where a box is going to take this shot from.
So I think.
Something like this, and I want to press control alt and zero, and that is then going to put your
camera exactly where you located and that makes it much easier to camera, especially if you go in over
top view or something like that is just much easier to put the camera there where you're actually looking
from.
Now, the next thing I want to do is actually I need to move this camera.
First of all, I'm going to zoom in a little bit, just story something like that.
And then I'm going to open this top and I can even click on this little arrow here, or you can press
the button and then come to where it says you come down to camera of you.
Now, when you zoom out, you'll notice your camera actually moves with you.
And that's exactly what we want.
So let's get it in line.
So now let's have a look from looking kind of up, I think is a better view, something something like
that.
And you can also zoom in now with the control and shift clicked, push on your middle mouse button and
then just push it forwards and backwards.
You'll note you really, really got a lot of refined zoom now, and that's exactly what.
OK, so once you're happy with it, come over, play off your camera to view press the middle mouse
button and now you're able to move around.
All right.
So now we need to actually get this set up ready for Arenda and see what it looks like.
So, as I said, you might want to make some of this darker.
You might want to make these parts darker, for instance.
So now all is a matter of doing is putting on a render of viewport, render a messing around with the
actual materials.
So let's first of all, come to our class material.
I want to put it on cycle's round and let's have a look what that looks like.
It's probably going to be a bit too bright.
The other thing, of course, is I want to get the brightness right and then it wants take Renda, but
I don't want these clouds on because, of course, we're going to take this back into Photoshop.
We're going to pull background on it.
I'm really mess around with the lighting in this actual scene so you can see that I do need to make
this darker.
You can see it's a little bit too bright for the scene.
It doesn't really look quite right at the moment.
The other problem you'll say is if I zoom in, that you can see all these little chunkiness now, I
did say that if you filled in before, it should stop this happening, but it looks like it's had the
opposite effect.
So I really need to fix that as well.
So I'm going to do is I'm just going to put this on materials.
I'm going to go in now.
And to do is I'm just going to hover over each one of these islands and just select them all like so.
It's not so much of a big job, there's not actual many islands, so I'm going to zoom in a little bit
and I'm just actually going to get rid of this problem by using limit to dissolve.
Like so and let's press delete, limit to dissolve, and now that should fix this problem.
So now let's put it let's go to Shaitan actually dot zoom in a little bit.
And now let's come in and we'll do is I'll grab the blue, so I'll give the blue a test and if I come
over now to my materials, it should actually be on the actual blue.
So now let's say a press set top come into cycles right now.
And let's have a look without blue looking like and obviously now we need to make it darker.
So I'm going to do is I want to try.
Yeah.
If I bring that sorry.
Not the fact I need to bring the value down.
That's the one that looks like.
I'm going to zoom out a little bit.
And how far do I need to bring it down?
Yes, something like that, you can see looks much, much better.
So no point to something like that.
Let's see if I need to bring the roughness of a look.
I think the roughness is fine.
And finally, I'll just try quickly bringing in a garment and see if that makes it better as well.
So, Gammer.
Let's just drop in here, arms, legs, so and now let's mess around with that.
Yeah, and that's probably going to help.
Let me just make it smaller like so and let's just have a look putting it one point to try that.
Yeah.
And you can see now if a double topped the eye, that looks much, much better like that.
All right.
So we need to actually fix these.
So what we'll do on the next one is we'll go in, we'll fix these materials and then we'll get a great
render out of this.
OK, for once, I hope you enjoy that.
And I'll see you in the next one.
Thanks a lot.
Bye bye.