All language subtitles for 449302-8 - Class 7 Rendering - Intro to 3D with Cinema 4D.en

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

All right, so in this lesson we are going to talk about rendering.

So to get started, let me show you this scene

that I just kind of put together real quick.

If I hit play here, you'll see that this is kind of a quick physics simulation.

Just some, some balls bouncing on the ground and then just kind of rolling a little bit.

And I also have just kind of some basic materials on things

just so we can kinda see what happens, right?

So what you have done before in the previous lessons,

you've been using this render to picture viewer.

If I click on this,

you'll see this is the ringer that we have right here.

And now what we're gonna do is dive into all of this stuff quite a bit more to see,

you can kinda see how to control some of the stuff a little bit better

and how to save out a full animation.

So closing this out,

we'll get back to that in just a second.

But this button right next to the render to picture viewer is the edit render settings.

This is a big one right here,

so we'll go ahead and click on this.

And this is mainly what we're gonna be talking about for this lesson.

Now, starting at the very top left here you'll see it says render.

And by default it is standard.

This is basically the normal settings.

Not like me.

You can get pretty good looking results with the standard render.

But you click the drop down here,

you'll see that there are a few different options

and each one of these things kinda does its own thing.

I'm not gonna talk too much about it,

but for instance, using the physical camera,

you can do things like depth of field and the camera.

The hardware OpenGL, if you just want to get a quick render out really fast,

that looks like the viewport. You can use that.

So you see that I have octane here,

that's a plug-in that I generally use on things and that is a a paid plugin.

So I'm not gonna talk about that.

And yeah, that's basically it.

So we'll leave standard on for right now.

Now, going down from here,

if I click on the Output box right here,

this is where I control the resolution that I want to render at.

Let's say I want to.

So I've been working in HUD here.

So let's say instead of 1280 by 721 to 19 twenties,

so just type in 1920.

And by 1080 i can literally make these dimensions anything that I want.

So depending on what your project is for,

if you did something for web,

like maybe a web banner that's 400 by 400 pixels.

You can type in 400 by 400 if you wanted to.

If you wanna do something like 4K,

you can do that as well.

Alright, so go and down here.

So resolution 72, unless this is for print,

this should always stay at 72.

If you're going to do something for print,

you might want to change that to 300 because video doesn't use dpi.

So keep that in mind.

Film aspect, Pixel aspect.

We're going to leave that alone.

Frame rate. Now, this is going to depend

on what frame rate that you wanted to render out.

Hopefully before he started rendering,

you changed it to what you wanted in the project panel.

So clicking in here real quick and then do an

Control or Command D, seeing the product settings here,

we have FPS here,

and then we have frame rate right here.

So those are the same things,

but in the project panel,

that's how the viewport views it.

If we change that to 24,

then we want this to be 24 as well.

Very rarely would you ever want to render

out a different frame rate than your project settings?

So anytime that you change this,

you might as well want to just change this as

well in the Render Settings just by default.

Ok, so going down a little bit more here.

So frame range, we can tell it to go to manual.

And I can say, hey, I want to render from this frame to this frame.

If it starts and ends on the same frame,

that's just going to render out a still image.

I can do current frame,

which so right now it's stuck in between frame since I change the frame rate.

So you see as I scrub along the timeline here, that number changes.

Now, if I go to all frames,

what it does is all the frames that I have in my work area here and whatever,

whatever this number is basically from 0 to 72072.

And then preview range would be this area right here.

Oh, right, for nouns is gonna do current frame theory Gill,

and so that's the output or here,

let's go down to Save.

And in this area right here is where we will save the file to.

Now, I'm gonna show you a way that you can save

a still image just from the picture viewer.

But if you are rendering a,

an image sequence, this is how you can,

and this is essentially what you would do.

So to save, you can click on these little three little dots here.

And then you can tell it where you wanted to save two.

You can essentially, you know,

if you're going to save as an image sequence,

you want to make sure that this is in a folder not like on

a desktop for this case right here.

Let's go ahead and make a new folder called test.

And I'll say, okay,

and I'm going to call this file test.

There it is.

Okay, so now what I can do underneath that versus format,

I can say this as a bunch of different image formats.

Now, you can render out as an MP4 AVI.

But you really don't want to do that so much because really

the idea is to keep things as uncompressed as

possible until the very last step in the process.

And in the next couple of lessons we're going to talk about aftereffects,

because in most situations you're going to want to render

from from cinema 4D into either Photoshop if it's a still image,

or after-effects if it's a video file.

So for this case,

I'm going to select PNG.

I like using PNGs because they're relatively small and still high-quality.

Kinda going on here.

So right here you can tell it how you wanted to name.

You are how you wanted to number your file.

So where it says name here,

that's the name that he selected up here.

So test is how I haven't named.

And then annoys, puts four zeros after it because it numbers

those files using four digits or even three.

In this case.

You can have it separated with a period.

You can have it just not separated at all.

What I like to do is select the top boundary

here and then do an underscore right at the end here.

So that way after the underscore, all the numbers,

these four numbers will show up and each one kind of incrementing one,

completing the actual sequence.

So underneath that, you'll see that there's this checkbox for alpha channel.

If you are trying to render something that has

a transparent background and you want to select that alpha channel for the specific case.

I just have geometry and the background,

so I don't really need to do any of that stuff.

If I did this,

this top part here would be transparent.

So I would check off channel for that.

Actually lets just go ahead and leave that like that.

And then everything else is just fine.

It's now going down here to multi-pass.

So this doesn't really mean anything by itself,

but there's these options down here.

That's a multi-pass.

You click on this.

And essentially what you can do is make extra renders,

extra sequences that do certain things.

So if you wanted one that just included that shadow information, you can hit that.

So that would be good for basically rendering your,

your animation in basically parts and then

assembling it inside of something like After Effects.

And then being able to kind of change,

change each individual element by itself.

So if, for instance, you, you know,

did a lot of these,

you'd have the ability to change the shadow,

brightness or darkness of it.

You can change kind of the diffuse color information that,

that definitely gets into more advanced kind of stuff, but It's there.

So and then anti-aliasing.

This right here is just saying how,

how crisp your lines are going to be.

You can't experiment with this and go from geometry to best.

For the most part, it's probably not going to change too much.

But these are super detailed settings that again,

a little bit more on the advanced side,

but go down to options here.

Options here will let you turn on and off different things.

Like if you're just doing some tests and you didn't want to see the shadows.

You can check that off and then we're going to deal with it like that.

You can turn your textures off, that sort of thing.

Let me have stereoscopic.

So this was for something like if you're

doing maybe you wanna do some 360 camera stuff for virtual reality stuff.

You can check that on.

And then you can select how you're going to be

viewing your 3-6 video file and then you can kind of make it,

it's like that team render here.

This is for if you have a render farm and we're not using a render farm,

that's super advanced, super-advanced level stuff,

but material override, you can check this.

And if you just want to look at your geometry,

just trying to make sure everything looks good,

but you have like a ton of materials and everything.

And you can make a new material,

you can slap it in.

I'm gonna turn it on first.

And then I can just drop it right in here.

And now whenever I render it,

I'm not going to render right now because it's going to save.

But actually, let's, let's go ahead and try that actually.

So whenever I select that you see everything renders with that same material,

right? They're pretty cool.

So that's what we had before.

And then as after.

And then you can just uncheck it and then it's gone.

And there's a lot of reasons that you'd want to do that.

Basically, if you're, if you're,

if you're materials or making your render take long time and you're trying to

test something like animation or look at the model itself,

then you can just turn it off like that.

So then you have overhear this effective button right here.

So this right here will allow you to kind of

add basically effects to your rendered image.

So it'll kinda render through it and then it'll apply these different things.

For instance, global illumination is something that

we used in some of the previous lessons there.

You can use ambient occlusion and what that

does is it gives the illusion of contact shadows.

So basically, the closer an object is to another one,

The darker the shadows would be.

So this kind of simulates that and it doesn't really, well.

This is basically how things are in the real world.

But this is, isn't kind of like a real-world settings is kind of just sort of a trick,

I guess you could say, but a pretty effective one.

Things like depth of field.

If you're using the physical camera.

Sketch in tune.

If you wanna do some kind of if you want to make something look more 2D animation.

Now, all of these things,

it's not as simple as just clicking the button and then go into town.

If you are interested in any of these,

you can take a look at any of the tutorials on YouTube and that

will pretty much be all you really need to figure some of these out.

Okay, so let's go ahead and,

and let's go back into the rendered picture viewer seat.

Whenever I tried to press it again, it says, hey,

you already saved a file because it may cancel and go to save.

We have a setup to save somewhere every

time we hit that rendered a picture view or it's going to save.

You really have to be careful to not write over things.

And you could just, if you don't want to write it,

you can just click that checkbox there and then you can

render to picture viewer and nothing will be saved out.

But I'm gonna go ahead and check that again and hit the button again and I'll say yep.

So it'll render it again.

But you'll see here that it shows you the file name as your rendering here and it says a,

you writing over these things.

And that's fine. That's exactly what we want.

Now, if we go,

let's go to the top left here.

If, if you didn't wanna save it.

Well, what you could do is render it to picture viewer and then you can

use this little floppy disk thing here because that's still exists.

And then you click that and then you can save your image wherever you want.

And you can select all your settings and everything Xj,

okay, and then tell it where you want to save it to.

If you're, if you're just rendering out an individual image.

A lot of times that's how I do it.

I don't usually save just a single image through this panel right here,

through this check box.

And then he says few other settings here.

A lot of this is just kind of just

to kinda see how things are kinda lined up in the frame.

You can, if I click on a previous image over here in this little history box,

I can go set as a,

and then I can go to the next one,

go set as B.

And then I, I can change this a little.

Let's see here, unlike the other does,

I can hover over that little line.

And then I can just see like kind of a before and after.

Like if you're trying to compare two different images,

that's a pretty useful tool right there.

As we've been talking about here.

We haven't History window here that looks kind of expand that out a little bit.

We can see it gives us a few different kind of metrics on our render.

One is render time.

That's a big thing. As always,

you want your vendors to be as small amount of time as you possibly can,

but you want a quality to be as high,

as high as you possibly want it.

There's things like there is no proper like time for rendering.

So he said it's really tough to say like what your render time should be on things.

But if it's a still image and your render goes for 48 hours, it's not a huge deal.

Whereas in the movie Transformers and the first one anyway,

the render times for those robots were about 48 hours per frame.

And they had several thousand frames.

So for something like that, they use what's called a render farm,

which is what I'm talking about a little bit ago,

where essentially each,

each node or computer on the farm renders an individual image at a time.

So if they had 500 nodes or computers in their farm,

then they can render 500 frames at one time and it takes 48 hours.

Just kind of an example of what render times can, can possibly get up to.

What we've been dealing with is mainly really simple stuff.

So just know that whenever it gets more complex,

you know, your goal is always,

should always be efficiency.

So make something look good and then

try to go through and try and figure out how you can make those render times.

Take less amount of time.

Turn some settings off that don't need to be there.

And that's, again, that's more intermediate kind of advanced level stuff,

but that's definitely something to keep in mind.

All right, so let's go ahead and say,

let's go ahead and render a full image sequence now.

So going into output,

I'm gonna change that to all frames.

And 072, that works for me.

And then I'm gonna go ahead and change this to 960 by 540,

just because we want this to render a little bit faster than,

than what it is right now.

And then, alright, so let's go ahead and start that by going to render to picture viewer.

And I'm going to turn these things off.

And then I'm going to pause and I'll be back whenever this is done rendering.

Right? So it is finishing up these last couple of frames here.

And you can see that each frame will show up in this history bar here,

and each one shows you how long it took to render.

And the cool thing you can do now is you can go to play forwards.

And just like that, we can view that rendered out animation.

Pretty cool stuff there.

Yeah, it's, it's, it's, it's pretty simple.

And here once you kind of get a go on,

now let's go ahead and go into the my desktop and then that folder here.

So you can see it's saved out every single image individually.

So I'm just going frame forward, frame forward.

And you can see it just, it gives you that right there.

Now, in the next couple of lessons,

I'm going to talk a little bit more about aftereffects and kind of

importing images into aftereffects and then rendering out a final animation.

All right, so I'll see you next lesson.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.