Why I LOVE The New Active Camera Node In Blender 4.1

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  • čas přidán 27. 07. 2024
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Komentáře • 16

  • @gordonbrinkmann
    @gordonbrinkmann Před 3 měsíci +3

    Fancy trick to make a triangle from a quad: select one vertex, hit X > Dissolve Vertices.

  • @shapesavor
    @shapesavor Před měsícem

    Awesome tutorial! thanks a lot!

  • @Yaroslav_A.
    @Yaroslav_A. Před 3 měsíci

    Great tutorial. Huge thanks! 👍

  • @user-nz8li2nu1u
    @user-nz8li2nu1u Před 3 měsíci +1

    Great job. And You explain very easily. Thanks.

  • @tanveernowajmajumder920
    @tanveernowajmajumder920 Před 3 měsíci +2

    I have Been following 4 youtube channels Max Hay for modelling, Ian hubert for camera tracking and Green screen, CG Dive for rigging process and Yours C.Bailey to learn Blender for animations and complete movie shot making as I couldnt afford paid courses in real life at beginning so a big Heart Felt thnx to you and everyone else for providing Amazing courses in youtube.
    Here's a suggestion now that Blender version 4 has been out why dont you start creating again a new series like Droid jump series you made for blender before since it was so much fun and was my first blender animation project from modelling to full Animation scene if possible it will be much appreciated of course only if you are free and comfortable no pressure and thnx once again for everything you hav done till now

  • @AfroSanaa
    @AfroSanaa Před 3 měsíci +1

    Fantastic tips.... Thank you!!

  • @Cassarian-wz1fr
    @Cassarian-wz1fr Před měsícem

    one vertex, many vertices ;)

  • @itayozari6252
    @itayozari6252 Před 3 měsíci +2

    While rendering, I usually get motion blur issues when I change the location of objects within a frame. Have you checked to see if the problem persists?

    • @CBaileyFilm
      @CBaileyFilm  Před 3 měsíci +1

      If you create a scene with linked copy and render each camera one by one about markers you’ll get no motion blur frame pops with this. However if you want to render your main timeline without the motion blur pops you can use this trick:
      czcams.com/video/OcDIDQYAN24/video.html

    • @smoothprox
      @smoothprox Před 2 měsíci

      Render with motion vectors and apply motion blur as needed in post.

  • @Joh00226
    @Joh00226 Před 3 měsíci

    Nice. Can you render the different scenes at the same time ? Since u have different camera angels or is it one at a time ? Cheers

    • @_Pawelski
      @_Pawelski Před 3 měsíci

      if you have one gpu then its rendering one frame at a time

    • @Joh00226
      @Joh00226 Před 3 měsíci

      @@_Pawelski i dident mean that. In the end he duplicaded the scenes, two identical scenes but different camera angels. The question was if its possible to render both scenes at the same time.

    • @gordonbrinkmann
      @gordonbrinkmann Před 3 měsíci +1

      ​​@@Joh00226 No, not at the same time, one scene after the other, because just like the GPU only renders one frame at a time, each scene would be a frame of its own so they won't be rendered together. However if you mean to render both scenes with only hitting F12 once, then yes. Or hit Ctrl+F12 once for rendering an animation.

    • @Joh00226
      @Joh00226 Před 3 měsíci

      @@gordonbrinkmann Well you could tho open up two blender programs and render at the same time now when i think about it, wonder how much worse it Would be render wise

    • @gordonbrinkmann
      @gordonbrinkmann Před 3 měsíci +1

      @@Joh00226 I thought your question was if a single instance of Blender is able to render two frames (or scenes in this case) at the same time: it is not. Everything else is not specifically something dependent on Blender but your hardware in general. Blender uses the CPU and GPU for building the scene and rendering. So I guess if you can render a scene and at the same time work in other software that is using CPU and GPU, then you can most likely render in two instances of Blender as well. How much this is slowing down your computer and if rendering them together is slower or faster than rendering one after another would have to be tested and might not only be hardware dependent but also differ from scene to scene.