Hi guys, and welcome back to Meshful Works YouTube channel. and in today's video, we're going to create this scene, which is the forest scene with very dense shrub and trees For this project we gonna use the scattering addon, and I'm using Biome Reader, which is the free version of Geo Scatter. So, this project is basically a super simple one, and we rely heavily on the vegetation assets, so I'm hoping you can use your best assets here, to have the similar or even better result later on. so let's get started This are the mood board for this project, and this one-image particularly, is the major inspiration for planting, steps style, and general feels. I'll put the link of this Pinterest board on my description below. Alright, first we going to create our landform. And this project is not based on a real location, so I’m just being creative with the elevation. Other than that, I think there’s not much to explain, and I think I’m gonna speed this up. Now I’m creating the basic step, so I can match the dimension with my stone step later. Then we use the Rock Generator addon, it’s a built in addon and you just need to activate "add mesh: extra objects" on your preferences. Next, we convert the rock to mesh and adjust it with proportional editing and a bit of sculpting. I just made 5 unique steps, and after that I just copy them by pressing alt+d so they share same data. Now as you can see, I'm unhiding the base steps, and the idea here is to match the top of the stone with the steps I unhide before. Now the fun part begins and we’re gonna use the scatter addon to plant the general area, and also manual planting for the closer view area. Now we're gonna add the trees cutout I made before to fill the background, so it’s not empty and at the same time won't make my scene heavy Also, I enable the transparency in material setting to let light pass through and add the normal map as well. I set the roughness to max, to prevent reflection and making it look flat Besides the main landform, we also make the surrounding landform, which latter will be planted on using scatter. This is just to make it more dense and shady Now this is actually quite funny, because I'm trying to snap the surrounding landform to the main landform but it just not working. My thought is to take one vertice to another vertice so it can snap perfectly. And to do that, the only way I know is to set the "snap-with" to "Active" and I need to be in edit mode to select one vertice and make it as active. The only drawback of this method is the origin of the object is changed, The only drawback of this method is the origin of the object is changed, For planting in surrounding terrain, there's nothing special. I'm just using scatter and manually place trees to create shade and dense atmosphere. I realize my backdrop doesn’t look really good, as it just becoming light green from the light passing through, and it looks flat. To fix this, I add few trees behind the backdrop to create some shadow. For the camera movement it will be pretty basic and easy. Also, I want two different shots with two different camera, so there will be transition between those two shots. To assign the camera, we need to select "bind camera to markers" in marker tab, and the same thing with the second camera. Make sure to set the camera as active before binding it to markers. Don't forget to turn on the planting layer for a while, so when we set the camera there will be no plant blocking the movement. Otherwise, clipping will happen, and it’s not really looks good. For texturing, we'll only texture the terrain and the stone steps. Also, no manual UV wrapping involved, but rather we'll use cube projection so it will be automatic. We only do this because the object is not shot in close up. For this part, I’m just curious and I tried to set the UV by smart UV project, but as we can see nothing changed. Probably because the node is already set to generated. For lighting I’m using HDRi, and I downloaded it from Polyhaven I’ll put the link in the description below For setting up the exposure, I'd rather have it set in the render setting, than using compositing to save the render time per image. The challenge with animation is that we're going to render lot of images, so every second’s count. To make this shot more dramatic, we're gonna add depth of field effect, which is change in focus distance, just like when we use the real camera. Setting the render quality is very important, as we're going to render 400 plus images for 16 second video. I can’t give the exact sample number that works for you guys because it depends on your machine. My suggestion is to try render one image first and then see if it fits your desired render time. And also don’t forget to check the persistence data if only you’re going to render the final animation. If it only for render test, then uncheck it to prevent blender from running out of ram or vram, and making it crash. Also remember to set where the rendered images will be stored. And render it as image so you can stop and resume the render from the latest frame. As I explained before, if you’re going to render test, uncheck the persistent data to prevent blender from crashing. This single image render test is important as we're going to input it to the compositor. That render test image will be used as an example to set the glare effect, that later will be applied to every single rendered image in the final animation render. Now is the moment we've been waiting for. To render the animation, go to render tab, and select render animation or you can press CTRL + F12 This is the final result, which is the image sequences and need to be joined with video editor. I'm using free video editor, the Davinci Resolve to input the image sequences and turn it to video. just drag and drop to "Edit" section in Davinci Resolve, and it will turned to be a video, ready to be exported. Hope you guys found this video helpful, and feel free to ask me question if there's part that is not clear. Also, don’t forget to give this video a like and thanks for watching! I’ll se you guys in the next video!