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So now I’m starting from a blank new scene, that comes with our standard Context called “scene” It comes with a ray tracer and camera, light so we can get started much quicker I’m going to hit “F2” and rename that quickly And then inside of here I’m going to make another Context The first thing I want to do when I start a project is create a small template for myself But we just need kind of a simple setup here So the first thing I want to do is rename scene to Render Scene and then I’m going to make another Context by “Right+Click”ing going to New Context hitting “F2” and we’ll call this “Assets” So I’ll be using a multiple context workflow here I’ll be locking the render scene to our 3D View And then we’ll have an asset context where we import all of our raw assets What I want to do here, is drag this just a little bit bigger, and we’ll close these two things. As a matter of fact let’s make this a new layout here we’ll call this “new render workshop” Okay fantastic, so let’s take the Render Scene and let’s go ahead and lock it to this 3D View, just to start. We have nothing in there so we don’t see anything, but now’s a good time, we’ve got a small set up here, let’s save our project. I’m just going to go “Save As” and let’s go to and we’ll call this “LiveBuild_3” It’s not that important what it’s called, what’s important is you save immediately as soon as you start. In Clarisse iFX, we’re always saving behind the scenes about every five seconds. Clarisse file sizes are extremely small, so once I’ve saved my first scene here I’m not going to manage that anymore. I’m going to let Clarisse manage saving for me So let’s continue to get started here I have my two Contexts I have my Asset Context but I don’t have an asset yet. So let’s bring in a new asset. What I want to do is import a piece of geometry, an obj, that I have here So we’ll go into this folder “geo/spaceship” I’ll grab this spaceship I don’t want the materials, and I just brought that in by simply going “File>Import>Geometry” this is how you import objects that are either OBJ format or LWO formats. So you’ll notice that I brought this in but I don’t see it here? That’s because this 3D View is locked to the render Scene! But I want to see this spaceship so let’s just make ourselves another 3D View! And I’m going to “Right+Click” and contextualize my spaceship. And we’ll call this spaceship, this is just to clean up my inner scene structure here a bit. And also so that I can drag and drop this to the toolbar here and you’ll see that now I’m locked, to this context right. Okay perfect! So now let’s go in here and let’s talk about how I want to leverage this multiple context setup in order to use instantiation. So let’s take this view make it just a little bit bigger, we’ll throw on some wireframe. Okay fantastic! So I’m going to take our spaceship object, I’m going to “Right+Click” and I’m going to say “Instantiate” now you’ll see a couple of things happened. One our spaceship got this little “S” logo and we have a new asset here called “spaceshipobject01” it’s italicized, it has a little “I” logo. And you can see that in the source field here, it’s pointing back to our original spaceship object. So now we have two spaceships! So why don’t I hit “W” and let’s move the copy of our new ship by “Middle Mouse+Click” on this green arrow we’ll slide it out of the way. Well one thing we notice is that it doesn’t appear that we have two Spaceships. I can assure you that we do, but one thing we haven’t done yet is localize any attributes! So let’s get kind of back to a normal setup here, in terms of our interface so I can see things. You’ll notice that all the source attributes of our instantiated version of the spaceship are in italics. This means these are locked to the original source. So if I move the original source the instance moves with it. So what I want to do is select our Instance. I want to “Right+Click” on this attribute of translate and say localize Now if I move the main spaceship you can see our instance doesn’t move I can also just move our instance, but since the instance is still reading the rotational values off of our source object, you’ll notice that if I rotate the source it also rotates my instance now That’s not something that I want so let’s go localize all of these values so that we can translate, rotate, or scale this instance freely But what’s really cool about instancing, is all the other attributes are still being read off the main source. So let’s say

that we decide at some point that we want to smooth out our ship by using some subdivisions. If I turn it on on our source spaceship you can see our instance is also affected So that’s very powerful. So what I want to do now, is let’s just zero out all of this stuff, in case I’ve moved it somewhere. You can see I’ve “Shift+Select” both of them by click selecting one hitting shift and now selecting the other Or I could just hit “Ctrl+A” and select both of our ships or indeed I could just drag around both of them. What’s important is you’ll notice I’ve selected both of them and here is a list of both objects that I have selected and the attributes that they share. So I can go in here and just type “0 0 0” everything is reset back to the source. And now let’s promote our instantiated spaceship to our main render scene. I’m going to promote it by simply “Left+Click”ing and dragging and dropping it here. And now you can see that I have my render scene version of the instantiated spaceship. We can go ahead and close this view for now. Now let’s do a little bit of cleanup, here I’m going to “Right+Click” and say “Contextualize” hit “F2″to rename this, and we’re going to call this “Layout” This is where we’re going to be doing all of our layout. So here’s our spaceship even though this is an instance we can just change the name spaceship. And now let’s just using our basic tools let’s just rotate and manipulate this ship into some relevant position. We’ll be fine-tuning this throughout the demo. So our spaceship is hovering in mid-air let’s go ahead and “Right+Click” and type in “po” And we should find Poly Grid somewhere in our list, there it is. Let’s click Polygrid and we’re going to make this our lake by hitting “F2” and let’s call it “lake” Let’s decide how big it should be and let’s make it five kilometres by five kilometres Finally, we’re working in this gray view here, it’s quite hard to see what’s going on. Let’s beautify that just a bit by turning on our wire frame and ray traced occlusion. Let’s get a couple refinements just to smooth things out while we’re working Now everything’s gray, we can change that to just beautify the view a little bit Let’s select that lake and go to “Display” and change the “Display Color” to blue And now you can see we have a pretty cool start to our project So let’s continue doing layout and let’s continue bringing in parts of, our scene here. So what I want to do now is, bring in another type of object So let’s select our asset context and let’s go to “File>Reference>File” I’m going to be bringing in an Alembic I’m going to bring in the alembic we call “esplanade b.” And alembic is just another file type. And they’re brought into your scene by going to “Reference>File”. Now here’s our esplanade of course we’re still looking at our our 3D View that’s locked to our render scene. And of course the esplanade has not been promoted yet. But there’s some work we have to do so let’s contextualize the esplanade, let’s rename it to “esplanade” and let’s just drag and drop this here so that we can see what’s going on with this esplanade Okay fantastic, so you can see this object here is an esplanade. Now I want to promote this, I want to use instantiation But I also want the ability to add objects to this Let’s assume that we’re not finished modeling this, there’s another person that’s doing a bunch of layout to this. And we want to start our layout process first. But I want the ability to add more things later without having to redo anything to my particular layout, particularly, right!? So easy for me to say! So what I want to do is use a new asset type called a “Combiner” So I’m going to “Right+Click” on the esplanade and I’m going to say “combine.” Now here’s our Combiner, let’s rename it, and call it “esplanade_CMB”, and now let me double click on that Combiner Now what you’ll see is that we have another object, that looks exactly like our esplanade. That’s because a Combiner is a renderable list of objects. It shares all kinds of render attributes that you would see on any standard object. But instead of it just being a raw object that’s been brought into Clarisse. This is a group of objects that are inside Clarisse! So what does this mean? It’s a list of objects which means I can continue to add more and more things to this as we’ll see later. So if we look here we have our Combiner and there it is, it’s ready to go

So I want to keep this here because, like I said, we’re going to be adding to it Later. So let’s do the same thing we did for the spaceship, and let’s instantiate that to leverage that power Let’s create an instance and let’s do the same thing. While I want to keep specifically, this attribute, connected to the source I do want to localize these Okay so now we have our esplanade here, let’s just simply drag and drop it into layout by “Left+Click” and dragging And now let’s drag our render scene back into our 3D View And you’ll see now that I have my esplanade here So now I’m free to just take this because we’ve localized all its attributes and place it however we want. And this is just the artistic game we play. I’m going to “Middle Mouse+Click” on that to lock it We’ll assume that that’s the landing pad and we’re landing somewhere on there Now just because I’ve instantiated the esplanade, and I’ve localized these, doesn’t mean that every time I want a new copy of this I’ll have to redo that work. If I just copy and paste another esplanade down you’ll see that its attributes are still localized So now we’re just going to place these things around here. We’re not going to be too picky, they’re off in the distance let’s just copy and paste that one more time and we’ll just do something a bit like that. All right cool so let’s take a look down here I’m going to use “Ctrl+Alt+Left Click” to use the pickfit tool which allows me to very easily navigate big scenes. Okay so this is looking pretty cool. I feel like I have enough information here to start thinking about my camera. So what I want to do is go back to the render scene here, I’m going to select this camera, and I’m going to delete it. That’s because I want to make a brand new Camera. And the easiest way for me to make a brand new camera is just to simply tumble the view using the “alt” key, into something that I like We’ll be manipulating this throughout the demonstration, but just something close like that. And then I’m going to click on this little button here, that’s going to drop down a new camera I’m going to select this camera, let’s call it “render cam”, and now you’ll see, if I split this view let’s make a 3D View You’ll see now that I have two separate 3D Views. Now this view can be the one where I tumble, let me get wireframe up here So now I have two complete 3D Views this can be my shot view, and this can be my 3D working view. So this is also the power of multiple contexts right. It’s a super powerful way having multiple 3D Views. And all this stuff is just fantastic So here we are with our basic shots set up, I’m looking through my camera I can hit “L” to get out of my camera. And you can see there we’ve dropped our camera over There. Let’s just check our camera attributes real quick Let’s make it a 35 millimeter lens for a bit wider field of view. I’m just going to drag and drop “render cam” onto this little eye icon on the toolbar And now I’m just using various “pick fits” and things like that, to manipulate my camera just to give myself, a composition that I like. I feel like the ship is a bit small, so let’s select it and let’s just scale it up. Remember that we have the scale attribute localized so don’t worry The source attribute, the source object, has not been scaled up at all Okay great now our scene is starting to come together One thing I want to do is organize my layout context. So let’s take the spaceship and just contextualize that by “right-clicking” and hitting “Contextualize”. Let’s do the same for the lake, and let’s take all the esplanades, let’s contextualize them together by “Shift+Selecting” all of them. And now I can hit “F2” and rename this and we call this “esplanades.” Allright, so now what I want to do is place a few more buildings around So let’s use another Alembic file, let’s go to “File> >Reference>File” let’s grab “generic buildings” and bring that in Now if we take a look at this Alembic asset here, if I dive inside of it by “Double+Clicking” on it. You’ll see that it’s just a bunch of buildings inside of the one Alembic file. So I want to use these to place some buildings around our lake here. So what I’m going to do is I’m just going to select, let’s take building 2 4 5.and 8. Let’s take 2, 4, 5 and

8. I’m gonna “Right+Click” in my layout and say “create instances here”. You’ll now see those buildings have been promoted into this, our 3D View. That’s because again the 3D View is locked to our render scene I can now “Shift+Select” these four buildings, and let’s localize their translate attributes by “Right+Clicking” on them, and selecting “localize”. I’m going to hit “L” to get out of my camera. And now I can start placing these buildings Let me just select the eye tool, go and select our render cam Now I want to start playing with the composition a bit here That’s fine, I’m gonna select my camera. cool cool cool! Let’s “Ctrl+C” and “Ctrl+V” this guy put you there Let’s “Ctrl+C” and “Ctrl+V” this one Then I’m going to hit, “Shift+S” so that we can use the snapping feature We’ll put him there, and then I always like to have something in the foreground so let’s leave this here. “Ctrl+C” and “Ctrl+V” “Shift+S” (SNAP) and we’ll put this right in the foreground here. I’m going to hit “M” to relocate the translate cursor under my mouse. Let’s just shove this thing around until we get something that looks pretty cool Okay something like that will work. I’m going to scale, I’m hitting “P” to reset it, let’s hit “R” to scale this down just a bit, I’ll push it over there. Now finally I’m just gonna jump out of my camera to make sure we don’t have anything too crazy going on here And that’ll be good enough. let’s go back and look through our camera and see what we see. So that’s looking pretty cool. It’s a pretty deserted base but that’s the idea when you build bases inside of craters! So now we have our lake and our spaceship and our little esplanades But we’re floating in the middle of nowhere, So I think it’s time to build some crater geo. So let’s get started on doing some displacements! It’s time to build the crater that surrounds our icy lake. For that let’s use another separate technique. We’re going to be using a nice displacement. Let’s clean up our context here just a little bit by “Shift+Select” all of our buildings “Right+Click” we can say “Contextualize” and if we want to just clean that up we can just shift select some of that text. And let’s be clean with a capital B all right. So to make our crater I just want to copy this lake geometry it’s the perfect size so I’m going to hit “Ctrl+C” “Ctrl+V” on the lake. I’m going to select our copy Let’s rename it to “Crater”. Now I’m going to take our crater and contextualize that, and then I’m going to use my “Left+Click” to drag and drop that back out to layout. So now I have a separate context with our crater in it. Simple enough now we’re going to be displacing this, so let’s go down here into the geometry type we need a lot more spans, let’s go to about 500 500, you can see them all there And finally we are going to be displacing this as mountain so let’s make it a somewhat mountainy color. let’s go with dark gray, and now let’s get started! Let’s take our crater geometry and let’s displace it. Now before we displace it we need a few things. One thing that we do need is a, displacement node. So let’s just “Right+Click” in there let’s type in “disp”, it’s the only one there. Let’s click displacement Now how do we assign the displacements? We’ll select our crater, and for that we need a new widget. So let’s click a + here, and let’s bring up the “Material Linker”. Now the Material Linker shows us a few things here, the one we’re most concerned about at the moment is the value “displacement” so let’s simply “Left+Click” drag and drop displacement into this slot. You’ll notice nothing happened but, that’s fine. We need a displacement texture So let’s go up to “File>Import>Texture>Map File”, we’ll navigate to “Maps/ Crater/Crater_Disp.exr”. Let’s bring that in, and now let’s double click on the crater. Well the first thing you notice is that it brought up another widget. That’s because every node inside of Clarisse has a default widget that it will pop up each time you double

click it. You can set that here, by going “Open With” much like Windows Explorer. You can choose a default widget, here are some of the defaults we’ve, assumed you might want should you right click on a displacement map of course one of those being the “Texture View.” This allows us to take a look at the texture and see if it’s okay One thing I notice about this EXR is it doesn’t appear to have any data? That’s because right now the “Single Channel File Behavior” is set to “Use “Channel File Name” I want to “Force Luminance” here Because this is just a grayscale image that I want to use for displacement it’s quite important to set this to force luminance Now all we need to do is select our displacement, and up here you can see a couple different attributes And next to our front value you’ll see a curve, a checkerboard, a little sigma, and then of course just a blank value What we want to use is the texturing node which is a little checkerboard, And we want to assign our crater displacement map Now you see Clarisse churned just a little bit and indeed, something did start to happen. But we’re not done making our settings yet Now let’s set up the displacement settings for our actual displacement node Let’s raise our mountains up by 1.5 kilometers And now you’ll see something really interesting happen. It did seem to work but they’re kind of vanishing in this really bizarre way That’s because this is quite a large displacement and the “Displacement Bounds” default to 0,0,0. So let’s just set the displacement, bounds to about 500 meters across the board And actually in Y we need to set it to about 1.5 kilometers, since we’re displacing the mountains by quite a bit And now you can see that we’re getting quite nice displacement of our mountains That’s looking really good, now I need to bring this back down a bit So let’s just offset this whole thing by -5 -0.5 that is And now what I want to do is jump back into my camera And let’s do a little art direction from camera let’s raise our crater back up, to where we think it would look nice, How big is our lake? Something like that seems reasonable, and now let’s just rotate it around until we get a nice composition we like. I think we’re going to do something like this, with this nice kind of snowy valley back in there. Let’s turn off, our our wireframe and do some occlusion just let that cook for a while, yeah it’s looking quite nice. Of course our terrain is pretty dense, I’m going to jump out of the camera real quick. Our lake is very small let’s push, that down just a little bit more something about like that. Okay that’s fantastic let’s jump back in, our camera. And one last thing I want to do to our mountain here is, let’s take this crater and let’s just change what happens when I select it. I don’t want to always see this wire frame so let’s just change the “Highlight Mode” to “Bounding Box” That’s cool, I’m going to change this away from dark gray to something more mountainy. So let’s select “Custom” and let’s make ourselves a little brown mountain. We’ll turn off wireframe, there we go Excellent so let’s go add the rest of the layout to our little landing strips here. So this is going to be work on the esplanade. it’s going to take advantage of the power of our combiners So let’s just quickly go back in here, Let’s lock the esplanade to our 3D View let’s get out of our camera view and let’s go take a look at what we can see Okay so here’s our esplanade let’s bring in another little object. I want to put landing lights all around here So I’m going to go “File>Import>Geometry” geo this little object here Now if I double click on that we can see it’s just a little tiny object. So let’s go ahead and do some layout here. Let’s just really make this easy for ourselves and let’s use a clone stamp tool. I’ll simply drag and drop the light object into our source Let’s tell the clone stamp that we would like to stamp these on top of our esplanade by selecting its geometry. And even though they’re around let’s do a little rotation variance so they’re not all placed on the ground perfectly,

there in the same orientation. And now all I want to do, is just go stamp these around. This will happen really quickly Now remember I have three of these esplanades in my scene, and the beauty of this workflow is, that I have three esplanades in my scene, but I don’t have to set dress three esplanades with landing lights These lights are pretty bright so let’s not get too crazy Okay excellent now one thing is let me close this down by closing the window there. One thing is these lights are hard to see, so let’s basically the source object, you can see again I’m using instancing when I clone stamp these down I created instances. So that way if I make any attribute changes on the source such as changing its default color, let’s go to pink, it changes it on all the lights. Okay now if you remember we are using an instance version of this combiner right here. so let me use “Pick Fit” to go look around here. And this will be really obvious what’s going to happen now. So I’m going to take this combiner and let’s simply add all of these instantiated ground lights to it that we just placed around And now you can see that if I hit our little arrow here, that I have my landing lights on this esplanade. And if you remember, we can go back into our render scene, we’ll go back into our camera, well we’ll stay here, if you remember we’re using an instance version of that combiner! But we’re leaving the list of objects referenced to the source object, so when i added all of these light objects here, every instance of the promenade got them! And I didn’t have to manage any specific layouts of landing lights for each one of those! So that’s the power of using these instantiated combiner workflows The ability to continue to add layout. So now let’s continue to add more bespoke layout to this. I use the power of combiners and instantiation to automatically put a certain number of objects on every single one of our instantiated esplanades. But what if I want some more bespoke stuff? Well we can of course do that as well. I’m going to get out of our camera view, here, I’ll use “Pick Fit”to put us somewhere around here. And let’s get another object. Let’s always go back to our asset context. Remember if you’re bringing in an asset, you want to clone stamp them or scatter them or anything really, you want to bring them into this asset context. And then instantiate them, clone stamp them, do whatever you want from there. So let’s bring in an oil barrel object by going to “File>Import>Geometry” again it’s an OBJ We don’t care about the materials, let’s select it with our left mouse button and contextualize that and let’s call it barrel And let’s clone stamp that directly into our layout here So I’m going to go back to our render scene, layout Let’s make a new context and let’s call this one, barrels We’ll go into here by double clicking on it Let’s select my clone stamp tool by double clicking that Now the last time we cloned stamped we were clone stamping this light ground object. I’ll select that hit “Edit>Remove Selection” And now let’s add that oil barrel Now this oil barrel will be texture mapped with some logos and stuff like that so it’s important to make sure that every time we drop one down that it is rotated differently and indeed that’s the case There now I’m going to use a default placement which can give us a bit of an advantage in terms of oil barrel placement so, let’s, just drop down an oil barrel and you can see it’s snapping directly to the surface. So that’s pretty handy because it means that I can really quickly do layouts like this Neatly stacked oil barrels and now we can speed up. And now you might be saying to yourself, “Well you could add these oil barrels to that combiner and then you wouldn’t have to do this oil barrel layout for each one”. That’s absolutely true, and I could do that. But the fact is that sometimes you don’t want things to be auto magic Sometimes you want to place things exactly where you want. So let’s just, you know, we could come back here. And put some more oil barrels, we can

drop them here it doesn’t matter where we put these oil barrels You could have every esplanade with a certain number of oil barrels and then, add a few more bespoke I like adding things like this pretty bespoke. Okay let’s add another little stack over here I’m hitting “F” to zoom way in and that looks pretty good. I’m gonna hit “W” just to quickly scoot this guy off the very off the very edge of the ledge. Okay fantastic! So now I have all my oil barrels they’re all instantiated, again so keep in mind we can always go back to that source oil barrel and apply things to it and it will update all of the barrels that we’re currently using in our scene! Let’s jump back into our camera and see how our scene is progressing. I think that looks pretty cool, one thing I want to do let’s just fill this out just a bit more. Okay let’s jump back into the camera Yeah that looks much better right there. Okay perfect, and now that we’ve made this bespoke layout using a lot of the fundamental tools in Clarisse It’s time to do a little bit of lighting and move into a progressively rendered 3D View In the next video “Lighting and Look Development”, we will create an HDR based lighting setup, and we’ll build a map based shader and assign it to the oil barrels! Finally I’ll introduce you to the powerful shading layer node Which will allow you to do shader assignments on a scene level! It’s a powerful workflow!

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