WEBVTT

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Welcome to this final lesson where we will cover how to render a sequence in this scene, I have animated

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a camera called the Master Cam.

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I've also animated the lights, which you can see by clicking on the light preview here.

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You can kind of see them flicker on and off in this lesson.

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I'm not going to get into how I animated this stuff.

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You can watch the animation section of this course to learn about animation.

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But in this one, I want to explain how to render entire sequence.

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Up until this point, we've only been rendering Arnold previews from this Arnold render view preview

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by hitting play up here.

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And we see a single image.

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But in the case of this scene, we have a animation and we need to render out this entire timeline.

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So how do we do that?

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Let's look at the render settings.

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And I'm just going to leave this timeline here in the middle at the point where the lights actually

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turn on.

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And I'm going to go into the render settings and explain a few things.

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So this is the render settings button up here and we get the window, which you might be a little familiar

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with.

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Now, we've opened it a few times and we want to make sure that we're on render using the Arnold render,

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because that's all the shaders and everything we've been building with.

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And the first thing we want to look at is everything on this common tab is kind of important.

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So let's run through it.

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Basically, we need to name the files so you can see the file name right now is just set to whatever

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the scene name is up here.

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And we can delete this and.

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Right.

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Click and say, you know, maybe the camera and these little tags will name it based on that.

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And you can see when I d like that or hit enter, you can see it says perspective and so we can do our

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own little tag and say skull.

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A skull had lighting and then you could add a tag as well.

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After that I was going to leave that for now and I'm going to enter so that it takes that change.

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Now you see the file name is this.

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But how so?

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The whole reason why we're rendering out image sequences and not a movie file is because this 100 frames,

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depending on your computer and you know the type of animation you're rendering and lighting and everything,

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it could take days.

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I've even had renters take weeks.

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So let's say you take a week to render an entire sequence and one frame of that is messed up.

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If you had rendered out a movie, which is a single file, you would have to re render that entire thing

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or have to render out that one frame and then do all this editing stuff.

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In the case of image sequences, you can just isolate the the frame number that you want or the chunk

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of it and render out those frames.

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If there's an artifact, if the renderer failed at some point and it's much easier, much better to

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use image sequences.

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And that's just the standard.

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That's what everyone does.

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So in the case of rendering an image sequence, you need to take these files, bring them in after effects

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premiere, I believe, handle's image sequences as well, and then it will interpret the twenty four

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frames a second, which is kind of the common thing set down over here that hey, this image sequence

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frame, one to one hundred, which we can see here, is meant to be played back at twenty four frames

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a second.

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So every second there will be twenty four frames shown.

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Right.

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So this is one second one to twenty four and it after effects are premiere, you can look up how to

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import an image sequence and then import these images into those programs and render out a movie, a

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movie or whatever other kind of video file that you would like to have.

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But when you're using 3D, you are dealing with image sequences.

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So that's why we're choosing a file name for an image sequence.

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To get this sequence out, we need to say frame animation extension is not a single frame.

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We do not want a single frame.

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We want multiple frames.

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So we want named no extension.

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So name means the file name we've put up here by no means the number of the frame down here in the timeline

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because each one is going to be obviously unique and then the extension, meaning the image format that

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we're choosing.

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So when we click that, we can see it changes up here, the file name again.

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And now we have the frame number and the extension of the image format we're choosing X are is a floating

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point format, which can have multiple layers in it and very high dynamic range, sixteen or thirty

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two.

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But images, if none of that makes any sense, click jpeg and you don't have to worry about any of that.

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That's an eight bit image and that's fine.

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You're probably not gonna be doing a ton of, you know, high end compositing.

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If you're new to Miah, if you're coming from a compositing background, then, you know, Albany was

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already probably and you'll want to choose that one.

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But if you're totally new, just choose JPEG.

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And it's you're probably familiar with that with like taking pictures and stuff.

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It's the same idea.

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So now we need to tell the frame range so we can see down here in the timeline, it needs to be one

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to one hundred and we need to choose the renewable camera is the wrong one right now.

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We want the master cam, which is one that's animated, and then we can choose the dimensions that we

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want it to be in.

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And for me, I'm going to do seven 720.

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And the larger it is, the longer each render is going to take.

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And you can kind of preview how long each frame is going to take by using the older interview.

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And when you hit play down here in the bottom left, it says rendering, but once it's done, it will

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have a number here and that will be the timer.

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Basically, it'll say this took a minute and twenty five seconds or something, so I'm just going to

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leave that going.

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So maybe we'll set here in a second.

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So the next things we want to be concerned with are the sampling numbers in the Arnold Renderer tab.

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This basically means quality, OK, and it divides it into different aspects of a render.

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But the main one you want to concern yourself with is the camera one, because this is multiplied,

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multiplies each one of these ones below it.

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So it's kind of like a global setting.

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So let's take a look at that now.

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Now that we've have ORENDER done, we can see it took thirty five seconds, but we have all these Firefly's

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and that's a term called for an artifact where there's basically all these kind of dots and it doesn't

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look maybe terrible right now.

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But keep in mind, this is going to be an animated sequence.

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So these little dots here, which are I'm going to zoom in so you can see all these little dots in the

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background, those are going to move every frame.

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So it's going to look noisy as hell in an animated image sequence.

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So we need to address this and the quickest way to address it.

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But it might also be the most expensive for your render time, meaning your render time is going to

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increase is to increase this camera settings.

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So let's crank it up to something like six and see what happens.

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And let me let me also just say let me crank that back down to two.

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Let's use this crop region also goes a little quicker.

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Let's just choose a region.

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Let's when we choose something with a little bit of the skull on it as well, let's choose this region

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and let that run.

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So it's gone one second and it's done.

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I click the little snapshot button down here and now we have this snapshot saved.

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So when we make any changes, we can come back to it and compare and we can get off of it by clicking

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the lie down here.

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So now when we crank this up to six, we can compare it to with what we had earlier.

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So now that took 13 seconds for this little region.

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When I click another snapshot and I'm just going to click back and forth between these two and you can

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see the difference by increasing the sampling, we're starting to get rid of those fireflies.

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It's not perfect yet, but it did a great job pretty much.

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And I think for our purposes, it's going to be good enough.

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There's some other things we could get into the weeds a lot on this.

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But as a as a general overview, you can increase the sample size here and it's going to help out a

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lot.

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If you want to evaluate this stuff further, look up light decay.

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And this is basically happening because this object, the skull is so close to these lights that the

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indirect light is creating all of these kind of specialty indirect bounces off of this object.

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They're just too this is just so close to this object.

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But that's not really for this course.

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It's kind of an advanced topic.

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So for our purposes, increasing the sample size helped a ton.

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So now we can go to the render tab here.

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We're under rendering.

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And if we've set our project here, you can also see under the common tab that it should be having the

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right file path.

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Right.

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This is what I set up to.

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I set the Miah folder here as the project folder, so it's automatically finding the images folder in

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there.

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So that's also the part important part of setting up the project.

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And just one more thing real quick.

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I want to cover this other tab, Aoki's tab.

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This is if you are in an advanced compositor and you're trying to learn 3D, this is basically the different

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kind of render layers that Arnold uses.

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So if you click built in, we have all these different aspects of a render and we can isolate them so

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we can activate them.

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So it'll be included in any exer because we're using JPEG.

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It's not going to have anywhere to put them.

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You have to have an extra selected for AV's to work, so.

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Basically, let's choose diffuse indirect specular, and that's that's probably fine, and then if we

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choose that at all or interview one more time.

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And we get off of this snapshot view here and play.

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Now, what we have if we go up here on top left, we actually have each one of these.

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So these are basically passes that in compositing you can control each one of these elements of the

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render and that specular pass actually looks pretty cool by itself.

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But anyway, so if you're into compositing, you'll want to know about these things for our beginner

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purposes.

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Do not worry about it.

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It's it's kind of advanced.

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And, um, you probably won't need to do that stuff till later.

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Basically, if if this render preview looks pretty good, that's all you need and that will get you

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what you want out of the JPEG here.

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OK, so we have all this stuff set, so I'm going to close that down.

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We're happy with this, so I'm going to close this.

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So I'm going to render and go to render sequence and open this up, make sure it has the master cam

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double check.

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It says the right frame range and you can also put an alternate output file.

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Sometimes I'd like to select the images file as well just to be redundant.

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And that definitely put it there.

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Right.

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So sometimes I'll do that.

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And then when I render sequence and close, what was going to happen is it's going to start to go through

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each one of the frames in this window.

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So I won't be able to work in Maya from here on out until it's done, but it'll do it without a watermark.

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If you use the batch render option, it will create a watermark, which I can't show you now because

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it's already rendering.

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But that's pretty much it.

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That's how you render sequence in Maya.

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And I really appreciate watching this course.

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And congratulations that you've gotten this far.

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And I hope to see in the next sections where we're going to cover a lot of cool stuff like reading in

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animation and get into some more fun things.

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So thanks for watching and I'll see in the next section.

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All right.

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Thanks.

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Bye.
