locked some people leave it always locked like i work with a guy who's like learned NUMBER_TOKENd with NUMBER_TOKENds max and that's what he's familiar with he just leaves that checked to me it's weird i hate opening up a scene and seeing this so i always uncheck it but it's up to you anyways okay position my camera there i hit render all right the light is really far away let's bring the light in to be somewhere close by here's another hotkey that's actually pretty convenient in this case the lamps all the way over there our donut is there if you hit alt g that will actually uh snap any object any selected object to the center of the NUMBER_TOKENd viewport which is where these axis lines intersect which just so happens to be where our donut is so i'll just move this over here like that just so we've got like some basic directional light left to right and let's look through our camera all right and also i might as well i don't like that intersecting through my uh those grid lines intersecting through my donuts just annoying me all right let's move this up here's the other way you can move the camera if you don't like checking that if you just select the camera frame then you hit g and just move it like any other object so that's another way i like to do it all right okay so now hit fNUMBER_TOKEN to do a render okay the lighting is uh really really really bright um because of course it was set for a different scale really far away uh just set it to like somewhere around NUMBER_TOKEN we'll be fine for this demonstration fNUMBER_TOKEN there we go okay cool so we've now taken a snapshot from the point of view of our camera and it has calculated the lighting information it's calculated the shading and all that good stuff okay there is a way though to see that exact result in your viewport and you can do that top right hand corner viewport shading set the method to rendered and now look at that we have the exact the exact same result as if we were to hit fNUMBER_TOKEN but we have it in real time as we pan around so this is the rendered view mode you can also change this at any point just by holding down z or z on your keyboard and uh just dragging out so solid view that's the one that we've been using up until this point there's also wireframe and this will just show you the mesh which is uh handy sometimes pretty similar by the way to this one x-ray but just different and then you've got material preview which is yeah it's not it's used for material previews it's basically it uses like an hdr light so instead of the lighting that you've got in your scene it'll quick it's just like a quick way to preview materials because it uses an hdr so you can see reflections and everything else um to quickly test things uh but rendered there you go we've got rendered so how is it that we're able to yeah like see things in real time and whatnot because rendering is normally a very um uh very intensive process for the cpu and the processor it has to calculate all this lighting and shading information um and that is where we need to talk about render engines by the way this the size of this camera is bugging
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