01 - 3D Headphones Product Visualization Tutorial || Cinema 4D & Arnold Render || Texturing

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hey so i've got a couple questions of people asking me how i just added this render and lighting textures and everything so i'll be explaining this um i did these renders with octane a few months ago all these details and everything everything was in obtain and of course post processing goes in photoshop so and right now i am not going to use octane i'll be using arnold as my main giant and we will see how it works so here i have my scene and very basic even the lighting isn't there so very basic materials just like white and i just assigned them to each one of them um for now what we're going to do is start with texturing this scene and we're going to use a standard hdri something like this crease a bit and good to go okay so right now it looks like held okay we're going to start with this part right here maybe let me just change okay this is little better yeah anyways um this part right here is going to be like metallic with flakes like this sort of sort of effect and to achieve this we're going to need a noise and cell noise so i think it's this material right here let me just check yep okay so basically right now what we're going to do is scale this scene yeah it's in 4k no it's in 8k right now and i'm going to see how we're getting with this part so right now we will start with a breaks or cell noise whatever you want i do both anyways so um this this note i actually as i flakes material like puzzle like this flakes effects directly integrate integrated in it so we put like zero zero one and full density this is we're going to get all right now this is what you're having but we need to control it somehow so let's use a normal map and reduce that to something like point one um there's something with arnold as you can see here it's scale says zero but it's there basically everything that goes after zero zero zero is is represented as zero in here so if i put like 0.0001 to show a zero but it's there so i can add another zero five yeah this changed it as you can see okay so we need it to be smaller right now yep something like this and a little bit more rough just don't worry about anything like lighting on everything right now we will just focus on this material okay so this is the first way of doing it you can do it that way but there's also another way of doing this it's looking good so we'll move this and let's add this cell noise set it to sell scale it to like thousand probably more 10 000 maybe it's good not sure controlled by a ramp set to custom type and this ram needs to be controlled by a bumper 2d okay this is giving us a little bit of that effect but it's not as accurate as this one this one as you can see it looks way better so because this one basically controls the normal steel so yeah um however with this one right here you have more control over your roughness too so we put like a range and put it in the let me explain something first so in the roughness we have a like a bar that goes from zero to one right so if for example we want uh these colors which are like super random let me show you these like they have like black gray and white and full white and whatever so if you want to control this like super precisely you can go like i can you can go like i want my reference to be in the range of 0.3 to a maximum of 0.45 [Music] and that's where the range node comes in basically you can set like the minimum 0.3 and the maximum point 45 and you can put this at your as roughness of the specular and right now you would have like a range of colors here that would go from point three to point or five which is good when you want like exact control over your roughness okay so this is a way and you can also change the cell noise so like worldly and maybe this would help you too so for this one you need to take the pump a little low uh maybe a negative negative point yeah but deceiving is like a different feeling so um yeah these are ways of doing it but the best way would be to simply have the flakes and control by normal let me try something maybe if you put this one here maybe it would work nope it's not super accurate so never mind it looks good but needs to be smaller yet let me check something yeah so basically what we need to do right now is so instead of like going crazy with these zeros and having like 0.0001 just to have this effect we can simply go to the export scale and be very careful with this if you have animations it can kill everything and basically right now we have something like this so if we simply switch to meters it would look something like this so this helps with the 0.00 whatever skating you can even go like millimeters and have like one here or 0.1 but that's for your personal preference i don't mind having three zeros so two zero sorry um this looks good for me preference i want something like point trim no 0.4 okay and this light is kind of bothering me yes right now we can get rid of it so let's have one subdivision true okay so let's jump into this one right here and the material for it is this like the pads um i did import the texture because i was lazy to just import and report again so since i'm using asus what you need to do for these textures for example this one is a let me check again i guess i'm going to use it as a bump so this one should be utility roll and you'll be good to go okay this is looking good from the start but we need probably to fix few things maybe 0.1 not sure be careful with the pump value because taking it like having like too big may result in like your mesh receiving no reflection i'm not sure about this but maybe some sheen nope this would seem to remove the details um in this case and generally we don't need like to have the color of the specular at 100 percent you always need to be like between 60 and 75 almost always this is really realistic values anyways so something like 63 maybe should do is good yeah gets rid of that extra reflections um you can also use displacement to have like an effect here and not have it like perfect but i wouldn't recommend it too much especially twitter screw up okay so we need to reduce it here too yeah something like this but i'm like almost sure what was as good as we expected um guess not maybe a free reverse you can use the complement mode for this to revert colors but i'm almost sure it would look bad yeah as i said so we're not having displacement for now and just remove this not from this angle it's looking great okay so let's go for this one right now this part right here and for this one gets it's this material so yeah um this part right here is very reflective so we're going to give it the lowest value in your roughness but the last realistic one so it's 0.05 don't go zero that would be very unrealistic as you can see right here when i have it 0.05 we have this small fraction but if i go zero we have nothing and that's unrealistic okay this is super clean if you can even go like point one if you want to and this won't be like of much big difference but yeah okay uh let me check i guess this one is for this part yep it is so as i said you need to make sure the color space is correct and this is a diffuse map i guess so for this one you would need utility sorry b texture this is the opacity so hdro this one is the normal map so it needs to be row 2 okay perfect now we can plug it right here let's see coordinates eight eight and this one is eight okay i can line them have a look uh this is looking good but i don't like the color so just remove it something like 80 yeah that's good all right so right now we're doing this part right here it has like the two letters right and left are in l i guess it's this one yep so this one i won't be using it as a diffuse see bump map not sure what's happening well i guess i'll have to use it as a color too apparently but i'm going to modify it because this color is too dark for me so color correct and give it a small exposure push okay this looks good and we're almost finished with this part perfect and last part is this one and for this one i really don't know which is it so i guess it's okay let's go for something like h5 and nope 90. yep this is looking good okay i've never had this problem before let me check okay good you rooney i don't know why it had this problem and still having it maybe if i reversed i really have no idea okay this seems to be the problem all right that looks fixed yeah it's fixed and still looks good perfect let's go to 100 scale so far this is what we have quick part i wanted to mention is that you can also instead of using this you can use the tool they have called control layer and it's the normal randomize so basically if you have it like high this would spread everywhere and it will give like there's this rough rough effect but if you have it like law something like point zero five maybe okay so this is giving us the same effect but wait one less note that's that's it that's what i wanted to mention so let's delete these and for my personal preference i use this one and continue default value okay see you in the lighting video peace
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Channel: Stimulate Studio
Views: 1,361
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Id: 7lwiJn8sMWk
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Length: 26min 58sec (1618 seconds)
Published: Tue Oct 19 2021
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