Adobe 3D tools WORKSHOP - 3D SAMPLER basic material

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[Music] hey what's up guys paulo munoz here and welcome to another mini series where i'm going to show you how to use the adobe 3d tools in action so we're going to start with adobe 3d sampler where we're going to create basically the pbr custom materials moving on to adobe 3d painter where we're going to combine those materials and finalize this workshop in adobe stage we're going to basically present and render the entire scene so this first part of the workshop is all about creating your own cost materials from photos in adobe 3d sampler let's go ahead and jump straight into it alright so to get started i just want to give you a little bit of context so this image that you can see here on the screen this is a render from adobe 3d stager and is using the materials that i created in adobe 3d sampler and of course i put them all together and i painted them in adobe 3d painter but you know the quality and the the stylization and everything that you can see here in this image that's kind of like what we're aiming for other than that i put together a simple mood board in pref so this is the software that you can see here on top of the the render so that you have an idea of what we are aiming for as well and the type of textures that i collected so for the mug number one so the first glass i'm gonna go for some kind of like laced ceramic something like this that has a pretty interesting set of colors and textures but ultimately it's pretty simple and and that's the idea we're going to start with something very simple to get uh to get the hang of the software and then we're going to move on to something a bit more complex with the second acid maybe combine some different materials then we're going to move into the bowl uh which is gonna be a little bit more you know a bit rougher uh something more um i would i would say less perfect more organic in terms of the shape as well and the material and then we're gonna finalize the the workshop with this specific asset which is you know a job something like this i think it will be pretty interesting um this is kind of like the the base that i use to model the asset a combination of those two things but yeah this is the it's gonna be pretty simple in terms of what we're gonna be building and then go to a more complex setup of the material as we move along uh but then the assets and the and the meshes are pretty simple in fact let me just minimize this for a second and show you in in zebras what they look like so these are the the assets that i put together in zbrush they're actually super super simple the complexity is going to be given by the material itself all the details so if i go to this acid right here you see it's pretty smooth surface um i only sculpt it kind of like the this area so that it feels like the the handle is being attached a bit you know a bit rough um but it is pretty simple the details like i said is all gonna be given by the materials that we're gonna be creating so going back to what i was saying um these textures and these patterns these are photographs from on splash so i'm going to provide the link to each one of the the textures that i'm going to be using in the actual material but this is just to give you an idea of what i'm going for right so in terms of textures or or the quality of the surface um this is the type of you know ceramics that i'm going to be creating or the type of texture that we'll be creating and these are kind of like the patterns just to give it a bit more of a design element and a bit of color as well just to to add some contrast to the final composition but you can go ahead and do you know use any image that you want right i just want to provide a variety of options so that you can see that this is a workflow that can be replicated and and you can use it to create any type of material all right so with that out of the way let's go ahead and concentrate on the first class and we're going to keep it super simple all right so here we are in adobe 3d sampler i'm just going to walk you through how to set up these materials step by step so i'm going to click on create new this is the first thing that you should see otherwise if you have already used it you probably have this this screen like so i'm not going to go through every single feature just want to show you some of the important things that um or that i think that are important to create the materials so the first one is here on the bottom left if you click on viewer settings and here's where you can change things like the mesh where you can preview the material so if you're doing something like clothing or some kind of fabric you can use either t-shirt or the clothes and these are just preview meshes just so that you can see how the material that you're creating looks in a specific type of mesh so i'm going to go for a sphere just to keep it very simple but you know you can choose whatever you want right so let's click on the sphere i just want to show you that that is there and the other thing is the environment right so the environment is the lighting that you can see or that you will see a little bit better once i add the material but um i prefer to use a studio lighting like this one rather than something a bit more you know more interesting for a render just because i don't want to have influence of any color light or any color reflections right we can do that at render time but during the the material building this is the one that i would recommend or any of these uh studio lighting that they don't have a lot of color in it so i'm just going to leave things as default but i just want to show you where things were all right in terms of the navigation if i press the alt key and left mouse i can rotate things around if i press alt and right click i can zoom in and out i can also use the mouse the scroll wheel on the mouse and if i press the alt key and middle mouse button i can pan around so pretty standard way of navigating another important command is the shift key and right click that allows you to rotate the environment and you'll see that more clearly when when i add the material but that's pretty much it really there's no there's no other things that we need to change at this stage and the way that this works is again super simple these are some of the images that i collected from on splash so let's go ahead and start with something like this one right here right so i'm going to click on that and drag it in here or into the you can drag it anywhere really and this is what we're going to get now for the most part this image to material with ai powered settings is the one that you're going to use for most of your materials unless you're doing something very specific so i'm going to keep it simple and leave it as image to material click ok and now sampler is going to do its magic and create an entire material based on that photo there we go now we can rotate things around and if i hold shift and right click it can move the light around um so you can see just by dropping that image we already have some decent kind of like surface noise it sort of recognizes these bumps it looks like a like a planet which is pretty cool but all of these bubbles and all of these variation in color and height and well in normal that's all automatic i don't have to do anything else i just dropped an image and sampler created the material of course now the the whole point is to tweak it so that it fits our needs right it's it fits that sort of ceramic or glazed ceramic type of style with the color now the first thing i want to show you is the layer stack so as you can see this one on the right hand side has all the different layers and all the different effects and the base material is what it is generated by default with the image that we dropped in um and then it has this effect or or this layer effect that is the image to material right so if we select this anything that you select you'll have kind of like the properties at the bottom so by selecting the image to material we can go ahead and tweak the basis of this material now if i go ahead and bring in the original photo that i dropped in you see it's a little bit darker than what you can see here that is because of the d light intensity which is actually a pretty cool tool if you have a photo that has a lot of contrast between the light areas and the shadows but in this case we don't need it so let me just turn that off so we go to the image to material and we scroll to the bottom there is this the light intensity so right now it's set to one i like to set it to zero in this case obviously um we will try to use this later on but this is basically what this slider does it tries to change or remove the difference between the shadows or the contrast in the shadows and the light so the lights the the image that's the first thing right we can also click on roughness and if we scroll down we can variate the roughness of this material so if i set it to zero this is like super reflective now so that immediately just by changing that gives us that really interesting sort of like glaze ceramic look but you know it is too intense now in this roughness we can also use variations to variate the roughness so not everything or not every single area of this material will have the same quality or the same level of roughness so we can use this variation to zero or two to one to variate that a little bit maybe you can add a bit more to the base so it's not super reflective um you can also change the variations in softness and if you want to see these changes a little bit better here at the top we have this 2d view so if i click on that we have the ability to jump between the different maps that 3d sampler is generating so the base color that's essentially our image or our d light image we have the normal we have the roughness the metallic the height the ambient occlusion and so on and so forth so i'm going to click on roughness so that we can see what we're doing so if i set it to zero you see this is pretty dark and we have variations of one so if i change the variation to zero this is going to be you know pretty plain right so this is what we are actually changing in the roughness we're not affecting the color or anything else we're affecting just the roughness i'm going to go to a variation of one and maybe just add a bit more contrast in here and the softness or the variation softness that's kind of like the transition between the lighter color and the darker color so we can do this to make it a bit sharper or we can push it all the way to one to make it almost like blurring that effect so i think some somewhere in between is fine um this this slider here this actually tries to maintain the you know the the highlights or the brightness of the albedo so the albedo is literally just the base color so it tries to maintain you know all these bright areas so you can say yes i want i want the albedo details to be very important meaning that you want to favor some of the bright areas over the dark areas so if you pay attention to these areas right here the white or lighter areas on the yellow areas if i go to the roughness and i change this albedo importance to zero this is pretty much the same all the way um you know from the top right so all the colors are basically the same if i push these importance to the to one now you can see that these lighter areas are actually darker which means they're going to be more reflective in here so i'm going to keep it keep it simple i want to have like a the same importance across the entire entire material but i just want to show you that you have the ability to jump into the 2d view and visualize the maps one by one all right so that's that's number one just take take the image to material and tweak some of the the initial setups or some some of the initial sliders the other one that we can tweak around is the geometric equalizer so this slider allows you to go to zero where um we basically flatten everything quite a bit or we can push it all the way to 100 or 250 and 50 gives us almost what we had before right so pretty exaggerated effect so let's go back because this is the one that i'd like to to tweak first um because i don't want to have that much influence there we go so something like this should be fine to get started maybe a little bit more actually all right something like that and i'm constantly holding shift and right click to rotating the environment that's what you see the lights come like going through um because that allows me to check the reflectivity and um you know all the crevices that i'm creating awesome all right the the other thing is this um this seam right here don't worry too much about that we're going to tackle that in the next in the next material the next video but so far all i've done is in the image to material they like the image tweak the the roughness values to variate the the specularity and the reflectivity of this material and the equalizer or the geometry equalizer now one very important thing is the displacement quality or the displacement amount so um i'm going to go ahead and close these parameters right so these are the three things that you will see here in the image to material but at the very bottom of the layers tag you have the base material so this base material allows you to select presets so if we're doing something metallic you can choose this as the starting point and you know but for the most part the base material will work just fine so this material has the ability to change things like roughness metallic everything from the base so if i take this metallic and set it to one we just need to wait to to see the final uh result in here and there we go it's now a 100 metallic this um this material that we're creating right so it's just a matter of tweaking that slider from the base material but this is not a metallic so no point i just wanted to show you that changing something in the material or in the base material would actually affect the entire stack and it just takes a little while to update everything now if i go down to the bottom i'm going to click on height and i'm also going to open up these settings here at the bottom of the and these are just preview settings so nothing to do with the material is just how you preview it so let's click on displacement and you can see that right now what we can see on the screen the height is set to 0.2 but the height of the base material is set to 0.5 so we need to make sure that these two values are the same um and this is something that again for consistency it works better or at least i found it it works better if you maintain the same numbers so what i like to do is set this to let's say 0.2 or 0.1 there's not going to be a lot of um changes here and that way i can ensure that whatever i see is going to be consistent if i set it to the same height so 0.5 sorry 0.1 in the height let's go back to this material and we are you know we're pretty much there i mean it's just a image that we just dropped in um and we got all that information from from the single image now if i go ahead and open up the 2d view again and we go to the normal right the normal is the one that is going to give us all that tiny tiny bubble and tiny details and if i go to the height as well you see there's quite a bit of contrast in the kind of like highlights and dark areas so what i like to do to sort of have more control over the height and the normal as well is to bring the first additional layer to control these um you know all of these bumps so i wanted to have something a bit flatter right so let's get out of this one turn it off and i'm going to go here and in the layers tag at the top where it says add layer i'm going to click on that and i'm going to search for height so i'm just going to start typing hide and let's go to height and sorry normal and height adjustment so this is an effect that is gonna sit on top of everything and i don't know if you saw what it happened there i just changed i'm gonna turn it on and off so you can see so this is without it and this is weeded so it sort of allows you to control the intensity of the normal and the height separately so if i turn on the 2d and turn this on and off you can see there is there's a significant change maybe in this area and this area let's see right it sort of changes and it's kind of like equalizing the normal map right the same thing happens with the height so if i click on the height just to visualize it right now nothing is happening because we don't have that enabled but we can go to the normal and height adjustment properties and click on the switch to enable that and you can change it from auto to range so let's uh let's see what that's giving us not much at the moment but we can set it to range and we can control the range right so this is kind of like overriding what we did in the base material so let's set this to 0.1 and just leave it as it is or turn it off i actually don't want to change the height so i just want to show you that you can do it but the only thing that i'm going to do is from the normal height adjustment is to tweak the slider of the intensity of the normal so i'm going to select normal let's get a bit closer to see the sharpness of those details and in here also get closer as well we rotate the light a little bit and of course let's go ahead and turn this on and i can take the normal intensity all the way down so at minus zero we basically have no normal information and all the details that you see here are kind of like overreading so that's not that's not what we want so we're gonna go bit by bit until you find something that kind of works so i don't want to have a lot of information in the in the normal just one a tiny bit let's concentrate on an area like this so you can see all of those nice bubbles coming through but in order to recreate that sort of look of the glaze um let's bring that in here you know so it is very very reflective we don't want to have that that much information or change in the details maybe something like that is more like what i'm looking for so it's always good to have references as to what you're trying to create all right cool i think that works and again let's go back to the height just to double check that nothing has changed in here um if we enable it right and we can play around with this a bit more just to kind of like override what we had in the base material like i said before um but to be honest i think it's fine just leaving it as it is yeah let's leave it off so only the the normal intensity has been tweaked from this slider right so just to create a variation um or just to equalize the the normal a little bit more all right let's turn this off and yeah we are pretty much there now at this point you can go ahead and save the material what i like to do once i finalize with the initial setup is go through the different maps that are going to be generated and and essentially tweak them if i need to so for example the ambient occlusion maybe the ambient occlusion is a little bit too strong um so something else you can do is go to the layer layer add layer go to ao and this height to ao is basically going to look at the height map the the height map that we tweaked or the difference between the height and the low points and it's going to create an ambient occlusion based on that so um let's see how that works all right there we go so now it created a pretty strong difference between the height points and low points but in the layer of the high to ao effect we can go ahead and change all of that so we can change the mode from height and use the actual normal or we can use both normal and height this is usually what i use or you can use just the normal so you see it's different types of ambient occlusion so let's use both of them and of course we can tweak the intensity so to something pretty pretty low we can change the spread of the amine occlusion and we can change the distribution cosine for the most part is the one that i use but you can also go for uniform cosine is pretty good um yeah so let's just change the spread a little bit and reduce the intensity a tiny bit i don't want this i'm innoculation to be that strong there we go so tiny little changes but when you're working materials the subtlety is is what matters so let's go to height map the high mount is looking pretty good this material has no metallic bits in it so this is fine as it is the roughness uh maybe this is too strong as like the the contrast is too strong so we can go back and tweak that from the image to material right remember this is the one that we use um to change the roughness so we can go ahead and maybe change the variations a bit and reduce the base value so that should gives us something a little bit more reflective or more specular at least all right i think that's working normally it's also looking fine it's pretty subtle but it's there that's exactly what i wanted and the base color um you know it's a little bit it's a little bit different than the original image but i think for the most part is the same anyway so let's have a look at the sphere that we're creating with this material now in order to save this material this is actually saved but we haven't saved the project so if we go down to the bottom left where it says project here you see that we're generating kind of like this um preview i'm going to right click on this material and click on rename let's call this one mog01 and all we have to do now is go to file and save as so you can save the project and you can create multiple materials that will be saved within the same project so i'm going to go ahead and click on save as pottery materials right so this is actually saving the entire project with all the layers stacks and everything like that not just the material this is saving the entire project but the material is already here okay so in order to export this material and use it somewhere else all you have to do is click on share and this gives you the ability to send it directly to 3d painter or you can click on export as and export each individual map or a sbs are which is the substance to the asset type of file okay so i'm not going to do that just yet because we're going to build more materials but i just want to show you that is as easy as that as click export and you choose what are the maps that you're going to create so let's cancel that obviously the results of the materials that you get might change depending on the image that you use but if you follow along and you use the same parameters and the same settings you should get something pretty similar one thing that i did forgot to mention at the beginning here as well in the in the viewport is that you can change the tiling so right now that's what you can see the kind of like the seam around the edges but we can change this to let's say three to be more obvious right so um the software is actually tiling the the image across the entire sphere or you can just go for one and one and then you get like this nice interesting planet anyway so i'm gonna leave this video here and in the next one we're gonna start tackling um a more complex material i'll see you there
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Channel: Pablo Muñoz Gómez
Views: 2,571
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Length: 22min 43sec (1363 seconds)
Published: Mon Sep 20 2021
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