Blender 2.7 Tutorial # 10 : Intro to Materials & Nodes in Cycles #b3d

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hello and reward 1011 series on how to use blender 2.7 in this video I'll give you a brief introduction to the cycles render engine in blender and how to add materials to objects on blender and how to add multiple materials to objects in blender let's start off though by talking about the old blender render engine versus the new cycles render engine if you watched the earlier videos in this series when we set up blender you'll remember that I asked you to change the default renderer up here from the old blender render engine the new cycles render engine the reason why that is is because of the way that these two render engines draw scenes now let's back up a little bit what is a render engine I'm going to flip back over to the old blender render engine engine I render engine is the way in which you're pretty program draws out the scene with things like considerations for lighting and materials and shadows and bounce lighting and the way that materials interact and lights interact with materials in a scene if I press render under my camera tab in this properties window you probably know by now that if you click it it draws out the scene from the perspective of the camera that's in your scene I'm going to go ahead and quickly add a new mesh plane to my scene and scale it up to be a ground and I'm going to move my cube up so that it's sitting on the ground I'll press render again using the blender render engine and you'll notice that the reason why this blender render engine is kind of fading into the distance or that it's a memory of blender is that it's very old and antiquated in the way that it calculates the way that light bounces you'll notice that this shadow area is entirely black and that's not how light would be or that's how light interacts with a senior in the real world in the real world you have a light it will bounce off objects and illuminate the shadow areas of other things in the same space that's where the cycles run your engine is very powerful it calculates light in a very realistic way and that's not how the old Thunder render engine could have done it we're gonna talk about lighting more in the next video but what I'll do is I'll press escape I'm gonna go back over to the cycles render engine which is where we're pretty much gonna stick for the rest of this whole video series and our best render again you do get the shadows filled in but because the lamp in the scene is not set up to work with cycles very well the scene is way too dull let's talk about that for a sec I'm going to select my lamp with the cycle of rotor engine enabled up here and go to the tab for this lamp and again when you have different objects selected you will get different tabs up here when you have at lapse like you get the lamp tab and you're going to see a few things here the size of this lamp is your point want that means that it's very very small and we can't even have access right now to how bright the lamp is like we could have if we were in the old blender render engine and that's because these one apps are sort of the not best way to add light into your scene the new way of adding light to a scene and you can use these ones is by making an object and making that object into a light source like a real object would be like a light bulb or the filament in a light bulb would be in the real world so I'm gonna get rid of this lamp I'll hit select it and tap X on my keyboard and click on delete I'm going to add a new plane to my scene and I'll drag it up and we're gonna make this material or make this object have a material that will emit light now another thing with its eye closed rendering engine is that it's very different adding materials to objects it's very simple to add just a plain old material to an object you have the object selected you go to the materials tab which looks like an orb and you click on new what that will do is it'll add new slot into this area here and the slot contains the material that you just added you can't have multiple materials on the same object in different slots which is why it's important to name materials as soon as you add them material dot zero zero one is not a very good name so I'm going to change it to light with an eye source one and I'll press ENTER so right now though I can't even see your preview of it in the old blender render engine there would have been a kind of an orb or a chip that I pick but let me see what it's like and there is one here it's just sort of collapsed by default I'm not sure why they do that but here it is you can pick what kind of object you want to see it on by default it's a sphere and the material that we added and this is always true is what's called a diffuse material or a diffuse shader this kind of diffuse texture means it only has color there is no shininess there's no mirrored Nisour is no bumpiness or any other property it's just a color that has a shadow and it doesn't glow or do anything like that to make this material I have a different kind of a shader you can change the surface value which gives you a list of the default shaders that are built into blender the one that we want to add is called a mission and what a mission does is it emits light when it you need it to emission you'll see that it turns entirely white and that's because the color right here is white or almost white so you can drag the shade up and down to the shape that you want in this case white and you can even pick a material or material color which I'm going to make kind of like a tungsten lamp like a light bulb which is a little bit orange and I'll move my mouse away and now you can see it's a little bit that color the cool thing is is that right now this is actually going to emit light when we render the scene so let's go ahead and see if that looks like I'm going to click on the render tab and click on the render button and now you can see there is now light casting and there's a shadow on the bottom of my cube on the ground the lights way too dull though so I'll press escape I'll go back to the material tab and I'll change the strength of this light or this material up to a higher value let's say 10 and I'll press Enter but I'm not going to keep going back to this render tab to render in fact I'm not even going to press f12 if that is possible on your keyboard I'm going to go down here to the shading display menu and or the viewport shading menu and change the type from solid to rendered now before I do that though I'm going to split my window into by grabbing this little triangular area and pulling down and now I'll change this window to have rendered shading and as you can see and this is a new feature with cycles you can use it with the old under-under engine now but originally it was it came to be with the cycles burner engine you can see you're seen in real time now when you change the view as you're seeing it kind of gets all grainy and then it kind of solves itself down to a certain point but you can see what is happening in your scene the reason why I made two windows is that in this window I can do all my editing and I can see what's happening in real time so if I want this lamp to be bigger I can select it and scale it up and as you can see because it's a bigger surface it's emitting more light and my scene is getting bigger now this is not how we will render our scene you'll not just change a viewport you will actually still use you know the camera tab and the render button to make our final movie when that's when it's time for that but just know that it's a good this is a handy tool to use to see what your scene looks like now what I'm going to do is go to my front orthographic view and I'm gonna make this light source a little bit smaller and I'll rotate it and I'll move it now you'll notice you can see the light in your scene so I'm going to keep it off the edge right there and we're going to kind of zoom it on the shadow and as you can see because this light source is the size that it is we have a shadow that looks like that larger light sources if I scale this up and I turn down the strength let's knit me to two larger light sources make softer shadows that's one of the principles in photography or cemet ography if you think back to when you had your picture taken in the first week or two of school you'll know that they used probably big lights or big shiny umbrellas to reflect light from a lot of different or from a large area and that's what you didn't have really harsh shadows under your eyes or on the sides or bottom on your nose that's why big lights are often advisable if I have a very small light and I'll turn it way up so you can see what it looks like maybe to a hundred I have much harder shadows and they can get even harsher than that be even 200 so it's up to you but just keep that in mind the purpose of this video is not to talk about lights though let's get on to materials I'm going to select my cube in the middle of the scene in fact I'm going to get rid of my cube and I'm going to add the monkey head the monkey heads there and her name is Suzanne so that we can play with lighting and materials so I'm going to rotate it so it's sitting on the ground so I'll move it up on the z-axis and be all rotated R and then Z so it's facing this angle right there so right now this monkey head in fact what I'll do is I'll add the subsurf modifier to make it all nice and smooth and I'll click on my smooth shading to make it all nice this monkey head probably doesn't have a material let's go check with it selected I'm gonna go the materials tab so we're going to make it have a few different types of materials and I'll show you how to make and combine materials using what's called a mix shader' so I'll click on new it's added a new slot to this material and we're going to name it so I'm going to name this matte material one and press Enter now it has a diffuse shader again and we talked about that when you first added our light what that means is a material that's just flat there's no - I'm going to give it a color so there it is and if I want to make parts of the monkey a different color let's say I want to make the monkey's eyes red what I need to do is I need to make a new new slot in this section which will hold another material and notice that when I switch objects this list goes away so what this area contains is a list of materials in slots of the materials that are on the currently selected object so to make a new slot I'm gonna press + everything goes away because there's now a new slot no material on it I'm gonna press new and I'm going to name this material glossy material one gluggy great glossy material one and instead of picking a diffuse shader I'm going to pick a glossy shader and what that means is right near the top is a mistake material that's almost a mirror now you can pick kind of a color of the mirror in the color options down here so I'm gonna make this mirror very red and you'll see there is a delay in this window but it's fairly responsive and if I want to make it you know reflective but not entirely a mirror I can change the roughness of it the roughness does not mean it becomes bumpy it just sort of softens the mirror effect so you can see this is now it has a highlight on it because of light but it's only slightly mirroring the things in the scene I turn that down more it'll become more like a mirror if I turn it all the way up to 1 it goes from 0 to 1 it becomes a little bit specular but again almost like a diffuse material or a diffuse shader I need to make it read about let's type in a value instead let's go 0.15 so it's fairly reflective that's going to lower than that 0.05 oops 0.05 there we go so it's quite reflective although a little bit not and now I want to apply this to the monkeys eyes I have two materials that are associated with this object but this meticulous that would apply to anything so I'm gonna go into my monkey heads edit mode by pressing tab I would have face select mode and I'm going to select all the faces on each one of these eyes now these eyes if I go into wireframe display mode that's what the Z key or you can change it right here if you look at these eyes they're actually separate out or separate objects were separate sub objects they're not actually connected to the other parts of the head so what I can do is with my mouse over one of the eyes especially over one of the dots the faces I can press L on my keyboard and that stands for island and if you have an island which is a separate part in a mesh that's an easy way to select it so again put your mouse over one of the dots and tap on L for island and I want to apply this glassy material to this eye so I'll select it and click on assign if you look down here now my eye now hat or my monkey has one evil glassy looking eye I will apply it to the other eye as well so I'll press a to deselect all and then L to select that Island and click on the gospel I click on a sign so now my monkey is looking fairly menacing although I kind of want the blue of the monkey head to be a little bit glossy not entirely mirrored and not totally flat but I want to have sort of the best of both worlds it should have an underlying color of blue but then maybe a different color of specular or highlights where it would be reflecting the light source in the scene to do that to combine materials together and this is where you get into very advanced materials if you think of a amusement park ride that has cars in it you're probably went on one of these when you were little and you look down at that glossy material on that car or plane of the amusement park you probably notice that it was very glossy it had a color underneath let's say red but also had a bunch of speckles underneath it that were delights in different ways that's a very complicated multi-surface material and that's where we have to get into what's called using nodes in blender now nodes are a different way of thinking of making materials what I'm going to do is actually split this top window in two and we're going to make a new window called a node editor window so I'm gonna change this window type right here to a node editor and with the monkey selected and with the Klotz material selected you can kind of see what nodes are there kind of a visual way of seeing the different parts or different aspects of a material and this material scroll see is very simple it only has one shader which is this box right here it is a glossy BSF same thing that's down here shader and it has a material output which actually allows you to see it on an object if you zoom out by scrolling down this window you have a lot of spaces back pretty much infinite space in which to make very complicated shaders or materials by combining shaders and different elements together or different nodes together if I look at this matte material it's almost exactly the same there is a material output and a diffuse shader and they're connected and this again sort of a visual way of representing ways of combining things kind of like filters in Photoshop or filters like drop shadow and filters like stroke and gradient you could think of adding those to a picture using nodes like this it's a very similar concept but represented differently visually I'm gonna change the material on my monkey so I'm going to actually click on this X to delete the material out of that slot which will leave that blank slot there no material on line monkey and I'm going to click new and what that does is it kind of loads a default diffuse shader but I don't want a diffuse shader I want a mix shader' where to combine multiple things into the same material so I instead of selecting diffuse I'm gonna select mix and that's where it is right there now with a mix shader' it's not actually its own surface right now it's black because it doesn't know what to do there's no actual material but the mixture gives you options had two shaders within the same material so what I'm going to do and you're going to see what's happening up here with nodes I'm going to add a diffuse shader as the kind of the first material look like it's applied to the object so we're going to add a diffuse material and you can kind of see I can collapse that first one or expand it with that little plus or minus I have to pick a material this time it's going to be a green monkey and again I can pick the roughness of this material I'm not really sure what that does I guess it makes it less even and less less happy to disperse light over its surface you can see the the highlights and the shadows get pushed towards the outside thereof where you go and the more matte look it becomes or it looks the less rough the more even and smooth the whole object looks but we still have one more shader we can add I'm going to combine a diffuse shader with a glossy shader right there and you can see the results in real time down here the entire time of the way and this glossy shader has are basically an almost white specular value but you know normally a green object wouldn't have a white specular at least not of those very intense from a white light so let me change the color to just a slight green no one else away as you can see now we have you know an object that's not entirely shiny and not entirely dull but a mix the two and I can adjust the factor of how much matte versus how much shiny using this factor I'm out so I can slide it up and down to make it entirely matte again or entirely shy again entirely mirrored or somewhere happy in between what's going on in this nodes editor window though well these two materials actually overlap so I'm going to drag them around what we did here is directly on the material we added a mixture that was the first thing that we did so we have our two basic notes the the kind of uppermost material on the object which required inputs which is on this side of the node from two materials or at least from one but it accepts two and one we added a few shader and one we added a glossy shader now you don't even have to use this area over here once you add a new material to an object once you click on that new button you can start working immediately in here I'm going to delete these two nodes so I'll select one by right-clicking on it and I'll tap X delete it and I'll delete this one and I'll even delete this one as well so we now we only have a material output which is how the material looked when we first added in fact what I'll do is I'll get rid of that slot entirely actually no I will not do that I'm gonna get rid of material in that slot entirely to start from scratch and this will be the last part of this video I'm gonna click on new to add a new material into that slot and again our monkey looks like it's default material but instead of having a diffuse shader I need to get rid of this one I'm going to use my add menu or shift a - a - a derp that's a mix shader' so there it is it's attached to my mouse but I want to plug it into this surface of material output so you can see there's always inputs and outputs on most materials I'll connect these two so now it knows that where the material knows that it's receiving a mixed shader the make now needs again two shaders to be inputted to actually give the object a surface or a material so I'll press shift a again and I'm going to add a diffuse shader so I'll click right there and shift it again I'll add a glossy shader right there again we have to connect them from the output to the input and now we can pick our colors and this and the factor on this window this is a very scary in fact I was very scared to start working with nodes when I first saw up cop in cycles and to tell you the truth I've avoided them as much as I can but they are easy to use once you understand what's going on especially when you start simple now as I explained with that whole carnival ride glossy specular car surface you can get very very complicated setups of notes in fact there we have grouping nodes in this window but we're just going to start very simply I'm going to make the color of my diffuse green again and I'm gonna make the color of the specular part just a little bit green and then I will combine them using the factor again so let's make it very glossy and I don't want it to be that rough so I can make it quite neared and maybe make it more neared than not again this he'll be more interesting if there were more things in the scene for the monkey yet to reflect but right now there's just a gray world and a basically an off-white material let's go ahead and select this ground plane and that's last thing we'll do add a new material to it I'm going to call it floor and we're going to make this floor mirrored as well so I'll add a glossy shader and I will turn the roughness all the way down and as you can see now we have a very interesting and scary-looking scene in our viewport that's gonna be for this video thanks for watching and I'll see you next time you
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Channel: BornCG
Views: 212,127
Rating: undefined out of 5
Keywords: Blender, Blender 2.7, Cycles, Nodes, render, material, color, colour, engine, blender cycles, tutorial, lesson, how to, how, tip, tips, dummies, beginner, intro, introduction, introductory, light, lighting, renderer, render engine, help, Blender (Software), Tricks, New, model, modeling, modelling, animate, animation, digital, 3D, CG, CGI, b3d, #b3d, blendercycles, #blendercycles, 3D Modeling (Film Job)
Id: Heg89K3ZMDo
Channel Id: undefined
Length: 23min 31sec (1411 seconds)
Published: Wed Aug 27 2014
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