Blender 2.7 Tutorial #12 : Image Textures & Bump Maps #b3d

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hello and welcome our 12 other video series on how to use blender 2.7 in this video I'm gonna show you how to add image textures to objects in blender as well as how to add bump Maps let's go ahead and get started by clicking on the splash screen I'm not going to be using this cube for this video I'm going to be using a flat square plane instead so I'm go ahead with my 3d cursor in the middle of the scene you press shift C to Center it I'm going to add a plane and we're going to scale it up with the S key to whatever size you feel comfortable now we're going to be adding an image texture to this plane we're actually going to add kind of like a very desert II sort of a ground image and I'm finding this image where I found it at a website called CG textures calm now this is an awesome resource for any 3d artists we're looking for textures that you're allowed to use in your own productions if you just do a google image search and find a textured image chances are somebody owns the right to that image but this website CG textures calm has images that you can use royalty-free now you have to sign up with a membership for it membership is free for the base membership but you can also pay to get higher resolution images as well what I've done is I've just god I had a gun to the soil category and the cracked soil category and as you can see they have a lot to choose from I just picked one of the first ones I saw the thing that you should look out for when you're fighting images for texturing especially in 3d is tiled images because what happens is if you repeat this Square over and over again next to each other you want them to tile nicely that means the cracks will all line up when you add more than one of these squares next to each other so what I did was I clicked on this thumbnail it gives you multiple versions some are tiled some are not and this one has the little tiled word above it so I downloaded this one if you want to get this image as well I'll provide a link to it in the description below this video and I just have saved that imaged file which is I believe jpg or PNG to my desktop we're going to go ahead and add a material to this flat plane but I'm not going to use this material tab I now use entirely nodes because I want you to get used to using nodes instead of just using this area here so I'm gonna split this window into two so top and bottom I can change this top window to a nodes editor before I do that though I'm going to split it again in half and I'm going to leave this window is a kind of a normal of solid shaded 3d viewport and I'm going to change the bottom 3d viewport to a rendered view port or viewport shading let's go ahead and change this top window though into a node editor and by default it has the side panel I don't need it in fact I'm going to get rid of this side panel as well again we can always click the plus to get it back but we don't mind now normally when I add a new material to an object in this case the plane I would click on new again I'm going to try to avoid using the section entirely so I'm going to go with this object selected in the nodes editor now there are different kinds of notes I should be on the material node and then the object node right here but that's how it is by default and I'm just going to click new that'll add a new material you can see it over here and I can name it so I'm going to call this cracked soil and you can see from my nodes that I have a diffuse shader and I have a material output now before I go any further I'm actually going to turn up my light and change it to a area light so with the light selected I'm going to click on area and the last video I talked about lighting and rendering so I talked about what the difference is between these point son and area lights and I want a square area like I want to be let's say 5 under units and I'm going to use nodes with that lamp there they are and I'll turn the strength up to let's say 3 maybe even more that maybe even 500 okay back to the plane right now we have just a diffuse shader on it but I don't want that I'm in fact I'm going to make this one a little bit bigger just because we don't need to see this one it's only for selecting objects and so why did I change that this shader to a mix shader' so I can delete that one and I'm going to go shift a and add a new shader I'm gonna add a mix here because I want the ground to be a little bit shiny and also have an image texture on it below the shininess of it so I'll make sure we let us do that lets you plug in a glossy shader and a diffuse or map shader but I'm going to connect these to the surface the surface and we're going to add two more shaders so I'll add my diffuse shader that's what we're going to be adding the texture the image that we're using that cracked soil ground texture so I'm going to add in or connect the diffuse shader to the bottom slot here and I'm going to shift a and add a glossy shader these are the three most common shaders of you use to texture objects because normally a texture or a surface would be both a little bit shiny or have some reflectivity whatsoever and then it would have some color or an image so that's what it looks like so far I can turn the roughness down or up it doesn't really matter too much I can affect the factor of how the two mixed together I can turn it down so it's mostly and I think that's what it'll be mostly diffuse if we turn this down I believe let's just go ahead and give it a color just for fun no it's it'll be around half the color along the bottom is entirely prevalent if this is too turned up to one okay so how do we now add an image well that's what this color is for believe it or not you can pick a color or using this input next to color you can provide an image that's what this little yellow circle means these little circles the inputs and outputs are color-coded green typically means a shader gray usually means a black and white image this bluey purple color normally means a math vector or a normal map which we'll talk about in a future video and yellow usually means a colored image so what I can do is I can add a new node that's going to let me add an image and that's going to be found under the texture category from your add menu so shift a and text your image texture and that adds an image texture note which I can then use to open a file on my computer so I'm going to connect these two notes so now the color of the diffuse material on my plane will be expecting an image and because there is no image the sort of a default color and blender and spin this way for a long time is purple I'm not sure why but now I can go ahead and open an image on my computer so I can go to my desktop and soil craft is zero zero eight six seven s that's the felt that I downloaded from CD textures comm and it didn't work well here's the thing I'm going to disconnect this color from this image texture just by dragging it away and you'll see that that green color came back but when I connect the image to the diffuse or just the normal color of the of the plane it does change color in fact it is a very similar color to the overall color that's on the that soil cracked soil texture right here so what's going on well the image is actually on the plane but the plane doesn't know how to title or place the image on the plane and that's because the default way that blender expects you to add images to an object or mesh is by using what's called UV mapping and UV mapping is a great really intricate way of being able to tell a texture where we placed on but that's going to be in the next video in this series the easiest way to put an image onto a object especially a flat plane is just to use what's called generated coordinates which kind of lets you or blender very easily put the image on the shape or mesh the way we do that is we have to do to find this vector now vector again means math coordinate or mathematical coordinate system that's just how I would explain it so what I'm going to do is I'm going to tell the image texture to have a vector coordinate system by adding another node yes our noes are getting pretty complicated here and they will be quite complicated the end of this video but I'm trying to explain it as best as I can so I'm going to add a new node and I believe and I usually have a hard time finding this it's going to be I believe under input and texture coordinate yes that is it so texture coordinate lets you pick normal which would be from normal mapping which kind of means like folding out an object flat into the UV image editor window in blender and we'll talk about that in the next video but we want to have just generated coordinates so I'm going to connect these two and notice it's purple - purple and we have our image texture on the image what I'm going to do just very briefly is make this window full screen but I want my mouse cursor in there and pressing control up arrow on my keyboard so you can see those nodes in that pattern in all their glory so if you do pause the video now and do this in your own copy of blender go ahead and do that now but we're going to quickly move on the way that we would customize how this textures actually laid out on this square because right now it just sort of took the whole square image from our computer and it placed it on the square but what if I want to take advantage of the fact that this texture is tiled I want maybe all these cracks and all these little sections to be a lot smaller and for it to be you know much much larger Plains much smaller copies of this this pattern well what I have to do is add in a new node which lets me scaled down many times or scale up how many times this texture is repeated on this object so what I'm going to do is in between where we've said the coordinates are generated and the image texture we're going to add a node right here so that sort of interrupts the flow it says yes we're using generated coordinates and yes we're having an image texture but before we tell the image texture width of the coordinates are generated we're going to say scale it up or down depending on what we want X number of times so I'm going to add in a new node and I believe it's going to be called let me quickly try see if I can get this I think it's called mapping so I'm going to add a mapping node and of course if I just drag this node onto one of these noodles it you'll see it turns orange that means it'll get placed in the middle of that noodle and it'll be connected all nicely so now we've told our coordinate of our texture that it's canarian but now we can go in here and I'm going to zoom in on this we can tell it what scale you want to be and notice there is XY and Z for scale and we can even change the rotation so if I change the Z rotation you'll notice that V and I'm going to change it by 90 degrees that the texture rotates yes I can rotate it and you're not seeing it very well for that's going very fast but it is rotating that's because we want to spin it as if it's a pole going through the z axis but I want to scale it up so I'm going to change this to maybe three and three and three and now we have that tiled texture all over this and it is now three by three so it's nine copies of itself I can zoom in on it and looks pretty good but what about that whole glossiness thing so I'm going to go back and I'm going to kind of adjust this lamp just my might I know so that you can see a little more glossiness on this this surface so right now the factor of the glossiness versus the diffuse is one that means there's almost no glossiness I'm going to turn that down so now you're going to see more glossiness happening on the surface in fact maybe also to 0.5 I'm sorry that's very small on your screen but now what's happening is this glossiness is glossing over all of those cracks and that doesn't look very good we could improve the way it looks by changing this color to something that's more like the color of the surface so maybe I'll make it a little bit brown or yellow a orange and then make it a darker yellow orange so that it's a little bit better but this still looks washed out what we can do now what I want to show you now is how to make this texture have a bump map now a bump map doesn't actually make the surface bumpy it doesn't actually displace or add new geometry on this texture but what it can do is let you take an image texture and define sort of artificial up-and-down points on a flat surface that the light in this scene your lamp will interact with so it sort of fakes bumpy geometry affects bumpiness now we don't want just a bunch of little bumps you want to follow the bumpiness or the grooves that are on this texture so we're going to use the same image the same image texture with the same coordinates that we've set up already for the diffuse map but we're going to make these three same nodes give us our bumpiness now where do you add bumpiness in here well in cycles bumpiness where bump maps are actually called displacement and that is sort of a misleading term if you're familiar with the displacement modifier in blender you'll know that the modifier actually does change the geometry of your myth but in cycles in the materials displacement just means bumps or bump Maps and if you know what this gray dot means it means that it's actually expecting a black and white or grayscale image an image flat and you can use a colored image file too in fact that's what we'll be doing but if you actually want to really control what that looked like you can actually make a new version of this texture in black and white and then total black would be totally farther away far down on a bump scale and total white in a black and white image would be all the way up so that's how you define up and down in bumpiness we're not going to make a second image though we're just going to use these same three nodes so what I'm going to do is I'm gonna use the color output of the image texture and it's going to drag it and connect it with the displacement of our material output and you'll see immediately you get a huge change it looks very very bumpy now and that might be okay but it's probably a little bit too much this is a very exaggerated bumpiness you know it's okay because maybe this is what you want but if you're doing something more subtle like a brick texture or just the bumpiness on each individual individual brick or you're making something like a wood texture or wood grain it you wouldn't want this to be that bumpy how you can scale this down and you guessed it is going to be using nodes so I just sort of been moving these around a little bit yes you can sort of get a complicated and very kind of overlapping nodes and node noodles but between the image texture output the color of the image and the displacement we want to adjust it in this path here so I'm going to be adding a new node and then node I'm going to be adding so I'm going to add is in the color section and it's called mix RGB if you're familiar with blending layers in either or Photoshop how you can blend two layers together using things like mix or add or darken or multiply it's the same sort of idea here so I'm going to take this mixture and drag it into that noodle so it connects on the input and output of the mix shader you'll notice an immediate difference or you might let's go ahead and actually disconnect this again so you'll see if it changes the way you can disconnect a nose so that it connects the way it used to be is if you have a note selected and you go down to the node menu you can select let me find the right one detach links there is no keyboard shortcut but detached links will make it the way that it was it'll see what the inputs and outputs are and just sort of connect the old ones again so this is what looked like before I'm going to drag this over there and we're going to see if it changed at all it changed a little bit but whatever I do now is use this node to adjust the up and down the amount of bump what I have to do now is change mix to multiply that's one of the many different sorts of modes like Dodge overlay and lighten and darken multiply is technically the best way of doing it and not very good at explaining why that is ones like it maybe talking more in photoshop in this video series or maybe a Photoshop video series I'll cover that in more detail but now I can change the factor here so I'm actually I think I need to actually drag this connector down to color to and now I can change the factor the bumpiness I believe that factor of zero will be no bump at all that looks very very flat to me and a factor of one will be really really bumpy so maybe I'll go somewhere in between just to get a little bit of bumpiness because if you get up close you'll want to see some bumpiness there but not too much and this totally depends on the amount that you need and you can type in a value maybe I'll just go to 0.7 for bumpiness so that's how you add bump maps you have to use the displacement and you can either use the image that you already have or you could even bring a new image texture if the bumpiness doesn't match up with the image that's already on the the diffuse texture of the of the mesh now we could leave it at this but one thing I notice is that the shininess of the surface is still going into these cracks so if I just look at the image texture so I'm going to actually turn off my displacement for a second I'm just going to hold ctrl and slice through with my left mouse button that noodle these grooves no matter if they're bumped or not they're still going to have glossiness in this sort of cracked or the dark area the grout area or the mud area of these cracks I don't want that part to be glossy I want to be quite met so if I connect these two again to give our bump back to the texture you can see that there is glossiness in there it's not totally black it's getting shininess or glossiness from that glossy texture what I want to do is define this roughness by I'm going to kind of juggle my nodes around a little bit just to make it a little bit easier on myself I wanted to find the roughness of the glossiness the roughness is again how glossy or dull it is by the map that we already have now you can see we turned up the glossiness and it got quite shiny looking that's okay but you can still see shininess in these cracks I don't want that so I'm going to drag the color of the image texture and I need to find the roughness using that color of the image texture so now what you can see is you're seeing a lot of glossiness here and I'll make this fullscreen again in a moment so that you can kind of tell what's going on in fact I'll make it as big as I can on a screen right now inside of these grooves is no longer shiny but the surface of all the the upper parts are shiny now perhaps this is too shiny for me and so what I could do is I can adjust the mix shader' right here so that it's not quite so shiny and I want to turn this down though that goes the other way that goes lot shinier right there I will turn it up to make it less shiny there we go if I want to adjust in even more control how what areas are shiny and and dull or I wanted to adjust you know how glossy this is in other words the roughness level what I can do is I can add another one of these multiply notes in fact I'm just going to duplicate this note so all with this note selected I'll press shift D duplicate it and I drag it into the noodle between the image texture output and the roughness again roughness is how like a mirror or to sort of a dull reflectiveness the texture is so I'm going to drag that multiply in there and I'll kind of adjust my nodes around so you can better see what's going on there we go and now I can adjust the factor and what this will do is let me adjust even more as you can see node setups can get quite complicated this isn't even nearly as complicated some of the ones that I've seen but I hope that you are able to sort of follow along with this go ahead and try this for yourself what I'll do in a minute is make this full screen but I encourage you to try adding new things the basic rule here is that the colored things go together the only exception is in other words the inputs and outputs blue to blue green to green the only exception is the yellow which is a color image or a colored material and a a gray input or output can be interchanged because one is just expecting a black-and-white image together a color image that's going to be it for this video I'll leave this note set up on the screen as is thanks for watching and I'll see you next time
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Channel: BornCG
Views: 189,096
Rating: undefined out of 5
Keywords: Blender, Blender 2.7, 3D, Tutorial, lesson, help, tip, tricks, how to, how, teach, Member Of Dáil Éireann (Government Office Or Title), image, UV, UV Mapping, texturize, graphic, digital, art, media, CG, CGI, multimedia, new media, model, modeling, modelling, computer, tips, animation, animate, design, Blender (Software), Cartoon, Animated, 3D Modeling (Film Job), material, nodes, node, map, mapping, Graphics
Id: NeWTTINkUG0
Channel Id: undefined
Length: 23min 54sec (1434 seconds)
Published: Thu Aug 28 2014
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