Blender Archviz Tutorial: Plaster Material | 3D Interior Visualization Course: Part 32 |

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when working on white plaster ceilings or wall materials you might be tempted to simply leave them well even without the shader or with just a very simple white material and to be honest with you in our case that could actually do the trick because if we look at this material here or here it really looks like there is nothing into it but quite often those white surfaces will have very tiny bumps and reflections applied to them as well so even though we don't necessarily need to do it in our scene i would still like to show you how you can improve this kind of elements in interior visualization let's start our work by separating the ceiling and walls in the viewport and you may remember from the modeling stage we decided to keep the walls as two separate objects and now we would actually have to work on it because if we uv map this element independently to this one then we would have to move those uv islands um independently and trying to match them well trying to guess match them as you can see i have to rotate this uv island this one is somewhere here so what i would suggest is simply separating this plane which i did right now and this one as well and now joining them into one object like this where we can simply remodel the mesh just a little bit so you can see i have created a new edge loop let's now move it to around this point here let's activate the snap tool for that and let's remove doubles so now we have a well very simple surface which we can unwrap and have it nicely aligned here within the uv layout because well we need a uv layout we will apply texture to those elements so the little details like cracks in the bump are visible um as for the ceiling let's isolate it and instead of creating edge loops and working around this very well problematic in my opinion areas here since these areas i'm selecting right now will be covered by the wooden panels let me simply select these faces and again these area here will be covered by wooden panels so we can skip that and with that selection let me just hit u key and unwrap it so you can see this also this is also a way i can unwrap i can uv map elements the only thing is i don't have the edge seams marked so right now if i will deselect everything and i would like to go back to this exact uv island here i would need to hand select everything again which i'm actually gonna do and yeah this is now pretty nicely mapped we can scale it up apply a texture in a second and see how it looks let's unhide everything and let's apply a new shader to the ceiling let's call it white walls simple name so we can find it easier let's apply the same shader to the wall we just remodeled i'm going to type white and it should be here let's now isolate the selection again switch to the look dev view and start working on the material so i'm going to use the choco for concrete solid 0 6 texture but instead of plugging it as a base color i'm going to use it only for roughness and normal so the color i will set up to 0.95 maybe for the texture setup let's again go traditionally with something darker reduce the roughness and now add a separate rgb note plug our texture into it and start playing around with the inputs so this is something we have as a red channel this is the green channel i think it's much better and this is the blue channel this will be a great bump input so let's stick to the green as a roughness so what we are looking for with those white diffuse surfaces is just a little bit of uh reflection different differentiation happening but the we have to keep in mind that the roughness has to be kept quite high so we need to use a brighter colors let me plug in the color ramp and start by increasing the brightness of this first handle so we have something like that let me just move it slightly here but i'm gonna increase or maybe not maybe it doesn't look that great let's simply increase this color just a bit so you can see we have just those very little reflective elements here and there let's maybe keep 0.6 value as some maximum and 0.85 here i think i still think it might be a little bit too reflective but we'll get back to it let's set up the specular as point 75 and move to the bump setup right now i'm gonna create a vector bump plug in the blue color and plug in plug the normal to normal set the distance to 0.01 traditionally and this is the result i think it's still way way too much so let's only use 10 percent of the strength maybe 20 percent yeah i think it's i think it's pretty pretty nice again let's reconnect everything to what we have set up and let's change the color to what we will actually use in the scene 0.95 i'm gonna switch back to the camera view unhide everything and let's now quickly preview what we have just created to preview the material let's create a border around here and switch to the rendered view i will now go to the renderer settings performance and viewport as well and switch the pixel size to one because the the effect we are looking for is very subtle and it will be probably barely visible so at first as you can see here we don't really see much and that's a good thing in my opinion because as i mentioned this has to be a very subtle effect but just to check if it's actually out there let's now reduce the color and go to something darker and let's just focus on this area here maybe zoom in a little bit and you can see we have some color differentiation here i think we again need to invert the bump so it actually goes into the ceiling yeah i think that's actually enough this is this is everything what we are looking for so if we darken the color the reflections the color flickering it's actually there we might need to perhaps increase the uv mapping just a little bit so let's increase the uv island by two and check the effect again well now is now i think we can clearly see there's something happening some irregularities within this material so that's i would keep it like this if you still want to adjust it again we can use the rgb curves here and just by creating one point in the middle moving it downwards we very brutally influence the look of the material so you can see we have some color flickering here here i think it looks pretty pretty nice let's just i would actually even reduce the glossiness of of that shader just a little bit more so if we push this point a little bit upwards like here that's definitely enough let's just keep it somewhere here and switch the color back to point 95 so if you're working on the scene yourself if you're trying those settings yourself i would suggest run launching a task test render at this point just to see how everything works all together how the reflections work with the concrete material we've set up how it all actually looks in comparison to the reference but i think it's still a pretty pretty good result as for this stage of preparing the shaders we will fine-tune all of them all together in the final step of scene preparation so now let's move to the glass elements which are very important and you will learn very soon why so thanks for watching see you in the next video thank you guys for watching this video is part of my interior visualization course in blender which you can watch for free on youtube all the necessary details and link to the full playlist can be found in the video description if you want to support what i do and access all of the 3d files used in this course plus blender ready interior setups and over 2000 blender exclusive 3d models just visit the choco for store and learn more about our subscription plans again thanks for watching and i see you soon
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Channel: chocofur
Views: 940
Rating: undefined out of 5
Keywords: blender, blender 3d, blender guru, cg geek, tutorial, blender tutorial, blender interior, blender interior beginner, blender architecture, blender architecture tutorial, how to make, architecture, visualization, interior design, interior visualization, 3d interior visualization, interior visualization blender, interior visualization course, interior visualization secrets in blender, how to, free, archviz, 3d, cgi, blender wall texture, blender plaster material, blender plaster shader
Id: YGjgN6XX814
Channel Id: undefined
Length: 11min 38sec (698 seconds)
Published: Thu Dec 09 2021
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