Blender Archviz Tutorial: Wooden Material | 3D Interior Visualization Course: Part 31 |

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wooden shader is applied to multiple objects around the scene in difference to the concrete material we've worked on but since we've planned some things ahead while modeling you may remember we've created this main wooden material already and applied it to all of the objects that would be made from wood so what we have to do right now is simply selecting them and hiding everything else so i'm doing that by pressing the shift h keys and yeah these are the objects we have to work on right now we can always double check if they bear the same shader by playing with the viewport display color so i'm doing it right now as you can see just to double check and a benefit of that solution is once we set up this shader for one of the elements it will look exactly the same on each one of them we have visible right here um but we still need to uv map each of the elements independently so let's start doing it right now and we can go with the stairs these are pretty easy i will start by selecting one of these steps and separating it from the stairs now i will enter the edit mode again and separate the bottom face from the rest of the object by creating the uv seam so you can see it looks like that switching to face mode pressing h to hide and now i'm simply selecting these four edges here and making another seam layout i will now unhide everything by pressing alt h select everything and press u unwrap so this is how our stair just one step looks like so we can already preview it by importing the texture i'm gonna use choco for wood 24 diffuse map which comes from one of the models so let's plug it in here and switch to the look dev view here you can see the texture already displays on the model in a very generic way but let's ignore that and simply focus on our model you can also see in the viewport layout in the uv layout sorry we have those two islands maps rotated so let's make them horizontal but it doesn't look good in the viewport as you can see so let's now rotate them all together and this gives us pretty nice looking mapping on the object we can scale it down a little bit and let's remember to keep the islands within the layout here because it's not always the case that we are using a seamless texture sometimes you can see the connections like here are visible it's also not always possible to keep the uv layout within the square but if it's possible and let's just keep it like this so i'm not now gonna move the origin to the geometry of that object just to just to edit it easier and i will simply press shift d in the edit mode move it here now shift r multiple times let's now focus a 3d cursor around our first step cursor to select it select everything change the pivot point to 3d cursor scale z to align those elements this axis and now x s x to move them around in this axis like that so you can see we have this uv mapped element re-created the problem is if we switch to the look dev view again you can see we have exactly same texture look on every step in order to fix that we simply need to enter the edit mode and in the uv layout here go to the uv and pack islands option so you can now see every single step looks different and that's because it now shares a different part of the layout if we scale it up the texture will become a bit smaller around this every single step so we might consider doing that but again just please keep in mind those border areas are a bit more risky if you want to avoid texture seam being visible just please keep that in mind when you're scaling the elements like this but yeah i would say the steps they already look pretty nice let's now move to the handrail this element is also relatively quick and easy to do so let's enter the edit mode switch to the wireframe and to the edge selection and i'm gonna select these edges here make them make mark them as seams and these edges here as well so what it does it actually separates those two huge side faces one from another as you can see when i'm hovering my cursor and pressing l key they are selected separately so let's select everything press u and unwrap this is the uv layout we have now available let's now align the elements so i'm gonna hover my mouse button and hit l key on the keyboard move those side elements to the side and i'm gonna select those side faces and rotate them so we have more or less uh this vertical view we can go back to the viewport switch to the loop dev view and see if the element actually matches what we have here in the reference let's switch to something like that you can see the tiling the repetition of a texture is a bit denser than what we have here let's see if we can achieve a similar effect so first i will quickly rotate the other part and select it switch to this view here and just rotate it with ctrl key pressed just to limit the rotation a little bit we can just do it without a very precise measurement so i would say this is enough for those two parts let's now scale them up just like that so the repetition of this wooden pattern becomes a bit more denser if we scale the objects within the z and y axis here in the in the uv layout you can also see how it affects the texture so i think scaling them scaling uh those elements within the z-axis just a little bit improves the look in my opinion let's just keep it like this so that would be it for the handrail let's now move to those panels around the staircase if you look at these panels closely they are basically the same shapes as the staircase steps which we have already uv mapped so the procedure will be the same the only difference is we could delete those upper faces because they will be covered by the ceiling anyway so let's do it right now and now by pointing my mouse cursor and hitting the l key on the keyboard i will just separate those horizontal panels first and uv map them so let's switch to the wireframe let's switch to the edge selection and by pressing the b key i will start selecting the corners so you might think there's nothing happening but if i zoom into those areas you can see we have all those edges selected and if i switch to the orthographic view it's yeah more visible this way so let's keep working around those corners and once we are done let's now press ctrl e and select mark seam so we have ordered ask blender to cut those meshes around the corners if i select everything and go with you unwrap you can see we have each one of those panels uv mapped and caught around the corner like that let's now switch to the look dev view again and check the alignment of the panels so you can see some of them are rotated this way and some like this we need to switch back to our perspective camera and check how it should look like so in the reference we can see these panels are correct and these two at least these two need to be fixed so again i'm just pointing my mouse cursor over them pressing the alt key now i will select everything within the uv editor press r 90 enter and it's fixed let's now double check the entire element um yeah it seems like these two panels need to be adjusted as well so exactly the same procedure and yeah exactly exactly exactly the same steps so we'll apply to the remaining panels we have here and to the panels around this element as well so to save you time watching the exact same procedures i will just do those elements myself and get back to you once they are done so the elements are now finished and we can quickly check their look but before we end this video and move to setting up the actual materials i still want to talk a few small issues i had when uv mapping those elements one of the problems you might have come across was an even scale of the uv mapped elements so for instance if i select this face here and scale it up and select these three faces here and scale them down hugely like that you can see right now we have few elements looking like this and one element looking like that which clearly stands out from the rest of the object and we could obviously hand pick those faces and fix them within the uv layout but what if we would like to have a general uniform scale around all of the elements to do that we simply select everything within the uv layout go to the uv and select average island scale so what blender does for us is setting up a uniform in the middle kind of scale for all of the elements so now you are sure assured that they all look the same that the pattern of the texture has the same scale on each face on each part of the geometry another problem is this element here which doesn't have a perfectly rectangular shape it actually has this little corner here and if you try to unwrap it uv map it by default this will be the shape you have so in order to fix that we simply go with you on a wrap and try a different method of unwrapping so let's go with conformal and that should fix the problem for you the problem is in general generated by this little corner here because if we select the entire element and zoom in you can see we have those two overlapping faces so we could simply add a seam around this area and unwrap it again so blender moves this element to the side and yeah if simply switching the method doesn't work for you then try to work on the seams of the element a little bit more last problem i had were the drawers here and if we compare them with the reference you can see the wooden pattern has to go throughout two of those elements or throughout every single pair of these elements and if we simply unwrap this mesh in blender the uv islands are kind of placed randomly around the layout so in order to have exactly the same effect as in the reference here we need to hand pick those faces and align them together here in the layout so it looks simply well as it should it's not that hard it's simply uh hand by like a handmade process so you need to grab every single face and move it around so they they all match together so these were the main issues around uv mapping of those wooden elements we now have it all covered and we can finally move to setting up the actual shader to start working on the wooden shader we need to find a surface which is big and straight and that would be the handrail in our case so i'm gonna hide everything except of that model and let's now start working on the shader we already have a texture applied here so let's maybe try checking its color if we compare the our texture to the reference you can see the shade of wood is a little bit more red i think so in order to adjust that we simply add color hue saturation note and change the hue just below 0.5 so let's try zero uh so let's try point 48 i think that looks quite nice maybe it's a little bit too red this is yeah let's find something in between like this and the second step when i set up the color is playing around with saturation so let's decrease it first but i don't think that's the effect we are looking for so let's get back to the default value and maybe increase it slightly yeah i think it looks better maybe it's a bit too much so let's let's keep the saturation at 1.1 let's now work on the reflections so we need to disconnect the texture we just prepared and set the base color to something darker similar steps as we had with the concrete shader i'm going to reduce the roughness just to see some of the environment and now i'm going to add converter separate rgb node here so we can split our texture into three color channels and use them as inputs to our wooden material so let's go with the red channel and plug it in as a roughness i think it looks pretty good actually out of the box let's check the other channels and the green is still reflective and blue has no reflections at all so let's keep the red and to fine tune it again i'm gonna add the converter color ramp plug it in here let's maybe make a little bit more space and let's move the handles with the wooden material i want to decrease the contrast within the wooden pattern we don't need that much contrast as with the concrete shader i think it looks more natural if we let's see how it goes when we do this very harsh yeah i don't think it looks realistic so let's avoid those uh boundary values like one and zero so let's keep the white color to 0.75 and this darker color to yeah point 45 looks good now by moving the handles we can fine tune the look of our material i think we have still a little bit too much contrast so let's maybe work with those handles just a little bit more yeah i think it's fine let's just keep it like this for now and we'll get back to it so now we need to set up the bump so again similar as with the concrete shader we go with the vector and bump node let's connect the normal input and output and plug one of the color channels maybe let's go with the blue as height i still need to disconnect the roughness and yeah as a reflection it was pretty blank but as a bump we see a little bit too much detail so we need to decrease the distance to 0.01 and i think it's still just a bit too much let's maybe decrease the strength to 0.5 like this now i think it's okay let's start combining what we have just created so i'm gonna plug in the roughness setup and the diffuse color so it looks pretty good let's maybe increase the specular to 0.75 and i think what we could fix is if we zoom into the material you can see those darker areas are more reflective than the bright ones i think with wooden materials it has to be inverted so we would need more reflections in those white areas and less in the dark ones to do that we need to invert the roughness input and you could do it similar as with contrast of the diffuse map by using the gamma node we could use an invert node here but to be honest with you i don't really like using it that much because what it does right now it completely flattens the reflections we had we would simply like to invert the effect we had here but with the invert node it actually changes the values of the color so the way i'm using to invert my reflection setup i already have here and here i'm using the color rgb curves okay blender i don't know why did you do that so let's fix it for you so i'm using rgb curves and once i plug them them nothing really changes so we need to invert this input and this input like that and what we have right now is more or less the same effect as if we use the invert node but we can play around with the curve so you can see if i drop it down a little bit we actually have the effect we were looking for so the dark areas are less reflective and the bright ones become more reflective if we move this handle even lower you can see the shader looks totally different so it's a little bit too much but yeah that's why i like using the rgb curves because it's way more flexible and i can quite quickly fine tune the look of my shader and so i would actually say that's pretty much it what we have to do around here let's unhide all of the other elements switch back to our camera view and let's maybe see how the shader looks around our kitchen yeah i think if we look from an angle here and here and focus on those big on those big wooden surfaces i think the reflections and everything else looks pretty nice again we can simply select the shader and as for the reflections right now you can just use this one point within the rgb curve to fine tune the sharpness the contrast and the general feel of the material i think it's a pretty good shortcut when setting up things around the scene so i would say that's it for the wooden shader we have a concrete and will already set up let's now move to playing just a little bit around the ceiling and the wall here 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 2 000 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: 845
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 wood material, blender wooden texture, blender wood shader
Id: l2mTE9Hs53o
Channel Id: undefined
Length: 24min 31sec (1471 seconds)
Published: Wed Dec 08 2021
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