Blender Clay Stop Motion Shader Tutorial

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today we're going to be making this clay shader for stop-motion style animation in blender and stay tuned to the end so that I can show you my friend double gums clean shader that I've started using myself project file will be available on patreon so check that on in the description let's get started okay so first let's create a mesh cube here so we're going to do that and let's add a subdivision surface to this I'm fed up to two I'm going to hit apply I'm going to tap into edit mode I'm going to press you and unwrap this with the spirit projection now if you're doing this on your character or object you're going to want to use your own UV maps this is just for the sphere let's add a subdivision surface bump that up the two-hit shade smooth here and there we go now we got a sphere kind of setup I'm just gonna save this for safety now let's add a new material let's call this clay and let's make this kind of a natural orange clay color so something like that a little bit of a burnt orange we're going to turn the speculator 2.5 which it should be by default and that's all we're gonna change there for now I'm going to be using cycles but this is Eevee compatible so you can follow along in either let's add some lighting so I'm going to add a Sun lamp now the position of this doesn't really matter I'm gonna go to the side view here rotate that I just like moving it around in the view just so I kind of have a visual indication of where I imagined the Sun but really all that matters is the rotation value back here to the front so that's kind of what I want is that highlight right there let's go on to the Sun lamp settings let's bump that strength up to 5 and change that angle to about 10 that'll help make it a little bit softer and let's give this a nice kind of warm color so I'm just gonna put in a little bit of orange there to complement the orange color of my sphere now let's add an area light I'm gonna rotate that 90 degrees gonna drag that out over here and I'm gonna scale that way up I'm gonna bump that up to 100 watts you don't have to use the same exact settings as I just think that this is a nice look rotate that a bit so they get a little bit of lighting from behind they're gonna duplicate that I'm in the top view here gonna kind of crisscross the lighting there and yeah I like the look at that I'm gonna make this one up here a little bit bigger angle it there perfect I'm going to change the colors of these so let's take this one on the left and that's going to complement that's sunlight give us a little bit of warm hue there and let's make this one a bit of kind of a warm color and bump the brightness up here to 250 okay so I'm like in kind of look at that maybe come up here adjust it there now you don't have to use my lighting setup like I said okay so let's get started by adjusting this material here so we're gonna drag this out and we're going to add a shader window there we're going to drag this up and we're going to add an image editor here now I'm going to import my fingerprint extra image now I've included a link to the a free texture below but I've kind of made my own here with some fingerprint brushes in Photoshop and then just made that palpable so I'm going to use that so this is the kind of texture you're looking for now I'm gonna drag this down and we're going to select our sphere so that we can see or shader here and actually now that you've seen the texture I'm just going to close this so that I can zoom in a little bit closer I'm going to add an image texture here I'm going to use our fingerprint there and for now I'm just going to feed this into the base color so that we can get an idea of what it looks like now I have no drained layer turned on which is included with blender and in the Preferences so if I hit ctrl T it's going to give me a mapping node and a text record in a node automatically set the UV and just plugged into the vectors there with point so now we can see that we have a decent UV unwrap with none of the defaults of your projection so we'll leave that size-wise if you want to adjust the size of your fingerprints you're going to adjust the scale here I want to make mine just a little bit smaller so I'm going to do 1.5 and all of those you need to make sure that they're the same value in all otherwise it'll stretch okay now let's get this out of the base color because this is kind of the cape clay color I want to use and I'm going to turn this into non color data I'm going to move these out a bit here and I'm going to plug that color into the roughness you can see here kind of making the parts where fingerprints are so where the white is is very rough and where it's black is very shiny now this gives you kind of a very white clay look but I don't want mine to look quite that wet so I'm going to show you what we can do to adjust that we're going to add a color ramp note here and put that there and then now we can drag this to adjust so if I pull it here you can see that it's kind of crushing all that black now I find it more effective to select here and then just kind of adjust this value overall and I say kind of about there it's about how kind of shiny or wet I want my clay to look and then I could do this and just give that a bit more contrast so I'm kind of happy with how that looks right there so next we need to put that into our bump node so we are going to make a bump node and we're going to plug that into the normal and then we are going to plug that in the strength then we're going to plug that in to normal and we're going to plug that into height as you can see this looks awful and that's because the strength is set way too high so I'm gonna set mine way down to 0.5 I think that's kind of a tasteful amount of bump there but you can play with that strength and do whatever you want with it if you noticed here the fingerprints are actually sticking out whereas the fingerprint should be sticking in and that's because this bump node is using white and telling everything that white that's the maximum height so what we're going to do is we're going to invert that with an invert node and boom now we have much more realistic looking clay okay lastly for this kind of play shader look what we're going to do is we're going to add a displacement modifier and you see it's going to get huge we're gonna lower that strength down to point zero five again all these values are what I think look best but do what you think looks best for your shader we're gonna come down here to the texture tab hit new we're going to call this clay we're gonna change type to clouds and then down here in the noise bias we're gonna change that to improve Berlin okay and you can see how that's kind of giving us a lumpy look now you can play with the size here to determine how you want that to look also you can play here with the displacements strength now if you have a very complex model you're gonna want these numbers to be kind of low otherwise it may kind of distort or break your model okay so I'm gonna switch over to Eevee so that we can play back animation real time here you can see it still works over here Navy I'm going to turn on ambient inclusion and I'm going to turn on screen space reflections and little bit of bloom maybe not that intense floor with an intensity 2.0 okay and that just gives us a nice easy render I'm going to lower this end down to eight bring that back here so now what we're going to do is we're going to animate the fingerprint texture and we're going to animate the displacement unhold keyframes and what that'll do is it will allow it to kind of warble and warp and look like the fingerprint textures are moving as if somebody's handling the clay when it's moving so to do that we're going to come up here to our mapping node we're going to highlight over Z and we're going to press I and that's going to insert a keyframe at 0 we're going to move forward 2 frames and then we're going to rotate this 90 degrees and hit Ida and sort another keyframe we're going to repeat that at another 90 degrees insert a keyframe repeat an insert a keyframe okay now we're going to come over here to our displacement and we're going to do the same thing so what this will do is kind of make it look like the Clay's warping around so we're animating new fingerprints will click the fingerprint textures are moving around now we're going to animate the displacement of the object so let's insert a keyframe here by pressing I we're going to move forward two keyframes and then just pick a random number not too far off but far enough that you see a difference I'm going to do 0.75 and there just gives me a little bit of a wobble but I can do more point one I'm going to move board two keyframes going to 2.01 I'm going to move forward two keyframes and let's just pick one five that's a little too much let's do point zero seven five there we go now what we need to do is with claymation you animate on hold keyframes because there is no motion blur and there's no kind of tweening in between so what we're going to do we're going to go to our dope cheap Mojang up here we're going to take our strength and our clay shader we're going to select everything with a press T and hit constant now what that does if we go over to the curve and select this and we're going to zoom in there you can see that now there is no interpolation it's just one value then snaps to the next value so what we're gonna do here is we have our strength displacement we're going to press in and we're going to open modifiers we're gonna add a modifier and we're gonna do cycle and that'll make it so that it repeats throughout your entire animation so let's open this over here we're going to open our shader editor we're going to select our mapping node so that it shows up here in our F curve editor and then we are going to select these which the z-rotation we're going to do the same thing we're going to add cycles modifier so now everything's a loop so let's close that down let's close that down now if we hit play we can see that our clay shader looks like stop-motion now to further sell this effect when you're animating you can animate at 12 frames a second and you can animate entirely on hold keyframes like I showed you and you can do that down here again by selecting P and holding constant so just animating on constants and then you just anim forward and that'll help give you that stop-motion shader look again these files are available on patreon if you want to help support the channel and if you want to dig through the project files or take the shader for yourself also available on patreon this month is the shader that I made it's a hand painted metal tileable texture tag me in anything you post on Instagram I love seeing your guys creations and I'll do my best to share your work also look in the description below I've actually started using my friend double gum shader bundle down on one easy-to-use node and I've started using it on all of my projects uses some textures kind of achieve a more sculpted look which I really enjoy thanks again for tuning in let me know what you want to see next in the comments below
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Channel: SouthernShotty
Views: 476,430
Rating: undefined out of 5
Keywords: Blender, Blender tutorial, Blender Animation, Blender intro, Blender Text Animation, Blender 2.8, Blender eevee, Eevee Animation, Blender Modeling, Blender Easy, Blender easy tutorial, Blender cycles, Blender 3D, b3d, Remington Graphics, Intro to Blender, CG Geek, Olav3D, CG Cookie, Gleb Alexandrov, adobe, after effects, beginner blender tutorials, beginner blender, nate stuff, blender tutorial animation, blender tutorial modeling, clay, clay shader, stop motion
Id: wTu3Xssw67Q
Channel Id: undefined
Length: 12min 15sec (735 seconds)
Published: Thu Oct 24 2019
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