Blender Day 4 - Shading/Texturing/UV - Introduction Series for Beginners

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[Music] hi welcome back to day 4 of blender introduction series and today we are going to talk about how to render your objects and set up basic materials textures and work with the uv coordinates okay i have this scene set up just for this tutorials purpose and so these objects are from the previous chapter where we used some of the modifiers to make a very basic geometry so before we begin let's talk about what render is okay rendering is a process of producing an image from a data you have within your 3d scene okay now this contains 3d object data like the shape and surface of the your model normal directions shading texturing lighting global illumination and several other parameters which i can't think of at this moment now so over here you can see i have a cycles render engine selected and render engines are uh most like uh devices which uh like every render engine have different technology and they have their own features but more or less their fundamentals are same and like all the principles you learn uh can be applied to any other render engine okay so for this tutorial we will be working with the cycles and uh the ev render engine is uh like a much faster but uh is less less realistic results it gives you less realistic results okay and uh cycles is what you want to use for most of your production work when working with the photorealistic stuff okay so just make sure you have cycles enabled from here before we proceed to the tutorial now technically this is a render at this moment but none of these objects materials are matching their description and that is what we are going to do we will make a material for each of these objects and make them look photorealistic also uh it's very important before you do any kind of a 3d stuff like a lighting simulation or anything it's important to make sure you have a uh like a good dimension setup like uh it's okay if it's not completely accurate but it would be uneasy for you to work with the 3d if the dimensions are way out of proportions okay let's say like uh right now if i select this object okay what i did was i selected everything and i just uh set uh overall uh dimension for this one okay so right now the dimension of this one is around 18 centimeter by 11 centimeter and this one is around 19 centimeter so it's more or less like a actual real world scale okay it's uh let's say if this was maybe 400 meters or something like maybe 20 meters or 40 meters something then you will find it very difficult to work with the lights work with the simulations or the camera effects like a bokeh and all okay so just make sure whenever you're setting up things for the final render or it's it's always a good practice to keep things close to what their real world scale would be and uh and the results will be much better okay so for this tutorials purpose i have a very basic lighting setup so that we can see our objects working with the light uh properly and also you you don't have to worry about the lighting at this moment you can just download this file setup and uh work with this tutorial we will discuss the lighting part in next chapter anyway okay now there are three things you need to make one object's material one is the shader part second is the texture part and third is the uv coordinates okay now shaders are for physical properties and like a glass metal plastic etc and textures are for surfa surface details such as color pattern scratches wearing tearing bump grains etc etc and uv coordinates are to unwrap the 3d texture in the 2d space so that we can use a 2d image which we will paint or we can bring it from somewhere else and use it on our 3d surface and that is what we will see in the final render okay now before we go into any further detail let's uh okay first i'll just divide this window and make this one 3d view and this one shader editor from here now over here uh i have a one very basic principle bsdf material uh and we will discuss the details later but uh this is just to have a uh understanding of what material is made of okay now you can see several properties over here one is metallic one is specular to bring some glossy surface and roughness is to control how strong the reflections are or how sharp the reflections are and these tropics are so you can stretch your highlights like a brushed metal etc clear coat is uh for a different layer of coating on top of your surface transmission is for transparency and transmission roughness is for something like a frosted glass like a translucent objects okay it can be used and uh like these are few of them subsurfaces for something like a wax where the light you can see the effect of the lighting from the other side of the surface okay and now to understand these all these parameters so i'm going to bring up this image just so that we understand all these terms uh properly so when uh when light falls on a surface when a object receives a light we see its diffuse properties okay and when the glossy rays bounce off the surface that is where it creates reflections all right and uh light rays uh go through the object then it creates reflections which is like a transparency all right and uh now what happens is let me bring up another image over here now over here you can see when when the light rays bounce and make a perfect angle when the surface is very smooth it's not rough that is where we see strong highlights strong reflection and those reflections are not interrupted at all and it's a very clear defined image okay but what happens when the surface is rough when on the rough surface when the light hits they actually bounce in a several different directions and uh because of the roughness of the surface our reflections get blurry and we don't see the reflections are like sharp or the highlights also like spread out okay unlike these parameters mean over here if we increase this roughness the highlights and uh reflections become blurry okay so so to understand these better i'm going to actually make some of the materials and start working with the scene okay now i'm going to select the entire screw object over here and i'll isolate the screw object now if i render this one i'll bring up viewport shading so right now it's a very diffuse and very generic material all right so what i'll do is i'll delete this one out there are three parts in this one okay and i'll make a new material you can either create new materials from here or you can uh create a new material from here or you can press shift a just like how you press shift a in the 3d viewport to bring the bring up the list of objects okay and from here you can go to the shaders and like bring up a shader you want okay i'll click new over here and now this brings up principal bsdf by default all right now let's start playing with these parameters and see what happens i'll make the surface i'll give the surface some color and now to apply material on these two objects as well i'll select these two and select the head of the screw and press ctrl l and make links material now all of these three objects have the same material all right as you can see it looks very plasticky now as we talked about the roughness parameter if i decrease the roughness from here you can see the highlights become very strong if i increase the specular over here you can see all these highlights over here or what i can do is just disable the scene lights and uh or bring up some other hdri all right so all these highlights are very prominent and i can see them better okay uh maybe if i go to perspective view i can see our trees uh reflection over here and none of these are interrupted with a roughness parameter but when i start increasing the roughness you'll see these reflections and the highlights glossy highlights start becoming blurry so if you want something like a painted object uh you can decrease the roughness if you want something like a plastic object you will have to play with this parameter and find a perfect balance of reflection and roughness okay now if you're dealing with something like a wooden floor or something or maybe a leather then you'll have to make it less reflective and more rough okay now if i increase it all the more now this could be something like maybe like a very soft surface could be a cushion or something maybe if i add few more parameters uh this is just uh i'm just giving you an idea of uh because these are the uh very important parameters okay now when we increase uh okay i'll just bring up one more object over here uv sphere sorry about that and uh make it a shade smooth all right and i'll transfer this material so that we can see things more clearly so so far if you increase the specular you you see more glossy surface and if you increase the roughness uh the reflections become blurry all right now let's talk about the metallic parameter over here so this specular parameter gives us a glossy surface okay but this is still a dielectric surface i mean uh it looks plastic uh like doesn't matter how much ever we increase the specularity or the strong reflections this still looks like a paint job it doesn't look like a metallic surface okay like now for that if you see uh over here there's a metallic parameter if i increase the metallic now if i bring this up all the way to one you can see the object is metallic now and the shade of the highlights is not like a glossy white highlights now these are much stronger reflections and the highlights are actually picking up the color temperature from the diffuse color okay now so you can use this one for the metallic surfaces and i can use roughness with this as well and the roughness parameter still works okay all right now bring a solidify over here let's talk about the transmission all right now see what happens if i make this transmissive and uh not to have a better view of this one all right now i've given this object some thickness so that we can see the transparency much better now right now the color is set to red that is why it's not looking like a complete transparent object if i make this white that is that is where we'll see the complete uh transmissive properties of this object you can use a transmission to create refractive objects and transmission roughness just like a reflection roughness blurs out you can create something like a frosted glass or a like a icy surface maybe if you if you bring up a texture over here now before we go forward i just wanted to clarify one thing uh let's say i bring up a glass over here now some of these parameters have a like uh the numbers in them and some of these have a color values in them okay usually in shading the black means uh zero and white means 1 okay so like some of these properties have the color input okay instead of just the numbers this is so that you can actually bring up one image texture which is uh in a black and white value okay and instead of using numbers it also uses the gray values and uh you can adjust all these parameters with the help of textures as well okay now over here the yellow ones are for the colored input like you can bring up a color texture over here but the gray ones are for the factors and any color information you bring up here will not matter these parameters will only pick up the black and white and the grays okay so these textures always should be in the gray and uh the blue ones are for uh several uh there are different uses of the blue ones like our normal tangents and vector and uh okay this is i'll delete this one and bring back surface so i think it will be better if we create created some of our actual materials out of these we'll talk about the other parameters as we start working on the actual scene and i hope you have a bit of an understanding of what specular means and roughness means and and as we go through this tutorial i think you'll have a much more better understanding okay so so let's start with the the one we already working on the screw one okay so from here we have already created a material for this one you can double click over here and call this one whatever you want so right now this was transmissive i'll bring it back to zero or you can just uh delete this one and shift a and shader principle bsdf and you can click and drag to connect this to material output and also just make sure in your preferences there is a add-on called uh nodewrangler just make sure this one is enabled and you have to save the preferences okay now node wrangler helps uh with a lot of shortcuts and make it makes it convenient to bring up the mapping coordinates and i think uh you will always need this one and uh every tutorial you see online will be with the use of this one i think all of all the people using blender will be using this option okay so this one is a material properties and from here uh you can see the same properties whatever we have here now right now we are working under uh this material called the screw okay and uh actually uh in within this container you can make as many materials you want let's say if i want to bring one more principle bsdf and shift d this one and just drag this over here now i can make more materials and let's say tune bsdf okay i have three materials over here now whichever is the active material will be displayed on the object and in the object material properties okay if i select this one you'll see now this material is working and uh this one is red the other one is deactivated and it's a gray one okay now if i right click on this one this material is working and i can see the relevant properties over here okay when you are experimenting with the materials let's say you have some properties over here of a metallic surface and you just want to play with it more but you want to make a backup of this you can simply select your entire shader with the b and drag and shift d and make a copy of this okay and now you can start working on this one and let's say if you want to try a few more options you can shift d and so now you have three shaders within the screw uh container and uh but here you will only see the one which is active at this moment okay and these shaders will always remain here unless uh you delete them and uh okay one last thing before we actually start making the final materials when you bring up the shader list there are a lot of shaders over here okay now you'll see the principle bsdf is actually used uh to create the pbr shaders okay and uh before blender 2.79 i guess uh when there was no principle bsdf you can see uh there are a lot of other bsdf parameters over here like a glass bsdf glossy bsdf and uh transparent translucent and subsurface scattering is a different one here bstf now all of these materials like properties are actually combined and made into one material and this is a much improved version of all these combined together okay but sometimes let's say if you're working with just one kind of a property you can simply use uh these shaders okay now if i right click over here now this one is a glass and if i bring up a glossy bsdf this one is a metallic i mean uh glossy surface okay and you there are several other so when you are experimenting with the shaders you can actually combine them and have a lot of fun with them at later stage when you are comfortable with shaders the actual way this works is uh let's say if i start with the diffuse bsdf okay now this will give me a very basic white color the diffuse property now if i bring a add shader over here okay and bring a glossy bsdf and combine them together let's say if i have red color in the diffuse now over here if i decrease the glossiness as we discussed the white is for one black is for zero and i can control the roughness just like the principled psdf over here okay now this one is like what we would have created if uh like if i make this one red okay it's a almost like a same material because uh over here we are not using any other parameters just uh these two and uh we can make this one this way as well okay now this is just to give you an idea like what these other independent shaders mean and you can actually experiment with them a lot and it's a much more flexible way of working but like i said uh this principle bsdf is the latest version of the bsdf node and it's actually much more advanced and everything works much better in this format and much more convenient to set up your pbr like pbr is for physical based renders so what happens is you can bring up several texture nodes to plug in each of these and you can create something like super realistic okay all right so i'll start making this screw metallic i'll make the rgb white i don't want any colors over here and maybe a little off-white now i want this metallic material and now you can see this one is metallic okay about the anastropic now any stropic parameters just like how you have reflections this parameter will stretch out your reflections now if i increase this okay sorry you can see these reflections are reflections are actually stretching in this direction i can rotate this direction maybe now this is vertically stretching okay so these kind of examples can be seen on like a brushed metal or maybe a cd cd surface i'll use some anisotropic and uh i think this looks pretty metallic at this moment decrease the roughness a bit all right now this specular at this moment will not be actually of any use because our object is 100 metallic at this moment so this is not working you can disable this if you want let's press 0 to bring up the camera view so this looks good now i'll move on to the next object this glass okay so i'll select all of these and isolate them let's render this object and i'll go to the material properties and delete the one which i which i have already applied on this one and i click on the new and i rename this uh bulb glass i can increase the transmission all the way and decrease the roughness because i want some very clear highlights okay now index of refraction is a parameter like uh you can uh do a quick search about this different uh trans transmissive materials have a different in index of reflection parameter like a water have different and maybe 1.3 or something so you can use those values when creating different kind of reflections okay you can also if you are just making a plain glass you can also bring up glass bsdf and just plug into this now if i shift ctrl click over here i and if i want to test out this material at this moment i can simply press shift ctrl click over here now this will switch to this material and this works for any other node i mean if i want to preview any node i simply have to let's say if i bring up a texture if i click shift ctrl and click on this it will bring up a viewer and only preview the texture okay and after that you can go back to your shader and shift ctrl so this shortcut is actually working because of a node wrangler okay i mean the add-on we enabled so i'll delete these two and now i'll select this internal part and select this one and transfer the material okay now for this one uh we need something like a bronze or copper sorry so i'll click on new one and type out copper for this i'll select something like a deep brown color maybe very little roughness and uh i think we'll have to make this one metallic all right now i can select these uh strings and transfer the same material okay so more or less i think our bulb is uh it looks decent and uh very basic material setup and we can actually use a texture over here on the on the roughness parameter but we will talk about this later now for this filament over here we can bring up on another shader you can either increase this parameter emission and make this one like this or you can bring up a simpler node which is a emission over here and this is the same emission node which is actually used in the all the lights and you can choose your color from here like something of very high intensity if you want this to actually affect all the objects in the surrounding let's say yeah if i make this 110 you can see this one is having very little effect on the ground okay now if i make this 500 or something now you can see the light effect on the ground as well okay so this looks uh interesting and uh we'll add more realism at a later stage now for uh this game over here i'll create one very simple node and call this uh gameboy i don't know if this is actually a gameboy or not but i'll create a base color of something like a blue color and maybe some stronger highlights yeah that's all just a plastic looking thing and for buttons we can create another shader or what you can do is uh you can actually select all these buttons and transfer this material same material on the buttons as well now you can select the button and duplicate the shader from here the game boy shooter and now this one is a different shader you can rename these game boy buttons and now you can change the colors this will not affect uh the main material okay but you'll have to assign this material to the buttons as well this one could be a very basic one uh like uh simple gray color and i can decrease the roughness of this and this part could be actually some glass material okay i think uh i can either transfer this one or just for the sake of safety i'll uh create a new material and uh make this transmissive okay now inside this there is one another object for this one we can create another emission shader the game boy light and from the shader over here i'll bring up emission and discard this one okay now you can make this green light if you want like any light if whatever color you like okay but i'll keep this one something like a you can also use a black body node in the converter if you want to give it some accurate color temperatures okay now just so that we can see the view clearly at this moment i'm going to create one very basic ground material and make it dark so that we can see the effect of everything else over here okay and i'll call this one ground okay now first i'm going to clear off all the basic materials and then i'll come back to the ground and make a pbr shader for this over here i have this cheese object and i can isolate this one so that we can see the effect better and create a new material called cheese now if i give this one a yellow color okay and that doesn't matter how much the specular or highlight or the roughness is uh this doesn't look like a cheese okay and that is because this object should be observing the light okay as we were discussing uh this diagram if the if the rays bounce off the object it looks reflective if the rays go pass through the object it appears refractive and transparent okay but if the rays gets observed by the surface then it will appear as a subsurface scattering effect okay like what you see in the wax when or when you put your hand against a light okay so light doesn't actually passes through the object the light rays are actually absorbed by object and it affects some part of it but it doesn't go through it okay now this parameter over here now let me just uh bring up some references subsurface scattering okay now you can see these examples when uh now this object actually receiving the light from the back side but light is not passing through it it's not escaping the object okay it's observed by object and the same example you can also see on the human skin okay the same effect we'll see over here as soon as i start increasing this parameter the subsurface now this appears a much softer object and it's like uh it's absorbing the light now this was completely solid okay now if i increase this value a little and maybe bring up one uh stronger hdri in the background now you can see so now you can see the object looks a much softer and like uh the actual cheese okay so i'll leave it as it is at this moment i just want to keep it very basic maybe i can uh make the roughness less and specular more now also right now the view is uh rendering the full window if you want to just preview cert like a small part of it you can press ctrl b and select the area which you want to render if you press alt ctrl b it will clear out the border all right so the cheese object looks good now what i can do is uh i can make one very basic material for this as well i'll select these two and isolate them and bring up the scene word i'll delete the existing material and bring up a new one chocolate choco maybe okay let's transfer the same material on this one and make this one brown okay like a chocolate just like uh how we were working with the cheese uh this appears a very solid object there should be some light like uh seen on the other side because uh these kind of surfaces are much softer okay and uh i'll make subsurface like maybe 0.032 and now you can see the effect of the light over here maybe 0.025 is enough this white subsurface color is for this color actually which you see over here let's say if i increase this all the way to higher amount then whatever color i bring over here in the subsurface that is what you'll see on the on the surface where the lights being observed okay now maybe i can use some very specific colors like uh i've already noted down for the tutorial purpose this one for chocolate and this one for a subsurface color 0.027 okay that's about it i'll actually make a duplicate of this shader chocolate and and here i'll increase the amount of subsurface just to create some visual interest all right okay so now the only objects remaining are this this object over here and uh maybe we need some texture on the body of this game and on the ground we need some texture okay now before we get into all that let's talk about what uv means okay i'll go to the front view and maybe select all of these and we can isolate them so i'll go to the uv editing tab over here and uh sorry i'll isolate this one now as we discussed before uv coordinates are needed to so that we can use a 2d texture on the 3d surface so right now this is a 3d surface but as you see an image texture image image is always in two dimensions okay and in 3d software uh these two coordinates are called u and v okay now now how this works is basically i'll unwrap this model and make this one a flat okay so i'll just bring up a google search for this one as you can see this 3d model is actually flattened and uh unwrapped in a 2d dimension over here and you can use and now your geometry is in two dimensions and whatever colors you put on your uv layout now those will be seen in our 3d surface over here okay now i put few links in the description which actually explain the process of ue in much more detail than what we are going to discuss today over here but for the sake of this tutorial we are going to unwrap this model okay i'll go to the uv editing tab over here we were working in the layout before so i'll click on uv editing or if you want to make your own uh you can simply change this to uv editor over here okay now right now you can see when i press tab when i go to the edit mode there are some polygons over here but none of these are actually looking like my 3d object and i can't understand this i'm sure even the software can't understand this now because of this what happens is all these polygons are actually overlapping and because they are overlapping whatever information i put here these might affect other polygons which are overlapping this surface now to make this one much more clear i'll just bring up a simple shader okay we already have a shader i'll simply bring one texture over here okay and apply this to the base color and i can click on new okay so i have one image texture now see what happens let's say we go to the viewport shading okay now i'll go to the texture paint mode over here and i'll decrease the brush size okay now see what happens when i start painting the texture okay now i just wanted this color to appear over here and uh let me just bring up the untitled zero zero one now this texture is uh untitled001 you can also see it from in the uv from here okay all the textures which we are using in the scene are located over here and don't worry about these textures the long list just ignore all these textures these were actually just to create the scene okay so any uh paint i use on this 3d model because all these polygons are overlapping these are not working properly and other other surface areas are also picking up the same color because there is no uv template for this and and this should be in the 2d space okay like i said i have a few of videos actually explaining how to uv unwrap your model in the description but for this purpose what i can do is i can do one quick explanation of how to unwrap your model now there are several ways one of them is if you select everything with the a like i'll simply press a on the keyboard and this will select all the faces now if i hit u and unwrap this but it's not working because there are no seams assigned to this surface now to unwrap a model you will have to assign seams okay but for this model what i can do is i can use other option which is called smart uv project when i do this and click ok you can adjust this one and click ok ok i'll just remove this image so now you can see uh my 3d model is unwrapped in the 2d space and different sides are separated in these uv islands and i can select them just like just like how we work with a 3d mesh okay now if you want to select entire uv island you can press l to select all the link linked faces now this selection is not seen over here for this you will have to select uv sync selection now whatever i'll select in the viewport will also be selected over here yeah if i select uh these vertices over here what happens is every you can see it's also selecting vertices on the other islands as well that is because we are making selection in the 3d viewport and uh and not in the 2d space now you can see the selection here as well and here as well because these are the same vertices actually and which are shared with these islands okay now this part is actually unwrapped over here somewhere and uh maybe some part of this is over here okay and let's say if we select these vertices now you can see these areas are selected as well that's because these are all shared vertices to disable that uh simply click on this option over here now select all the faces in the viewport only the vertices which you select will work and not the shared vertices okay all right so you can select vertices and you can press two to select edges you can press three to select faces you can go over any polygon or vertices and uh press l to select the entire island out of it and uh you can simply drag select just like viewport all the all the things uh work just like uh how they work on the mesh object okay and you can rotate them scale them move them around and make a layout which is suitable for you now there are several other commands over here and we will not get into the uv part and i think these things are explained much better in the videos in the description so just have a look at them and you can let me know if you want me to do a session on the uv as well okay so now that we have uv i can go back to my texture and rename this maybe gameboy i'll go back to the texture paint mode and bring up the fill bucket and maybe select a blue color and simply click over here now this will fill entire object with the selected color okay now if i start painting my object you will see it's working perfectly with my 2d layout over here and i there is no guess work required and none of the polygons are overlapping and none of the other pixels are picking up this color and that is the reason of using uv layout now i can save this texture first game boy okay and uh so we are going to paint some very basic stuff over here as you can see there are several paint options available over here and this is a whole new chapter and i don't want to get into the object painting uh details right now but i think uh this is uh just enough to kill you in uh into exploring this section okay now once you are in texture paint mode and uh you have the uv for your object you can uh select there are different kind of uh brushes over here these are very simple one like a fill bucket and a clone smear softened mask etc so i'll take a brush tool and i can paint with it i can pick up a different color i can paint a different color okay and you can simply undo if you want you can select mask texture and different stroke types over here there are a whole lot of options over here and i think you can paint anything out of these these tools so but for our purpose i'll simply go to the texture and click on the new okay and i'll call this pacman texture stencil and then i can go to the texture properties and i can choose pacman texture stencil and click on the open and you can choose the texture which is provided in the resources now this gives me a stencil to work with now i can right click on this and drag and place it wherever i want i can click right click on this to rotate and shift right click on this to scale it okay now if i zoom in to my model and place this over here now before painting just make sure you have white color selected otherwise this color whichever color you have chosen over here it will mix up uh with your texture because right now you are into uh mix blend mode okay now if i paint it over here you'll see this is not actually giving me correct colors because this should be white i'll make it white and now i'll start painting my texture now this works perfect or you can increase or decrease with the from here or with the brackets simply drag and paint with the brush and this will give you a nice you can see on the texture now this logo appears now i can right click on this and scale it up and use some more of it if maybe i can place it over here and paint out few strokes and maybe some of it over here okay you can bring up any other texture and like use you can simply go back to texture properties over here and click on open and bring up any other texture if you want let's say if i choose some other texture now this will change it to that now this will be into the texture which is active at this moment you don't have to create a new texture every time you can simply under the pacman texture stencil you can pick up any other texture and just change it okay so i'll undo this i think this is all i want at this moment and that's it that's all i want for this model so that's about it for this object i can go back to control tab and object mode so now if you go back to the camera view and it go back to the layout and hit render i think we need to save the texture first i can go back to image and save this texture now if i go to the layout yeah now my texture will load in the render okay so just make sure after you're done texturing uh you hit the save button all right there are several other notes instead of just the shaders uh if you go back to this one color you can adjust the textures colors and you can also bring up some shaders and all okay so we won't get into these details but i just want to tweak some color of the texture maybe shift the hue a bit okay something 0.45 all right so i'll make this one more specular maybe and i can make this 0.7 okay so right now uh now we just talked about how to unwrap your model okay and uh this was using a very simple method which is uh smart uv project but let's say if you if you want to unwrap your own model what will you do okay so i'll simply bring up one cube object over here and let's go back to let's go to the uv editing over here sorry layout now i'll change this to uv editor and disable this texture now when i hit tab button and let me just remove the uv and reset okay instead of using smart uv project this works for very basic objects and but if you want to cut down and make your own layout in a very specific way you can actually do that with the seams you can assign okay i'll press 2 to go to edge mode and select these and control e and or from the edge menu you can mark these as seam now i can select this one and mark this as seam and i can select these two and mark these as seam okay now if i select all the faces and choose unwrap sorry i think i need to mark this as cm as well yeah now you'll see my entire object is unfolded okay now how to mark seam and how to unfold it like i said you can see in the description uh links below and follow those tutorials to study the unwrapping process more but this is how you mark seams and make your object unwrap now let's bring up one um i just want to clarify one more option now you can see i already have this monkey's head unwrapped over here and i can just reset this one now to unwrap uh something like a human face or something like this let's say if i mark seam select these and mark seam now every time i have to press u and unwrap this and and see if it's working or not so to make this one easy what you can do is uh simply press u over here and click on the live unwrap or you can choose this from here as well and now what will happen is every time i select a seam mark seam it will automatically update my uv so i don't have to unwrap it every time i mark a scene so you can see there's already some improvement in the layout and maybe i can unfold this more if i select these and mark c okay as you can see my layout is interactively updating uh when i mark a scene and uh you can study these uh options from here and uh and you can study few of these uv layouts these will give you some idea about where to actually mark the sieves and how to unfold a 3d subject okay you can get used to it in one or two attempts it's nothing very complicated all right so i'll delete these two and now let's uh focus on the ground part so right now for the ground we have this shader already very basic one for this ground we'll set up a pbr shader okay actually uh the pbr is for a physically based render okay now what happens is uh as we were discussing earlier each of these values right now like we are using some flat numbers on these like if i want roughness yes or no if i want a specular yes or no okay or maybe some middle value but in the natural uh if you have a look around yourself like none of these objects are very clean i mean uh these surfaces are affected by atmosphere or the touch of a human all of these properties actually mix in a very organic way let's say if you have a look at the ground not all of it is uh equally reflective or not all of this is uh equally like not everywhere there are equal highlights okay so that is what makes it uh realistic now for this kind of scenario what you need is a pbr setup and as you can see i've already downloaded one pbr texture from the texture heaven now this color we will use in diffuse color and to this color we will use to control the roughness of the object okay and this you can use in the bump and this will make the normals distort and uh the model will appear it will have like this kind of uh dense and depth in it okay so what i'll do is i'll bring up one image texture over here with shift a and click on open and go to the texture folder which i have provided the link you can download your own texture or you can download from the link i've given okay the same texture i'll bring up this large gray tiles diffuse okay now this color is just for the base color okay now because my note wrangler add-on is enabled if i press ctrl t this will bring up mapping uh nodes from uh which you can also find in this section in vector okay over here mapping now so right now this is you uh using the uv i have a very basic uv layout for this plane so i can move this texture uh with these mapping coordinates and what i want is i can increase the size so that tiles are much smaller something like this okay i'll make this one five and uh okay i'll merge this window now i'll disable the scene word and uh so we can only see the scene light and bring some very dark hdri in the background so that we can see the effect okay now right now we are using only the diffuse texture and uh if you can see over here the colors of the the diffuse texture look realistic but the surface is still very still very far from realistic the concrete surface i mean none of these highlights are actually breaking according to the surface okay so for this what i can do is i can simply make a duplicate of this texture and change this texture to roughness texture over here okay now i'll plug this one into roughness okay and this roughness texture as you can see it's in grayscale and just like we discussed on in all the factors only gray values work and if i bring the same coordinates from the uv mapping and plug it over here now you can see all my highlights are breaking and these are because of this roughness map if i disable this one you can see the difference over here right now it's equally like all the highlights are very smooth but when i plug this roughness map all the highlights are breaking it looks very natural okay okay so now i want to make uh one more addition to this one now remember we talked about uh surface normals uh like if i select this model of a ground plane and go to edit mode yeah if i enable normals so right now all the normals of each of these polygons are like uh pretty straightforward like they are all facing in this direction and what we can do is we can actually break these normals with the help of texture and what what that does is it gives you an illusion of very high details like uh if i change this to large gray tiles normal 4k and plug this into bump map from the vector bring up bump this will bump my surface according to these normal values okay now i've used the same coordinates now see what happens when we do that i'll control and right click to cut these two networks now there are no colors in this surface and uh no reflection no other textures are connected to this surface only the normal and bump texture is working according to the normal if i remove this one you can see my surface is flat right now but if i plug this one it's breaking my surface and creating this illusion of depth in it and all these these details you see in the tile the geometry is looking like a very high resolution okay and you can actually make your own textures like this what you can do is uh you can use the process of sculpting or you can use some softwares which actually let you make bump nodes or bump textures out of diffuse ones and these are totally different uh subject to study and uh need a lot more attention uh and a lot more time to discuss but uh we will talk about this in a sculpting uh session maybe in some other time but just to give you an idea if you have a look at this normal texture over here there are different rgb values like uh you can see the the x axis in the red and the y y axis in a maybe green color or something and the blue axis like so all of these combined are actually distorting the geometry and creating some sense of very high resolution details okay you can see how this works and uh this process is actually called setting up the pvr shaders and uh you can connect this back to diffuse and roughness at this moment we are going to just stop with just these uh three textures and if i go back to my perspective view i mean my camera view you can see uh some very interesting and some very realistic reflections on the ground okay so same i can do for this bulb object over here i'll enable the scene word and over here i'll bring up one image texture and plug this into roughness okay and i'll open one uh these uh smudges texture which i've downloaded from polygon.com i think it's called and the link is in uh in the description so if i shift ctrl click over here right now because i don't have any uv coordinates so that's why it's not working so i'll quickly unwrap this model sorry i'll just disable the normals you can either unwrap this model or you can press ctrl t and instead of uv you can uh use uh generated okay in this case this uh option or the object option for uh for this purpose i think uh this one will work so what i'll do is i'll control click on this again and enable my texture my shader right now all these white values are using roughness of one and all these dark values are using roughness of like whatever gray value this is so if i bring up one uh invert node and place it over here and control click now my texture is inverted okay so i think i need a uv for this or i can select i can go to edit mode select all these uh select all these faces and press u and you can simply type sphere projection sorry i disable the solidify for now and i'll type u uv sphere projection okay so what i can do is for this instead of unwrapping a uv i can uh i can use something like a sphere projection and maybe change this parameter to see which which one works the best okay this one looks decent and i'll keep it for now and uh now i'll control shift click with this to show my entire shader and i'll enable the solidify modifier so that we can see the reflections now let's see if you can see the effect well or not okay i'll bring up some other hdri from here yeah if i unplug this and have a look at this highlight over here okay now this one is a perfectly smooth highlight now if i enable the smudges texture into the roughness you can see i have some smudges mark over here so right now the effect is not much visible i think we need to bring up more contrast in this texture so for that what i can do is uh i can go to color and rgb curves and drag it over here now with this one i can write i can control shift click on this one and bring these values down okay sorry bring these values up so now you can see uh all these uh highlights over here um those are like uh broken and uh if i bump this value up you can see the effect much more clearly all the reflections are the marks of the smudges but i don't want uh this to be so prominent and i'll decrease this one to something which is like a very subtle and uh yeah so right now this one is a perfect uh glossy material and i'll plug this one into roughness and over here i can see some smudges okay so this one is enough so in this uh i brought up a smudge's texture then i inverted this value and then i used the rgb curves from uh color sections to change the value a bit okay so i'll bring up my scene again with the isolation mode so i think i hope you can see from here if i border this section just this one and disable the the roughness texture so this is just a boring glass shader and this doesn't look natural like uh in the real life everything have some sort of uh like a surface imperfection so you can bring this value into specular or sorry into roughness and now you can see my glass and all these highlights look much more real okay so i'll leave it to something very subtle at this moment and i can also select this object over here and uh sorry i can select these nodes copy nodes from here if you enable copy paste copy attribute menus copy render settings save preferences so what i can do is i can now select this entire texture and its coordinates with the copy and i can come back to this node and paste this over here and plug this into roughness and i can use a uv for this one yeah so as you can see my plastic material which was a very flat before like uh over here yeah so as soon as i plug this value into roughness i have something much more realistic now i'll make this one much less obvious maybe something more subtle sorry yeah so i'll bring up my scene board and uh more or less we are done i just want to talk about one more thing and that is about the texture options which are procedural in blender okay now i'll select this uh simple plank from here there are several if you go to this texture menu over here there are textures available over here okay you can uh sorry i'll just make a new material from here new and call this wood blank okay now what you can do is uh you can actually combine these textures and uh make your own procedural textures out of it now this is again another like a very deep subject to talk about but i just want to queue you in so you can have fun with this and maybe relate to the future tutorials okay so let's say if i bring mass grave texture and plug it into base object okay so you can see this is a like there are options which are like rich in their properties and you can scale them up and down and maybe bring up more details in it i'll just scale it down at this moment and uh you can see there are several other options and several other textures available over here and so each of these textures have a lot of sub properties and you can just play with them if you want and these are internal blender blender textures so you can combine these and uh since these are procedural textures these will not have any uh seams or these are like limitless okay and without any pixels you can you will never see the detail of the pixels in these textures because these are vector textures okay so if you go to the wave texture and uh you can play with these values and make something like a wood okay now i have one uh brick texture over here and so i'll just delete those uh textures and uh maybe bring up one muskrat texture and plug this into base and you can increase the detail values to something very high like uh maybe 14 or 18 or and maybe not so much of contrast you can decrease the dimension to point five or point two two i mean uh this is not visible right now because uh we need to tweak this value now if i change this to something higher like uh this okay maybe three then you can see i have something a very natural looking texture over here you can make a ground texture out of this and uh now you can play with these parameters and maybe find the right combination for yourself now what i'll do is i'll bring up one more texture over here noise texture and plug this one into the scale okay now you'll see some very interesting uh change in the look on the scale of this node is driven from the noise texture okay these are all experimental features i mean uh uh you'll have to combine uh several textures and uh see what their effect is but some of these are like a very famous and very well known combinations and this is one of them and you can use this one to create something like a wood texture okay this one is uh this one does look like a wooden texture maybe like inside of a tree okay we can go into more details or you can go you can just leave it as it is if you want so i'll change the colors of these textures with the converter and bring up a color ramp so this gradient texture i can change to something which looks like a wood sorry okay so now i can adjust this gradient and find the right combination and i can also bring up a vector node and bump and i can also plug this value into height and you can see my surfaces are actually using this texture to create some interesting bump this is not a normal bump this is a very basic one so now i can reduce the roughness and make it more reflective or you can use this texture in combination with some other texture to drive the roughness on this surface so this is just to give you an idea of there is other possibility of using textures which are inside the blender and uh okay so what i'll do is i'll use one very basic texture on this one over here okay just isolate this entire thing and uh ctrl alt b to remove the border the this should be actually emission shader because uh the screen of a game is actually emitting light so what i'll do is i'll bring up the emission value of this to something do this or what i can do is from the texture i can bring up one gradient okay and plug this into emission as you can see this looks like a um led screen or something i mean there is a usually gradient on the sides okay and i can actually tweak the color of this to something more warm like this you can use some texture over here if you want to have fun with this but i'm not going to actually burden you with a lot of detail at this moment i think this is a lot to process so yeah i think our scene is complete okay so more or less we are done i think everything is complete for this tutorials purpose but i just want to tweak one more thing to make it more interesting what we can do is we can select the ground object maybe make some wet surface over here okay now to do that what i'll do is i'll copy this entire material or you can simply bring just another principle bsdf and i'll make this one completely let me just control shift click to see the effect of this one i'll reduce the roughness all the way down to zero so this looks like a reflective water surface okay the specular all the way up now what you can do is uh you can also combine two shaders with the help of mix shader over here in the shaders just bring mix shader and drag it in the middle of the string and you can move this to the second one and move this one to first one the order doesn't matter actually this one is uh mixing my first shader with the second one and if i increase this this picks up the second shader if i go toward this one this picks up my first shader now i can combine these two textures with this value now the more interesting approach towards this will be if we can bring up texture to combine this okay one procedural texture or you can just paint where you want the reflective patches to be once i click over here and drag this one into factor now what is happening is if you zoom out this texture i mean ctrl shift right click to view this into viewer this textures white and black value and the gradient of it is driving this factor over here and i can see some wet surfaces on this what i'll do is i'll press ctrl t so i can adjust the position of it okay now what i can do is i can make the scale bigger maybe 6.4 or something and i can bring the details up a bit make it more brighter maybe now you can change this to multifractal okay now this texture is uh like a very blurry what i want here is some contrast now i can go to the color and bring up brightness contrast and plug it into this one maybe if i increase the contrast all the way to 7 and have a look through this one now i have some very prominent patches on the surface now what you can do is you can just drag these uh location parameters until you have something on the right location over here okay maybe somewhere like uh okay so i i think uh this position is fine it took me a bit of a time to find the right spot for this one so now if i go back to my shader sorry this mix shader and control right click on this one i think i'll have to invert these two sockets so now this area you can see this one is receiving the reflections and this one is uh the solid uh the ground patch okay so one thing i forgot to mention uh which i just wanted to clear out is uh how to use multiple materials on one single object okay so so far we have been assigning one single material to one object but you can also use multiple uh materials on one single object okay so to do this i'll simply bring up one cube over here something like a dice or something okay so now from here you can create a new material okay but uh you can see there's a plus and minus sign now you can have multiple material slots as well like one single object can have multiple materials now let's say i select this slot i select this one and call this red i select this one create a new material call it green and i select this one create a new material and call it blue okay now these shaders can be accessed from this list these are individual shaders but are in different slots for this one object okay and now let's change this to red color change this to green color change this to blue color all right but you can see uh like uh only the red one the top most one is working okay and uh that is because we need to assign uh these shaders to faces okay now to do that you need to go to the edit mode and select the faces you want uh your material uh to use okay now i'll just subdivide this for uh the idea over here and let's say i select these two these two faces and i select the grade material now when i'm in edit mode you can see or there are few different options uh when i yeah when i'm in edit mode you can see there are buttons like assign select and deselect okay now i can select these two faces and click on the material which i want these faces to use and click on assign now you can see these materials are using these faces are using this material now i can select these two and assign blue all right now i deselect this if i go on green and click on select it will select the faces where the material is assigned if i click on blue and click select it will select the faces where the blue material is aligned uh applied okay so yeah this is useful if you're working with uh like some very heavy objects uh which have multiple elements um like a human character or like any other machinery so instead of like not all the time each object is a a separate object okay like sometimes you have multiple objects going on combined within one geometry okay so in that case you will have to select the faces and assign from these slots okay and one more thing uh when you reset your blender from here or close this file any material which is not used in the scene will get deleted okay so if you want that material to stay even if you are not using it then you'll have to what you can do is click on this button so to do that you'll have to click on this button like this shield so this shield what we'll do is it will fake a user okay uh it will not do anything over here in the viewport but if you click on this it doesn't matter if you delete this delete this material from this cube now but this shader will be protected and it will stay in the file okay and uh don't worry about the materials which are in the slot uh like over here if i have multiple materials like this uh under the blue or like any other material these materials don't get deleted i mean like if the blue material is being used in the if the blue material is being used in the scene and uh you have multiple materials over here like even if these are not used these will still remain in the scene the only like the entire shader part which is not used will be deleted okay so you can save your shaders with this little button and uh it will not delete your shader so just a little thing to keep in mind and uh yeah all right so this looks much more interesting and i think we are done with uh this session and i hope you understood all the parameters well and if you have any questions you can let me know in the comment section we'll go over here and render this image it will take some time to uh depending on the configuration of your system and once you are done you will have something like this so i hope you guys enjoyed this session and uh the fundamentals of materials are clear as i mentioned if you have any doubts or any suggestions you can just let me know in the comment section and do post your version of the material session on the you can tag me with the instacrossmind on instagram and hopefully we can review some of your submissions okay in next chapter we are going to talk about the lighting in blender and we will talk about all the tools available in blender for lighting and how you can set up and create different moods maybe a bit of a theory about lighting and and after that maybe we can conclude the entire series about introduction with a very simple model of aircraft which is a very card only looking thing but in this session we will take care of all the things we have learned in this entire series okay and yeah so hope to see you guys in the next session and thank you and we will see you in the next session
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Channel: CrossMind Studio
Views: 193,097
Rating: undefined out of 5
Keywords: Learn Blender 3d, Blender for Beginners, Free Blender Course, Learn Blender Fast, Blender Crash Course, Learn 3d Animation, Learn 3d Modeling, How to make 3d Models, Blender, 3d, animation, 3dmodeling, HDRI lighting, Professional vfx training, Blender education, Get good with blender, how to make money with blender, how to learn blender 3d, Blender Modifiers, Blender Eevee, Blender Cycles, 3drending, 3ddesign, lowpoly, how to make cartoons, blender jobs, how to make 3d animation
Id: qsXlL1WXEQA
Channel Id: undefined
Length: 78min 35sec (4715 seconds)
Published: Fri Feb 14 2020
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