How to Add Materials in Blender | Blender Basics Bootcamp Part 6

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welcome back for day six of the blender basics boot camp today we're going to cover the basics of materials in blender and we'll make some shiny metal materials for our trophy so let's get blinging i immediately regret saying that my name is chris folia i'm your stream scholar welcome to stream school so if you're coming back later from the previous tutorial and you're just now reopening your blender file you might notice that the upper left hand panel is no longer in rendered preview mode don't panic that is totally normal whenever you reopen a blender file it automatically defaults rendered preview mode back to regular shaded mode i'm assuming to save on performance and prevent any issues that it could cause you know how to fix that you know how to get back just hold z and go to rendered mode and now we're ready to make some material magic so i'm gonna go down to the node editor zoom out and center this then i'm going to switch from world to object and you're going to notice that we have a completely blank canvas here we don't have any nodes no materials to work on nothing and that's partially because we have a lamp selected and also partially because we haven't made any materials yet and none of our objects have any materials assigned so i'm going to go ahead and select my trophy and since we have this box unchecked you won't be able to see the outline around it in this window so you might have to look over here to make sure it's selected then i'm going to go all the way down to the right and click on the little checkered or tiled sphere which is our material properties and you're going to notice there's not a whole lot here to do other than click the new button and that'll give us a brand new material with all of these shiny beautiful properties and i want you to get in the habit of not really looking over here but spending most of your material time in the node editor because that is where all the magic really happens and it's honestly in the long run once we have more complicated materials it's going to be easier to navigate the materials in the node editor so by default blender gives you a principled bsdf the principled shader uses a physically based rendering or pbr workflow no it doesn't stand for pabst blue ribbon anyway the pbr workflow basically says that any object in the world can be defined or described with just a few different properties one what color is it two is it metallic or made of metal three how rough is it and four bump or you can use image textures to add bumpiness to your surface that you don't really feel like modeling then there are also some other parameters here like anisotropic and sheen and subsurface scattering which allows you to have light literally scatter under the surface to create like a wax or a skin kind of material but we're not going to focus on those today we're going to keep it simple and we're going to make some really cool base materials for our trophy objects so with the trophy selected i'm happy with the color currently but all you have to do is click the box next to base color and this color wheel comes up and you can change the trophy color to anything you want but right now it looks kind of like a boring plastic so i want to make this into a silver metal trophy so to do that all i have to do is go down to the metallic property which we just went over so for that i just have to click the metallic and slide my mouse all the way to the right now this trophy is entirely metal it looks like a really matte metal it doesn't have a whole lot of reflectivity to it but we can fix that with the third property which not third property on the list but third property we discussed which is roughness so if we change the roughness down we can get an entirely shiny metal trophy but having something that completely reflective isn't the most realistic so i'm gonna make it a little bit rough maybe like .125 will look pretty good so now as we zoom out it's a little bit blurred but not by a whole lot so we still get that really cool reflection detail from our hdri um so now we want to take this trophy material and apply this to the handles as well so if i select my bigger handle object the interior one here again you can see it selected over here go to the materials panel i can click the materials drop down and here we have our material so if i click on that i'm probably going to rename this by clicking on it and calling it base metal but you'll notice that now our handle is metallic as well and this handle is using the exact same material as the trophy cup it's linked so for instance if i change the roughness here it's going to change it on the trophy cup as well because they're both using the exact same material and you can tell that next to the material name so for instance base metal then two says hey there are two objects using this material which is beneficial to us because if we want to make changes later we don't want to make changes on each individual object that would just be really tedious let's say we want to add another metal material to our outside handle well we could create an entirely new material but i like how shiny this is i don't want to redo that work so i'm going to select the outside material go to the materials panel click the drop down click the base metal and right here where it says three i'm just going to click that and that's going to create an entirely new material using the exact same settings so here i'm going to call this secondary metal and i might make this one a different color i think i'm going to make this one a nice purple to represent stream scholar channel i was going to say stream school but then i caught myself cause i renamed that youtube channel you know so anyway something like that looks pretty cool and i want you all to experiment with this this doesn't even have to be metallic you could make like a nice rough rubber for your second material you can do whatever you want get creative and make something that you think looks cool anyway i'm going to set this back to 0.125 and i'm going to make this metallic again but now we want to apply this second material to the cup and just our luck any material any object in blender can have as many materials as you want to give it so if i go back over to the materials panel and i click the drop down and choose secondary metal now the entire cup is that material which is not what we want so if i put this back to base metal how we can add a second material is going up to this little plus icon right here clicking it and now we have a blank slate for a new material so i'm just going to click the material drop down select secondary metal and you're going to notice nothing happens that's because we need to apply this material to whatever faces we want to have it in edit mode so if i scroll around 3d view here go to solid shaded mode and then hit tab to go into edit mode three to go into face select if you have forgotten since the modeling tutorials so long ago anyway we can hold alt and shift to select all of these loops in the band not like a rock band or anything oh shoot i also have some stuff selected down here previously um okay i'm just going to hit alt a to deselect everything and i'm going to reselect this band there are other tricks to do it but i don't want to get into that right now so anyway with this band selected and the secondary metal selected all i have to do is click uh assign and that will assign it to the selected faces and you can assign this to any face you want if i just want like some random squares of purple down here i can select secondary metal and apply it but uh that looks pretty ugly and we're gonna add our logo to the front of this later but also notice if you select any objects while in edit mode it will automatically select whatever material is assigned to that object now i don't like the base metal and the secondary metal being the exact same color in the viewport so blender has a really cool property for that at the bottom of the material in the materials panel called the viewport display so you can change what it looks like in the viewport when it's not being rendered so if i click viewport display go down here i can just change this color to a nice purple so it matches so now even when we're not rendering we can tell what materials are assigned to what part of the object now i'm going to go down to this little ring down here do the exact same thing just select all the loops that i want here like so and i'm going to apply the secondary metals if i zoom out now we have that down there and finally in our reference we also had a different material around the base here but i want to do some additional modeling to make it look like it's constructed so i'm going to go ahead and add an additional edge loop add an additional edge loop add an additional edge loop just all of the edge loops add an additional edge loop i promise i'm stopping now then i'm going to select the center edge loop i'm just going to scale that down just a little bit and something we didn't talk about in the modeling videos was adding creases so if i want to make this completely sharp on the inside without um without adding additional edge loops in addition to our additional additional additional edge loops i can hit shift e and move my mouse to the right and that will crease that edge and make it perfectly sharp so now i'm just going to hit three for face select in edit mode i'm going to select the loops that i want i might have to go to front view set it to wireframe and click and drag to select the bottom faces while holding shift by the way dumb mistake go back to solid mode and here i'm just going to hit a sign and now the entire base here is purple as well which is exactly what we want so our trophy is looking pretty dope sick nasty ill bruh if i do say so myself but i'm ready to work on the base here so this is gonna be easy i'm gonna hit tab to go back out of edit mode i'm going to select my text now and i'm just going to give that the base metal although it's a little bit dark based on what it's reflecting right now so i might make this a little bit rougher to make it pick up more of the light so i'm going to hit the little three i'm going to call this text metal and here i'm just going to mess with the roughness and that will brighten it up a little bit based on our reflective circumstances then i'm going to select the nameplate and i'm going to give that the secondary metal which already looks pretty cool yeah i think that's that that's that's passable i'll allow it looking pretty good so now we have our trophy we have our nameplate we have our text let's do one final material here on our trophy for the base object i'm going to select it i'm going to make an entirely new material y'all already know how to do this should be second nature by now and for this one i'm just going to change the base color down to black so it's like going to be a black rubber and here we can make this a little bit rougher but you're noticing this entire surface has the exact same roughness over it and that's because we're using one number for the roughness but you can also use textures for roughness so you can have different roughnesses at different points of the surface and blender has something here called procedural textures which are also 3d textures which means we don't have to do any sort of complicated uv mapping like we're going to cover in the next video so for this all we have to do is hit shift a go to texture and we're going to use a noise texture node notice again it's attached to my mouse until i click it down if i take the factor and plug that into roughness you're going to notice we get some pretty drastic results because this texture if we look at it on the base color is going from black to white so it's going to give us some pretty drastic roughness results so instead of using this noise texture as our actual roughness values we can use it as a mix as a mask or a mixer for different roughness values that we actually want before we do that let's make it look not squished because the generated texture coordinates on it are not super great now you're already familiar with the texture coordinate node so if i hit shift a input texture coordinate it's the exact same node we used on the world in the last video so if i click that down instead of using generated coordinates i want to use the object coordinates and these are based on the scale of the object in the edit in edit mode relative to its actual object container so for instance if i go to edit mode and i move this object around you'll notice that that that texture is 3d and where the faces of the object are they collide with the texture to generate the texture on the surface of it that probably sounded really complicated just know that object coordinates are dope so anyway we don't need the vector mapping node for this to scale it because the noise texture has a whole bunch of parameters built in so i can make this a little bit smaller and then we can also make this more of like a swirly smudgy pattern just by messing with the distortion so i click and drag on the distortion you'll notice it makes kind of a swirly smudgy pattern then i might scale it up now this is a little bit counterintuitive the higher you scale it the smaller it gets the lower you scale it the bigger it gets so i don't want this to be too big i'm just going to drag this down while holding shift maybe somewhere around there just to add some extra detail to our object and the distortion might honestly be a little bit too much but y'all can play around with whatever values oh wow y'all oh i'm not heading period y'all can play around with whatever values you want and i'm also going to up the detail on this just to give the clouds a little more detail although it does increase render time so now we have this but let's um make this mix two roughness values that we actually want so if i do shift a um input value sorry i got lost there in my how to brain fire for a second anyway then shift d to duplicate that value then i can do shift a to do color mix rgb now by default i could just slide this back and forth but the problem is this is an rgb output going into a black and white input so 0.6 value on a color is not the same as a 0.6 roughness value so to get the exact roughness values you want i found that plugging the number values into the mix rgb node will give you the exact roughness values you type in so i'm gonna put this into color one this into color two plug the color into roughness and now our roughness is exactly the same because both of our values are the same and also we don't have a factor so how this mix node works sorry for not explaining it yet um is it takes color one and it mixes it with color two based on the factor and if you plug a texture into the factor like say our noise texture then anything that is white in the image will be color 2 for our roughness anything that is black in the texture will be color 1 for our roughness and anything that's in between will be in between how cool is that so for instance if i set value 1 to 0.35 now you'll notice we get some really subtle variance in our roughness texture on this object which is really cool and we're keeping it super subtle i might up this to 0.55 but we don't want to go too much on it we just want it to be a really subtle additional like smudginess on our base here so it doesn't look absolutely perfectly pristine because nothing in real life is absolutely perfectly pristine and at this point i want to do one more thing in this scene and that is add some glass to our trophy case which i've been avoiding up until now because we haven't been working in the rendered preview mode but i think in our introduction to shaders would be a really good time to create a nice glass material so for that i'm going to hit shift a i'm going to add a mesh plane i'm going to hit 3 to go to orthographic left hold z to go to wireframe here i'm going to hit r minus 90 to rotate it negative 90 degrees on the right orthographic view and here i'm just going to try to line this up with the edge of our trophy case like so with the edge of our shelf and the back of our molding so here doesn't have to be perfect now i'm just going to scale this on up you already know how to do this i hope and now you can see we have our glass we have the molding on the outside and everything else on the inside so now let's create a nice glass material for this so i'm going to go to the materials panel i'm going to hit new and here we have a principled shader and for a really simple again i want to stress extremely simple glass shader we just want some really simple reflections from our background in the glass we don't want to use all of these really complicated processor intensive principled bsdf shader node properties we can we can really break this down and make this a whole lot simpler so i'm going to select the principle bsdf i'm going to hit delete to delete that node now our glass is completely solid black so now i'm going to hit shift a i'm going to go to shader and i'm going to select a transparent bsdf make sure you choose transparent and not translucent so if i select transparent bsdf snap it down into the view and i attach the green dot to the first green dot of our material output you'll notice that this is still completely black that's because in the eevee rendering engine you have to define transparency for objects or for materials so if i go over here to the materials panel down here under settings where it says blend mode we want to change that from opaque to alpha blend and now it's correct you'll also notice it's casting a complete shadow and completely obstructing any of our other shadows so for this super duper simple glass material we're just going to turn shadows off all together so i'm going to go back under the settings here and where it says shadow mode opaque i'm going to select that drop down and change that to none so now our glass is not casting any shadows and i know that cat i know that glass actually cast shadows in real life but for the sake of this scene looking good it needs to not cast shadows okay so anyway i'm going to take our transparent bsdf and we want to give this some reflections so to do that i'm going to hit shift a go to shader we're going to add a nice glossy shader this is if we plug it in a completely reflective shader with a roughness of 0.5 right now so i'm going to turn that down to 0.005 and now we get a perfectly reflective plane now the glossy shader is what you used to use to make metallic objects before principal bsdf existed but if we mix this with the transparent so i hit shift a go to shader and we drop down a mix shader how intuitive is that to mix two things together now i can plug the glossy on the bottom the transparent on the top and then i can plug the mix shader into the surface now we don't want to use a texture for this right now it's being blended by a factor of 0.5 if i slide all the way to the left it's going to be completely transparent if i slide all the way to the right it's going to be completely glossy so the really cool thing about hdris or high dynamic range images is that the super bright thing the super bright windows are going to stay around in the reflections longer than the stuff that doesn't have a value brighter than white just like in real life so if i slide this down to like point zero one five yeah points ah maybe like point point zero two five you can see the reflections but we can't really see much about anything else which is exactly what we want that behaves more like real glass so to adjust the reflections all we have to do is click the drop down for object go to world which we've already done before and we can just mess with the rotation and that'll put the reflections where we actually want them so i'm going to rotate this a little bit just like that and you'll also notice that this is affecting the reflections on the cup as well anyway at this point i'm pretty happy with the progress we've made on materials for today in the next part we're going to uv unwrap which i know this sounds like a weird sunlight thing but we're going to uv unwrap this trophy and we're going to add some image textures to it to add a few little imperfections and such but until then i'll see you in the next video at this point you should have some basic materials in place for your trophy and as always a broken record chris here to remind you to have fun play around with it and come up with something that really suits you if you found this video useful and want to stay tuned for day 7 make sure you hit that like and subscribe button and ring the bell i'll be releasing these basics videos on a daily basis for the duration of the course and if you want to come hang out with me live i'm live at least every friday over at youtube.com oraclefish also if you want to download my example files or just support what i do here on the channel make sure you check out my brand new patreon link in the description until next time my name is chris folia i'm your stream scholar and class is out you
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Channel: Stream Scholar
Views: 403
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Keywords: blender, blender 2.9, blender tutorial, blender 2.9 tutorial, blender basics bootcamp, how to add materials in blender, blender glass material, how to add a glass material in blender, how to shade in blender, blender 2.9 beginner tutorial, blender beginner tutorial, blender for absolute beginners, chris folea, stream scholar, stream school
Id: Bk0BVMIW9kw
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Length: 22min 49sec (1369 seconds)
Published: Sun Apr 25 2021
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