Blender 3D: The Magic of Materials | Harry Helps | Skillshare
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Blender 3D: la magia de los materiales

teacher avatar Harry Helps, Professional 3d Artist

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introducción

      2:06

    • 2.

      Configuración de archivo

      7:41

    • 3.

      Modos de renderizado en Viewport y región

      7:36

    • 4.

      Sombreado frente a textura frente a material

      4:38

    • 5.

      Conceptos básicos de nodos de sombra y metal dorado

      18:57

    • 6.

      Wrangler de pisos y nodos de madera (parte 1)

      16:35

    • 7.

      Wrangler de pisos y nodos de madera (parte 2)

      10:39

    • 8.

      Pluma de plumas y llama de antorcha

      22:33

    • 9.

      Detector de volumen

      10:45

    • 10.

      Glas estilizadas

      16:54

    • 11.

      Tejido de sombrero de mago

      17:34

    • 12.

      Habichuelas

      16:36

    • 13.

      Madera para gabinetes

      19:04

    • 14.

      Paredes de piedra y desenvolvimiento

      34:08

    • 15.

      Efectos de composición y tus materiales

      17:55

    • 16.

      Cómo afecta la iluminación a tus materiales

      9:57

    • 17.

      Ideas de proyectos de clase

      14:53

    • 18.

      CONCLUSIÓN

      1:20

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El nivel se determina según la opinión de la mayoría de los estudiantes que han dejado reseñas en esta clase. La recomendación del profesor o de la profesora se muestra hasta que se recopilen al menos 5 reseñas de estudiantes.

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About This Class

¡Hola, mi nombre es Harry!  Soy un artista profesional en 3D con más de una década de experiencia.  Hace poco trabajé como directora de un estudio de visualización arquitectónica galardonado.

En esta clase, usaremos el estudio de un mago mágico para aprender los conceptos básicos de los materiales en Blender.

Tendrás acceso a esta escena completa como un archivo de inicio sin texturar y un archivo final totalmente texturizado, ¡descargándolos de los recursos del proyecto!

Ten en cuenta que se requiere la versión 4.0 o posterior de Blender para seguir esta clase y usar los archivos proporcionados. ¡Puedes descargar la última versión de Blender completamente gratis en www.blender.org!

¡También incluí una hoja de trucos práctica repleta de atajos de teclado importantes, a los que puedes hacer referencia durante la clase y en el futuro!

 

Repasaremos todo el proceso de aprendizaje de la creación de materiales desde la perspectiva de un principiante para evitar la mayor confusión posible. Eso significa que no me omitiré ningún paso ni iré demasiado rápido para que me sigas.

Aunque no texturizaremos todos los objetos de esta escena, nos centraremos en objetos clave que cubren muchos nodos y técnicas diferentes, como el metal, la emisión, Fresnel, texturas basadas en imágenes, desenvolvimiento simple y más.

Además de texturizar, también aprenderemos:

  • Herramienta para agregar y volver a vincular texturas faltantes: usaremos la función de agregar en Blender para combinar nuestros 2 archivos en un archivo completo. También te explicaré cómo volver a unir las texturas que faltan en tu escena.

  • Iluminación: hablaremos de cómo afecta la iluminación a tus materiales y cómo configurar un material que detecte volumen para crear niebla en tu escena.

  • Desembalaje: te explicaré cómo usar técnicas simples de desembalar para asegurarte de que tus texturas se colocan correctamente en tu modelo sin que se distorsionen.

  • Composición: aprenderemos cómo los efectos simples de composición en Blender pueden acentuar el aspecto de tus materiales en el renderizado final.

  • Renderizado: por último, renderizaremos nuestra imagen final en Blender para que puedas compartirla con tus amigos y familiares en las redes sociales.

Cuando terminemos, ¡tendrás todas las habilidades necesarias para empezar a crear materiales impresionantes para tus propios proyectos! 

Para nuestro proyecto de clase, o bien usarás el archivo de materiales que te proporcionaste para crear tu propio material desde cero basado en una imagen de referencia, o bien puedes hacer una versión personalizada de este estudio de asistente que sea única para ti.

¡Revisaré personalmente cada proyecto que subas a la galería y te daré mi opinión sobre tu renderizado!

¡Espero que te unas a mí en este viaje para principiantes a través del texturizado en Blender!

¡Nos vemos en la primera lección!

Conoce a tu profesor(a)

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Harry Helps

Professional 3d Artist

Top Teacher


Hi, I'm Harry! I have over a decade of experience in 3d modeling, texturing, animating and post-processing. I've worked for a lot of different types of companies during my career, such as a major MMORPG video game studio, a video production company and an award winning architectural visualization company. I have worked as a Studio Director, Lead 3d Artist, 3d Background Artist, Greenscreen Editor and Intern UI Artist. My professional work has been featured in "3d Artist" magazine with accompanying tutorial content. I have extensive experience with Blender, 3d Max, VRay and Photoshop.

I love sharing my passion for 3d art with anyone wanting to learn!

Get full access to all my classes and thousands more entirely free using this link!Ver perfil completo

Level: Beginner

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Transcripts

1. Introduction: Hi, my name is Harry and I'm a professional three D artist with over a decade of experience. I've been making blender beginner tutorials for a while now In this class we'll be using this magical wizard study to learn the basics of materials and blender. You'll have access to this complete scene as both an untextured starter file and a fully textured end file by downloading them from the project resources. Please note, Blender version 4.0 or later is required to follow along with this class and use these provided files. Throughout this class, we'll be going through the entire process of learning material creation from a beginner's perspective to avoid as much confusion as possible. That means I won't be skipping any steps or going too fast for you to keep up with me. While we won't be texturing every single object in this scene, we'll focus on key objects that cover many different nodes and techniques such as metal emission for nel image based textures, simple unwrapping and more. In addition to texturing, we'll also learn the append feature in Blender to combine our two files together into one complete file. And how to relink missing textures in your scene. We'll also discuss how lighting affects your textures and how to set up a volume scatter material to create fog in your final render. We'll learn how to use simple unwrapping techniques to make sure your materials are placed correctly on your model without being distorted. I'll also show you how simple compositing effects and blender can accentuate the look of your materials in the final render. Lastly, we'll render our final image and blender so you can share it with your friends and family on social media. When we're done, you'll have all the skills you need to start creating awesome materials for your own projects. For our class project, you either use a provided studio file to create your own material from scratch based on reference images, or you can make a custom version of this wizard study that's unique to you. I'll personally review every project uploaded to the gallery and give you feedback on your render. I hope you'll join me in this beginner's journey through texturing and blender I'll see in the first lesson. 2. Setting Up Our File: In this lesson, we'll beginning our file set up for the class. Let's begin. If this is your first time taking a blender class, I'd highly recommend you start with my complete beginners guide to Blender First. This class was designed for the absolute beginner to blender and three D art in general. We cover every single necessary topic in order to get you up to speed and running and blender. We'll accomplish this with short and focused lessons that cover each topic from a beginner's perspective, utilizing a well organized starter file. We end the class with an easy project where you set up and customize your very own cozy campsite. With that out of the way, let's continue with the lesson. If you have any questions at all throughout this class, please let me know. Down the discussion section below this video. I'll do my best to help you out with any issues you encounter during this class. The files I've provided already have most of their settings done for you. However, we will need to combine them together into a single file. This was mainly done to get around the size limitations on uploaded files for some platforms. However, it gives us a unique opportunity to learn about this very useful tool. First, make sure you have all four blender files downloaded from the class resources, as well as the textures dot zip file. As a reminder, this class in these files are made specifically for Blender 4.0 or later. You'll need to make sure you have that version installed. Now, place all of these Blender files into a single folder and extract the textures folder here as well. On Windows, you can simply right click on this textures zip folder and then choose extract All, then go through the extraction process here. After doing that, you'll likely have two folders here and then we can delete this compressed zip version. We won't need this one any longer. We can just select this compressed one and then delete it before we begin using the append feature to combine these files. Let's quickly learn how to fix missing textures. To start with, open the final file, underscore isometric Wizard's room, underscore 01. That's this file here. We can open it just by double clicking on it or first opening Blender and then opening it. From there, I already have my file open. However, make sure that the file you're opening is the one without the word append in it. We'll be using the append file later. Now that we have the file open, you may notice on the left viewport here that many of these textures are bright pink. If you don't see this bright pink in the left viewport, go to the top option bar here. And then use your middle mouse button to pan this bar back and forth so that we can see the far right side of it. And then click on this button here to switch into our Material Preview mode. Another reason you might not see this pink color is because Blender successfully located the textures as you open the file. If that's the case, feel free to watch along, but you won't need to follow any of these steps. This pink color that we're seeing is a warning from Blender that these materials should have had images attached to them. However, it doesn't know where to find them. This is because this file was created on my computer, but now you're opening it on your computer. The file paths have changed during this transition from computer to computer, and now Blender doesn't know where they are. Luckily, this is a super easy fix using the find missing files tool. The first thing we'll need to do is go up to file, then go down to external data. Then at the very bottom of this list, we'll see find missing files. Now we can choose this. This will bring up a file browser that we can now navigate to. Wherever we save this Textures folder that we extracted earlier, double click on this Textures folder to go inside it. Now down here, we can click Find Missing Files. Now hopefully for you, on the left side here, all of these pink textures have disappeared and now are replaced by the actual textures. If for some reason this didn't happen, go up here to file, then save this file. We're going to save directly on top of it with this new file path set up. And then we'll close this file and reopen it. And then all of these textures should be back to normal. The quickest way to reopen this file would just be to go to File, Choose Open, and then navigate directly back to this file, select it and then reopen it on top of itself. You can also just close the file and then double click on the file to reopen it. Now with our file reopened, all of this pink has disappeared. And now we can see these actual textures here that are supposed to be there except for this little pink crystal over here, which is actually pink. And it's not an error. Now that we have our textures fixed, we won't actually be using this specific file for class. However, we can save this file so that you can use it as a reference during the class or after if you'd like. Again, to save it, just go up here to file and then choose Save. Now let's open the actual file that we'll be using for the rest of the class. We can do that by going up here to file open and then navigate to the starter file. Underscore Isometric Wizard's room under score 01. Again, we'll want to choose the one that does not have the word append in it. With our file selected, we can just go down here to open, and that'll open the actual starter file. We won't need to relink these materials as I've already removed them from the models. We'll be recreating them from scratch later on in this class. You'll also notice that there seems to be missing models on the right side here, such as the table and chair. That's where the append feature comes in. With the append feature, we can combine two files together into one. We do this by taking any number of settings materials, or models and more from one file and appending them into another. In our case, we want to append the missing objects from another file into this one so that we have a complete scene to do this, we're going to go up here to file, then down to append. It's the one with a little paper clip next to it. Now make sure you navigate to where we saved our four blender files from the beginning. Then we're going to choose starter file, a Pend Isometric Wizard room, underscore 01. With our file selected, we can choose a Pend. Now this will show us all the different things inside the scene. The main one that we want is object, so we're going to navigate into object here we'll see all the objects in our scene. We'll select the very top one, padded stool, hold shift, Then select the last one. And that'll select everything in this list from top to bottom. Now down at the bottom right, all that we have to do is hit a pend. And that will add these objects directly into our scene. And then we can see it here. Lastly, let's make sure that we organize our file, just like the rest of it is right now. The files that we added in here, these objects were just popped into this list by themselves. They're not inside a collection like all the other objects. To fix that with these objects still selected. So we can just select all of them from the list Here, we're going to hit M for move to collection, then we'll choose New Collection. We'll name this furniture. Then once we have our name typed in here, we can hit okay. And that'll place all of these objects here into a nice collection that we can collapse so it's organized like the rest of the file with our files successfully combined. The last thing we need to do is go up here to file and then choose Save. That way we don't lose any of our progress for the next lesson. In our next lesson, we'll learn the differences between the different Viewport rendering modes and how to use the region render. I'll see you there. 3. Viewport Render Modes and Region Render: In this lesson, we'll learn the differences between the viewpoint rendering modes and how to use region renders. Let's begin. Before we learn how to texture our objects, we'll need to be able to see them on our models. First, that's where the viewport rendering modes come in. We'll be using our two viewports to view our scene with two different rendering modes while we work. Now let's discuss the main modes that we'll be using. First off, the right viewport is using the solid rendering mode. This is the most common view you'll see while modeling or animating. As it's fast and informational, we can clearly see all the forms of our model, but we aren't able to see any of our materials. Up here at the top right, we can see that if we hover over this blue highlighted button that we're currently set to the solid mode. Now let's move on to our first full color Viewport rendering mode, Material Preview. We can enter the Material Preview mode by clicking this little button here directly to the right of the solid view. Our viewport here will change over to the exact same mode that's currently being displayed on the left side. We don't need to see the same mode shown in both viewports. I'm going to switch this right one back to solid. Now we'll just look over here at the left side. If for some reason this left viewport isn't currently in this material preview mode, it might be because it didn't open in it. If that's the case, again, we can use our middle mouse button click in your middle mouse wheel, and that will allow you to pan this bar at the top. Pan it all the way over to the left, so we can see these buttons. And then just simply click on this button here to switch into the Material Preview Mode. Material Preview Mode is pretty much exactly what it sounds like. It allows you to preview your materials. An important thing to note is this view uses the EV render engine to preview your textures. As such won't 100% match the look and feel of your final render. This is because we're using the cycles render engine to create our final image. The difference between EV and cycles isn't something that we're going to dive into at the moment. Just know that that's the reason why these modes look so drastically different. With all of that said, this material preV mode still has a lot of uses. The main benefit is how fast it is. It's nearly as quick to render as the solid view. If we rotate around here, we can see our materials here in pretty much real time. There's no delay to render them. It also gives us a clear view of our textures in a well lit environment. We don't need to look through all the shadows and the darkness of our scene. If we're trying to make a moody scene in order to see our textures, we can pretty clearly see them here in a test environment. This bright, unobscured view is an important tool when we need a clear idea of what our texture looks like without any obstructions such as shadows or fog. Now that we're done seeing the speed of this view, we can hop back into our camera view by simply clicking this little camera button here. Lastly, let's discuss the rendered viewpoint mode. We can enter the rendered viewpoint mode by clicking this far right button here. This bar we hover over this, we can see here it says Rendered. And if we click it, it'll switch our view here to a much more accurate view of our scene. We'll notice right away that this view is pretty different from the material preview mode. First off, the lighting is now accurate to the actual light placement and colors. You'll also notice, however, that this view is much slower due to the added quality and accuracy of the view. As we zoom in here, we'll notice that our file actually takes a few moments here to clear up and show us a view of our scene. Even still, it's still blurry as it continues to render it. Anytime we zoom in or out or pan our view left or right, we're going to have to wait for it to clear up this view. This is the tradeoff in order to see the actual lighting conditions and material conditions of our scene. Now that we know about the uses for each of these views, let's learn how we can speed up our workflow just a little bit. We'll be doing this using the rendered viewpoint mode and a tool called Region Render. Region Render will allow us to limit the amount of view currently being rendered. This will significantly lessen the amount of time it takes for Blender to display our changes while using the rendered viewpoint mode. By using Region Render, we can retain the benefits of a more accurately lit preview while mitigating some of the slowness to use this region render. First, make sure that you are in rendered mode. You won't be able to do this inside material preview and you really don't have any reason to. And now hit Control and B at the same time. Hold down control and then hit B. And then here we can see we have a cross hairs now. Now we'll just click and drag over the area that we'd like to set the region render for. I'm going to drag mine over top of this treasure chest here. Now after letting go, we can see here that everything in our view has disappeared except for the area that we highlighted. Now that we have our region defined, blender will put all of its rendering power just into this area that we've defined. This will allow us to make changes and zoom in and out without having to wait quite as long for it to update. Rather than waiting for it to render the entire scene here, we're only waiting for it to render this small square area. Now even with our render region set up, this is still significantly slower than using the material preview over here. We can see here that it's much faster. We can do whatever we want. Really in this it's basically as fast as this solid view on the right. However, it's not nearly as accurate. If we want to see a more accurate view, we do need to switch back to our rendered mode. When you're done with your rendered region and you want to get rid of it, we can hover our mouse over this left viewport again. And now hold down control Alt. And then hit the B key. So we're hitting three keys here. Then that will clear our render region. If you have difficulty with either of these key binds, you can instead use this top bar. Click in your middle mouse button to pan it to the side until we find this view section here. Now click View. Go down to View Regions, and then here we can either choose Render Region, which will allow us to then bring up the crosshairs and draw our render region. Or if we already have one, we can choose clear render region, which will get rid of it and make it go back to the entire camera view. The last thing that I'd like to show you is how I've hidden the lights in this scene on the right viewport, you'll notice that in the rendered viewport here on the left, this scene clearly has lights in it. However, you can't see them over here in the right viewport. This is because I have them hidden using this Show overlays option over here in the right viewport. If we go up to this menu here with these two overlapping circles, we can click this drop down menu to see all the options. Then here under objects, you can see I have the word extras unchecked. If you turn this back on now we can see all the different lights that we have in the scene, which is what you're seeing over here on the left side. For the majority of this class, we won't be focusing on lights at all. You'll want to leave these hidden as this will keep them out of the way as we work. And it'll clean up your view a little bit, again over here on the right. And we want to turn them off, at least visually in this viewport, but not actually turn them off in our render. Click this little drop down here next to this overlapping circle, and then uncheck extras with these explanations out of the way, we're ready to move on with the class. In the next lesson, we'll learn the differences between the terms, shader, texture, and material. I'll see you there. 4. Shader vs Texture vs Material: In this lesson, we'll learn the difference between the term shader, texture, and material. Let's begin. Don't worry, this is one of our only pure theory lessons. And I'll try to keep it quick. These are important terms that you'll want to know, that you have the best foundation possible. Just sit back and relax as we quickly discuss these terms. There's no need to follow along in your starter file for this lesson. These three terms have similar meanings. However, they are technically different things. Let's quickly discuss each of these terms and get a basic understanding of how each of them differ from each other. As a quick disclaimer, I am unfortunately guilty of using these terms somewhat interchangeably. I'll do my best throughout this class to use the correct term for what we're discussing. My hope is that by explaining these terms to you early in your blender journey, you won't fall into the same bad habit as I have. The most important thing is that regardless of the word used, you at least have a general understanding of the small differences between these terms. With that out of the way, let's jump right in. What we're looking at here on screen is an example of a relatively simple material. It has all of the most common nodes in it and I've gone ahead and labeled them clearly for you on screen. These labels won't exist in your own materials unless you take the time to make them. However, for the sake of example, this should keep our lesson nice and clear. First term is shader. We can find that over here in this green block. You can think of a shader as the brain of our material. You can't really have a material without a shader of some sort. It's responsible for the basic look of the material you're creating. Such as controlling what color it is or how reflective it is. The most basic materials such as glass, metal, or reflective solid color, can be made only using a shader. In blender, the most common shader is the principled BSDF shader. Virtually all of the materials in this class will be using the shader. Shader nodes within blender will have a green bar at the top of them. In this on screen example, this large green node here is the shader in this material. Each of these squares on screen is considered a node. However, each node has its own type, such as shader. In the case of this large green square, we'll explore more about what a node is and how they're connected in a later lesson. Our next term is texture. We can find that over here in this large orange block. Typically, if I use a term interchangeably with material, this is the one that I use. Again, this is a bad habit of mine and you should try to use the correct term when you can. What exactly is a texture? Texture is typically referring to an image such as a Jpeg loaded into blender to control a shader parameter like the color. It's a procedurally generated texture native to blender, such as a noise pattern that is used to control a shader. Parameters, such as the roughness procedurally generated in this case means that it doesn't rely on a pixel based image. It's a pattern or an image that is created using an algorithm that can be endlessly adjusted by changing values. Texture can also refer to utility nodes that change some parameters, such as texture coordinates or math operations. Though I will typically refer to these just as nodes during the class, as I don't want to confuse them with the more obvious examples of textures. Again, in this on screen example, the left side here in this orange block, these are all considered textures, as well as this gray block here. These are considered textures. However, there are more utility nodes based on the way I teach them. The last term we need to discuss is material. We can find that over here inside this red box. You've heard me use this word quite a few times by now. I'm assuming through context that you have an idea of what this generally means. Essentially, a material is the final output of your shaders and your textures combined together into something that you can actually see on the model. You don't apply a shader or a texture directly to a model, but you can apply a material containing a shader or a texture to a model. It's a small but somewhat important distinction. The material is like a container holding all of the different parts that give your model its surface properties, like the images, the colors, the reflection, the bumpiness, or the transparency. With these brief explanations out of the way, you should be better informed when you hear these words when used in regards to blender. In the next lesson, we'll learn the basics of the principled BSDF shader node. And we'll end the class by creating a golden metal for our scene. I'll see you there. 5. Shader Node Basics and Gold Metal: In this lesson, we'll learn the basics of shader nodes. And we'll end the class by creating a golden medal for our scene. Let's begin. We're going to start by learning a little bit about the anatomy of nodes in the shader editor. That way you understand what we're doing throughout the class and why we're doing it. Let's head over to the shading workspace at the top of our interface so we can see where we'll be doing the bulk of our work. We can find that tab up here just by clicking shading that we'll switch us here to our shading workspace. I've already customized this work space a little bit for us to free up some visual space. On the top, we have our viewport, just like the previous layout work space that we were in currently. It's set to the material preview mode. We can tell one by looking at it and we can see that we have our materials previewed in the scene. We can also look up here at the top right and see that this second button from the right is checked. If for some reason your scene is not currently using the material preview mode on this viewport, be sure to switch into it. Now you can do that just by clicking this button here on the bottom, we have our shader editor. This is where the magic happens, so to speak. We'll be assembling our materials down here by combining nodes together into increasingly more complex materials. The shader editor at the bottom of the screen can be navigated using your mouse wheel. If you click in your mouse wheel, you can pan the view around. If you scroll your mouse wheel in and out, you can zoom closer or further away from your material. We'll be working on a golden metal material in just a moment. Let's prepare for that by selecting the lesson alchemy stand object. We have two different ways we can do this. The first is we can just go up to our viewport here at the top. And then use our mouse wheel to scroll in to the bottom here of this jar. And then we're going to select this metal object below. This is the alchemy stand that we'll be making this golden metal for. Alternatively, we can search the word lesson in the search bar at the top of the outliner. If we go over here to the top right, in the search bar at the very top, we can type in lesson L, E, S, S, O, N, and I've named every single object that we'll be using inside a lesson with the word lesson. To begin with, it's really easy to find them in the list. You don't have to search around for them again, If you'd like to select it from the list, we'll be selecting Lesson Alchemy. Stand here, and we can just click on the name here. After you have this object selected, make sure you zoom in on your viewport here at the top so you can get a better look at the alchemy stand. If you accidentally rotate your view at the top and you pop out of your camera view like this, you can just click on this little camera icon here to the right. That'll jump you back into your camera view. As a quick note, this object already has a placeholder material applied to it in order to simplify the process if this model didn't already have a material applied to it. This name here where we see Golden Metal. Instead of seeing the name here, we would see the word new. And then we would click that to generate the material that you see here. I haven't changed anything about this material. This is the default material. It's I've already named it for you just as an example. And you don't need to follow along here if I remove this material and then I have this object selected. You can see here now it says New. And then I can click New and it makes the exact same material that I had on there before. It's just no longer named. If I name this gold metal, we're basically back to where we started. I am, however, going to undo this just so I'm at the exact same state that you were in. Okay, with that out of the way, what exactly are we looking at inside the shader editor? As mentioned in the previous lesson, materials are created based on a node system. If this is the first time that you're seeing the node system within Blender, let me give you a rundown of the anatomy of a node. Each of these squares that we're seeing down here in the bottom are called nodes. Nodes pass their attributes from the left side toward the right side. This node is currently passing its attribute to this node. Each node will have colored dots on the sides called sockets. You pass the properties of a left node to a right node by connecting its sockets together with these lines here called wires. To add more complex effects, you'll simply add the appropriate node and connect it to the other nodes in the system. The most simple materials will only use a single shader node plugged into the material output node. Now that we have a basic idea of what a node is and how it's used, let's go through a couple of the most useful parameters on this principled BSDF shader node. First of all, this principled BSDF shader node, basically the default node, it contains most of the basic properties that almost any material will need. We could connect more nodes to the system to add more complex effects, but for simple materials, this single node has a lot of power. You also notice that when I deleted this gold medal material placeholder that I have on the object now, and then added a brand new material, it started out looking exactly like this. A default material will have this principled SDF already created for you. We'll be starting at the top of this node and I'll explain the most useful and common properties. I won't be explaining every single property at this moment. However, I encourage you to mess with all of these sliders on your own and see how they affect the look of the material. We zoom in here. Starting at the very top, we have our base color. This property is pretty much exactly what it sounds like, It changes the color of your material. For this simple gold medal, we'll need a pale yellow color. To change the color from white, we just need to click on this white color block here, and that'll bring up our color picker. We have a couple different modes to adjust the color for this setting. However, the most commonly used is the HSV mode, which is here. This stands for Hue saturation and Value. The most simple way to choose a color would just be to go to this top color wheel here. And then click anywhere on this wheel. And we'll move this little white dot to somewhere within this rainbow. Wherever we place the dot that will place the color. If we wanted a pale yellow color, we can move this dot here to somewhere between yellow and orange. We'll also notice that in this circle that the center of it is less colorful and less saturated. The outside of the circle is more colorful or more saturated. If we place the dot further to the outside, we'll get a more vibrant yellow. And if we move it closer to the center, we'll get a more pale yellow. Over here on the right side, we also have a scale from white to black. Again, we have a dot here that we can move up and down to change how dark or light this color is. The other way to adjust the color would be to use the sliders here at the bottom. These sliders are the most useful when you have an exact color in mind and you know the hue, saturation and value of this color. I typically use the color circle here at the top to get a basic color. Then use the sliders at the bottom to make fine tune adjustments to that color. As mentioned before, we need a pale yellow color for our gold material. Let's set that up now. I know the exact settings for this color, so feel free to follow along with me or do your best to match the color with your preferred method. Starting from the top here, we're going to click on the word hue. Then we can type in 0.085 and then we can hit Enter. And then we'll just be going down this list here. Saturation. We'll type in 0.85 Then for our value, we'll set this to 0.8 If you didn't want to click on this to type in a number, you can also just click and drag on here to slide this around. Although this is a little bit more free form and more similar to using just these bars up top. Again, I'll set this back to 0.8 Now that we have our color set up, we can move on to the next parameter. Our next setting is the metallic slider. This slider does pretty much exactly what it sounds like. It makes your objects look metallic. If you have the slider set to zero, your object isn't metallic and if you have it all the way up to one, then your material is metallic. I won't be going into the exact differences between metallic and nonmetallic materials as I think everyone has at least a basic understanding of what it means when I say something is metallic or is not metallic, I will say. However, you don't generally want this number to be anything but zero or one values in the middle like 0.5 aren't all that realistic. You might cause your material to look a bit odd. This is because in real life things are either metallic or they're not, they're not usually someplace in between. However, feel free to play with this effect and get a more stylized look if you'd like to. In my mind, they wouldn't have made this a slider with middle values if they didn't want you to use them, at least some of the times. For now, let's set our metallic slider all the way up to one. That way we have a metallic material. We also notice up here in our viewport that our alchemy stand is looking less like painted yellow and more like metallic gold with deeper shadows and brighter highlights. Next up, we have our roughness slider. This slider controls how sharp or blurry the reflections caused by the IOR slider or the metallic slider are more on that in a moment. If we set this roughness slider all the way up to one, we'll make our reflections as blurry as possible. This is the setting for things like concrete or sand paper. If we set it all the way down to zero, our reflections will be as sharp as possible. This is where you'll find things like mirror or chrome. Based on the type of metal that we're trying to create, we can actually leave this roughness slider set to 0.5 which is actually the default. If you wanted a more sharp or chrome like metal, you could lower this value slightly to something maybe in the 0.25 range. Then we'll see here. And it makes the gold a little bit more shiny. But for my example, I'm going to leave it at 0.5 Now let's move on to the IOR slider down here. This slider controls how much reflection is present on your materials. However, we'll notice if we start sliding this back and forth, we don't actually see any change happening on our model. It looks pretty much exactly the same regardless of where we put the slider. This is because the metallic slider we just set to one is essentially overriding this IOR slider. You can think of this metallic slider as making your material 100% reflective at all times, and as such, won't allow it to drop any further. For the sake of example, let's set our metallic slider back to zero for a moment. So we can see what the effect of this IOR slider is. To do this, we can just click and drag a Metallic and drag it all the way down to zero. We can also go down here to our IOR slider and set it back to the default of one point. 45 and then it enter. Ior stands for index of refraction, which is a scientific way of calculating how much light is reflected off of a surface based on its angle relative to the viewer. Most materials will reflect more light on faces that point away from the viewer, like the edges of this bottle stand. And it will reflect less light as the faces point towards the viewer, like the center of the bottle stand. By increasing this IOR value, we allow more and more light to be reflected back on the faces pointing towards us. Meaning the object will look overall more reflective. If we set this IOR slider all the way down to one, which is the lowest value, we'll see that it removes all reflection from our material. Typically, setting this slider to one and removing the reflections is meant for a more stylized effect. As almost nothing in real life has no reflections at all. This would even include things like concrete, sandpaper, or fabric. If we increase this IOR slider, our material will get more and more reflective. Though you won't really notice much change once you get to about 50. Once your IR is set to 50, it technically goes higher. But visually you're not really going to notice much of a difference. Now let's set this back to the default of 1.45 Before we move on, we'll also be coming back to turn the metallic slider back to one in just a moment. But first we need to discuss our next setting. The rest of the settings in this principled BSDF node are collapsed into their own little sections. We can see those here. Let's go through the most useful settings now inside these sections. First, let's switch into our rendered viewpoint mode. However, this will give us a slower but more accurate view of our material for a moment. To do this, we can go up here into the top right and then click on this far right button here to switch into the rendered view. You can also hit Control and B to start drawing out a render region. And we're just going to drag a render region over top of just this little stand here to make our preview a little bit faster. An alternative method to make this render region would be go up here to the view tab. Click this, go down to View Regions, and then choose Render Region. That I'll give you the exact same thing where you can just drag out an area. Okay, let's move on to our next section, which is here called Subsurface. We can click this little arrow here to twirl open our subsurface options. That will show us all the options with inside it. This subsurface parameter isn't one that we'll be using for our gold medal. However, let's quickly discuss it. You have a basic idea of how it's used. This subsurface section allows you to adjust how light scatters through your material. Subsurface scattering is most common in real life for things like candle wax, milk, or human skin. By setting this weight slider here all the way up to one, we tell blender to allow light to bounce around under the surface of our material. This effect is different to how glass or water is rendered. However, as it isn't letting light pass straight through it and it is instead scattering around underneath the surface. We can also adjust the scale value here below to change how far the light is allowed to scatter inside of our object. The higher your value for scale, the more translucent your object will appear. We can see here by increasing this number, our object here is much more scattered and almost like a frosted glass. But again, don't think of this as glass as it's not letting, it's just allowing light to bounce around inside of it. To turn this effect off, all we need to do is go down here to where it says weight. We can drag it all the way down to zero and that will remove the effect entirely. We don't have to worry about what this scale value here is set to because we're not even allowing light to scatter underneath it. It doesn't matter what the scale is set to. Okay, now we can collapse this subsurface section here. We can go back up to our metallic slider. Turn that all the way back to one. Our metal is looking more metallic. Now we're ready for the next section. Now let's go down here to where it says specular and then twirl these options open. The specular section has settings that adjust the look of our reflections. This IOR level slider here, we'll fine tune the amount of reflections. If we slide this all the way up to one, we'll double the amount of reflections. Our reflections here will just be twice as bright as they were before. And if we set it down to zero, we'll remove all of the reflections that we have. Just like setting our IOR value down to one. Now in this specific case, it is competing with the metallic slider. It still looks reflective at the top. If we set it back to the default value of 0.5 now, the reflections aren't being adjusted one way or the other. They're not being made more bright or more dim than what the IOR slider is currently set to. I would say in general, you should get your reflections where you'd like them using this IOR slider first. And then fine tune them if you need to with this IOR level slider underneath specular. Next up we have our tint color here. This will allow us to add colors to our reflections. If we wanted to, we could select this tint color here and then change it to something more vibrant like red. We'll notice though, up on the top, that this effect is pretty subtle in a metallic material. We'll get a more noticeable effect if we scroll up here to the top. Set our metallic back down to zero and then increase our IOR value up to something higher. Then we'll start seeing this red effect, a lot more strong. For now, let's set our metallic back to one, our IOR back to 1.45 then we'll go down to tint and we'll change this back to white. We can do that just by setting the saturation down to zero and setting our value to one. Next We have our anisotropic and anisotropic rotation sliders. This next pair of parameters is somewhat unique to metal materials as it's the most common place to find it. Used in basic terms, the anisotropic slider will elongate the default circle highlights into longer ovals. By increasing this value here, the anisotropic will elongate the default circular reflections into longer oblong reflections. This property can be seen in real life on materials like chrome metal or brushed aluminum. However, due to the shape of our object up here being made of essentially long tubes, this anisotropic parameter isn't super noticeable. We'll get the strongest effect by setting this all the way up to one, just so we can see the most extreme version of it on our model. Up here, the anisotropic rotation slider is exactly what it sounds like, it rotates the anisotropic reflections. Again, this isn't the best test object for this parameter. But if we set this anisotropic rotation to 0.25 this will rotate our reflections by 90 degrees. This 90 degree rotation makes the reflections run perpendicular to the object rather than parallel along the typical direction. For now, let's set both of these values here back down to zero, as we won't really be needing them for our metallic material. Now we can go back up to our top viewport, hit control Alt, and at the same time to clear out our render region. Again, if you didn't like doing that, you can go up here to view view regions and then clear render region instead. Then we can also switch this back to the material preview section. We'll switch it back to this mode and that I'll speed up our preview. There are plenty of other parameters on this principled BSDF node that will cover in later lessons, but for now we've got a pretty simple but effective gold material for our scene. The next lesson we'll be creating our first image based material and learning about the node regular add on. I'll see you there. 6. Wood Floor and Node Wrangler (Part 1): In this lesson, we'll be creating our first image based material and learning about the basics of the node reangular add on. This lesson will be a bit of a long one, so I've preemptively broken it into two lessons. We'll finish the concept started here in the next lesson. Let's begin. We're going to start this lesson by enabling a very useful add on that's built directly into Blender. All we need to do is turn it on in the settings to do this, go up here to the Edit button at the top left, then go down to Preferences. Then this window, we'll go to the Add on section here on the left, so we can just click on the word add ons. And then in the search bar here at the top right, we're going to type in the word node N, O, D, E. Then you'll want to check on the box next to node wranglar here. After you have the box checked on, you've successfully enabled the add on. Again, this is a free add on native to Blender and won't require you to restart your program or anything, and it doesn't cost any money, it's just built right in the node. Angular Add On is probably one of the most used add ons in all of blunder due to the tons of different features it adds to the shader editor. We'll be explaining these features in more depth as we proceed through this class. But in general, this add on simplifies a lot of the tedious operations when making materials. It also adds some new functionality that allows us to easily preview individual nodes. For now, let's move on to creating our wood floor material. This will be our first material using image textures to control settings on the principal BSDF shader node we used to create our gold material. First, we can close this window here now that we have our Doe enabled. And then again, we're going to go up here to the shading workspace just by clicking this tab. Now we can select the wood floor object. Either in the Viewport, which is relatively easy, It's a pretty large object, so we can just select it here. Or if you'd prefer, again, you can just search the word lessen up here at the top right, and then find the object here. Lesson wood floor. Just like the gold material that we created, I've already applied a placeholder white material for us to start with. Again, this placeholder material we see here is no different than if this object had no material at all and we just clicked the new button and generated a brand new material. We'll be customizing this placeholder into an aged wood plank floor. For our wizards study, we're going to jump right into loading our texture images. And this new node, angular add on, will be at the forefront of this process. Normally, without this add on, we'd have to drag our images in one by one. You don't need to follow along with this process as I'll be showing you something that you no longer need to do due to this add on. But it's important to know what this add on is actually doing for you. As I mentioned, we would actually need to bring our images in and then hand drag them down here one at a time to place these images onto this field here. And we'd have to do that for every single image that we want it attached to this material. Then we'd have to go through, select each one of these images, decide which of these sockets to connect it to wait for the material to update. And then we'd also have to change the color space for this image based on what the image actually is doing. Then we would need to add any supporting nodes, such as a texture coordinate or mapping node. And then again, manually adjust these, touching these all together to get the desired outcome. After this was done, we need to do this three more times in the case of this wood floor texture, because there's three more images that I need to drag in. As you can see, this is a pretty tedious process with many parts and some are a little bit more annoying than others. Luckily, the node angular add on is going to make this significantly easier for us. First, I'm going to start by deleting these nodes here as I won't need them, and we'll be using the add on instead. Now the first step to using this add on is first to just select this principled BSDFshader node. That way it knows what to connect these images to. We can tell it's selected because it has this little white high layer around it. Now we're going to hold down Control Shift and then hit T to bring up this menu here. Now navigate to wherever you've saved your Textures folder that we unzipped earlier, and we'll go inside here. Then the textures we're looking for are wood planks. We'll go into this folder as well. Once you've found the four images for this texture, you can just drag select over top of them to select all four. Then go down here and then click this blue button to automatically load them into the program. Now we can zoom out here to see what it's done. We'll notice now that the node Angular add on, has taken all four of these images and connected them automatically with all the required support nodes to the correct places on the principled BSDF shader node. We could basically call this material done at this point if we wanted to. But let's explain things a little bit further so you have a better understanding of what actually happened. First, let's look at these texture images. You might have noticed when we were selecting them in the list before we imported them, that each of them had a unique name. The add on uses the naming convention of these images, such as the word color or roughness at the end of it to know which socket to attach them to. This image here was the color and it knew that it was the color because of the name color at the end of the name. If I mouse over the name here, you can actually see the name of the file below wood planks, color peg. And then the same thing down here for the roughness. If I have mouse over this, you can see it was called wood planks roughness Jpeg. It knew to plug this into the roughness. Another thing you'll notice that it's created these large gray blocks here called frames, to help organize these images. If we click off of these nodes to deselect them, we'll notice that if we click and drag this large gray block here, that we can actually move all of these at the same time because they're all attached to this specific frame. It's also added little labels here at the top of them just so we know what they're doing. This is a relatively simple material. All things considered, these frames aren't super necessary, but it's still a nice thing to have regardless. And it's something the add on does automatically for you. Another thing that this add on does automatically, while loading the images and connecting them to the right place, is changing the color space for each of these images based on its intended use. If we zoom in here on the very top texture, we'll see under color space here, it says SRGB. The primary use of this color space, dropdown menu, is to change a texture from SRGB, which is the default to non color instead. We'll notice that if we move down this list where the top one here, which is the color, is set to SRGB, the others are set to non color. Let's first explain what these two modes mean. In basic terms, the RGB mode is the default. When you import an image. This mode generates what you would consider to be a normal looking color image. It will produce a color image with bright highlights and dark shadows like you'd expect. This RGB mode is used for any texture image that you plug into the Base color socket here on your principled BSDF node. While SRGB is the default mode, it's not actually the most commonly used mode. We'll notice as we move down this list that basically every other texture here, they're all set to non color. The non color mode is the most commonly used setting for any texture image that isn't plugged into our base color socket. When you hear non color, you might assume that that means that the image is now black and white. However, that isn't actually the case. What it's actually changing is the gamma of the image, which affects how light and dark values are distributed within your image. An image set to the non color mode will appear to be very washed out In low contrast. However, most images plugged into sockets like roughness or normal or displacement are meant to be viewed this way To work correctly, we can see an example of this washed out look if we scroll in here to our base color image. And then change this color space by clicking on this drop down from SRGB to non color instead. Now if we look at our wood floor appear being displayed on the color channel, the image has lost much of its color and no longer looks like a saturated and contrasty image. If we zoom in here, we can see that it's not actually black and white. It's not removing the color, it's just washing it out. Let's set the color space now back to SRGB, which is down here at the bottom right. The specifics of how each of these modes work isn't super important. But you should try to remember that all images aside from your base color image should be set to non color in order to have them work correctly. Luckily, this node, Angular add on, has already handled that for us and left every other one aside from the top set to non color. Now let's go through some of these newly created nodes and explain their purpose and how they affect the principled BSDF node. Firstly, it's important to understand what plugging an image into a socket actually does for us. As I mentioned before, this base color texture image has been plugged in to this base color socket on our principled BSDF shader. By plugging an image or any node into a socket, we're overwriting the original parameter and replacing it with the information generated by that new node. In this case, we're replacing the default white base color with an image of wood planks. Instead, you can see here that this white box here has actually just disappeared because we can't affect it. It's being overridden, this image that we've used. This allows us to create more complex materials by substituting solid colors with any image we'd like. Now let's move down this list and explain how each of these images affect the final material. Next up we have our roughness texture. Let's utilize another useful feature of the node, Angular. Add on to preview this texture on our model. To use this feature, we're going to hold control and shift at the same time. Then we're going to left click here on this roughness texture node. We'll just left click it with the control and the shift key held down. This will override the currently combined node network that we've made and instead display only the selected node. In this case, it's the roughness texture. That's what we're seeing here applied to the model. Now that we can see the roughness texture, what exactly is it doing for us? Well, remember from the past lesson, when making the gold material, we had a zero to one slider for roughness that we could use to make our materials reflection more or less blurry by utilizing this black and white image. We've instead controlled these zero to one values with black and white pixels inside this image. In the areas of this texture where the image is more white, the reflections will be more blurry. In the areas of the texture that are more black, the reflections will be less blurry. This means by using this image, we're able to have many different levels of blurriness or sharpness in our reflections. And we can control exactly where they are based on where the black and white pixels appear in this texture image. For many materials like these wood planks, controlling the roughness and varying amounts across the material rather than all at once is a vastly superior method. As mentioned before though, we'll notice that the slider is completely gone. We're relying entirely on this roughness image that we've plugged in here to control the roughness values. Let's continue down the list of textures and move on to the normal texture. We can see that down here, just below the roughness. In order to see the next two textures effects, we're going to need to switch to the rendered mode instead of the Material preview mode that we're currently in. To change the mode again, we can just go up here to the top right click this far right button here to turn it to the rendered mode. We can also zoom out a little bit here, and then we're going to be making a render region, so we're not rendering this whole thing again. You'll do that with control and at the same time, while hovering over the top viewport here. And then just drag out an area here that has a lot of the floor in it. Right here. Looks pretty good. Now I realize that Normal is a bit of an odd name for a setting. However, it's referring to how light is interpreted along the surface of your model. You can also think of this setting as controlling the bumpiness of our material. Let's preview this image on our model again, using the control and shift holding those down and then left clicking this texture image here called normal. We'll notice that this image has a general blue color across it with little green and pink mixed in as well. These colors are what tells blender how bumpy our material is and how it should bend light across the surface. One important thing to note with this normal map, however, is that it's only creating the illusion of bumpiness on the surface of our object. It doesn't actually move any faces or vertices, and it doesn't increase the face count of our models either. It's also important to note that this normal texture requires a normal map node in order to be processed correctly. And we can see that here, this little purple node, we can see that this normal texture is first being ran through this normal map node to convert it into useful data. And then this node is ran into the principled SDF node where it can be correctly visualized, get a view of what this is actually doing for our texture. Let's hold down control and shift. Then over here we can click on our principled BSDF node, so that we can see the full texture here applied to our model. Now if we zoom in here, we'll notice that this texture here actually appears as if the light is going down into the cracks here between each of these planks. It doesn't just look like a completely flat texture, this light is actually bending around it and casting shadows and catching highlights. This is thanks to the normal texture here, as well as the displacement, which we'll talk about in a moment. If you wanted to increase the strength of this normal map and make this bumpiness more prevalent, we could increase the strength slider down here. And we can do that just by dragging this up. The higher we make it, the more bumpy our texture is going to be. Now ten is an incredibly high value and you probably wouldn't be able using this, you might only ever go above to maybe two. But in the case of our texture here, I think one works perfectly fine. So we'll set our strength down to one. You can also lower this value if you think that the normal map is a little bit too strong and you want it to be less bumpy. Now we can move to the last image texture. The displacement, which is here directly below normal displacement, visually looks similar to the roughness texture. However, it behaves more like the normal texture. If we hold down control and shift and then left click on this displacement texture, we can see it previewed up here. We can also see that it's actually a black and white image, not the blue that the normal map was. However, unlike the roughness texture, this actually controls the displacement of the vertices and faces of our model. The white areas on this texture are pushed outward and the black areas are pushed inward in this way. It is similar to the normal texture, but it does have some key differences. The main difference is that while the normal texture has no effect on the actual shape of our model, the displacement texture does actually move the geometry. For this reason, we will want to be pretty careful about using displacement too often in our scene. And it should be reserved for materials where it's the most impactful and necessary. Another similarity to the normal texture is that it also requires a utility node to convert it into useful data for the material. We can see that node down here. Let's zoom out here on the bottom. And then hold control and shift and left click the principled BSDF shader so we can see the full result of this material. Another thing that we'll notice is that this utility node down here, this displacement node, doesn't actually plug in to this principled BSDF node. Instead, it bypasses it and goes all the way to the material output, and then plugs into this displacement socket here. If we go down here to the utility node, this displacement node here, we can adjust how strong this push and pull effect is by changing the scale value on this node. Right now it's set to the default of one, but let's lower ours down to 0.2 so that it's not too strong on our material. We can see after lowering this, we've gotten rid of this shadow that we were seeing along each of these black lines. It's still there subtly, but it's not nearly as strong as it was before. Let's clear this region render by hitting control Alt and B to remove it. And then we're going to be switching back to our material preview mode here at the top right. I can do that just by clicking this button here. As I mentioned before, in order to keep this lesson manageable length, we'll save the last nodes for the next lesson. In the next lesson, we'll be finishing our wood floor material and learning more about the basics of the node. Reangular. Add one. I'll see you there. 7. Wood Floor and Node Wrangler (Part 2): In this lesson, we'll be finishing our wood floor material and learning more about the basics of the Node Angular Add on. Let's begin. If you're not there already, make sure you switch back to your shading workspace. And then also select this wood floor so that we can see the material down here in the bottom. In the last lesson, we nearly finished talking about all the nodes that nodular created for us. So let's do that now. The last pair of nodes that it made can be found here on the far left. So we can zoom in down here to them. Now we can see now that we have a texture coordinate and a mapping node. Typically, when you see either of these nodes, they're found alongside each other in a pair. This is because both of these nodes help get your texture placed on your model where you'd like. We'll start with the texture coordinate node here on the left. Let's zoom in now so we can get a better view. This node here is responsible for choosing which method your material will be displayed on the surface of your model. All of these different modes that we see here are useful one time or another, but the three that you'll find the most useful are the generated object and UV mode. This generated mode here is actually the default mode, and it's what's used when you don't even have this node plugged into your material. It's basically just using the initial texture placement that was generated when you created your model for simple objects. Typically generated or work well enough as long as your texture isn't too complex. The object mode is pretty similar to generated. However, it will often fix stretched materials on your model caused by pushing and pulling geometry. If we wanted to see what this generated mode looked like for this floor, we can zoom in here so we can get a better look. Then we just need to drag this generated socket here down to this vector here. We can see here, for the most part, these wood planks don't look that bad in general, they still look like a wooden floor. Some are a bit bigger, some are a bit smaller. But then there's areas here on the side where they're completely stretched out. This is where the generated mode here is falling flat. Now if we go down here where it says object, we can look at this mode instead. Let's start by switching it to the object mode by clicking on the socket next to object and then dragging that to Vector. Object mode is pretty similar to generated. However, sometimes it will fix stretched materials on your model caused by pushing and pulling geometry. We'll notice that it didn't fix this stretch on the side, but it did change the size of these planks to be more similar to each other. After switching to object mode, you may need to change some scale values on your materials depending on how your material was created. Because we can see here that these planks are pretty small. Now this is because Object mode is using a different calculation to place your textures on the model, and as such, might need you to change the size of them. When in doubt, object is a good place to start with your slightly more complex materials that are getting stretched out in noticeable ways across your model. It also has a pretty cool feature by using this object eyedropper down here at the bottom. You don't need to follow along with this part. I'm just going to show it to you as an example. We can select this eye dropper here and then select any model in our scene. In this case, I'm just going to click on these shoes over here. After selecting an object, you can see now that this material has aligned itself with this object, now it's running the same direction as these shoes are pointing. Now that the material is linked to this object, I can select this object here and then move it around. And you'll see it moves the material with it. Or I can scale it up and it will also scale the material with it, or I can rotate it. This can allow you to get some more fine tuned control over where these materials are facing. Now I'm going to undo all those changes because that messed up a bunch of things in my scene. And then once I get back to the state here, if I want to remove this object, if I want to remove the shoe here, I'll just click this little X button here to remove it. And it'll go back to the default object. The UV mode that it was set to by default, thanks to Noderangular, is actually the most useful of the modes. However, it requires the most work to set up. Now let's switch it back to UV, which is the one we'll be using. We'll just click and drag from UV socket over here to vector. Reason that we're able to use this UV mode is because I've already went through all the work of unwrapping this model for us. By default, your models are not unwrapped when you create them. That's something you have to do in addition to the modeling process. However, I've already done this for this model, and that's why you can see here that all the planks are the same size, they run the correct direction. Then on the side here, we're not getting those stretched out pixels that we had before. This UV mode will look at the UV channels for your model and place the textures based on their placement. We'll be exploring UV unwrapping in more depth later in this class. I won't go too much into it now, but unwrapping a model is like taking your three D model and cutting it into small pieces that you lay flat out on a table. By doing this, we simplify the forms in the model and allow ourselves to place two dimensional images like this wood plank texture on three D objects. You can almost think of this like wrapping a present in gift paper, but in reverse. Again, don't worry too much about this for now as we'll learn more about it later. Now let's move on to the other node in this pair, the mapping node. And we can see that here to the right, this node is a bit easier to understand as its primary function is to simply move, rotate, or scale your texture. This can be useful when fine tuning the position of your textures on your model. It's the most useful one using modes other than UV, such as on the object or the generated mode. When using the UV mode, you'll hopefully have gotten the placement of your texture perfect during the process of unwrapping. So you won't really need to tweak the placement. If we slide any one of these sliders here, we can see an example of what this is doing. Now you also notice that they're quite sensitive, so if you move them, they'll move the texture quite a bit. But if we move any of these, we'll move the texture back and forth. As a side note, if you hold down shift while sliding any slider within blender. So if I just hold shift down and then click to drag the slider, it'll slow the slider down so it can be a little bit more detailed. We also have things down here like the rotation of the texture, depending on the orientation of your object, some of these won't actually do much. Then lastly, we have our scale down here which can squash or stretch the texture. We won't actually be using any of these values here. We're going to leave them all back to their default. If you changed any of these values to set them back to normal, just hover over any one of these sliders here and then hit the backspace key that'll set them back. Or alternatively, you can just go into here and set them to whatever the default value was. Then for the scale, make sure you don't set to zero. This two at the top here are set to zero by default. These you actually need to set to one by default. If you set it to zero, your texture is going to basically disappear because you'll have scaled it into infinity, so it'll be very, very tiny. Even though we're not adjusting any of these values for our texture, it's not hurting anything by leaving it inside this chain here. So we're not going to delete it, we'll just have it pass through back to the stures over here. Before we call this material complete, let's add one more node to the system to improve the look. This material is the only one in our scene that is using images taken from real life photos. This causes a bit of a jarring difference between the more stylized look of the scene and the realistic look of these wooden planks. We can soften this difference by making the floor a slightly more solid brown color using a mix node. First, let's go down here to the bottom. We're going to zoom out a little bit. And then we want to go to this area between base color and our principled BSDF node. This is where we'll be adding our new node. Let's add this new mix node now by hovering over the shader editor at the bottom. And then hitting Shift and A to bring up our ad menu. Now at the top here, we have a search bar, so we can click on Search. Then we'll type in the word mix, I, x. We have a few different options here when we type in the word mix, but the one that we want is mix color. We'll choose mixed color. Now we're going to drag this new node and then place it on top of this wire connecting the base color image and the base color parameter. And we can see when we hover over it here, it turns white. Once we hover over it and then click to place it, we'll notice that it automatically connects it for us. We'll be using this new node to blend our image with a solid brown color to help simplify the look of the material. Now that we have the node linked up, we'll notice that it's washed out the color of our material due to it blending it with white rather than brown. Let's zoom in down here to where we see the B socket. And then we have this white color. Click on this white box here. Then we're going to change this to a nice medium brown color. Technically, you could use whatever color you'd like and it'll blend it with that color instead. If you wanted blue floors, you could do that. But in general, I think this medium brown looks the best. Let's get these values set up now for our hue value, we're going to type in 0.06 For our saturation we'll set it 2.7 And then for the value, we're going to make it a good bit darker. We'll set this down to to 0.15 0.06 0.7 0.15 With our color chosen, we can adjust how much of this color will be mixed with our original wood plank texture. We can do this by changing this factor slider here. This factor slider works similar to like an opacity slider in other programs, if you're familiar with that. If we set this factor slider all the way up to one, it'll only be using this socket, which in this case is just a solid brown color. If we set it all the way down to zero, it will only be using the socket, which is our image. However, if we set it to anything in between, it's going to mix them based on that value at 0.5 it's exactly half of our image, half brown for our material, we only want a little bit of this brown added to our texture. So we're going to set our factor to 0.25 This will mix 25% of this brown color on top of our wood planks, helping dole them down a little bit. With this last change made, we're officially done with our wood floor material. In the next lesson, we'll learn about the power of image plane materials and emission. I'll see you there. 8. Feather Quill and Torch Flame: In this lesson, we'll learn about the power of image plane materials and emission. Let's begin. We'll be starting with the feather quill material and learning about alpha channels. First off, let's switch to our shading workspace. We can find that up here at the top. And then also for your top viewport. Make sure you're using the Material Preview mode found here. If you're not Material Preview, just click this button here. Now in this top viewport, let's in down here to the table. And we're going to be selecting this white rectangle here. This is actually the Feather quill object. You can select it here in the viewport by left clicking it. Or you can find it over here in the list by structuring the word lesson here at the top, L, E, S, S, O, N, and then finding it here. Lesson feather quill. Now at first glance, this really won't look like a feather quill, but that's where the power of image plane materials come in. An image plane material is a technique which helps three D artists mimic the look of a very complex object, such as a feather quill with wispy edges. By applying materials with transparent edges to a simple object like this plane, by using this technique, we can save ourselves the hassle of having to model and texture a very complex object while still getting the look that we want. Another way to think of this technique is like placing a realistic looking sticker on a piece of completely transparent glass. We'll be using the noderangular add on again to load up our texture images. Let's start that process now. You may also be running into the same issue that I'm having where I can't actually see my material down here on the bottom. It's not because it's not there, it's just that it's out of view. If that's happening to you, you can hit the home key on your keyboard, which is above the arrow keys on the right side. And then it'll zoom us right into the material. If you'd rather not do that and you can't find the home key on your keyboard, you could also just zoom out really far until you start seeing it. And then you can pan over and then zoom in. Okay, so now let's start loading our images in. We'll start by selecting this principled BSDF shader. We can zoom out a little bit here. And then we'll hit Control Shift. And at the same time now you can navigate to wherever you saved your textures folder that you downloaded from the project resources. Then we can go into this folder by double clicking it. Then here we see two textures with the word feather quill at the front of it. I'm going to select the first one, then hold shift and select the last one. It's just these two images here. Then down here we can click this blue button. Just like the last time that we use the noangular Add one. It's automatically hooked up all of our textures for us and set them to the correct color spaces. One important thing to note is to make a successful image plan material, you'll need to have an image that has an alpha channel built into it, such as a transparent PNG, like the color texture I provided. Or you'll need a separate black and white image that will serve as the alpha channel. This black and white image will have the silhouette of your sticker shown in white and the C through areas shown in black. If your image already has an alpha channel built into it, like our color image does, blender can utilize that instead of a black and white image. Now that all the images are loaded and automatically connected thanks to Node Wrangler, we can begin making adjustments to our material. The first thing we'll notice is that our feather still has this black box around it. Let's get the alpha channel texture set up. Luckily, this will actually be really easy to fix. All we need to do is go down here to our shader editor, then we're going to drag from this alpha socket here on the base color texture, and we're going to drag it down here into the alpha socket on the principled SDF. We'll just place it right here, and then we'll notice our texture update. And now all that black is gone and all that's left behind is the feather. This is because we told Blender to inherit the alpha channel from our PNG format image and apply it to the material. This makes all of the areas outside the pixels of the image see through. Our simple flat plane now appears much more complex and intricate, like the frills of a feather quill. And we can see that here along the edges. In theory, we could stop here and have a pretty convincing material. However, there are some adjustments we can make in order to make this quill look even better. First, let's turn down the strength of the bump map that we added right now. It's set to one for its strength. We can find that down here on this bump node. Having it set to one is making it really bumpy and somewhat unnatural looking. We're going to turn this value down all the way down to 0.15 We're making it significantly less bumpy than it was. We're just giving it a soft indication of some bumping here. Before we move on, I did want to point out something specific about this bump map. You may have noticed here that this bumped node is not called normal like it was on the floor texture. While these nodes here are ultimately plugged into the exact same spot as it was on the floor texture, they're actually doing something a little bit different. The ultimate end result is still a bumpy looking material. It's still making the surface look as if it has some texture to it. And it's a little bit bumpy, but the way it's doing it is a little bit different. If we hit control and shift and then left click over here on this texture here that says normal, so the image that we plugged in. We'll notice that this is actually a black and white image, not the multicolor blue, pink and green image that we saw for the floor. That's because this is a bump texture, not a normal texture. As I said, they are accomplishing a similar goal here. They're making this texture looks bumpy, however, they're doing it in different ways. With this black and white bump texture, it's making the white areas pop out and the black areas pop in. However, it's not really reading anything in terms of curvature. Areas are either pushed out or pushed in. Whereas a true normal texture, the one that we save for the floor that has blue, purple, pink, green color, those are actually reading both in and out as well as curvature. So it's a little bit more of a complex material for something as simple and small as this feather quill. We really don't need all of that extra detail. It's just as easy to use this black and white bump map. This is also a texture that can be pretty easily created just from using the color image and then desaturating it and making it black and white. Then the other change we'll notice is that instead of plugging this into a normal node here, instead we're plugging it into a bump node and then running that into normal. This is converting this black and white texture into useful information that can then be plugged here into the normal socket. In general, the colorful normal maps that we saw for the wood floor will give you a little bit more of a high quality result resulting in some curvature and a little bit more complex bumpiness on your object. But for really simple objects like this, you can get away fine just by using this black and white image here and then feeding it into a bump node, and then using that for your normal. With that brief explanation out of the way, let's go back to our full material by holding down control and shift and then clicking over here on the principled BSDF node. The next change we're going to make is in regards to its reflection. Right now, it's a little bit too reflective for a feather quill. What we'll be changing is our IOR as well as our roughness. First, let's set our roughness here to 0.75 which make the reflections on it a little bit more rough, a little more blurry. Then down here for our IOR, we're going to set this to 1.25 Essentially what we've done is we've made our reflections more blurry than they were before. We've also lowered the amount of reflection that we're seeing on this object. It's overall less reflective and the reflections that are there are a little more blurry. It gives the feather quill a more soft look. Lastly, let's adjust the color of our feather. This part is really more of a personal preference, but I'll show you how to make this fiery orange color that we have now into a warm white color instead. This gives us the opportunity to learn some new nodes and change our feather into a more typical color for a feather quill. Let's start by zooming out a little bit here on our shad er editor. Then we're going to hit Shift and A to bring up our ad menu. And we're going to hit the search bar up here. And then type in the word hue H U E. And then we're going to choose this one here that says hue saturation and value. Now this new node that's currently attached to our mouse, we're going to drag this onto the yellow line connecting the color image to the base color socket. We can see here when we do that it highlights in white. And then when we click it'll automatically connect it for us. Once it's placed, it'll overlap a little bit here. If you want to, you can move it up just so it's a little cleaner looking. Let's zoom into our nodes so we can get a better look. This node here will allow us to easily shift the color of our feather to something a bit more desirable. The only change that we'll actually be making for this is setting our saturation here down to 0.3 which will just lower the saturation of our feather. However, if we set this back to one for now and then we start sliding this hue slider back and forth. We can see here that this actually changes the entire color of the feather. For some reason you really wanted a blue or purple, or a green feather, You could do that here with this hue slider. Again, pretty much any slider inside blender. If you hold down shift before you click and drag on it, you'll move the slider much slower. So you'll be able to get a lot more control in the slider. If you just wanted to push this more towards pure yellow, you could do that. Or if you wanted to move it all the way over to blue, you could do that here as well. For now, I'm going to leave this hue slider set to 0.5 We'll set our saturation down here, 2.3 Then also this slider down here for value we won't be using it, but this just lowers the brightness. If you wanted to make a black feather, you could do that down here. But for now, I'm just going to set this back to one. We're going to add one more node here. Before we do that, let's make some room for it. To make room, we can just click and drag over top of these two nodes. And we're just going to move them over here to the right to give ourselves a little bit more room here. Now that we have some space, we can hit Shift and A again, to bring up our ad menu. We search here. We're going to type in brightness, just the word bright. And it'll filter it out enough here to get brightness contrast. We'll select this node. And then again, we're going to drag it here between now the hue saturation and the base color. We'll play it right after this placing it on the line, so it automatically connects it. Now we can zoom in on this node. Then for this one, it does pretty much exactly what it says. You have your brightness slider up here, which just changes how bright the material is. Then you have your contrast here, which changes how contrasty it is from top to bottom here, the brightness. We're going to set this to negative 0.2 We're actually making our feather a bit darker. And then our contrast right now is messed up, but we're going to set this to 0.5 What we've done here is made our feather a little bit darker. Just a little bit darker here using the brightness slider. Then we've also lowered this contrast. If you wanted to see the difference here, we could set it back to one to see what it looked like before. If it's set to one here, you have a little bit brighter whites and a little bit darker of this deep red color up here. And if we set this down to 0.5 we make everything a little bit more muted. A little softer. It's a pretty subtle change, but I do think it makes a difference for this feather. With this last node added, our feather quill material is officially done. For the last part of this lesson, we'll be creating a stylized flame material for the wall torches. Let's zoom out in her viewport up top. We're going to go over here to this left torch on the wall. So we can zoom in here. And then left click here on the flame itself, we'll only be texturing the flame again. You can also select it over here on the right side from the list lesson Torch, flame left. We'll only be texturing the left flame for now. However, they'll both actually receive the exact same material due to them having linked materials. I'm again having the same issue here down on the bottom where I can't see the material so I can hit the home key. Or alternatively, I could have just zoomed out until I started seeing it and then pan over and then zoom into it. Instead, this torch flame will be our first material utilizing the emission parameters on the principled BSDF shader. Emission is the technical name for a material that glows and emits light into our scene. This allows us to illuminate small parts of our model, such as the flames inside these torches, and have them behave like real lights in our render. Let's begin working on our material. Unlike other materials we worked on, we won't actually be adjusting the base color parameter as we'll be getting all the color for the material from the emission property at the bottom of this node. There are a few things we need to change quickly before we move on to the emission though. Let's change them now. The first thing we'll do is we're going to set our IOR all the way down to one. We don't want our flames to look reflective at all. If we set this to value to one here, we won't have to worry about that. In real life, flames wouldn't have a reflection. So we don't want to have to deal with that here in three D either. Next we're going to go down here to where it says transmission. And we're going to twirl this open and we'll see it just has a single slider. We'll set this slider now, all the way up to one for the weight. This step won't make a whole lot of sense right now, But I promise we'll explain the transmission slider in more detail in the later lessons. For now, just understand that it's making our material refractive, which allows light to pass through it. This is important due to the way that I've constructed these torches, but it wouldn't be a typical step for all stylized flame materials. This is unique, just basically, to this torch. With those two changes made, we're ready to start the fun part. The emission properties are split into two parts on this node, and we can see those down here at the bottom by twirling open the emission options. The first setting we can change here is the color represented by this color block. Down here, we have the strength of the emission, which is currently set to zero. Let's start by changing the strength down here, because as of right now, it's set to zero, which means it's not glowing at all. We just click and drag on the strength slider. We'll start increasing the amount of glow that we have, the strength of this light. And the higher we make it, the brighter the light will be. Now that we have the strength turned up now, we can change the color here. By just selecting this color block, we could set it to any color we'd like to change the color of this glow if we wanted to. To make it look more like a flame, we could set it to some yellowy orange color here. We'll be replacing this color here in a minute. Don't worry about getting it perfect, but feel free to adjust the color here to see what different glows you can get and see what you like. But in general, for a flame, we would want something around this range for this torch flame. Let's set our strength here to 20, so we're going to make it pretty bright. And now we can move on and start changing the color. Now that we have a basic glowing torch effect, we could, in theory, just stop here. But I have a few tricks that we can do to make this flame a lot more interesting. This effect will require two brand new nodes to create. Let's add those now. Let's zoom out a little bit so we have some room down here on our screen. And we'll hit Shift and A, and now go up here to our search bar. We can type in color. And then the one we're looking for here is the second one in this list. We're looking for a color ramp. We'll select that. We can place that node here. There's nothing to connect it to for now. We'll do that in a minute. Then again, we'll hit Shift and A to bring up our ad menu. Go to search. This time we'll type in the word layer, L, A, Y, E, R. We're looking for layer weight. We'll choose this. We can place this off here to the left. Now let's get these hooked up. So we're going to plug the facing socket to this bottom socket here on layer weight down here into the factor socket on the color ramp. Now we can plug this color from here into the emission color found here with these nodes plugged into the emission color socket. We've lost our orange color, but we've gained this interesting black and white look that we can adjust to make a cool, stylized flame. First, let's discuss what each of these nodes is doing for us. Starting with this layer weight node over here on the left. This layer weight node has two different modes that we can use to weight a property, in our case the emission, differently based on whether the face of the model is pointing towards us or away from us. Both the franele and the facing mode produce similar results. However, I find the facing mode to be a bit more useful due to the higher contrast of the black and white values. If we wanted to see the difference between these, we can just simply drag from the Freel socket down here to the same factor and it will replace it. And now we can see it up here in the top. You can see we're still getting a little bit of this difference between the white and this lighter gray color. But it's not nearly as impactful as the facing If we drag from facing down this factor again, we're getting a much stronger effect here. Which works better for a stylized look. Again, both of these modes here are looking at whether the faces are pointing towards us or away from us. Just displaying that information in different ways. For now, we'll leave the mode to facing for our flame. Lastly, down here we have our blend value. This just changes the amount of black and white in this material. If we slide it to the left, we'll get more and more black. And if we slide it to the right, we'll get more and more white. In our case, 0.5 actually works perfectly fine. We're going to leave that here to the default value. Now let's talk about the color ramp node. This color ramp node is somewhat of a superhero. When it comes to the utility nodes, you'll see a color ramp in all sorts of materials, both stylized and realistic because it's capable of so many different things and is generally just a really, really useful node in our case, it's controlling the color of our flame, which is right now set to black and white. And it changes how much of each color is present in this material. We can adjust the color of each of these sliders here, and we can also move them back and forth to change the amount of that color. We can see here as I move this to the right, this is making a more stark transition between the black and white. Then the same thing over here. If I move to the white over here to the left, it's a little less noticeable. But we're actually making the transition a little sharper for the white and we're making more of it. Let's start by changing the colors of each of these sliders, and then we can change their positions. We'll start by selecting this left slider, which is currently black, To select it, usually you need to select just above this square here, Select the little triangle above it, and that should select the slider for you. You can tell you have the right one selected because this color bar at the bottom has switched to black. Now we can select this color bar to bring up our color picker. Because it's set to default black, the value is set all the way down to zero, which means we really can't see anything on this color wheel. Let's set the value all the way up to one so we can actually see the colors that we're looking for. I already know the exact color we'll be using for this slider. We can just type in the exact values for it, for our hue, we can select this, we're going to type in 0.095 Then our saturation, we can just turn this all the way up to one to make a nice warm yellow color. Now let's select this white slider over here. Again, select the little triangle above it. To select it down here, we'll click this white bar, and we're going to change this color as well. We'll start by setting the saturation all the way up to one. We'll set the hue to 0.007 And then for the value we can type in 0.2 we made this deep red color. Now that we've removed all the white from the material, let's change the position of these sliders. So we control how much of each color is shown. We can hardly see this deep red color that we added. Let's slide this slider to the left so we can add a lot more of it to our material. We can do this simply by describing this little slider here and then start dragging it to the left. We'll notice as we move it to the left, we start seeing more and more of this red color shown in our material. We'll also notice below that we have a position slider here that as we move this slider back and forth, also changes the number. Let's go down here to where it says position. And we're going to type in 0.2 for this slider. After moving this slider to 0.2 our flame looks a lot better now and it's a lot more stylized as well. We have a pretty even distribution here of these colors. And we're having nice dark oranges here along the bottom, as well as these really bright hot spots here where it's more yellow. The stylized look that we're getting is because of this nice hard transition that we've made by pushing these sliders closer together, and we've given them less time to gradiate between each other and transition, we're making it happen a lot faster, which gives us these harder edges. This helps replicate that cartoony look that we're after. Lastly, let's add one more color to this gradient to make the transitions just a little bit more complex. With your red slider still selected, we can hit this little plus button here to create a new slider in between the two. Let's start by changing the color of this new slider. It should already be selected from being created brand new. Then we can go down here to this little color bar and we're going to set our value all the way up to one. We can leave our saturation set to one. Then for our hue, we'll type in 0.01 and then hit Enter. Now we have this bright fiery orange color. Then lastly, we are going to move the position for this down here with the slider still selected, we can go to the position value and then type in 0.05 and then hit Enter to move it a little bit closer here to the yellow. This new color adds a pretty subtle but important color transition between the yellow and the red colors to make our material just a little bit more complex. As a result, we can see that value here between these two colors, we're getting this soft orange between them. But it's still retaining that sharp, cartoony, stylized effect that we were after. With this last change made, we finished our stylized torch flame material. In the next lesson, we'll learn how to use the volume scatter node to add volumetric fog to our scene. I'll see you there. 9. Volume Scatter: In this lesson, we'll learn how to use the volume scatter node to add volumetric fog to our scene. Let's begin. This volume scatter material is a bit different than the rest, so we'll be working on it in the layout workspace for this lesson. If you're not already in the layout workspace, you can find it up here in the top left just by clicking on this tab here. We'll also need to switch our left viewport, this one over here, to the rendered mode in order to see the full effect of this material. We can do that by selecting this rendered mode button here to switch our viewport to that mode. Again, if you're not able to see these buttons here on the right side, click in your middle mouse button and slide this back and forth so that you can reveal these buttons. First, let's discuss what exactly volume scatter does for us. The primary use for volume scatter is to create fog in the air that the lights in our scene will illuminate. You would see this effect in real life, in a dusty room or outside on a foggy night. This allows our lights to essentially fill the air, so to speak, inside our scene, so that it gives the whole room a more dense and atmospheric look. If we zoom into the bottom of our Beanstalk here we can see an example of this volume scatter effect. The subtle orange and pink fog that we're seeing in our scene is thanks to this volume scatter. There are a few ways to apply this volumetric fog to your scene. However, in this lesson, I'll be explaining the most common method. The first thing we'll discuss is the model that you'll be applying this material to. In our right viewport, you should see this cube here made of thin black lines surrounding the entirety of our scene. Let's start by selecting one of these black lines here. We can find it down here at the bottom is probably the easiest place to select it. As always, you can just search the word lesson and then find it in the list here, lesson volume, scatter. And then here it says Fog cube. Although it's a little cut off, this thin black line cube is not actually what this model looks like and is instead being created by a Viewport display override. Let's look at that now. With this model still selected, we can go down here to the Object Properties tab, and it's this little orange box. So we select this tab, we'll switch to that tab. Now. Now that we're looking at this tab, we can scroll all the way down to where it says Viewport display. And then twirl these options open if they're not already. If we look down here, this display as drop down menu is responsible for this cube being shown as black lines. It's currently set to the bounds mode. What you're seeing is actually the outermost bounds of this model and not the actual shape of the model. Let's change this display mode here from bounds to either textured or solid. I'm going to switch mine to textured for now. In our case, both texture and solid will look identical, but textured is actually the default option for newly created models. With our model now visible inside the viewport, we can see what it actually looks like. This model is essentially a modified cube that follows the exact same footprint as the floor in our scene, including the stairs. This gives it a bit of an irregular shape that is otherwise hidden when this model is set through the bounds mode. By setting it to bounds, we also make the model almost entirely see through in our viewport without losing the ability to apply our volume scatter material to it. So why do we even need this model? This model will be like the container for the fog in our scene. Think of this cube almost as like a large glass box that we're pumping fog into so that it only affects the areas that we want. That's why it's important to have the cube exactly match the shape of the stairs and the small window alcove in the back. We want to make sure that our fog fills the entire room without going outside of it at all. Now that we have an idea of what this model is for, let's set it back to the bounds mode under the Viewport display options. Again, we can do that down here where it says display as. Then for this dropdown, we'll just switch it back to bounds. Let's start looking at the volume scatter material. Now for this example, I've decided to leave the final volume scatter material applied to the model as we explain its settings. Then at the end of the lesson, I'll show you how to create one from scratch. For now, let's stay in the layout workspace that we're in now and then go to the Material preview tab on the right side. We can find that tab down here at the very bottom right. And it's the circle with this checker icon on top of it. Let's select that. Now, we haven't really utilized this tab yet in this class. It's basically just a simplified view of what we've been working on in the shading tab For the most simple materials that use just one or two nodes, like the gold medal material we made or in this case the volume scatter. It works pretty well for anything more complex than that, you'll find it much easier to work in the full shading workspace like we have been in recent lessons. This volume scatter material uses just a single shader node. It will be fine to use this more simplified view. Typically, you would see your shader properties listed under the surface options. However, volume scatter isn't considered a surface. Its options are located under the volume settings instead, if it's not already twirl up in these volume settings here, so we can see the settings for this volume scatter. Now that we can see all the properties, you can see how simple this node really is. We only have three parameters that we can change. You typically only change two of these parameters. First up, we have the color which is here. This is the parameter that you'll leave white in most cases. If we leave it white, the fog will take on the color of whatever is illuminating it. Meaning a red light. We'll tint your fog red. But a blue light in the same exact scene will tint the fog blue. If we change it to any other color than white, we'll tint the fog itself to a specific color such as red. So if we select this color bar here, we'll see the exact same color picker we've been working with in the past. And then we can freely change it to whatever color we'd like. But we'll notice as we change the color of this fog, we are changing the color of our scene. So we're making the scene predominantly one color due to this fog color. We're kind of removing the ability of these lights to determine the color of the fog and just making all the fog a uniform green. This could be useful for a more stylized look. However, it does rob your scene of some color. To the fog being essentially monochromatic. I would say nine times out of ten. I recommend that you leave this color white, or a very desaturated color, if you do want to use a color for now, let's set this color back to white so we can turn our saturation all the way down and then the value all the way up to one. It doesn't really matter what your hue is set to because there's no saturation. But if you want, you can just set that back to zero as well. Next we have the density parameter. The setting does pretty much exactly what you think it does. It either increases or decreases the density of the fog inside your scene. Usually you'll want a pretty low value like 0.1 which is what we're currently using. If we start to increase this density closer to one or above, we see that the fog becomes much, much thicker and it's hard to even see through it. Usually you want to keep this value below one, and usually you're going to want to keep it significantly below one. Somewhere in the 0.1 maybe 0.2 range, we can see here as we increase the value here, it almost looks like there's smoke inside of our room rather than fog. This might be useful if you're trying to replicate thick smoke. But for a subtle, dusty room that we're after, a value of 0.1 looks a lot better. Let's set our density back to 0.1 Lastly, we have the anisotropy, this one isn't quite as obvious as density. Unfortunately, you can think of the anisotropy value as controlling the concentration of your fog. This value defaults to zero. However, I've already increased stars to 0.5 As you increase this number towards one, you make the fog in your scene concentrate around your light sources. This means as we increase this number, we'll see less general fog across our scene. But we'll have brighter, more intense fog concentrated around the actual sources of this light. We can see that down here. By increasing this value, we'll start seeing overall less fog in the less illuminated areas. And we'll see a little bit more fog in the more illuminated areas. If we set it down to zero, which is the default, we'll see that our room has just a more generally foggy look. Because we're not concentrating the fog quite as heavily around the lights. It's typically a good idea to raise this value slightly as it removes that washed outlook that fog can sometimes cause. By raising this value, it strengthens the beams of light in our scene that we wanted to see. Anyway, for now, we can set ours back to 0.5 Lastly, let's learn how to create this material from scratch if you'd like to use it in your own projects. We can technically do this from either this more simplified material properties tab or the shading workspace. For the sake of familiarity, let's head over to the shading workspace. Now we can get to there by just going up to the top and choosing shading. We'll also want to switch this top viewport to the rendered mode for this shading workspace as well. So we can do that by clicking this far right button here. Now down here in the shader editor, find your material, then select this volume scatter node here. And we can just delete it. We can see after deleting it, we still have this cube here, but it has no material applied to it at all. It's rendering it completely black and blocking our entire scene. Now let's start the simple process of re, adding this volume. Scatter down here. We're going to hit Shift and A to bring up our ad menu. Go to Search and then search the word volume. We can see here that there are a few options to choose from. However, we're looking for the volume scatter option. The principled volume also creates fog. However, it doesn't work very well when applied to a cube. So we'll want to continue using this volume scatter. We can just choose volume scatter here, the second one down on this list that will create the node. Then we can left click here to place it. Now let's plug this volume scatter node into the volume socket here on the material output. The fact that we plug this into the volume socket is an important distinction. Typically, materials will be plugged into the surface socket. However, this isn't a typical material. We'll need to use a different socket. We'll also note that because this isn't a typical material, we don't need a principled BSDF shader node. All of the other materials we've made, all we need is this volume scatter shader node. Now let's quickly set these parameters back to what we had before deleting it so we can leave our color set to white. We'll set our density down to 0.1 and then we'll set this anisotropy 2.5 With these changes made, we've successfully recreated the exact same volume scatter material that we deleted before. In the next lesson, we'll learn how to create a stylized glass material for the large alchemy bottle. I'll see you there. 10. Stylized Glass: In this lesson, we'll learn how to create a stylized glass material for the large alchemy bottle. Let's begin. We're going to start by making a pretty standard glass material, but then we'll be adding a stylized glow around the edges to accentuate the shape of our bottle. We'll also notice the rest of the glass bottles, beakers and tubes in our scene will receive the same glass as they all use the same material. Start by switching to the shading workspace if you're not there already, we can do that by clicking Shading here at the top. Now let's change our Viewport rendering mode to the Rendered instead of Material preview. We can do that by just clicking the far right button here. This is an important step as the glass method I'll be showing you here won't be visible in the EV render engine, which is how the material preview mode is rendered. Making transparent glass is possible inside EV. However, it's a slightly different method. I'll leave you to explore these different methods in your own projects. Now let's zoom in here to this large bottle so we can get a better look at it. Then we can also select it here in the Viewport. Or we can select it over here in the list, Searching the word lesson. Now let's apply a render region around this bottle. We don't have to wait for the entire scene to render. We can do that by hitting control and while hovering over top of this viewport. Then we can just drag out a square here around just the bottle. Now down here on the shader editor, make sure that this left drop down menu here we have the alchemy glass selected, which is in slot one. This is a way that you can switch between all of the different materials that are currently applied to this model. However, the only one that we need to work on right now is alchemy glass, which is again in slot one. Now with everything set up, let's begin working on our glass material. The first step to any glass material, set the transmission slider all the way to one. Let's do that now. Let's zoom out a little bit here. Down here at the bottom. We'll twirl open transmission. Then we're going to set this weight all the way up to one. That way our material is clear. This will make the material refractive, meaning light will be allowed to pass through the material. This is the core of what makes glass look like glass. With our transmission set up, we'll now see the green glow from the liquid inside. However, it appears really blurry and almost like a frosted glass. This is because the transmission value responds to the roughness of our material. Currently, the roughness here is set to the default value of 0.5 If we lower this value 2.1 we'll be able to see through the glass much better without totally removing the slight blur that gives our glass a little bit more complexity. Another thing that we'll notice is that our glass seems to be a little bit tinted. Meaning of the glass isn't 100% see through in some of these thicker areas, we can see it has this dark look around the edges as well as here at the top on the neck of the bottle. This is due to the base color. By default, the white color blender uses for a new material is actually a light gray, not pure white. Let's change this color now to a pure white and see how it affects the glass. We can do this just by clicking Base Color. Then here we can see the culprit is the value is not set all the way to one. That's a 0.8 Let's turn this all the way up to one. Now we can see on our glass here that the edges are a lot more clear as well as the neck of the bottle. We can see through it a little bit better. It's still a little dark up here, but that's because we're seeing this cork of the bottle through the neck here at the top. By changing the color to pure white, we've made the glass color brighter. And as such, we have removed the worst of this dark tint that we saw near the top. Alternatively, if you wanted to make a colored glass, you could set this base color to a desaturated version of your desired color to get a colorful tinted glass. If I wanted to make this glass a different color other than clear, I could just click. Actually, let me use it out a little bit. My color picker isn't quite so large, so if I click here, I can make this a slightly different color. And now I can see my glasses a light blue. I can make the glass green or red, whatever color I'd like. It is important to keep your color here. If you are going to make a colored glass, I wouldn't make it fully saturated. As it starts to removing the glass aspect, the more desaturated you make this color closer to the center, your glass is going to look a little bit more realistic. But for our purposes, I'm going to leave my saturation set to zero and also set the hue to zero for our bottle. We want the green liquid inside to be the primary source of color. With our color set, we've created a simple and successful glass material. However, we're not quite done yet. We'll start by adding a small amount of bump to our glass to break up the perfectly smooth surface it has and imply some varying thickness in the glass. While this will be a very subtle change, it does make a difference in the overall look of the bottle. Down in our shader editor on the left side. We'll hit Shift and A to bring up the ad menu, go to Search, and then we'll search the word bump. Ump, we can see it here. So we'll choose bump from this list and then place it here to the left. Before we add our next node, let's first plug this in. So we're going to plug in this normal socket here on the bump node into normal on the principled BSDF. And then we're going to set our strength all the way down to 0.01 This bump effect should be very subtle. To get the desired effect, we're going to need to use a really small value to begin with. Now right now we won't actually see any bump, and that's because we haven't added the image that is going to drive this bump. We'll be using a black and white noise texture to add a little waviness to our glass. We can add that now by hitting shift and a go to search, then search the word noise I. Then here at the very top we'll see noise texture. Make sure you choose noise texture, not white noise texture as they are two completely different nodes. So we're going to choose noise texture, the top one here, then we'll place that here to the left. Now let's connect the factor socket on our noise texture down here, and to the height on the bump map by using the factor socket here. On the noise texture, we're using a black and white version of this noise texture rather than a colorful rainbow version that we would normally get from the color socket here. In this case it wouldn't make a huge difference one way or the other. But in general, bump works better when it's working with just black and white values. We've also chosen to plug this into the height socket down here on the bump as we want this black and white image to determine the height of the bump. Whether it's going down up. The strength is a completely different property and that's what we're just controlling here with a number. We explained how bump and normal differ from each other in the last lesson. However, just as a quick reminder, the bump value here is going to use a black and white image to determine whether things are going up or down on the surface of this texture by plugging this black and white image, this noise texture, into the bump we're telling the surface of this material here where the bumpiness values are, we're changing the way the light is bending over the surface. The reflections as well as the light bending through the surface. The refraction, which is what we're getting the glass material from. The black and white texture that we're choosing to use in this case is noise texture. And this is a pretty commonly used procedural texture inside blunder. If we hit control and shift at the same time and then left click on this noise texture node, we can see what it looks like on our model. The noise texture is creating varying patches of dark and light on our model. Now let's adjust some of the parameters on this noise texture to get it looking a little bit better for the model that we're making. We'll start by setting the scale here to 3.83 0.8 That will make this noise pattern a little bit larger. The lower the number for our scale actually, the larger the texture will appear on our model. If we made this something really high, like 20, we'll make our noise pattern much smaller. It's an inverse relationship between these. Again, we'll be using 3.8 for this. We're going to set our detail all the way down to zero as we want this to be a pretty soft texture. We don't want a lot of really hard edges on this noise texture by setting our detail very low, we'll make sure that it stays nice and soft. We can increase the roughness here from 0.5 up to 0.6 to add a little bit more sharpness here to the edges, but not nearly as much as what the detail is doing. Then lastly, probably the most important of the sliders here, at least for our case, is this distortion slider here at the bottom. As you increase this distortion slider, you start swirling this noise pattern into like a watery look. Now in our case, we won't be using a value quite this high, but you can see the difference between this soft, cloudy look that we had before. Then as you increase this, it starts making it distorted and swirly looking. Let's set our distortion value now just to one. Instead, changes that we've made have given our noise texture a soft swirled pattern that is meant to resemble a handmade glass material. Now that we're done adjusting the noise texture, we can zoom out a little bit here, hold down control and shift, and then left click over here. On this principled BSDF, we can see the entire texture. If we zoom into this glass bottle a little bit, we can see the subtle bump that we've added the most on the edges of our bottle here. It's giving this wavy look to the edges, implying the varied thickness of this glass, as if it was made by hand And it's not completely perfectly thick all the way around. It's a little thinner and a little thicker in some spots. We can also notice a very slight waviness here on the surface of the bottle as well. Of course, this is all an illusion caused by the bump map, but it still adds to the overall handmade look of our bottle. Lastly, we're going to end this lesson by creating a stylized glow for the edges of our bottle to make it really stand out in the scene. We'll be creating this glow using the emission property on the principled BSDF node. First, let's add our two utility nodes. We can do that by going down here, hitting shift into A to bring up our ad menu. We'll search color, then we'll choose color ramp, place that here. And then shift in A again to bring up our ad menu. Then again we're going to be looking for layer and then layer weight. Again, these probably look pretty familiar given that we just use those to make the flame, But we'll be using them for a different purpose in this case. Now let's get these all hooked up. First we'll twirl open the emission settings here. Now we can plug the color ramp. We're going to plug the color socket into the color for the emission. Then over here we're going to be using the Fornell instead of facing this time. So drag the Fel socket down here into the factor to connect it to this color ramp. The reason we're using the Fel mode on the layer weight instead of facing last time, is that the Franel gives a softer transition between color. Which in this case actually looks better for a bottle. As a side note, the Franel mode is also a great way to visualize what the IOR value looks like, mapped to black and white values. If we hold down, control the shift and then left click here on layer weight, we can see what this Franel actually looks like if I zoom out here, this IOR value here that we've been using to change the reflection is essentially what this looks like if we mapped it into more of a visual sense, instead of just using a number here to try to guess what it looks like. This is what IOR looks like when your model the white areas here on the edges of the bottle, you can think of as the most reflective areas. The darker areas here in the middle, you can think of as the least reflective areas. When we increase the IOR value, you allow the white areas to move further into the bottle, into the center of the object. When we lower it, we retract these white areas. So the less of the model is reflective, because the less of it is white. We can see an example of what this might look like if we adjust the blend value down here. If I increase this, I make more and more of the model white. And if I decrease it, I make more of the model black in the center. And I keep the white mostly just on the edges. This would be an example of what a very low IRR would look like. Then this is an example of what a very high IOR would look like. Anyway, with that explanation out of the way, we can set our blend back to 0.5 Then we can hit Control and shift. And then left click over here on our principled BSD to get a view of what this material looks like. Again, we won't be adjusting this layer weight any further, aside from just using the frontal mode and then leaving it at the default 0.5 now we can start adjusting this color ramp. However, before we do that, let's increase the strength over here up to one so that we can actually see what this color ramp is doing. It doesn't really matter what we do to this color ramp if the strength is set all the way to zero and we can't actually see it anyway, Now that we have our strength here set to one for the emission, now we can actually see what this is doing before we begin changing the colors or the positions of these sliders on this color ramp. One important thing to consider is when black is used for an emission, it essentially turns it off in those areas. In this black slider here, which is in the center of our bottle, we're not really having hardly any emission considered from the black. You can't really make something glow black in the center here. It just doesn't show up very well at all. In this case, that interaction actually helps us. This will allow us to keep the center of our bottle nice and clear while we add a faint glow to just the edges of the glass. Let's start by changing the colors in the positions. Now first up, we'll be changing the white slider to a light blue color. This will give our glass a subtle blue glow around the edges of the bottle, which will help accentuate the shape of the bottle and make it look a little bit more magical. We can do that now by going down here to the color ramp, selecting the little triangle selection above the white slider on the far right, clicking this color bar here. And then I'm just going to type in certain values here, so you can follow along with these. For the hue, we'll set this to 0.5 Then for the saturation, you can set that to 0.7 We'll be leaving the value here set to one. Now with this blue slider still selected, we're going to set our position here to 0.5 which will move it right to the center. By moving this blue slider closer to the middle, we're making the glow along the edges more intense. Now we need to move this black slider here, further to the right as well. This is meant to eliminate a lot of the blue glow that we're seeing in the middle of the bottle. And keeping it just on the edges. Let's select this black slider here on the left. Then for the position, we'll set this to 0.25 We can see now in the center that it's more clear. As I mentioned earlier, black is essentially invisible when used for the color in the emission parameter. This will make the center here appear more clear. Okay, so the center of our bottle is nice and clear now thanks to the last slider movement. However, the blue glow on the edges of our bottle is still strong. This is hiding a lot of the interesting details we added to the class and the liquid inside of it. We can fix this simply by lowering the brightness of the emission so it's less opaque on the surface of the bottle. The easiest way to do this would be to go over here to the emission strength. And we're going to lower it from one all the way down to 0.2 And then it enter by lowering this value to just 20% of the original value. We're letting a lot more of the actual bottle be visible through these glowing edges. We can still see the blue glow and get that magical effect, but it's less strong and therefore a little bit better. Now in our top viewpoint here, we can hit Control Alt and B to hide our render region, So we can see the rest of our scene. Now we can see that the rest of ours materials are also this nice clear with blue edge material. This is because every one of these objects here that are using glass are using this exact same material. Any changes made to this material will also change those as well. With those last changes made, we've officially created a magical, stylized glass for our alchemy set. In the next lesson, we'll be creating the fabric material for the wizard's hat. I'll see you there. 11. Wizard Hat Fabric: In this lesson, we'll be creating the fabric material for our wizard hat. Let's begin. We'll be creating a velvet style fabric for our hat to give it a really soft and interesting texture. Befitting a powerful wizard. Let's start by setting up our workspace. As usual, we'll be switching to our shading workspace, which we can find here at the top. Now we'll switch our top Viewport into the rendered viewport mode, which we can find here on the far right. This material is pretty dependent on the actual lighting in our scene. We'll need to use the rendered view to get the best preview. Now let's um in onto the Wizard Tat here on the top viewport, and then we're going to make a rendered region with control and B. And then we'll just drag out a region directly over top of this hat so it speeds up our render. Lastly, make sure you select your hat from either the viewport here or from the list on the right side. And then down here on your shader editor. Make sure that you're in slot one. We want to be working on the Wizard hat fabric, not the hat rope, which I already have done for you. Again, make sure you're in wizard hat fabric here and you should see that name listed here at the top. Now that we're all set up, let's begin. We'll start by adding a new texture that we'll be using to power a lot of the different parameters inside this principled BSDF shader. So down here on the left side, and we'll hit Shift into a, let's bring up our ad menu, Then click Search, and we're going to look for Musgrave Us. That should be enough to find it. We're looking for the Musgrave texture. As of Blender 4.1 the Musgrave texture has been removed and merged with the noise texture node. This ads the ability to use distortion on Musgrave textures, which wasn't possible before, but has resulted in the node being changed significantly. With that said, it's still entirely possible to create the effect that we use the Musgrave texture for in this lesson, utilizing the new noise texture for the remainder of this lesson and any time Musgrave textures are used. In this class, I will include a small pop up that shows you the settings needed for the new noise texture which replaced it. This is only required if you're using Blender 4.1 or newer. One of the most important things to remember about making the new noise texture look like the old musgrave texture is to turn off the normalized check box. This is the main thing that will convert the look from a simple noise to a Musgrave style texture. It's also important to note that some of the settings have been removed and merged into other settings. Meaning the terms and values won't always line up with the old method. If you're using Blender 4.1 or newer, simply replace the musgrave texture in this lesson with the noise texture and settings displayed in this pop up on screen. Don't forget to uncheck the normalized checkbox though. Now back to the lesson. We'll click this and then place it over here to the left muscrave texture. Here is just another type of procedural texture native to blender. This muscrave texture is particularly good for creating a pattern that resembles rough splotches. Let's start by plugging this height socket here on the musgrave texture into the base color socket here on the principled PSDF. Now select the Musgrave texture node here, and then hit Control. And at the same time to create a texture coordinate and mapping node. The shortcut that we just used is thanks to the node regular add on. It saves us just a few clicks over here on the left side, we're going to switch it from the generated mode instead to the object mode by clicking from the object socket here and replacing the vector with it instead. This is a pretty subtle change, but in general this muscrave texture will lay out a bit better with the object mode rather than generated mode on this hat object. We can see that change reflected up here. Now let's get the parameters set up on the muscrave texture down here, so it looks a little bit more like velvet. A key aspect of velvet fabric is that it has a slightly metallic look, almost like silk or satin. But it also has a texture that allows your fingerprints to be visible on it like swede. You can see in this example here all of the different variations across the surface. We'll be mimicking this look, using our muscrave texture to get a simplified and stylized version of this. There's a few things we need to change down here on this musgrave texture, so let's work on those now. Each of these parameters changes a different aspect of the musgrave texture. We'll start by changing the scale for our scale here, we're going to change it from five down to four instead what we'll notice we'll just make this scale of this texture here a little bit bigger. Next we're going to change our detail from two, which is the default, all the way up to 15. The detail is a somewhat subtle change here in this case, but what it's doing is making the edges of these spots a little sharper. So we're getting a little bit harder edges on these and they're not quite so fuzzy. Next we're going to change this dimension from two down to 0.5 This dimension was actually a pretty noticeable change. What it's doing is adding a rough splatter texture to the edges of these white spots. They're not nearly so uniform. We can see here it has this rough splattery cloudy look to the edges to help break them up. We won't be using the lacinarity slider here at the bottom, but this is just a secondary scale for these white spots. However, as I mentioned before, we won't be using this. We can leave this at two. It's not super important that you understand on a technical level how each one of these sliders work exactly. Only that you can play with their values until you find a look that fits your material. We can see now how this musgrave texture is helping us mimic those fingerprint marks that I mentioned earlier in the reference image. Now let's begin adjusting the color of our material into a royal, purply pink color. We'll need a color ramp to adjust the colors of our Musgrave. Let's add that now. First down here on the bottom, let's Zum out a little bit. We're going to click and drag over top of these three nodes. And we're going to move them all the way over here to the left, because we need some room here to add some new nodes. Now that we've moved them off to the left side, we can hit Shift and A to bring up our ad menu, go to Search. Then we'll search Color, And we'll choose color ramp. With our color ramp still on our mouse, we can just click and drag it here on top of this line. Click to place it, and it'll automatically hook it up for us. Now let's zoom in here on the color ramp so we can start adjusting it. First, we'll adjust this white slider by selecting this little triangle above the top of it, and then clicking on the white bar at the bottom. We're going to change this into a rich purple color. So we can go up here to the hue, we'll type in 0.7 Then for our saturation, we'll set this to 0.9 Then for the value, we'll set that to 0.18 It's going to be a relatively dark color overall. Now, with this white slider changed, we can use a little trick to transfer the color from this one over to the black slider. First with this white slider, or in this case it's now purple. Still selected. Hover over this color bar down here at the bottom. And then hit Control, and C for copy. You just hit that on top of this color bar. Now select the black slider over here. And then hit Control and V on top of this black bar down here. Now we'll paste that exact color into this bar instead. One important thing to note is that this trick here with control C and control V for these color bars works pretty much anywhere inside blunder. If there's a color on a light that you want to transfer to a material or a light to another light, or in this case one slider to another can always control C on top of the color you want. And then control V to place it into the next place. Now with this color pasted, let's click on this and make sure you're still selected on the far left slider, in this case, what used to be black. So we're going to click this and we're just going to change the value here. So we're going to set the value to 0.015 to make it a bit darker. Then we can increase the saturation here all the way up to one, just so it doesn't look quite so black just adds a little bit more color to it. Then the last change here is for this black slider here on the left side. We're going to change the position of this to 0.15 This will help add just a little bit more of this color here to the overall color ramp. Okay, we have our colors picked. However, it's looking pretty dark still. Let's start adjusting that with the other parameters on this principle BSDF node. Let's start by zooming out a little bit. Then we're going to move this color ramp upward a little bit to make a room underneath it. Now let's twirl open the specular section here on the principled BSDF. Then we'll hit shift and a go to search. Then here we don't actually have to search the word color ramp, because it was the very last thing we did. This is a history of all the nodes we've been using. We can just choose color ramp right here from this list. If it's not there, you can just search the word color, but it should be there for you. We'll click Color ramp, Click to place it here. Then again, we're going to need to hook this up. We'll drag from height on the musgrave, down to the factor at the bottom. Then over here we'll drag from color. In this case, we're going to plug it into the IOR level slider here. The only change that we're going to be making to this color ramp is to the black slider on the left side. Let's make sure we have that selected now. Then go down here to the color bar. Then we're going to set our value to 0.2 and then hit Enter to make it more of a medium gray color. This IOR level slider that we plugged it into here is particularly useful for controlling variations in reflections. As it works with black and white values to determine how reflective a material is. When an image is plugged into this, it reads white as extra reflective, Up to two times more reflective if it's pure white, and black as not reflective at all. By changing the black slider here to a medium gray, we've made sure that no part of our material has no reflectivity at all while still retaining the slight variations in reflectivity that we're looking for in velvet. We can see these slight variations up here in the high light of this hat. These little white spots here are catching a little bit more of the light, whereas the darker areas here are just a little bit dimmer in the reflections. And it just helps add a little bit of complexity to these materials. Another important detail is by using the exact same musgrave texture here to power both of these color ramps, we can freely change the muscrave texture if we wanted to. And both the color and the specular will update automatically with each other. Meaning if I go over here and just for example, if I change the scale of this and changed it significantly, I don't have to worry about updating both of these parameters to make sure that they overlap correctly. Instead, both of these will update automatically because they're both being powered by the exact same texture. I can control Z that change to get it back to the value that I had before. Before we move on to the next major parameter, we're going to adjust the specular tint color down here. Typically your reflections will show is white on your model. This is a normal property of non metallic objects. As mentioned before, velvet fabric has a slight metallic look to it. And as such, we want to tint our reflections slightly purple. To mimic that, the first thing we'll need to do is click on this tint color down here under the specular section. Now we can go over here to this eye dropper. Then with our eye dropper selected, now we can click anywhere inside this program to sample that color. In this case, we're going to hover over a light purple area on our hat. Let's find an area maybe here on the left side. It's right where it starts transitioning to this most bright highlight. We're going to select right about here. To sample this like purple color down here, try to make sure that your purple is pretty close to mine. In this case, if you'd like to use pretty similar values to what I have here, I'll make my values a little bit more easy to type in. I'm going to make it 0.8 for the hue. We'll do 0.45 for the saturation and then 0.68 for the value. That way you have a very similar purple to what I have. The specular tint is going to be a pretty subtle change. But it tints our reflections with just a hint of purple, which helps sell the realism of our velvet. Now that we have our reflections dialed in, let's adjust the anisotropic slider. We can find that here just below tint. This one here, we're going to set all the way up to 0.7 Increasing this anisotropic value will stretch our reflections out into a slightly oval shape. This further adds to that metallic feeling that the velvet has, and we can see that change reflected here on the hat. The reflections now follow the flow of the geometry for this hat. Also, before going too far down this list, let's adjust the roughness parameter near the top. We can zoom out here, and then here we can find the roughness fabric rarely has sharp reflections. We'll need to have a pretty high roughness value to blur the reflections. In this case, setting our roughness to 0.65 should work pretty well. Now let's move on to the next major parameter near the bottom of the list called sheen. We can find that down here by zooming out a bit, going to the bottom of the list, and then twirling open these options here. For Sheen, the Sheen parameter controls a very subtle fuzziness seen around the edges of objects. This helps simulate small fibers on the surface of our object catching light from behind. This effect is most commonly seen in fabrics, so we'll be using it here as well. Let's start by increasing the sheen amount here for the weight slider, all the way up to one so that we have the full effect of the sheen. Now if we look at our hat, it has this kind of subtle, well, in this case not quite so subtle because we have it entirely maxed out. But it has this kind of fuzziness or dustiness on the surface of the hat. It actually looks a little bit better here at the very top of the hat than it does on the brim because we're getting a little bit less of the effect and getting a more realistic effect in general. Now we can adjust the roughness slider down here to adjust how far this fuzziness effect extends into the center of our object. The lower we make this roughness value, the more concentrated this fuzziness will be at the edges of our object. We can see here by lowering this value, we're only getting it basically just along the edges. But if we make it really high, we'll get a fuzziness that basically encompasses the entirety of the hat. We can't see anything basically other than the sheen effect. We'll set our roughness down here to 0.3 so that it stays mostly along the edges of the hat. We can see an example of that here along the edge of the brim in the back as well as along the top side of the point of the hat here. Lastly, for the sheen, we'll adjust the tint color for the sheen as well. To save ourselves some time, we can zoom out here and then hover over this tint color that we have in the specular. We'll just hit control C hovering over this tint color. Then we can go down here to the sheen tint and then hit control V to paste that exact same color in here. We can see here again that this control V method for color blocks works pretty well in saving ourselves some time, especially when we're going to be using basically the same color. Okay, now we're ready for the last parameter, the bump. Let's go over here to the left side. We're going to hit Shift and then go up to Search, and then we'll search the word bump B, U MP, and then choose bump from the list. I'm going to place my bump value right here. For now. Actually I'll place it down here so I don't overlap these lines. Then I can move this color ramp down to make room for it. And then move it up here. Now let's get it connected so we can plug the height socket here from our musgrave down here into the height for the bump. And then we'll plug the normal socket over here into this normal socket on the principled BSDF. We can see right away that our heat is very bumpy now, which is actually making the sheen effect more noticeable across the entirety of the surface. So let's lower the strength here on the bump because it's at this point much too high. So we can select our strength. And then we'll set this all the way down to 0.15 And then it'd enter, We've used this bump node a few times by now, but just as a reminder, it's taking this black and white musgrave texture and converting it into surface data that's mimicking bumpiness along the surface of our object. We can actually see that over here a little bit on this back side of the sprim because it's breaking up that sheen effect with that last change done. I hope you can see how even seemingly complicated materials such as purple velvet can be replicated with just a few nodes in the knowledge of how to use them. And the next lesson will create a gnarled Beanstalk material for the twisted vine in our scene. I'll see you there. 12. Beanstalk: In this lesson, we'll create a gnarled Beanstalk material for the Twisted Vine in our scene. Let's begin as always. Let's start by getting our workspace set up. If it isn't already, we'll start by switching to our shading workspace here at the top. We also want to make sure that we're using the rendered viewport mode found here at the top right. Again, this is a material that's pretty dependent on the actual lighting in our scene. We need to use the rendered view to get the best preview. Now in my case, I still have the render region from the last lesson set up. I'm going to hit Control Alt and B to clear this render region. Now I can zoom out a bit. Then I'm going to recreate this render region, hitting Control and B at the same time. This time I'm going to try to highlight the bottom half of this vine here. Okay, that should be enough to get a good preview. Lastly, select your Beanstalk here in the viewport or from the list on the right. Now that we're set up, let's begin down here. The first thing we're going to change is the color. For this material, we'll actually be using a new technique for the color this time. Let's start that now. First we'll hit Shift and a hit Search. Then we'll use a color ramp. We can choose color ramp here from the list, place that here, and then to the left of the color ramp. We'll hit Shift and a bring up the ad menu. This time we're going to type in ambient MB I. And that should get you enough here to see ambient occlusion. So we'll choose this and then place that to the left. Now let's took these nodes together. First we'll drag the color socket from this ambient occlusion node down here into the factor for the color ramp. And then last, we'll connect the color socket from the color ramp to the base color here on the principled BSDF. Okay, I'm pretty sure you can already guess that the color ramp will be used to adjust the colors and quantity of our base color. But this ambient occlusion node is a mystery. Ambient occlusion is an effect that typically is seen in lighting where the crevices of an object and where it touches other objects receives less light. This causes shadows to appear in these areas. You can see an example of the shadowing between each fruit, as well as each part where they touch each other and touch the bowl. This effect is also shortened to the term AO, as ambient occlusion can get a little tiresome to say over and over. Now that we know what AO is, how is this lighting effect useful for the color of our material? Well, in this case, rather than using it as a lighting effect, we'll be using it to place a dark green in the inner crevices of our twisted beanstalk. And then a lighter, more saturated green on the outer surfaces of the Beanstalk. This allows us to really accentuate the separations in the Beanstalk without relying entirely on the lighting in our scene. We can already see a little bit of this effect here, where this Beanstalk is broken apart into two pieces. We can see this really dark black shadowing here, and that's because of this AO as well as the shadows in the scene. Let's Zuman now to get a look at this ambient occlusion node. So first up we have the samples here at the top. This controls how smooth the shading caused by the ambient occlusion is. The default value 16 is almost always enough and you should avoid increasing this as it will slow down your render. Next up we have the inside check box here below. This reverses what surfaces the AO is looking at. With inside checked, you'll instead be shadowing the outer faces and leaving the crevasses in a lighter color. This is most useful and stylized materials like the glowing crystals you may have seen around the scene already. We can see after checking this inside box here, that this is all entirely black now, and then the crevasses here should be light. But in our case, they're actually being overridden by the lighting in the scene. Everything basically just looks black. For now, we can uncheck this inside checkbox. Next up we have only local if we check this on, this tells the material to only look for AO from the object that the material is applied to, and nothing else around the scene. In our Beanstalk example, this means that the crevices will still receive the AO shadow. But the areas where the wizard's hat touches or where this crow gets close to the side of the Beanstalk, it will not gain any AO because those are different objects and they don't have that exact material applied to them. When we have this turned off, it will sample the entire scene and it will apply AO based on objects nearby, even if they don't have this exact material applied. The setting can be useful in very small objects. As you may find, surrounding objects cause the entire object become shadowed. In our case here, we can leave on only local as we want to avoid some of the over, excessive shadowing that we're getting. Next up we have our color block. By default, O is black in the crevices and white on the outer faces. By changing this color block, we change the white to a color of your choice. We can see an example of that here. If we click on this color block and then change it to a different color, we can see in general this effect is pretty subtle. We don't really use this color that often. For now, I'm going to set this back to white by turning both the saturation and the hue back to zero. In most situations, you'll want to just leave this white and then change the color of this effect using a color ramp, like we'll be doing in a moment. The last slider we have here is the distant slider. This slider changes how far your shadows extend from your crevasses. A higher value here will mean that the shadows extend further outside of the crevss area. And a lower value means that the shadows stay more inside the crevasses. We're going to set our value here to 0.5 Lastly, up here at the top, we have both a color and an AO socket that we can use as the output for this node. The color socket here will output your AO, including the tint color down here. If you output with the O socket here and plug that into the factor instead, this will output only the black and white AO. And it will disregard whatever color you have down here. In our case here, it really doesn't matter which one we use because we're leaving this color white. For our example, I'm just going to set it back to color. But again, in this specific case, because we've left this white, this really doesn't make much of a difference with these settings explained. Now let's move on to our color ramp to get this looking more like a Beanstalk. We'll start by adjusting the white slider here on the right so we can select this, go down to the bottom, select the color block. Then we're going to change to a light green. We'll set this hue to 0.3 Set the saturation 2.9 Then we'll set the value here to 0.3 that way it's not too neon. Now let's move over here to the black slider. We'll select the black slider here. By selecting the little triangle, select the color block. Now for this, we'll set the hue again to 0.3 saturation, this time to 0.7 Then our value, or make it much darker, we're going to set this to 0.008 We can see below, this is just barely green, it's mostly black. The last thing we'll be doing here is moving the position of this darker slider up to 0.65 We're moving it pretty far up. By moving our dark green slider forward, we've increased the amount of our shadows and made them a bit sharper at the edges. We can see an example up here of where these shadows now really extend pretty far into the vine here, and they have a pretty distinct edge along the edges of the shadow. That's because we've increased the amount of this dark green color and we've also shortened the amount of time it has to transition between the two. This helps add to that stylized shadow effect that we want for the crevices with the color finished. Our next parameter is the subsurface scattering. We discussed the setting a little bit in a previous lesson. However, we'll be going into more specifics this time around. Now let's zoom out a little bit, and then we can twirl open subsurface here so we can see all of the settings. First up, hopefully you'll remember that subsurface scattering is a property of materials that allows light to pass through them and then scatter around inside the object. This is different than something like glass. However, as the light doesn't pass entirely through the object and instead bounces around inside the object, giving it a translucent effect. Let's start by adjusting the subsurface value here under the weight slider, we'll be setting this weight slider all the way up to one to turn on the subsurface effect entirely. Now that we've allowed light to scatter around inside the object, let's determine what color that light is as it bounces around under this weight slider. We'll see radius values here. Each of these sliders corresponds to either red, green, or blue from the top to the bottom. The point of these sliders is to determine how far each of these wavelengths of color scatter into the object. By default, these sliders are set up so that red scatters the furthest, and as such, makes the scattering mostly red. We can see that here by the red value, the top one being the highest and then the green, and then the blue being smaller. We don't really want our bean stalk to look red. We'll be changing these values. We'll start at the top. For the red, we're going to set this to 0.4 We're significantly lessening the amount of red. And then for the green, right now it's at 0.2 but we're going to push that up to 0.4 as well. We're increasing the amount of green. And then for the blue, the last one, we're going to set this 2.2 to add just a little bit of blue to the color. By adjusting these values, we've removed the heavy red bias and made them a bit closer to a yellowy green color. We also have another way to tint the color of our scattered light, utilizing an RGB node. This radius socket that we see here can actually take color information from a single RGB node. Let's add one of those now. It's over here to the left. We'll hit Shift and A. Go to search, then type in RGB, and then we'll choose the top one here. We can place this node here to the left. And then we can connect this color socket here directly into this radius socket. By plugging this RGB node into this socket, we can avoid having to guess what our color looks like and instead use a more familiar color picker. Let's go over here and just pick a yellowy green color. Don't worry about it being perfect. Just make it this yellowy green color right about here. Now that we have our color set up, let's determine how far this light is allowed to scatter into the Beanstalk. We can do this utilizing this scale slider here. The lower the number, the less the light we'll be able to scatter under the surface. The higher the number, the more the light we'll be able to scatter. You can also think of the scale slider as having low numbers be shallow scattering and then high numbers be deep scattering. We're going to increase this value here up to about 0.2 0.2 for the scale here. And this will get us a nice amount of scatter without looking too unrealistic. We've allowed the light to scatter 0.2 meters under the surface. With our subsurface scattering set up, we only have one more parameter left to set up, and that's the bump first, let's zoom out down here a little bit. Then we need to make room because we're going to be using this normal socket here. Let's click and drag over the top of these two, move them higher. Then we can click this to drag it down to make sure we have some room here for the normal socket. This bump will be responsible for the rough texture on the surface of our Beanstalk. We'll be using two different bump maps to create a more complex look for the Beanstalk. So let's jump right in. First we need to hit Shift and A to bring up our ad menu, click Search, And then we'll type in the word mix, I, x. We'll choose the top one here, Mix. We can place that. Now we'll hit Shift and a again, click Search. Type in bump MP. Choose this, place it to the left. And then one more time, shift a search, and we'll type in Musgrave MUS. And then choose Musgrave texture. And then place that to the left. Before we do anything here, let's click and drag over top of the bump in the Musgrave node here. So just these two. And then we'll hit Shift and D, shift and D at the same time to make a duplicate. And we're going to drag these duplicates down here. Then the next thing we need to do is go to this mixed node here, which is currently set to float. We're going to click this drop down and then switch it to the vector mode. It looks like I didn't leave quite enough space here. I'm going to move my RGB node down here, that way they don't overlap. By switching our mixed node here to the vector mode, we've given it both vector inputs and a vector output. This will allow it to correctly mix these two bump nodes and then output them correctly for this normal socket here on the principled BSDF node. In simple terms, if you're combining vector nodes such as bump, you need to switch your mixed node to the vector mode. That's because these bump nodes are creating vector information. You also get a clue here that these are the same now because they're all using the same purple color as a clue. Now let's go through here and connect all of these nodes together. First, we'll connect the height to the height from Musgrave to bump. We'll do that for both of these. Now we can connect the bump, this first bump, we're going to connect that into the socket here on the mix node. Then below, we're going to connect this one to the B socket. Then lastly, we can connect the result over here into the normal socket on the principled SDF with all of our nodes connected. Let's start adjusting the parameters on the nodes. We'll start with this top pairing of Musgrave and Bump nodes. These top two here. We're going to switch the scale to two detail here to 6.5 and then our dimension. We're going to set that 2.6 Next we're going to change the strength for this top bump to 0.25 Now if we hit control and shift at the same time, and then left click on this muscrave texture, we can see here on this vine here that we've made a really large and soft noise pattern. This will provide some subtle bump across the entire surface of the Beanstalk by just moving large areas, either in or out, this will give us a nice amount of waviness to the overall Beanstalk. Now let's go down here to the second pairing, and we're going to start adjusting these. So for this bottom musgrave, we're going to set the scale to 25, which will make it much smaller. Set the detail to 4.7 and then again for the dimension, we'll set this to 0.6 Lastly, for the strength, we're going to set this even lower down to 0.1 Now let's hold down control and shift. And then left click on this muskrave texture to get a preview of it. Instead, we can see here now that we've created a much smaller and sharper noise pattern across the surface, This will create smaller and more gnarly bumpiness across the surface of the Beanstalk, giving it a more rough look. Lastly, let's zoom out here so we can see the principled BSDF node will hold control and shift. And then left click this one instead, so we can see the full material. Now now we can see the surface of this Beanstalk isn't nearly as uniform as it was before. It has some subtle bumpiness and wavingess across it to make it look a little bit more gnarled. Before we finish up here, let's hit control Alt and B to clear our render region at the top. And then we can also switch back to our Material Preview mode up here, instead of the rendered mode, Now that we're done texturing the Beanstalk with the use of ambient occlusion, subsurface scattering, and mixed bump maps, we've created a gnarly and stylized Beanstalk material for our scene. In the next lesson, we'll learn how to create an entirely procedural, stylized wood texture. I'll see you there. 13. Cabinet Wood: In this lesson, we'll learn how to create an entirely procedural, stylized wood material. Let's begin. Up to this point, we've either used images to create complex materials like the wood floor, or we used procedural textures to create more simplified materials like the glass or the fire. This time, however, we'll be using procedural textures to create a stylized wood material for our apothecary ingredient cabinet. By using procedural textures will retain full control over the look and feel of the material while also being left with a completely seamless material as well. Seamless, when referring to materials means you can't tell where the edge of the texture image starts or stops. This is the most common in pixel based images like our wood floor, as they aren't infinitely repeatable and require a special workflow to hide these seams. Luckily, our wood floor already went through this special process to make it seamless. But by creating this wood cabinet material with procedural textures, we won't have to worry about that at all. As always. Before we begin, let's make sure we get our files set up and ready to work. So we'll start by switching to our shading workspace. Now in your top viewport, make sure that you're in the material preview mode that you can see here. Again, it's the second button from the right. This material won't be as dependent on lighting as some of our other recent lessons. We can utilize the much faster material preview mode while we work. This also means that we won't need a render region like before either. Lastly, let's select the apothecary cabinet over here on the left. We can also zoom in on it. And then down here in your shader editor, make sure that you're in slot one, which is wood apothecary cabinet. Now we can zoom in down here to get a better look at our nodes. And we're ready to begin. This material is going to use quite a bit of nodes and we'll combine different techniques from previous lessons to accomplish a wood green effect. Let's start by working on the color for our material. First, we'll start by hitting Shift and A over here on the left side to bring up our ad menu. Then go to Search, and we'll search Noise N, O, I, S, E and then choose Noise texture here at the top. We can place the node over here just by clicking. And then we're going to connect this factor, the FAC socket here, over to the base color. Now with our noise texture still selected here in the shader editor, we can hit control and to have noderangular make the mapping nodes here for us as well. We can move these over here to the left a little bit and then move them up just to get them a little bit more tighty. We specifically use the factor socket here on the noise texture because we actually want this black and white image rather than the color. So if we chose color instead, we'll see here that it makes it a rainbow color. For our purposes, we actually want the black and white because we'll be adding color later. We don't need to worry about it being black and white now, because we'll be adding the brown color later on. Let's start with making adjustments to this noise texture, then we'll move on to the mapping node. First we can just zoom in here so we can see the noise settings. Now we can change our scale to six, which will make it a little bit smaller. We'll go down here to the roughness, set that 2.65 Then lastly, the most important setting here is actually the distortion. So we're going to set the distortion all the way up to five. Then we'll remember from a previous lesson that by adjusting this distortion, we've made our noise instead of being cloudy, now it's swirly, which looks a lot more like wood to begin with. This roughness parameter that we adjusted just made the edges of this wood green that we're trying to simulate a little bit sharper. Now that we have the basis of our wood green look, let's stretch it out a little bit to make it look a little bit more like real wood green. Most wood green travels in just one direction when it's used to make furniture. We'll be mimicking this detail by stretching our noise texture in just one direction to make it feel like these swirls travel in one direction as well. We'll be doing this skewing of this wood green, utilizing the mapping node that we created a few moments ago, which can be found here directly to the left. The only settings that we're actually going to change are down here, and it's the scale, the first change we'll make is we'll set this Y scale to 1.5 and then we'll set our Z scale, 2.6 By increasing this Y scale up to 1.5 we're squishing the texture in the Y direction. This essentially narrows our texture and allows us to see even more wood green, but only along the y direction of the cabinet, which is the front side. Now, rather than repeating just one time like the X currently does, it now repeats 1.5 times across the length of this. By lowering the Z scale. Here we're causing it to repeat less in the z direction, thereby stretching it out vertically. This gives us this longer, more stretched out. Wood green look that we're after with just these two settings. Here we've squished it in this direction. And then we've stretched it out in this direction. Now that we have the basic look for our wood green, let's fine tune the shape of it utilizing, you guessed it, a color ramp node. So we can do that down here in our shader editor. We're just going to zoom out, Hit Shift and a go up to Search, Type in Color. Now go down here to color ramp, then we're going to place this between the noise texture and the base color. We can just drag it onto this line. Click and then it'll automatically hook it up for us. At this point, our entire scene has a stylized look. We'll be trying to capture that same feeling in this wood grain. This means that we want to have a stark, almost cartoony look for this wood grain. Accomplish this by limiting almost all of the gray values in the wood green and strip it down to just black and white for a really chunky green look. Now let's zoom in down here to our color ramp. And then we're going to select the white slider here. And we're going to move the position to 0.5 So I'll move it right to the center. This removes most of the light gray. However, it also gets rid of a lot of the black tones as well. Let's fix that. Now we can go over here to our black slider. Select the top of it here. Then we're going to set the position for this to 0.45 We're putting them really close together by adding a lot more black to the texture. And moving these sliders right next to each other, we've made a sharp transition between each color and made this wood texture really bold and stylized. And we can see that effect here. Now that we have our basic wood green sorted out, the last thing that we need to do is add in the color. We'll be doing this using the mix color node again. However, before we make that node down here, let's zoom out a little bit. And we're going to click and drag over all of these nodes here. And then just move them over to make some room here. Now we can hit Shift in a Go to Search, Type in Mix I, X, and then choose Mix Color. Now we can place it here between the color ramp and the base color. Now let's zoom in down here to the mix node we just added. And we're going to click and drag this wire that's currently plugged in from the color ramp into socket A. We're going to click on this and then move it down to socket B instead. This mix node essentially has two layers inside it, and the B layer is placed on top of the A layer. We want our wood grain to sit on top of the base color. We'll want to move it to the B socket instead, like we just did here. We've already used this node in the past. However, we'll be utilizing another setting on the node this time. First we'll set the color for socket A. We can just go over here to this color block. Click on this and then we're going to go to the saturation. We'll set this 2.75 We'll go to the hue. Click on here, type in 0.03 And then for the value, we're going to set this to 0.25 This color we've picked here is going to be the color for the wood overall. We can see our brown color on the model now, but it's only in the black parts of the wood green. We can fix this by going down here to where it says Mix. On this drop down menu, we can click on this dropdown. And then we're going to go all the way up here to the top. And then choose multiply. Instead, by switching from mix to multiply, we've told blender to overlay only the black parts of the wood green on top of the brown color that we chose. Meaning that all of the white that was on this wood green before is now invisible, so we can't see it. Only the black is visible. In the case of the white now it just shows the color that we put in the socket down here. And then for the black, it's now overlaying that on top of that color at 50% opacity. I won't be explaining every single one of these modes here, but if you're familiar with software like Photoshop, these function pretty much identical to blending modes there. If you see something here that you recognize from another software, chances are it works pretty similar here as well. If you're not familiar with these modes, I suggest you just go through these, click on them and see how they differ from each other. See if you can find any other effects here that you like. But for now, we're going to switch it back to multiply before we move on. As I mentioned before, our opacity is set to 50% and that's because of this factor slider being set to 0.5 We'll be leaving this set to 0.5 But if we wanted to make our wood grain more or less visible, we could raise or lower this slider. If we increase it, it'll make the wood grain more and more dark until it's basically black. And then if we lower it down to zero, the wood grain essentially just disappears again. For now, we can just leave this at 0.5 Before we move on, let's quickly adjust to two different sliders on our principled BSDF node over here, before we move on to the next nodes. First thing we want to change is setting our roughness here to 0.6 This will make our wood reflections just a little bit more blurry. Now let's go down here to where it says coat. We can twirl that open, then zoom in on the settings for the coat weight. We're going to go here and then type in 0.25 to add a little bit of the coat. And then for the roughness, we're going to increase this slightly and set this to 0.05 This is a somewhat new parameter, even though we discussed it briefly in an earlier lesson. This coat parameter adds a second layer of independent reflections on top of the base reflections for the material. In real life, you would see this on materials like car paint. Or in our case a shellac or clear coat on top of a wooden piece of furniture to make it shiny and smooth. This roughness slider down here inside the coat parameters simply controls the roughness of only the reflections caused by this clear coat parameter. This is one of those sliders that you typically want to have either set to zero or one. But in our case, due to this being a very stylized scene, we can get away with setting this to 0.25 and it won't really make too much of an issue for us. We're just adding a little bit of clear coat on top of the original reflections for this wood. To give it a clear coat or shellac on top of the wood furniture. The only thing left to do for our stylized wood is add a little bit of bump. We'll be making independent bump maps for the base normal as well as the coat normal. This step isn't 100% necessary, but it does give me an opportunity to teach you just a little bit more. So let's begin. We'll start with the base normal, which is just this normal socket here attached directly to this principle BSDF node. This is the bump map responsible for the bumpiness of the actual wood without the clear code on top of it. In real life, even well sanded wood furniture would have a little bit of bumpy texture on its surface. When the clear code is applied on top of this wood, that bumpiness doesn't go away and in some cases can still be seen below the clear surface applied on top. This is the detail that we're trying to mimic. Now first let's zoom out down here. We're going to be moving some of these nodes around just to make a little bit more room. Let's move these up just by over top of them, drag selecting, and then just pulling them up to make some room. Then we're going to click and drag over these three over here. And we're going to move those down and get them a little bit more centered. Now let's hit Shift and a go to Search. Then first we can either choose color ramp from here, which is already in the list because it's on we've used in the past. Or you can just type in color again and then choose color ramp. We'll take this and place it here directly below the other color ramp. And now we can hit Shift and A go to Search, and then type in bump U and then choose this and place it to the right. Now let's zoom in here and get everything connected. We're going to drag from this noise texture the factor socket. We're going to drag it down here into the factor on the bottom of this new color ramp. And then we can drag from the color on the color ramp down here into the height for our bump map. And then lastly, we'll drag from the normal socket over here to this other normal socket That's right on the principled BSDF. We don't want to drag it yet into this coat, as these are two different normal sockets. So we're going to choose the top one for now with these two nodes linked up. Now we just need to adjust the settings. Before we adjust any of these settings, let's get a better view of our wood up here. Right now at the angle that we're looking at, we don't really see a whole lot of reflections. Let's go to the top viewport and we're just going to rotate our view. And then zoom in to our cabinet here so that we can see some of the reflections here caused by this lighting. Just get it to a point here where you can start seeing some highlights on the surface of the wood. Right about here, Looks good. Okay, so now we can start adjusting the settings. The first thing we need to do is turn down the strength of this bump. Right now, it's really, really strong, so we're going to set this down to 0.25 This is a lot more subtle effect, but we are still seeing the effects of it over here, where the reflections are the strongest. We're only currently seeing the reflections from the coat because this has no normal map plugged into it. There's no bump detail, it's just perfectly flat. However, over here on the right side, we can see where the reflection isn't nearly so strong. We're starting to see a little bit of this bumpiness that we talked about before showing up through the clear code itself. This is the small detail that we're adding now. Now it's time to adjust this color ramp over here. We'll be using a new gradient mode for this color ramp node. So let's hold down control shift and then left click on near this color ramp. So we can actually see it displayed here on the model over here in this dropdown menu. We can see right now it says linear, which is the default. We're going to click on this word here to bring up the dropdown. And then instead we're going to go down to the bottom of the list. You might need to zoom out a little bit if it's cutting off your list. And we're going to choose constant down here at the very bottom. This constant mode will completely remove any transition between colors and our gradient. It will be either black or white, no shades of gray in between. This is a useful mode for making hard edged and stylized textures. Right now, we can see that our texture is entirely black. However, if we grab this white slider here and start moving it to the left, we'll begin to reveal some of this white grain. Again, notice how sharp these edges are between the black and white. There's no gray at all between these transitions. It goes from one pixel being black to the next one being white. This is thanks to the constant mode that we switched into for this white slider. With it still selected, we're going to set the position 2.5 That way it matches the same position as the other color ramp that we had here. With that change made, now we can hit control and shift at the same time. And then left click over here on the principled BSDF so that we can see the entire material displayed. We can again see on the right side how it's changed the look of this bump map. Now we're getting a really stark transition here between the black and the white. And it's making this darker areas of the wood green look like they're pushed in slightly. This base normal finished. Let's move on to the coat normal. Now, due to the clear coat being applied on top of the base material, this bump map will have a lot more impact on the overall look of our material. Let's start creating this effect by going down here. Now we're going to drag Select over top of both of these nodes. So we have both selected. And then we'll hit Shift and D at the same time for duplicate. And we're just going to drag them down here below. This just saves us a little bit of time by duplicating the work we've already done. Now let's go over here to our noise texture. And we're going to click and drag on this factor socket. And then drag it down here. We can see as we drag this to the edge of our screen and we'll pan it down slightly, you don't have to worry about it starting out off screen. Just plug it into the color ramp here at the bottom. Then lastly, we're going to plug this bump, the normal socket here, into the coat normal. It's the normal socket here inside the coat settings. And we'll plug that in here. The first thing we're going to do is go down to this bump. And we're going to turn the strength way, way, way down. We can turn it to 0.01 Due to this coat normal being significantly more noticeable than the base normal, we'll need to lower our strength to match its overall impact. Now let's go over here to the color ramp and get this set up again. We can hold down control and shift. And then left click over here on the color ramp to get a better visual of it. And now we're going to switch it from constant, which is what we switched to two before back to linear, so that's a little bit softer. And first we'll select the white slider, and we're going to set this to 0.7 And then over here for the black slider, we'll select this and then go to 0.4 for its position. We can see that by keeping these two sliders a little bit further apart than we did for the base color, we've allowed more shades of gray to exist between them. This makes for an overall softer look on the wood green, which will help the look of the clear coat. Let's get an idea of what this new effect looks like by zooming out down here. And then hitting control and shift. And then left clicking here on the principle BSDF. Now we can see up on our top viewport that as we zoom out, we still have a lot of bump on the surface here, even though we set this to really low value. That's because a lot of the reflections we're seeing here are entirely dictated by this code parameter. Any adjustment we make to those reflections will be very noticeable. The effect right now looks a bit stronger in this view, the material preview mode, than it will in an actual final render. Due to this being a stylized material, it's okay if this material has a little bit more of a punchy reflection with stronger bumps. It just adds that overall stylized effect with our material complete. Let's jump back into our camera view on the top Viewpoard. We can do that by just clicking on this little camera button here. Now we can zoom out so we can see the full image. Hopefully this lesson showed you just how powerful even a simple procedurally generated material can be, when all of your parameters are infinitely editable. The possibilities of what you can create are equally endless as well. In the next lesson, we'll create our stone wall texture and learn how to unwrap the model so that the material displays exactly how we want it to. I'll see you there. 14. Stone Walls and Unwrapping: Miss lesson will create our stone wall material and learn how to unwrap the model so that the material displays exactly how we want it to. Let's begin. Up to this point, we've only applied materials to models that either didn't really need to be unwrapped, like the gold metal, or objects that have already unwrapped for you, like the wood floor for the stone walls in our scene. I'll be walking you through a relatively simple process for unwrapping these faces so a wall texture looks correct as always. Before we begin, let's make sure we get our file set up and ready to work. We'll start by switching over to the shading workspace. Now in our top view, we're going to switch to the rendered mode, which is the button here on the far right. This material relies pretty heavily on lighting. We'll want to use this mode so the reflections and shadows are more accurate. We can also set up a render region here near the alchemy set to get the most varied preview. Let's zoom in here to the right side here where the wall is. Then I'll hit Control and at the same time, and then just find a place here on this wall. And I'm just going to drag it over top of this entire area. Lastly, we can select the walls just by clicking them here in the viewport. Now go down to your shader editor. Click on this drop down and make sure that you're in slot one, which is the walls material. We can find that here. Now let's zoom in on the nodes and we can begin. Our first step is to create the material for our walls utilizing texture images as well as the node reangular add on. We'll start by clicking on the principled SDF node here, then hit Control Shift, and at the same time to bring up the image import options. Now navigate to the Textures folder that we downloaded at the beginning of this class. We can double click to go inside it. And then up at the top here we see another folder called Stone Wall. We can double click that. Then lastly, we're only going to be selecting the textures here that have the word wall in them. I can select the first wall texture here, wall bump, and then hold down Shift, and then click the last one. And that will select all three of these with just the wall textures selected. We can go down here and then click this blue button to import the images. Let's make a few quick adjustments to this material before we move on to the unwrapping portion of this lesson. First, let's zoom, and then we'll go down here to the bump node. And we're going to set the bump map strength down to just 0.2 There's a lot of detail on this bump map. We don't really need a very high value for the details to be noticeable. Next we'll be adding a little bit more black to our roughness map using a color ramp node. We want our walls to have a bit of a glossy look to them. Our glowing objects reflect off of them really well. The easiest way to sharpen these reflections is to add a little bit more black to the roughness map. First, let's zoom out here on the bottom. We're going to click and drag over these two nodes here on the right side. And then we'll just drag them over a little bit to make room for a color ramp here in the middle. Now we can hit Shift and a go to Search. Then again, you can either just choose it from the list if it's there, or type in color and choose color ramp. Now we can move it over top of this middle line here, which is the roughness. And then click to place it, and it'll automatically hook it up for us. This will be a pretty easy adjustment as we only really need to move this black slider. We'll just select the black slider, Go down to the position and then set a 2.4 Now we can see over here by this alchemy bottle that the reflections on the wall, this green color as well as the pink behind the skull, are a little bit more pronounced. And that's just because the wall itself is not quite so blurry, at least in terms of its reflections. We can see more of these colors reflected on the wall. We're now done with the render region up here, so we can hit control halt and B to remove that render region. With that last adjustment made, we're ready to begin our discussion and practice of UV unwrapping. First, let's discuss what UV and wrapping is and why we need to do it for the stone wall material. Uv and wrapping is the process of visually flattening your complex three D materials into flat two D shapes so that the materials can be displayed correctly across their surfaces. The best real world example of UV unwrapping that I've ever seen is actually this little Santa Claus chocolate. In this reference photo, we can see that if you carefully unwrap this little chocolate candy, you'll reveal this really interesting looking foil wrapper. This flattened foil wrapper on the left side is the equivalent of this little Santa's material. When the foil is carefully placed on the chocolate Santa, you can see how all of these seemingly random blocks of color and shapes are applied to the correct areas of his body, giving the illusion that he has golden shoes or rosy cheeks. I'm sure you can imagine that if these little golden elements or rosy cheeks weren't so meticulously placed, we'd have quite the abstract looking santa when we wrapped them back up in his foil. That's where the concept of UV and wrapping comes in. We're essentially choosing where these golden shoes and rosy cheeks are on the model. Everything looks correct. We'll be doing this by telling each of the faces on our model where it should be placed on the texture image. This allows us to dictate exactly what shows up on each face of the model and how the material looks on the model. With that brief explanation out of the way, let's get a better look at our stone wall so that we can see why unwrapping is necessary. Let's start by heading over to the UV editing workspace, as that's where the bulk of our work will be done. We can find that up here on this top bar to the left of the Shading workspace. We can click that now. Now over here on your right viewport, we're going to set that to the Material preview mode. We can find that over here on the second, from the right button. Again, if you're not able to actually see these buttons on this right viewport, you might need to click in your middle mouse button and then pan this bar over so that you can see these buttons. We don't need to see a super accurate version of this material, but we do want to see clearly where the bricks are on the wall and this Viewport mode works just fine for that. First, let's get a good look at our material on the walls. We can do that just by navigating around in this viewport and seeing where these bricks lay on the wall, and also roughly how large they are, which direction they're facing. And those things, the first thing to note is that these bricks are supposed to be going horizontally, like they are on this wall. We can't see them very well right now because they're so large. But the bricks right now are running horizontally. They're going this direction. However, we'll notice if we zoom out and then look at this, wall bricks are actually going vertically, which means they're going the wrong direction. And that's because this model isn't correctly unwrapped. We'll also notice on these rounded portions of the wall that there are bricks that are being cut short. They're not displaying the entire brick, and instead of just being cut in half, they also don't meet up correctly either. All of these problems are occurring because the current unwrap for these walls doesn't take into account that these bricks should remain intact and flow around the corner of the model. It's also responsible for the fact that these bricks over here on the left side are pointing up and down rather than left and right. Now that we know what to look for, we can find examples of these mismatches in other places as well. All of the problems that we see here are what we're about to fix by unwrapping this model properly. There are many, many different techniques for unwrapping models, and they vary based on the type of model you're unwrapping and how your texture image was created to begin with. For this class, I'll be showing you a simple method of unwrapping that uses some built in tools that blender gives us for simple models such as these walls or this table, or this treasure chest. This method will work just fine. The process I'm teaching you will also be a little bit more simple than most due to the type of texture that we're using. On the left side, we can see the UV editor displaying the texture for this wall. And if we zoom out, we can see the full texture here. If you don't see this texture image, you can go up here to this top bar and then you might have to click in your middle mouse button to pan it over. We want to see this drop down menu here. You click this drop down, you can search through this list. And the one you want to click on is wall underscore color. If we went to some of the other ones here, we could choose wall roughness and then that would display the roughness for this. Or if we wanted to see the bump map, you could see that here. But for now we're going to leave this on wall color. This texture that I've created for this class repeat seamlessly in all directions. As long as we assemble our faces on the model together in a logical order, it should be really easy to find a place to put our walls and have the texture look great. This means that we don't have to worry about getting this exact window exactly here on the texture. As long as we have all these walls connected anywhere we put it on this field here, the texture should look fine. That's because this image here repeats seamlessly in all directions. For more complicated examples like that Santa candy that we showed before, then you would need to be very specific about where you put certain faces of your model. One, your texture. You would want to put his face exactly where the eyes, and the mouth, and the nose are. You wouldn't want that hovering around over here if it was all red for his hat. Don't put his face there because then his face will be entirely red. But as I mentioned, for a simple model like this for our walls, it really doesn't matter where they fall on here. So this makes for a good example. Okay, at this point we're ready to start the process of unwrapping these walls. So the first thing you'll need to do is make sure that you have your walls selected. If they're not already selected, like they are here, where I'm able to select each of the faces. First, hit tab to exit your edit mode. Now you should see an orange highlight around whatever you currently have selected. If you don't have anything selected, you won't see any orange highlight while we're still in our object mode, which we can see up here in the top left. Select your walls, then hit Tab to make sure that you're in edit mode specifically on the walls. Now you want to hit three on the number row at the top of your keyboard here. You can go up here and select the face mode from this icon as well. Now select off the side of the model. Just by clicking anywhere in this gray area to make sure you have nothing currently selected. We want to make sure that we don't have any faces selected to begin with. As the next step, we'll select our faces. Now on this right side, we're going to go to the Material Properties tab. Which can be found down here with this little red circle with this checker icon in the middle of it. Now on this list, at the very top, we're going to select walls, which is the walls material that we just created. Then down here we have a select button. If we hit Select, this will select every single face that this material is currently applied to. We'll notice as we spin around this model that it's only selecting the front faces of this model because that's the only place that this walls material is actually applied. The stone material that we see here is applied to the back side as well as the sides of these walls. All these changes that we're making now are only going to affect the selected faces, which in this case is the walls material. Now that these faces are selected, we'll notice that a bunch of overlapping faces appear over here on the left view port. These are the faces of our model flattened out into a two dimensional space. You can think of this as the foil wrapper of our model, like the Santa candy from earlier. But its pieces have been ripped and they're a little out of order to fix our material, we'll need to stitch all of these torn pieces back together in the correct way. Ordinarily, your pieces wouldn't even be quite as orderly as they are. Now, I've actually given these a really basic unwrapping, just so we could see the material properly as we were creating it. The process I used to give it this really messy unwrap is the same thing that we'll be learning now, except we'll be doing it a better way. Let's start by doing a similar process again, just so you can see how it's done. And then we'll start arranging our pieces over here in the right viewport, your faces still selected. We're going to hit U on the keyboard for Unwrap. This will bring up the different unwrapping options that we have. You can also get to this menu by right clicking, and then choosing UV unwrap faces. And then that'll show you the exact same menu, but I find just hitting to be a lot faster and a little easier. Now we have a whole bunch of different options and ultimately most of these are just different methods of giving you a starting point for your unwrapping process. For very simple objects with flat sides, like a cube or something similar, you might want to use cube projection, which we can find here in the list. This will find faces that exist on flat sides of a cube and then break your models UV's to pieces based on those directions. If we just click this, we can choose cube projection. And then we can see over here, it's changed the orientation of all those pieces that were laid out before. Then our cube size here just changes the size of those pieces. If we look over here at the material, it's a little hard to see through this orange. But if we make the cube smaller, we'll also make our texture smaller. And if we make it larger, we'll make our texture larger. This cube projection model here works pretty well if you have a very simple material and a very simple object to accompany it. Objects like this that have these rounded corners, you might find it hit or miss whether or not it does an Ok job. In some areas it's doing okay, but then at others you can see here it's cutting it off. Again, this is a very simple method here and it's usually used as a starting point for further adjustments. If our walls didn't have the small circular alcove here, this projection would probably have worked. Not too bad actually, because the only seams we would have seen, these areas here would have just been mostly in this back corner. That might not have been super noticeable. Unfortunately, our walls are a little bit more complex than a cube, so it gets pretty confused about what it should be doing around these windows, resulting in our UV's being separated in some odd ways. If we hit you again to bring up this menu again, we can see that there are other options just as a really quick example. Two of the other simple options would be the cylinder projection or the sphere projection. In general, you want to choose these when your object most similarly represents one of these shapes. If it's most like a cube, you could start with cube. If it's more like a cylinder, you could choose cylinder. And if it's more like a sphere, and you could choose a sphere. Just as a quick example what these look like. We can see here that it's made quite an interesting layout for our pieces over here. It's also really stretched out our texture. That's because cylinder doesn't really match the shape, So it's not doing a great job. Then if I hit you again and choose sphere, it's probably going to be even worse again. Because these are not cylindrical walls and nor are they spherical walls. So it's not doing a very good job. So now we're done messing around with the modes that don't really work. Let's hit again, and then we'll be talking now about the smart UV project, which is the mode we will be using. This mode looks at all the selected faces of your model and tries to figure out the best way to break them up so that it cuts it into a few pieces as possible. It won't do a perfect job by any means, But in most cases, it's the best option for models that don't fall neatly into a category such as cube or sphere or cylinder. So let's start by selecting Smart UV Project, and then we're going to get this pop up here. The default for this is actually 66, although yours might say 30, which is actually the settings that I used to get that kind of messy layout that we had here at the beginning. But in general, this will say 66 for the angle limit. Now before we make any changes here, we're just going to hit, okay? And we'll see over here, it's doing a similar job to what we had before, except it's a little bit better because this angle limit is higher. However, now that we hit okay, we have the same exact options that we had before down here. And now we can adjust them on the fly, so we can see the actual live changes that we're making to these settings down here. If for some reason you don't see this menu down here, it's probably because it's collapsed. So just hit this little tiny triangle icon here. And that will open these settings up so that you can actually see them. Let's go through some of the most useful settings down here, so we can see how it affects the Unwrap over here on the left side. One of the most important settings here is actually the angle limit, which is what we had set before to 30 and then we changed it to 66 by adjusting this angle limit. We can see over here on the left side that we're telling blender to either prioritize making as few pieces as possible or to remove as much distortion as possible. The default value of 66 works pretty well in most cases. However, you might find you get a better result if you shift the number back and forth. In general, the higher the number, the more pieces you'll have. But the less distorted these pieces will be, the lower numbers will result in less overall pieces. But they will have a little bit more distortion. What I mean by distortion is that these pieces won't exactly reflect the exact proportions of your model. You might find that one of your windows is a little wider than it should be, or it's a little taller than it should be, or a wall is a little more squished. That's distortion. These lower numbers will have more pieces connected together in line. But they'll be a little bit more wonky in terms of whether or not they're too wide or too tall. Again, if we use a higher number, we'll have less distortion overall, but we're going to have more pieces. These limits here are only general guidelines. You might find that the higher number ends up having more distortion and the lower has less. It really just depends on your model. In general, you want to avoid as much distortion as possible because a distorted UV over here. So one of these faces, if they get distorted, then it'll make your texture look stretched out as well. Because wherever these faces are laying, if they're really stretched out, it's going to display a stretched out texture over here on the actual model for this model in particular, I've found that a value of 63 seems to work out the best. It has a good balance between being a few parts but not distorting them too much. Another useful setting is the island margin setting down here. By increasing this number, we tell blender to add just a little bit of space between these pieces made by the angle limit setting above. This just makes it a little bit easier to visualize exactly how many pieces there are when it's done cutting them up. If we go down here and set our island margin 2.1 we can see we only have three pieces here, which is great. Lastly, we have the area weight slider. This setting will attempt to weight the distortion in favor of larger faces. If we increase this value here, it will make the largest faces as perfect and distortion free as possible. At the expense of making the smaller faces, like the windows, possibly even more distorted. To accommodate this change, I usually prefer to have this setting set to zero, as I'd rather have uniformly distorted faces all over just a little bit, rather than a few perfect ones, a bunch of really stretched out and weird ones at the bottom here, we also have two check boxes that we can turn on and off. This correct aspect check box that we have automatically checked on by default at the bottom here will automatically stretch or squash our faces to match the aspect ratio of our image. This is really useful if you're working with a rectangular texture. However, it doesn't really do anything. If your texture is square like ours, we can leave this on as it really isn't hurting anything. But if we turn this off, we also won't notice any change either because it's not actually doing anything for us. You can leave it on or turn it off. It really doesn't matter for this texture. The last check box here is scale to bounce. If we turn this on by checking it, it will scale all of our pieces up to meet the edges of the texture image. We can see here that we've lost the little gaps that we had on the side, and now these pieces reach all the way to the edge. If our pieces were arranged into a perfect square already, then this simply would just scale them up to meet the edges. However, our pieces are arranged in more of a rectangular shape, Meaning that if we turn this off again, we'll notice that we have a larger gap here on the right side than we do on either the top, the left or the bottom. By checking this box on, it's actually scaling these faces up and down a little bit. But it's scaling them left and right much more. So we can see an example of that. If we turn this back on, we'll see that it scales it up just a little bit here on the left and right, but it's scaling it a lot more in this direction. This causes some of our faces to get distorted from their original shape. And it isn't really all that useful to us. So for now, we're going to leave this one off as it doesn't really help and it only hurts our texture. Okay, so now that we have our initial unwrapping done, we're ready to arrange our pieces together so that our texture flows seamlessly across the walls. We'll be doing the bulk of our work over here on the left port, which contains this UV editor. Due to our faces being broken up into just three pieces, we should have a pretty easy time connecting them back together. There is one setting that we want to toggle on before we get started though. We can find that up here on the left side, and it's these two diagonally facing arrows. We're going to click this on as it's not on. By default this button here is called UV sync selection. If we zoom out on this UV editor, we can see all the faces down here at the bottom. However, before when this was turned off, we can't see these faces because they're not currently selected. Which means that if we select somewhere off this model on the right side, and we have these faces no longer selected. We haven't deleted them, we just can't see them because they're not selected. So if we selected one of these faces, we'll see it over here. It's still in the same spot. However, if we turn this setting on, which again is not on by default until we turn this on now, now we can see every single face whether or not it's selected. I find it much easier to work. Faces in the UV in general, when I can see everything, regardless of whether I have it selected or not, pretty much most cases I'll be turning this selection on whenever I'm doing UV selections. Don't worry about all these other faces below our newly unwrapped ones up here. These are the other faces on this exact same model that I've already given a basic unwrap for. Some of the plain stone material that you see along the edges of the wall as well as behind it. We won't be working with these faces down here, and we only have to worry about the front facing ones that we have up in this box at the top. Now let's begin finding all these edges that need to be connected. I find it's best to get all of your pieces rotated in the same direction before you begin. The little puzzle that we need to figure out is as easy as possible. We can see here that we have two of these windows that are upside down. And we can tell because the rounded edge here is on the bottom, but on our model here, it's actually at the top. And then this window over here is rotated sideways. Let's get them all facing perfectly up and down. And then we'll arrange them left to right as well. To begin with, we're just going to click off of any faces here on the left side. Just click into any of these empty areas. Now, hover over any one of these chunks of pieces. Currently, we have like three chunks. I'm going to hover over this left one and then hit L on my keyboard for select Linked. We can see here that it's selected all these faces that are linked together, which in this case is this entire chunk. Now that I have it selected, I can hit R to begin rotating it. So I'll just hit R now, I can hold down control as I move this. And it'll snap it into five degree increments. I'm going to rotate it exactly 90. And I can see at the very top left corner it says rotation 90. And then once I get it to 90, I can just click to place it. Once I have it rotated, I'm just going to zoom out. Hit G to grab it, which will move it. And I'm going to move it off to the side just to get it out of the way. Now let's do the same process over here. I'm going to hover over any one of these by clicking off first to make sure I have nothing selected. Hover over any one of these pieces. Hit L, then hit R, hold down control, and then rotate, in this case 180 degrees because it was upside down. Then once it's fully rotated, just hit, move it off to the side. And then one last piece, click off, hover over it, hit L, hit R to begin rotating. And then hold down control so that it snaps and rotate it exactly 180 degrees. Now that we have them all rotated in the correct way, we need to line them all up to look like one complete wall rather than three separate pieces. The easiest way to figure out which of these edges should be connected together is by going into our edge mode. So we can hit two on our number row at the top. Or we can select the edge mode from up here on the top left. Now we can click off of any one of these pieces here, so we have nothing selected. Let's zoom into this little piece here. And we're going to select just this outer edge. We'll just click on this edge here. Now we'll notice that it's selected this edge, but it's also selected this edge. This is because these are actually the same exact edge on the three D model. We can see that reflected here by this white selected edge, they've just been visually separated on the UV editor. We know that because these edges are actually the exact same edge that they must be connected together. Now that we know this, we can hit three to go back into our face mode. Or we can click this button. Now we're going to drag Select over this whole piece here. Or you could just hover over it and hit L. Either one works. Now we're going to begin the job of actually moving these together. We're just going to hit G to begin grabbing this and moving it. And first we're just going to get it as close as we can to the other. Our goal here is to line them up so that these little black dots, the vertices, lay on top of each other as if they were already connected. Once you get them pretty close, now you can zoom into any one of these vertices that are on this border between the two. So I'm just going to choose this one. Zoom in as close as I can. We can see here, I didn't get it quite perfect. As I zoom in, now I can hit G to begin moving this piece again and again. We're going to place them as close as we can, and then zoom in again as close as we're able to. And then finally hit G again to move them so that they're as close as possible. And right about there looks pretty good. Now we can see that this line here flows pretty seamlessly into the other. And if we zoom out, we should notice the same thing for the other areas right here. It's pretty close. Then the same thing at this top corner. They're also very close. Now that we've sat them next to each other, but not actually connected them, we're going to physically connect these edges using vertex mode. Let's hit one on our number row, or click this button up here at the top left. Now let's zoom out and we're going to go to the very top intersection here, which is right here. First we'll just click off the model, so we have nothing selected. Then we're going to drag select over these vertices here. It only looks like one right now, but it's actually two vertices with both of these vertices selected. Now we can hit M merge, and then we're going to choose by distance. This is important here. We'll choose by distance. The reason that this is important by choosing by distance specifically is if you choose one of the other modes, it will also merge one of the other matching vertices from the other side of the wall. As I mentioned before, these lines here, these two edges are not actually two different edges. They're the exact same edge. That's true of this vertice as well. This vertice is not two vertices laying on top of each other. It's the same vertice being visually separated. In this case, it's actually going to see the vertice at the top of the wall as well. If we zoom out, we see that we not only have this vertice selected, but we also have this vertice over here selected just by. Example here. Now you don't have to fall along because this will mess it up. Hit M and then choose any one of these other ones. If I choose at center, it's actually going to stretch these out. And it's going to merge all three of these together if I hit control Z instead to undo that. And now I hit M and then choose by distance. Now we'll only merge together, vertices that are close enough to be merged. And the closeness value that we're determining is down here. If they're not within this distance of each other, they will not be merged because these are so close and this one's so far away. If we use a small enough number here and we'll only merge these two, this default value of 0.02 in this case, because we line them up so closely to begin with, works pretty fine. Now these are merged together into one single vertice. If for some reason it looks like your vertices aren't actually merging together and they still appear to be two different vertices, you can just increase this value slightly until they start snapping together with this top vertice. Done, let's zoom out now we can just drag select over both of these bottom ones. In this case, these are pretty easy to select together. We don't need to do them individually. Now with both of them selected, we're just going to do the exact same thing. Hit M to bring up the Merge menu, then just choose by distance. As soon as we do that, these vertices that were broken up heart into two pieces are now merged back into one. Now all that's left to do is attach this last piece here to this grouping as well. At this point, it's pretty obvious to tell where this last piece connects. However, just for the sake of thoroughness, let's switch back to our edge mode by hitting either two or choosing this icon. And then we can select this edge here just to make sure that this edge and this edge both light up. In this case, they do, which means we know that this edge is identical to this edge, which means they should be connected. So we're going to switch back to our face mode. And this is actually an important step here, switching to face mode and then selecting these before we move. It is important because if we tried to move this in either edge or vertice mode, we'll see like before, it's selecting all of these edges or vertices down here as well. If I hit G, moving this, it's going to move every connected vertice or edge along with it. Now in this case, we don't want to do that because we don't want to stretch anything out. Control z and then switch back to my face mode before moving. We can see it's only illuminating. It's only selecting these faces. That's because this face is its own thing. It's not connected to anything else. Because the face is not shared. The edges along the edges of it or the vertices in the corner are shared among other pieces. But the face themselves are unique to this selection. Now let's quickly zoom in Hit and then start moving this over again. We're just going to visually line this up as close as we can get it. I'm going to zoom into this corner here. Keep hitting and then clicking to place. And then just continue zooming in to your as close as possible. Move it to roughly where it should be. It doesn't need to be perfect as we'll be merging them anyway. And then click to place it at its last placement. Lastly, we can switch to our vertex mode and then drag Select over these top two vertices. And then we'll begin quickly merging them. We can just hit M and then choose by distance. Again, this value here is working fine, so I won't need to change it. As soon as I do that, they're already merged. I can zoom out, find these last two vertices here. We can tell that they're correct ones to merge because they're directly below this edge here. We're just going to drag select over these, Hit M and then choose by distance again. Let's hit three to go back to our face mode. Now we can zoom out and we can see here and that we have one fully connected wall segment. Now in face mode, we can just click and drag over top of this entire area here. Which will select all the faces for the inside of our wall. And then we're going to move them back over here so we can get a better visual as to where these things will land, what G to move it over here. And we can see as we move this around, it's moving the texture on this wall with it. And now we have the choice as to how large to make this UV over here, which will affect the size of our bricks on the wall itself. If we hit S to scale, the larger we make this piece over here on the left side, the UV, the smaller it will make the texture on the right side. And that's because the larger we make this wall on the left, the more bricks can be shown vertically and horizontally. Scale our wall up here. You don't need to follow along exactly with how large I'm making. Mine just get it roughly close or whatever you think looks good for your wall. I'll continue to scale mine up about here. In this case, it's almost as wide as the windows. This color block here that we're seeing, the actual texture, it's about as wide as the windows are, a little bit shorter. We can see here how that's changed the look of the material on this side. We can see a lot more bricks now on our wall. And then the last thing I'm looking for is where exactly to place this wall. I want to actually be looking over here on the right side as I'm placing it on the left side. Because this is really what I care about. I don't necessarily care about where it is over here, only about what it looks like on the model. The area in particular that I'm concerned about is this area right here that we were looking at before. This big green bottle casts a lot of really cool green light on the wall. And I'd like to have a few bricks there to catch the light over here on the left side. With these faces still selected, I'm going to hit G, to start grabbing it and moving it. And I'm going to move it down until I get some interesting bricks here on the bottom right. Somewhere about in this range. I can see I have a lot of interesting bricks here. And I'm also getting light shadows as well as reflections because of that. If you feel like you're not seeing quite enough bricks here, you can also scale this up again after you've moved it. It is an entirely editable process. If you're not happy with what you see, just make some changes. Maybe I'll scale mine up just a little bit more, then hit a 15. Compositing Effects and Your Materials: In this lesson, we'll discuss how compositing can help accentuate our materials. Let's begin. The first step to viewing our final render is to actually render it. Let's head over to the rendering workspace. Now we can find the rendering workspace here at the very top. We'll just click the word rendering, and then I'll switch us through this tab. Now we just need to render our image. This will take a few minutes, depending on how powerful your computer is. For now, we can either hit 12 on our keyboard or we can go up here, it says Render. And then choose Render Image. So I'll do that now. Let your image complete the full render process before continuing this lesson. If you'd like to follow along, if you're comfortable just watching what I do, you can continue to watch the lesson as your own image renders. We can see the progress for the render down here at the bottom. I'll see you in just a moment when my image has finished rendering. Okay, so my render is finished and it looks great. It took my computer about 4 minutes to complete the image, so hopefully your computer wasn't too much slower than that. Now that the image is fully rendered, you can see there are some additional effects applied to our image to give it a bit more of a magical look. Let's head over to the compositing workspace to see what these effects are actually doing for the image. We can find the compositing workspace here at the top, next to the rendering tab. Now that we're in our compositing workspace, you'll see a node editor here on the left side and our render here on the right. If for some reason you don't see your render here on the right side, go up here to the top and then turn on this backdrop button and then turn it off again to make your render appear. The default method of compositing and blender has you working with your nodes directly on top of your image by using this backdrop. I don't find that to be that pleasing to work with. I find it a bit distracting. So I opt for this custom layout that I learned from the fantastic content creator, Blender guru. So for now, we can go over here and then turn off this backdrop button and we'll be using this custom layout that I created. If you're interested in how this custom layout is created, I explain it in many of my other classes. This node editor that we see here on the left side works very similar to the shader editor that we've been using in the past. In the case of compositing, we're combining different nodes to add additional effects on top of our final render for our wizard study render over here, we're currently adding a glow effect around the lights and we're also adding a subtle distortion around the edges of the image. Let's go through these effects now to see how they work. The first step is to see what our image looks like without these additional effects applied to it. To do this, we'll be dragging from this image socket here on the left side. I'm going to zoom in a little bit. So we'll drag from this image socket here, we're going to drag it all the way over here. And we're going to plug it into this little dot here that I have that branches out. Just plug it in here and that will bypass these two nodes. It might look like this line is still connected here, but it's actually passing behind these nodes. So we'll notice that if I move these down, it's not actually connected to them, it's going right past them. This small yellow dot here that we can see that branches this line is called a reroute node. And it just allows us to simplify our node system a bit by extending wires from one common point. We also saw the node rerangular add on. Create these reroute nodes when adding in our text images. If you'd like to create a reroute node of your own, you can hold down shift and then right click and drag across any of these lines right at that intersection here. It will apply. A new node allows you to drag it out and branch it from that point. This is an unnecessary node here for now. I'm going to hit control Z to undo that change. Okay, so now that we've bypassed all these additional nodes and plugged it directly into this view node over here, we can not see what our render actually looks like without these compositing effects. The image still looks pretty great, but it is missing important things like the glow around bright objects, and it's missing the distortion effect that we saw along the edges that gives it a dreamy and magical look. These effects aren't absolutely necessary, but they really accentuate the magical feeling that we're going after with these materials. A torch without a glow around it is still a torch. But a torch with a glow around it is a much cooler looking. Let's start with the glow effect now. The glow around the brightest parts of our image is caused by this node over here called glare. This glowing effect is also known as bloom in the EV render engine as well as other software. Let's start by connecting this glare node back into our system. We're going to drag from the image socket here, one glare, and then we're going to drag it over here and plug it into this reroute node. And we can see right away after doing that, now we have all of that glow back in our image. For now, we are still bypassing this lens distortion node. We'll talk about that one next of our two compositing effects in this image. The glare node is by far the most impactful and important to the look of our render. If we zoom in over here to the right side, we can see all these different locations where this glow is. The more important locations that the glow is being applied is actually these candle flames here. If I again, just as an example, you don't have to follow along with this. But if I bypass this glare again and then drag it back so it's just the base image, you can see the rest of the image isn't too bad looking. But these candles here look really flat and unrealistic. But if I drag this glare back in, we can see that the candle flames are much improved by this glow around them. It actually makes them look like they're glowing and they're hot fire. There's also just areas that look a little bit more magical and interesting with this glow, such as this glowing pink crystal inside the skull or the end of the swand, or over here around this glowing green liquid. We can pretty clearly see by this example of the candle, as well as these other objects, that compositing effects can completely change how your materials are perceived and how realistic they look. Let's explore this glare node quickly so you know how to make it work for your own personal projects. We can find that node over here on the left side. We'll zoom in here so we can get a better look. So the first thing we have here is a dropdown for the glare type. We currently have our set to the fog glow mode. This is the most commonly used mode. However, it's not actually the default. If we click this dropdown mode here, we can see all the different types we have. And the default mode is actually streaks. If you want to see what that looks like, we can switch it back to streaks. And then we'll notice over here that we no longer have this soft, foggy, glow around our lights, and instead, we have these starbursts around them. Now in this case, it's mimicking more lens flares than it is a bloom or glow effect. And this could be useful for some renders. In our case, it's a little bit overpowering and it's not quite what we're looking for. But we have all these different settings here that we could change if we wanted to. The main one here would be the number of streaks. This will change the amount of points on these stars. Can also change the angle of these stars here using the angle offset. But for now, let's go check out the other options. So we have simple star here, which is pretty similar to streaks. You can see it's just a slightly less complicated version of streaks, but it looks visually pretty similar. And then the last one is ghosts. Now, this one is probably the least useful of them in my opinion, but it adds this ghostly, sort of kind of an explosion looking effect here. And it all radiates out here from the middle. So this could be used for particularly stylized renders, but in general, I don't use this one all that often. For now, let's switch it back to the fog glow, which is, again, I think, probably the more useful of the different options here. Then let's zoom in down here so we can see our table again. Next up we have here is the quality dropdown, and by default it's set to medium. In most cases, you can just leave this set to medium by setting this to high. So if you switch it here, you make the placement of your glow a bit more accurate based on the actual bright pixels in the image. In most cases, your glow is so soft and generalized that this accuracy really isn't that needed. So in general, you can usually just leave this on the default, which is medium. We can see over here, it does change the look of our glow a little bit. It's a little bit tighter when we switch it to high. But again, I think medium looks fine, so I'm going to leave mine on medium. The next setting we have here is the mix slider. This setting simply changes how the glowing effect is mixed into your image. It's primarily a testing setting, as 99% of the time you're going to be leaving this at zero. However, if you move this towards one, it'll start overlaying your glow on top of black instead of mixing it with your image. This is somewhat useful if you wanted to see where your actual glow is being applied. So if you're not sure that something actually is getting glow and you want to make sure it is, you can set your mix to one and then see if the area that you're looking at actually is receiving any glow. But for now, I'm going to set this back down to zero. That is the default and it's also the setting that actually mixes it with your image. Our next setting here is Threshold, although it's getting cut off for some reason. If I make this a little bit wider here you can see the full word threshold. This slider changes what blenders considers bright enough to receive the glow effect. If we lower this number, here we make blender start applying this glow effect to dimmer objects. Dimmer pixels will still receive glow. So if you make this really low, then we can start seeing that a lot of our images getting glow, even the parts that aren't particularly bright and don't really need the glowing effect. However, if you raise this above one, then it starts reducing the amount of areas that are going to gain glow. So the higher you make this, the less of your image is going to receive glow, so only the absolute brightest parts will receive it. So if you find that your image has way too much glow on it, you might need to increase your threshold for now, Let's set our image back to one for the threshold as that looks fine for our image overall. Lastly, we have here the size slider. This is a pretty self explanatory setting as it increases or decreases the size of your glow effect. The one weird thing though is that this is a 66 is the minimum to nine slider, so it's not a one to ten or anything like that. It goes from the lowest being six, all the way up to the highest being nine. And we can see as we increase our number, the glow is a lot larger. It takes up more of the image. It goes further out, and as we lower it, it's a little bit closer and it stays tighter to the object. So we're going to set ours to seven. As I think just having the glow go out a little bit further than the lowest value looks fine, but we don't need it to be the highest value either. Now that we know a little bit more about this glare node, let's zoom out here, and then we're going to connect in this lens distortion node next. This lens distortion node is a lot more subtle than the glare node, but I think it adds a nice magic looking effect to the image overall. Before we connect this lens distortion node, however, let's zoom out on our image and find a spot on our image that will actually notice the effect the most. In general, this lens distortion effect that we're going to be using is the most noticeable on the outside of your image, the furthest outside bounds of your image. In our case, this corner here would be a good place to look. This top right corner of the room. Now let's hook this back up. So we'll click from this image socket here. And then we'll plug it into this re route so that we can connect all the nodes back together. Now we'll notice over here that we're getting this rainbow e blur on the edges of our objects. This is a relatively subtle effect that we're getting here along the edges, but it's still interesting. Let's discuss this lens distortion node a little bit more so we know how it works. First, let's zoom in here so we can see the whole thing. We'll start with these sliders at the bottom, as they're actually the most useful settings on this node. First up, we have the distortion slider here, which is currently set to zero. This slider will create a fish eye effect on your renders. We zoom out here so we can see the full image, and then we start adjusting the slider. We'll notice that as we increase it, we start making the image form into this spherical shape. If we make the number positive, it'll make it into this ball shape here. Where the center is pushing towards us and the corners are being pushed back. However, if we make it negative, it'll do the opposite. Where the corners will be brought forward and then the center will be pushed back. This effect is useful for stylized images or when you're trying to mimic a specific lens effect in your render. In general, you'll be using really small values in this slider to keep the effect manageable as it's really, really strong. You can see here, even at negative 0.2 the effect is pretty noticeable here. It's pushing these corners almost outside the bounds of the image. For now, let's set this back to zero, as we won't be using that for this render. Next up we have dispersion slider, which is by far the most useful effect on this node. And we can see here at the bottom, if I make it a little bit wider here, we can see the fullward dispersion. And this slider here is what's responsible for this rainbow blur that we're getting along the edge. The higher we make this value, the more pronounced this blur, this rainbow effect along the edges is. You can see here if I turn it all the way up to one, we're also getting this spherical effect that we had before, but we're getting a really pronounced rainbow E explosion looking effect here along the edges. If you're trying to go for a really stylized look, this could be a pretty cool effect for your image. However, in most cases we're going to be using a lot lower values. We'll also notice that the very center of our image here is pretty much unaffected, so the bottom of this really doesn't look that different. However we zoom out, the effect is primarily focused along the edges of our frame. For now, let's set this back to our original value. We're going to set it to 0.03 This is the look that will be going for our image. It's a really subtle effect, but it combines together with our depth of field to create this nice rainbow E and distorted look along the edges, which again, is being used to create a more magical look. The name for this rainbow effect here along the edges is actually chromatic aberration. And it's an effect that you can see on real cameras in real life. In our case, we're using it to create a stylized magic blur at the bounds of our image. But this can also be used to add some realism to more realistic renders. Because as I said, this is an effect that happens in real life along the edges of a frame from an actual camera. The last effects on this node are these three check boxes here at the top. In general, these boxes here at the top aren't super useful, but I'll go through them briefly. First up, we have the projector box here at the top. When we check this on this box limits these effects caused by this node to just the horizontal direction. However, in many cases, when you turn this on, it will basically just turn off the effects we can see here. We're not really getting any of this dispersion value anymore. In general, I don't really use this checkbox all that often. Next up we have the jitter effect here when we turn this on. So first, let's zoom in into our blur here. By turning this on, we make this dispersion effect much more grainy and noisy. This makes it render faster, but significantly degrades. The look of your render, gives it this grainy look. This might be useful if you want a low fidelity look, but in general, you can usually leave this oft as this effect isn't too difficult to render. So I'm going to turn this off for now. And then lastly, we have the fit box here. This check box will scale up your image so that any gaps caused around the outside of the image are removed by being scaled up. If we zoom out here and then turn this on and off, see that the scale of our image here is changing. And it's zooming it in just a little bit to avoid any of the clipping that we get on the edges from using either of these effects. Now if we turn this distortion value up to a really high number, we'll notice that this Fit checkbox really severely crops our image. If we turn this off, we'll notice that we're getting a lot more of our image, but we are actually getting these gaps here on the side where the image doesn't touch. By turning on fit, it zooms the image in so that everything has some pixels in it. But you can see here that it also zooms your image in so much that you really can't see the whole thing anymore. In general, if you're using smaller values for either of these values here at the bottom, you really don't need to use this fit check box. We can usually just leave this off before we finish this lesson. Now that we know about these two nodes, let's make sure that we save our final render. We can do this in the right viewport of this compositing workspace by going up here to where it says Image, and then choosing Save, or Save As. So if we choose Save As, then navigate to wherever you'd like to save your image. We can go down here and change the name of it. So we can call this Wizards Study Underscore 01. It's a good idea to number your renders that way, if you make a new version of this, you can just change the number at the end to say two in this case. And then you know that you have two different versions and you're not overwriting the original over here on the right side. This is where you also would change your file format for this still image. So by default it'll set it to PNG. However, if you wanted to say save it to a Jpeg, we could switch it to Jpeg. And then you can increase this quality slider up to 100. And then once you're done, you can go down here and then choose Save As. So that's one way that we can save our image. We can also go back to our rendering work space here at the top. And then we can save our image from here as well. So we could go to image and then save, or save as. However, one important note is this render will display the current state of your compositing effects at the time of the render. Meaning, if you made any adjustments to your compositing effects, such as adding, removing, or adjusting any of these nodes, these changes won't be reflected here. Just as a quick example here. If I went back to this render and then I changed the distortion all the way up to one and made it really distorted. If I go back to the rendering tab, we won't see that change here because that wasn't set to that setting, that high distortion when we rendered the image. This is only showing what was there at the time of the render. It has all of this glow down here as well as the dispersion over here on the corners. But it doesn't have that really strong distortion that we just changed over here. Compositing tab. So if you already had all of your settings set up and you were just doing a few different renders. Say you were moving the hat or you were changing the color of this rug. Then every time you render, you don't have to worry about going to the compositing tab each time If you haven't made any changes to this, as long as you've re rendered it, then you're fine to save the image from this tab. And again, you can just do that from image and then save, or save as whichever you'd prefer. But if you have made any changes to the compositing, you will have to save it from this compositing tab instead. For now I can go back here, is that my distortion back to zero. And then if I wanted to, just as an example, I could go here, file our image rather and then save as. And then I'll just name this as Wizard Study two. And then save it out as a J peg. Just as an example of changing the name. These compositing effects might seem like an optional step, and they are, but hopefully you can see how just a few simple nodes can make a huge difference in how your materials render as well as the overall look of your final image. In the next lesson, we'll learn how the color and brightness of our lighting can change the look of our materials. I'll see you there. 16. How Lighting Affects Your Materials: In this lesson, we'll learn how the color and brightness of our lighting can change the look of our materials. Let's begin. The lighting in your scene might seem like it's completely independent from your materials, but it actually has a really profound effect on the look of some materials. We're going to discuss this effect and go through some examples in this lesson so you can better appreciate how these two properties work together to create the final look for your image. There are a few things we need to do before we begin this discussion, however, let's start with that now. First, make sure that you're in the layout workspace. We can find that here at the top left. Now on your left viewport, we're going to switch this to the rendered viewport mode. Again, you might have to pan this over using the middle mouse buttons. You can see these buttons here. And then click the far right one for the rendered mode. Now before we go any further, let's go up to the top here. We're going to go to File, and then choose Save. So we're going to save this version of the file. Now that we've saved this version of the file, let's make a copy of it so that we can make changes to the lighting without fear of messing up our original. To do this, we're going to go up here to the top left click file, and then this time we're going to choose Save As. And then down here at the bottom center, you should notice that the file name is listed in red, which is a warning to you that this is the exact same name as the original file. If we don't change the name of this file when we hit Save As it's just going to save over the original. To change that, we're going to go down here to our file name. And yours might look a little different here. Yours probably won't have the word class demo in front of it, but mine does. All we need to do is type in the word lighting and then underscore. And then yours should say lighting. Underscore starter file, Isometric wizard's room, underscore 01. By saving this file with the new name, with the lighting word in front of it. That means that we can freely mess with this file without having to worry about adjusting the old file as well. So we're free to experiment, change some lightings, move things around, do whatever we'd like, and we won't mess up the original. Now with the word lighting down here, we can just go to save As and save this file with our new file. Copy made. Let's begin. First, we need to make sure that our lights are visible in the right viewport. Currently, they're hidden to clean up the view a little bit, but we'll need to see them so that we can adjust them and move them around more easily. To do this over here on the right viewport, click in your middle mouse button to pan this over. And then we're looking for this menu here, so it's these two little overlapping circles with this blue button. We're going to click this drop down menu next to it. And then down at the bottom here, we're going to see the word extras. And it's currently unchecked. Let's check this on now with these extras turned back on, which is actually the default, usually this is turned on, not off. We can see over here, all of our lights are back in our scene. One thing that's important to note is that these lights were already here. As you can see over here on the left side. These lights were affecting our scene, We just had them hidden in this right viewport. This was done mainly to clean up this view during the lessons, but now that we're working with the lighting, we need to actually see it. Another thing that you can do if you'd like to is in the same dropdown menu. We can click this button here that says light colors. So if we click this one, not we'll notice around each of these lights we have a colored dotted line that shows you the color of that actual light. So it's just an easy way that at a glance you can look at each of these lights and see which color they are. Now that we have our lights on, we can see right away that this scene has a lot of different light types, colors, and positions in order to achieve the look that we see here on the left side. The most impactful lights in this scene are the largest ones, as they cast the most light in the broadest areas. So those would be these large lights here on the top as well as each light here on the side. If you find that you're unable to select these lights by just clicking and dragging on top of them, it might be because you're still in edit mode from the unwrapping lesson. And we can tell that over here by clicking and dragging, we can see that currently I'm in edit mode. And I can also see all these tools here on the left side as a clue as well. So we can just hit Tab Texit, our edit mode. Now if I select a light, you can see it actually highlights it with that selection issue fixed. Let's start by selecting this large pink light here at the top. So it's this large one here. And when you select it, you should notice a very large orange circle. We can also select it over here on the outliner. But first we'll have to clear the word lesson. And then we can twirl open Cameron Lighting Collection here. And then we're going to choose light pink fill above. This light that we currently have selected is casting a soft pink light across the entire room and is responsible for much of this warm pink color scheme that we have. We can adjust the color and brightness of this light to really change the overall vibe of our space. To adjust these parameters, first we need to switch to this tab here on the right side, which is the object Data properties. And it's shown here with this green light bulb that we're in. This Object Properties tab, we can see all of the settings here for the light. We'll start by adjusting the color, as this will be a little bit more of a subtle change, but it's still quite impactful. So first all we need to do is just click on this color box here for this light. And then we're going to play around with this hue slider here at the top. And the hue is responsible for which color it is. So we can slide it back and forth here to see how it changes the look of our scene by changing the color of the light. So if we switch it from pink instead to green, we can see that it has a pretty profound effect. Now, all of that nice warm pink glow has been replaced by this kind of sickly looking green. The most obvious changes here is the flooring material, and it's gone from that nice, warm, pinky brown color that we had before to this desaturated and as I mentioned before, sickly looking color, which has a completely different feeling for the render. Now keep in mind that this obviously hasn't changed the floor material at all. It's simply casting a different color on it and mixes with the color of the material to produce a really different look. You can imagine this effect almost like wearing tinted sunglasses. With a green color, the world hasn't changed, but your perception of it has things that used to look red, will now mix with the green lens and look more brown and desaturated. We can use this effect to either increase the saturation of a color on a material or to desaturate it and make it look more muted in our image. You can also experience this effect in real life. If you buy a T shirt or a sweater in a store that has warm lighting on the inside. And then you take it outside into the sunlight. And now the colors appear different than when you bought it. Now that we've seen how the color affects the look of our scene, let's hit control Z to undo this change. So it goes back to this pink color. Now let's change the brightness of this light to see how that affects the scene. Instead, change the brightness of our light by going down here to where it says power. And let's increase this number much higher to make our light much brighter, we're going to set it to something like 700, so we're going to make it significantly brighter than it was. We'll notice that the scene overall has kept that pink hue because we didn't change the color. But all of our materials appear much brighter than they were before. That's thanks to the much brighter lighting. As they start to recede more lighting, they will obviously get a lot brighter. But you might also notice that they start to lose some of their saturation as well. By increasing our brightness across the entire scene, we've started to wash out the image. In simple terms, we've added so much illumination that we've removed the light and dark contrast from our image and washed out the entire room in one flat color. Particularly obvious with this light due to how large it is and how much of the scene that it affects. Lights with a smaller impact on the scene will cause a less pronounced washed out effect, but it will still happen in their small areas of influence. Let's hit control Z again to set the light back to its original brightness of around 55 watts. What does the effect of all this lighting mean to us as artists? We have to keep in mind that our choice of lighting color and brightness has a huge effect on the overall perception of our render. If we want to make our scene dark and moody, but we want a particular element to be more visible, such as the focal point of the image. We might need to artificially brighten the color of a material or make it more reflective than it should be, so that it can be still seen in the darkness. Alternatively, if we want a really bright and cheery image, but we want to avoid certain elements from becoming too bright and washed out. We might need to make some materials darker than they otherwise would need to be in order to avoid the whole image from losing contrast and becoming washed out. Lastly, as an example inside this exact scene, let's turn on the Material Preview mode in the right viewport. This viewpoint over here on the right side. Click and drag over here, so we can see these buttons. And I'm going to click Material Preview, So I can actually see a Material preview in this side. If we zoom in down here to the trader chest, you might have noticed that the wood on the treaser chest looks really green. This was an intentional choice and not because I wanted to make our treaser chest look green in the final render. My goal for the treaser chest was to use the exact same wood that we created for the apothecary cabinet above it. But then change the colors slightly so that they didn't look too similar. I noticed, however, that as I desaturated this wood to make it slightly darker and less saturated, that I really wasn't getting the effect that I was looking for. Overall, these woods still had a really warm pink look to them. Didn't look that different. That's when I realized that for the most part, all of the lighting illuminating this trader chest was either orange or pink. So if I just made the wood for this trager chest a gray brown color, it would still inherit all of this orange and pink lighting and look basically the same as it did before I changed the color. After realizing what was happening, I made the choice to shift the color of this wood specifically towards the green yellow color. In isolation. This makes for a pretty ugly green wood. But when mixed with all of this orange and pink lighting in my scene, it combined together into the perfect dark, desaturated brown color that I was after. I was able to get the perfect color for this wood and a scene dominated by predominantly warm lighting. Understanding how these colors mix together and how I can use this interaction to my advantage. Now that we have a copy of this file made, feel free to change the colors, brightnesses, and positions of all the lights in the scene. And see what interesting ways you can affect the look of the scene with just light changes. What would the scene look like if all the lights were blue? What about turning all the lights off? I'll leave you to explore these questions on your own. In the next lesson, we'll be discussing the class project. I'll see you there. 17. Class Project Ideas: In this lesson, we'll discuss the class project. Let's begin. We'll be going through a few different techniques in this lesson that will make your class project both easy and fun. First, let's talk about the most focused version of this class project. In the class resources section, I've provided a file called a class project underscore Material Studio underscore 01. This is a file that I've created for you that contains an unwrapped material preview object, simple studio lighting, and a preset render setting. The purpose of this file is to give you a standardized studio to create your own textures in. If you don't already have this file open, go ahead and open it. Now you can see after opening this file, that I've created a preview model with a simple unwrap and a placeholder checker material applied to it. If you don't see these checker materials go over here to the left side on the left port. And we're going to switch this to the rendered preview mode up here at the top. The shape of this object provides your materials with various types of surfaces to be viewed on. You have round areas, flat areas, concave areas, and convex areas. This placeholder checker material also displays the correct wrap for this object, as all of the squares are roughly the same size. Lastly, the lighting is a neutral three point lighting system that provides some nice shadows and illumination on this preview object. I've also set up all the render settings for you, so you shouldn't need to tinker with them to get a good looking image. For the class project, I'd like you to use this file to create your own material from scratch. The most successful projects would include a reference image of the material you are attempting to recreate as well as your three D render showing your version of the material. This isn't entirely necessary, especially if you're making a unique procedural material that you're coming up with on your own. However, it is a good exercise in showing how close you've matched your original idea. If you don't have a good reference image to match two, simply describe what you are trying to create in your project description. As an example of this, I've created this orange mosaic tile material utilizing images from ambient Cg.com We'll discuss this website in just a moment. Using these textures, I've matched this reference image as close as possible. If you decide you'd like to match a reference but change something like the color or the reflectivity, let me know in your project description so that I know what your goals were. If you'd like to utilize this preview object for your class project, simply select the model here on the right viewport and then go down here to your Material Properties tab. Now that we're in the Material Property tab, you can go over here to the list on the top right. Make sure you have the checker Material selected. And then click this minus button here to remove the material. Now we can head over here to our Shading workspace. And then click this new button down here at the bottom to create a brand new material with your new material created. Don't forget to give it a name. So in my case, I could call this tiles. And then I would want to switch this top viewport to the rendered mode so that I can see all the lighting as well as the material once I start it. At this point, it's up to you to create your brand new material, utilizing all the skills we learned in class. If you'd like to create a material utilizing realistic image textures like my mosaic tile example or the wood floor from the Wizards study, you can find completely free and high quality images at ambient Cg.com This website is a fantastic resource of high resolution and completely free to use images. You'll be provided with all the images you need for your material, such as the color, roughness and normal maps. These images are also seamless, meaning that they can repeat infinitely in all directions without showing obvious brakes in the image. As far as free resources go, it's hard to beat the quality and value of ambient CG. As a quick example of how to use this website, we can go here to the home page first by going to ambient G.com And then we can go down here to explore all 2,260 assets which is currently being updated every day. So we'll click this. This will lead us to a list of all the materials. And then at the top here, we can either search a specific term like bricks or tiles, or concrete, or we can use some of these pre made terms here at the top, you can just choose one from the list. So in this case I'll go over here to the right side. I'll choose this brick. Now that I'm on this brick page, I can go down here to see a tiling preview to see how this image tiles repeated over and over again. So we can see here it repeats pretty well. I can switch back to the thumbnail by clicking this button here to see a rendered preview. And then at the top right here, these are all the different downloads. If I hover over any one of these download buttons, we can see here, it'll show you what is inside each one of these zip folders. So we can see all the different file types. And in this case, we can see that it includes the color image, a few different normal maps, the roughness which are the main ones that you'd be using. As far as resolution or file type, that's entirely up to you. Typically, I would download something either in the two K or four K range. This is the pixel size for your render. The two K is probably fine. So if we just click two K J peg, this will download the zip file after you have that zip file downloaded and extracted to open up the zip folder. We can see here all the different maps that it comes with. So we have the color, we have a displacement, we have two different types of normals, the roughness as well as any immune inclusion in the case of blender. When using the normal maps, you specifically want to use the normal GL Normal Map. This website provides both formats of normal Map, both DX and GL. In our case, we want to be using normal GL for blender. When using these files for your class project. I'd recommend that you unzip this file, then go through here and select all the files that you want to actually use for your texture. So in this case, if I just wanted to use the color, the roughness and then this normal GL, I would copy these using control C and then paste those into a new folder. That way I know I have just the files that I need and then I can remove all these other ones while utilizing the provided material. Studio file is the most focused and smallest scope for your class project. That's not your only option. Another way you can participate in the class project is to customize the wizard's study file. These customizations could include things like adjusting the currently applied materials by changing their color or other properties like the reflectivity. You could also remove the existing material and create a brand new one of your own design. For example, you could change the floor from wooden planks to stone tiles, utilizing a free texture from ambient Cg.com You could also adjust the layout of the room by moving, adding, or removing objects. Maybe for your wizard study, you want to remove the Beanstalk and instead have a large crystal skull floating over top of the broken planks. Or you could scale up the little wizard frog and have them working on a special potion at the alchemy table. The choice is entirely yours. Don't be afraid to create brand new objects for your room. If you're feeling ambitious, maybe you have an even cooler idea for what could be emerging from the hole in the floor. I'd love to see how you customize this room for your own purposes. The final way to complete the class project would be to design a room entirely unique to you. This is by far the most ambitious and involved option. But it can be really rewarding to create something from scratch on your own. If you'd like to use some of the models in this scene, feel free to use the appended feature we learned at the beginning of this class to bring these objects into your own scene as an example of this final option. As an example of this final option, I created a fantasy throne room featuring a fallen king returning to his castle. The scene features brand new materials such as the Ghostly king, but it also features some old favorites like the gold medal on the pillars. For the final portion of this lesson, I'd like to show you a few useful features to help you create your own class project. First off, I'd recommend you create a copy of any file you plan to use as a base. This includes things like the Material Studio file or the Wizards study file from class. To do this, simply open the file that you'd like to make a new version of. Then go to file, save As, and then give the file a new name. You can either just change the number at the end of the file name or add a word to the beginning of it to make it a new name. In my case, maybe I would name this my class project underscore. And then this I would know is my class project version of the file and not the original. And then I could just do save as with your new file, copy made, you're ready to begin your own class project. Now let's go over a few tips and tricks to help you in making your own class project. Plan on following along with these tips as I show you them to get practice, you might want to make a test version of this file as I'll be more focused on showing you how to use these tools rather than making changes that will necessarily improve the render. We could just go up here, do file save as, and then I'll just replace the my class project version of it with the word test. Then once I'm done showing you these tests, you can just delete this file if you'd like. The first tip is how do we duplicate an object in our scene? For example, let's say we wanted to make a second version of this treasure chest here. To make a duplicate of any object, simply select the object you'd like to make the duplicate of. And then hit Shift and D at the same time when your keyboard. We can see here as I move my mouse that I now have a second version of this. I can just left click to place the new duplicated version. However, if I control Z, this to undo that change with this object selected, I hit Shift in D, and then instead of the left clicking, I right click. I will still make a duplicate of this object. However, I've created it directly on top of the old one. If I wanted to move this object now I would have to move it so that it's not sitting directly on top of the original. If I wanted to stack them, I could do it that way as well. Then lastly, I'll control Z to undo this change again, I can instead hit Shift and D to start making a duplicate. And then hit an axis key to make sure I only duplicate it in one specific direction, X. In this case, I will duplicate it only on the X axis. That means it won't move up, or down, or left and right. It can only move forward and backwards. This is useful when making a duplicate that you want to make sure stays on a floor or on a table top here as well. Because by default, if I just hit Shift and D and then start dragging it around, we can see that it goes up and down in the scene because it's only moving it based on the screen space. If I move it back here, it's actually floating now. And that's because I didn't bind it to either of the axes as I was duplicating it. Rather than control Z in here, if I wanted to delete some objects in the scene, if I just wanted to delete these two objects here, I can either select both of them and then hit Delete. Or I can hit X to remove the I get delete those. And then say maybe for your class project, you know you don't want a stool in your class project. You can just select the stool and then hit delete to remove it. Now that we know how to duplicate objects, how do we duplicate materials? First off, why would you want to duplicate a material? The main reason to do this would be to save yourself some time in the process of making a new version of a material. This is specifically useful when you want to keep the original material on the scene, but you also want a new version of it as well. For this example, let's use the spilled green liquid here on the table. So first we're going to switch to our shading work space. We'll convert the top viewport into the rendered view mode. Now let's zoom into the table down here. Then we're going to select on this object here, which is this green spilled liquid. Down in our shader editor down here, we have a few different options. We just drag these up so it's a little bit easier to see them altogether. If I wanted to change the color of just this spilled liquid. I can't just select this color here on the ammine eclusion, which is what's controlling the green. And then change the color because it'll change the color of all the liquid in the scene. Let's control Z to undo that change. Now if I want to change just this spill and leave everything else green, I need to make a duplicate first. To make this duplicate, all we need to do is make sure we have the correct model selected Mer in the correct material. In this case Alchemy Liquid Green.001 And then we can click this button here, which looks like two pages of paper laying on top of each other. This is the New Material button. When we click this, we'll notice that the name changes. It's now 002 instead of 001, meaning that this is a new duplicate of that material that's been applied to this object. This duplicated material will only be applied to the selected object. In this case, only the liquid spill has this new material on it and every other green liquid is still the original 001. Now that we have this duplicated material created, we're free to change this liquid color without affecting any of the other alchemy objects. In this case, if I wanted to change it from green to instead pink, I can do that and it won't affect anything else in the scene. This duplication method that we just used to create this pink spill is exactly how I created these two potions over here in the cabinet and made them both orange and purple instead of the green. This is the exact same material. It started out, at least as the green material. But I made duplicates of each of these to convert them into an orange, and then this purply pink potion in the cabinet, just to give some variety in the scene. Lastly, let's learn how we can use an existing material on the scene and apply it to a different object. For this example, let's zoom out here and go down to the bottom left. And then we're going to select this wooden staff here. So make sure you select the actual staff here at the bottom. And let's say in this case, we want to change the staff from wood, which it is, now to instead gold like we have on the rest of the scene with our staff selected. We can see here that it's displaying the incorrect material. It's actually showing us this crystal material here at the top. So first let's switch it to wood staff here which is slot and one. So we're going to switch it to this. And now we can see this material which is the wood staff. And then to replace this wooden material with the gold from the rest of our scene, we can go over here to this little tiny dropdown next to the name for the material. And then we have a search bar here. Or we can just scroll through this list to find any other material in the scene. However, for this case, let's type in the word gold, G, O, LD. And then we can choose any of these different golds that we have. Let's just choose gold metal for this example. Now we can see that instead of having a wooden staff, we instead replaced it with this gold material that we made at the very beginning of this class. One important thing to remember, however, is that this is the exact same material as the other gold in the scene. If we change anything about this gold material, it's also going to change the other gold as well. If we change this color base color here to something different, we changed it to blue, we'll see that this staff has turned blue. But also all the gold over here on this table has also turned blue. And that's because it's the exact same material. If we control Z, this change to undo that, instead of changing this gold material right away, first we would need to make a duplicate. So we could click this little duplication button here to make a duplicated metal. We can see here it has 001 at the end. And now if we change this to blue for some reason, we can see that this stuff hasn't changed. However, the staff is now blue with this last tip explained. I hope your imagination is already running wild with all of the possibilities for your own class project. I'm always amazed by the creativity and talent of students when they post their class project. I can't wait to see what you make. In the next lesson, we'll end the class with some conclusions and farewells. I'll see you there. 18. Conclusion: You've made it to the end of the class. Congratulations. I want to thank you all so much for taking my class. It really means a lot to me. I hope you've found the experience valuable in learning the basics of material creation and blender. Hopefully, the knowledge you've gained throughout the class leads you to exploring your own unique materials and projects. If you like this class, let other students know. By leaving your review, your feedback really helps me understand what you found most valuable in class. You can leave a review easily by going to the Reviews tab just below this video, and clicking the Leave of Review button. I appreciate the support. After leaving your review, you might want to follow me here on Skill Share as well. You can follow me at any time by clicking the Follow A button above this video, or by going to my teacher profile and clicking the Follow A button there. Following me is the best way to get notified when I release a new class or make important announcements. Don't forget to check out my teacher profile for more classes. Just like this, you might find something else that interests you. Lastly, I want to thank you all, again, so much for taking my class and supporting me by participating in the class project. I can't wait to see what you all come up with. Farewell for now and I hope to see you in another class soon.