Transcripts
1. Introduction: One of the most eye opening
moments for me is when I add that first light
into the scene and really start to see the
different surfaces, see the qualities, see what's
happening with that model. It's a really fascinating
feeling that I just love doing and it's
a great way to add emotion and mood to
render everyone. I'm Derek Elliott and I am super passionate about Three
D Blender in particular. I've been using it for a
very long time to create product animations, investment
seeking presentations. And I also am so
passionate about it that I like to
teach it to people. If you're interested
in ever getting freelance work or getting your work featured on a forum
like art station or hands, then having really
good lighting and really good materials
are going to be a key path to getting you there. Materials can also
be particularly intimidating where
maybe you've seen a hyper realistic material and you might think someone
spent hours creating it. When realistically, they just
added a few image textures. We're going to cover a
lot of topics today. In particular, just
to name a few. We're going to learn
about HDRI lighting. We're going to learn
how to rotate HDRI. We're going to learn
about area lights, controlling the spread
of those lights. We're going to play with
the color of lights. We're also going to
play with materials. We're going to learn about
making metal materials. We're also going to learn
about transmissive, how you can make glass objects. We're also going to learn
about subsurface scattering, how you can make skin like
materials and rubbers. And as always, we'll
wrap things up with my preferred
blender settings. The way I like to set
up my renders for professional results that
don't take too much time. Lighting materials is something that is very exciting to me. I'm super passionate about it. Thanks for deciding to take this class. Let's get started.
2. Discover Lighting Tools: So welcome to the class
on lighting in materials. As usually, you don't
need much to get started. But of course,
make sure you have a recent version of
Blender downloaded. Make sure you've got a
keyboard and a mouse, and besides that you
don't need too much else. Consider having
maybe an object in your scene that you're
ready to do some lighting, because that's what we're going
to dive right into today. I'm going to split my view by clicking up here and
just dragging this over. And then I want this view on this side to be a rendered view. Even though we don't have
any lights in our scene, you might be wondering why
we can see the model at all. Because if you don't have
any light in your scene, you shouldn't really be
able to see anything. And that's because also
by default and blender, we have this world
setting right here. The world is set
to this gray color and the strength is set to one. We could either turn
that to a black value, or we could turn the
strength down to zero. The way I normally add lights into the scene
is by pressing shift A. And then we have a menu here. And you might be guessing
will work in the light tab. And you're exactly right. So we have several different
types of lights. The first of which I'll
show you is a point light. If we drag that light up and just put that above our object, we'll see that the point light is casting light down
onto our object. And if we move it
around our object, we'll see this casting
light in every direction. One thing I see a lot
in beginner renders is that things are
just very dark. And I always joke that
you don't have to pay for the electricity when you're
rendering a blender. Crank those lights
up super high, make sure you can
see your object. So I'm just going to
add in another light, and this is probably my
favorite type of light, and that's the area light. And that's a really easy light, to just cast light in
a single direction. So if you remember
the point light, that's creating a sphere of light going out
in all directions. The area light, it's just
going in one direction. Now if we did have a plane
in our scene, for example, then we're still casting a little bit of light
onto that plane, which then would be reflected
up onto our object. I wanted to move on and talk about another really cool
way to light scenes, and that's using
this sky texture. I need to pull that back up
to a value greater than zero. The sky texture is really one of my favorite
ways to light scenes, and I use this all
the time nowadays. As soon as this feature
came into blender, I was using it nonstop. Playing with the elevation
there will give you the right angle
you want and then the rotation is going to
do about what you think. That's just going to move
that sun around our object. You can get the shadow facing the direction that
you want it to. There's a lot of science that probably goes into these
that I'm not totally familiar with and I
want to remind you that you don't need to know
exactly what's happening. My style of working
in blender is really just playing with the
sliders, seeing what happens. And that's what you'd
want to do here. I'm actually going to bring the strength of this
world down to zero. And then let's look over here
in our regular viewport. You could add, for example, a, let's just add a circle
object into our scene. Let's maybe move
this up and then add a skin modifier to it to give it a little
bit of thickness. We can use control to
control the size of that. Now this is actually
a material based way to light things in the
material settings. I can click New Added Material, and we want to change this from a principled shader to an
emission shader right there. And now you can see that this
mesh is actually glowing. So there's actually light
coming off of this mesh. One of my old favorites, I
don't use it so much anymore, but if you're a beginner, it's a really great way to bring realistic light
into your scene. And that's by using an HDRI. Hdri stands for High
Dynamic Range image. You can see that we
have a little bit of light in the
scene and if you've ever played with maybe
adding a metallic material, let's turn the metal up all
the way to one roughest down. You'll see that we
have some really interesting reflections
happening here. Blender by default comes with a few in here. Let me show you. If you did want to
actually render an HDRI, you can do that in the
rendered view here. Then you would just
need to go into your world settings and then instead of using this
nita sky texture, I'm going to add a HDRI image. If we go to environment texture, then you'd see your
world turns pink. If you see something
that's pink, it usually means that the
image texture is missing. And that's exactly
what the case is here. We have an option here to now navigate to an
environment texture. So you might already
have a folder full of HDRIs that you just didn't
know how to use yet. But if you don't have
one, then you can come to this
website, Poly Haven. They've got HDRIs,
textures and models, but what I'm looking
for today is an HDRI. These are all totally free,
super high resolution. Once that's downloaded,
let's open back up Blender. Let's hit open right here. And then find where
you have that saved and then
double click on it. Now you can see we have a full world basically
around our object. It's just got a lot
of color information that helps you get a
realistic lighting. As you can see here, if you want to rotate this HDR around, that's something
that you can do in the node editor up
here at the top. I'm going to go into
my shader editor. I need to add a few nodes, but I'm going to change
this from object to world. And that'll actually
show the nodes that's building up this world. There's an add on that we'll use a lot later that we'll
go ahead and install. Now called the node Angular add on scope here in to
edit preferences, and then under add ons
we'll search for that one. Again, it's called
the node wranglar. If we just enable that with this EXR selected, I'm
going to press control, and that's going to add in
a texture coordinate node and a mapping node
to rotate the image. We're just going to
change this Z value. That's something that
is a difficult thing. Sometimes you bring in an HER and you want
to be looking at a certain part of the background and rotating it is a
little bit confusing, but this is exactly
how you do it. In this lesson, I've
showed you some of the most basic types of lights and we really
covered most of them. So I usually work with
things like area lights, but we also covered working with the sky texture to bring realistic skies
into your scenes. And we also showed
you how to add an HDR image so that you can have a sort of sky dome texture. If you're really
interested in getting unique reflections on
things like metal objects, meet me in the next
lesson where I'm going to show you how
to use lighting to highlight certain details of an object or to set a
mood in your scene.
3. Learn How to Use Light: This lesson is a little bit more about the
theory of lighting. And how we can use
lighting to set a mood or draw attention to
certain parts of our object in this scene, I have a simple
earbud model that I used in a recent
freelance project. And I think it'll be a
really good example to start talking about
how we can set the mood with lighting and
some other techniques we can do to start
illuminating objects. So I'm going to press Shift
A and add in an area light. And bring in that area
light behind the object. I want to create a rim light. Now if we spin our
viewpoint around here, this is a little bit of
a less attractive angle just having that light blasting
the back of the object, but it does look really
nice from the front. Something to definitely consider when you're doing lighting, especially when you're really concerned of what
parts you're seeing, is to know where you're
actually going to be looking, to know where I'm
going to be looking. I'm going to add in
a camera to my scam. Let's just bring that
back a little bit. Then in my sidebar here, I'll just get this squared off so that it's
looking straight ahead. And then we'll view it in
our camera view over here. Now pay attention to the
power of the light here. You don't want to go too high
because then these edges might start to get blown
out a little bit too much. But obviously you
don't want to go too low because then you're
back to your plane world. Usually when I'm doing this
rim lighting technique, I like to bring that
size down quite a bit, just till it's about the
size of our object and it's just gracing the top and
sides of it right there. This is a really cool technique. The next step I'll
usually do is by adding in another area light. And I'll just do that by
duplicating the object. Now when I'm doing lighting, the second light
I usually add is one that goes just
right above the object. This is starting to give a
little bit more context. We can see that this is
the right tear bud and maybe we even tilt this
down a little bit. That we have a similar effect to what we had with
the rim light, but we have a little
bit more light on the front of the
object as well. You don't want to have so
much darkness that you can't see what's going
on in the object. Even though I have a really
nice silhouette here, I'm lacking some of the
detail in this lower area. The way I'd usually add that is by adding in another light. Now we start to really see
the form of this object. And we're actually
getting a little bit of information about
the materials too. We can see that this is a rubbery texture
here in the front. And then this is maybe more of a metal type texture if we put it at that
angle, For example. Our lighting set up is
still working pretty well, but now we have a little
bit of interest on the bottom of the model that we might be
interested in seeing. We're not as interested in
what's going on right here. We might take this
same light and just move that a
little bit below our object just till we have a little bit of light coming
onto the object there. Now we can actually use shader editor techniques on our lights, in our
light settings. If we go to use nodes, we'll then see the nodes
for that light right here. The reason we're doing it here, rather than just adding a color, is because we want to
be able to control a more realistic color
temperature for our lights. So I'm going to press Shift
and add in a converter, and that's going to be
called a black body. For a warm light, I might
like to use something like a 3,500 And then
for a cool light, you might want to use
something much higher. Maybe we want a little bit of a warmth on the bottom
of our light here. And then maybe at
the top we want a cool light To make this render feel a
little bit more dynamic. I'm going to use nodes here. And then I'm just going
to copy that node from this other light
pressing control C. And then I'll paste
it onto this control V. We can put that into
the color right there. Now I can change this color
to a much higher value, maybe like a 7,500 and we have a really nice,
cool lighting. Now there's a really easy way to totally mess up a render, and that's by having
too much light on the front of your object. You're always going to
be way better having light either to your
side of your object, like something like this
is looking much better, even the other
side looking okay. And in general, I like
to move the light just a little bit behind
the object as well. Now another thing I
wanted to touch on was highlighting a particular
part of the object. Now usually when I'm
doing that, I don't want to light on
the entire object, so I'm going to delete these
other lights right here. Now the light is going everywhere
and I don't want that, but I wanted to focus more
so on a particular place. Rather than just bringing
the size down and trying to position the light really
close to that object. We have another really cool
command on the area lights, which again my favorite
lights which is the spread. I'll add a little plane object underneath here just so you can see exactly what that's doing. But once you bring that
down to a lower value, we're going to have more
of a spot light effect. Then we can also change the
shape of this light movie from a square to a rectangle. Let's just rotate
that at a cool angle. We can bring the size of
that down quite a bit because we really just want to highlight that one
particular area. Lighting is a really
advanced topic. There's a lot of
room to play around, and I encourage you
to do just that. Take an object, bring it into your scene,
add a few lights. Start with just one
light, moving it around. Seeing what kinds of
shapes you can create. See if you can find
some interesting shadows on your object. And just start with that.
Then start bringing in light slowly until you feel like you have a really nice
looking object. This is going to take
a lot of practice, but I will say one of the biggest steps is use
as few lights as possible. Most of the times
I'm doing product, animation product lighting, I'm really only using two
or three lights of Max. Now that we've covered the
important topic of lighting, meet me in the next
lesson or we'll go into material settings.
4. Understand Material Basics: So in this lesson,
we're going to be walking through
some of the basics of setting up materials using the principal
Chador end blender. I'll walk you through how to
control color, roughness, metalness, and even transmission to create things like
glass and materials. We'll also cover
subsurface scattering to create more rubbery and
skin type materials. I've got a statue
model here that we used previously
in this class, and I'm going to use that as a basis for setting
up some materials. I will get my Viewport
set up again so that we can see what they look
like in the rendered view. So let's move this into
a rendered view and then I will make sure
that I'm rendering in the cycles render engine. Some of these materials
don't work so well on EV, particularly
transmissive materials. So we'll use the
cycles render engine, make sure your GPU is selected if you're
going to be using that. Now let me just get a little
bit of a lighting set up so that we can actually see the materials we're
working with, similar to what we did
in the last lesson. I'm just going to add in
an area light over here. Let's just bring that
down a little bit. Honestly, something just like that should be plenty for us. Maybe we just drop
the power tad. When you're setting
up materials, it's important to have a relatively known
lighting set up. So you don't want
lighting coming from too many different directions
because then the lighting could have an effect
on the material that you maybe weren't
thinking about so much. When you're working
with materials, it's good to just have maybe a single light source so that you can see this part of your object is fully
lit and this is not. I'm going to change this from a three D Viewport
to a shader editor. And if you remember
from way earlier, anytime you see an underlined
thing like this in Blender, that usually means that
that's the hot key. Once that menu is open, when I'm switching
to a shader editor, I'll usually just click up here and hit S. And that will change us to a shader editor with
this statue selected. I want to press new
to add a material. And by default and Blender, the new materials are
going to be created using the principled BS DF shader. The first control is color. That should be pretty
self explanatory. That's just going to change
the color of our object. We'll just set that to
whatever we want for now. We'll probably change it a few times throughout this lesson. Roughness, if you bring
that down to zero, that's going to be less rough. Closer to zero is going to
be less rough, AKA shiny. And bringing that up closer
to a value of one is going to be more
rough, AKA less shiny. Now we have a rough material
and a shiny material. You're going to be using
roughness quite a bit to control the way
your material looks. Now the next slide
I wanted to talk about was the metallic value. If we dry that all
the way up to one, you'll see that we're
starting to look like a much more metallic
gold type material. If we drag this down to zero, we're back where
we started again. Usually you want this to
be either at zero or one. Now another tip for working
with metal materials. I like to use values that
are not too saturated, especially if you're trying to make a golden look like that. I'll also turn this world
strength down to zero, so we're not getting
that gray background. Let's turn our overlays back on. And I'm going to
duplicate the lamp we have on the side over here. Let's put shift to
duplicate that. Let's just bring that
over here so that we have a little bit better view of our materials. That's
looking pretty good. I can turn my overlays back off if you're working
with a metal material, Turn that up to one,
Otherwise, turn it to zero. Now if you're doing
stylized work, it's okay to work somewhere
in the middle there. But just know that
that's not usually a realistic approach. The next slider I wanted to
talk about was transmission. This one's really
fun. And again, this only really works
great in cycles. So make sure you're rendering
in cycles if you're going to be doing work
much with transmission. If we turn the transmission
value up all the way to one, you'll see we start to
get a glassy material. And that's because
light is now allowed to transmit through the object. Now, along the same lines with the color of
transmissive materials, usually want this value to
be all the way up to one. And saturation goes a long
way with glassy materials. If we turn this to, let's say like a
blue material and the saturation is
one, it's very blue. But sometimes if
you're going from more of like a tinted glass, you might consider turning
this down a lot lower. Just so we have a little bit of a hint of that blue color there. Now another thing
to know is that if you're working with
metal materials, if this metallic
value is set to one, the transmission
value will not work. If things are looking
a little weird, maybe as you're moving
through the lesson, you had this metallic
value at one. Just make sure you pull
that back down to zero before you start working
with transmissive materials. Now, beyond the color,
roughness has a lot to do with the appearance of
transmissive materials too. If we bring the roughness
value up a little bit, you can see we have a cloudy, frosted glass look,
which is really nice. Playing with the roughness
value can affect the look of transmissive
materials quite a bit. Now let's bring this
back down to zero, so we have a nice
shiny glass Again, we do also have a value called
transmission roughness. We can bring that
up a little bit, that you can see we saw a shiny object on
the outside where we've got these sharp
reflections from our lamp. But on the inside the light is becoming a little
bit more diffused. That's another fun look
that you can play with. Now she value if we turn this to maybe a black material,
so that's nice and dark. The sheen value is going
to add almost like a little bit of a microscopic
fuzz to our object. Right now, this feels like a plastic or
something like that. But if we were to turn the
sheen value up to one, you're not going to
see much change. You can see a little bit
happening on the rim here, but you can also type in
values higher than one. If we really see this effect, type into value like a 60, you can see now this
almost feels like a velvety soft type object. 60 would probably be way
further than you want to go. But just another example
of how in blender, just play with the sliders, move things up and down, slide them around, see
what they look like. See what they do.
Type in crazy values, just till you get a
better understanding of what that value is doing. So I'm going to turn the sheet
back down to zero and talk about the next one
which is clear coat. Clear coat is basically like a second roughness value is
how I like to look at it. If we had, let's say this
was a metallic material, maybe we were trying to create a car paint or
something like that. You might be interested in
having a metallic car paint. That is, you'd think it
wants to be really shiny, but that doesn't look right. But car paint looks a
little bit more like that. But you still want to get
those sharp reflections. That's where clear
coat comes in. If you bring this clear
coat value up to one, you can see that we'll have a second control over
the roughness here. Right now it's a to 0.03
which is very low value. So we have a really
sharp reflection on the side of the
face right here. But we also have the underlying
higher roughness value, this 0.391 So those are working together is a great way to create an easy car
paint type material. Now the last one we're going to talk about today is subsurface. I'm going to bring this
metallic value down to zero. I'll also bring the clear coat down and I'll just make this a nice white material so that we have something
basic to work with. Now, subsurface is
going to control what's happening as light
penetrates your object, it bounces around a
little bit in there. If we start to drag the
subsurface value up, you'll see what that does. This is a really
good way to create waxy type materials or skins. In particular, if you're
working on a character and maybe you see a
light behind their ear, you might see a little bit of light shining through their ear. This is a great place
where you'd want to use subsurface materials. Anything waxes, plastics,
rubber, things like that. Those are all great use
cases for subsurface. Now, you can control this
value as much as you want. Usually you want to
leave it pretty low. But this does
depend a little bit on the scale of your object. The values we covered here are most of the ones
I'm normally using. I usually don't use some
of these other ones. The index of refraction is something we can talk
about real briefly. That's just what happens to light as it transmits
through the object. If you're working with a super
realistic glassy material, certain glasses and plastics have different index
of refraction. And that's what
this IOR value is. Sometimes you might want
to control that if you're working on a super
realistic material. There's lists you
can find online of index of refraction.
So there you have it. With the principal chatter, we can really create a lot
of realistic materials. We have great control over things like the metallic value, the transmission,
even subsurface, to let light kind of
come into our object. And with these
tools and sliders, we can create so many materials. I encourage you now
to walk around, find some other materials,
pick up objects, see what they look like, and see if maybe you can create those in blender using some of the techniques we
covered in this lesson. Join me in the next lesson
where we're going to be doing some
procedural texturing. This is where we can start
to add surface level, microscopic detail
to our materials that we've created
in the lesson today. And add that extra
level of polish to create new and
exciting effects.
5. Use Procedural Textures: So in this lesson,
we're going to learn a little bit about
procedural textures. Procedural textures are one of my favorite ways of
texturing objects because they're pretty
simple to work with and you don't need to work with
any image textures, download large image files
or anything like that. Procedural textures are
mathematically divined. They're all built
into blender and there's a lot of different
patterns we can work with right off the Dat to add
extra levels of detail to your basic shaders that you're creating
with the principal had. Okay, so we're going
to start off by doing some texturing on
this chair object. So right now it has
a pretty basic kind of glossy material, sort of resembling leather. But we're going to try
to move that texture to the next level and prove it a little bit with some
procedural textures. So the first thing I'd
like to do is just get my viewport working a
little bit better for me. So I'm going to drag
up a new window right here and I'm going to change
that to a shader editor. As you might have noticed
in the previous lesson, I like to use mostly the shader editor to do
my material editing. You, of course, can do it down
here in the bottom right, so I'll per shift A
and add in a texture, and I'll use a Voronoi texture. Now, this might be a word
you've heard before, a Voronoi texture
basically is kind of, looks like little bubbles, but we'll see that in
just a minute here. I'm going to do a couple commands here
that we need to make sure we have the node
Angular add on enabled. Now, we did turn that on
in a previous lesson, but in your preferences, just make sure you
go up into add ons. And if you don't
have it enabled, which I don't right now, I'll click that right there and
make sure it's enabled. The node Angular add
on just adds in a few hand hoc keys to sort of see what we're doing
a little bit easier. One of those is being
able to shift control and left click on any texture, any image shader anywhere in the shader editor and
preview it so that we can see exactly what's
happening on our object. This is what the Voronoi
texture looks like. We basically got black
and white values creating this bubble
like pattern. And this is going to
be great for faking a leather texture with
the texture selected. We're going to press control,
and that's going to add in our mapping node which also has a texture coordinate
node attached to it. The generated input
works fine here. If you were working with
UV's, you could plug that in. And you can see that
since this model has not been UV unwrapped, we have some of that
stretching going on with procedural textures, I actually usually like
to use the object input, so with that in the
right place, these should all be
looking consistent. We shouldn't have any
stretching going on. I can bring this scale up to something that I think
might look right, but I'll really be able to
see how that looks Once I actually plug it into
the normal value. I'm going to right click
and holding control, drag across that
to cut that input. Now we don't have anything
going in anywhere. I'll hook this back
up right there, and now we're back at
our basic texture. But if I take this
Voronoi distance and plug that into the normal, we'll see that something
started to happen, but it's not looking
quite right. When we're working textures, we need to actually
add in another node, soft shift a and
add a vector bump. I'll just drop that right there. And then this distance value needs to be going
into the height. We're going to drag
this distance value to something very low. Maybe something as
low as a value, we might have to type
in like a 0.01 You can see that now we have
the bumpiness going on, but it doesn't look
like it's going in. Instead of out and out is
the way we want to go. There's a handy bun right
here to invert that. Now let's also bring this
strength down a little bit, just until it's looking
a lot more subtle. Something like that
is looking good. Now that we have this
bump texture on here, we don't need it to be
maybe quite so shiny. Let's pull that up to a value that looks just a
little bit softer. Let's move on now to adding
similar techniques to our floor and walls
for doing floors. I usually like to use
a musgrave texture. It's similar to a noise texture but just has a little bit
of a different pattern. And then I'm going to
do the same thing I did before by pressing Shift to add in a texture and I'll use
a musgrave texture, we'll drag this into the height, and then remember to put between that our vector bump node, make sure that that's also
plugged into the height. And now you can see we have
this wavy looking floor. Now, I don't want it
to be quite that wavy. If you're doing something
stylized or fantasy, maybe you do want to go
with something like that. But it's way too much for me. So before I go much further, press control here and make sure I'm using the
object input again. So now we have a subtle
bump on the floor there. Still a little bit too much. So I'll bring this
distance way down to maybe 0.01 and then we'll also bring the strength
down a little bit. We have just a
little bit of waving ness there and it might
be a little bit too much. So let's bring this
scale down just a tad, until it's looking a
little bit more natural. Now, we can do the same
thing on the walls here, and I'm a big fan of a
plastery looking wall. So let's find a nice
place where we've got some light to look at, and let's add in a noise
texture for the wall. This is probably the
one I use the most. Let's press shift at a texture, and that's going to
be a noise texture. Let's drop this into the
factor, into the normal, and then add in our bump again and plug that
into the height, and we can remove
that input and then control to make sure this is
also mapped with the object. Now the noise texture has a little bit
more options on it. Scale is obviously
controlling how big that is, but we also have a little
control over the detail. That's some finer
level detail within the texture and then the
roughness value too. We also have a
distortion control here which sometimes
I like to use. I use the same texture
if I'm doing like, maybe like a molded plastic
or something like that. This is a nice
plaster look here. It's maybe a little bit
too extreme though. Let's bring down again
the distance quite a bit, and then we'll also bring the
strength down a little bit. When you're working with
procedural textures, you definitely need to
consider how far away from your object you're going to
be when you're using them. Again, this is going to be
something that maybe you don't notice exactly right
when you look at the image. But when you're looking
for those details, people are looking
for your render. Seeing if you're a
beginner or advance, they're going to be looking
at things like your textures and if you took the time to
add those small details. So I wanted to show you
how you could also use this normal input with an image texture to add a
little bit of texture to that. This painting image
here is obviously putting out a lot of
different colors. But we can just
take those colors and plug them into the
normal input here. And then using our
same vector bump node, plugging this into the,
we can start to get a little height information
just purely from that color. So it's not actually
taking color information, but it's converting that
to black and white. So this is a cool way to make
your painting look like. Maybe it's actually
got some brush strokes on it without too much work. Now, one other
texture we could do really quickly would
be for fabrics, in particular called
the magic texture. So we'll go texture and we'll
add in a magic texture, and then we'll have this factor go into the alpha
instead of the normal. So if I shift control and left click on that
magic texture, you can see what
that looks like. It actually does
output color data, But if we shift control and left click on it again, move
down to the factor. You can see that the
factor is outputting a black and white information. So if we press control on this, do the same object input
and change our scale up, we can create a nice
fabric texture there. So if you plug this factor in, you can see that now
we have that range of values creating that effect rather than
just the whole thing being transparent
or not transparent. We could also even
use this factor to pull into the normal
and then add in our same vector bump node to create a little bit of
height variation there. If you get up close, that's something that might look nice. Don't be afraid to adjust the size of the texture
for different renders. Maybe if you get in up close, you can bring the
scale up a little bit. Or if you're further out, bring it down so that that texture appears a little bit bigger and is more noticeable
in your render. So feel free to play
around a little bit. There's a lot that
procedural textures can do. I mean, you notice that I only covered a few of the sliders and I only plug them into a few places on the
principal chatter. But there's a lot
of things you can do with procedural textures. I encourage you, just like
with normal materials, look for other materials
in the real world, Find textures that you
think are interesting, try recreating them and blender. See what you can do with some of the different sliders and
values on each texture. Plugging them into the alpha
values, the normal values. And you can also use
these procedural textures to control things
like roughness, metalness, and color
of course as well. Meet me in the next lesson
where we're going to cover another way to texture objects that you might
be more familiar with, and that's by using
image textures.
6. Utilize Image Textures: Welcome back to this lesson. We're going to cover image
textures in this one. And that's a little bit different than
procedural textures because image textures
need a UV map. We're going to do that
on our chair object to add some wood texture. We're also going to
show you how you can use a black
and white texture that you might have
created to add spot gloss to an object. And we'll also take a
look at downloading a really nice image
texture from the Internet and how that can make
a really spectacular, realistic texture
for your objects. So the main difference
between image textures and procedural textures
are that rather than using sort of a mathematically
defined texture, we're actually using an image
file that is the texture. And the other big
difference is that rather than using our object
input like we did before, we need to have a UV map. Think about an image texture as like a foil wrapped around a candy or
something like that. We need to start
with a flat image and sort of wrap that
around the model. And that process is
called UV unwrapping, which will cover a little
bit in this lesson. In this scene here I have a simple bottle
model that I have. It's like a little bit of
a cosmetics squirt bottle. To add an image texture, we can just start with our
regular principled BSF shader, and then we can press
control to add in a texture. And if you remember,
if you followed along with the HDRI lesson, When we added the HDRI, it turned pink because we were missing the texture. And
that's the same case here. So I'm going to open up
where I have a texture saved and I've got that
one called Skin Care one. And that's just a
little bit of a label. Now, I'm not seeing the
label on the object, and that's because it
does need a UV input. But we don't actually
have a UV match to the object in
our data down here. We do have a UV map, but there's no actual UV information. So I'm going to open
up a new window and we'll make that a UV editor. So if I tabs to go into
edit mode for example, and then let's press L to select this bottle object and I
did smart UV project press. Okay. It would kind
of take a guess at how you want the textures to be mapped around that object. And we can see that what
it's done up here is sort of unwrapped
this large area here. It's taken some guesses about how we want the
top to be unwrapped, but it's not looking
quite right. So in this instance,
I actually want to define exactly how
this gets unwrapped. So what I want to
do is manually add some seams and
unwrap this texture. So if this is the
front of my object right here and I want the Dirk Elite skin
care label to be right there on the front
tab to go into edit mode. And then I just wanted to be in this middle
front area here, so I'm going to use Alt and left click to select that ring there. And then I'm going to press
control and mark a seam. So that's basically a
line where Bunder will cut on this model to basically
unwrap that texture. So I'm going to add
in another seam on the bottom right here, Press control and Mark Sam, I'm just going to
press A to select everything and then
press U and Unwrap. It's going to have a tricky time unwrapping the areas that
I did not add seams for. If you don't have any
seams on your model, it's not going to
unwrap it properly. I'm just going to take
all these islands here by selecting them up here, move them to a white
area on my mesh. Because I just wanted to
show you a little bit about how we can
unwrap these things. If I rotate this, I'll notice that for one
it's backwards. Let's press X. And just holding control, I'm going to scale
that by negative one. And then we'll scale that up
just until it's in place. Now if you want to actually see the textures in
this view as well, you can do that by hitting this drop down here and
then clicking Texture. Then we'll also display
whatever texture you have selected right
here in the viewport. Now we can use
this image texture to control whatever we want. For example, we could plug
that into the roughness value. If we move these lights around, you can see that now we have a roughness effect happening where we have the spot gloss, where the image is controlling what areas are rough and
what areas are shiny. We could also, of course,
plug this into something like the normal input here and we
could add in our bump node. And then we have a
nice spot gloss effect where this is bumped out and you might want to pull the
strength down a little bit and it's bumped
out and it's shiny. So we have this
one image texture controlling what's happening
on the object there. And you could even have
it control the color. If we plug this into
the color, of course, at first that's going
to be black and white. But if I wanted
to, I could remap those colors so we could
add a color mix color. And then now instead of
having it be black and white, we could have that
black and white value control the factor. The way this mixed
color node works is that basically if we
had two colors here, like let's say
this one was a red and this one was a blue, then if the factor was zero,
it would be the first color. If it was one, it would
be the second color. Remembering again that black is a value of zero and
white is a value of one. If we plug those in,
it's going to properly mix those colors exactly
how we'd expected. So I'm going to
return to my room scene here and do a little bit of UV unwrapping on our
chair object to map a wood texture to
the wood parts of the chair over here
is where we want to start unwrapping this object. So right now if we
tap into edit mode, we have a lot of
modifiers on here. So what I want to
do is first kind of get access to the raw mesh here. So rather than having
all these modifiers, I actually have the mesh object. So what I'm going to
do is first of all, create duplicates
of these objects. In case I need to go back, I want to press Shift D and then I'm going to move those
to our trash collection, which we used earlier. And a lot of times I just
use that trash collection disabled as a way to kind of hold things that I
might need to go back to. If I now start applying
some of these modifiers, we'll press control A
to apply that control. A to apply the subdivision
surface control A to apply the solidify
and control A again, to apply the subdivision. You can see that now
we have access to that raw mesh which is where we want to be when we start
doing our UV unwrapping. Let's do the same
thing on this object. What I want to do is actually add in an image texture here. And the way I'll do that
is by pressing control, and then let's navigate to where we have a wood texture saved. But I do want to go ahead
and do some unwrapping here. Let's just make
sure that we have, for example, on these
bottom pieces down here. Let's press control and mark a seam around the outside
there. Think about it. If you were wrapping
this in fabric, you'd want to have the seams in natural positions where you could unroll it and
you'd have a flat image. So we actually need to
add a few more seams. Let's add the seams for
this part right here and this we'll do
control and mark seam. And then let's
just see if we can go ahead and press A to select everything and then
and unwrap it. If we take a look out there, it is looking pretty good,
not too much stretching. And now we have that
mapped very nicely. And we can do the same thing
on this object here and add some more seams right
here, mark those seams. Now we can press
U and unwrap and we have some very nice
looking, very straight UV's. We would just want
to make sure that our texture is of course running the correct direction and it looks like it is going
up and down again. We can add that texture into
the viewport by using this, and that would be a
good place to analyze if your textures are being
mapped the way you want. There might be one
more place you'd be interested in adding
a wood texture, and that would be right
here on this object. And cubes and rectangular
shaped objects get unwrapped really easily with just the default settings. And let's apply our
Solidify modifier as well as our array modifier. And I'm just going to press
and smart UV project. That should do a pretty
good job right off the bat. So if I bring up my
UV image editor, you can see that
that's working great. You don't really want
the texture to look the same on two objects.
That's a dead giveaway. Anytime I'm looking at
someone's three renders, it's a good idea
when you're working with duplicated objects, to have a little bit
of control over how the texture is being mapped
across different objects. Now we have our wood texture on both the shelves and
the chair object, so let's press control S to make sure this file
has been saved. And let's move into one more way that you can do image texturing using a much more
advanced texture that you might have
downloaded from the internet. So I'm going to add in a plane
instead of our cube there. And we can actually just leave this point line and use
that as our example. But we can delete the camera as we can see in
the rendered view. It's just there's no material. So I'm going to press new
and add a new material and we'll call that
super texture. The first step, again with
adding image textures. Again, make sure you have
the node regular add on enabled is pressing control. That's just again,
so that we get the image texture that we
can put something into. We've got the mapping texture and we've got this
texture coordinate, which in this case we do
want to be the UV texture. Now let's change our
render engine to cycles, so I'm going to navigate to where I have this texture saved, and that is the
rustic stone wall, Four K. Let's go ahead and open some of
these textures here. This one is the diffuse texture, that's where we'll be
plugging in the color input. We've got some other
textures here that we don't need complete
control over. This one is the normal texture. I would say that besides the color and maybe the roughness, the normal is maybe the
next most important one. But let's just go and start by plugging in this
diffuse texture. Let's double click that here. Now you can see we
have the texture nicely mapped onto our objects. So it's just this
nice stone texture. The next texture I
want to add is going to be the roughness texture. Let's press Shift. Do you
duplicate this texture? Let's just open this back up, then let's pick the
roughness texture. The roughness texture again, remember roughness goes
0-10 being not rough, one being very rough, black being zero,
white being one. Sometimes you'll see
roughness called glossiness. And it might look dark when
you expected it to be light. But that's just
because different softwares work different way. And depending on where you
download your textures from, it might look a
little bit different. So we can plug this color value into the roughness right here. And now you can see
we're starting to get a little bit of variation
with the roughness where certain areas are
rougher than others and we get a lot more kind of
realism happening here. Usually with textures like this, you can change from the color space from
SRGB to non color. For most textures that are
not using color information, which is basically
anything besides this one, you'd want to switch
that to non color data. Now the next one I wanted
to mention was the normal. As I said, I think
that's the next most important after
color and roughness. So I'm just going to duplicate
my texture one more time, and then I'll open
up the normal. Now if we take this and plug
this into the normal input, we'll see again
something is happening, but nothing too spectacular. And that's because we need to
add in our normal map node. If we plug that into the
color and then make sure that this is set
to non color data, you'll see that now this
is really starting to look pretty realistic and we can control the strength
here with this value. So now we have a pretty
wild looking texture. This reacts to light and
everything like that. Even though this is still
just a single plane, there's nothing else in there. There's no geometry done, any modeling, we didn't
model these parts, but just with those
three textures alone, we have a really realistic
looking texture. The last texture we're going to add is the displacement texture. So let's just duplicate
our texture one more time and open up that file. We can plug this instead
into the displacement input. Right here, I subdivided the mesh by right clicking
and clicking subdivide. And then I added some
more subdivision using this simple
subdivision method. Because we need to
actually change the shape of our
object rather than just work with a
single plane like we did before, search
for displacement. Drop that in right
there, and then we can plug this into the height. Now if you're not seeing
in your viewport, that may be because in the
material settings down here, by default you might just
be seeing your bump only, which is what we're getting
with our normal map. But if you change this to
displacement and bump, then it's going to also
render the displacement. So now you can see
we have a super realistic looking
sort of wall texture. We could right click
and shade this smooth. We haven't done any
modeling here or anything, we've just downloaded
these textures. And I'm not going too heavy with the amount of
images in my file. Meet me in the next lesson where we're going to
render this all out, tie it all together, and have a nice image with all those
textures in one place. So we can really see what kind of improvement we get when we add all those extra textures into our scene that we
didn't have before.
7. Explore Render Settings: In this lesson, we're
going to pull together all those image textures and procedural textures that we
created into our room scene. Make sure that they're all
looking just the way we like. Set up a new render, maybe
from a different angle. We'll look at adding
another camera into our scene and play
a little bit around with the depth of field and use
some composition guides in the viewport so
that we can get our shot framed nicely. To add another camera, I'm just going to duplicate
this one I have now and then to be sure you're looking
through that camera. Instead, you can hit
Control and Numpad zero. There's also an option to do
that in the menu up here. With that as my
new active camera, I'm going to go into
the camera view. Sort of find a unique place that maybe we can
view our scene from. That just feels like a
little bit more interesting. And one thing we can do to sort of see how this shot
is actually framed up is using some
common guides like the Rule of Thirds, I
can click right here. And then under composition
guides I could turn on thirds, which will make some lines
here, right in my view for it. Or I can kind of frame
this up and take a little bit of a look at
kind of how that might look. Now, the Rule of Thirds is sort of a common tool
in photography for placing objects kind
of within your frame and just finding something that might look sort
of interesting. This might be one angle you're
interested in rendering. But maybe we change
what we're focusing on from the chair cushion
to our pool object. So this could be
sort of a fun way to indicate that like oh, there's a lounge over
here with the pool. We can maybe come
in here and take a real closer look
at a view that might show our
painting and our chair and also shows our floor
texture a little bit nicer. Again, just checking
your composition guides, kind of framing the
shot in a way that just creates sort of
an interesting topic. Placing things sort of around these corners of
the third guide. Now the last thing I
wanted to show you was that sometimes your
images might look a little bit flat and you can go into the
rendering settings. And then down under
color management, we have some look transforms. So we can change
the look from none, which is set to now, to something like very
high contrast. Some people might think it's a little bit overkill my work. I tend to use a lot of contrast. I just like the way it looks, but that's something
to play with. Now just to wrap things up, we'll go over some of our
typical render settings that we usually have been using. Right here is we're
setting the resolution, and then down here we can select what type of
file we want to output. So sometimes for
just a quick render, I'll use a Jpeg because
the file is much smaller. But a PNG is going to
look a little bit nicer. Now beyond that and the
actual rendering settings, again, make sure
you're using your GPU to render if you have one, and then for samples if
you're using denoising, then something like 600 should be totally fine for
your final render. You can even try
bringing it down lower. The last thing let's
do is just maybe set a new depth of field around this chair object rather than just clicking
on the chair object. I actually want to have a little bit more
fine tune control over where we're focusing. So I'm going to press Shift A and add in an empty to my scene. And I'll just make
that a sphere. And then I can make that
a little bit smaller. And let's press F two and
rename that to Focus. Now what we can do
is just move this to wherever we want
it and we'll set this as the object
that we're focusing on with our depth of field
rather than the text object. We could select this
focus object right here, just using this eyedropper. You can also just type it in and pick it from the menu there. Now, wherever we move,
this focus object is exactly where
we'll be focusing. You can see if we
move it in and out, we have a little bit more
control right there. So again, usually you don't want this to be too low unless you're really proud
of the way you front of your arm chair
looks right there. But bringing this
up to something a little bit more
natural might create a better effect where
we can sort of see the light coming in on our stone texture there
in the background, we get a little hint
of the painting. We can see our statue, but
we're really focused on that chair model that we spent so much time
modeling and texturing. So I think this is looking
really nice as always. Just go ahead and press
12 to render your image, and that'll start cranking away, and depending on the
power of your computer, shouldn't take too
long and you should be left with a nice new render. Now, we've got a lot
more texture in here. We've got this wild
wall on the side, we've got some plaster texture
on the rest of the walls, and on the floor we sort of have this nice bumpy texture indicating maybe a little
bit of imperfection. Again, that's one
thing that procedural textures are really good for. I'm really liking the
way this image looks. So we'll just go ahead and
press Image and then save As. And you can save that
wherever you want. I'll save it as a room
and we'll save the image. Now you can navigate
to wherever that is. Shared on Instagram,
shared on Facebook, shared on Twitter, share project gallery below.
You've got a lot of options. I'm excited to see
what you come up with. In this lesson, we covered
adjusting your camera, adding more cameras
to the scene using composition guides
to frame your shots. We also played a little bit
with controlling the depth of field so you can focus on
different areas of your scene. Just in general, we've
got a new opportunity now to start looking at our
scene from different angles, angles where you can really see those textures that we
created and let them shine. So I encourage you to
keep playing around, add more procedural
textures into your scene. Consider adding more
models and adding textures to those
and checking out different angles that you
think might be interesting to really show off the things you're most proud
of in your scene.
8. Final Thoughts: Congratulations to you. I'm so happy you've made
it to end of this class. We covered a ton of stuff
from lighting your scene, all the different types of ways you can light your scene using HDRI images to create a
world around your objects. We did materials, we covered
the principal chatter, how you can make
glassy materials, how you can make
rough materials. We also went on to procedural texturing to add
surface level details. And we went on from that to even talk about image textures, how we can unwrap objects, add wood textures,
stone textures. And we summed it all up
with a really nice render, looking at some different views, playing with our
focus points and framing our shot to create
something really nice. There's just a few things
I can leave you with. Some key takeaways from working in blender is
really less is more, especially when it
comes to lighting use as few as possible. Feel free to crank the
power up if you feel like you're not getting enough
brightness in your scene. And with materials too, there's a ton of places, you can find materials
on the Internet. There's tons of options with
all the procedural textures, You can plug things in
all over the place. But if I'm being honest, I really don't use all that
stuff in every project. Focus on the quality
of your image, what you're creating, the
story you're trying to tell. And focus on that to create
the image you're proud of. You don't need too
much. Keep it simple. Thank you so much for
taking this class. I hope to see you in some of
my other blender classes. Feel free to keep
playing around. I'm excited to see where you go on your journey with blender.