Houdini Beginner Course: Shading in Redshift – Solid foundations, richer colours & layered looks | Film VFX | Skillshare

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Houdini Beginner Course: Shading in Redshift – Solid foundations, richer colours & layered looks

teacher avatar Film VFX

Watch this class and thousands more

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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.

      Introduction Shading in Redshift

      0:26

    • 2.

      1 ASSET PREP AND SET UP

      29:07

    • 3.

      2 SHADING ASHTRAY

      51:08

    • 4.

      3 SHADING GROUND

      39:27

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About This Class

Hi, If you want to learn:

  • shading in Houdini using Redshift without having to model
  • how to make richer colours, while keeping it subtle
  • how to layer multiple looks
  • how to target specific areas with specific looks
  • how to use real lights, not the fake CG lighting

and you want to learn it in a project that you can finish, then this course has got you covered, you will learn all of this and more.

Grab the free 3D model and let’s start shading. 

Meet Your Teacher

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Film VFX

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Level: Beginner

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Transcripts

1. Introduction Shading in Redshift: Hi, If you want to learn shading in Houdini using Redshift without having to model how to make richer colors while keeping itself will have to layer multiple looks. How to target specific areas with specific looks. And you want to learn it in a project that you can actually finish. Then this course has got you covered. You will learn all of this and more. So grab the free 3D model and let's start shading. 2. 1 ASSET PREP AND SET UP: Let's bring in the file. Alright, space g on this is huge, not first off, we need to make sure the scale is right. We need to find accurate dimensions for ashtrays. You can find the Internet that you have. 20 cm, 15 cm, 15 point for about 16:17, probably 18. So as long as I am between 20 cm as a maximum here and 15, I'm good to go. So let's fix this scale here. Make some space. I don't need as much. Alright. This is my ashtray, will have a box as a guide geometry. And this box, I will make it 18 cm because it's 15-20. So what I can also do is just for my convenience, I'll just have the commentary. It's 18 cm. Interval is 15 to 20. From research what we found. And this is our guide scale. That's clear enough. Is it not? Okay, good. Match size. So we're not going to resize this man, Willy, I just need to say match this size. By default, it just moves because by default, scale to fit is not checked if you check it. And then space g, This is my box. This is 18 cm. And this is my ashtray that has now exactly the same uniform scale as this. Okay? This now is, it's about the scale. However, let's look at the front. This is not on the ground level, so let's move it and position it's already underground. Line x is a line. This is going to move this up. You notice that actually it's not properly positioned document have a trustful then rotates just rotating like this and rotate it. Once it's straight line like this, I just move it up and then have it match. But as the size actually it's aligned to the ground. Now we're good to go. Let me go back to my perspective camera. And we will start working on this now first off, let's have a new camera, it and position it in the z-axis. This is z, this is x. Alright, I want to like this, something like this. Good. Now, just an aesthetic thing, this feature here, because I want the light to be coming from here to show all the reflection roughness things here. I want to move this here because if the lights comes here, this part will be dark, hidden in the shadow. I want this feature to be visible, so I'll move it somewhere here. That's just an aesthetic choice. Let's rotate it. There you go. This is going to be in the light. Good. Now this part is done. Let's talk about the aesthetic choices for the roughness. Let me get it a bit closer. So Control V, this top part of the ashtray. I want it to have a different roughness map, different surface imperfections than the inside, and also different from the edges. Because an ashtray, if you notice, you will find that it has mostly fingerprints here. The top and inside is a different, completely different surface imperfection. And the edges, I want them all to have some gravity driven service imperfection, more like leakage, which means this has to be isolated. This has to be isolated. And well, if we've isolated these two, then the rest is the rest, which is the edges. So I need to do is start grouping things. Group. I need to target everything that is facing up. Let's start with this top here. What you will notice that if I now select my normals. And I go select everything that is facing up. Put here zero, spread angle is too much. I move like this. I will be able to select all the primitives that are facing up. Put this one back and unlock the camera first. So I can move this around. See, this is fine. We have managed to target the top and the inside, but I want them to be separate. So to do that, I'm going to have to use a bounding box, then isolates the top. A bounding box that covers only the half, and then use that to group justice bit. However, I already know before going into the bounding box that the bounding box works only on points. If you want it to be grouped by bounding object, it only works on points. So let's change these two points. Okay? Once I group them, then I can turn them to wherever I want to turn them back, can keep them as points. But let's have a bound. Let's name this one first. Actually let's give it a meaningful name them Groupon. This is facing. Ok. Let it take from the name of the node, the memorize. The group now is facing up 8,000 points, all these points, right? Let's have a bounding box here. And that is covering the whole thing. What I want is just the upper parts. So let me have it cupboard like this. Let me have this one templated. Because this way I've managed to exclude the inside. But some parts here or not really. So what I'll do is just move this up. Now, this is going to serve as a bounding object for grouping. Let's have another group now. Connect, connect this. This group needs to be, this one is points. We still talking about points. Let's turn this one into points. And use not the base group, but by keeping bonding regions and bounding box, bounding all break. This is why it says points or vertices only. If we started with the primitives I've worked will give us an error. Okay, So this is now covering all the points that are within the bounding box. Good, so what can we do with this? Well, I know that this this is just the top and inside. This is the top half. So what can I do? What I can intersect and subtract to get top and inside. Let's name this one first. We'll call it top half. And make sure I get the group name after the loading. Now, let's group combine, which is used to make all sorts of calculations between groups. I want something called top. This is the real top. Just this part to be equal to facing up, intersect with the power. And there you go. That's your top. Now let's do the same for or similar for the inside. And we bring in another group combined. And we call this one inside. And we change this to Subtract. We get the insight that simple. Now, these are the only two groups I need. Obviously, if I remove top, if I target top on target inside, everything else is the edges. Do I need to create a group for edges? If it's the rest, It's the rest. So I can target top and inside and everything else gets another material or roughness map. So let's now clean our geometry because what we have is facing up has done its work. Top half has done its work. These need to stay, these needs to be removed. Always. Get in the habit of cleaning Geometry. Group Delete. I do not want to have. Instead of selecting maybe you have worked on multiple groups. You just say delete everything except the ones I want, except top and except inside. And I'm now left with inside, and that's all good. Now, the next stage is going to be that group. And inside. Most to give the points an attribute that we can later use in the shading. Let's create an attribute, attribute create. Let's go to, I'll just press on this one. I have two attributes. One is going to be called top, one is going to be called inside. Now, this is now given with value zero. This is very important. Value zero, keep it as is. It's a float point, value zero, point float value zero. That's all you need to care about. Because if I come to my geometry spreadsheet, you will notice that now all the points of this attribute inside on top, is that what I want? Well, yes, because now they have value zero, which means if I change this value to one, I'd be able to target those. I have one on those that have zero, I'll just leave them alone. So let's go back here. And now that everything has stopped and everything has inside with zero, Let's give the value one to top. For top. And let's give a value one to insight. For insight. Let's do that with attribute triangle. And that's going to be very short and sweet of Xcode. We're going to write it and write it in plain English. Very clear. These two for commenting, which means that this is not curved, it's just plain English comments from me. If I'm talking to the points now, if you, if you have if you are in group, then get one for attribute. Is that clear? Yeah, this is implant English and same story is going to happen. For the inside. If you are in group inside, then get one value, one for inside. Okay, let's clarify, is even further value one. Value. Clear? Okay, this, this is all we're gonna do. Nothing complicated. So let's write it in code. This. Then that done. If this then that don't just need to fill in the blanks. Okay? If that group is called top. If this story is true, this is meaning this double equal. And one means is, if this is true, then death float equals one. Now, same story. I'm just going to copy paste this. Need to talk and change this one. Inside. There you go. Done, finished. That's not complicated. Alright, Now what do I have? I have point attribute inside on top. Now how do I know it worked? I go back to my geometry spreadsheet. And when I click on this, I see that it sorts, it sorts up and down. So some have zeros and some have 10101. Okay, clear. Now, now that I have this, I would like to actually make sure that once I start using my roughness maps, that these groups are actually not creating a hard scenes that are going to be visible because this group, if you look at the group here, this stops here. And this could be a very harsh and nasty caught between the roughness map that's gonna be applied here and the one that's gonna be applied here, we don't want that. So we need to blur these attributes that we have just created. But let's visualize them first. So when I now click on top, it's visualized. And let's bear this. So let's have an attribute. I want to blur, not the position attribute. Blurring iterations. You see, that's now getting blurred. This initial is zero is what I had. And that will give us very harsh and nasty seems. So perhaps 20 is right about enough. This is enough for me. So this is for top. What if I want to add another one? Do I need to know the node or we don't need to do that. Just a space and inside. But you get to see one at a time. So if I now click on the inside, I can see that it has also taken care of inside and it has given it blurring iterations of 20. This is about enough. Should you want to have more? Could come back here and increase this value. Alright, this is now good to go. I can have ashtray. Before shading. I can either export it because I always prefer if unhappy with the 20, I can export it. If I still experimenting, I can point to this one and see how it looks and then export it. Now I'll just export it as is to output. And I'll call this. Let me check quickly. I've got only the information I need. Do I need to have these groups? I don't mind keeping the groups. This is tray for shading that saved to disk. Let's go back to the arbitrary contexts up one level. We rename this to prep. I don't want to have this visualizer anymore, so I'll just go back. I then click on inside. That's gone. Alright, this I'm going to leave alone. And I will bring in another file node to import my ashtray for shading brush here. Good. Now, this is given to be four. Render or render material. Material assignments and not that builder. Ashtray. And leave it alone for now. Just assign. Okay. Just because I've left here the display flag and I've added my material won't show up. If you want to be sure of an output. This is going to make sure that when you go back up one level, it's always picks up from the output, not from the display flag. It's overrides the display flag while the material knew NO. Okay. So that's for the ashtray. This one is disabled. I need the ground, so I'll bring in a grid. Um, that is too big for the camera framing that I have. I just need 1 m by 1 m. You might be tempted to bring this down to two. And turns out one polygon would do. That's not going to help because I want to have a texture. That texture has a lot of detail. And look at this. We are very close to the ground. We'd be able to see the details I need here. And the richest OBJ I need to work with desolation and displacements. They need to be activated. And they will work if you have enough subdivision. So number one, let's enable these already. Cool this ground. I go back to my grid and I give it, I'm just copying this one class copy, paste relative reference that we have the same. I'll give it quiet high number of rows and columns, okay, 100 but 100. Alright, so this is for the ground. Obviously we need to have some UVs and initialize best plane. Then also a material assignment node magnet here. Builder. And this shall be called the ground. We'll leave it alone for now. We'll come back to the shading part later. And again, I prefer to have an output, right? This is now my Ashtray fall under the ground. Both have UVs and material. Assigned. The ground? I did not assign. Yes. So let me assign. So it's always good to check your stuff before you move on ashtray ground. Now I need to have some lights because that's what will bring all the beauty of the roughness maps. So let me go a little bit. Okay, here's the camera. The most important light is the one on the other side of the camera. So I move like this. I create a light from here, redshift and control light. When you do that, it creates a light from the position of the viewport and it locks it. Should you want to move this further? Okay. This is about, okay. Alright, so this is like a number one. Let me unlock this and move. I want to have another light. Here. We will tweak the settings and the textures and stuff will come back. But first we do the blocking layout. I need another light to be. Here. Let's control. Click on the slides. And I like to have another lights and unlock another lights on. This side. By the way, the lights are huge, will reduce their size. One from this side. And control. Click, good. I'm good with this. Now. This is now my lighting setup for the lights that are direct flights. I want to have a dome. So I click on them. And this is going to be My, let's call it studio because I'm bringing in an interior studio, HDRI. Good. Let's work on each one of these slides. Just we can them. First. We want to work on this to-do. I have under light that I'm not going to use and you should never use this color. Always bring in a texture, an HDRI up using, let me show you, I'll be using this one. You just got to HDRI. I haven't or poly half-finished arise this indoor. Understood. Yo you've got plenty of them are using this one. You can choose whichever one you want. However, however, now that we work in on the starting like preparing the layout and lighting for shading. Shading is looked at. This is going to have a yellow tint on your material. So you prefer not to use those that are rich in colors because this, the purpose of an HDRI is to provide you with light, realistic light from real-world. If you use something, let me just go back up. There's one up here. This one is this is not what you want. It's a lot of colors that are not even complimentary colors. It's all over the place, so this is brilliant. Underneath. You may choose to clean these lights and just, just keep the reflections. I'm going again with the simple one. It is over here, right? So that's for the texture, for the lights. And since we're still here, since we sit here, I'll show you that we'll be using for these lights. Again. Never used the color because it doesn't make any sense whatsoever. This color does not make any sense whatsoever. It doesn't exist. So using it as well, it doesn't make any sense. You always want to use light textures, real light textures from HDR labs, you can get softbox, you can get different types of lights. You can experiment. We're gonna be using this ring. You can go ahead and use the umbrella if you want to use this one. Experiments with them, have different ones on each one of them. Fine. I'll be using this one. Okay, good. So this is supposed to suit your first studio. I click on the texture here. I want this one, except I need to decide color space. Now, mine is a nascent CG, the one you didn't download, as is from HDRI, Haven is going to be just an XR, hasn't been converted. Don't worry about that. Richard is going to take care of that as long as you tell Richards. I'm going to say ACCT because mine is already SHE but as long as you tell that my EX OR, or my HDR is a utility or as a utility. Utility. Linear sRGB, you're good to go, okay, for you, you go with utility linear sRGB. For me, I will go with ACG because I already have it's competitive. You will find that when you start using some lights over and over and over again, it's just better to have them ready as SS7. Good. This is now for these studio. For these, I will use the same one. So use texture that is going to create this tab up here. And I can just bring in the other, the same thing for all of them. Use texture. I'll go back through each to set the color space. I know this is just okay. Now this is not, I haven't converted this one to ACG. So this is going to be utility linear sRGB. Same story here. Utility linear sRGB. Why? Because the snakes are HER. If you are using a PNG or tiff and I would recommend not doing that because he needs to be H2RA XOR. But if you're using that, it needs to be a different thing. It needs to be utility, starchy bit extra. But for now XR we use linear sRGB that we have this sorted. One thing that I'd like to do for all of them at the same time is that they come at a very high intensity over you get down to one. And I almost never want to work with intensity. Intensity is a multiplier. That doesn't mean anything. What so ever other than multiplication. But for lighting, we know something in real life. It's called the exposure. You find it in cameras. So DOP is cinematographers, photographers know what the exposure is. So that's the thing we want to be using. If I want to increase it, I can go to one. Okay? All of them or keep it at zero and then we can tweak it later. But I want to make sure that I always use exposures that have intensity. The studio. Let me check the studio lighting density is here. This is good. Probably a little bit more on the exposure. That's it. We're done. Let me save let me save my work. So this is now for the lighting. I will go back to the camera. Then we will start working on the shading. 3. 2 SHADING ASHTRAY: First, let's talk about the color. Let me bring in the Redshift RenderView. I'll move it closer here and on disable the ground. And let's talk and also the lights. I don't want to sit here. Let's talk about the color of the ashtray. Now this is going to be black, but I think is we want to introduce some subtle adjustments to the color to get closer to realism. So I want this to be black, but then shades of black. And this corner here, like all of this curvature, I wanted to have a slightly brighter color because when the white gets dirty, it gets darker, or when the dark gets dirty, it gets brighter. So this is going to be a slightly brighter color than the black, where we need to know how to isolate this first, and we want to apply some colors. We're going to work with fake colors. So colors it also abuse just to see what we are doing. Once we're done, we change them to the real colors we want to be using. Let's do that. Let's go to the Austrian rather. The material. Here. I would like to expand this one will be connecting it to this base color. Now, I will not work with this because there's some work that needs to be done. And then we feed it to here. Let me get a color constant. Okay? I'll make this one red, very obvious and blatant bright color. And another constant. I'll just copy this one. Drag-and-drop. And let's have this one as green. Let's have a render. Okay. I see the background. We don't want that. I don't want the lights in the background. So I'm just come to the studio here. Under environments, turn off this background. Okay, so this is my color. I would like checking this one. This is green, this is red. Nice. Okay. Now here's what we're going to do. We want to use curvature. Curvature. And this is going to define where the red goes and where the green goes. I want concave. Concave is this. Alright? And I can then change and adjust the radius as I want. But I want to layer these two colors using the curvature as a layer mask. Layer, RS color layer. I will feed in the first as the base color. And the second layer color and the curvature as the mask. Now, this curvature radius could be too much because this is 0.5. That's a lot. I will need to change it later. Let's have a quick look. We connect this here, the base color. And let's check. Alright, so this is not doing its job. Let's change the curvature to something smaller. You start seeing something here. You can adjust the values and you will see that it gets wider. You cover more. Now we don't want it to be that big, just subtle. Always in shading and look they have subtle will go a long way. So something like this would work best. I want these edges to a brighter. So this is now for the targeting. And now I can do, I can change these with the real Kerberos I want to use. Now, even these colors, I want them to be varied a little bit. So this is not going to be a constant or a disconnect today. This is not going to be a constant. I want it to be a noise with two similar colors. So I'm going to use RMS noise. I'm replacing each one of them with different values. So this is going to be black and not white. And you know what? Let's just connect this one so that we see what we're doing, okay? So we understand the concept here. What we want to do is just connect this one alone. Let's deal with each one separately. What I want to do is adjust here. Complexity and amplitude. Something like this. Alright, so what do we have? One color is taking up most of it and then the second color is, has this presence. Okay? So I'm going to do is keep this very, very subtle. Let me just increase probably this one a little. Okay, this very subtle variation. But then make both of these colors black. Just they happen to be different shades of black. And obviously we never work with zeros. And the black never work with zero. I just copy parameter based, lots of reference based relative reference. Copy of her friends based relative reference. Now this is going to be a different value. We can hardly tell the difference. You can adjust these. But what I'm doing is that this, this one is half, this one doesn't have to be, It's not rule. There is some favorite slides variation. You can hardly tell that variation here. 123 spots, difficult to spot, but your eye sees them. So these very tiny, subtle variations break up the uniformity of the color. Let us, for the first one, how about we do it for the second as well? And that's going to be for targeting vote for this one, this is going to be a gray. So this is for the main color. And let me copy, paste it. Just try and connect it here just to see what I'm doing. And this is going to be a different i'll, I'll just keep the same, same stuff here. For the noise. I'll use a different value. This is given to be 0.05 because remember, it's meant to be black. And this is 0.1, so this is a lot closer to the gray. Now d is, this does show some variation, but this is meant to be just the curvature just here in the corner. It's the dirt that collects over time. This is now my base color. I'm replacing this red with this and this gray, this green with this one. You go. Now we say thank you to these place holders. They just serve the purpose of demonstration. And now we have our layer. Everything can see an obvious difference, but we were never meant to see it as an obvious difference. This is supposed to be a subtle difference. Now, if this turns into, let's just check if you want to check your work. So connect this one here as red. Okay, Can you see it? Good? It is there. This gray? Is there. Evil to make it brighter, fine, but you risk making it too obvious. So let's bring this one back. Now. Once it finishes rendering, this is just three per cent. You will notice that this is actually slightly brighter than the rest. And even this is broken up with noise. Some of it is little bit darker than the rest. This is how we want to deal now with the color. You don't always just apply, okay, I want it to be black. This is a richer version of dark. What I could do is later, this is for later. I can add a color, correct? Just as a placeholder. Now, this is for if I need and I want to change anything, not now. If later on, I want to make the whole combination darker, more contrasty, brighter, less contrasty. We can do that. I'm just keeping it here as a placeholder. Now this was just about the color has finished running. We need to move now to the standard material and look at what else have we got because this color is not enough, we need to introduce some subtle. Again, subtle layer of realism and we can do that with the subsurface scattering. Now, this one, what I will do is use exactly the same color for the subsurface scattering. This is color subsurface scattering, color, MS color. There we go, is this one. Now, I am going to use exactly the same color I have. Start from here, actually. I'm a scholar. Alright, I will use it for this and start adding some weight, will make this 0.01. And scale perhaps zero point. We start with something big. Just let you see the difference. 0.1 e.g. you see, this is too much. So let's go subtle. This should give us a tiny layer of subsurface scattering. This is the scale. So how deep does it go on? This is how strong is the effect. Good. Now, this is about the color. What I want to do now is start working on the roughness. And for the roughness, we're going to have a map, a roughness map, as we said on the top, which is fingerprints. We are going to have stains here and we're going to have leakage here in the edges. So how do we do that? How do we target this? Let me stop this one. You know, what we're going to do? This is what we call the real color. But we're gonna be using, Let's group this and call it color. Onto now is just disconnect them. Finished working on this. And I can tweak it, of course more, but on disconnect them and say, thank you, We'll bring you back once we are done. Because now I need to explain some things. And the best way to explain roughness is using color. Again. If you want to apply to the top, to the slides. And probably the sides also has x and z. The best way to go about it is to use a try planner. So let's bring in a try planner. This try planner is going to be used for the reflection roughness, but only to see what we're doing. And to explain the concept. I'm going to plug it into the color. Now, this dry planner has x, y, and z. So you can also plug x, y, and z different textures. I say not the same image because I want to explain this. I will not use the internal color stuff here. I will use colors, but from outside, because I want you to look at them as if they were as if they were textures. So as if these are textures because that's what we're going to bring in textures. But this is not just a place holder now, okay, I don't mind actually go in with red, green, and blue. So let's do it. Red. This is green and let's have a blue right on. Yeah, let's have a bright green right. Now that we have this. Let me plug this one in the x, this one in the y, and this one and the z. Now, it was exactly the same thing, but we need to do some work here. Let's check what we have. Just now. This is doing exactly what it was mentored. So am I just going to apply this as is no, because we want to have this different from this. So this is green and this is green. No, I want this color. And this a different color. As is the trip planner does not work for us. We have to tweak this. Let's do it. First off, I know that decides whether they are x or z. This is x, this is z, is the same thing. I'm not going to have two different ones with the seam here. This has to be one texture and this has to be split into two. So x and z are on the same. Given the red to x and z. Now have uniform grid. Nice, okay? Now this y, which is the top and the inside it's hitting belt is coming from the top. Projecting from the top, it hits the top and the inside. I want the top to have this color and the inside to have this color. Let's rename this to stop. And this one too, inside this we can say, okay, Sounds good. Now this one is sorted. We don't talk about this one anymore. We need to deal with this. Remember, back at the rest of this on the geometry level. This is our ashtray. Now look at this. We have created those points attributes. Now it's time to bring them in, inside and top. Insight on top. So let's bring in the sport attributes. How do we bring them in? Or S point attribute is going to get dark, so I'll just call it by default, it goes as color CD. I want top. And just call this one also here, dope attribute, and give it a distinct color. And let's copy paste it and call it inside. Inside attribute. Let's move this one out. Okay, good. So what do I need to do? This is an attribute which means that now if I multiply inside it inside, then it will restrict this color to those points that have the inside. Let's do it. This is what I should be using for the texture because it is one channel. And this is for one channel. What I'll be doing is multiplying a vector because this is demonstrating using a color and color is a vector. Once we go back to the texture is just gonna be grayscale. So I'll use this normal one which is not a vector. So I'll use this temporarily now because it's a, it's the same thing. One is for scalar and one is for vector. So I remember this and use this one instead. Right? Now, we're not blocked this to the y. My press like this. The blue is now only affecting the inside. Now this has become black because it doesn't have any information. It says, okay, he wanted me to restrict the blue here. Fine. But you didn't give me you haven't given me the green. So we'll do the same thing. Multiply. Normally you're going to use this. But now because we do want demonstrating again with colors, colors of vectors. So we use this one, connects the color and the color, and we get the green on the top. Now, we want to bring them together. Now how do we do that? We bring in an ad, and again, normally we use ad, ad for the grayscale, for the one-channel. Now we're going to use our S vector, add four colors. I connect both, get both of them. And this is how we isolate specific groups by providing attributes to each group and then bringing back these attributes in the shader and multiplying and adding. Good. Now, this is the hard edge. Remember when we had blurred the attribute. Now this needs to be picked up by the try planner. So let's try planner has the ability to increase, you can increase the blend amounts to, let's say something like to see, it used to be, if I go to default, revert to defaults. Very harsh. But if you want to have softer blend in between these two, not just simply increase this. And you make these here. You have more of a gradient. Alright? Good. If you want to tighten up the blend curve, like make it tighter, you could do this. You will notice that inside here, This is not a uniform blue. There's some red spill from the sides. And this happens because this inside is not flat, the model is not flat. It has some elevations and these elevations get picked up by the try planner when IT projects from the X and Z and we do not want to have that. I want to exclude any spill from the red on the blue. How do I do that? Very simple. We multiply by one minus the inside. So let's have one which isn't absolute color. This starts as a zero, just change it into one. And we subtract. Subtract one minus what? Minus d inside. Let me move this one's a little bit to the side. This inside over here. I need to remove it. So one minus this. And then I multiply this vector, multiply, multiply this with the sides. So let me cut this connected here. Now, if I connect this to both the x and the z, and I will launch, the render has completely clean this because I am telling the triplanar look, you have to take away the inside from your projection. And because we're talking about numbers, actually, these are attributes that have won. When I see one minus the inside. Then if one minus one is what? Exactly zero when it becomes zero, then it doesn't get any projection. So this is what we want to have now, perfectly clean inside and we're going to use textures. Now is the time. Now is the time. You know what? Just to have clarity, let me organize this and give it a color and call this fixed glued inside from picks. Z projection. Projection. But you know, it's good. This is now just our color. We're using this to explain the concept. Now that the concept is clear, we can bring in the textures. We make the necessary changes. All we need to do is change these colors with textures. And obviously because colors were vectors, we change the vector version. We could keep it, but it's probably, it's neater to just have the scalar version of it. So let's bring in the Texas which terrorists do we want to have for which? For the inside? I'm just going to have a null here, which is just two. Tell you what that is. Stains for the inside. I need to replace this with stains. The top I want to replace, replace it. But normally it's just nothing. Again, this is not the texture, just to explain fingerprints on the sides. To get this one I have here, right? We re multiply it. This one for this sides. I want it to be leakage. Leakage because it's gravity, so stuff is going to be dumbing down. Alright, so where do I find stains, fingerprints, and leakage? Very simple. You just go to internet and get surface imperfections. You can search for that. And it gets plenty of choice. Or you can simply go to my gas cans and you will find fingerprints, stains, and leakage. Which textures am I using? I will be using these textures. This one for fingerprints, this one for leakage, and this one for stains. On these look like this. Fingerprints. Full leakage. And for stains clear, Let's bring them. Let me stop there and save and bring in texture maps. This is going to be just a roughness map. Let me copy paste the pulp to first of all, sustains. Let's get these things. This is an E XR, which normally would have been utility. But it's not the case now. Utility linear sRGB, but because this is a roughness map that needs to go not in the color. Remember, this stuff for plugging it into color, just for you to see what we're doing. Actually, it's even better to start with this every time, see what you're doing, then plug it into the roughness. But because it's the roughness, we're not going to use this. We're going to use row. So it can be a utility role or simply roll. Let me just make it simply wrong. It's the same thing. Alright. This is now ready. So what I will do is connect this instead of inside, like this one. Alright, we are going to keep it as a color for now. Let's check. There you go. We have successfully replaced as is, we still need to work on it. This is just the map as we have caught it. We need to tweak it, but we have successfully replaced the inside. So let me call this stains. You want to have meaningful names because the network map is going to get quite busy and we want it to be clear. Stains for inside. Stains map. Let's do it. Stains map for inside. That's very clear. Good. This one. Thank you. Goodbye. Or I can just push it to the side for now. Let's do the same thing for drag-and-drop slope there enough. Now, this is fingerprints. Simple. Fingerprints. Map for dope. And I change the pulp to grab my fingerprints. Right? This is it. And I change it to row because again it has a roughness map. Let me change this. Instead of top. I plug this in and I'm just around there. There you go. You have your roughness map applied here. Let's make this one here. And let's use the leakage now. Stop the render again. This should be four sides. I copy the path and change this to row connected instead of the sides. This multiplication launched the render. And I have now the leakage map, right? This is what they look like. What I suggest you do is keep them for now, plug to the color until you get what you need. So this does not necessarily work, neither in terms of scale nor in terms of values. Let me stop this and paste now. This leakage. These nodes, we don't need them anymore. This is just for us to understand what we're doing. These colors were there. We don't need them anymore. Just use the move them away until even later. Okay? So what do I need? I want to change the values of this and the scale. The scale. That's quite an easy thing. Let me look at it. Stains first, stains scale. Let's simple thing. I can say Copy, Paste relative reference to keep it uniform. And start changing the scale. Two is going to make it smaller. 0.5 is going to make it big. I can move these electrons will diverge. Just use some numbers that have worked for me, 0.7. Perhaps. You can move this around like this. Perhaps even more. This is just an artistic choice. Now, choose a place on the map, on the roughness map that works for you. This is problem ticket. This is for the stains. Now, this is just a scale. Let me change the scale of the fingerprints parameter. Baselines of my friends. Just quickly save on for this. We'll use 0.5 just to check what we have. But it's bigger for is unfortunately too small. You know what? If you can't see what you're doing? A very quick way of bringing in, bringing down the values is. Just a gamma. This way you see what's happening. Bring down the Gamma just for visibility. What's happening here? Okay, Now this is too small. On user value of about 1.4 is too much. Probably 2.52, 0.7. Something like this, something like this. We can change it later. Alright. This is if we can know that color correct actually for this one as well. Just for visibility purposes. We can see here the same story here for our leakage. Alright, now you can see you can just change the scale the way you want. So how about a 44 would work better? I think some of it. Yeah, this is good. To see this. This is good. Alright. This is just an artistic choice. So what do we have? Stains and stains only here. And some fall off here. You can again tweak to fall off the trip planner here, right? So let's now to eat the values because this was just for us to see what we're doing. If we want it to be. Like this is the, the brutal way of working with roughness maps, but there is a more subtle, gentle way of doing it, which is using ramps. Let's move this to this side. And now what I'll do is reset all of these to initialize the default. The default, default revert to defaults. I keep it as a place holder. Should I need to make a very quick and dirty change at the end? Let's bring in that real color now. Then that is we'll color this one, is gonna be the color. This try planner. Now it is very high time to be reflection, map, reflection, roughness. When we apply it, we get this now, obviously by default because I have reset all of these, we're getting, again, the default values which definitely do not work for us. Let's bring in me save. I'll be saving quite often now. Ram or sram. For each one of them, we're going to get a ramp. We know what. Let me first work on this and then I can copy and paste it instead of recreating the whole ramp a game. So this is what I suggest. This is zero. This is one. Chances are you don't necessarily want to start with zero. You could decide, you want to start with something like 0.1 and move it probably like this. Don't you may not want to go to one, but instead, you could say, I want to stop at 0.5. This is for the inside. And I could add more values as I want. Making it grows ear or more rough. If I want to bring down the overall roughness, then I can go the brutal way of increasing the Gamma. So this is for the ramp here. I'll copy paste this one doesn't have to be the same. And tweak it. For this one. This one is going to require a much higher value in black. So 0.5, perhaps, maybe we don't need all of this. Perhaps we need a brighter 0.75, something like this, because these are the fingerprints and this is the direct hit of the light. These are the most visible ones. We want to see them. Right now. I can do again the same thing and then I have a quick and dirty and brute-force the whole value with the gamma or even the contrast if I want. But this is supposed to be or subtle, gentle way of dealing with the roughness maps. I copy paste it. And use a similar what tweak it for the sites. The sites I want them to be a little less pronounced. There's gonna be my 05. I want to bring this one here and probably create some other values in the middle. Something like this. We want the sides to be very subtle. We want the top to be quite pronounced. And inside to just convey the fact that they were cigars in here, like the circular shape of the Sega. Good. Now it's all a matter of tweaking the whole thing. I won't probably to bring this one. Perhaps. Just reset this. Now it's just a matter of tweaking, revert to the false now it's just a matter of tweaking. Good. Let's say that this is a starting point. I don't want, actually this starting point, I want to make this 120 bit brighter. Symptoms like this. Something like this. What we see here is just the roughness. What I want to introduce is the bump as well. Because this stuff has a very, very, very tiny elevation from the surface. This dirt does exist. So why don't we do that? I'm going to use it as a bump or use this whole thing that's coming out to try planner. And I have the habit of adding color correct? Here. Just as a placeholder, I'm not intending to change anything now. But I could if I wanted to quickly increase the overall roughness or reduce it, I just keep it as a placeholder. Now, I want to bring in a bump map, connect everything that came lots of here. Obviously, what you can do is each one of them separately, each input coming separately. You could have different bump, elevation, different values. But this stuff is so infinitely tiny that it's not worth the trouble because it is all similar height. Let's connect this. And before we go any further, the height scale is humongous. I'll go with something like this. Very tiny. Only then I will connect it to the bump map here to the end. Obviously, you can also connect it connected here if you have multiple materials, but since we're only working with one, I take it straight to the final stage. Okay, I have here this tiny innovation. Can you notice that? Well, from far, it looks fine. So your bump value is going to depend. If you're disclosed, then chances are you're going to reduce it even further than this, much lower. But if you are from this distance which is already a close up, then it works fine. Then you have this bumping. You can, you can, if you really wanted, you could invert. Now this is just a technique. You do not necessarily want to do it now. It does actually not make much sense now, but what you could do is invert the bump so that it actually looks like it is in instead of out. But we don't need it now, I'm just showing you the techniques for probably another example. Good. I keep it as is for now. And this is what we get as a starting point. Let me take a snapshot of this and I will tweak this further. So now you can actually start refining the look. What I want to do is because I want the color to be slightly different in terms of treatment from the bump. I don't want this color correction here. Any changes to the Gamma or to the contrast, whatever I do to impact the bump because I'm happy with this. Let me take this try planners straight here and then make this just compact the roughness itself. Alright, that's one we want to, do. We have here? Yes, we have a placeholder. Remember we have the placeholder color corrects for the color here. Now let's make the overall look. You just click again and see if we want to work on the overall look. So yeah, okay. This is too much, obviously, some 0.9 or what you can do is say, fine, you know what? I'm going to leave this Gamma alone. Remember these ones these very handy color, correct ones? Yeah. Now I can work on each one separately, stains or make it slightly less rough. Perhaps 0.957, maybe. Something similar. Now obviously the refining happens like the fine work. It's quite like this. The fine work or the subtle detailed work happens here. But the quick fixes you can do with this, this has fingerprints. I think the prince probably 0.99. But knowing six, something like that, it's just a matter of tweaking. Now. The sides, I need them to be a little more zero-point, perhaps 85. Overall. Good. This is for this and then I have the color. I may want it to be more black, but remember the core and obviously also the roughness. A reacts, they all react to light. And we have not yet tweak the lighting. We have the lighting setup, but we hadn't tweaked lighting yet. Let me stop the random now. Actually I can take a snapshot. Simply compare what we had with what we have now. C. So this is the starting point which is like the setup. We have oil all the nodes that we need setup. And now we start tweaking further. We can also tweak the subsurface scattering if you want. But first let's get the lighting tweaked. Alright. Let's go back to the right in. And let me turn off the visibility here. Remember when we have setup these lights, we haven't changed them. Yes, we have brought in the let me show you the maps, the textures, The Rings. But these things are humongous in terms of scale. This is 1 m by 1 m. Now that light ring, believe me, is not 1 m by 1 m. So you want to use accurate scale. I will go with something around. Let's say cookie per meter. Base relative reference. Them. Wait, that's not for this one. Delete channel. Let me go back to the lights. Size. Could be per meter. This relative reference, reference. Copy. This one is if my friends. Alright. I could actually have a control outside, a null as a control side and half the number, the size of the lights here, and then change it here and copy it here. And it would affect all of the mess that up doing it one by one. Well, let's do it. Zero points, 25 ish. Depending on which light, you have. To be quite a small one, but we're going to increase the price. Now. I guess the look is going to change. But we still need to tweak this. And because we have not yet see, we need to get closer and probably a bit brighter. So let's do that or a slight one. And look through on a slight one. And of course locate, look through at one, look a bit closer. Obviously, what I could have done is instead of getting closer, just increase the exposure. But I prefer to get first closer. And then let's just change to rise to get a bit closer. Or S3 and get a bit closer. I think we can now check quickly. Our alright, it's getting better. Now, it's getting better. Probably. We go back to the exposure and we go up a little bit. Right? Perhaps this one also to monitor that as well. Yeah, I'm good with that. Good. Maybe overall, you want the city also to be brighter or not. Or perhaps darker. Yes, epithelia is look, I prefer this and then increase. Easy. Now it's just a matter of tweaking. It is just a mater. This is too much. Slide 23. Alright, this, this looks okay. Perhaps this one is going to be okay as well. Good. Okay. I'm I'm okay with this. We can obviously offset the texture for the roughness map, move it around and move these things around. There comes a moment when you want to stop and say, Okay, we're done with tweaking. Let's go back again. Now that we've set up the lights, the way we want it. I want to work on the overall roughness. So this is for the stains, perhaps a tiny bit. Okay. And again, again, this is just a matter of refinement. You know what, you can do that or you can go back and refine it properly here. Alright, let's save. 4. 3 SHADING GROUND: Now let's bring the grid. Let's add the display for this and move back to the camera. Let's go to the ground. Under the ground material. What we'd like to do is simply plug in a texture which is four good blanks. Or you could go with something like this or like this. Or you can go ahead and just choose whichever one you want and you can download that. What I will do is bring in an IS texture. I will set up these one-by-one. So when you get the maps, you get albedo, you get the roughness, you get the bomb because the displacements, sometimes you get occlusion. The normal I will put them all in here because this is repetitive work. I'll just paste the path, change the color space, and then I'll be back. Okay, because this is just repetitive manual work. I don't want to waste your time with that. And I'll show you what each one of these maps is it and what kind of space it should have right here they are. Albedo, musical illusion, roughness, normal displacements, and obviously our Betas and XOR, it goes as utility linear sRGB, everything else. A0. Obviously, this is quite important. A0 is not rho. This is because it is going to be multiplied with albedo and it's treated as color. It needs to be the same. Utility, linear sRGB, albedo. Utility linear sRGB, A0, you seriously linear sRGB. These are color because you get to multiply these using various color composite. And you change from composite, composite method base color to multiply. And you multiply this with this, they are both treated as color. The rest is treated as Row, Row, Row. Okay? Good. This is now my color. Expand this a bit. Roughness goes to reflection, roughness, normal needs intermediary node displacement as well. So this is going to need a bump map, which is little bit confusing. It is actually a normal map node. It just happens, I just connect this first. It just happens that this normal, this node, let's call it a node, does both the bump under the normal. So if you choose tangent space normal, then you're dealing with the input as a normal. So this, this is not a bump map, it is a normal map. And I can then connect this to the ether here as the bump input or to the final one. Bump map probably Shift S Alt, unclick. This is going to be a little better to see. Okay? Same story for displacements. We need a displacement or displacement. And we connect this here as a texture map. And we connect the displacement under displacement. Alt, click and then move it a little like this. Good. Now that we have all the maps there, we're going to start with, well, you know what, just leave it as is, we want to see how ugly it looks with high. I'd scale one and we will tweak it further. But this is, this is too much. I think. This is too much. Let's go to the redshift render view. And by the way, by the way, this ground. Remember when we had under, sorry, under the distillation tab, this is very important. We have done two things. Because to see the detail, you need two things. You need to have some level of cell division. We have gone to 100. This is a choice. This is a choice. You could have kept it lower and put all of the subdivision work at the render time. So this is render time subdivision, and this is the real subdivision. So when I look at my grid, I've got a lot of stuff going on here. A lot of polygons, because I've decided to bring in 100 by hundred and then ask for more subdivision. Under under here. Redshift OBJ distillation displacements by enabling, enable this solution. Enabled displacement. This displacement here. This one will work when you enable this placement, but it needs to have enough distillation, enough subdivisions. So you can either have all the subdivision before render time or all the subdivision at render time, or simply have a little bit of cell division before and ask for more at render time. Clear. Okay, So this is what we have done. Let's now go to the redshift and the view. Another thing, by the way, another thing, these maps that you are going to download and recheck. Let's have a look. What have we got here? You've got eight K, 16 K. This stuff allows you to get very close. What have we got here? This is a close-up, close-up, believe me, I to k1k, It definitely is going to be a joke to k. You don't want to work with. For k, It's not going to be enough. It's going to be as off eight K. Probably eight is about enough. 16 could be pushing it to be too hard, but you could try if that works for you. I'm going with eight K. Alright? I'm not gonna be using this map. Here's another one, but I'm going to be using eight K. However, what you could do is the initial setup for the scale. And as in how big is this parts compared to your ashtray. So the scale of the texture, you could work with the two k or even with one K. And then once you're happy with the scale and the positioning, rotating this top, then you bring into eight K Instead. What that's going to require some, some, some, some work at this level. But for now, I'm using the eight K directly. Okay, So that's gonna be a little bit slow, but I will use just eight k. Let's now launch a safe. First. I will disable the play flag from the ashtray just temporarily. And then I will launch a render with displacement one. I want to show you what the problem is. Now this is going to take some time because I'm working with an eight k and then you go progressive rendering 26, 36, It's almost there, almost there, but it's all black. Why? Because the default value of one does not work for displacement. So let me bring this one down. And now we see something. Okay, good. Now, I want to fix the scale, everything. Just make sure that you always fix this scale first before you proceed. Whether it's geometry, whether it's the ground, a grid. So let's go back and fix this scale. Number one, we need to bring back, need to bring back the ashtray. We know that Australia is 18 cm. So if I create another camera from camera one, say a new camera, number two. And I will zoom all the way back. Something like this. And come back here. Do I see the camera? No, No problem. I just re open Redshift RenderView and that will pick up the camera and I will launch around there. Okay? This is important. Now, when you see things in relation to other objects, then you realize there's something that has to be adjusted again in the displacements because this displacement map is from mega scans. Because this map is for omega scans. And you need to check for your source as well. You need to adjust and the new mean and the new Macs make us cancer has -0.5 to 0.50 being the ground level. So now if I click like this, then it will work. Okay, so what have we learned? You bring in textures from outside, you plug them in. Oh, it doesn't work. You need to get used to troubleshooting. Mostly starting with your displacement. If displacement works, the rest is going to be a lot easier. So number one, the default value should not be one. You need to change it. Tweak. That's going to depend on your surface. And number two is, is it coming from Megan scans? This is zero is your ground level. So -0.5 to 0.5, That's how it works. Now we talk about the scale here, because if I look at this and I might want to get a little bit closer, look closer, just look at it from a different angle. On a different angle, something like this. By the way, if if if you look at this, I can see my lights here. There's a light. Which one is this one? It's there's this light. I can see it here. If you have a problem and you see a black square, black rectangle, which is the light. Then what you need to do is under the lights shape. If this is, if you say visible, then it's going to stand in your way. It doesn't make any sense whatsoever. Therefore, it is, I think by default and visible. But if you have a light that's visible, this is how you remove it. Alright? So now if I get a little bit closer, because I want to compare this to this bit closer from a different angle. From this angle. Unless the ******* camera too has not updated. It has it has. Good. What do I know about this? I need to get the dimensions of these things in real life. I know you may be thinking, Well, show me check and mega scans or the source of the textures, what the measures are of the full texture. Yeah, it may be 1 m by 1 m or 2 m by 2 m or two-and-a-half. Two-and-a-half. We do not care. I care about this. How big is this in real life? This is how big it is in real life. You do your research. So this is 7 cm, this is seven-and-a-half centimeters. Remove this seven-and-a-half centimeters, 6.5 cm. This one is, let me just bring it a little bit of 7 cm, 7 cm, 9 cm. You can find 12.14 as well. But I am going with the smallest, which is 77. And in this case, again, this one has this 76.327. That's the smallest. And I'm bringing here different countries. This is, I guess from UK. This is from Italy, this is from the Netherlands. This is from Italy, this is from Poland. And seven, 7 cm. Six other mammals got smaller. These guys have got 5 cm. That's very tiny. Okay, anyway, I'm going to add seven. Good. Is it clear? So there's no guesswork. Stuff that exists in real-life has a dimension. We go look for it and we find it. Good. Now, if I decided this is 77 plus seven is 14, can we reasonably say that the left over here plus this tiny bit is about four, or maybe another seven. Then I say, okay, I can tweak the size. Let me stop this for now. To make this size, I can leave it as is, or slightly increase it to have it somewhat accurate the size of the texture. Now this is going to be a little bit annoying, but I will do, is you could do that. You could do is copy for our meter and then paste relative reference. And just copy and paste relative reference. And then copy based relative reference. Copy. What I'm trying to do is delete ones, copy parameter and paste, and then get it replicated everywhere else. I will put in a note. Here. I want to bring in a float, right? And that's going to be re-scale, let's call it rescale. Re-scaled. Texture. On the default is zero. I'm fine. I will bring in another one. Actually, four. I'll just say except to fly in except I've got something here that is going to go right here. These are going to be controls, and we call it controls. And just turn it black. Then I know that this is reskilling the texture. So by default, this, I wanted to have a default of one, except I copy this copy parameter and I paste it here. This is picked up automatically. I simply paste in each one of them. I don't want to keep changing one by one, going through all of them. Obviously, if we change any one of them, everything else has to change based on some reference. Good. Are spaced in what I was talking. Makes sure that it's okay. Alright, good. So this is for the, for the scale. Then we have the offset. If I want to rotate it. So here's what I'm going to do. I'm going to create in this control the offset and rotate. And then I'll plug it into each one of them. Let's do that quickly. Now, what is the offset all about? What's the offset? Does a two vector. This is just the flux. Alright, let's bring in A2 vector, float, vector to go on. This is offset. Offset. The defaults are okay for zero, apply except, alright, I've got my offsets. We're good to go. The next one is my rotation. Alright? That's going to be a float. Apply, except copy the whole parameter and paste it here. As a reference. What I could have done as well here, I could have got a vector two in here and then do the same thing. But I want to scale it in one number here. So copy the offset. Base relative reference, base, relative reference, rights and rotate as well. Copy parameter. You want to have your default, this default, this one to be exactly the same as your starting point here. Copy, copy parameter values. So this is if you don't have, if you have a texture maps from That's not good. I'm talking, I'm based in and I could do something weird, something wrong here. Rotate, rotate, rotate, rotate. Okay, it's good. Why are we doing this? Because you could have texture maps from different places. Yes, make us cans has a plug-in. What about the other poly haven't polygon textures as com. If you want to have textures from different places, you want to have your own system to bring them in. So what you could do is simply have these controls outside at this level. Here, at this level, even the texture, even the resolution of that texture. But now we're going to work only on these. So now if I want to rotate scale first, scale, this needs to be bigger or smaller on amendments and needs to make this a little bit bigger, so tiny bit bigger. 1.0, five-ish. Oh, that's ten. I meant one. Let's, let's take a snapshot. We render again. This is why all of this work I recommend you do using one k to k. I'm now dragging an eight K texture and it's quite heavy once you reach the point where you start working on the mammals has work, yeah, only start working on the look. Then you bring into a K texture because then the normal and displacements are going to show up beautifully. Alright, so what have I got? I've got this perfect, perfectly aligned. I gives me 77. This is 21, this is 18. I need this to be okay. I need this to be a bit wrong. Supposed to go look. Some reason there's always a zero somewhere, right? This is what I need. I need this is 77 and exactly four. So a little bit more than half. So is this accurate? This is absolutely accurate. Asper, real live measurements. Good. Now that we have this, let's work on the look. The look is going to be rotate. And why the way your offset. Once you start rotating, the offset is going to be different. So bolus this rotated as is, I will give it a 45-degree, perhaps -45, Something like this. And perhaps oh, by the way, I'm still working on the camera to I shouldn't be doing it. Should not be doing this. I should go back to camera one because now it's about the look, It's not going to scale. And we launch it. Alright, perhaps I've done it in the different direction. Okay, Let's go 35. Now it's just matter of tweaking. But I need to go back to my displacement, to my roughness, to my normal map. I'm going to leave it as is in terms of positioning. And we'll go and work on the real stuff which is the roughness, the displacement, and the normal, or the roughness first, what have we done for the ashtray? We have worked on the ramp and we have used the color correction. Now, I bring something else which is a color ramp. It's not really something else, but it's a different way. I mean, uh, different, uh, different interface here. Instead of working with colors, you have a ramp like this. So what you could do is now we turn off the visibility but works with the scale. I don t need to bring in the ashtray calculation of your time. Thank you. We remove the ashtray for now, work on the on the ground alone. And let's go start a ramp, right. Well, I want to do now is stop this and move this. What you can do is this work you want to do while you are working on your two K version. Alright? So I will do it a bit like this. Alright, this is now what I have come up with. Let me go to the Render. Alright, so we have here a reflection going on. And of course you always want to refer to references. These are references gathered for the purposes of matching. Roughness. A bit old like this. This looks rather more bit like this. I want there isn't a lot of flights, so what I'll do is give it a little bit more. Perhaps it's too much trying to match some of this. And obviously there are different, but something that works while looking. Okay, this is okay for me. This is a good starting point where the way the original texture doesn't have that much. Reflection is quite rough, but it's an artistic choice. I could have left it as is. I could have just simply made it refer. Alright. So this is how you tweak your roughness with a scalar ramp. What you could also do, simply add, as usual, the color, color, correct? As a placeholder, for quick and dirty change, you can bring it down to wait to make it more reflective or refer like overall. But this is just going to keep the default values because I like to have the chance to quickly check and debug and troubleshoot and know which one is causing an issue by changing this and also by quickly tweaking. Alright. This is now, for this one, we're going to bring back our ashtray. Now, what I would like to do is lunch around there, but at the same time because now we're in the phase where we want to make the ashtray look like an actual ashtray. We're going to look at the references as well. So you always get a references. It's gonna be a little bit difficult to find exactly the ashtray that you are working with. But you see this one is completely rough. There's no reflection whatsoever, like hardly any specular. But this one, this is to clean. You gather c, c, This one is what I meant with the color. This is a slightly brighter than this. Edges are dirtier. The dark colors when they get dirty, they got a little bit brighter. So this is what I meant, but in terms of look, this isn't what we're looking for. This is a different type of plastic. I don't want this. You just look at a lot of references and see what kind of okay. These are the kind of stains those talking about? Stains. Stains that we have. Are these stains stains I was talking about, but these are here. And I prefer to keep them here and have the fingerprints here. Alright, Good. Let's now move to another. There you go. These, these are looks that you want to have in mind while, while looking at your random. Now what I'll do is probably slightly tweak. Okay, I think there's too much reflection here. Originally, this map is really rough. I don't want to push it this far. Let's make it closer to the original here. Perhaps even drop it like with 1.1 overall. And even here, I'll push it like this. Something like this would work. Old blacks, old stuff, loses reflection over time. This is again an artistic choice. But looking at your references, okay, Let's now tweak the ashtray. Now is just tweaking, tweaking and tweaking until you match whatever references or combination of references you have. You know what I'm going to do? I'm going to work on the color. Perhaps I'll make this one a bit darker, knowing five overall, but I'll still maintain see on bringing all the color combination. I'm bringing it down by 0.05, but I'm maintaining this stuff here, this grayish edge. And from here, it's just a matter of tweaking. You can tweak it as much as you want. You can make it even more flexible. If you want the ashtray, you can make the ashtray now more reflexive, 0.9. There you go. I think I will draw the goal with the look like this. So this is why these kinds of setups, these kinds of setups need this color correction at every stage that you can quickly handle either the separate look of something or the overall look of the whole model. This is from a different angle, a different camera. And what I have done, it's all about two weeks and weeks and weeks. What I've done is I have here added more saturation, so gamma, a bit more contrast and saturated colors, artistic choice. But what I also have done is the following. This is the original stuff that we had for the roughness map for the ground right? Now what I've done is I've added was the same thing. It's just copy this and paste it. I have another 1 s roughness just to make it clear. And this is a different roughness map that I'm adding on top. These are white marks, wipe marks and perfections. And this is what I'm adding on top. So how do I add these on top of the roughness map that game with the wood floor. So I need to color composite using average and I'm making sure that it is clear change from default base color to average. So you composite these two. That's how you bring in to roughness maps together. Composite them with average. Then this is just a place holder. You know, I always like to have these color correction quick changes and you plug it in. Now, this is with the second roughness map, and this just look with this slider here, trying to bring in the slider here. Okay? This is weird. So with the second roughness map without width and without, that really introduces another level of realism. So it's all a matter of iteration, adding more layers for realism. We have not tweaked the normal of the grid. Let me go back here. The bump map node, which actually is just the normal map. We have not tweaked this height scale here for simple reason that in this case it works fine. I can increase it or decrease it, but this one works fine. But for the ground. For the ground. Remember, let me go back here. Camera two. Now, this, or actually just not the camera to look at this, this grid. It's one by one. But what am I covering with camera one? Not everything. So what's the point of having so much subdivision at geometry level plus all skin Redshift render time to make even more subdivision of off. It makes perfect sense for what's inside the camera view. But I'm talking about the stuff that's outside. That is not something that we need. So we should consider optimizing the scene. Now, one way of doing it is secondary. I only want to keep the geometry that's inside the frame. Everything else. You can delete it if you want. If it's never going to be in frame, then you can just delete it. And one way of doing it is by volume. So we're going to use a volume that is linked to the camera. And we should that volume from the camera. And we are going to keep just geometry that's inside. So here's how we do it. We say volume from camera. Which camera? Camera one, except we have this grid like this onclick on this. Alright, so obviously we need to have a name, density and value 111, but you can increase. Here we go. Let me show you. I will turn this a little bit dark so you can see what it looks like. Okay, this is what we have added, this volume here. I can bring it closer to the camera. Let me add some more resolution. Okay. I do not need to go this far. So I will do is reduce this. So you can use this as actually a bounding box to keep only the stuff that's inside. It acts a little bit. It's a little bit similar approach to the bounding box. So this is what I want to do. And I use this as a bounding box with the attribute triangle. I'll say, Okay, I'll connect this one here. Now connect this one here. So this is input zero. Input one is the first input secondary purpose, this is input zero, input one. And I will write if volume sample 11, is this the volume sample from this input number one. And then zero. Then at p. If this is less than one, then remove point. This 0.0, which means this from this geometry. And at PC. Okay? And I click on this, and there you go. What is being templated here is the original geometry. What I have kept here is just the stuff that is inside the camera frame. However, however, this volume, now it comes with some handy offset. Let's call it an offset because that's what it is. Because once you go back to camera one, you actually think other lemons, I'm missing stuff on the edges. We don't have problem with that. I simply add some offset here. And offset here as well. Here as well. We've covered the camera frame. I can save. And now this could be the output I can use. Again. Initialize to this plane. I can rerun there now, obviously, obviously, because we have changed this. And you can see here, this has changed. The scale is going to change. So perhaps we want to change the scale of the texture, either the scale of the UV or the texture, but I think it's easier to do texture. So let's go back to the ground and to the scale texture. But then, first, take a snapshot and create a new render is going to be different. Because now the scale is different. So because the UV, I'm in the spaces that the polygons used to take. Let's nowadays you can more of the texture. So now it's just a matter of tweaking it. Perhaps something like this. This would work. Okay, So what we have done is optimized. We have now a lot less geometry to worry about. This, what we've called, let me just remove the template from this one. That's what we have. Just what we need. Nothing else.