Houdini Beginner - Learn by Project - Fill The Crate | Film VFX | Skillshare

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Houdini Beginner - Learn by Project - Fill The Crate

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

      0:18

    • 2.

      ASSET PREP AND SET UP

      23:54

    • 3.

      SIMULATION

      27:39

    • 4.

      SHADING

      25:42

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About This Class

Hi, this course will take you step by step on how to fill a crate, a box, or any container of any type, in a realistic way without intersecting geometries and embarrassing renders. You will learn the techniques to art direct the distribution of objects, as well as how to light, shade and render in Redshift.


Houdini is definitely the most powerful 3D package out there, and it can be quite intimidating for a beginner with a very steep learning curve, but it doesn't have to be.

The problem is:
Learning, just for learning, can be demotivating if you don't see the progress, or if you work on very long projects that you don't get to finish.

The solution is:
You want to practice a lot on plenty of small projects
Projects where you can see progress at every stage
Projects that you can actually finish and add to your portfolio


This course does just that, it's part of a series of small Houdini Projects.


We will cover:

- Asset prep for simulation (efficient geometry while maintaining an accurate shape)  

- Physics painter simulation

- Lighting & Shading in Redshift


Let's do it.

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Film VFX

Teacher
Level: Beginner

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Transcripts

1. INTRODUCTION: Hi. In this course will take you step-by-step on how to fill it, create a box or any geometry of any type in a realistic way without intersecting geometries and embarrassing renders, you will learn the techniques to our direct the distribution of objects, as well as lighting and shading and Redshift. 2. ASSET PREP AND SET UP: Brigham geometry with a final node inside you put the path. I've already done that. I have here a crate and two watermelons. Now these are from mega scans. You've got the crate and two watermelons. Good. Now, let's dive inside and look at this. I have just the file imported, no changes. I've decided this is going to be for the render and LG2 for simulation. Of course, we want simulation to work on more efficient geometry. Let's polygons to worry about foster simulation. But you may be thinking, hold on a moment. That LOD two, is it not too high? Why didn't you go for MOD eight, e.g. now let me show you. Let me show you, Let's unpack this first. We want to see the geometry closer. Okay? I want to see the polygons. Let's get the UVs out of the way. Attributes, delete. This is just for us to see what we're doing. Okay? This is just to explain. Alright, so this is for the LOD zero. Let me drag and drop this for this, and you notice that it is, well, the shape hasn't changed. We have less polygons. Good. This works. You said the eight is checked. Now, Let's go for eight n. Alright, this is end of the eight. Let's have means. Okay, this is LOD eight and let's template this. This is templated. Templated here is the render, the simulation. Do they look similar in terms of shape? No. Well, this is a disaster. When you work in simulation because you are going to allow intersection here. You're going to allow any geometry to come in here. This is the Render geometry. It will show us intersecting geometry in the render and there is no hope. This is why we go with this one here, which then is a similar shape. It works for us. It's more efficient, but it matches the shape perfectly. So in this case, you clearly see that Let's geometry, or more efficient is not necessarily right. So let's remove the eight. I will stick with maximum LOD of two. Alright, so this is for the LEDs. Let's move this and let's go back now to the geometry. Now what do we look at this? The create space g humongous, this is 50 m. The automaton is about 14 or 15 m. This is too much. Let's make sure they are exactly as they are meant to be in real life. So real-life means we need to go and check that exact scale references. Now, this is comparative scale. This is comparative scale, or what I prefer is something like this, which gives you the exact measures. Now, you're not going to have all of them the same. But it helps a lot to have an idea of which one you are going for, which shape you're going for, and which size. Now for these research shows us, I'll just looked here and I found categories. There are measures and they are here. So I've got here in this column here, the length. Alright? So I'm good with 24. I know that this is 21.8. I'm going with 24 because there are multiple ones. It's within the range. It's within the range. So now that we know, for our watermelon dot, we'll go with 24 in diameter. Let's make that happen. Sphere, I'm going to make a sphere as a guide. Geometry. Guides scale, 0.24, diameter, 0.12 radius. That why am I writing all this in detail? Because here we work with the radius. So copy, paste relative reference based relative reference. I want this to be 0.12 because its radius default and T4 in the diameter. Good, This is my guide. If this is my guide, then I can say match size. Just match this one. When you click on it, nothing really happens other than moving it to the center of the sphere. But I want to have scale to fit. And once we do that, it disappears because it is now here exactly matching the sphere, exactly 24 cm in diameter. Good. This is done for this one. What I need to do next as well, unpack and give it some material. May be thinking, Wait, hold on a moment. You're working on these zeros. What about NAT2 were coming to this? Recommend this material. Material next. We just put in a temporary placeholder. I'm going to create a group because this is going to be the first four terminal and it's going to be second one. So this is water melon underscore one. And that's it. This is no. This will be my melon underscore, one. Underscore render. This is the one that should be used for rendering. Alright. See you for the color, and there you go. Let me organize this a little bit. And then drag. Good, this works. Now, I've already done all of this work for LEDs. Are we going to do the same thing here one-by-one? Now, we're going to select all of these right-click actions. Copy, reference, creates, reference, copy. And then just drag it. And there you go. You have exactly everything. I don't want to change something here and forget changing it back here. It's automatically changes here as well. The same group is created here, watermelon one. Alright. This is then my Sim version. Okay. Let me save. And I'll copy all of this. Go do the same thing for this one. You can decide to have a slightly different dimension for the second bottom. And we could say 23, could say 21, or 20, or 20.5. That's your choice. So I'll leave that up to you. I'll use the same one, the same scale. And I use this, I'm fine, I'm fine, I'm not fine. The material here is going to be still pointing. Oh, we have not assigned it. That's important. Let's go back and assign the material here. That's a lovely opportunity to show that when I've assigned it here, this one got automatically assigned. Alright, let's go back to this sign here under watermelon to dumped. If you had copied it while it was assigned, it would be pointing to this one. And you don't want that. So you have to check inside this. You have to check again. You have to check again here for watermelon to about you're not pointing to one here. If you copy paste it, it will be pointing to one. So make sure it's two. Alright, same story here. And I create reference copy from here. Don't copy it from number one, because if you change something inside to it will pick up. It will not be picked up here. But if you change it in one, it would pick it up into, and you don't want that. Always copy from your same geometry. Good. And everything is here. Okay, other than the group name, this is a group automatically, of course. Alright. And drag and drop this. This is my to seem good. We're now done with this to save. And let's go to the great and the greatest, the same story. So we need to have a box because that matches the shape. That matches the shape is not going to use this sphere. And the box is given to be how big we need to check in real life, how big are these things? Simple? So you've got 45.5 cm, you've got 50 cm, you've got again, 46 cm, 50 cm, 50 cm, 60 to 77 times. Okay. I'm going to go, this is about 45 cm. Okay. So you get the idea. There is anywhere 45-607060, 70 or more. The bigger ones. I'm going to go with 54. Okay? Because the one that I have physically measured, not just from images but physically measured is 54. I'll make this one in the z-axis, 54.54. I'm not working on the crate, working on the box. So when I click this, you won't see much because I'm not template in this one as a display plank is not on this. The size for the z is 0.54. I don't care about the x and I don't care about the y because I'm going to ask the match size to use the Z. And then make sure here it only jumped because it's translated to the center of the box. But I need Scale to Fit. Space g. It's already okay because it's best-fit. But if you really insist, you can say no, I want to tell you what to do. I want it to be z. Okay? Why was this state anyway? Alright, so this is what we have now. The scale is, okay, let's move it to the because here it wasn't the ground. So this movie back on the ground, it's gonna be a line that's excess in line. There you go. And now we're going to unpack this and give its material. And not that. It's builder. Just a temporary one again. For now. Signage. Obviously. I'm on a crate. Make sure I close this. Okay, Claire, I'm good. All right. Just for visibility. Alright, so this is material and then now I have no, This is the Create Render. Good. Now from here to the LOD two. But because this is the one that needs to be rendered and I want at all times to make sure that this is the one that needs to be rendered. I will add an output node. Why? Because I might wind working and there's gonna be quite some work done here. I might forget, flag, the display flag somewhere on the L12. We don't want that to happen in the render. So if that's the case, fine. This one will be, we'll override, output will override. So this will always be the one that will be rendered. Let's now talk about the energy to here. Obviously we're going to do the same thing. So it's copy. I don't need I don't need the material for this, for the simulation. I just need this. So oxygen's reference copy. Let's move back to the perspective camera. And what we will do is to create a shape above the crave that is based on the grade. You're going to use that shape with the physics painter. Let's first bring an abandoned because I want it to be based on this. Delete the top primitive. Do that using the normal. So here, not this one but the normal. I said the one that's pointing up zero tolerance. And this is it. This one has been removed. I will remove this one as well. But first I finished my work with the bottom part and then I'll remove it. Alright, let's move this whole thing up. A template. The Great. I want it to be on top of the grades. How do I do that? Transform? And we use the bounding box crate. And I want to underscore WiMAX, give me the maximum in the y-axis. The bounding box of this. Great. Alright. This is the one I'm using, upgrades, random jumps on top of it. Good. So this is a good starting point first because I need to remove this. Let me group is that we've targeted. So same group. The same thing as for the delete button. Now just for the grouping. This one, I go to my normal one under the opposite to what it's pointing down. 00 tolerance. And there you go. You have the bottom primitive selected groups. I can call it here, e.g. bottom. Make the group name from the node name. Okay? This is now done. I want them to make this a bit smaller because anything that falls, if you notice that this is the bounding box based on the exterior shape, I don't want anything to fall and hit the interior shape almost fall directly inside. So let me just scale this one, this primitive down, bring it up, transform. And because we have called it the bottom, we're going to select the bottom. I will scale on the x and z. So that's going to be 0.85 ish and undo it's uniform. So let's copy paste relative reference. Now you go, you have done this, but just to be safe, anytime you work with a transform away from the origin, for now it's okay. But if it's not using uniform scale and any other operations from the transform, you might end up moving the objects from where it is. So you may want to the pilot set correctly to the object itself with z x, z, y, z, z. Right? This way, we make sure that whatever transform operations happen, they happen based on the centroid of this and not based on the origin. Okay? Now that this one is done, I'll just move it a little bit up, move everything up. So I'll just give this one a little color. Just green or something that this is the one that we will be using for moving it up or down. If you really want to go a little bit, I wouldn't call it sophisticated, but if you want to automate this one, but you could do is create a transform. I'm just removed the cutoff for now. What you could say is, I want the gap to be exactly the size of the watermelon. Because if you say, Well, if, if, if something falls and the greatest field and another water movement unfolds, it will be leaning on an imaginary geometry that does not exist in the render. We don't want that to happen. So I wanted to have this gap at least equal to the full diameter of the water middle. We can do that. We can say, let's go back to the bottom of the biggest one. This e.g. rages copy parameter. And I'll come back to the Create here. What I will say is move it up by base relative reference this much but this, but remember, the sphere works with the radius. I need the diameter, so that is two times that. And now I'm absolutely sure if I have chosen, let's assume that this watermelon is the biggest one. You go with, the biggest one that you've chosen. If this is 0.12 and you have decided that this is going, and you have decided that this is going to be 0.11 or zero point, then just 20 cm in diameter, you go with the biggest one. This is one way of doing it. You say, okay, I know. I'm absolutely sure that I'm leaving at least the full height, the full diameter of the watermelon. If something leans on this edge, it will not be lean in on this edge. And then probably create your own offset here with just a manual transform, leaving it here as a placeholder. And this is the one I would create. A color to. This one, you can say, well, on top of that, I may want to add or reduce, say e.g. if you want to start by filling this for the first two or three watermelons and then moving it up, you can do it article, bring it a little bit down to your work, and then we'll get back up. Okay, It's just choices. Alright, now I want to make this wider because I want to paint. I want to have enough room for the watermelons to move without hitting each other. And the dynamics need to just flow naturally without unnecessary collision. So I'll just make this top edge bigger. Targeted first group goes to the edges and go down. Let's remove this one and go down to include my edge. Here. There's one called unshared edges. And now you know why I have not removed this bottom primitive. Not yet, I will remove it. But after working with this, if I had removed it, I would have both of them selected. And this is an easier way of just saying I'll just talk at this one first and then I'll remove the important primitive. Now, this has come to be called top edge. This is just a node. And now I'm going to call the group based on the name of the node, top edge. Alright, now I want to transform this top edge. I want it to be a parameter based relative reference to be twice, e.g. twice as big. Again, just to be safe, we don't need it now. But maybe you want to get in the habit of making sure your centroid is always set to dollar z, x, z, y, z is z, which is the centroid. So making sure that your pie, but not central to your private, is set to the centroid of the object you're working with. Otherwise, operations could be based on the origin. Then I have this. What I will do is remove this bottom primitive. Now that we're done with the top edge, let me blast bottom. And we're done here with this bonds. We just need to reverse the normals so that when we paint with paints on this side, okay? Alright. Now we're done. I'll just make a merge on bringing both on this. There we go. We have this I can do, I don't need the UVs. While condition is delete, attribute delete. You don't need to do that but bring in as little inflammation to the simulation as possible. Vertex screaming of the UVs, correct. Then I have this, like this. Even though I think the shop material, we don't need that. Right now, what I will do is have our rate. What do I have? I have here? The real rate for rendering. This is my simulation creates with the geometry that we will be using for the physics painter. Let's go back up and we will start working on the physics painter. Let's have something like physics painter. 3. SIMULATION: Inside and we bring in an object merge. Because now we want to bring in this scene creates this information. We want to bring this inside the physics painter work. Alright, let's point to copy. Then I will paste the path here, say into this object. Alright, another I have this, I can bring in physics painter lapses explained up. Alright, good. Now I have the grid, so I have everything put in dynamics. Now. We're ready to go. Let's look at the settings of the physics painter. What do I want to use? What do I want to paint? I want to paint these watermelons, these two. Okay, So let's start with that. Let me go back to my physics painter. And before looking at any of these numbers, let's first, under dynamics, add. Either you can use the Quick Add or pressing the plus here. Now I have two meshes, simulation mesh and use render mesh, simulation mesh and render mesh. Remember what we've done for the watermelons. There is a random nation under this simulation mesh. This is the Render. This simulation. Good. So let me come back to the physics painter and bring in each one of them. Here. This is the first, so I'll click on this and I can say OBJ, bottom one. This is same except use yes, the random match. And we did the same thing for the second one. Same except and yes, use the render mesh. And this is now the render mesh. For the second. Good, we're good to go for this. We can choose the probability, this is the weight, like if you keep it 11, they will get similar probability of being painted. So we will have almost equal, not exactly equal, but they have similar probability if you want this one to be more. So it's going to be like two. Or you want to make it 1.5. You can just make one, have more probability of showing up than the other. This is relative. Okay? So let's now go back to just keeping them as is one-one. Let's move up here. Okay. Let me first. Without doing anything, let me just press Enter. And I will get this brush, which I can now use to paint if you notice something is happening. But I suggest you do not start painting now because I just wanted to show you what's happening. Clear current paint. This is too much clearly what happened. What happened? It's been painted outside and if I do anything now, it's going to fall on the ground. I want my stuff to be here. So we need to set up this will properly the current paint. Another one. This stroke padding is important. I paint like this. Well, number one, we're painting on the wrong side. So here's what I suggest. You look at the offset. Offset of zero tends to be the wrong default. Don't start with that. Probably better start with the 0.10. 0.1 is making sure that you are away from the surface and it's looking at the centroid. So now I'm good to go. Well, this is a better starting point. That's what I mean. But I do not want actually to use 0.1. I want better than this. Another thing that this looks too crowded here, if I now precipitates, they're going to start colliding with each other and fighting to get through. We don't want that stroke pattern is where you, even after painting, you get to create some room to breathe. So you have less analogy. Okay, Now this looks a bit more manageable. Alright, so this is for the stroke pattern, the surface offset. What actually I want, because I'm on so much offset, I want to move them here. I want them in the air. I'm actually painting on this geometry. But I have an offset from the surface of geometry so high that it now is flying, floating above the place where I want it to go through. Okay? So what I can also do is instead of just painting randomly, just painting and hoping for something to show up. Let me clear. Without knowing what the number is, what I can do is simply say no, paint bucket node is going to be, I want you to paint. With one-click, give me three. Let's say three. And click. There you go. You've got three because you have the right offset. Sorry, I'm just clicked. Let me clear. Three. And then you go You have three because you have the right upset. They are now in the air and you have exactly three. It's one-click. You could say another critic is three. Is three, but this is going bit by bit. Okay? So let's clear on this. We click once and it gets three. I can create even more offset or less. Then I can press the simulator. Okay, let me clear this. I'm going to paint it now here. And I wanted to just to have to probably, you know what? Let's go back because I wanted to do it bit by bit. So great. Remember this green? Why did I color it in green? I just want to remember exactly tribute to find it easier. So let me bring this one a little down. Because I want to do it in stages. First, fill in the bottom, then add some more. Let's go back. Paint. Now. However, was the number again, two, threes. Okay, That's all I need. Now. I can bring back the timeline and press Enter. And there you go. It starts simulating. There they are. Now. This is still running and they will start moving until they find their place. And then that's it. Good. Now, you can choose a place and then say a dry current pain. Now as soon as you do that, let me go out. There's nothing here. That's just what we see. The great Guatemala. Guatemala and two, and this is a node that we have created ourselves. And we've got the object and the physics painter here. As long as soon as we press on dry current paint, I'll do that. This has now become geometry that's frozen. And there's this physics paints data that was created as holding this data. If I dive in there, geo here, and I'll find that this is the data. Now, there's another cheat, which if you want to find this data, actually you can dive inside of this physics painter here. And there's a node here and stays out. Both physics objects. You can point to this one to grab it if you want. Alright, We'll do that later. Once we're done with the painting, we'll leave this one alone. We don't touch it. It's just like a container for our geometry. And let's go back. Let's assume actually when I bring in more water melons, this one is sitting in the wrong place. You know what? I don't like this. So what about we try it again? Clear old paint that removes everything. Hi, Well, I can do is come back again and say, give me actually maybe three now. I want them to all three fits in here if possible. And I'll press wants because I am using bucket item, you can decide not to debate, but I prefer now. I will just run it again. This case. As you see, let me get a bit closer. It is stuck in the middle because this fellow here will stuck in the middle. All right, so let's stop. I don't like this. Let's go back. Current paints and click again and press. There you go. This is more or less what I want. Something like this because these watermelons are quite big, donor could be exactly fill in all the space. Let's say we're good with this. Alright, so let's choose a place where it's stable. We go with dry. This is frozen. If I now click another time and say, Well this time, I want to add one-by-one. So just one click here. Onclick. Let's oh, you know what? Let's clear this one. Clear current paint and go back. And now move it up. This great green one. Let's reset this one to zero because I want it to have exactly what I had decided here, which is the diameter of the watermelon. So I don't want anything lean in on an imaginary geometry. Let's go back. And now we're going to paint one. I'm doing it bit by bit, but you can go with five at once and then see what happens. There you go. I'm happy with this. Let's let it stabilize. Perhaps. Perhaps is enough. Let it run for a little while, but that's it. Good. We're good. So dry current paid, it gets added to the frozen geometry. And now I can again go with probably another one, but then starting from, starting from here, I click. There you go. We have managed now to have another one. Here. Let me see if I can add another one. On dry paint. It's gonna be a little bit difficult to add another one here, but we can always try. Probably here. Maybe. I don't want to be clear. Current paint. Probably here. Now, I'm going to play with it a little bit. I'm going to move it using the offset. Something like this. If it hits, if it hits this one, go outside. So let me see. All right, let's move on. Fantastic, almost fantastic. It's good. It's good. Alright, that's exactly what I wanted. Could see this offset is not just to avoid trouble with premises, but also some type of positioning. Positioning your dry can't paint. Now we're good. I'm happy with this. Can I add one more? Let me see. Can I add one more? One more? Well, probably it's gonna be very difficult to have one here. This is enough. This is enough. Okay, Good. Now, I have, now finished this part. I have my data. So what I will do is say, thank you to the physics painter. Well, before we say thank you, we get inside here. See, this part is somewhere in the last third, at the beginning of the last third of the neural network. And you just copy this one, copy and go back. These two are like Just workspace, work in folders, whatever I like it. This isn't the real thing. This is just like the processing part. Okay? Let me bring in a Jew node. But I will cool. Watermelons. Render. This is the input. Okay, So this is just input. Input. This is not going to be rendered. I have, yes, cool, this one render because it needed here inside to be set as the rendered, as the renderable mesh. Because then it ends up in here. And then I can bring in this one. Let me turn off this, turn off this object large. Remember that? I have copied this one. There you go. Alright, so all I need now is the crate. This is what I need is what needs to be rendered on. This is render. What you could also do in the physics Painter. Let me go back and turn off the visibility of this. Okay? I'm back here. In the settings. There is also here, the minimum and maximum rotation and the minimum scale and maximum scale. Now, if you have accurate measures and you want to stick to these, fine, but you could still have very, very minute differences. What you could say is something like 0.992, 10.01. And you have slight subtle differences between the scale. Also in terms of starting rotation, I have not bothered with this one because they will watermelons fall and they keep rotating and moving and moving, you will end up with a random rotation, random orientation of the watermelons. But if you really insist on having something that you define yourself as random, you could say, you know what? I'll copy parameter and this relative reference, baseline reference, and then copy this one. And paste relative reference, base relative reference and have this one go from -180 degrees to 180 degrees random starting point. Because initially when we painted, remember when we painted here, let me just have three of them. We're not going to add them now, but it's just for demonstration purposes. When we paint it like this, initially, they were pointing all in the same direction, but when they start drooling, they ended up being random. So that's why it's fine. If you really insist on starting from random, then you do this and you ended up with random orientation and even the scale. And in, after painting, when you click paint, you can still adjust the difference. Well, obviously this doesn't make any sense, but I'm just showing how far you can go at that. Okay. So keep it subtle, please. Very, very subtle. If you are given a difference like 98, perhaps 1999, perhaps 98. Maximum difference is just have something subtle. So these are the two options that we have not used. You can use. Let's now go back here and obviously clear the paint because it's not gonna be used clear current paints. And let's bring back this. I prefer to work with geometry that is being imported. So we don't want to work directly with the output coming out of this node. We want to export it. So let's have a rope, the geometry output. And let's save it. And their job. As a B2C, which is an efficient format for Houdini. Melons. I click, save to disc, then bring it back, file, Copy, then Paste. Then I have this. I don't need to worry about this now anymore. I can now work directly with this, but we're going to encounter some problems. Let me show you. Let me unpack this first. Because it's a packed geometry. If you look here, six factorials. So we need to unpack it around. The first one is, when we look at this, there's too much information. This stuff was inherited from the physics painter work. We don't need all of this, so we need to remove all of the unnecessary information that we should not take with us or the render. Alright, that's number one. Number two and the most important and the biggest problem is actually how much control that we have the way we've done it. If we don't pay attention, we may end up with the wrong distribution. Remember when we talked here, back when we talked about the physics painter. And we said that here you can say equal weight one, weight one. And I'm saying Please give me, give, just give them the same chances. Let me show you. Did it listen to what I wanted to say, that it give them equal chances. Let me first, bringing out splits, perhaps. I will take watermelon one. That's going to be one. And then the rest of this day he's going to be the rest, which is watermelon two. Now, if you look at this, what's happening? Okay? These two are the same, are down here. We're not going to see much of them all week. Okay? And here, everything that is at the top is the same. So what I'm going to see, actually the camera will see mostly, hardly, actually, unless you do like this, then you see some of the difference from the Ottoman onto. But if you look from most angles, you end up with one. It is as if you had worked in the physics painter. As if you had worked with only one of them not to. So here's what I recommend, because this result clearly does not work for us. Let me also show you a render. We have not yet created the materials, but I want to show you from the end, if you go ahead and create the materials and do everything you want, what is will look like? Here's what it will look like. See the top four, they're all the same. I want this to be just randomly mixed with it. I want one here and then one difference here, and this one is a bit different but then rotated. So this is not going to work for me. What do I need to do? I thought that I said clearly, and I was very clear when I said, when I said to the physics painter, please give them equal chance. It didn't really work. What I recommend you do is very simple. Let's assume. That we're still working with to painting is what you do. You turn one off. And now we're working with only one of them. Then you make your paint. Then you go ahead. Say the pocket is going to be, let's clear, clear current and you end up with say, one or two. That's it, That's one. If you want to art directed, you get to decide the distribution. What's inside is not going to be very visible. So you may not care about the three that are inside, but the three that are the top. You may decide, let me click this one. Okay, Done. Once you've finished simulating it has taken its place. Let me clear as if it has taken its place. When you go back and you say, okay, now it's your turn. I know this is a little bit manual, but you are now really choosing exactly which ones are going where I will not waste your time doing it again. So I'll just clear this one. I've already done it around. Do is simply come back here to this. Instead of bringing in this one that has the problem of 44 being the same, I'll just bring another version which has a much better distribution. So let me split. This needs to have one. Let's just call it one and row two, which is watermelon 1.2. So this is one, this is two. So from whichever angle you look, you will always have both of them represented there. This is a lot better. Obviously with rotation. So this is going to be rotated, although they are the same, there'll be rotated. This works much better for me. Alright, good. So this is the version on the work and width. And let's now lean this because it has too much information. I'll bring in a clean out. On four. I'll just keep Position. Normal shop material part UV and these two groups and the rest I just removed. So uncheck, remove this one and check. Remove, degenerates primitives, and go back down, remove attributes, removed groups. If you say remove everything that is going to move, everything would start what we want to keep. So except for the groups, maybe perhaps 40 million underscore one. Underscore two. I kept these two groups. Let me to keep the normal. Except normal except u, v, except shop, underscore material path. You go, this is all we need. Alright, now let's have a cool this out. Milan's render. This is the geometry that will be rendered. However, we need to add the material now. So let me just bring the corner. Alright. Material. We're going to assign based on the groups. So we have group one or group one. We have here group. Let me just go back here and choose one here, and choose two. Alright? Let me move this first. Group one, group two, okay? And you will have the materials here. Now remember, when we were here, we only had created this as a thump. Well, it's empty, doesn't have anything anyway. So what I can do is simply ignore it for now and create a new one. Under water, moves around the circle, creates a material material network. And have less builder. This is going to be, I drag and drop. This should be number two. Let me assign them. Group one shall get home and number two. Number two. 4. SHADING: I had an output node. Just to make sure that wherever my display flag is, this will be rendered. Alright, What have we got? We have now Waterman and the grades, we need to have a ground. And that's going to be grid, which which will be 2.5 by 2.5 unobserved coefficient divisions 100, copy parameter, relative reference. And this is a subdivision and geometry level. And I will add on top of redshifts OBJ distillation and displacement, I will activate unable to selection. This is going to be the subdivision at render time with enabling displacement as well, because we will be using a texture. That texture has displacement map. Alright, I'll call this ground. Inside. We will make sure we have some UVs. Uv project. I will make this orthographic initialize, have material for assignments and then creating the material NMR magnet. That's our S builder. Let me call this ground. We go back and sign this. And then we have no issue. I want to cool ground. It doesn't hurt to have an output that just makes sure that this final stage is now rendered. Okay, So this is what I have any types of lights. So let's bring in some night shift. Lie down. Here is a light. Let's go to the lights and under texture around bringing is a light from HDRI Haven, outdoor overcast. Choose the one that works for you. And I'll just copy paste the part for mine here, minus this one. Okay, I've converted it already to ACG. So I just need to tell redshifts you don't need to convert it because it's already is ECG. Alright. So this is my lights though. I have a camera. No, I don't have a camera. Let's look. It's free-flowing. I thought I had looked at. Okay. Nice. So I'll choose a position like this. Something like this. I'm going to just simply move the ground a little transform. And I will on the objects transform here like this, just making sure I cover. Then perhaps make it a bit bigger. Three by three. Good to go, correct? Yes, we're all good to go. And initialize that, say, good. Now have this. I've got one material, material and sign here. This is just a place holder and there are no protections there. Good. So this is what I need. This is all I need, right? Let me just save. But for now as a placeholder, that's what I need to do, is I'm bringing the materials, the textures for the materials that's going to be with a texture. And all they need to do is bring here the path to the file name and this side the color space. Now if it's an E XR, it is going to be a utility, linear sRGB, this one. Alright? So here's what we have is what will agree? I will bring the mean because it's repetitive work. I'll copy paste them. Let me let me just do it right now. I thought I'll stop recording. I'll just I'll just copy them as they are and we'll show you exactly what has been based, right? Exactly using this texture. That's the one disorder. I have the path and I've decided that for this one because it's an XR, it's going to color. It's supposed to go to color. It's unbeatable. This this is utility linear sRGB, ambient occlusion. Will be multiplied. So let's do it now. Color composite. That's not what I meant here. Multiply because this needs to be multiplied with the color. It's also needs to be treated as color as utility linear sRGB because it is a XR plug-in soon. Okay? Roughness is given to be treated as rho. Remember, roughness, normal bound. We don't have a bunch of this one. But if we had one, it would be treated as rho, all of them as row. Now the normal needs to have map, which actually is a normal map. If you choose. Here, normal, then it behaves like a normal. Behaves like a normal, okay? Alright. Displacement is going to need a displacement. Plug it in here. And this goes to either the bump input here or if you're using just one, it's going to be a bump map here is basement. Same story goes to the displacement here. Now we're onto is just for visibility purposes. Shifts tests. Dr. this. No, I haven't connected yet the reflection roughness because the reflection roughness. Good. So this is the main setup now. We'll do exactly the same thing for the others, right? So let's go back to the Guatemalan to copy paste this setup, including the composite bump map onto displacement, right? And I just simply connect this to the color, this one to the reflection, roughness, the bump, the bump, which actually is a normal displacement. Done. Let's go up to the crate. We shall do the same thing. This was called dumped stuff. Great. Same story. We go. This is what I have now, but I also have a bump for the crate. So how do we deal with the bump that we do the same thing as we've done for the normal. It's a bump map. But this time we'll leave it at default height field, then it's treated as a bump map. Because we have both of them. We're going to blend them. Bump blender, and connect this as base input. Another one is the layer. Here. You want to go with a weight of one. Then we connect it to the final. Here. Bump. Displacement goes to the displacement. And obviously the rest. As usual. Albedo. In this case, I do not have an ambient occlusion. So I do not multiply, just albedo and roughness, reflection, roughness. Good. Now this setup is not ready for this one. Let me just quickly save the ground. The ground. You can go ahead and use any texture you want. Brick floor, e.g. from poly heaven are using this one from a gas cans, right? So I'm pregnant the maps and here they are. There's something I want to tell you about this because b, let me do the following. I'll disable this one for now. I've handed a know which rules. The scale of sit and rotate. Remember these textures, they don't have this. You can also scale them and offset them, right? So texture, Let's just get a default one. This is the default and you can change the scale. What I have done is the following. Let me create a new one. So this is, no, I don't know. Alright, it's empty, has not been. And then you go here to promise the interface you grab. I'm trying to replicate exactly this one to change the scale of the texture that is on the ground. By default, it's too big and it will be too big. I want to be able to change it, not just for the albedo, every other map here, all of them. If I want to do that, I drove a copy and paste the parameters directly from here, change it in one place, and then it gets replicated in all these maps. Let me show you exactly how it was done. It was done like this. With floats to, then flows to, and then just normal float. Right? On this I called scale on the scale because it's scaled with default 11. So I'll just keep it exactly as it was and the detection. And then this was the offset. The offset on default is zero and this is rotate. Rotate. Good on the default is zero. Apply except so we have exactly the same thing that I have here. Well, obviously, because I still want to type in just once copy parameter and it needs to be equal. Baseballs reference whatever I change in the x or change in here as well. So this is how I've created it and all I've done is simply copy parameter here and paste relative preference for scale. Same for scale. Full-scale, say for scale, same for scale for the displacements in these maps. Now off-set, same story, come back and copy parameter and then you base relative reference. And then base relative reference basically as reference. And that's how it is done. Because now let me just remove this one. It's exactly this one. Let me rename it to controls. Perhaps give it a color. And then say, well, now if I want to change anything of sanitary, know what I'm gonna do. I'm going to set it back to when we see what we get just with the default, right? So now we're back to everything being defaulted. Would they rather efficient way of changing the size? Because for the watermelons, we don't need to scale. It is a 3D object. That's the accurate one-to-one scale with a 3D object to create the same thing. But my grid is 3 m. It was 2.5 and I added two to three and then put the texture itself. We don't know. Sometimes it's one by one, sometimes a two-by-two, sometimes it's four by two, sometimes it's eight by four. We want to be able to change the scale here and move it to the offset to find any interesting features and rotate for artistic purposes. Alright, let's now have a look. Let me just say again. Let's have a look at what we have. We have now a ground with material assigned. We have so my lungs with materials and create with material assigned. Is that the case? Yes. Great. And this is what we have. We've got everything now. I have not changed anything. I did. I have okay. I should not have. Right. Let me just put this one back to one. Alright, this is, let me revert to defaults. Revert to the false because I want to show you some very important things going on. Let me say it again, and let's open our RenderView. I'll just make a little bit more space. Open render here, which are from the view. Right? Let's see what we have. Okay, do I have enough light here? I'll think I need some exposure or let's go. There you go. We have a problem with the ground. Why is it not signed? Quickly check this is assigned to ground. The ground is this and I have eight. Scott, quickly troubleshoot why it's not showing up. Obviously. We are not connected anything. I just copy pasted. Alright, great. We need to stop this. Roughness, reflection, roughness. Check. Do we have an albedo actually for us, I do have a collusion. Collusion. Unless there's a problem. There is no bandages normal versus bomb and displacement. Alright, let's do it again. Okay, humongous, huge. Now, let's change here too. What was it again? It was three. So let's keep it as is and then change to three. Good, This is a lot better, and this is now, it's just, this offset is just an artistic choice. Alright? I'm just rotating it to give it. Some are just a choice. Alright, so now that the scale is kind of okay, I can make, I can make it like four depending on how big your times are, but I don't think this is the right accurate. Scared for tiles. It's more like a three or 3.5. Alright, good. I will then simply now go ahead and show you the problem with the ground. Initially. I think I had solved this one already by default. By default. This is, let me stop this. By default, this is what you will get. By default, the displacement is scaled 1.0 to 10 to one. But we are working with megapascals. If I leave it as is, you might end up with something horrendous. Let me show you. I'm just taking a snapshot of the ones that are changing us. Let's click on this under okay, You see, it's outrageous. This is outrageous. You can't, you can't work with this both for the scale. So 0.01, always make sure your displacement is small because the default is not working for us here. Plus, you might notice that the ground level is not accurate. So you want to adjust for displacement. For omega scans, the ground level is zero, so it is naught 0.5. If you say minimum zero, maximum one, you are telling me that the ground level is 0.5. Any displacement that's going down is going below 0.5 and the displacement that's coming up is going above 0.5. But that's not true for my gas cans where it might be for other assets, for other textures. For omega scans, it is zero is the level. So I need to adjust this to -0.50, 0.5, which then makes anything that's negative is negative. Now it works. See, we have gained a little bit more geometry here because it was beneath the ground. Alright, so this is now for the overall setup. Then we look at the look that fast, which is working with the roughness here is just the default, like do not like this. Let me stop this render. Come back to the I do not like just the default roughness and Z is what I will do is I'll add a 0, okay, well, what we can do, let's just let me, let me launch a random because I'll do something. I want you to see it before and after. So let me remove this and just launched surrender before the adjustment. Save a snapshot and call it before. Right. And then bring in a scalar ramp roughness. And I'll use this to just roughness level. This. What I have here is a ramp. And what I'll do is activate this and then start playing with the sliders. Now what you can see here, look at this because this is just one watermelon juice. The first one. If I bring it all the way here, this, this is the one on effecting. This is the effect I'm getting. Okay? Now, this is not what I want, but I'd like to do is something more like this. Perhaps bring this one down. Something like this. Because I want to have some reflection going on. Good. So this is what I want. This is something I want to do is I'll copy this and paste it in here as well. For the second Boltzmann connected here, these are standing in the way. This move them. Alright, now let's make another render. Look at the difference. Okay? Go, I will take another snapshot and call it. Let's say if this is before and this is after. Alright, so this is, this is before, and this is after. So we're adding that reflection for more realism. Alright, let's go back to the top. This be an a. Let's go back to the crate. What we need to do for the crate as well, Let's just save is make sure that why the solution displacements are on, because I am using under the material for the crate, I am using displacement. This is needs to be again -0.5 to 0.5 displacement. I can have 0.1. And probably the same thing for the watermelons, but we won't notice much. We will not notice much for the watermelons. Perhaps is 0.1, making sure one is 0.50, 0.5. Sinful, sick and Walter minimum, right? Let's give it another vendor. This is too much. Let's stop this crate. Bring it back into 0.01 strip. This is a lot better. We have displacements, but it's enough tiny. Alright? Maybe even smaller. Maps to make sure that the watermelons are also aligned. Displacements are 0.0, 1 s, 10.01. Okay, Now we're done. Let me close this one. Save. Okay, and perhaps tiny bit brighter. Take a snapshot of this.