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Houdini Beginner Your First Mini Project - Get The Basics Right

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

      0:23

    • 2.

      1. MODELING

      34:46

    • 3.

      2. SHADING

      25:27

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About This Class

Hi, with this mini project you will learn the Houdini workflow from the very beginning to the final rendered image in Redshift. You will turn a boring sphere into something cool.

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 challenge Projects.
We will cover:

  • procedural modeling,
  • layout,
  • lighting
  • and shading in Redshift.

Alright, Let's do it.

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Film VFX

Teacher
Level: Beginner

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Transcripts

1. Introduction: Hello, welcome to another Houdini beginner challenge. With practice. A lot of practice comes perfection. This challenge you will make what used to be a boring sphere look rather cool. We will cover procedural modeling, layouts, lighting, and shading in Redshift. Alright, let's do it. 2. 1. MODELING: First we create the project file, new projects. Then I save it File. I make some space. Rearrange this, bringing a new vein for the parameters. This is going to be my network that's making a sphere. And then we have a radius of half a meter, which means the diameter of 1 m. I want to cut this, but first let me just change the rows and the columns. And now I can cut it. How do I do that? Well, I'd like to use a grid actually to act as a cutter that's bringing in a grid. Migrated by default is huge compared to the sphere. Let's make it just 0.1 bigger than the sphere. Sphere plus 0.1, just a little bit to cover it. And I don't need that much subdivision on this, on the grid. Two-by-two to give me just one polygon. And this will come through this. And we cut it. Simple Boolean. I connect one to one of these slots and then the audacity of it doesn't matter which one is which, as long as you know how to treat each one. Sphere is a solid. Grid is not a solid, it's a surface. So when I come and check here, I'll find that it's been treated properly. But if I go back to solid, it is not because grid is not a solid. So the operation that you choose, which is subtract by default, which is a minus B. By default, you can change it. You get this. But the most important is how you treat things. What are they? Is it a solid or is it just a surface? For right now? I have this additional edge. What you see here. Right now, I just want to see a clearer, I can bring in an exploded view. This experience, any connected geometry. Alright, so this is the idea, this is the principle. I have one grid. Now we're not going to do this grid by grid. It needs to be done in a rather procedural way. So how do I do that? Simple, Let's remove this. And let's bring in points because I want to have points along the height of the sphere. And then I will copy this grid on these points at several locations. And randomly. They should not have, these points should not have equal distance to each other. So how do I do that? How do I get points from here to here? Well, I can start with a line. This sphere is, what's the height of the sphere? The height of the sphere is 1 m because the radius is half a meter. So the line by default also happens to be one. So if I click here, I'm template the sphere. I see that one of them starts at the origin and is half. And the origin of above the origin and half below the line is starting from zero and going up. So I need them to be aligned. How do I do that simple, either I bring in the line to the origin at half, or I bring the sphere up. Now normally I would bring this one down. I would do something like this in normal circumstances and then proceed with working with my points. I have two points here. Let me show you. Just make them a little bit bigger. This is your points market size, I plus D, plus D, you get the display options, right? So this is what I would do. But to show you how to sort out any issues, problems that you would encounter if you are forced to model outside of the origin, not at the origin, I will move it outside of the origin. Okay? So I will do this. This one needs to just state the way it was. Then the sphere will move up. And because it is a radius is already half the sphere. Radius is half the sphere. So I'm moving it up by half, which is the radius, which you would not do for box, because the box you would divide by two. Here we have a sphere, because we have the radius. It's already half. Alright? Let's now add some points because I only have to do that. I resample. And when I do that I have the option to, It's by segment length or by segment number. I remove this and get Segment number, segments. So that is 123. Until then. Good. So how many points are there? Where it's the segment plus one? There is. Because one segment has two and all the others. You can count one. This is now for me 11 points. Now if I want to have 14 points, 13, 14 Points are right. Now. The problem is we have equal distance. We said we don't want a boring equal distance. So let's bring in some randomization with eight points. Jitter. Jitter does just that. It will move them all over the place. However, what I want, I want is just the y-axis, not the x and the z. Simple. We'll just put zero and x zero in the z. And then we have the randomization happening, the jitter happening only on the y axis. This however, I mix it, go below and above the sphere. We don't want that. We want it, whatever it does to stay within the sphere and the aligned at all times. We could do that with a match size. So this should match the size of the sphere. I connect this here, this here, and by default, it just moves it because it's just translated. But when you check scale to fit uniform scale, it makes sure that it's always lighter. Good. Now we have moved with this. Let's move to the next bit which is copying. But wait, you will benefit a lot by having the habit of cleaning your geometry as you go. Always keep your geometry clean. What do we have and what do we need? I have a sphere, I have points. I have a line. I need the sphere on the line. And the points. Do I need the line? No. Okay. So we tell the line, thank you very much. Goodbye. This way you always keep your geometrically. Now I've added an Add Node. That's how I removed because the ad does a little bit more than adding. It also removes, if you delete geometry, but keep the points here, you end up with just the points. We're ready now to copy two points. These are the points. Where is my grid? Here is my grid. There you go. This is now copied. Two points. Simple. Let's do the same thing as we've done before. And because we had this one in B, just not to confuse you, I'll keep it as B. The greatest be the sphere is going to be as pain. You go by default again, again, treat as what was that? What was the B the grid as a service. So we need to treat as a service. And now we can split it sliced. We have more edges. You want to see it clear that you know how to do it. Alright, here we go. Now we have two things we have to deal with. Number one, the boolean has created, just contemplate this. That's created this inside geometry. I do not want that. I want to create my own border here. I want to have a thin edge here so that when the camera sees, when you look from the camera, you're able to see the inside adhere. This should be gone. This or this, that's number one. Number two is, well, does this look like a sphere? No. Alright, well maybe we have exaggerated the exploded view. If I just do 0.2, That's what I want. Actually about 0.2 separation between each one of these. However, the sphere shape is also gone with 0.2 is, no matter how much you put in here is, if it's not zero to the oval. So how do we deal with that? I just need to make sure that the x and z have the same addition as this. But first, let's deal with. The inside inches. And then we'll come back to the shape of the sphere. When we did the Boolean. We had this geometric created by this Boolean gives us a lot of information. We are able to create groups of geometry. These are the groups that we haven't. This is one of these groups. Now if you don't know which one, simple, just go ahead and click on all of these. Then bring in a blast or a state or a delete. Let's just use the split for a change. Maybe here, and then select one of those. Now, these are now visible under groups here. I'll select any one of these now, I know it's being inside a, so I'll just click on that and see it's you. I want to delete you. So how do I do that? This is the name of the group. Now that I know you remove the split was just invited to for difference of bringing the blast. I say just this one. Then it is removed, gone. Good. That's one. Another thing is I want to fully extract this. What I could do, what I could do. Let's, let's do it already now. Let's clean our geometry already now. So have I, yes or no? Yes or no. Finished with these groups? I've done the work of targeted district. I've removed it. Thank you. Goodbye. So all these groups have to be removed. Group delete, always keeping it clean. Because I don't need any one of them. I just say star. And gone. The less information, the lighter your geometry. Next is going to be the poly Extrude. And just a tiny, tiny, tiny bit. You may have noticed the asthma. If the little bit back, It's moving outwards. You must move it upwards. You want to move it inwards with -0.1. But because we want to keep the normals not messed up, I could reverse it later, but it's better to start like this. And then output bag, this will close the inside as well. Good. We're done with the edge. This part is done. Alright, now, do I have to clean something? We're good. Just be nice. Position. Wellness. Let's now start dealing with the shape. This exploded view has moved by. Let me bring it back. That 1.7 was just to see what we're doing with the group that needed to be deleted. This is oval, it shouldn't be the case. Let's transform scale on the x and the z by how much? I'm not going to type here. The number, the IV here. This 0.2. I can say this one plus whatever happened here. So whatever you have here, copy it and add it to here, one plus base relative reference. Let's see, It has been and distorted because it's only the x. What you need to do that for the z as well. And I want always to copy z from x naught from somewhere else. This way I'm sure it is spherical. It's a bit bigger. If you think. No. I insist I wanted to go back to the initial scale that we started with. Well, good, we can do this. This sphere we started with. All right, so we match, we ask this changed sphere, sliced sphere, bigger sphere to match the size in both the translate, where it is and the size. And now we have exactly the same sphere size we had before. But it is now sliced. Alright, let's move to the next bit I wanted to add. Now might UVs, because the further processing that will happen later is not going to miss up with UVs. I want to add them already now. So I can do UV unwrap or there's a lot of tools that you can use. I'll go with even rub. What I could do is deal with each one of them separately. So what I can do is for each connected piece, I want you to do the UV unwrap for each one of them separately. When I click, I get each one of them separately. But but but because they have been dealt with separately, they did not take into account each other's density. Some are smaller than others and bigger. So I can use a UV layout to say scale islands too much their surface area. This is now uniform, right? Good. The next bit is going to be to move them around G, third them when I'm using the exact same word as in here, these are pointed, remember this point jitter bit that we've started with? Let me just go back. This is what we had. Yeah, this is what I need. I need that geometry to move, but wait, this is called jitter and what do I have? Let me go back. Put it back to what it wasn't me, go back to my geometry. What do I have here? I've got geometry, yes, there are lots of points, but This is our standalone geometry pieces. How do I move them as points? Well, I can convert each one of them is a point. You can do that pack when you park. Houdini treats that geometry as point. Now if I do it right away, what's going to happen is everything becomes only one point. Just one point. Now I don't want that. I want each one of them to be a points. Well, you guessed it. We've just used it for each connected piece again. Alright? So we can do, for each of these. We already have this, this connectivity attribute primitive. This creates just an attribute that the for-each loop uses for each one so that it identifies each one of them. I don't need it again because it's already there. I already have class primitive attribute from the first one. I don't need to create it again. So let me delete this and just keep the loop. And now I say, buck each one of those buckets. How do I know they're packed? Well, there are merged points. 13, packed geometry 13 and merge 13. I have 13 of them. Okay. Good. Because if you remember, this resemble these are the segments that scene. Okay? Okay, so now that we have this, we can start jittering them because they are not just points. Jitter on by default, it's all over the place. What do I need to do is I don't want them to move in the y, just in the x and z. So that's number one. And then here, very, very subtle. Tiny numbers would do for this purpose. Perhaps a bit more. Something like this. Good, What have you done? We have backed the geometry for the purposes of turning them into points because point jitter only axial points are we done yet? We're done. Good. What do we need to do? Clean? What does green mean? In this case? It's unpack. You're done. So you need packed geometry. Now I'm packets. We need to restore back our UVs and everything. There you go. Now Up Your be UV gloss and we've got some leftover here. Where did that come from? Where it came from? This UV layout, it creates these attributes. Now what we could have done is to say attribute delete already before reaching this point. Now, I don't want you to feel that it's required to clean things right there and then, but that habit is really useful. You could add the very end, have an attribute delete, group, delete, or clean node before exporting. But I prefer to just remove the unnecessary information as soon as I'm done with it. So that's the detail attribute coverage. And this one, it came from the uvula layout, right? So what do I have left now? Might be UV and gloss. Do I need gloss? I don't need it any more at this stage. So what I'll do is I'll just remove ID, attribute, delete. This is a primitive attribute class. We're not going to do anything anymore. They're connected piece so that one is not needed anymore as a primitive. I'm repeating it as a primitive because we're going to need another one class as a point, not as a primitive. Good, We're done. Now. What I can do is transform because I want to rotate it. The node transform not needed. You could have both done in one transform, but I need to show you something. I want to scale here. Okay? Let's transform. You. Press Enter and groups that rotate. Is, the private is here. So what's happening? That's because remember, I told you that normally I would move the line to match the sphere when it was at the origin. And it's better to model everything at the origin, then export it, and then you move it where you want as part of your layout. If you however feel like now, that's how it was done outside of the not at the origin. What do I need to do? Simple, we just need to move the pivot to the centroid of the sphere, or the waiter that five or transform. And I come here and say, dollar Cx, EY dorsi, is it? Now any movement I make now, the rotation is happening in relation to the centroid of the geometry. Done. So same story is going to happen here, but in this case, I want it actually to move down. I don't want it to be scaled in relation to the centroid. I want it to be closer to the ground, just because now artistically happens to be what I want. If I wanted it to be risky, scaled down, stay where it was, then I will do the same thing. Those EX EY dossiers, it, alright, good. Now we have reached about the, almost, almost the end. We have p, we have UV. We can add some normals. We want to do now is export, but, but, but, but there is a bot. I'm going to write out slice sphere. However, I need here to other step for later. See, this is one geometry. If I apply a material to it now, or let's say I apply a color just for the sake of demonstration. Let's give this a color and I want it to be read. Everything is turning red, whether it's primitive or points, whatever, everything is done in red. Now, I can have a uniform color, in which case, this is all I need. I can export it from here with a rope geometry output. I can write here the name will do it later. And I'm done if I only need one color. But if I want to have each one of them to have a color, we're going to have to think how to do that. Because remember, remember the story here. Every time we needed to do something for each one of them, we had to bring in this for each loop. But for shading, when I want to use a material with different colors, I need the input of the for-each loop, which is the attribute gloss. So if I now say on this color, give me random from attribute class, I will get nothing or simply one color because there is no such attribute. And I don't need one that is a primitive. I need one that is IQ points. So I'm just to connect DVT. I don't need the loop, not the whole thing, just a lot of connectivity. And choose point. By default, it's point now, class. Now that I have this, I come to the color because now it is primitive. I'm turned to zero point and you have the different colors that are random. Now from here onwards, you can change either to a ramp from attribute on adding the colors or whatever he wants. But you need the attribute to be able to do that, sorry, random for much of yet. Okay, this was just to demonstrate the need for this. Let me put it in red or whatever color that makes sense for you guys. The most important thing for coloring individual geometry pieces. So here's what I'll do. I'll just delete this color. I don't need it. I just need points attribute. Alright, now I can do a Save the geometry because always have the habit of getting your geometry out and then bring it back again to avoid recomputing the S. Now, this is very small geometry, very light geometry. This isn't much, but things will start adding up and you'd be working on bigger projects and you will need to get that habit ordinal. So let's change this now to job because I want it. To always point to the job and the job. And this is smallest sphere. Bgo dot MSC is the extension of the format that is the most efficient for Houdini if you want to save it as an OBJ, right dot OBJ render the current frame is just one frame and save to geometry. Now we can Bring it back again as a file and proceed from there. We get out of here and rename this one as sphere or a sliced sphere modelling. Right? I will get the font to this one and create a new file, either geometry and then open a file or I could even do it from here, file based the pump. So this is going to be, well, slowest. Sphere render. I disabled the display flack for this one. Okay, Good. Well, why, why did I do that? Well, just separating these two phases to make it abundantly clear that you do not work with the output of the network. You do not want it to recompute every time. You want to have a baked final geometry. So this is my slice sphere. Now, what I want to do is make sure I have a background as well. Let's make a background. So to arrow back ground. For the background, I'll just bring in a crit. Let me actually hide the orbital. I could keep it goes to see where okay, I'll keep it goes to print out just to see where it is. This is too big. I will keep it two-by-two because remember, our sphere was one, a diameter of one. This is two by two. I do not need that many. Normally I would go with something like this. Two rows, two columns, and then proceed from here. But, but, but because I know I'm going to want to have a curve here. It's like the background is curvy. I will add some more rows. Because this edge is going to protect when I poly bevel, this edge will protect the polygon from moving up. Alright? You will understand when I moved to that for the yeah. Actually, I need two by 12 by one because I don't need the rest by one. And then what I'll do is simply poly Extrude transform extra phone global. So what I want is here, select this one and press Enter. So we have 11 and then this is two. Okay? I want this one to be the same as this. This has three edges, which means four divisions, four segments. I would like also to have here four segments. So poly Extrude gives you divisions. I want to have four divisions because this is going to help keep the three divisions as they are. When I select this one for poly bevel in, the curve is only going to happen between these two. These edges help protect the rest from being poly beveled for being curvy. Okay. Good. Simple. Now, what I want to do before proceeding any further, I would like to give them u v is because from now on, I want to my u v to be inhibited. Sometimes it's better to start with the vase. So a simple UV unwrap would do that, takes care of both. Then I'll probably fall. When you live in water can simply select this edge. Or actually what we could do is, why don't we just saved? Because now they're all selected. If I say poly bevel, all the edges are selected. I want to ignore this, this exclusion. Ignore flat edges. What this does need to be polyval that it's not doing anything. So if I click Ignore, I can play with this angle if it's not selected automatically, because this one is really perfectly flat. I end up with just this one being in green, which means it's has been targeted now for play beveling if I want to put it now so I can do is just increase the the definition. 0.20 point. Yeah, what to do? And obviously we want to have more divisions because this is not having enough. Five divisions perhaps that work. Yeah, I think this is about enough. We don't need high-quality background is just there to make sure there's something behind. That's all that's all we need. And yes, we can have e.g. a. Uv layout. Because when you look at this, I want to make sure that they have mostly surface. Okay, then when I look at this, I have P and UV. I don't need these two that came with UV layout. I'll just add an attribute delete, which you wouldn't have needed if you haven't used the UV layout because all I need is now to remove the evening out has left behind. Alright, so now know our back ground. It has UVs, It has everything. That's all we need to add some normals. Now, I can do what exactly, exactly nothing is taken from a node network is the habit. You want to have geometry rope output and you send it in as simple as background. That's it. It's not a complicated geometry, but we don't care. We just want to keep repeating clean pipeline saved to disk. Now this is background modelling. On disable this copy. Was this doesn't matter. I prefer to have myself as dollar job all the time. It has saved to the right place anyway. So I'll copy this. And this is now a new jail. We don't have to we could have brought it here, but just keeping it a bit separate simply. But ground should we call it render file paste. And there it is. Good. This is my background. Now I have both. What do I need to do next? Next is going to be the layout. 3. 2. SHADING: I will move this sphere of it up and create a camera. Locates a bit closer. Something like this. Alright, so that's number one. Number two is I need to have lights, but before moving to the lights, the camera, we need to make sure that the focus is right. Right-click on this cube and choose focus handle. You will notice that my focus is off. This is the focus range and this is my object. So I need to move this all the way here and make sure that my folk, my object is indeed in focus. So this is what I want. This range is the focus range, the flux that I put it here is an artistic choice that I did not include. I could have had bigger that I did not include the background. But it needs, you need to have your object in focus. So that's one. Return it back to the orientation handle. Because when we look through the camera, it will be handy here to move using this. Alright. This is for the camera. Done. We need some lights. For the lights. I want to bring in the redshift lights if you don't have the time, you go for the redshift, It's down here you can see, but that's how you begin to tab. And I create a dome noise. And if, if you think this is annoying, like it's standing in your way, this gizmo for the light. You can come here and disable lights. I'm going to need it for the second lights. So for now, I'll just keep it on. So this is dome light and then I need another one. And for that, what I will do, first, I choose the position where I want my life to be. And then Control click on the light. It will create the light from my position and lock it so I can move it like this, then unlock. And it's a huge light. Let me quickly change the size of this. I'm going to call it softbox. I want to have soft lighting. This is, this term is going to be called Studio. Right? Let's go back to the softbox. This is too much. Perhaps 0.50, 0.5 could be enough. Okay, That's good. Now, these lights are not ready yet. We need to bring in some textures for them. Column, okay, Now, for the studio, I'll be using an HDRI from HDRI Haven, and that's going to be the indoor, is DRIs indoor. You can see it here in doors and then you click the new find Studio endorsed video. And you'll get plenty of Studio HD arise. I suggest you go with something that has neutralizing, not something that is full of colors. Just neutral item. Perhaps you go with something like this. Definitely something like this is great. I will use another one which I had already. You see, where is it? This one which I had already cleaned from the lights and I have already neutralized the colors. Nothing is there. So that's the one I'll be using, but you can just take the one, this one as is or any other neutral studio lights. That's for the studio. And for the softbox. Simple, you just go to HDR labs and grab this softbox. A. Okay. Well first, the studio. I will draw the data is now for the part light texture. This is now my I've just turned on the visibility of the lights. This is how you turn it off. So this is how I see my studio lighting. Hdr. That's one. And then I have my softbox. And for that, you never want to use a flat color like this. You want to use a texture with neutral colors. Use texture that creates a tab here. And then I will describe for texture. Now, it's important to make sure that we set the color space right? This is snake czar. I have already converted it to a CCG. You don't need to. If it's just an XR, you got it from HDR labs. You choose utility. Utility linear sRGB. You get it from HGRI is your labs as E XR. You haven't converted it. Then you just say it's an utility linear sRGB. In my case, I have already converted that. Just say SEC. Alrighty. So Redshift does not need to convert it. Studio. Same story here. But this one, yeah, luminance is a CG. I will do the same. You will do the same rights. So this is softbox comes actually the default lighting intensity is humongous, obligate down to one. And I will work with exposure because this is something that exists in real life in cameras. Intensity is just a multiplier materials for each for each one of them. What I'll do, I'll just have a material node. This one is for assigning. And then I'm not net, which is for creating. I keep them next to each other just as a convenience. Right? This is for my sphere and I also call it porous material build-up and sliced sphere. I'll call this uniform. You need form color. And then when I want to have a different one for multiple colors, I'll just copy, paste this one and add whatever I need to activate. The color I want to go with is going to be 15 all the way to 15. And I prefer to keep the roughness as is for now, but we'll change it. I don't want to use numbers like this, roughness maps. This is for the sphere. The background is not going to be any different. We want it to have material. Obviously, we need to assign them. I haven't assigned the one for the sphere yet. Let me finish this first. On this background, which is going to be just a flat 75. You don't want to go beyond 0.14 divides. This white does not exist. This block does not exist. You want to stay less than 0.8 or 0.8 and never reach your zero in black because it does not exist. That breaks realism. You count, want to composite if you're black, your CG blacks are too black for the real bugs in real life. So for the whites, I'll keep it as 75 for now. This is my background and we have not assigned the material yet. This is for creating, this is for sign-in. Let's assign background. Magnetic. Assigned should do the same for the sphere. Sphere uniform color for now. Alright, this is now done. I'll save my file. Let's go now to the Redshift RenderView, which you can open from here. Render. Now, this is what I get with the default settings, and this doesn't work for me because you see this is now. We have a harsh edges and this comes from the geometry here. It's not subdivided. We want that subdivision of hundred time. How do we do that? Simple, we come to redshifts OBJ tab on the geometry node, the solution and displacement enabled installation. Defaults are going to work just fine. Let's make a snapshot perhaps of this and then re-render again. Now you see it is Smith. This snapshot, and this is Smith. Alright, subdivided. We have solved this. This is a CG Luke. We don't want this. We want to introduce some roughness to this, some level of realism. Let me turn off this and the material side. Basically what I want to do is work with the roughness. This is roughness zero. If I increase it, it will give me rougher surface. But this isn't what I want. What I want is to drive the roughness using roughness map. Now roughness maps, what you can do is just go and search for roughness maps, surface imperfections, or simply use the mega scans imperfections. And the one I have in mind is, this one is, has quite a subtle, subtle roughness. So let's move this out of the way. Let me bring in a texture. This is going to be detection, which is this one. By default, it's an XOR. So I have to tell redshifts. This is no, Initially it was a color. If it was a color, we would have gone for utility linear sRGB, but this is going to be used as a roughness. So we need to go for row. And then I can plug this in. The reflection roughness. Let's render. Okay, you see that it is rough, so we don't see a lot. There seems to be some detail. Number one, to be able to see it closer. Why don't we get another camera that is close up? So let me back to the cynthia and create a new camera. Look. That create new camera. Here. Come on. This is going to be close up. This is a close up on this is going to be to render the close up. I get a bit closer here just to see why roughness better. Then I come back here. I don't see it. Let's close and reopen again. Has the render and close up. Now, if I launch this, I'm able to see it closer. To work on this. This isn't good for me, this doesn't cut it. So what we need is to tweak these values because the values, the way it comes as this doesn't work for us, so we have to change it. You can either use a ramp and in this case a scholar on one channel, or which is also very valid, simply work on the Gamma and the contrast. Another option, right? So when you work with the ramp and that's like more customized, like you can customize it the way you want. You can tweak this and then bring this one just until you find this probability just, we're introducing a bit of contrast here. You can see there's something going on, but this is going to take quite some time for me to tweak. You can do it fine. What I can do, there's a quick and dirty way of doing things, which is just get the gamma down to 0.5. Bring it in a little lower. We introduce a bit of contrast, but if you leave it as is, because this is just 6% or 7% rendering, you can't see a lot. You see there's something happening. So if you leave it to render to finish, we will see that there are some details and there's the lighting again. So if I go back to my lighting, unlock this. The light. Is it close enough? Is it bright enough? I can now start to weaken the lighting because during the layout we only had the block in the soft. Now, an exposure of fun. Probably this is enough. Let me see. Yeah, this should be enough. This should be enough. What I had done is reduced intensity to 0.5 for the overall. Looping it back to one. And we render again. It's probably better to keep it as a multiplier is 0.5. Alright, well, I can do is simply give it a full render. Okay, there we go. So you've got some details have been here. Now, you can tweak this to your liking. I will leave it as is for now, but again, you can use the ramp to customize that further. Now this is what I would like to do. Let me have a snapshot and get the full render. This is the full render. You can see there's some subtle roughness in here. I'll take a snapshot and let's now move to the part where we get the color for each one of them to be different. Here's what I want to do. Remember, we have this gloss point attribute. So why don't we make use of that? If I add a color. Now and say, this is going to take from random, from attributes and use this attribute called loss. Then I'll get different colors every time I can even change the seed. So that's number one. If I want to get these colors, Let's get some barriers or something like this. E.g. if I want to get these colors to show up in my render, I need to tell redshifts in the material. Inside here. I want to use my color, the color that came in with the geometry. Because now let's go back. What I have. I also have C, D. I have the color. That's an attribute, that's this color. So how do I bring into color simple, user RS, color, userData. I connect this to my base color. And go back here. Let's render and see. There you go. You have the color that came around the geometry back in, inside your material in the render. So this is for random. The thing is, this is okay, this is good. I'm just quickly stop this. I don't need to render the whole thing. So let me take a snapshot and show you how you can control these colors. And this is something we're going to do a geometry levels. So here, this is random from attribute. I don't get to choose these colors. Yes, I get different variations if I want to. But what if I want to choose them? Well, simple, we can use ramp from attribute. In the ramp, I can choose the colors here. E.g. by changing this increase in the range, you get, cover more colors. This is how you bring in more colors. Take your time to get complimentary colors. So what I will do is I will copy paste and show you an example of how to make sure that you are covering. This is exactly the same node, but selected red, green, and blue to make sure I cover all of them. So if I now do I have a snapshot? Yes. I'm just reminder again. Obviously with the material. There you go, and you can choose your colors. Now, aesthetically, it's better to get complimentary colors from the color wheel then to get RGB. So if you want to spend some time on that, then you might end up with something like this. And I'm just now based in some ramps, some color ramps that I've just gone ahead and added, different shades of brown and dark blue. If I connect this, now connect this. I get a different look. So this is an artistic choice. Can go ahead and add as many colors, preferably complimentary colors as you like, making sure that you increase the range to cover more colors. Let me take a snapshot, but I think there's something with the background. Let me go back to the background. Yes, the display flag is not on the material. We go back now and it's again just a matter of iteration, bringing in more color variations and spending your time to tweak it based on complimentary colors in the color wheel at me. Let me show you a few other variations. This one here. Connect that will give us this. Let's take a quick snapshot, has a finished rendering, but it's just to show you what the options are. But it's always good to iterate on your vendors with multiple variations. And another variation. This is how you get as many versions as you'd like. These are a few of the renders, variations in colors and n, the number of segments. Now, how can you change that? Simple? You remember, let's go back to geometry. Let's stop this one. Thicker snapshot. Go back to the scene view. We have inside the rendering paths. Sorry, the modeling part. We have this free sample. We have made a decision here, segments, we've decided number of segments. Let me turn this one into greens. Remember we have made a decision here that we can change our mind. 13 so we can iterate on the number of segments. We can iterate on the scale of the point jitter that we can do as well. There is another one that drives the look, which is how thick the 1D border edges to be. So that is another decision. Let's go all the way through, all the way down. And then there's another one which is a point jitter, which is here. How far are they from each other? So these two, these, you can change these 1234 decisions. You can change these, and then you end up with different looks. This is the glossy one. This is with the roughness. So just so you know, and you can see clearly the difference between a pure CGI render and then something that looks much closer to reality. Here our renders.