Transcripts
1. Part 0 Intro: In this course, I will teach you how to set up cals and blender. We'll add asphalt cracks and drain holes on
Asphalt shader, all PBR and movable by driving
it using an arrow mesh. This technique will be
changeable and adjustable and the textures will merge
perfectly. So let's do it now.
2. Part 1 Getting Started: Before we begin our course, I want to show you what
we will be working with. This is our GRI, which will be available
in the project files. For the decals textures, you will be using these free
decals from CokleNgaScans. The Raf asphalt is a pay
texture I got from Kookxl. You can use any
texture you like.
3. Part 2 Making base asphalt: So let's start making it. First, add a plane to make the base layer of the
asphalt material. Add a material and
name it as you wish. Make the shader editor bigger, and let's start making and let's start adding
our asphalt texture. You can drag and drop the
textures directly into blender. Add mapping using control T and start connecting
it into the texture. Now, we'll start connecting our base color into
our BSDF node. Roughness should be
non coolor mode. Spocula should be non cool also. Then connect it into this space. I will use color ramp
to make it darker. This way, we get
less refractions showing it on the surface. I think this is good.
For displacement, add a displacement node and then connect our texture
into its height node. Make sure to change the settings into
displacement setting. You must add geometry
to see the effect. Yeah, it looks good. Just bringing the
strength of it down a little. I think we
are good to go.
4. Part 3 Mixing the decals: We will now go ahead and make
our first decal texture. Duplicate the BSDF node to add the Asphalt
crack texture to it. The same process for
this decal will be used as we did for
the asphalt material, add all textures, and make roughness map and specular
map as non color. Don't forget to make the
specular texture dog. I will add displacement map. I'll get it from XR folder. As displacement map should be 16 bit EXR to have all
the details needed. Connected as last time
into the output node. Now we will mix both materials. Add a mixed shader node. This node works exactly as the mixed color node,
but for shaders. Add shader of the rain hole in color B and asphalt as color A. Then use the opacity texture of the asphalt crack at the
fact of this mixing node. Now, add a mixed node. Set it into Vctor mixing node, which works exactly the same for displacement
vector maps. The displacement of
each texture will be controlled by the Vctor
displacement of each one. And lighting was wondroful textures
and how they look. So I will add a
couple of lights in here to see how our setup looks. I want the texture
to be smaller, set the scale of it to a higher
number around 1.5 maybe. You can see the texture is repeating, which is
not what we want. Go into each texture and
set the repeat to clip. Change its position on the side so we can jump into nextcal. Now I will start the
same exact process, but to add the correct texture. You can see how this process
is the same as last time, so you can follow me
while I'm doing it. A Now we can mix the Nutcal with all the
work we have done already. Add a mixed fecture node to
mix the displacement maps and use the opacity of the
rain hole at a mask tester. Bring the displacement
strength lower. Make the texture
smaller here and don't forget to change the mode
to clip from Repeat. I'm really happy
with what we got. You can see that no matter
what lighting setup we use, it's always reacting
really well to it. I think we can wrap
up I think we can wrap up this lecture now and
move on to our last lecture. Last lecture lecture ect. Yeah.
5. Part 4 Driving with arrows: In this lecture, I want to make the texture movable with
a change of arrow shape. This arrow shape will be
available in the project folder. We will use it to drive
the texture position. We now will copy the X axis
of the arrow and paste it as a driver to X axis
of the texture decal. Same will be done
to the AY axis. When we move it, it
will move inversely. To fix it, go the driver Editor tab and multiply
it by minus one. Okay. Well, it's working great now. Duplicate the arrow and make the same process again
for the other texture. Set the X axis of the
second arrow as driver of the texture of the drain hall X axis and the same for Y. No. Well, it's working great now. Just go to feasibility tab
and make the arrow only shows for camera and not interact with the
lighting in any way. Now I want to go over the values again and make sure I'm
satisfied with the result I got. Of course, don't forget that all the
results we got will be much, much better when we add
more subdivision to it. It's looking amazing now.
6. Part 5 Outro: So this was our course. I'm really happy
with what we got. I hope that you
found it helpful. Don't hesitate to contact me whenever you want.
See you next time.