Transcripts
1. Introduction: Hello and welcome to this class. Yeah, wouldn't be instructed. By the way. I got a lot of feedback from the rest of
the other classes and I really liked
the telephone that main poor watching
those classes. So I'm going to upload to more free glasses
sitting with this one. Yeah, Let's see it back into this class. Real
stuff right now. Now, in this class for which to understand how to
properly use nodes. By the end, you see this. You see this idea. I know I lose complicated if
you begin a new beat. But by the end of this class you will understand everything. Now. You can see we have
our different and men here. We have different nodes, setups, different
procedural textures. You can see this one
has a rocky texture. Now let's see if we say it's not that much as you
can see, actually, node using nodes and
procedural textures is really easy as long as
you get to note then you understand everything
in this class. You can see here we've got
a ferry Lamy kind of thing. So this is the node setup. Lu, old, all looks
complicated right now. But we're going to dive in and understand
everything in depth. So stay tuned and continue
watching the class. Thank you.
2. The Basics: So welcome back. Now
we're going to go in. This is actually
gonna be the basics by they only tell you
that keep watching this class because
I'm going show you a really simple way how to use these to get
differentiators that you want. Right now I'm going to
teach you everything, but I'm going to show
you around the end the, a really simple way how to do all this stuff and you
won't have enough distress. So let's get into it. So right now, as you can see, there's a default cube,
the camera and the light. So what I want to do is
go into the shading tab. Now we're in the shading tab. Now as you can see, it's in the look dev
mode, the material mode. Now this mode, you can, as you can really see, there
is already an inbuilt HDRI. So it will be able to give, to be able to get the clear light pattern that we see in
everyday surroundings, everybody's everyday.
Everyday life. So to give us good lighting. So as you can see, it's just, this is just a cube. Now, what you can do
is start off here. As you can see, this
is a principled BCF, the material output. As you can see, this
material output is the end point to where we went to reach where we'll be adding so many no's, but they'll all go to
the material output. As you can see, there's
already a node, yeah, prints would be SDF, as you can see when I remove it. There's nothing because there's nothing coming out
to our end output. And press Control Z and
go back. As you can see. Now we are brought out. Our color is red buck. So aren't even show you. Now this can, there
are so many things you can do with a
preschool be SDF as well. You can change the color. You can see gender
light patterns can also make it light and dark. They also things like
metallic. As you can see. It makes it metallic, but you can also really make
that metallic surface with a roughness here as it can reduce the roughness and
it looks really metallic. Yeah, you can do all
those kind of things. And I want to tell
you that you get different results from
that render engines. As you can see, the render
engine EV and cycles, There's also Workbench,
but the most ones we mainly uses EVM cycles. Now we use EV for, it gives us a good result, but it's less pi heavy Does
the one of the advantages. And it, but it doesn't give us depth and clear information
as cycles as we can, as we are going to get into it. Let's, As you can see right now,
underlooked they've mode, you can't see any change because they have to
go to the render view. As you can see. You can see like the shadows are more clear. Let me put an HDRI. So this is how you put
initially come to the world. You come here to color
this yellow icon here, then put environment
texture open. Now, the place where you can
get HDR rises from HDRI.com. I already have which yours
I already downloaded. So maybe you can
use this HDRI here. You can see it looks really nice like
there's a metal surface, but now the problem with cycles, it takes long to render out the, the image because this light, it follows a mechanism of ray tracing and light
patterns to get in-depth and clear visual
output, as you can see here. Now there's still fooling around and get back to real business. As you can see, there also many other shaders that you can, many other nodes
that you can get, as you can see when you press
when you press Shift a, you can also press Add. But most people prefer press
Shift E because it's faster. As you can see now,
there's another sheet, the other sheet does here. Then there is an emission. Then put the machine here. Shader. You can put glass. I think let's do that for now. Now as you can see, let's, let's remove this connection and let's put any admission
and see what happens. As you can see, there's
a light emission. And the one thing I want
to tell you about nodes is that as you can see here, they have to go with
corresponding colors. As you can see, green, green. Agenda column C can increase the strength and you can see
gives us that nice emission. Let me delete that.
Putting the glass, as you can see, it says given
us a glass kind of feel, but I told you to look better
when it's in cycles because the ray tracing and
light button can see. You see, as you can see, the green clinicians,
can you see the green?
3. Small Trick: As you can see, some
rigid places around here, few more in depth. But you can change that
here with a scale. Yeah, as you can see. Now the trick I want
to show you is that you can actually animate this. This is just a small
trick, this node, but the main lesson, but you
can actually animate this. So I'm going to
first reduce these, these frames to like around 80. So I went to come,
as you can see, it is a phase offset where
it just moves and moves. So I wanted to come here to 0, come here to the
dot and press I. And then come here to the end. As you can see, it has
even changed color. So I'm just going to move it, move it like at
least up to a 100. And then I again see just
gives us a fluid movement. The reason why I put
this OTA is two, so that we could make it
have a seamless loop. Whenever I went to have a loop, just put the less
roomy went at the end, just by one frame. So I hope that was interesting
for you guys to learn. I'll see you in the next part
of the class. Thank you.
4. Part 3: So welcome back guys. This is going to be the
part of the course. So I hope you understand everything
I'm going to teach you. I would always go
through step-by-step so that you learn everything. So right now I want to
show you the connections. As you can see, it is
yellow, gray, green, yellow. So I went first set with Shift, a, set with opening. This anode will go
through the textures. So let's first put up
for annoyed texture. As you can see, this
gray, yellow, and blue. So when it went to
about these two rpm. So as you can see here,
we have a sphere. Let me first delete
that, shift a. And once again bringing us
via again shift a ecosphere. We should smooth. We can put in a sub subdivision
modifier, subdivision. Yeah, It's actually smooth. So when Paris New brings in this new principle
DCF material, when to put bringing the
texture, runway texture. So we're went fast, plug the yellow to the E Lee
and see what happens. As you can see, it brings in the color output
of various kinds. As you can see, the
color has been, we can't control the color here. So now I want to try
putting this grid thing. As you can see, the
rough patches of black. Because when you put this gray, it brings in a grid element with no longer brings in color. You see the only colors
that can match with each other are yellow,
yellow, and gray. Yellow, gray. But now let's try putting, but this tray put in gray here in the roughness
where there's agree. Let's first take this out. As you can see, you may not be able to see by this
some small change. Let me show you in that skill. As you can see, there's
something moving in. As in, there is some
roughness being put into the suck, the circular objects. But now let's put the color
in and see what happens. As you can see this, It's feels a little
more reflective than it was before an Emmy remove the roughness and
you'll see that. You can see it just felt
a little flat, just flat. Let me try that with two
more texture, texture nodes. And you put in the Musgrave. Here you can see
there's no yellow. So this one has no color output, so we'll just output
the roughness. As you can see,
there's some kind of change that has happened. Let's put this in depth,
what it brings out. As you can see, it
brings this kind of mosquito Musgrave
texture quenching here in the scale and
see what you brings out. In the later. I'll show you in the
video how you can put in your own colors. It doesn't necessarily, it's
necessarily have to be gray, the gray scale you get. So let me put another one. Let me put a brick texture. As you can see, I know
visa, color, color. So we connect this to the
color. See what brings us. But you can see this is
also gray, green, black, and white as you can see, because even when you
put this in as well, wouldn't get the same
results. As you can see. We get the same results. Not necessarily the same result, but we do get black. As I remember I told you
we get black, white. Here. There was a
bit of color to it. So now let's put this down here and the roughness
and see what we get. As you can see, these
kinds of fields, reflective gun feel that
shame this, you get. I think we've seen
enough of that. So I want to show you guys just a little trick
before we leave this class, I'm going to add in a UV sphere. So go to Mesh, Shift
a, go to Mesh, then you go down
here, UV sphere. So we went first put in a subdivision modifier
to add in more mesh. So I'm going to shade smooth. So in our wind come down here, or I want to first show
you guys something. So I want to make different
workspaces here on my PC. So what I do, I
come over here and hover around this area. I just move it this side. I press over here. Please. Press the shader editor. Breaths in. Then I'll just have to come
here and press knew. Yeah. So what I want do and
just show you guys a small trick just for
when Jimmy to ingest, to improve on upon,
to improve upon. So pretty shift a texture, then get like a wave texture would connect the
yellow to the yellow. As you can see. The result we get the
factor roughness. Gregory can see kind of shaming. So now for this thing, I want to add in bumpiness to
make it feel more in depth. Like I hope you
understand what I mean, to make it feel real. So I'm going to add in AAD, connect this to the normal. That's how we'll add bumpiness. But as you can see,
this is great. This is blue, so it won't get that if you remember
what I told you when you're connecting
gray to any of these, what you get is a
great black and white. Well wait, now we want
a more in-depth field. So I might add in a
bump node to convert, to convert this for us. So we'll connect this blue
to the Blue Yonder normal, as you can see, normal, normal. And then we'll connect this factor down to the
height and will be less 13. They feel that we'll
see right now.
5. Part 4: Welcome back. Four. Come
back to this class. In this class we are
going to learn how to mix shaders, mixed node shaders. So as you can see here, there, I'm going to press
Shift A Search then mix. As you can see,
there's a mix shader and mixed RGB shader. So these are actually
two different things, but they actually
do the same thing. The mix RGB shader,
which is this one, is used to mix textures,
as we shall see, and this is used to mix shaders. For example, with
this is a shader. Now, you can even see here the things that I know
that will correspond with, with this shade, with this node. Here, shade that
the older shaders that you need to know about. Then the the nodes that will correspond
with this mixed RGB. Or hear that texture. All these textures will
correspond with these. So let's first try out and
see how the mix RGB works. So this is a mixed RGB. So I'm going to bring
in two textures. I'm going to bring
in a brick texture. I'm going to bring in
a checker texture, which connect this
to the base color. As you can see, this
has already become dim because when you
come here it has already lake reduced by
two Vt, as you can see. So we want to see how that
checker texture looks like. So that checkered texture, we press Shift Control
and then left-click. It will automatically go here to the material output
and you can see how the checker texture has already lined up with
the object itself. To go back to our original
setting, we come back here. Paris. The prince
would be the VSD F, press Shift Control
and then left-click. Now going back to
its normal setting, we can also do the
same thing here and the brick texture Shift
Control left-click. Andrew brings out the
texture that's given to us. You can also press, press it again and to come down yet the fact that
as we shall see, Shift Control left-click
and has brought out remote. I told you when you connect a factor brings this
black and white, strictly black and white. So we go back here to
the principle be SDF and press Shift Control
left-click to take us back. Now we're went to mix these
and see the result we get. So we connect the color here, but yellow to yellow.
As you can see. And connect here.
As you can see, we have really good our
two textures which are combined together in one
line, in one object. As you can see now
here with a factor, we can get to see which one
takes up more of that object. As you can see, the
one color two down, this is the checker texture. So you can see that Chicka
ticks are taking over. And then the color one
is the brick texture. So we can see when
we go this side, the brick texture takes over, but mainly depends
on appointing you which way you want
the blending to stop. So I hope you've seen that. You've understood it. Now let's go and check.
However, the mix shader looks like shift a mix shader. So for the mix shader. But when take it up here,
the material output. Know when put it here
where you see the surface. Of course you can see this is
nothing being emitted here. So I'm going to bring
in two shaders. Shader and when bringing
the mission shader. And when to bring
in a glass shader. So I won't connect both, both of these to
this mix shader. So put a mission. You are already getting
animation already. Let me change the color to blue. Increases the strength. I'm going to add
in a glass shader. So as you can see that lasts has already mixed
in with the mesial. As, as you can see, the increase the
emission and you will see and we can get to steal see, as you can see, that
emission is in this side, so we get to increase the
emission on this end. And that glass is sucking
shader we put in. So when we increase the factor, it becomes more glass. As you can see. For
those of you who are wondering why I remove this was just to illustrate
two differentiators. But if you didn't know, this is also a shake that, as you can see here, this top green part illustrates
that this is a shader. By the way. One thing I forgot to mention
is that all these kinds of nodes have their
own different color. The in this input
has its color red, which is also corresponding
to this output. Since we already have
our material output, this is input, output. Remove that. The shader. This is green. So these are green to all. These are shaders.
Texture. This is orange, so all the shaders
or orange color, maybe I'll see brightness. It has its own color,
which is lime green. I'd say Lamisil vector, which is purple converter, maybe even bringing the cholera, which is light blue. These are us. We don't use them that much, so I won't go into them. So these are the main nodes that we kind of use.
So let me remove them. We can also, as I told you, this is a shade and this
is also a shader node. We can also remove
this emission. Are still connected this
the SDF here to the shader. Let's change color and
see how to go out. You bring it red. So we
have red glossy field. Can you increase the metal? We get that nice
field, as you can see. Maybe remove the roughness,
reduce the roughness. So that's how we mix shaders. I hope you've learned something. As you continue, we
shall go more into advanced nodes and we shall see how they work
and how they operate. The next, hope to see
you in the next class.
6. Image Textures: So welcome back. So in
this part of the class, when looking at image texture, so as you can see here, there's already a texture here. And this is a root texture. And I just use an image, but just made it more, two more realistic with
all these nodes here. So I'm going to show you how
I did this. First pressed x. So if we shift a mesh plane, someone scale is
down in the y-axis, is why they come here
to the shader editor. Press knew shift
a image texture. Now Aconex, the
yellow to the yellow. As you can see here, it's blood because
there's no texture, so I won't press Open and find
where we put our texture. You can see it's just plain, there's not much detail in it, but we can fix that. So we weren't adding
a bump node to every surface in
the real-world has bumps to it to make which
feels more realistic. When adding a bump. Connect
this to the normal. And then I will connect
this here to the height. We can see this too
much bumpiness to it. And we can. Now
in the next part, we're going to add shaders. So remember what we do
in order to mix shader as we're bringing
them mix shader. Put this here For shift a. When I didn't have
glossy shader to make it feel more reflective. When come down here
and then connect this no more to their
normal blue to blue. So it feels more rough. So after all that, what
are we going to do? We're going to press shift
D E and this image texture. Put it up right there. Now I'm going to connect this yellow part down
here to the factor. Now we went to BYU and
get rich deep field. As you can see
this the first row you saw in the beginning. I hope you'll
continue doing this. See you in the next beat.
7. Simpler way of getting Textures: So welcome back to the
final video in this class. So as I promised, I was going to show
you that trick where you can just make
everything simple. So first of all, you're going to download and add in blender. They are add-ons and which
simplify the blender. So what you're going
to do, you're going to put your, your browser. So I'm going to go and I'm
going to say download, Lily, surface, download, Nearly surface, scraper. Hit Enter. So I'm going to come here is
downloaded from GitHub. So we went come here
to the code and then Download Zip.
Already have it. So I'm not going to download it. Now when you come back here to our blend to install the add-on, this is how you also
normally install add-ons. Edit Preferences. Go to the add-ons. I already have it. I'm going
to first delete it and I show you how to install it. Anyway, never mind, I'm Sue
O'Shea. I will do it anyway. Press Install. Now you go
to where you saved it. So as you can see,
it's right here. Just click it and then
press install add-on. I really have it here. Then have that you click, you click here. After doing all that,
then you come here and then press Save Preferences. Then press x here. So now it will find it
here in the materials tab. Right now you can see
you must save, right? You have to save this folder. You have to save this file for the Louis Suffix Group at work. Shift is let me just
say retain the desktop. So just do that and
that's what you get. Now, you'll be presented
with this icon. Bring inputs surface. What you do, You come
back to your browser. And now I can get
to Texture Haven. Just go to any site called
six che when your URL antics. And right, Texture Haven.com. Now we can browse through
their textures and C has a variety of textures
that you would like. So I think I'll go with this. You can choose any analytics as you want, but
I'll go with this. So what you do is come here
and copy that URL Control C. How many input surface then? Control V. Press Okay. So you'll be presented with
a variety for right now. I'll take I'll take these, but you can go up to
the highest you want. So as you can see,
the texture has come. And when you go down, when you go over this side, the shader editor, you can see it as Bruton,
these arrangements. So if you want it to be
more hyper-realistic, I think you'll have to
download the highest, but for now this is
what you get and it's actually a good result. But you can also apply that technique I
showed you earlier. So I want to thank you guys for watching this class if you've been watching from the
beginning to the end, and I hope you've gotten
insight in how to use nodes. It may not be in depth, but hopefully I'll make another video later
in the future. And I hope you've
understood here, you've not understood
anything else. You can always shoot me a text. And thank you for
watching this class.