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Now let's take a look at adding materials to our scene.

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So we've taken a look at how to model how to navigate.

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Now comes the material part.

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First thing we need to do is make sure that we are in the right render engine.

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Like I mentioned previously the blender render is an old way of rendering and the materials aren't as

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realistic.

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So if I go here to the material tab you can see that gives me a CRN display of it going up here changing

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it from Blender to cycles.

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I will have new tabs over here and it will actually look different if I go back.

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You could see that right here and blender render looks very different.

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So make sure you're on cycle's render.

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Now right here I just added a new material.

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So let me do that again.

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You just click on new and then a material is added.

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Now let's take a look at all the different or not all of them looks like a look at some of the different

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materials.

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The majority of the materials that you will be using for your project.

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So first let's take a look at the diffuse material which is the default one that it comes with.

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Now the diffuse material is basically as name implies it's diffused meaning it's not shiny it's just

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oh pack it has no glossy ness to it.

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Now the diffuse is used a lot.

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Now you can change the color of it right here and you could use something like a reddish color.

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Now you might say why hasn't it changed.

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Well for some reason they actually set these two separate.

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So this is how it will be in your final image or render.

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And down here in the settings you could see viewport color is how it's going to be in the viewport.

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If we go over here to the render tab just so I could show what I'm what I'm shots.

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What I'm saying.

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Kamen talk anymore.

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What I'm saying.

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If I had zero to go into the camera of you grab the camera by right clicking on it.

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Or just going over here and clicking on the camera to grab it hitting zero on the numpad to go into

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camera view and hitting g to grab it I could position the camera like so and to zoom out all you have

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to do is hit G or actually hit G and middle mouse and click and you could zoom out with your camera.

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So if I zoom out to here this is what's going to be rendered in your final render or animation.

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If I go to the render tab right here and click on render which will render a single still image you

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can see that the House is that orange this reddish color that we set it to in the final render of our

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scene.

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Pretty awesome.

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Let me hit the escape key to stop that right there and then F 11 to go back to our 3D viewport.

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So you can see that this this material is working.

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Now if we want to copy it to the viewport color all we need to do is hit control-C to copy with our

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mouse over this color and then control V to paste it into the viewport color and the viewport color

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is just a way of reference to remember what kind of color it's going to look like.

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Obviously it's going to look a little bit different because there's going to be shading and different

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kinds of compositing on the final product as you can see right here they're shading from the light.

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So it's not going to look exactly like this because this doesn't take into consideration the light.

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However there is a really cool way where you could see it in real time when it's going to look like

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if we go down here to the viewport shading we could change it from solid to rendered.

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But check this out.

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This actually takes in a lot more into consideration and shows you how it's going to look like in the

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final render.

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And if you change the color of the actual render it will updated in real time.

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Pretty awesome actually rendering in real time you can see right here the samples it's going up and

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up meaning the more samples the clear the picture is going to get.

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You can see that when it starts off it's very noisy and that gets clearer and clear as it goes.

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So that's really cool.

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I'm going to go back to the Solich view and leave this as is so i'm gonna put our house just this simple

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little color right here.

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Actually I'm going to copy this one Control-C paste it here.

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Now the roughness value of this is basically going to determine how rough the color is or how much opaqueness

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or shininess there is to it like I said the fuse has no shyness to it.

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So if we go to a rendered view and change the roughness you can see that it has very little change on

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it because there is not much to differ from.

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Now if we use a mix shader to mix and shining as an diffuse you'll definitely see the difference with

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the roughness Shater.

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But those are the main options you're going to be using the diffuse which is to select your Shater the

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color the roughness and the viewport color.

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Now there are some other options here which we might get into in the future but for now let's leave

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it at that and take a look at another material.

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So going into solid view by hitting Z on the keyboard going to select the roof.

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And also we can name materials as well.

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So let's go ahead and name this out of good practice.

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Let's name it.

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House underscore color.

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Now let's select the roof and add in a new material for this one.

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I want to show you how it would look if you mix two shaders together.

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But before we do I actually I would like to explain the other shade or a little bit more before beforehand

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actually.

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So what I'm going to do is just add in.

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And actually let's do it on our.

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Let's do it on our garage door.

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Actually if we go over here and you can see our garage doors part of the house so we can add a new shader

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to it or a new material to it.

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But because it's not a separate object but we can the way we do that is just click on the plus icon

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to added new material.

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Click on new and we're going to name this garage door

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garage underscore door now to assign this to the door.

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All we have to do is hit tab to go into Edit Mode going to face select mode and just select all these

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faces right here of the door.

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So you can see to get your brush tool out and left click and drag and get all of these faces like so

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Godso hold shift and right click and get the other faces.

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All right so I got the majority of them and that one right there and the top one up here.

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All right so now with all the faces that you have.

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Go ahead and go to your second color which is called garage door and select a sign.

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Now it's assigned those that color to those vertices.

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Pretty cool.

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So you got as many materials that you want on the same object and assign different materials to different

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parts of your object.

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Of course if you want to assign it back to the house you would just go to house color and click a sign.

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Now another really cool thing about assigning different materials is if I ate de-select all this let's

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say I want to select just the garage door again while before I do that actually let me assign it to

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garage door and click a sign.

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Now let me de-select everything if I want if I have garage or de-selected but I want to like just the

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garage door again.

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Let's say I go to garage door and I could click select and it will select what ever material or what

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it will select whatever geometry is assigned to this material pretty cool because that allows for you

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to select everything really fast.

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And again if I want to select the whole house except the garage door I go to house color and click select

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and will give me everything with that material.

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Awesome.

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So let's go back to garage door.

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And now let's change it from diffuse to glossy now glossy is a shiny.

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It's basically shining.

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Now of course for the most part materials are not completely glossy Oh mirror would be or something

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like that.

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But if you look at a garage or for the most part won't be 100 percent glossy.

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So I'm just using these to show you the materials.

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Wow.

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Using it on our models so that we can have actually something cool to work on.

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But if I go down here from rendered are from solid to rendered you could see what's happening.

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It's a glossy color so it's reflecting the of the of the picket fence into the door.

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Now like I said this would be like a mirror because I could see the picket fence pretty good.

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And I don't think a garage door would be like that.

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So this roughness value right here determines how glossy or how shiny or pack it is.

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So the lower the number zero is completely shiny and glossy.

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One is no shine and no glossy nose.

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So let's set it to something because I want it kind of like a metallic looking door I guess with some

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shyness to it.

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And I'm going to exaggerated just to prove the point of the material.

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I'm not going for photo realism here so I'm going to put it to something like point 0 5 or point point

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four to just so we could see you actually go and put a number point zero 2.

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All right there we go.

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Now we could see the fence reflecting in our garage door pretty cool.

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Now the glossy Shater you would use it for lots of different things you would use it for water.

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You are not water sorry.

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That would be the glass shaker you would use it for a lot of different things such as a mirror you would

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use it and the glossy Shater Like I said it's not usually used by itself.

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That's why the next Shater I want to show you is actually called the mix Shater which takes into consideration

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the last two shaders that we've used so far.

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Now again you could change the color over here of your glossy Shater.

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I'm just going to leave it kind of whitish grayish color over here or you could change how bright or

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dark it is and leave it like a dark grayish color.

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And then again there's the viewport color which I'm not going to mess with but so those are the main

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settings you would use on this glossy Shater.

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Now going back into solid view or going down here to solve you let's take a look at the mix shader which

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is really what's used a lot.

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Let's select our roof and why the mix Shater.

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Because if you look at anything around in your room or outside everything or a lot of things are diffused

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meaning they're not shiny but they also have some kind of shine to it.

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I mean if I look at the microphone I'm speaking to right now it's diffuse for the most part way has

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some shine to it.

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My waterbottle has some shining eyes to it but it's diffused.

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Not a lot of things are just completely diffused with no shine to it.

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And now a lot of things are completely reflective with 100 percent shime to it.

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So for our roof what we're going to do is it already has materials assigned to it so if you don't have

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one just click on new.

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Let's name this roof underscore color.

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And on this one we're going to change it from diffuse to a mix shader.

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Now the mix Shater like I said it mixes two shaders together let's go into rendered view so we can see

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how it looks like in the final render.

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And you can see that right now it's black because we have it assigned to shaders for it to mix with.

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So if I go here and I select diffuse which is what we use for the house and then on the second Shater

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I select glossy which is what we use for the door.

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You can see that as soon.

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Let me take the glossy ness off again let me put it to diffuse for example you can see that with just

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a few Shater it's just completely bland no shininess it's just completely like the word implies is completely

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diffused.

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Now if as soon as I switch this to glossy you can see that it has a little shine to it as well as being

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diffused.

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How awesome is that.

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Now let me change the world background color to black so we could see a little bit better.

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So going to the World tab here click use notes will go into notes probably later color and change it

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to black and then with our lamp select our lamp right here just like this gold lamp tab and select Hemmy

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and let me actually the I will say like Hemmy just so we could see what's happening and the world to

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how I'm actually not going to put it completely Blackwall just a little bit different so that we could

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actually see the contrasts of things are happening here.

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Selecting the roof back again going back to the materials tab we're going to go now and see what is

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happening here.

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So right now the roughness of this is the roughness of the diffuse.

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Just like before.

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So it determines how rough it is.

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And this is the roughness of the glossy So zero is completely shiny or reflective you could see from

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the bottom here it's completely reflecting the balcony part of the house.

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And one is no reflection at all the other tab or slider that use a lot with these is the factor sliders.

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I put this at zero just so you can see what's happening.

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The factor slider is determines how much the diffused and the glossy is mixed together.

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So point five it means that 50 percent diffuse 50 percent glossy.

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If I bring all the way down to zero it's a 100 percent diffuse all the way to one.

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It's a 100 percent glossy.

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And right now it's actually reflecting the background color and that's why it looks great because it's

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reflecting our background or our sky.

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So with a roof and this is really cool because you would use this combination with a lot of things.

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Like I said if you look at your pen or anything it's diffuse.

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For the most part it has some glossy nose or shiny ness to it.

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So this is a shader that you would use a mix shader with a diffuse and a glossy.

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So for the roof I mean again with a roof you would probably use an image texture or something but just

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to give it some kind of feel to it.

199
00:16:08,940 --> 00:16:15,090
I'm going to put this to I'm going to give it some kind of shining ass just to show you what the materials

200
00:16:15,090 --> 00:16:16,070
do.

201
00:16:16,080 --> 00:16:21,790
So this one's going to be around here of course the color we could change the color of the diffuse.

202
00:16:21,810 --> 00:16:24,650
So let's let's exaggerate it so we could see what's happening.

203
00:16:25,480 --> 00:16:27,410
You can see that that's a green color.

204
00:16:28,310 --> 00:16:35,540
And I'll put this to a red color actually not red because the house is red but little blue color as

205
00:16:35,540 --> 00:16:37,400
I change the factor input.

206
00:16:37,490 --> 00:16:45,110
You can see what's happening with our material because now it's blue it's actually completely reflecting

207
00:16:45,110 --> 00:16:47,750
but it also has a blue color to it.

208
00:16:47,990 --> 00:16:52,350
So if you had for example blue mirror or something of that nature.

209
00:16:52,640 --> 00:16:58,720
But for now I'm just going to leave this a whitish color and the glossy ness kind of like that and put

210
00:16:58,720 --> 00:17:03,130
the factor down to exaggerate a little bit.

211
00:17:03,140 --> 00:17:05,750
But something to that nature.

212
00:17:05,870 --> 00:17:13,310
So now the diffuse color is kind of a light pink white color and the glossy newness color is actually

213
00:17:13,340 --> 00:17:18,800
reflecting and it's also a peach ish color on the glossy a..

214
00:17:18,860 --> 00:17:20,160
So pretty cool.

215
00:17:20,180 --> 00:17:23,400
And with that that's the roof of our house.

216
00:17:23,420 --> 00:17:25,920
And that is the mix shader.

217
00:17:26,150 --> 00:17:27,750
And again this mixture.

218
00:17:27,760 --> 00:17:31,780
Of course you can mix any kind of different two different shaders with it.

219
00:17:31,790 --> 00:17:36,630
But the most use combination is diffuse and glossy.

220
00:17:37,160 --> 00:17:46,150
And again roughness value the colors and the factor or how much of the diffuse compared to the glossy

221
00:17:46,160 --> 00:17:47,290
it will be using.

222
00:17:47,360 --> 00:17:52,340
Those are your main Your main buttons are things that you would use.

