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