All right let's take a look at a couple more hitting zeed go back into solid mode.
Want to go into front view.
I'm going to add in a plane so shift they add Mersch plane ringless up to here bring this into our house
and this is going to be our window so are to rotate X to rotate on the x axis 90 to rotate it 90 degrees.
He didn't want to go into front view.
Let's hit G grab it and move it to here and scale it down until it fits nicely in here.
And then as to scale x to scale on the x axis and of course let's give it some thickness because glass
isn't like a piece of sheet of paper tab to go into edit mode.
You could hit zero to go into wireframe mode so you could see a little bit better and easier to extrude
and extrude it out.
LOEBBECKE give it some thickness awesome.
So now with this selected Let's go ahead and hit new.
We're going to name this house underscore glass.
And let's take a look at another material which is transparence.
You would think that the glass would be transparent.
But we go to rendered you could see that transparent is just that.
And before we do that let's add in another light or lamps so we could see what's happening.
Hitting is to go into solid mode.
Let's select this lamp.
One to go into front view shift D.
To duplicate it let's change it to a point lamp and ring it inside the house.
So literally bring it into the house.
So that's kind of behind the window.
Now selecting the window once again let's go back to rendered view and you could see that we got some
nice colors in there and I like the color of this house.
You can see that transparence is there's not much happening it's just transparent.
It's just completely see through because as you know if you look through glass for the most part there
is some kind of it's called index of refraction.
There is some kind of refraction or deforming of the.
The rays of light that are going through it.
If you look through a Weinglass you can really get the exaggeration of that.
If you look through a wineglass it gets all distorted and windows and glass have that of tiny bits.
And they also have they also have reflections and more character to it than that.
So transparency is actually not used that often.
Maybe you have something that's really transparent.
You would you might use this as a mix shader with Laika something else to create is kind of like paper
to make it a little bit transparent.
But this one is not used as you would think.
The one that's actually used for this would be glass.
So as soon as I hit glass you could see what happened.
It's now we could see the thickness to it.
We could see this is our lamp over here.
You could see the reflection of the lamp or the Specularia of the lamp that's back there.
And it's actually has some depth to it it's pretty awesome.
Now again you could change the color of your glass.
I believe black white because that's how I like it and roughness.
Again you could change the roughness of this.
This will basically change how diffused or how much how much light and the things are.
I was going to say scattered but that's something else.
This is basically how you see through or how clear your glass or window is.
So zero is just like spotless perfect clean.
If you put out one it could be like those you know those plastic glass kind of looking things where
you look through it and it's not completely clear what you're seeing.
So I'm going to put it out of I'm just going to leave at zero.
We're gonna have a really clean glass and then I'll are this is the index of refraction this is super
important.
Now the index of refraction is how much refraction or distortion there is with your glass.
Like I said a Weinglass has distortion.
You would also use glass for water like water droplets.
If you look into a pool or through water droplets it has refraction as well.
And so you would change the Iowa bar and there are actually specific amounts of eyewash for certain
different materials.
So if you go to Google
you can see the ice.
I googled Iowa are of glass and the value free glass is one point five.
Now you can also look for Iowa.
Of water and it will give you just that a water is one point three three three.
And of course it all like if you look if you look on Google and I are not exactly sure what it is but
there is if you look for a list of I.O. are values
you could actually get a list
of different values for different materials to put into your things so you can see right here.
Ice is 1.3 or nine milk 1.3 So whatever Crystal 2 so everything has different values.
So again I believe the glass was 1.5 So let's go ahead and put that 1.5 for our glass window.
Awesome.
So let's see what happens if we change the color actually to.
Yeah.
I'm going to leave actually to a whitish slightly yellowish tint so that is the glass shaker and the
glass Schrader's really awesome.
It's fun to use and it's fun to get certain interesting different results.
So now let's see what other shaders we have to work with.
Let me go back into a solid mode.
Let me Slack's the fence actually the fence.
I'll leave it for something else.
Let me add and shift and mash a U.V. sphere.
But scale it up with ASCII and add adding a new shader.
Now another Shater that we have which is really really cool.
You can see that we added lights or lamps to our scene.
Let's go ahead and actually delete those by hitting X delete and then Z to go into wireframe mode.
Select that line by right clicking X delete select your U-V sphere.
Let's go into rendered mode and you can't really see anything it's Kandar the next Shater I want to
take a look at is called the emission shader And this basically you add it to objects to make it act
as a light.
So you could actually use these instead of lamps and with the emission strength value here you can increase
that to obviously have more light to your scene.
So this can be very useful if you want your light to be in a specific certain way and to achieve a certain
result such as when they have those movie production sets.
You know how they have those big square white lights that project from a certain angle.
This would be awesome to use on a plane object.
And as a light.
So that's the mission shader you could use this change the colors on it and you would not use the mission
shader like I said.
It's usually used instead of a light you wouldn't actually render this into your scene because it's
for the most part unless you're doing some cool neon things with it.
It's usually just plain white like this and does not look good.
I mean this is just you wouldn't see this in your scene.
So you might use that with a mix Shater But again these are usually not rendered so it would not be
rendered in your scene but it will be used as a light source outside of your scene.
Say for example if we put it here we increase it it might act as the sun.
So increase it way up put it above your scene.
And now you have a son for your scene and it's awesome because it actually emits like a son because
it's physical and it emits from all angles.
Pretty cool.
So that's the mission Shater.
And let me see if there's any other shaders I want to go over at this point in the tutorial.
I think those are those are the main ones that you're going to be using.
Of course then you have different shaders than we might get into after such as you know the shade or
volume subsurface scattering which would be used for like skin because when your skin when light hits
your skin it kind of it's diffused may also kind of goes through your skin.
You might see that when you put your hand out in the sun you might see the eye illuminates kind of inside
your skin and it scatters inside your fingers.
Then we have all different kinds of shaders here which we won't get into.
These are a little bit further down that you would learn these but those are the main shaders you would
use.
So again transparence we went over it sort of but we don't really use that too much.
The main ones are glossy the last diffuse emission and the mix shader.
So hopefully you had fun with that.
And again let's save our project control s save our house and our fence project and let's keep moving
forward.
All right.
Very well done for the end of this story.
You know I'm so proud of you.
I want to give you a cookie.
All right.
Enough jokes the quote for today is look past the veil past of the skies behind your eyes.
There you'll see endless possibilities.
It's every person both you and me.
It might at first be hard to see but trust me.
Keep looking for you'll be set free when you realize that you can be whatever you want to be.
All right.
I hope that quote was as good as a cookie.
See you guys in the next Tauriel of our.