1
00:00:00,680 --> 00:00:06,920
All right let's take a look at a couple more hitting zeed go back into solid mode.

2
00:00:06,930 --> 00:00:09,070
Want to go into front view.

3
00:00:09,110 --> 00:00:21,060
I'm going to add in a plane so shift they add Mersch plane ringless up to here bring this into our house

4
00:00:21,090 --> 00:00:30,900
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.

5
00:00:30,900 --> 00:00:32,850
He didn't want to go into front view.

6
00:00:33,030 --> 00:00:39,530
Let's hit G grab it and move it to here and scale it down until it fits nicely in here.

7
00:00:39,630 --> 00:00:45,990
And then as to scale x to scale on the x axis and of course let's give it some thickness because glass

8
00:00:46,050 --> 00:00:50,640
isn't like a piece of sheet of paper tab to go into edit mode.

9
00:00:51,000 --> 00:00:55,950
You could hit zero to go into wireframe mode so you could see a little bit better and easier to extrude

10
00:00:56,460 --> 00:00:57,550
and extrude it out.

11
00:00:57,570 --> 00:01:01,420
LOEBBECKE give it some thickness awesome.

12
00:01:01,420 --> 00:01:05,520
So now with this selected Let's go ahead and hit new.

13
00:01:05,560 --> 00:01:10,710
We're going to name this house underscore glass.

14
00:01:10,870 --> 00:01:16,640
And let's take a look at another material which is transparence.

15
00:01:16,870 --> 00:01:20,320
You would think that the glass would be transparent.

16
00:01:20,560 --> 00:01:27,220
But we go to rendered you could see that transparent is just that.

17
00:01:27,280 --> 00:01:31,890
And before we do that let's add in another light or lamps so we could see what's happening.

18
00:01:32,080 --> 00:01:34,170
Hitting is to go into solid mode.

19
00:01:34,480 --> 00:01:35,950
Let's select this lamp.

20
00:01:36,970 --> 00:01:39,780
One to go into front view shift D.

21
00:01:39,850 --> 00:01:47,420
To duplicate it let's change it to a point lamp and ring it inside the house.

22
00:01:47,690 --> 00:01:50,370
So literally bring it into the house.

23
00:01:50,540 --> 00:01:55,190
So that's kind of behind the window.

24
00:01:55,190 --> 00:02:03,420
Now selecting the window once again let's go back to rendered view and you could see that we got some

25
00:02:03,420 --> 00:02:05,890
nice colors in there and I like the color of this house.

26
00:02:06,090 --> 00:02:10,670
You can see that transparence is there's not much happening it's just transparent.

27
00:02:10,680 --> 00:02:17,460
It's just completely see through because as you know if you look through glass for the most part there

28
00:02:17,460 --> 00:02:21,480
is some kind of it's called index of refraction.

29
00:02:21,480 --> 00:02:26,810
There is some kind of refraction or deforming of the.

30
00:02:27,060 --> 00:02:29,520
The rays of light that are going through it.

31
00:02:29,520 --> 00:02:32,480
If you look through a Weinglass you can really get the exaggeration of that.

32
00:02:32,490 --> 00:02:38,950
If you look through a wineglass it gets all distorted and windows and glass have that of tiny bits.

33
00:02:38,970 --> 00:02:45,320
And they also have they also have reflections and more character to it than that.

34
00:02:45,320 --> 00:02:48,230
So transparency is actually not used that often.

35
00:02:48,230 --> 00:02:51,150
Maybe you have something that's really transparent.

36
00:02:51,410 --> 00:02:57,350
You would you might use this as a mix shader with Laika something else to create is kind of like paper

37
00:02:57,350 --> 00:02:59,170
to make it a little bit transparent.

38
00:02:59,300 --> 00:03:02,620
But this one is not used as you would think.

39
00:03:02,660 --> 00:03:05,660
The one that's actually used for this would be glass.

40
00:03:05,720 --> 00:03:08,340
So as soon as I hit glass you could see what happened.

41
00:03:08,380 --> 00:03:11,210
It's now we could see the thickness to it.

42
00:03:11,300 --> 00:03:13,600
We could see this is our lamp over here.

43
00:03:13,630 --> 00:03:19,340
You could see the reflection of the lamp or the Specularia of the lamp that's back there.

44
00:03:19,670 --> 00:03:24,080
And it's actually has some depth to it it's pretty awesome.

45
00:03:24,140 --> 00:03:26,460
Now again you could change the color of your glass.

46
00:03:26,510 --> 00:03:30,560
I believe black white because that's how I like it and roughness.

47
00:03:30,560 --> 00:03:33,450
Again you could change the roughness of this.

48
00:03:33,460 --> 00:03:43,340
This will basically change how diffused or how much how much light and the things are.

49
00:03:43,590 --> 00:03:45,230
I was going to say scattered but that's something else.

50
00:03:45,240 --> 00:03:52,300
This is basically how you see through or how clear your glass or window is.

51
00:03:52,350 --> 00:03:56,130
So zero is just like spotless perfect clean.

52
00:03:56,130 --> 00:04:01,230
If you put out one it could be like those you know those plastic glass kind of looking things where

53
00:04:01,230 --> 00:04:04,370
you look through it and it's not completely clear what you're seeing.

54
00:04:04,590 --> 00:04:07,060
So I'm going to put it out of I'm just going to leave at zero.

55
00:04:07,080 --> 00:04:12,060
We're gonna have a really clean glass and then I'll are this is the index of refraction this is super

56
00:04:12,060 --> 00:04:13,080
important.

57
00:04:13,140 --> 00:04:17,730
Now the index of refraction is how much refraction or distortion there is with your glass.

58
00:04:17,730 --> 00:04:20,720
Like I said a Weinglass has distortion.

59
00:04:20,790 --> 00:04:24,900
You would also use glass for water like water droplets.

60
00:04:24,930 --> 00:04:29,760
If you look into a pool or through water droplets it has refraction as well.

61
00:04:29,810 --> 00:04:38,000
And so you would change the Iowa bar and there are actually specific amounts of eyewash for certain

62
00:04:38,000 --> 00:04:39,390
different materials.

63
00:04:39,710 --> 00:04:42,410
So if you go to Google

64
00:04:45,670 --> 00:04:46,610
you can see the ice.

65
00:04:46,630 --> 00:04:52,640
I googled Iowa are of glass and the value free glass is one point five.

66
00:04:52,660 --> 00:04:54,870
Now you can also look for Iowa.

67
00:04:54,940 --> 00:05:01,060
Of water and it will give you just that a water is one point three three three.

68
00:05:01,080 --> 00:05:08,100
And of course it all like if you look if you look on Google and I are not exactly sure what it is but

69
00:05:08,340 --> 00:05:15,090
there is if you look for a list of I.O. are values

70
00:05:18,270 --> 00:05:19,730
you could actually get a list

71
00:05:23,170 --> 00:05:29,270
of different values for different materials to put into your things so you can see right here.

72
00:05:29,530 --> 00:05:38,470
Ice is 1.3 or nine milk 1.3 So whatever Crystal 2 so everything has different values.

73
00:05:38,530 --> 00:05:46,770
So again I believe the glass was 1.5 So let's go ahead and put that 1.5 for our glass window.

74
00:05:47,080 --> 00:05:47,670
Awesome.

75
00:05:47,740 --> 00:05:51,740
So let's see what happens if we change the color actually to.

76
00:05:52,140 --> 00:05:53,090
Yeah.

77
00:05:53,260 --> 00:06:02,820
I'm going to leave actually to a whitish slightly yellowish tint so that is the glass shaker and the

78
00:06:02,820 --> 00:06:04,580
glass Schrader's really awesome.

79
00:06:04,580 --> 00:06:10,800
It's fun to use and it's fun to get certain interesting different results.

80
00:06:10,800 --> 00:06:15,140
So now let's see what other shaders we have to work with.

81
00:06:15,540 --> 00:06:17,510
Let me go back into a solid mode.

82
00:06:18,000 --> 00:06:22,650
Let me Slack's the fence actually the fence.

83
00:06:22,660 --> 00:06:24,070
I'll leave it for something else.

84
00:06:24,280 --> 00:06:28,850
Let me add and shift and mash a U.V. sphere.

85
00:06:29,170 --> 00:06:35,970
But scale it up with ASCII and add adding a new shader.

86
00:06:36,280 --> 00:06:40,450
Now another Shater that we have which is really really cool.

87
00:06:40,450 --> 00:06:43,860
You can see that we added lights or lamps to our scene.

88
00:06:43,870 --> 00:06:50,220
Let's go ahead and actually delete those by hitting X delete and then Z to go into wireframe mode.

89
00:06:50,360 --> 00:06:55,100
Select that line by right clicking X delete select your U-V sphere.

90
00:06:55,390 --> 00:07:01,660
Let's go into rendered mode and you can't really see anything it's Kandar the next Shater I want to

91
00:07:01,660 --> 00:07:08,650
take a look at is called the emission shader And this basically you add it to objects to make it act

92
00:07:08,770 --> 00:07:10,350
as a light.

93
00:07:10,420 --> 00:07:17,860
So you could actually use these instead of lamps and with the emission strength value here you can increase

94
00:07:17,860 --> 00:07:22,560
that to obviously have more light to your scene.

95
00:07:22,720 --> 00:07:29,470
So this can be very useful if you want your light to be in a specific certain way and to achieve a certain

96
00:07:29,470 --> 00:07:32,730
result such as when they have those movie production sets.

97
00:07:32,740 --> 00:07:38,410
You know how they have those big square white lights that project from a certain angle.

98
00:07:38,470 --> 00:07:41,430
This would be awesome to use on a plane object.

99
00:07:41,460 --> 00:07:42,620
And as a light.

100
00:07:42,790 --> 00:07:51,220
So that's the mission shader you could use this change the colors on it and you would not use the mission

101
00:07:51,220 --> 00:07:52,700
shader like I said.

102
00:07:53,170 --> 00:07:58,540
It's usually used instead of a light you wouldn't actually render this into your scene because it's

103
00:07:58,930 --> 00:08:02,990
for the most part unless you're doing some cool neon things with it.

104
00:08:03,040 --> 00:08:05,890
It's usually just plain white like this and does not look good.

105
00:08:05,890 --> 00:08:09,830
I mean this is just you wouldn't see this in your scene.

106
00:08:10,180 --> 00:08:16,420
So you might use that with a mix Shater But again these are usually not rendered so it would not be

107
00:08:16,420 --> 00:08:21,940
rendered in your scene but it will be used as a light source outside of your scene.

108
00:08:21,940 --> 00:08:27,330
Say for example if we put it here we increase it it might act as the sun.

109
00:08:27,640 --> 00:08:30,590
So increase it way up put it above your scene.

110
00:08:30,790 --> 00:08:38,530
And now you have a son for your scene and it's awesome because it actually emits like a son because

111
00:08:38,530 --> 00:08:42,080
it's physical and it emits from all angles.

112
00:08:42,100 --> 00:08:42,880
Pretty cool.

113
00:08:43,060 --> 00:08:44,660
So that's the mission Shater.

114
00:08:44,890 --> 00:08:51,270
And let me see if there's any other shaders I want to go over at this point in the tutorial.

115
00:08:51,400 --> 00:08:55,540
I think those are those are the main ones that you're going to be using.

116
00:08:55,540 --> 00:09:01,030
Of course then you have different shaders than we might get into after such as you know the shade or

117
00:09:01,030 --> 00:09:07,930
volume subsurface scattering which would be used for like skin because when your skin when light hits

118
00:09:07,930 --> 00:09:13,430
your skin it kind of it's diffused may also kind of goes through your skin.

119
00:09:13,480 --> 00:09:19,210
You might see that when you put your hand out in the sun you might see the eye illuminates kind of inside

120
00:09:19,210 --> 00:09:23,090
your skin and it scatters inside your fingers.

121
00:09:23,140 --> 00:09:27,330
Then we have all different kinds of shaders here which we won't get into.

122
00:09:27,340 --> 00:09:33,790
These are a little bit further down that you would learn these but those are the main shaders you would

123
00:09:33,790 --> 00:09:35,030
use.

124
00:09:35,050 --> 00:09:39,040
So again transparence we went over it sort of but we don't really use that too much.

125
00:09:39,040 --> 00:09:48,380
The main ones are glossy the last diffuse emission and the mix shader.

126
00:09:48,490 --> 00:09:50,490
So hopefully you had fun with that.

127
00:09:50,500 --> 00:09:58,420
And again let's save our project control s save our house and our fence project and let's keep moving

128
00:09:58,420 --> 00:09:59,730
forward.

129
00:10:00,460 --> 00:10:00,860
All right.

130
00:10:00,880 --> 00:10:03,150
Very well done for the end of this story.

131
00:10:03,220 --> 00:10:04,780
You know I'm so proud of you.

132
00:10:04,780 --> 00:10:07,800
I want to give you a cookie.

133
00:10:08,260 --> 00:10:08,590
All right.

134
00:10:08,590 --> 00:10:16,050
Enough jokes the quote for today is look past the veil past of the skies behind your eyes.

135
00:10:16,240 --> 00:10:19,060
There you'll see endless possibilities.

136
00:10:19,070 --> 00:10:22,130
It's every person both you and me.

137
00:10:22,330 --> 00:10:25,150
It might at first be hard to see but trust me.

138
00:10:25,150 --> 00:10:32,200
Keep looking for you'll be set free when you realize that you can be whatever you want to be.

139
00:10:32,230 --> 00:10:32,680
All right.

140
00:10:32,710 --> 00:10:35,540
I hope that quote was as good as a cookie.

141
00:10:35,770 --> 00:10:38,650
See you guys in the next Tauriel of our.

