WEBVTT

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Hello everybody and welcome to this video where we're going to have lots of fun making a dynamic material

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not only just the materials going to change over time but we're also going to deform the mesh as well

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using a very similar technique.

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So as you can see with this video that I've got up on the screen at the moment we're going to start

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with a nice glossy finish.

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We're going to decay that we're going to make it rust away and then we'll get actually deform the mesh

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based upon that.

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Now we are going to use a few of the features a blender two point seven nine.

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So if you've not Paul VI installed on your computer we're going to have to do that.

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So two point seventy nine is the starting point you will need for this video.

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Namely we're going to use the principle shader and some of the experimental features will be a bit more

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stable as we use them into Point 7 9.

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Now if we have a look at the screen over here we have also a few things to do to set up.

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So let's go ahead and do that now.

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So I'm going to click away to dismiss the splash screen.

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And we got the default cube.

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Now you may have other add ons installed.

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This is a pretty stock version of blender.

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But we're going to have to make sure we got a couple of things installed.

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First of all so you guys can follow along without any issues.

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The first one that I want to show you is when we're going to be rendering we need to make sure that

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we're in cycle so we go to the very top on the info head a bar and switch that from Blender render to

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cycles render because we're going to use the cycles rendering engine the next thing that we're going

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to need to do is go down to the render properties and make sure that the feature set is set from supported

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to experimental.

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Now here comes our first warning when it comes to using the experimental features.

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It is incredibly important that you get into the habit of saving and saving regularly because as we

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go through this you will find that occasionally blender will crash.

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Not only are we using an experimental feature sets but we are also going to be rendering a lot will

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have to come in and out of rendering to show what is actually going on on the screen.

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We won't see some of the output until we do that.

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The next thing I'm going to do is go to my add on and go to the File menu come down to the user preferences

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and from there we can go to add ons.

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And I'm going to enable node Wrangler I don't think I'm going to be using anything out soon the search

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box I've typed in notes or I don't have to go searching.

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And then finally we've got node Wrangler.

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Make sure there's a tick in that box.

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Now in general that's a good one to have on any way at the moment.

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It will just apply to this current blender file we're working on.

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But if you want it to apply to every blender file you can go ahead and save your user settings.

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Once we've gone ahead and done that I'm going to close down the user preferences and save my files so

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we get going and I'm going to save this as Rusty.

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Pipe.

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Okay so let's crack on now and start generating our object.

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Now in this particular case I decided to create my object in a slightly different way.

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So even though it might look like I've extruded a cylinder or something like that in this case that's

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not what I've done something to clear down wanted to go into edit mode actually on this Q and just delete

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the top vertices.

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And I'm in virtex mode at the moment so I'm just going to quickly select holding the Shift key right

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click for those top few.

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I'm going to press the x key to delete and I'm going to select vertices.

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This will leave us with something we can work on now that ideally should be in a better position than

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down there but we can sort that out in a moment.

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The next day I'm going to do is delete the face.

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So let's go ahead and delete that face.

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But I'm not going to just do faces and do only faces and that will leave the surrounding edge so this

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will be the base for our pipe that we're working on our rusty pipe.

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But the next thing we need to do here is actually add something else to give it a bit more interest.

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That's really all this is about.

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I mean you can you can create your own shape as you go.

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If you wanted to select everything here and move it up on the z axis by one so it's in the middle of

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our scene.

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Now I'm going to move across.

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It doesn't matter whether it's in the positive or negative direction here but I'm going to move it in

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the x direction so g x and then buy one.

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So we've got our our bass coming together here.

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Now the final thing I'm going to do is I'm going to go back a virtex Select and create a triangle going

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up here so I'm going to extrude.

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So E for extrude.

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So we've got this now floating virtex connected with an edge and a groove Z by two.

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And then I'm going to move that across in the y direction by once a G.

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Why one.

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And then I can extrude down to this vertex down here now in order to make sure I'm not faffing around

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trying to join these two things together in a bit.

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By removing doubles.

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What I can go ahead and do is when I extruding I can snap to virtex and merge vertices automatically.

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So we go along to the aethereally head a bar here and we turn on snapping which is this little magnet.

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Now if you can't see everything if you've not got a high enough resolution display you can use the mouse

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wheel to scroll backwards and forwards on any of these header bars where you can't see anything.

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I'll just demonstrate that if I pull this across so we cannot see that magnet.

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We can use the scroll wheel to pull it across and then we can see it.

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This just make that a decent size again.

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Okay the next thing is what are we going to snap to Will increment might be fine but I'm not going to

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risk that.

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I'm going to actually try and snap to the vertex and this means we can pick this individual point here.

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Now we go ahead and extrude and puts a vertex on top of here will actually end up with two vertices

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in one place occupying the same space.

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So in order to make sure that doesn't happen I'm going to go along a little further and there's an ought

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there's two arrows butting heads together and that is automatically merge vertices moved to the same

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location and because with snapping it will be the same location.

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So with all those three things sets I compress each to extrude again and this time I just move my cursor

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over that Vertex.

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There we go and it snaps in place and it's merged and if we print G we can see that that is moving all

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together.

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It's not moving individually so perfect that's that's actually everything we need done in order to set

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up our basic shape.

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Okay so it didn't quite look like that it looked like it was there was two of them and that's what we

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need to do so I'm going to go ahead to the modifiers tab and come out of edit mode into object mode

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and then from here I'm going to go and go to the modifiers tab in the Properties window.

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And I'm going to add our first modifier Now there are going to be all three or four modifiers as we

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go through this.

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But let's go ahead and add our first one our first one is going to be a mirror modifier So we're generating

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new mesh data so we go to the generate column.

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If we go down there it is mirror.

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Now fortunately I've made it along the x axis so when I reflect it among the x axis it does actually

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just put it there which is absolutely fine.

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I'm also going to turn on clipping if I accidentally go ahead and move any of this geometry What I don't

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want to happen is for it to end up with intersecting geometry turning on clipping will help prevent

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that.

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Okay so that's the first modifier set up.

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Now if we go ahead and add in a nother modifier this time a skin modifier.

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Now this modifies actually go it's another generate generating mesh.

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We go to the skin.

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We can see that it puts around our sort of been that we had created.

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Now this isn't ideal at the moment we can see blatantly here that this is well not to be there at the

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moment.

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It's very rigid.

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Now this might be a look that you're going for that's absolutely fine.

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But that's not the look for I want to go for.

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So in this particular case I'm going to hide away the skin and hide away the mirror.

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Just dropping those down.

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Now let's just see here if a if a modifier the subdivision surface modifiers to solve our issue.

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So we scroll down again this is generated because we generate in new geometry subdivisions surface and

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that's looking pretty good.

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Now let's knock up the levels of subdivision surficial is a little bit more.

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Yeah that's a that's so quite a good start.

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Now in this particular case there are a couple of other things that we need to turn on.

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Now I am going to turn on adaptive and I'm going to leave everything how it currently is.

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We may have to work with that later.

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Now adaptive is something that will subdivide more.

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The close service object is to the camera when it comes to rendering and subdivide less further away

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so that basically means that the further you get away from the camera the less room work has to be done

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calculations have to be done.

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So ultimately you will end up with a faster roundup.

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However to counter that the closer something is to the camera the more it might be chopped up and therefore

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have a more work that needs to be done.

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So if you got a lot of your object really close to the camera you may find that this will slow down

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your rendering slightly.

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But if you've got a scene like this Let's say we set up the camera along these lines where a lot of

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the geometries far back and there's only really this front bit.

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That's next.

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The camera.

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Find that it looks much better when it comes to chopping up the geometry.

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When we start deforming this meshes it rusts away in a bit.

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Okay so we've got the base mesh all lined up here.

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There are a couple of other things that are all one.

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To do at this point in time.

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First of all I'm going to turn on smooth shade and so in object mode I'm going to make sure that smooth

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shading is turned on.

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And then I'm going to rename my cue book show rename it let's call it rust the pipe.

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Might as well get our naming right from the very beginning.

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I'm not sure it took smooth shading it doesn't look particularly smooth flat smooth.

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Interesting.

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There might.

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And let's go ahead now and add a bit of colour to this.

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So let's go to the materials tab.

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An add in a bass material.

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Now this is going to actually be a dynamic material that will end up modifying over time.

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But I'm just going to name it pipe for the moment and I'm going to click he use notes.

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Let's go ahead and use that new principal shader.

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It's basically a load of shaders all pumped together and that actually makes the node set up just that

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little bit easier and less involved in some cases.

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He also does some calculations in the background as well some highly metal shelfs there and I'm going

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to go into the node editor and start editing.

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Now before we start going through and adding a ton of stuff here let's just keep it simple so get rid

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of our diffuse be STF shader and press X to get rid of that or make sure you've only got that one selected.

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Otherwise that can cause you a few headaches.

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There we go.

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Information is only that selected delete that and I'm going to add in and a shader of type print support.

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B s the f.

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Now at this point I tend to use the search feature so I will type in P R Ah.

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There we go it's there straight away.

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That's the general thing that I will do when I'm looking for something.

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And here we have the b s t f we can plug that into the surface.

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Now will also be using the displacement part of this in a moment.

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So there's going to be sort of two halves two on Node structure.

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We'll sort out roughly how it looks to begin with and then we'll talk about its defamations So talk

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about its colours and sort of building up the model and adding material.

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Now we're talking about animating and deforming it over time.

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So there will be another modifier will add on in a few minutes.

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So our base colour Now I picked green before I'm going to pick red this time.

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Now before we do anything else I'm going to save my work.

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Okay so there are a couple of other things I just want to finish off here to set the scene and make

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sure that it's not so jerky as we start being a bit more advanced with our rendering stuff.

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Now I am recording at the moment.

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Obviously you are witnessing that.

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So I'm going to change my device from my s.p. which is being used for the recording to GP you.

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Now you may not have the option in general GP use are going to be there.

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This type of workflow especially when it comes to rendering which were going to be doing hopping in

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and out.

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But if you're working on the s.p. you that's absolutely fine.

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This will also work on s.p. Use and you won't have the bottleneck that I have with recording anyway

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so GP use turned up just going to save that as we're going through and just test the rendering that

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is working Excellent.

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Now a couple of other things or look that's a lot smoother as well.

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Wish I'd done that earlier.

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Let's go ahead and add in a mesh and this time it's going to be a plane and the scale up by a.

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A silly amount.

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Probably scale by 20.

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Excellent so that's all scaled up.

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I'm going to rename that ground because that's essentially what it's going to be.

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Now what happens if we render this scene now.

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Okay it's looking good.

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We need a bit more light in the scene now we could go about making a more complex light set up.

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I'm simply going to go to my lamp and change its type to a sunlamp and when to use nodes and increase

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the strength to maybe 3.

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Yep that looks pretty good.

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Now looking at this.

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This doesn't look like a metallic your a painted pipe at all.

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This looks like a lump of plastic at the moment so let's rectify that straightaway.

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Let's go to our principal shader and change the roughness.

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Drop it down to point one.

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Maybe a little higher actually or a little lower in this case so point nought five.

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Yes I'm happy with that as a starting value now as it starts getting rusty what we can do is make it

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rougher in places and we can change that and guide that based upon some textures in a few moments.

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But at this moment in time we're getting everything ready getting a rough approximation of what we're

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going to be going for.

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Also we can see here that our our object is embedded in the ground so I'm going to grab the ground move

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it down on the z axis and by only a little bit because I don't want it to disappear and I think I've

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still got snapping turned on if I have that's going to cause me an issue because it will be snapping

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to things when I don't want to.

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Yes I still have that being turned on.

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So let's turn that off.

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Grab the floor g z.

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There we go it's lowering down and I will not make it levitate about there.

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That looks absolutely fine to me.

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Just by I it doesn't matter at this point in time.

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So we've got a nice shiny metal bar or a painted metal bar that we can start making Rusty.

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Now I do want to show you I'm going to save my work do save regularly because we're going to be rendering

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lots and it will crash it will tell you it will crash at some point.

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We want to avoid that.

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But what I want to do here is just show you what sort of notes set up we're going to be approaching

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for with the material on here just to give you an overview of where we're going before we actually go

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there.

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So I'll save that I'm going to open up my rusti demonstration and let's get rid of everything else.

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But the note sets up Okay so here we go.

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Now don't be afraid when you have a look at this it is a lot going on here but we're going to build

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this up slowly as we go through and I'm going to explain what each bit is actually doing.

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In fact it does look like there's something that's there that's redundant as well.

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By the looks of it this little noise texture at the top here is its outputs aren't actually plugged

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into anywhere.

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But let's zoom in just for a moment to the principal shade because that's all we really have at the

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moment.

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And let's just have a look at the few changes that have happened here.

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Now the moment we've got the principal shedded coming out and going into the output what the material

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looks like what the surface of that material renders like.

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Now notice that the first thing that's been changed is the base colour.

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And obviously as something goes Rusty it's going to change from its its painted colour to perhaps an

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orange colour because it's rusting and because of that we need to control that over time.

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And that's why we've got series of notes will look at those in a few moments plugged into the base colour.

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The other things that are changing are it's metallic now.

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And it's roughness.

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Now when you start you will get some metal coming through before it starts going rusty so I'm going

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to change the metallic appearance of the surface and also the roughness itself as something goes Rusty.

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It's going to be smooth painted to begin with but as it starts to go rusty Well it's going to get rougher

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as well it's not going to be as shiny as it once was.

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Simple as that really.

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So that it is quite complex as you go back here and we can see there's a bit of crossover.

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This bottom part is all about displacement in reality.

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And this top half is all about how the colours are changing.

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However as you can see these nodes are connected in such a way a bit messy.

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This is an experimental project after all but these are there's a great deal of crossover because as

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you can expect as something starts to rust away you're also going to end up with it changing colour

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and the parameters how it is rusting away will also dictate how the colours change as well and that's

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why there is this crossover.

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So what you do now is hop back into our project and start building this up.

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Okay so we're back over in our projects here we've done the modelling aspect and we've got a base material

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on here that's the modelling part pretty much done.

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As far as this go so we've got all the geometry out of the way the next thing we need to work on is

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how this is actually looking in terms of how it's going to act as it rusts away.

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That's quite important because it's very easy to basically get the wrong parameters or do things in

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a funny order and then you end up having to backtrack.

17:35.070 --> 17:39.680
So let's just make sure we're doing this in a in a more logical way.

17:39.750 --> 17:46.020
Now the first thing we need to do is add in a mix shader Now then switch rended mode on hopefully won't

17:46.020 --> 17:50.400
cause any crashes we do have to obviously be careful of that if it does crash.

17:50.430 --> 17:55.570
I may have to go back a little bit hopefully because I save Reguly that won't be an issue.

17:55.840 --> 17:56.120
OK.

17:56.130 --> 18:00.690
So we have a base colour here we need to go between one set up and another.

18:01.140 --> 18:05.970
And what we need to do in order to do that and there's there are many ways you could go about this by

18:05.970 --> 18:09.160
the way but we're going to try and keep it simple.

18:09.210 --> 18:15.330
And so we're going to have to r.g. BE nodes which are basically the colour red green blue.

18:15.360 --> 18:20.820
So let's go ahead and add in another node and call it what is R G B.

18:20.820 --> 18:21.300
Here we go.

18:21.300 --> 18:25.710
So we've got a lot of options in here but in this case we just want r.g. be and this is basically a

18:25.710 --> 18:26.970
colour selector.

18:26.970 --> 18:32.490
So I'm going to go shifta and duplicate that so we've got two colour selectors we'll have our original

18:32.490 --> 18:37.650
colour up here which is going to be red and we're have a rusty colour for the moment an orange.

18:37.710 --> 18:38.550
That's absolutely fine.

18:38.550 --> 18:40.340
We don't need to do anything else.

18:40.350 --> 18:46.740
The next thing we need to do is mix these two together so we can go from one colour to the other.

18:46.740 --> 18:52.890
Now of course you can do this in multiple ways and in fact you can do it in a gradual way and have multiple

18:52.890 --> 18:56.940
layers of mix which is essentially what I did in that more advanced one.

18:57.030 --> 19:00.210
But you can go ahead and build that up yourself for the moment.

19:00.210 --> 19:02.030
Let's go ahead and mix these two together.

19:02.040 --> 19:02.690
So.

19:03.990 --> 19:09.030
Good to add we shift in a and I'm going to type in mix in this case.

19:09.030 --> 19:11.960
We're not mixing shaders we're mixing are.

19:12.290 --> 19:13.660
If you go ahead and pop that in.

19:13.850 --> 19:17.000
And then we've got colour one attach colour to.

19:17.390 --> 19:20.930
And then we can go in and apply a base colour.

19:20.990 --> 19:26.480
Now at the moment as we slide the factor backwards and forwards you can see we can go from our red to

19:26.480 --> 19:27.540
our orange.

19:27.560 --> 19:28.480
Pretty neat.

19:28.490 --> 19:29.750
Hey there we go.

19:29.750 --> 19:30.400
Job done.

19:30.500 --> 19:36.680
Well unfortunately things don't rust like that do very rust in a more random pattern so we're going

19:36.680 --> 19:42.350
to have to have something there that's controlling that control in this colour.

19:42.350 --> 19:47.140
But based upon it changing kind of randomly rather than just the whole thing at once.

19:47.180 --> 19:49.310
So I'm going to change this factor.

19:49.310 --> 19:54.110
And for that we're going to use a texture now I'm going to make this RG be just a little smaller for

19:54.110 --> 19:54.890
the moment.

19:55.000 --> 19:58.660
Now we're going to control this factor we need to control it with something.

19:58.670 --> 20:00.500
What shall we use to control it with.

20:00.500 --> 20:04.040
Well let's go ahead and add in a texture.

20:04.190 --> 20:08.140
So we're going to go down to texture and there are lots of different textures you can use.

20:08.270 --> 20:14.900
But after playing with it for a bit it's even noise or former Roy is going to be quite good.

20:14.900 --> 20:17.240
I'm going to use noise initially.

20:17.240 --> 20:23.090
Now I am going to have a quick look at my settings that I had before so we can speed things along as

20:23.090 --> 20:23.710
it were.

20:23.750 --> 20:32.120
But in this case I found a scale of 10 that works really well and I'm going to plug for the factor not

20:32.120 --> 20:35.670
the colour but the factor itself into the factor up here.

20:35.690 --> 20:40.500
What we should end up with and we do now run out of zoom over on this window on the right hand side

20:40.500 --> 20:43.180
so I'm going to go to the view and view selected.

20:43.190 --> 20:47.660
If you've got a number pad and you run out of zoom by are using your scroll wheel and doesn't seem to

20:47.660 --> 20:48.810
be doing anything.

20:48.830 --> 20:49.590
No pad.

20:49.700 --> 20:50.300
Full stop.

20:50.300 --> 20:51.110
There you go.

20:51.470 --> 20:55.760
There in we zoom in here we can see that we've got blotchy patches here.

20:55.820 --> 20:56.780
That's pretty good.

20:56.800 --> 20:58.010
That's a good start.

20:58.280 --> 21:02.980
However what I feel is kind of happening here is we're not really getting.

21:03.730 --> 21:06.250
A great deal of one or the other.

21:06.250 --> 21:13.150
And eventually we do want it to migrate over to being completely rusty and we can't do that by just

21:13.150 --> 21:14.140
plugging it in like this.

21:14.140 --> 21:16.270
So we're going to need something in between.

21:16.270 --> 21:19.090
This is entirely up to you how you do this.

21:19.090 --> 21:20.970
I'm going to use a colour ramp.

21:21.250 --> 21:24.300
Now I've also got because I've got no Wrangler turned on.

21:24.340 --> 21:29.620
I've also got the ability to hold down control and shift and click on any of these nodes to see what

21:29.620 --> 21:31.270
it looks like at any point.

21:31.420 --> 21:36.100
Now the first control shift then left click is going to select the top outputs.

21:36.100 --> 21:39.870
In this case the colour and then if I click again it alternate to the factor.

21:40.150 --> 21:45.880
And because it's the factor that we use here we can see on our model now how it's being applied now

21:45.880 --> 21:50.610
because there's no true white or there might be on there or there may even be a true black on there.

21:50.650 --> 21:57.040
But because it's not completely polarized to black and white we don't actually have ourselves any means

21:57.040 --> 22:00.540
of seeing the full rust colour or the full paint colour.

22:00.550 --> 22:04.470
So what we can do here is go ahead and add in a colour ramp.

22:04.480 --> 22:06.580
That's one way of which we can control this.

22:06.640 --> 22:12.640
We can also control it with a with brightness and contrast node that would also work.

22:12.670 --> 22:16.750
But in this case I'm going to use a colour a can have a little bit more control over it and I'm going

22:16.750 --> 22:23.040
to go shift in a kind of a search for my colour ramp and there it is colour ramp.

22:23.040 --> 22:27.520
So go ahead and you can see if you drop the node over it will connect in place.

22:27.520 --> 22:31.650
Now what I can do is I can go to my mics again to see what it's looking like.

22:31.660 --> 22:34.380
This is a raw version before it's all rendered up.

22:34.660 --> 22:40.180
But I can adjust where the black point is essentially making everything painted or I can just wear the

22:40.180 --> 22:40.600
white.

22:40.600 --> 22:46.400
Point is essentially making everything rusty so that we can actually animate that if we want to.

22:46.400 --> 22:48.590
So that would be one way of making it.

22:48.650 --> 22:54.580
The rust the year or certainly start making sure we start with full paint and then work our way to being

22:54.580 --> 22:55.430
rusty.

22:55.540 --> 22:56.380
The other way.

22:56.620 --> 22:59.160
So there's lots of options we can do in terms of animating that.

22:59.170 --> 23:02.070
But let's get the basic things set up first.

23:02.170 --> 23:08.820
So that is all of the basic material set up there and let's go ahead here.

23:09.040 --> 23:12.510
Just bring that down a little bit more and bring this one up.

23:12.700 --> 23:18.900
So we see we get a much bigger contrast between where rust spots are and where paint is going to be.

23:19.000 --> 23:25.690
If I then go to my principal shader and shift control click VAT's we can see that we end up with well

23:26.080 --> 23:32.140
we've not got anything affecting its roughness yet so it's still shiny where it's orange.

23:32.290 --> 23:36.670
How can we do that well because the paint is linked to this colour ramp.

23:36.670 --> 23:41.980
Let's try and use that so let's come out from the colour here and plug that into the roughness.

23:42.980 --> 23:50.930
Now hopefully what this will now do is where it is shiny but it's still got paint on it will be shiny

23:50.930 --> 23:53.510
and where it is not i.e. this orange.

23:53.510 --> 24:00.020
It will be quite rough and I think we can see that if I turn that off by moving it out and let's find

24:00.020 --> 24:07.120
somewhere that is in fact shiny on oh there we go over here on the end we can see that it is shiny and

24:07.130 --> 24:12.590
it this highlights if I angle this right should go across both.

24:12.620 --> 24:13.040
There we go.

24:13.050 --> 24:14.980
We got it on the orange.

24:15.770 --> 24:17.980
That's exactly what I want to demonstrate this.

24:18.110 --> 24:23.600
Now if I go ahead and plug in the colour into the roughness we should find.

24:23.600 --> 24:24.250
There we go.

24:24.260 --> 24:29.240
It is shiny where it's red and where it was orange.

24:29.240 --> 24:32.030
It's no longer shiny so rough in those places.

24:32.030 --> 24:32.770
Excellent.

24:32.960 --> 24:36.320
So we can see how we can start to build up quite a dynamic texture.

24:36.320 --> 24:40.970
By doing it this way a quite dynamic surfaces where this is completely procedural.

24:40.970 --> 24:45.550
At the moment we're not using a fixed texture to generate any of this.

24:45.620 --> 24:46.290
So there we go.

24:46.310 --> 24:51.920
Now controlled both where it's rough and where it's smooth and where the colour changes as well.

24:51.920 --> 24:54.850
Fortunately they're over the same things.

24:54.860 --> 25:02.120
The next thing we need to do is test out how we want this to look when it starts to get really rusty

25:02.530 --> 25:08.090
and the other thing I want to do as well was then here is start to control how these noise textures

25:08.150 --> 25:12.190
are placed now because we got the node Wrangler add on turned on.

25:12.290 --> 25:18.260
What I can do at this point is select that and go control in T and that will add in a mapping and a

25:18.260 --> 25:20.090
texture call warden node.

25:20.150 --> 25:25.310
It may even add in an image as well which we can delete so control and say Here we go.

25:25.310 --> 25:28.780
It's added in a mapping and a texture coordinate.

25:28.790 --> 25:34.970
The reason why I've added these in is to give us a bit more control over our model and its textures

25:35.300 --> 25:43.010
and also be explicit about how we want this texture this noise texture applied to that model because

25:43.010 --> 25:47.070
we could go about and apply it in such certainly in different ways.

25:47.090 --> 25:52.250
Now we're doing generated coordinates here so blender is handling all of that for us and that's probably

25:52.250 --> 25:55.340
a good thing with the way that we've constructed our Rusty pipe.

25:55.430 --> 25:57.740
It doesn't really have any mesh data at the moment.

25:57.740 --> 26:01.210
It's purely generated from those individual edges.

26:01.210 --> 26:04.110
We drew at the very beginning Okay.

26:04.310 --> 26:05.450
So we've got that coming through.

26:05.450 --> 26:08.770
Now one of the things I do want to change is the scale on here.

26:08.780 --> 26:12.560
This gives us an extra layer of tweaking I quite like how it looks.

26:12.710 --> 26:21.710
But what happens if we say set this to 10 10 and 10 how we get a much more bity a rusty pattern so we

26:21.710 --> 26:25.710
can go back and we can change it on one particular direction if we want.

26:25.820 --> 26:28.440
But in general I'd recommend matching these up.

26:28.470 --> 26:33.230
So I'm trying to pick something that looks in between it being totally Rusty.

26:33.320 --> 26:39.000
However the where it actually starts flaking off and we can add in other control points as well.

26:39.020 --> 26:40.210
If we want to.

26:40.730 --> 26:44.620
So we have here something that looks pretty good so far.

26:44.620 --> 26:51.120
In terms of everything that we've got but now we need to control how this is going about its hole or

26:51.150 --> 26:54.990
disintegration and it's actually displacement.

26:55.040 --> 27:00.350
There are a couple of things that we can do first and that's just to make sure that the experimental

27:00.350 --> 27:04.880
features that we've turned on are actually going to work now in order to do that we're going to have

27:04.880 --> 27:06.180
to turn them on.

27:06.200 --> 27:12.830
Now that is under the material properties itself and click on material unger's Scroll down a little

27:12.830 --> 27:16.170
so as we come down here there's an option for displacement.

27:16.190 --> 27:19.240
That's fine we believe as it is under the settings.

27:19.340 --> 27:24.140
If you scroll down a little further we've got an option of displacement at the moment just as bump.

27:24.230 --> 27:25.540
We don't want bump.

27:25.760 --> 27:27.360
We want both.

27:27.440 --> 27:31.720
We can do true but both really accentuates it so we're going to use both.

27:32.000 --> 27:37.610
Now you won't notice anything change at the moment because nothing is plugged into the displacement

27:37.910 --> 27:38.960
material output.

27:38.960 --> 27:44.950
I'm going to lower this down ever so slightly and I'm going to plug in our colour ramp that we had earlier

27:44.960 --> 27:48.270
so let's go ahead and plug in that colour ramp into the displacement.

27:49.020 --> 27:51.780
Now all that's actually updated.

27:51.780 --> 27:53.000
Occasionally it won't.

27:53.010 --> 27:56.410
Do we go ahead and go shift Z.

27:57.100 --> 27:58.770
And then shift Z again.

27:58.830 --> 27:59.750
There we go.

27:59.830 --> 28:02.070
You will have to do that occasionally.

28:02.130 --> 28:04.830
It's worked first time this time and really impressed with that.

28:04.850 --> 28:10.290
But occasionally you'll make a change and it won't be reflected over in the viewport and TV turned rendering

28:10.350 --> 28:11.830
off and back on again.

28:12.000 --> 28:13.910
Now to keep this rendering nice and quick.

28:13.920 --> 28:19.800
I'm going to go to my render settings scroll down and go to sampling.

28:19.810 --> 28:25.050
Now I'm not I don't really care and it of it looking that pretty somewhere turned the preview down to

28:25.050 --> 28:26.080
maybe 5.

28:26.070 --> 28:27.770
I'm not going to leave it at one.

28:27.770 --> 28:28.600
It would be ridiculous.

28:28.620 --> 28:34.470
But if it's five I know it's going to get to a decent place quite quickly and we can see there that

28:34.560 --> 28:36.050
that that's pretty cool.

28:36.120 --> 28:41.610
But it's a bit on the strong side so we're going to have to add in probably another colour ramp or something

28:41.610 --> 28:44.460
else just to control how that's behaving.

28:44.460 --> 28:48.170
We certainly don't want it looking quite like that towards the end.

28:48.180 --> 28:52.370
We need to control that displacement insane in in some form or another.

28:52.620 --> 28:57.660
And on top of that the displacement itself is not going to be totally smooth it's going to have a bit

28:57.660 --> 29:04.270
more of a bump to it as it starts sort of bubbling away and we can add that in in a few moments as well.

29:04.410 --> 29:09.990
If I'm going to start by building that up as we go so we've got a noise texture here I'm going to grab

29:09.990 --> 29:15.030
that and duplicate it and I'm going to grab our colour ramp and also duplicate that.

29:15.060 --> 29:20.160
Now we need to control how this is looking at but I want something else there as well.

29:20.160 --> 29:22.150
I need to mix two things together.

29:22.270 --> 29:28.320
So when I go ahead and add in a mix RG be note and plump that in the middle and that means I can start

29:28.380 --> 29:29.930
adding in something else.

29:29.970 --> 29:35.820
Now I need something after that to control how it comes across.

29:35.820 --> 29:41.340
So then I can spread this out a little further and make it a little less bumpy in this case.

29:41.340 --> 29:46.410
Now I'm going to go control shift and click on this to see what it looks like and I was going to go

29:46.410 --> 29:48.680
shift Z in the viewport and out again.

29:48.840 --> 29:50.400
So not really changed how that looks.

29:50.400 --> 29:55.040
For the moment if I bring that down so it's not fully affected and come back again.

29:55.260 --> 29:59.730
There we go this time it's much smoother and where it's rusty it's gone in.

29:59.730 --> 30:04.960
By the looks of it let's go back to my final material output and to see how that's looking.

30:05.150 --> 30:06.830
Okay that's the wrong way round.

30:06.960 --> 30:13.290
Okay so we've got it rust still on the surface and then inside it's red.

30:13.290 --> 30:14.730
So there are a couple of things that we could do here.

30:14.760 --> 30:19.550
We can switch round these two colours at the top but since that's all set up and that could be quite

30:19.550 --> 30:24.850
a complex material set up we're now dealing with how it's displacing we can come down to the colour

30:24.850 --> 30:26.230
ramp and just switch those around.

30:26.230 --> 30:30.940
We're going to flip the colour ramp so now where it's rusty envelops.

30:31.050 --> 30:36.360
Starting to look better already now where it's Rusty is where it's going to be going in rather than

30:36.360 --> 30:37.160
the other way round.

30:37.170 --> 30:41.560
And we can see here after turning that on and off again that's working.

30:41.580 --> 30:44.780
However you can see where it is Rusty in places.

30:44.850 --> 30:50.640
It is quite deep still sahaba I need to bring this black value up slightly.

30:50.850 --> 30:54.570
Come back shift Z shift Z and see how it's looking.

30:54.570 --> 30:58.710
This is something you're going to have to go backwards and forwards with so that look that looks good

30:58.710 --> 31:01.780
in terms of where the drop off is with V.

31:01.830 --> 31:08.070
Well with the red and orange border by I think I need to elongate this now so we've got a bit more of

31:08.070 --> 31:10.890
a gradient between the two is too sharp.

31:11.250 --> 31:13.760
Yes that's starting to look pretty good now.

31:13.770 --> 31:17.110
In this particular case I think we need to do a few other things.

31:17.160 --> 31:21.330
I'm going to add in some extra noise we got some noise down here.

31:21.330 --> 31:28.530
I'm going to use the factor into colour to a shift click just to see what it looks like and I'm going

31:28.530 --> 31:30.620
to turn this off and on again.

31:32.190 --> 31:36.570
Now were talking about the factor signee Togo controls shift and click once more.

31:36.570 --> 31:39.770
Once we've done that I can go ahead and adjust the scale now.

31:39.780 --> 31:45.240
In this case I want a really bumpy surface is going to be really high on the scale even though maybe

31:45.240 --> 31:46.010
even more than that.

31:46.020 --> 31:50.940
There's got 220 has done to look good detail.

31:50.970 --> 31:54.760
Interesting how do we do the detail in this case.

31:54.810 --> 31:58.450
Let's go to the mics and see what that's looking like when it's mixed together.

31:59.310 --> 31:59.870
Interest.

31:59.880 --> 32:01.860
Of course we've got a factor here.

32:01.860 --> 32:08.460
So what we want to control that factor is where is rusty and where isn't rusty so we want this to also

32:08.460 --> 32:10.290
be controlled.

32:10.350 --> 32:17.850
Fancy that by the same thing that's controlling how the paint where it is and isn't rusty so we can

32:17.850 --> 32:20.510
use the colour out of here's also the factor.

32:20.750 --> 32:27.330
So where it is Rusty is and you can see this here where is Rusty it's whiter and wear or white or close

32:27.330 --> 32:32.450
to white and where it's not rusty it's still black and if we go and render that.

32:34.840 --> 32:38.380
We can see we've got there a much better surface.

32:38.380 --> 32:44.110
So it's not going to have any of our new noise texture unless it goes all the way down.

32:44.140 --> 32:49.390
Now that's still a bit strong there we need to start bringing those two things together and I don't

32:49.390 --> 32:52.710
think the colour ramp is actually going to be suitable for doing this.

32:52.750 --> 32:56.090
Let's just bring the black point up slightly and re render.

32:56.260 --> 33:03.120
Yes I think at this point we can see here this is what's going on I need this almost grey in places.

33:03.130 --> 33:08.020
Let's see what it's doing now because this is effectively control and the displacement of the displacements

33:08.020 --> 33:09.760
quite strong at the moment.

33:09.760 --> 33:14.070
So I may need to add in yet another colour just to weaken that out.

33:14.170 --> 33:16.700
Let's rerun that and see what happens.

33:16.900 --> 33:18.680
Ah that looks a bit better.

33:18.700 --> 33:23.910
That squash this up even more it needs to be really subtle at this point.

33:23.910 --> 33:27.730
And let's come back and you can see there's a lot of iteration that you can go through.

33:28.480 --> 33:29.990
Tennis starting to look there.

33:30.030 --> 33:35.800
Let's bring this back down ever so slightly and re render and start getting used to doing this coming

33:35.800 --> 33:39.320
in shift said shift said okay that's looking fine for the moment.

33:39.430 --> 33:46.060
Now at this point in time as you're bringing in all of this together I would also save my work and look

33:46.060 --> 33:52.630
at doing a full render what were seeing in the viewport at the moment is a rough approximation of a

33:52.630 --> 33:53.560
render.

33:53.710 --> 33:56.610
So in order to do I know change my view to the camera.

33:56.760 --> 34:02.510
So a view will get the menu right in the moment view camera nump had zero if you've got a number pad

34:02.980 --> 34:04.690
and that's what it looks like from the camera view.

34:04.690 --> 34:10.570
I'm going to move the camera now by going shift and F to go into first person mode and just move this

34:10.580 --> 34:11.500
closer.

34:12.550 --> 34:17.180
Now you may find it's easier to do this when you're not in rendered mode.

34:17.950 --> 34:19.910
I'm I'm almost happy with that.

34:19.910 --> 34:28.280
I'm going to shift it down a little now use W H S and D to move around Q and E to go up and down and

34:28.280 --> 34:28.950
there we go.

34:28.970 --> 34:33.140
I'm happy with that lay out and I'm going to press F twelth to do a rendering.

34:34.260 --> 34:37.800
I'm also I also got the opportunity to save it as well.

34:37.800 --> 34:43.500
Now at this point in time you will see that with everything we've got going it may take a while to render

34:43.500 --> 34:44.160
around.

34:44.280 --> 34:51.930
Now these cells themselves that are rendering look too small for me for GP rendering and one to let

34:51.930 --> 34:57.810
it render out at the moment but I'm also going to in my render properties come down go to my performance

34:57.810 --> 35:04.560
area and change it yes these tiles are pretty much set up at 64 by 64 which is not really good for anything.

35:04.560 --> 35:09.930
It's kind of a halfway house if you're rendering with your s.p. you you want those quite low maybe eight

35:09.930 --> 35:17.550
and eight or 16 then 16 depending on the sea Pip and the fur rendering on a GP you probably want a higher

35:17.550 --> 35:19.860
value like two five six.

35:19.860 --> 35:24.780
Now I'm not going to worry about the actual rendering here but let's just have a look at how it's coming

35:24.780 --> 35:29.910
along we can zoom in and I quite like how that's looking at the moment.

35:30.330 --> 35:37.310
Now we probably do want it to go totally rusty at some point but that's not a big issue for the moment.

35:37.320 --> 35:40.850
We can always tweak these things later on when it comes to animating.

35:41.160 --> 35:45.780
Okay so the next thing to do is actually talking about the displacement itself.

35:45.780 --> 35:50.510
Now this is where we don't use the nodes Unfortunately there's no direct link between the two.

35:50.510 --> 35:56.070
But if we go back in to while I am going to go into the nerida again but this time I'm going to open

35:56.070 --> 36:03.190
up the 3D viewport as my main area and then we can focus on working there.

36:03.500 --> 36:10.820
K so we've got our 3D view port open and this time we're going to have to change how this thing is looking.

36:10.830 --> 36:14.460
But this time using a displacement modifier.

36:14.460 --> 36:19.760
So to go ahead and add in another modifying and to call it displacement.

36:19.770 --> 36:25.650
And again this is a modify this is deforming our mesh screen he defined it here it is displace.

36:25.650 --> 36:29.970
So this is going to add an extra level of bloatedness.

36:29.990 --> 36:32.190
But the looks of things that's pretty cool.

36:32.220 --> 36:36.820
And the reason why it's doing this is it's it that it's all in the wrong order with displacing it.

36:36.870 --> 36:43.200
After we've done everything else now we think logically the modifiers themselves do apply themselves

36:43.200 --> 36:45.860
in order so we start with the mirror modifier.

36:46.080 --> 36:50.970
And let me just hide the node editor and bring this across so we start with the mirror modify which

36:50.970 --> 36:51.830
is fine.

36:51.900 --> 36:59.710
Then we skin everything that we mirrored and then we want displace before we do the subsurface modifier.

37:00.000 --> 37:01.880
So let's bring that up now.

37:01.890 --> 37:06.770
It still will be a bit bloated for the moment because we're not controlling the displacement with anything.

37:06.810 --> 37:13.560
So if we open this up we really want some think to control the displacement rather than just doing what

37:13.560 --> 37:14.850
it wants to do.

37:14.880 --> 37:20.830
So in this case I'm going to go to my text settings and just click on the which add in the texture.

37:20.850 --> 37:22.980
Well hey that's gone all funny.

37:23.280 --> 37:31.770
What we can now do is nain that texture where or something along those lines as in it's wearing away

37:32.160 --> 37:35.960
and then go to the textured tab so long the properties panel.

37:35.970 --> 37:41.250
If we go to the texture properties we will see that it says noise texture which is all very well but

37:41.250 --> 37:42.880
that's not the one we want.

37:42.920 --> 37:48.770
We click on where it says noise texture we need to find the one that's under the modifiers is not at

37:48.780 --> 37:50.540
justing a material texture.

37:50.550 --> 37:54.450
We're not adjusting a brush texture we're adjusting the modifier texture.

37:54.450 --> 37:55.300
Here we go.

37:55.320 --> 37:57.600
So currently there's not anything applied to this.

37:57.600 --> 38:00.050
It's just got a black image applied to it.

38:00.230 --> 38:05.940
I'm going to scroll down and where it is the type of texture image or movie I'm going to change that

38:06.180 --> 38:12.270
to an actual generated texture and I'm going to use noise in this case naver starting to look a bit

38:12.270 --> 38:12.930
funky.

38:12.930 --> 38:18.310
And we can start playing around with the settings in here to make it look just that little bit better.

38:18.330 --> 38:25.710
So in my case I'm going to go and reach for the settings that I had previously when it came to my displacement

38:26.160 --> 38:28.640
and I'm having a look at what I got set there before.

38:28.650 --> 38:32.590
Oh no before I did not choose noise I chose wood.

38:34.370 --> 38:38.250
And obviously this is through a lot of iterations and playing around.

38:38.270 --> 38:42.810
I chose wood as my example that looks like it's melted into a blob.

38:42.950 --> 38:43.940
This is fantastic.

38:43.950 --> 38:48.050
And this is what I mean at the very beginning when I was saying about playing with stuff.

38:48.050 --> 38:53.580
I did not realize quite how well some of this would turn out until I.

38:53.660 --> 38:56.930
Well I went to would obviously I would not have thought about that before.

38:57.050 --> 39:02.810
And looking at my settings down here I've left this top area as fine I've come down and I've changed

39:02.810 --> 39:04.520
this to a saw pattern.

39:04.760 --> 39:06.670
So it's more yes and no.

39:06.680 --> 39:14.060
Rather than nice and smooth changes which I think's much better if we have a look here we get a straight

39:14.090 --> 39:18.340
transition between the black and the whites which is fine that Gibbs.

39:18.590 --> 39:21.460
In this case a very sharp cut off between the two.

39:21.470 --> 39:27.610
I changed it to band noise if we have a scroll back up we can see that it's a little bit more we believe

39:27.610 --> 39:32.810
wobbly at this point and there are a few other things that I've gone through and I've changed so if

39:32.810 --> 39:39.290
we scroll back down again the final things that I have changed here is the type of noise I've switched

39:39.350 --> 39:45.400
from soft to hard which gives it a much harder edge between the two.

39:45.440 --> 39:50.440
Now as you can see here this doesn't look like anything like what we would want it to look at the moment.

39:50.570 --> 39:55.820
This is just a starting place what we now need to do is go back to our displacement modify and make

39:55.820 --> 39:58.970
sure we've got the right level of displacement applied.

39:59.210 --> 40:05.570
And what I have done as we've gone through is this strength about you ought to set it to zero and see

40:05.570 --> 40:06.910
what it looks like.

40:06.920 --> 40:11.390
There you go it looks like that and as we increase this to one it's going to morph into this.

40:11.390 --> 40:13.400
Is that what we want.

40:13.400 --> 40:14.870
Probably not.

40:14.880 --> 40:18.830
It looks like we're going to have to play around a little more now the texture coordinates.

40:18.830 --> 40:20.800
I'm going to use the object itself.

40:20.900 --> 40:28.270
That means that the object determines how is that almost the same as using generated previously.

40:28.400 --> 40:33.700
So the object is going to determine how this texture is applied to itself.

40:33.710 --> 40:38.400
So once again um goods come in and go in and out.

40:38.720 --> 40:41.950
No change there that's changed the middle level up to one.

40:42.200 --> 40:43.150
There we go.

40:43.520 --> 40:48.990
That's the sort of rusting away effect that I'd probably want to go for here.

40:49.280 --> 40:51.680
And now let's change the strength back to zero.

40:51.680 --> 40:54.440
So it's nothing and then we can do a step up.

40:54.440 --> 41:00.500
Now we don't need to see these deep find a detailed rust here some bigger shift Z and just have a look

41:00.500 --> 41:04.990
at the underlying mesh and how it's distorting so we can see it's wasting away here.

41:05.070 --> 41:09.980
And by the time we get to a point six you can see it's actually pushing it through itself so we don't

41:09.980 --> 41:11.470
need to go that far.

41:11.630 --> 41:17.360
In this case we're going to use the strength and probably end up going to maybe this level here point

41:17.360 --> 41:18.680
five.

41:18.680 --> 41:24.650
Let's think about now animating that so we've got a start and an end point for a lot of our of our items

41:24.650 --> 41:25.970
here this is going to be the end point.

41:25.970 --> 41:28.280
This is going to be the start point.

41:28.310 --> 41:30.980
We might as well have a mate between those two points.

41:30.980 --> 41:36.350
Now I'm going to do this simply on the time line and of course all of this can be refined and refined

41:36.350 --> 41:37.210
and refined.

41:37.220 --> 41:42.530
In fact the one you saw at the very beginning did take several hours of tweaking.

41:42.560 --> 41:46.850
Admittedly I was having a lot of fun at the time and it takes several hours tweaking to really get it

41:46.850 --> 41:48.910
exactly how I wanted it to.

41:48.950 --> 41:51.430
And of course trying to recreate that.

41:51.550 --> 41:54.690
Well it will just be a different rusty pipe this time.

41:54.980 --> 41:57.130
So let's pick our.

41:57.380 --> 41:59.800
I've got two timelines here now that's good going.

41:59.810 --> 42:01.070
So let's pick our start point.

42:01.070 --> 42:08.120
In this case frame 1 and I'm going to key in the strength for the zero and I'm going to just hover over

42:08.120 --> 42:11.170
strength and press the key that is now keyed in.

42:11.180 --> 42:14.370
This is the great thing you can annamay anything in blender.

42:15.110 --> 42:20.330
And then finally we need to decide how many frames this is going to last over I'm going to go to a hundred

42:20.340 --> 42:26.640
and twenty in total so I'm going to go to frame 120 and then key in the final frame.

42:26.700 --> 42:29.370
The strength here is going to be at one note.

42:29.390 --> 42:30.260
No what did we say.

42:30.260 --> 42:38.510
Point five is key in point five and press the Iki and now what we can see is as we start and play through

42:38.510 --> 42:40.420
we can see it's wasting away.

42:41.410 --> 42:42.880
How cool is that.

42:43.490 --> 42:45.250
And now we can do the same thing.

42:45.260 --> 42:52.100
But in the Knode Ed. Now this is where I'm going to have to be careful and have the beginning and end

42:52.400 --> 42:53.380
in mind.

42:53.570 --> 42:57.140
So the beginning I don't want it looking rusty in the beginning at all.

42:57.140 --> 43:01.600
So we need to find the right node settings that it looks like it clean.

43:01.940 --> 43:05.960
Well just read essentially something go to my node editor.

43:06.200 --> 43:12.380
And at this point I think the only thing that's controlling this is the factor between these two.

43:12.380 --> 43:19.550
So in this case we need to decide how we're branching out these two here how we're changing between

43:19.550 --> 43:20.430
these two cultures.

43:20.570 --> 43:26.420
So going to be changing something here and there are several ways we can go ahead and do this we could

43:26.510 --> 43:30.860
we could animate the position of these items here so we could push.

43:30.920 --> 43:33.470
I think it's the black all the way through.

43:34.800 --> 43:36.250
How does this need to look.

43:37.210 --> 43:39.130
Oh that's oh I like that.

43:40.320 --> 43:42.110
So yes we can move these things about.

43:42.180 --> 43:47.340
So at the moment it looks like we need 100 percent black in order for it to work as we would expect

43:47.340 --> 43:48.190
it to.

43:48.510 --> 43:50.640
And that's come out and back in again.

43:50.820 --> 43:55.290
And we still got a little bit displacement coming in here that we don't want So we need to think about

43:55.530 --> 43:58.660
think about more than one thing at this point in time.

43:58.710 --> 44:04.350
So when you think about this one and this one down here so let's make sure that there is no defamation

44:04.410 --> 44:06.860
at all and it's totally smooth.

44:06.880 --> 44:10.840
It looks totally smooth but it looks like we've got these in the wrong way.

44:10.890 --> 44:16.220
Looks like I need it to be 100 percent black in this case.

44:16.330 --> 44:21.360
Almost there let's just say for arguments sake and there we go we've got that so I'm going to set that

44:21.360 --> 44:23.140
position of a key that in.

44:23.870 --> 44:27.960
Whilst I'm on frame one make sure you are in frame when we decide to keep things.

44:28.130 --> 44:34.460
So I've keyed in the position of both of those elements now as this changes as it gets rusty towards

44:34.460 --> 44:35.660
the end.

44:36.790 --> 44:38.680
And looks horrible like this.

44:38.680 --> 44:43.880
What we can then do is say well we also want it looking really rusty.

44:44.810 --> 44:51.920
So we've moved two things here we've moved the position of zero and the position of one now it is important

44:51.950 --> 44:57.590
that you keep in the starting position of both of the things you're about to change.

44:57.590 --> 45:03.500
So we've keyed in the position of number one this black marker but we've not keyed in the position of

45:03.500 --> 45:03.890
zero.

45:03.890 --> 45:06.920
So let's make sure we keep that in as well.

45:06.920 --> 45:12.380
Now we can go ahead to the end of our animation's say well by the end of the animation it's going to

45:12.380 --> 45:16.450
be completely rusty so both of these will have moved across.

45:16.670 --> 45:20.660
And of course this is controlling more than just.

45:21.730 --> 45:28.270
The colour is changing how rough things are and it's feeding in to how the actual material itself is

45:28.270 --> 45:30.570
getting rusty and it's defamation.

45:31.420 --> 45:37.060
So there we go we've shifted that across women a key that in so I think both one and two are keyed in.

45:37.090 --> 45:37.610
There we go.

45:37.610 --> 45:40.020
One two is zero and one in this case.

45:40.040 --> 45:44.890
The next thing we need to do is think about this next colour ramp down here so we have it starting position

45:46.120 --> 45:47.540
of number zero.

45:47.620 --> 45:49.930
Let's go to one and key that in.

45:49.930 --> 45:53.590
Let's go to the end and then we think about how we want that to look.

45:53.590 --> 45:57.270
So if we go ahead and all that say shift this down to there.

45:57.280 --> 45:58.790
What do we have.

45:58.840 --> 46:00.590
It looks pretty rusty.

46:00.650 --> 46:04.430
Let's shift all having issues clicking it all.

46:04.570 --> 46:05.410
I think that's the key.

46:05.410 --> 46:06.580
Pretty good.

46:06.580 --> 46:10.360
Let's just go shift and Z over in the 3D viewport.

46:10.390 --> 46:10.970
There we go.

46:10.990 --> 46:12.090
See how that change.

46:12.100 --> 46:15.530
That's why it's important to come over and shift click.

46:18.620 --> 46:22.410
A new shift in Z to get it working so we need it more this way.

46:24.540 --> 46:25.860
That's quite bumpy.

46:25.860 --> 46:31.020
In fact we could we could probably leave it like that but let's just see if we can get it looking that

46:31.020 --> 46:31.980
little bit better.

46:31.980 --> 46:34.560
It looks quite spiky at the moment.

46:34.590 --> 46:37.190
Now this is a great way of just testing us.

46:37.190 --> 46:40.120
I'm going to go and save my work first.

46:40.170 --> 46:42.050
Now I'm going to render it out again.

46:42.420 --> 46:46.380
I wouldn't recommend over being a bit overzealous when it comes to rendering.

46:46.380 --> 46:51.720
But what we do need to make sure is anything that we think is going to happen actually happens when

46:51.720 --> 46:52.830
we go ahead and render.

46:52.860 --> 46:54.750
So something is not happening here.

46:54.750 --> 46:59.030
Why is this still totally smooth yet in the viewport.

46:59.070 --> 47:03.960
It looks or bumpy like this are problem.

47:04.050 --> 47:05.050
To be honest I don't know.

47:05.040 --> 47:10.500
I've probably missed something as we've gone along so we've got a displacement of both over the material

47:10.500 --> 47:13.410
settings of that that feels fine there.

47:13.440 --> 47:17.220
It could be the fact that we've not keyed that in yet.

47:17.220 --> 47:21.960
So let's go in and go to the node editor and key in that position.

47:23.630 --> 47:27.740
That is a bit extreme and they both at one they do look like they're both one.

47:27.990 --> 47:32.560
Let's just keep that in because I think that probably is what's going on there.

47:32.690 --> 47:38.330
And it's just round of that out again we can see is much quicker to render in with.

47:38.630 --> 47:44.560
We see that's much quicker to render when we've got the GP rendering.

47:44.770 --> 47:45.920
Okay.

47:46.070 --> 47:49.490
So you've got material here if we got the right material I think we have.

47:49.520 --> 47:50.260
Yes.

47:50.490 --> 47:52.580
And the displacement isn't rendering.

47:52.580 --> 47:56.880
So in the render settings do we have experimental rendering turned on.

47:56.990 --> 47:58.480
We have excellent.

47:58.580 --> 48:05.120
Now I'm going to change this to see you for a moment just to see if there's an issue with how it's set

48:05.120 --> 48:05.450
up.

48:05.450 --> 48:07.880
I do love problem solving on a live video.

48:07.880 --> 48:09.410
It's always great.

48:09.920 --> 48:12.740
Let's just see what happens at this point.

48:12.800 --> 48:16.800
Now notice it's also changed over here as well in the viewport.

48:16.890 --> 48:23.540
So just come back and re-enable GP you there is something funny going on and we will get to the bottom

48:23.540 --> 48:24.180
of it.

48:27.060 --> 48:29.810
So has decided to render smoothly again.

48:29.830 --> 48:33.260
Let's go to our node editor and see what's going on here.

48:33.340 --> 48:35.630
So we've got everything set up here.

48:35.680 --> 48:38.410
We've got well let's see what it looks like.

48:40.890 --> 48:43.560
When we just look at this colour ramp here.

48:44.620 --> 48:46.650
Let's make sure we are in rended mode.

48:46.750 --> 48:51.830
So this colour appears all black and white which basically means no displacement.

48:51.850 --> 48:53.820
That's not what we want of this black.

48:53.820 --> 48:56.620
Value has been brought up far too far.

48:56.630 --> 48:58.560
Let's come back in and go through.

48:59.300 --> 49:03.680
That looks much better so we just moved that black value far too far.

49:03.680 --> 49:06.570
They're made sure on the end and key that in.

49:07.000 --> 49:12.410
And the annoying thing there was the viewport wasn't actually updating and showing us what the actual

49:12.440 --> 49:12.940
issue was.

49:12.950 --> 49:15.550
And that in itself is painful.

49:15.560 --> 49:16.910
It really is.

49:16.910 --> 49:22.100
So now hopefully when we go ahead and render what we should see we're still rendering with the s.p.

49:22.100 --> 49:23.940
who didn't want that to happen.

49:23.960 --> 49:30.430
Now when we go ahead and render all being well we should end up with it being bumpy which it is.

49:30.430 --> 49:31.370
That's great.

49:31.400 --> 49:36.690
And now we need to go back to our node Ed and just make sure everything is back in place.

49:36.740 --> 49:38.270
So I'm going to shift.

49:39.780 --> 49:44.470
Control shifts select my principal shader that looks fine there.

49:44.520 --> 49:45.660
Excellent.

49:45.660 --> 49:48.780
Finally we just need the test the beginning and end.

49:48.810 --> 49:50.270
And make sure they're working fine.

49:50.280 --> 49:52.080
So I'm going to save my work.

49:52.080 --> 49:57.600
I'm going to go and open up the UV image editor and I'm going to make sure that we're on slots one on

49:57.600 --> 49:59.610
the head a bar for the U.S. image editor.

49:59.610 --> 50:06.970
Make sure your in slot one and go ahead to the beginning of your scene and press F 12 to render it or

50:06.970 --> 50:09.640
even go to the menu here render image.

50:09.670 --> 50:12.440
This will give us some idea of what it looks like at the very beginning.

50:13.440 --> 50:18.110
Excellent so we've got how it's going to look at the beginning and that's lovely and shiny.

50:18.120 --> 50:22.860
Now the reason why we're doing it like this is simply because rendering an animation is going to take

50:22.920 --> 50:24.560
a long time to do.

50:24.600 --> 50:31.140
So I'm going to go to frain 60 here and I'll go to slot two and then I'm going to go render my image

50:31.380 --> 50:35.600
and this will give me an idea of what it's going to look like half way through.

50:35.730 --> 50:42.630
Now hopefully I have it does look a bit odd It looks a bit spiky So there may be more refinements though

50:43.260 --> 50:47.370
and but I'm happy with how it's turning out so far.

50:47.370 --> 50:51.750
Just as an experimentation if nothing else and again you can iterate this and go No no I don't want

50:51.750 --> 50:52.490
it to act like that.

50:52.490 --> 50:54.030
I wanted to act like this.

50:54.060 --> 50:56.000
So here we go it's starting to deform.

50:56.040 --> 51:01.020
They might want to leave the defamations till after it's gone completely rusty That's what I did in

51:01.020 --> 51:04.410
my original psyche in all of the defamation.

51:04.410 --> 51:06.490
How it was changing how that texture.

51:06.510 --> 51:12.750
The strength in the displacement modifier when we're animating this I did not change that until after

51:12.750 --> 51:14.930
it started going completely rusty.

51:14.970 --> 51:17.610
I might do that in a moment on this one as well.

51:17.610 --> 51:24.060
Finally I'm going to go to my final frame go to slot three and just render that out as well.

51:24.160 --> 51:29.710
And a good thing about doing this is you've got a good idea of it start middle and end position.

51:29.730 --> 51:37.020
Now you may in fact want to just use a different texture when it comes to showing blender how you want

51:37.020 --> 51:38.290
it to deform.

51:38.310 --> 51:42.260
Now this is a totally different look as before it looks like something is growing on it.

51:42.300 --> 51:47.500
Tempted to change that to go green as if it's some sort of alien fungus or just fungus.

51:47.550 --> 51:48.230
Who knows.

51:48.240 --> 51:50.970
Anyway so that looks pretty good.

51:50.970 --> 51:54.180
That looks like a good starting and end position.

51:54.180 --> 52:00.510
Now one of the things that I would really recommend when you're working with this type of project where

52:00.510 --> 52:07.350
you know that rendering is going to take at least 30 seconds of frain 120 frames you know that's a long

52:07.350 --> 52:08.650
time to wait.

52:08.740 --> 52:10.920
Well that's going to be there's going to be an hour isn't it.

52:10.920 --> 52:16.620
So I want to wait for an hour but I do want to have an idea of how this is going to animate through.

52:16.620 --> 52:22.770
Now I can switch between slot 1 slot 2 and slot three go.

52:23.000 --> 52:24.200
Okay that looks pretty cool.

52:24.210 --> 52:26.660
But how does it look when it's animated.

52:26.670 --> 52:29.010
So the final thing here is about outputting.

52:29.040 --> 52:34.440
Now there are seven schools several schools of thought when it comes to animating output in general

52:34.530 --> 52:38.240
as I'm just producing something really quick to have a look at.

52:38.370 --> 52:45.330
I will go to my render propertys and scroll down and my output folder I'm going to set that is something

52:45.460 --> 52:52.220
I can actually reach like the desk top and then I'm going to change the height file type to it.

52:52.260 --> 52:59.010
F F MPEG video going down to the encoding I'm going to set it so it's presets here I'm going to use

52:59.070 --> 53:02.050
eight to 6 4 in MP 4.

53:02.080 --> 53:03.280
She's absolutely fine.

53:03.430 --> 53:07.280
Leave everything else as default because this is just a test run.

53:07.410 --> 53:13.080
I don't really care if it's blocky or not as perfect as it could be or even in this case if it's going

53:13.080 --> 53:17.290
to crash midway through the render because I can always click and render again.

53:17.310 --> 53:22.560
However what I will do at this point is just have a look at the resolution I want.

53:22.560 --> 53:29.090
A rough idea of how this is going to look not a detailed look a detailed look I've done with these renders

53:29.100 --> 53:34.740
if I'm happy with this bit if I'm happy with the others then I'm happy and good to go but what I don't

53:34.740 --> 53:35.580
want is to wait.

53:35.610 --> 53:39.250
Even so I'm going to knock this down to 25 percent of 10 8.

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Now this is going to look really ropey in terms of a quality perspective but it's good to be quicker

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to render.

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So I'm going to go ahead now.

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I'm going to save my work before I go ahead and render what I need to do is render my animation.

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Now to make things just a little bit more interesting and do what I said earlier and am going to clear

53:57.420 --> 54:05.910
my key frames for the the actual displacement are going to start at frain 60 where it starts displacing

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and then go all the way to point five so it changes.

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A bit more naturally because that there shouldn't be deforming till it's quite rusty and I'm going to

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make sure I key in a strength of 0.

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At that point.

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And then we've also got strength of zero here so it's going to stay at zero until it comes out.

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That's easier than removing all the key frames and re adding them afterwards and it may show once again

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save my work.

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Now I'm not going to render it on this computer.

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It's going to take an E on I'm going to go renderer on my desktop which has a bit of a faster GP in

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it.

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And I'll be back in a few minutes.

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And here we go.

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I've slowed this down so we can really explore what's happening.

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It's not particularly high res but we've got a glossy start and then we can see it slowly rusts away

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now.

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We put in that key halfway through so it didn't start deforming until then and we could see it's just

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rusting away and bubbling and actually in many ways.

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I like this one because had a bit more thought to it.

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Then our original one.

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And of course here it is now at full speed.

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Boom done and there we go.

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Thank you for staying with me throughout this tour.

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I really hope you've learned lots now.

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Fortunately we can't always cover everything that we want to cover in a tutorial like this.

55:22.330 --> 55:28.050
This is essentially glossing over our material set up our modelling and everything else.

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If you do want to learn much more about Splenda Please do join me over on my udemy Course where you

55:33.670 --> 55:38.830
can learn far far more than what I can possibly put in a short tutorial like this.

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Take care and I will see you over there.
