WEBVTT

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Welcome to the introduction to the node editor in this video.

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You will open up the node editor create some basic materials.

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Apply these materials to our model and see how adjustments in the node editor affect our model.

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So let's hop straight on over into a blender.

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Right over in glendive there's a couple of things we'll need to do.

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First of all I'm going to turn my back drop back on.

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I'm going to turn out the camera doesn't matter at this point in time.

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The cone.

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Well that was a positional cone and now makes no sense to have anymore.

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I'm going to delete.

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That's from our scene.

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Looking down the list here I've got the lamp that was there and the plane a want to turn both of those

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on so our light sources are in the ceiling because the node Ed is all to do with cycles render.

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So and further down here I think that's all we need to turn on.

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Don't need to see the rig for this next bet.

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Now we need to add the node editor.

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So I'm going to go to the splitter widget on the 3d Ed header and just pull that down.

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And probably about 50/50 for me with my resolution here.

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Okay.

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And I'm going to change this bottom one to node editor which is just here so we're changing the window

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type to the node editor.

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And it just looks like this space here at the moment.

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Great.

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I'm also going to just pan up here.

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I'm going to start focussing on the base of our lamp to speed up render times.

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I'm going to use control and B and just draw a box around our the bottom of the lamp basically so we

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can see what's going on.

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In fact I'm going to zoom in a little more so that's filling up the screen.

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Then I'm just going to draw another border that's just slightly bigger than when I switch on cycles

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render at the top here which it is and go to rendered view.

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It will only render this area here and I can see that there's light coming in from our plane and everything

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else great.

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So I'm actually going to create our new material straight away over in the materials tab over here.

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So I'm going to create a new material and you can see two things straightaway appeared in the node editor.

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And for now I'm just going to push this away to one side so we can see what's going on in the screen

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in front of us.

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I'm going to zoom in here because I can't read that at the moment so you definitely can't.

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And we've got two items in front of us.

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These are nodes now nodes cans consist of different types.

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If we go down to add on the header we can see there are lots of different types of nodes that we can

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have for the moment we're going to be dealing with shaders which is what a diffuse node is.

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And the material output that's what we'll actually see and we're connected here with two lines so we

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got the output here going all the way to the surface material here.

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If I click and drag that our way from there it literally disappears.

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But because it's the same as the default material at the moment it looks no different if I was to change

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this colour here to something else.

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There you go.

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I'm going to make it bright red.

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Try make it bright red.

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I can see a great cast in our scene.

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And I've I think we've coloured in something else yes we have.

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So let's select our base first.

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I didn't select the base.

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Silly me and I'm literally going to select from the materials here material and I'm going to name that

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material whilst I'm here.

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Red Lamp paint you can choose a different colour if you like I just like the colour red.

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In this instance.

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Okay so we've got a red lamp and if I pull the surface connector out it goes black it's got no material

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assigned to it.

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So let's connect those back up again.

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Now unlike.

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Blend a render way you can add the two things together over in the side you can't do that with this

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materials property on the right hand side.

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Some just going to make that disappear.

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Now what we need to do here and I'm just going to squish it up a bit further to give myself a bit more

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space and I'm going to zoom out here hopefully you can still read what's going on.

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I need to add another shade up.

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So like anything else in blender you can either go down to the admen you hear I'm going to use the shortcut

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key shift and a.

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So shift and a will bring up the ADD menu.

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Now I'm going to be looking for the shade.

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There is a mix shader which is at the top but there's a very quick way if you know what you're looking

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for in this case a mic shader I'm going to type in honour of click on search and type in Mc shater.

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Looks like that was the last one I was indeed looking for.

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And that will add a mix schade a node in.

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Now if you hover a node over the top of a connector it will automatically join them together for us.

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So that's that done there.

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So we've now got a 50 percent that's got this factor here means of diffuse shader.

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So it looks all mapped going to our material output which is what we see on the screen.

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Now I want to give it a bit of secularity a bit of reflection.

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So in order to do that I need to add what's called a glossy shader So I'm going to go down to shaders

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and just have a quick look down here and there we go glossy.

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If I add that I'm going to place it next to here you can place these wherever you like.

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But for organizational purposes I like to keep these things together and the outputs here I'm going

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to plug into this second shader area and you can see we're starting to get in.

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Interesting.

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Render at the top.

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Right.

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So let's play about with these a little more.

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I don't like what's come out there so I'm going to move this to the left or the right and see if we

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can get what I think is a better mix.

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This will be around a 20 percent mix that does look a lot better.

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Now with the glossy shader there is a series of selections you can go for.

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The only one that really makes a difference that I can see is sharp in our particular model.

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It just produces a sharp reflection full stop.

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If I pick any of the others they all look relatively similar.

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Now whilst this is rendering a way at the top here is only 10 samples.

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So what I'm going to quickly do is pull this out on the side.

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I'm going to go to the render properties and scroll down to where we have the sampling and I'm going

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to turn the number of samples up in our preview too.

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I'm going to do a hundred.

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You don't have to go that high.

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And so it will get better and better as I wait.

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Every time I change something you will have to start zero again.

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But that's not a big deal for me at the moment because we're only rendering a small area in fact something

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to make the render area just slightly smaller again.

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X.

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So I'm still not a great fan of what's going on here.

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This rough from the slide.

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Well that is very useful when it comes to the glossier.

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We turn it all the way up to 100 percent.

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It just looks like Matt.

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It just looks matter again.

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If we lower it all the way down to nothing it goes super glossy as if we had just selected sharp here

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on the distribution.

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However after playing with oh look at that.

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If we zoom in a little here we can actually see it's reflecting the rest of the lamp up the top.

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That's brilliant.

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So I want to keep some of that reflection in our model.

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So I'm going to play with this roughan set.

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I'm going to start with point so and see if that is high enough.

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Let's zoom in a little.

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No I want something a bit lower.

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I'm going to try point one.

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And a lot of this is about experimentation.

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I can see the reflection is there.

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It's not really well defined but it is there and that's what I want.

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So this is going to pull out a little here.

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Okay that's starting to look really good.

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Unlike in the output here this factor here again if I moved all the way to one side you just see the

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shiny parts of it and it looks like we've got some weird artefacts going around the base here so be

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worthwhile trying to clean that up in a few moments and we can bring in the rest of our culture which

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is are diffuse over here into a scene.

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In fact I quite like the setting I've managed to get there which is about 30 percent coming through

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that's glossy right.

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Let's see if we can quickly and bring up the.

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Head a bar over here.

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And just to see whether we can go in and edit this and puts another loop cut in just around here.

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And I'm going to bring it out ever so slightly to give it more of a base and see how that affects our

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renderer itself.

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To see if that makes a difference that gives a much more defined edge and doesn't look so nasty anymore.

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So you can see by applying the render soon on in the model of we've actually gone through and rendered

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this a little bit earlier would have been able to correct that geometry as we were going.

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That's brilliant.

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I think it's Challenge time.

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I would like you to add material to the rest of the scene.

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Play with the materials in the node editor.

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Have fun with it create at least two different materials by using the node editor.

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Remember you have a material on the back drop to see you can add a different type of material to that

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and make sure you assign your new materials to the rest of the lab so that nothing is left with the

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default material pulls the video now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop straight over into blender.

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Right.

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So back over in bland.

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I'm just going to pull this down a little so I can see what's going on.

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Let's have a look at what we've got so far.

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So there are a couple of other bits of our model to apply materials to.

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I think I'm going to keep my ball joints just a separate colour for the moment.

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And this one down the bottom here.

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I've gone behind my scene by the looks of things.

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So this stem I think we've called it so let's have a look at the stem now and I'm going to call this

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metal again.

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I'm just going to play with how this turns out.

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Let's pull that up.

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Let's pull that up there.

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And this is actually rendering quite a large area.

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So I'm going to.

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Draw a new area around here so you can just watch it and about.

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I'm going to add a nother one and it's going to be shader loss.

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Only worked with those at the moment.

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I also want to add a mix shader which is oh I've run out of screen space there for that.

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I would go over top of that the whole add it in.

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And I'm going to add another one.

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Okay so metals a little shinier than paint in general and it tends to be kind of greying calories.

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So some are going to make it a dark grey and I'm going to go more towards that dark grey Oh no increase

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or decrease the amount of roughness.

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Not completely about there.

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How are we getting on there.

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That's.

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Zoom in a little and see how that's looking.

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We'll keep going behind the scene.

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Okay.

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That's looking pretty good.

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Let's see what it looks like with the.

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All the way with that all the way up now.

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Let's just raise a little bit more.

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Okay.

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The rest of this these arms um can actually give those leclair my.

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Selection for the moments we get.

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I'm going to give these arms the same material so I can go to the material properties here and do red

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lamp paint and I'm going to do the same for the lower arms.

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There we go.

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So it just leaves this ball joint here and I think I can neaten that up later on I'm not going to do

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it at the moment.

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I'm going to add in the metal one there.

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Okay so now I've got those.

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In fact the metal one I am going to make it highly reflective so I'm literally going to set it to sharp.

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So it just reflects everything that's rounded.

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Okay so that's the basic lamped done I'm going to have the back drop.

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So let's have a bit of fun with the backdrop.

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I'm going to add a new material and I'm going to call it back drop.

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Very important to name your material so you know what's going on.

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The back drop.

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Now I've got loads and loads of choices.

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I mean that could essentially change this to use the delete that hit X and delete it because now it's

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got no material so it disappears.

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I'm going to add a shader.

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That's just glossy.

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Let's see what happens if we do this.

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I'm just having fun.

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It might go horribly wrong.

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So with the roughnesses 20 we actually get a reflection going on.

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Obviously if we turn all the way down we end up with a very very shiny mirror and Oh how does that look

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has got to be another reflection going on some points over here.

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Or maybe not.

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No.

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No other reflection going on there.

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Wow.

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Okay so let's just CERN up the roughness ever so slightly.

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I might leave it like that.

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I don't know if it's a bit too shiny.

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But I will give it a different colour.

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No still no blue does go well with it.

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Red But no.

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How about an orange.

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A deep orange.

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Oh that's quite nice.

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Quite a warm scene now although the problem with just having it reflective like that is it does look

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more like the lamps floating than anything else.

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So I will add in another diffuse shade.

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And a mix shade just some research from MCs showed up.

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Add that in.

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This one in here.

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I'm not going across.

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Not going to devour across them back over and I'm going to set the colour down here as again a deep

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deep colour there and slowly just turn it a bit up Pierce a bit more shiny.

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Excellent.

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Still looks a bit like it's floating though.

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That might just be me.

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Not in the right position or waiting for it to render out.

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Actually no it looks absolutely fine.

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Okay that's great.

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I'd love to see what you guys have come up with your rendering of your lamp and shortly we'll be making

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this one move.

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Until then I will see you in the next lecture.
