WEBVTT

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WELCOME TO THE NO TYPE overview.

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In this video you will look at the nodes that are created for the textures we'll learn about the different

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types of connection points and what the coloured dots are and which ones beat can be connected together

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and what they would do.

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

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Right so over in blender.

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If you've not caught one already I'd like you to open up a window.

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That is the No.

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ED see using this selection tool on the head a bar of any of the other windows.

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I'm split mine in two just here and I'm going to switch it to the node editor.

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Once you switch it to the node editor on the outliner itself you'll want to select one of the grass

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blades that we've been using.

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And over in the node editor itself you should see three items.

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Now they're very small at the moment you can zoom in and out just like you can your 3D model.

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In fact a lot of what you've done before will apply to here.

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So if you need to duplicate something you can if you need to move it around you do exactly the same

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thing as you would do with your model and geometry.

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So let's explore these nodes we have in front of us we have three nodes here all doing different things

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and there are quite a few notes to pick from.

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So first of all let's talk about the colours these dots that are based on all of the nodes and they

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all do slightly different things.

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And one important point to make here as you can see the image textured node is highlighted orange at

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the moment.

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That's the selected node.

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So the properties panel on the right hand side are going to shut it down in a moment to give me some

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space or some more space anyway.

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Now I do notice that use Alpha is ticked on the image and that is important because we need to use the

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alpha channel to make sure that the background eventually of this grass blade becomes transparent.

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So I'm going to give myself a little bit more space here.

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By shutting down the properties panel of the node editor and you can use the N key to do that all the

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little plus that exists here.

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So there we go.

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We've now got a bigger view.

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And at the top here come scan to make this a little bigger.

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So we can see what's going on.

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And I'm going to view the thing we want to view which and then have to scroll down here and view selected.

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And I'm going to switch into material mode an hour I'm not not selected on the layer.

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So now I'm selected on the right layer now I can go view and view selected on a number pad full stop.

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If you've got a number pad attached and here we go here's our our texture that we're working on.

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So what do all of these colours mean.

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Well let's have a look at the colour one first of all.

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So the colour ones are all yellow.

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And you can see that one is on the right hand side and one is on the left hand side.

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And when you're connecting nodes you would generally only connect ones on an output side to the right

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hand side of a node to the left hand side the input side of a node together.

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So here we can see the colour is going from here to here.

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So what does that yellow colour indicate.

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Well it indicates that there are three values coming out of it's a red a green and a blue there.

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They make up the colours.

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So if we plug a yellow into a yellow it can receive all three bits of those colours without any loss.

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Now if we were to plug it into a grey node those three values would be averaged out because a grey node

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is just a single value.

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Finally purple node is also three values and they usually do vectors or coordinates.

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Now all of these things can be plugged into one another but sometimes it makes no sense to do so.

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But we're going to explore how they're all connected together.

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So just Siri iterate there's so a grey node like this alpha node here contains one value.

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So let's play for a little bit let's plug the alpha channel into the colour instead.

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So there's one value coming out of here and we can see that the image is turned into black and white.

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And I'm in material mode at the moment.

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If you were in rended mode it would look black and grey.

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But that's because the lighting is determining the level of this whiteness here.

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So I'm going to switch back in to material on the viewport shading so we can see that this is coming

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through to the colour.

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And because Alpha only outputs a value per pixel by the way.

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So each one of these pixels has an individual value.

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And this is 1024 by a thousand and 24 so there's a lot of information coming through there but that's

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a single value coming through and being plugged into a colour channel.

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And what that will do is set all three values in the colour channel to one single value so if the Alpher

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was black as it is here a value of zero all of the red green blue channels on the colour would be also

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set to zero.

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If the alpha channel was one i.e. white then what we will or have is the red green and blue all at the

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value of 100 percent and that would make it white.

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And that's why we're seeing it here.

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Now when we plug the colour to the colour we get all of the R G B Red Green Blue values coming through.

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Now you can do some very strange things when you're linking them together but in general you will not

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always want to connect the same colour time together.

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It will depend on what you're doing and the final colour that we've not dealt with yet is these green

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blobs here now that they represent a shader Now that represents a description of how light will interact

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with the surface or volume.

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Now this in general should only really be connected to other green sockets but there are certain cases

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where you may not want them so yellow and purple can be connected together without any loss of information

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because they both contain at least three values r.g. B and probably X Y Z.

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So they're pretty much the same under the hood.

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Now Grey now that can be connected to yellow or purple without any loss of information because all three

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values will be the same value as we've discussed when you play the Alpha Arin you get rgv of 1 or 0

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in this case and the yellow and purple can be connected to grey.

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But they will be averaged out.

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So that's worthwhile knowing that connecting a yellow or purple to a grey node will average it out and

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thus be losing some information.

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Now it all depend on the application you're using.

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But that can make a great difference.

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Now interestingly when we link the owl for channel to the colour we will see that it does go black and

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white.

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And this enables us to create what's called a mask we can cover up certain parts of our image.

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So that will allow us to make the background that was currently being shown as black transparence.

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So in order to control the node editor itself you can use a lot of your prior knowledge that you have

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using the 3D editor window.

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So for instance if you need to add something.

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We do have an ADD menu down here or you can use Shift A brilliant.

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There's also a powerful search tool as well.

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If you know what something is called.

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Now when you go to add a node I will just go and add one.

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Now let's go in.

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Add anything at random colour mix.

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RG And let's see what we get there so we can have as you can see it's got three inputs someone output

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it outputs a colour based upon a value and two colours coming in.

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Okay so it could be two textures coming in and then something else coming out.

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Brilliant So that's a great way of mixing things there if I didn't want that.

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I got the wrong thing.

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I can press X and it will delete it's just like you can delete things in the 3D window.

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There's also a search function as I just mentioned which allows you to search for things that you might

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want.

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So when we type in makes we get the mix.

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RG be that we've just seen again and I can select that and add it in to our scene again and I'm going

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to delete that again with the x key.

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So a very powerful way of finding what you want.

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Unfortunately some things are hidden away.

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So for instance I know there's something called a multiply.

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So if I go in and type multi nothing comes up.

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Now the reason for that is it's hidden in another node and it changes the title of that node so under

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converter there's something called maths.

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And when we have that you can see at the moment it's called ADD.

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But if we change it to something else it changes its name based upon this value here.

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So as worthwhile bearing in mind sometimes you have to know what the shader is called in order to search

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for it.

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But it's not always going to be called the function you're using it for a okay.

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So armed with those few bits of knowledge I've got a small challenge for you.

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I would like you to add some notes.

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So we need to tell blender that when light hits a black part of the image it needs to treat it as transparent.

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So that's how light interacts with the surface at the node you'd use for that.

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Then add a node that would mix the two different shaders together.

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Clues in the name.

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Use the alpha channel of the texture image control control the mix between the shaders.

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And play with the connections and see how it effects the image to gain a better understanding of what

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is happening.

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Finally expect it to take a few minutes of linking things together and playing to work out the connections.

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Hint very important here you only actually two additional shader modes supporter video now.

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Challenge yourself and give that a go.

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Okay guys.

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Welcome back.

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Now the solution to this one is going to be in the next lecture because I'm going to do a bit of playing

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and a bit of further expansion on what you've done so I'll see you guys shortly in the next lecture.

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Take care.
