WEBVTT

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Welcome to the label wait node.

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So what does the lay awake neighbourhood do.

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Well it's usually used for controlling the weighting of its shaders via the mix shader noted.

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Now is not to be said that it can't be used for other things as well if you want to get creative but

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that is its typical use.

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And here we have just a simple no structure set up here we've got to shaders going into a make shader

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and out to the material outputs and we've got the laser weight no sat there and we have two outputs

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from the layer wait for now not Fresnel But for now and facing and we'll just explain those two outputs

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and those would plug into the factor in order to control it.

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So what does it do then.

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Well the friend Nell output has a very sharp fall off and we'll see that in action in a few moments.

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The facing output blends from one shade to the other in a more linear fashion.

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Both do depend on the angle of incidence of the surface in relation to either the viewer or the camera.

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When you're doing a rendering So let's go explore the layer weights now and hop on over in a blender.

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Okay so we're over in blender here and the first thing I'm going to do since we're going to be using

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three different set ups is create three objects to apply to.

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So I got one kubal ready I'm going to duplicate that cube.

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And I actually want snapping turned on with increments so I can literally just move it along the y axis

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very easily.

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When you duplicate that cube again and move it this side.

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Finally I want to see what it looks like over a smooth surface as well so I'm going to add in a sphere.

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So mash or just off I want to uv's Sphere.

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Oh miss that they're so uv's Sphere.

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There we go.

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And I'm going to move that one back slightly and turn on smooth shading and then duplicated a couple

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of times as well.

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Okay so I've now got six objects and they're going to be ampere's with a mic shader a waiting for an

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L and a waiting with facing.

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Okay so let's go ahead and start setting that up sampling to switch this view or duplicate it and switch

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over to rendered mode so I can see what's going on with shift and Z and I can see that the light isn't

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uniform and we don't want any lighting effects on them Go here to the lamp properties and switch it

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to a sun.

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I'm going to click on use node saw it can increase its intensity too or maybe even three.

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There we go.

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Nice and bright.

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Okay.

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So we've got our six objects here.

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And when I switched this top one over to a node editor and zooming.

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So even I can't read that.

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And we can see here we've got a mission.

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We're on the lamps so let's click on one of the cubes and I'm going click use nodes here.

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I could use the materials properties over here but I'm just going to click on use nodes and I'm going

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to make one of these a pure green.

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So that one there is pure green.

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I'm going to duplicate that and make this next one a pure red.

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Now in contrast to the last lecture where we were talking about absolute colours being a bit of a problem

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in this case they're actually going to be a bit of a solution because they're going to enable us to

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see what pure mixes end up doing.

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For instance I would expect if I mix these two together with a 50/50 waiting it would be like having

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red and green channels at 100 percent so we should end up with yellow looking just like this.

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Let's see if that is what happened so let's turn all the red all the way back down the thread he says

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not deciding which one.

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So let's go ahead and add in a mix shade up and mix these two together.

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And what do we get.

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We get a yellow.

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It's not quite as bright as the last one but it's a yellow which is what we were predicting.

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So I'm going to minimize all dimming to get rid of the head a bar there.

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I meant to pull this down a little longer to minimize these two shaders.

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Now one thing to bear in mind when you minimize their licence small like this I'm going to move them

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out of the way.

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Now if you wanted to go back in and edit those at any one point if we expand this one here we can see

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all.

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It just covers up the one underneath it which is not so great.

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So I'm going to keep the minimized any way and just bear that in mind if you do ever minimize them.

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That if you maximize them again so you can see what's going on you may cover other ones up.

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If you move them in they're minimized format to the funnel then we're going to do here is actually add

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in a layer weight which is under the input menu layer weight.

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And we're going to see that there.

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Now when you're going to connect it at the moment because this material is just the mixing material

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and I'm going to name it such so I know what's going on.

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So that's mixing.

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I'm now going to select the next Q belong which was the original cube and I'm going to make it unique

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by clicking on the little three on the head of barnet's to mixing and I'm going to call this friend

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Nell.

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I want them a plug fat in as well to the factor.

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And there we go.

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Changed.

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Now it looks more green than anything else but will mix be explore with that in a few moments time.

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And this final one here we're going to make it unique.

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Plug in the face seeing and call it facing as well.

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So we know exactly what's going on.

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So now we've named those we can see that it's had a different effect on all of these three cubes.

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We're going to apply these materials now to these spheres as well so I'm going to click on the sphere.

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Click on the materials here and change it to mixing.

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This one here for a nail.

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This one here I'm gonna set it to facing.

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Now of course we could have done that all through the materials properties over here as well if we wanted

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to see.

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Okay so now we've got these three set up we can see hats.

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It does look different depending on what's going on.

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So let's start with the facing because that's the easiest one to understand.

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If you're looking at it 90 degrees or as we call this zero if you're looking straight at the face you

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get the bright green you get 100 percent green.

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If you look at it from 90 degrees which is actually impossible.

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If you look here from eighty nine point nine degrees and let's switch to orthographic projections huge

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knots perspectives mucking around with us.

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We can see the that's gone red.

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You see that here in the spheres.

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Most of all where the edge which is close to 90 degrees it falls off.

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We get more of a red than the green.

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And to put that in shader perspective if we look at the nodes themselves I think Green was the top one

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and expand it to have a look yes.

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So greens the top.

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So when you're facing the surface you get the top shade and when you're at 90 degrees to the surface

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you get almost the full bottom shade.

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All the forborne shader of which are shooting facing now for a Nells not quite like fat let's make this

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window bigger again.

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Therefore a nail has a much sharper fall off and it doesn't go to 100 per cent either way so we can

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see looking down directly around 90 degrees in fact just press a number pad 7 to do that we can see

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there's a slight tonal difference in these greens and if we look at it from the side that side this

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side we get a similar source of effect.

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Now if I start rotating round ever so slightly You can also see that it's not it's not really red it's

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more of an orange at that stage as well.

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So there's never a 100 percent mix.

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But the other thing that it does is now watch as I start to move around so that zoom in slightly so

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we can see this in more detail as I start to move around you'll notice that it falls off very quickly.

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So let's go back again.

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So it's almost almost hundred percent red there but not quite.

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And as we move around it falls off incredibly quickly.

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There's lots of use for this like.

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How specular resurface happens to be when you view it at a certain angle so this is a great thing to

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know when it comes to water because water is just like Fats if you look at it from one angle you can

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almost see straight through it all or if you look at it from 90 degrees you can almost not.

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And of course we can play with this.

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It doesn't have to be diffuse shaders it could be a gloss shader it could be an emission shader try

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mixing an air mission with a glass shade that produces some really cool effects.

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And now we've explored this layer wait now.

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It's time for a challenge.

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Okay I'd like you to go ahead and have some fun.

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Try different shades setups using the layaway.

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No.

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To control them.

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One of my personal favourites is the glass and emission combination and also diffuse and transparent

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can give some lovely soft edges.

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Now once you've finished having some fun with the lay away.

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No.

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What I'd like you to then do is go ahead and finally apply this to your head between the rest of the

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nodes that come through all those MC shaders and the final gloss shader itself.

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Pause a video now and give that a go.

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Okay guys welcome back.

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Let's go have some fun over in blender.

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Okay Sahib.

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Want to show you.

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That's really quick.

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My favourite combinations so I'm just going to hijack all the work I've done so far.

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Here an add in to shaders.

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I'm going to add in the emissions shader and I'm going to add in a glass shader as well.

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Just make this a bit bigger so I can see what's going on.

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Or grab the wrong area.

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Never mind.

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Okay so let's add in these just as their standard glass and emission and I've got them wrong way round.

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Let's swap them back.

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Excellent.

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So this is what it looks like when it's plugged in with facing this is what it can look like with the

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for an L.

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Pretty awesome.

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And of course with the emission you can change the colour so whites with glass is going to be see through

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of course but the emission itself we can have a really cool blue we can back off on the blend itself

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up the top here and have well a glowing or.

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How cool is that.

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All look we can look through at the other optics or some stuff.

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OK.

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So let's go and play with my head.

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Literally my head in my case.

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Okay.

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And I don't think I've applied any of my no jets.

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I'm going to have to go ahead and set those up.

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Oh no I haven't.

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Case let's go ahead and sort that out so I've got a few space there and that will be use at one point.

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We're going to have a girl losh shader lost CBS to air.

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There we go.

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And I don't want to pluck them together like this.

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Bring that out.

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We're going to want a couple of serf's sub surface scatterings as well so we're going to have a couple

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of layers of those silhouettes duplicates.

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That's popping up they're going to have another one mixed together.

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Then we're going to have another one and then we're going to have a glossy as well so we're going to

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have one two mix mix mix mix.

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So quite a few mix shaders here so let's add one and blend them together amphicar going to have all

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mccommon ones on.

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Stop a moment.

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I'm struggling with screen space here so bear with me a few seconds when I saw that out.

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Okay.

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Let's get rid of that and move this across the wonders of working with a small screen.

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Okay so we've got two subsurface scatterings.

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They're going to be mixed.

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Spot the mix at the top I think as we go each way.

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Of course we could use the laser weight at various stages as well if we wanted to.

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I am not going to do that however and duplicate them makes shader and duplicate the Make shayler and

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duplicate the make shader.

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That should give us a nice flow as we go through.

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It is important when youre mixing things together that you do have a good idea of where they're coming

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from and the flow with your notes as we can see here.

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I've kept all the mic shaders on the top and all of these are mixing down as we go the glossy one we

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want control the factor here with a layer weights node so let's go and do that.

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Plug this into the outputs as well and input layer weights and pop that in as well.

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Now which one of these I choose will depend on how it looks so ominous split this window now I've got

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that roughly sorted out and I'm aware I need some colours don't I.

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So will I need a deep dark red here but not 100 percent.

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80s fine that's a bit of other colours to it and make it a little bit darker.

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Let's make this one a little bit lighter.

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I'm just going to pick some random colours.

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This one even more.

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Kate.

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Perfect.

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Now we've got these running through and I got a few sleigh of air as well.

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That's absolutely fine for and might lighten that up as well because that's the real top of the skin

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so that's not going to be very dark at all.

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And again I'm not playing with these.

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I'm just getting them roughly right and trying to get a perfect set up here.

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I do need to adjust my radius so.

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Not going to have 100 percent.

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I'm going to have maybe 60 percent of the red coming through and the rest of it being absorbed.

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So this is saying that most of the scattering will be the red lights.

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The rest will be absorbed more readily.

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And this is going to be similar but less so so this is what I would click on the right areas radius

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here.

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Some of them I have maybe 40 and 20 and 20 just using tap there to skip through them.

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This last one is not going to be very much scattering ator as can be absorbed very quickly and point

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1 and point 1.

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Okay so that is coming through.

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Absolutely fine to Vista there.

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And let's hit the render button and see how this is looking.

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So it's pretty glossy at the moment because it's a 50/50 gloss mix with the rest of it and I don't want

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let's try for a nail to begin with.

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Let's see how that looks.

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Should now be glossy in only places that are facing is that right facing the camera.

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Let's take the gloss out completely.

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Kate's look Ashley that looks pretty good.

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That was a good rough guess going around there.

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Okay.

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Glass only on mellops Try facing and of course we can change the factor as well.

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Takes a couple of moments for these Sir runouts.

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This is quite shiny.

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Of course this glass will be mapped soon using basically a u v map with showing us where it's glossy

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and where it's not raavan just having the whole thing glossy.

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Okay.

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And let's just try for an L again.

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I've got a feeling that fanelle is going to be better for our application.

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And I'm just going to knock this down to a point too so it's not so much of the gloss coming through.

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I'm a little bit more actually.

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Types in point two again.

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Okay some going to have a look about through the camera and render that out so I can just see how it's

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looking fully now for my render settings here because it's going to be a bit more detail I'm going to

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up.

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That's two hundred and of course here F 12 and let that render out.

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Now because the resolutions are relatively low it's going to give us a rough idea of what's going on

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now.

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I like that that's a good good bit of sheen in places but not overpowering coming together really nicely.

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How was yours getting on.

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I hear you done a bit more modelling than I have done here.

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So looks a bit more humanoid rather than mannequin at the moment.

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We'll get there.

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Worry.

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And remember to share your work in the discussions.

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Let's see how you guys are getting on.

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And I will see you in the next lecture.
