WEBVTT

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Welcome to a physics based rendering or often shortened to just p.b. are.

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So this is all about chasing realism getting those materials as close to reality as possible.

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Now what we're talking about here is render time PBR rather than real time.

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PBR in the viewport So we'll be talking about what is necessary for creating anything realistic.

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When you go ahead and hit that F 12 key for a full time round or in fact if you've just got the viewport

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on rendered mode as well.

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We're going to get something looking like it does in the real world and that is critical for a lot of

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work now.

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When you focus on something that's physically based.

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We're talking about how objects really are in the real world cycles itself is almost there but it does

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miss a few points.

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So you can't expect it to do perfect thing straight away.

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You need to guide it along its way.

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It doesn't calculate for now automatically of certain materials unless you tell it to and roughness

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can be tweaked a little to make it a bit more usable.

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And I have a look at those two things shortly correct but not always right.

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Now this may sound a bit like an oxymoron but getting something physically accurate will mean it looks

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correct.

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It might mean however that it doesn't look right and that sounds like a very odd thing to say.

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But if you've got something a vision that you want to create it might not be possible to create it in

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the physical real world.

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I mean that's the great thing about CGI.

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And certainly if you or making a space ship they don't really exist at the moment or if you're making

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an alien so making something look physically correct might not be the impact you want to create.

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But it's a great starting point.

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One sure at this stage whether it's modelling to get it looking physically accurate or materials it's

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better to get to that stage first and then become more stylized rather than trying to jump to the stylized

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whether it's over overexaggerated jawlines or an annamay style.

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If you're talking about the modelling or whether you're talking about skin that glows or something along

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those lines it's better to have a realistic first and then become more stylized because you're starting

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from an accurate point.

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So what is done and when it is very important when you render something it comes out perfect every time

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the real world is not perfect.

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Our eyes camera lenses etc are not perfect.

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A small they have little imperfections in them which make well make life a little bit more interesting

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and that's why sometimes when you're really stretching for that extra bit of photorealism having some

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imperfections in the scene add a lot to it.

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Things like depth and field focus glare lens flare are all added after the scene has been rendered and

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this stage is called post production.

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Or sometimes post processing.

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Okay so what is wrong with roughness.

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Well there is a massive drop off in sharpness between a value of zero and zero point one and then it's

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much slower in terms of how it's changing after that so as not linear it drops off very quickly and

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being non-linear it makes it very difficult to use because a small adjustment low down is going to make

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a big difference.

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We aren't going to use the maths node to try and correct this and will go home to learn a couple of

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new node commands as well.

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Now before we go in do that we just want to see here.

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Default vs. adjusted so we have a ball a sphere that's in an environmental texture which is the photo

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I have taken and we can see that with the roughness values the jump between 0 and 1 is quite extreme

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but as we go along to just point five we can see that it changes very slowly.

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Now using the maths node we can see a just how those values account collated with the slider and we

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get a complete different effect.

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And this is going to make it much easier to control and not.

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You don't have to just apply this to roughness of course.

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We're just using this as an example of how we can manipulate how something is working with something

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like a maths node.

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So let's go explore the maths node now and hop on over into a blender.

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Okay so now we're over in blender.

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I'm not gonna do this with a keyboard could do with a Q but I know I'm going to do a sphere.

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Spheres look better in cubes.

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Don't obsess Cubists a space.

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So there we go.

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Let's add a newbie sorry I'm going to make it smooth.

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I'm also going to go to the subdivision's surface modifier and under the render settings just turn that

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up to six.

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Then it's going to be super smooth and want to look and have any horrible artefacts when it comes to

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rendering.

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I will add a material to its already and I'm going to set it to be a glossy shade up that's fine so

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the only other thing were missing is if we hop over into rendered mode.

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We don't really get much.

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We get a grey ball because it's reflate in the grey environment.

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So let's go ahead into the world tab.

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Use nodes and of colour options.

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I'm going to click the little dot to the right load in an environmental texture.

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Now this isn't actually an environmental texture of I'm going to load in as such is just a picture of

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I've taken.

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If you've got other textures that you want to load em by all means do that.

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Otherwise go to U.S. assets.

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You should find two panoramas that you can pick from.

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I'm going to pick this one here and I'm going to whiz over to the camera feed to see which view we've

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got cayla.

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So now they're really like that song going to go into first person moving mode.

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Now you can see here this isn't a perfect wraparound text or anything like that is little she just panorama

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taken.

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So the world has ended there and started again.

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So we want to be able to see some mountains and I quite like the look of that.

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And then a heif 12 quickly just to see how that renders out.

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Again this is important that you check your work often.

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That looks absolutely fine to me now because it's lovely and smooth because of the six subdivisions.

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We get a nice crisp border going round.

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Okay so now we've got that.

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Let's change this little box this outline up top.

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Well I'm going to remove the lamp for a start.

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I'm going to delete that from our scene completely and go change this to the 3D view and change it to

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rended mode and view it from the camera.

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So we get an idea of what's going on life now that we've done that there's an awful lot of black in

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the scene so the know how that's going to pan out.

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Hopefully not too bad but now we've got this.

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In the scene we can switch this big area over to the node editor and trust me to get rid of the outliner

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when I don't think we've actually got this sphere selected someone to go back to 3D view select the

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sphere.

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Now we've got it selected when we go to the node of to the node setup will be there.

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Okay so there's a couple of things that we're going to have to add to our node setup.

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One is a maths node and that can be found on the menu and go down to.

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Converter maths and we'll plot that.

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And that's the value output is going to go into the roughnecks.

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That's what controlling.

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Of course we lose the ability to control the roughness here because it's now being controlled by this

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node we can change the type here so we can do loads of different options.

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And the final thing that we need to do is have a way of controlling these values here.

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So I'm going to add in another node a very useful node is in inputs because it's giving input I suppose

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nice and straightforward and it's just value is a slider.

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And from things like this we can join the.

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It's to both of these for instance and then control them both at the same time now at the moment.

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We can see if I said that point one.

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It goes all fuzzy so that's not quite right.

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I think we need to play around with this maths though and find the right selection of what's grouser

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we're adding here so this is going to add point one to point five.

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And what we want to do is I'm going to link these back up against us almost as if this is not here.

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Incidentally you can also do that by hits selecting it and hit me M key for mute.

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Ill undo that all together and then we're literally bypassing it.

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And this value is now controlling the roughness directly.

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So we want really the value here.

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By the time you've gone up to point five it's pretty obscure We can see.

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So to get an actual reflection we're doing things like oh point.

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1 and No points nauts to an open or three etc..

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Quite low value is where would be quite nice to be able to have them higher up.

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So whatever we do with the maths node has got to lower this value.

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And with that comes a challenge.

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I would like you to go ahead and smooth the roughness.

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Play with the maths node and its options.

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Can you figure out a way of smoothing the sudden change where one moment the image is reflective and

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then all of a sudden blurred out.

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There is no right answer here because there are going to be a couple of solutions that work for what

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we want to do play with it think carefully if you if you combine numbers how do you get a lower number.

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Think about it.

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And please do remember to save your results.

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We aren't going to use it again shortly possibly an hour and give that a go.

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Okay guys.

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Welcome back.

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Let's go smooth out the rough ness and play with that maths note.

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Okay so back over him blend.

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I'm going to unmuted the maths node.

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Okay.

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So if we how do we get lower values we can subtract.

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McKay what happens if we do that so.

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Is there a subtracts.

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Yes there is a subtract and.

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Subtract the value of that's going to clampett low so it's going to be zero essentially cause you can't

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get less than zero with the roughness.

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So it doesn't matter what this number is when it goes to point five.

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It'll then be zero and then so that's just offsetting the problem that's not going to solve that's all

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multiplying.

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Mm okay.

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So if we multiply it by itself.

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So point 1 if you Times point by point 1 you get point nought one.

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Now that's lower the value.

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Okay let's see what happens then.

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So we go to a point.

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One are but looking a bit better.

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I presume as we step up.

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Yes that's looking much better.

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So there we go.

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There is one option.

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We can multiply.

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But that does give us not quite the flexibility I would like.

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That does give us the a right answer in this case but there's something else we can do here as well.

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So let's have a look at some other options.

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Power.

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So what we've done here by timing it by itself so point one times point 1 we've squared it so that's

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the power of tippoo.

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So if we go ahead and change this to power and we don't want it to the power of its self because it'll

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get tiny butts.

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If we set the value here to two we've got point one to the power of two and then it comes out here.

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Oh case let's just test that again sir.

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Point One Point Two.

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Point Three.

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Excellent.

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That is working of course one.

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So the power of two is still one.

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In fact one to the power of anything is still one see you do get the hundred percent roughness as well.

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If we go all the way up.

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Of course one times one if you've got the power there.

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So this gives us the other option of increasing this so we could do to the power of five.

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Now I'm not quite sure what that's going to do.

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Let's have a quick look at what a hold down Shift here so I can Mike remove this as we go across and

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we can see that it really starts getting blurry much later on.

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And this gives us much more fine control over those reflections or rather the roughness of that surface.

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I think five is a little too high because that's going to start making it difficult the other way where

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you can't really get it's where it's bunched up.

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The other end if we do that.

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So right after experimenting ifes I'm kind of settled if we go to point to here and we can compare it

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bourges muting this.

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No.

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This power node here we can have a look in the top there.

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And when we mutate we consumed it was like all it now is like.

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So 2.5.

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And we can go backwards and forwards.

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I think a value somewhere between two and three works out really well.

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Remember to show your work in the discussions.

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Did you come up with a similar node setup to this.

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If so brilliant if you came up with something different I'd love to hear your thinking how you worked

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out how to teach maths know to use.

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Did you approach it from a completely different way.

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I've tried to talk through roughly my thinking there.

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Obviously I've been playing with it for a while so I've got some preconceived ideas of what was going

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on.

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But if you're completely new to this.

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I'd love to hear your thought process on how you came about completing this challenge.

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And as always I will see you guys in the next lecture.
