WEBVTT

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Welcome to reusing shaders and materials.

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In this video you will no longer have to keep making the same basic shaders and materials again and

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again.

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We often call for a basic wood a material plastic material a glass etc. and we have so far to create

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it.

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Every single time.

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But wouldn't it be great if you could just pick from a library the moment you start working.

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Of course it would be great.

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So you'll learn how to start your own library of shaders and materials so you can access them whenever

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you want.

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And this also gives you the ability to continually improve your shaders and materials and add to them

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as you grow as an artist.

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So without any further ado let's hop straight on over in a blender.

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Okay so in front of us we have the default blender file.

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So let's go ahead and I'm going to get rid of my soft cube that's there an add in a sphere because it's

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a lot neater and easier to work with.

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Scroll up.

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And I'm also going to shift it up on the z axis by a one blender unit.

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I'm now going to create a plane to work on.

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You can see the sort of standard workflow that I'm going through at the moment and repeatedly over and

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over again.

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Now I'm going to add a smooth shader to my sphere and I'm also going to subdivide it a couple of times

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just to make it super smooth and click apply.

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So that's a super smooth sphere on a floor.

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Now going to hop into rended most straightaway and minimise this down we're going to create a standard

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shader that we've created a couple of times already which is a mix between the gloss and a diffuse with

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a friend Nell mix.

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So let's go into the know.

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Ed excellent that's ad material.

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We don't have one.

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We are on the plane at the moment.

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Now the plane I do want to actually have something attached to it I want it to be a chequer.

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So for the colour input I'm going to add and texture as the input a chequered texture.

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And I have a plug that straight across.

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Perfect.

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I'm just going to race this scale that should make the squares smaller.

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I'm going to go for 20.

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There we go.

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So you've got a kind of a surface for it to work on.

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Right I'm happy with that.

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Apart from we haven't named the material so I'm going to call this chequer floor.

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I can just about see through my mike from the sky in front of me anyway.

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So we've got now this sphere to do so let's.

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That's not the spear that is the sphere that we've selected.

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Okay so we've got a diffuse shade.

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We need a gloss shader we need to mix those together so gloss not glue smoked glass.

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Excellent.

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Going to select them both and using control in 0 to mix them.

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And then the final edition is the friend nail So let's go ahead and add in.

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All right key combination helps friend.

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Now there we go.

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So that's a great start to that set up.

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Now I want to be able to control this glossy shader with a bit more finesse.

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In fact the glossy show there and that if you shave the roughness values.

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So I'm going to lower down the roughness value here and just see what's going on.

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Have we got the reflections that we want along the edges.

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Yes we have that's absolutely fine.

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So we're going to get on to making sure first of all that this shader is all grouped together appropriately.

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Now one final thing I want to do is give myself a bit more control so I'm going to add in a maths node

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plug the output value in both into both of those roughnesses and change that to power.

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Case I am liking the set up here.

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That is my basic set up son going to select all of the components that are with in this set up so all

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the way from power all the way through for a nail diffuse glossy and mix shader and I use a shortcut

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key we haven't grouped anything in a while but is control and she and that's going to put it into a

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group.

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Now whilst we're in this group we can start manipulating now.

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The output is what comes out and the input is what we can.

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What we actually can input control things.

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So for instance here I might want to control the normals for everything.

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I'll certainly want to control the value for everything.

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That's why this isn't behaving quite right so we're going to have a value slider on the group input.

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Now the problem with it just coming across as value is it says value over here.

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That doesn't mean anything let's hop out of this group with the tab key and we can see we've just got

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value.

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It's exposed that control but because it's called value.

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It's really no use to us whatsoever.

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So go back into that group and change the name of that and we can do that in the properties panel if

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it's not open press the N key to reveal it and we can see we've got Scott value here on the Imber and

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we got a name there so set of calling it value we can call it roughness because that is essentially

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what it's going to be controlling.

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Now that's in there.

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I'm also going to change the value of that too.

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I can't remember what it was before.

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Between 2 and 5 some may settle for 2.5 now.

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Other ones that you may want later Ron are your normal maps so you can control things.

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So I'm going to plug all of those into normal.

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Okay.

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And the final thing there I can see is the colour.

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So we've got some control over the colour.

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Now when we talk about we can see it's exposed the normal roughness and the colour sevi I lower the

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roughness down to point 1.

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It should end up a lot more glossy than it was before because should be passing on that point one across

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and now I can change the colour as well so I can make this a red ball of a saying you can certainly

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see the chequers in that much more easily okay you can see here it's actually having that fanelle value

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applied properly because it's getting glossier and glossier towards the outside.

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Excellent So there's one final thing to do here.

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Before we do anything else and that is to name things appropriately.

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This is currently called node group and that is no good at all.

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So let's go ahead.

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Properties panel here let's change node group to p.b. are plastic.

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And so we've got this set up now.

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Our plastic it's named it at the top.

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So we should be good to go if we need to bring that in to another one of our scenes.

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Now if we wanted to do this I'm going to save this file now single file save and I need it.

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Call it something solona called it p b r.

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Test.

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Save the blender file.

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Okay.

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The final thing I want to just check here is my material itself is called material at 001 so I'm gonna

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call this PBR plastic.

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Cause what we can then do is penned this in two other scenes.

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If we want to.

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So let's go ahead and go file save.

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And then actually start up a brand new blender far and we end up back here again.

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So now we've done that beacon go to file a and to add it into this scene.

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And if I go and find PBR test here we go.

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There are two places we can visit if we want to bring the cross the material we can see the two materials

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there check the floor and PBR plastic we can bring them straight into this scene.

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If we only want to move the node group across and set up materials afresh each time we can go to node

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tree and you see PBR plastic there.

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Excellent.

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Now once it's in the scene.

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We will need to make sure it has a fake user otherwise or a real user of course.

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But otherwise when you save your file it'll disappear.

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And of course that leads us onto a challenge.

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I would like you to start your library.

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So go ahead and add two materials to your blender start file.

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Remember the fake user.

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Otherwise it will disappear.

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Recommend.

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I do recommend a pending so the original is in the start up far.

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So if you've already created an awesome material in one of your other projects that you've been working

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on you can actually now append it into this start up file so you can use it again and again and again

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of course appending it means that the starter file is the source file it also means if you need to change

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something you can change it in the starter file.

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Just remember to save it save your start-up file to make sure that you've solidified that change.

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The one thing I would impress upon you is remember what you're seeing on your screen at the moment.

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You save your start-up file is exactly what's going to appear every time you start a brand new blender

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file.

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So make sure you sort things out and tidy up just before you hit back save.

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Go ahead and also add to node groups to your start-up file.

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So have you found yourself not only having to set up obviously repeats materials all the time but have

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you also found yourself having to set up basic node groups again and again and again are you always

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doing glossen to fuse in a mix shader.

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Well why not group them together so you can just put them into your scene very quickly.

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We've already seen that node Wrangler auret Automatically assigns a texture mapping with control in

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t automatically adds those three nodes in there.

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That's kind of like how this is going to work but only add useful things of this group rather than things

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that take seconds to do.

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Obviously we're practicing at the moment but later on you'll want to do this with more complicated things

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so you don't have to keep setting it up.

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Every single time.

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Certainly speed up your work flow no end.

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Finally consider anything you repeatedly had to set up over and over again.

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It's important that this is not a shortcut to just doing something once or for a simple task.

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This is a shortcut to stop you having to do the same thing repeatedly.

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Now you might want to consider also in your scene a series of test objects to test out your materials

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and demonstrate them.

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Now you may also want to consider not putting these on Layer 1.

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So if you need a preview in test materials you switch yourself over to one of the other layers so you

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can work on it from there.

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But if you just want to get on with your work you don't have to worry about removing those other objects

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from the scene.

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And of course hide them away if necessary as well.

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In the outliner.

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Put them under a an empty called Test objects or something like that so you can keep them out of the

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way of being rendered accidentally so you can keep them out of the way in general aswell so borza video

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this might take you a little while to practice and sort out and bring some new materials into your library

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perhaps try a couple of textures as well in there perhaps rock or wood as two examples how you can do

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your desks or floors outside concrete things like that supports a 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 go to materials and to know groups over in my Start-Up file.

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Saan going to append this PBR plastic into my file since it's already on the screen ready to go.

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And I'm also going to go ahead and spend that other material.

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PBR last if I could a pen a floor as well.

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And let's move this test object.

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Well that's not a test object.

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Let's get rid of that.

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I am going to move in my chequered material actually as well.

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So let's go ahead and pen the chequered floor.

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I'm just going to construct a basic scene so I've got a plane I'm going to scale that up.

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I'm going to go to my materials and there should already be a check a floor there.

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Now of course if I apply these to objects now I don't need to give them a fake user but whilst I'm here

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I am going to give them a fake user as well so that if any points I decide to remove it from these objects

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while I'm practicing I'm not going to remove them from this blender.

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Some going to go ahead here with this plane and move it to l.a. and I'm going to move it to the rear.

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The last layer.

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And I'm going to go to that layer.

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Okay.

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Now from this last layer.

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And when I add in a couple of mesh objects I'm going to add in Suzanne the monkey and hunger.

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G.

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Z one.

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And I'm going to move my 3-d cursor.

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To Z equals one as well so these next few that I add so are seen.

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Move Suzanne along from there yet the next ones I add to the scene here I'll be able to see straightaway.

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I'm going to have mice ecosphere as faceted one because it just looks cool as a crystal.

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And what shall I had finally.

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Let's had a Taurus have not added to Taurus for a while and glamour tourist nice and smooth as well.

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So I've got my various objects here Suzanne I am going to subdivide a couple of times subdivisions surface

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modifier.

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And add smooth shading.

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I'm going to do a very similar thing to my sphere but not so many.

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All I did was solidify I want subsurface division.

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Apply and smooth that out.

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That's agony.

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Leave like that.

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Now I am also going to make this one nice and smooth as well.

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And make it a smooth shade so I've got my few objects here and I'm just going to move my camera to reflect

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that obviously this is gonna change the default camera position but I don't care.

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In this case now going to add this flaum will go into rended mode.

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This floor is currently got PBR plastic.

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I'm going to change it to.

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Check the floor.

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Excellent.

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Seems a little dark in here for some reason and I'm not quite sure why ever turned off a lamp or anything.

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No I won't.

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It does seem up to.

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Yes the lamps on like one.

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Fair enough.

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I can see what's going on there.

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Okay so my ball here has got a PBR plastic on it cause I'm already in the start-up up file here.

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I can create my materials afresh in this file or together some long ago new here.

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I only call this crystal c r y s t l o vissel K.

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It does not help when you cant really see the keyboard underneath.

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So we got Crystal here and Anna say that to a glass shader.

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Okay so we've got V.

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The crystal surface here am now going to go into the node editor itself and see if we can refine this

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a little further and I'll be back in a few moments once I've tweaked about for a few minutes.

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Okay so a little bit of a lie there.

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I spent quite a bit of time rather than have fume.

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It's just playing with my set up here so I've moved everything over to lay low or the very final layer

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here and as we can see by look at the examples here I've turned off everything but the lamp in this

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last layer which is a an exact duplicate of the first lamp on layer one has turned everything on.

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As we've said we've got a we've got a series of items here and a series of materials as well a pick

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from I remember to give them all a fake use to survive.

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You decide to delete any of these or don't.

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The actual model themselves I don't delete the actual material.

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Let's just have a quick look at how all those look.

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Take a few moments to render out.

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Okay so that's finished rendering out there and we've basically got a chequered floor.

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A plastic ring a terracotta teapot a fire ball or just something.

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I was playing around with and came up with something quite fanciful there.

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A wooden monkey and this faceted sort of gem crystal type thing.

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I've been working on there so we can take a look at a couple of these you don't have time for a deep

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dive into any of them.

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Which ones should we have a look at.

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Let's have a look at this tea pot here so I'm going to hide everything else.

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Starting to render out here we can see that this terracotta teapot has a texture to the surface.

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So let's go have a look at the notes set up and see how that one was set up.

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Okay so we'll start at the far side.

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The right hand side because this is pretty familiar to us.

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We've got our two notes that are quite standard diffusing glossy chaser's mix and for for a knells shader

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into a mix shader and to the material outputs.

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Now the difference comes this side and it's literally just a texture.

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So let's have a look at how it's structured.

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First of all we've got a texture coordinates now the texture claudina Simply tells blender how to map

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the actual texture to the surface of our object subset its object so it generates the coordinates for

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us without having to worry too much about any seams or anything along those lines and because we're

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just using a noise texture and nothing else.

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That's absolutely fine.

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In fact this noise texture here.

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If we isolate it we can see what's going on.

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So um troll shift and click VAT's and then click it again take a few seconds Blender's running a little

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bit slowly for me.

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Or not responding.

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There we go.

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I don't know why that was being a bit slow there.

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I think I'm just having a bit of a slowness issue on the computer anyway so we can see that we've got

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a black and white output from this noise texture and it kind of looks like some clouds I suppose.

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Now this is being put into the bump anode and when that happens is being plugged into the height of

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the bump.

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My notes so we've got high points and low points and that is being spat out as a normal.

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So we go to the bump the head itself ends preview that.

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There we go.

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We can see.

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We get a textured output from it.

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Now when we have a look at these individually you can see that the glossy has a little bit of an effect

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on it.

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The diffuse has a lot.

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But even more is the for a nail itself.

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It's affected massively by the actual normal mapping is self and that gives us the nice sets of textured

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results over the top of the surface.

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Of course we can play we can make it look even more mottled by simply increasing the strength to maybe

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point five really starts to bring out those particular bumps in the surface of the terracotta.

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Excellent.

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How did you guys get on what materials did you end up creating.

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I've obviously gone for Terry Cotterell and some other wacky ones here and obviously I can branch out

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and create more as we go on.

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Remember to share your materials that you've made in the discussions in fact link a blend file there

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as well so we can she share our materials.

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As you start making them and I will see you in the next lecture.
