WEBVTT

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Welcome to the mix.

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RG been showed in this video will use it to mix two colours together.

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Will see that it can also be used to mix more than just colours except six channels in through the two

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colour inputs and three channels out mixing together those two colour inputs based upon two things.

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The blend type and the factor says Go play with this mix r.g. be note now and hop on over into blender.

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Okay so I'm going to be working on a sphere because I'd like spheres.

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Simple as that.

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So let's go ahead and add a basic sphere to my scene.

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I'm going to lift that up and I'm also going to add a plane to the scene and scale it outwards.

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Now just to make sure my materials from last time are working I'm going to make a chequered floor and

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this is going to be that.

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Ready.

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Plastic.

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Let's switch into rent mode.

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Perfect Couple of things left to do here is this particular sphere needs to be so nice and smooth so

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we can see what's going on.

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Excellent so that's all set up and ready to go see the power of having all of these materials set up

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ready to go just makes things setting up so much quicker.

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So let's grab a node editor.

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I'm going to just get rid of some of the toolbars around here and the node editor open here.

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Now one thing we can do here is change the colour so oh notice this is polished wood here I've obviously

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used this basic for an L node that we had set up before the scroop node used on something else and forgot

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to click the little number over the property to make it unique some chemical that P.

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B r and I made a note to go ahead and make sure I save that to my the fault file again so I don't have

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to do that multiple times.

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So we've got a colour input here.

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Now what we can do in this colour input is have a mix of two separate colours coming in for instance.

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So you could go ahead and add in a colour under the add colour menu mix.

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RG So you've got a colour output that we can put straight into here.

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Now we've got two colours now I'm going to choose almost 100 percent green.

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I know we shouldn't choose 100 percent colours but again we're just testing the mixing that's going

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on here and 100 percent red and non-support or not surprising at all we get a yellow out with a 50 50

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mix.

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Now we've got a couple of options here we can change how all these are mixed together.

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If we want to and you can go through and try the different varieties of mixing that we can go through

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I tend to leave it's just on mix in general and we have a factor here that obviously we can change it

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from one to the other.

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But of course that's boring.

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We'd want something to control this factor itself.

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And that leads me nicely onto a challenge.

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I'd like to go ahead and get mixing so use the mix.

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RG been known to mix together to colours control the factor with the generated texture.

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And then for a bit more interest why don't you try adding a bump node into the system using the texture

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to add more interest in the material and affect the normal so it's not just a smooth surface anymore.

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Pause the video now and give that ago.

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Okay guys welcome back.

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Let's go mixing over in blender.

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Okay so we're back over in blender and we've got this mix note here and it's a bit boring at the moment

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with just these two colours.

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Now I've got an idea I'd like to try.

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I'd like to try adjusting this factor using a texture.

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So let's go ahead and go to textures.

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And of course if you got an image texture you could apply.

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You could go ahead and do that.

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But in this case I'm going to use one of these generated textures wave.

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I to add that to our model.

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I've added it to the wrong part.

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There we go.

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So in fact and let's just have a look at what the wave is outputting on the colour and on the factor

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whereas putting the same thing on both in this case.

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So here we have a black and white texture so it's alternating between green and red.

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So let's go back to our Mc snoad and see what the outside of there is.

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Okay.

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And everything together.

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Okay that's starting to come together.

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Now I'm going to play with the scale settings here.

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And I want to increase the distortions a bit wavy Yeah.

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Okay.

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That's a lot of distortion there that's lower the scale even more if I can.

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And this detail I'm going up the detail so we get a kind of a mottled affect.

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So so go take a little bit of playing to get the kind of effect that I want some not quite there at

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the moment 50.

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Let's try a hundred and fifty.

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How that's starting to look better.

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Excellent.

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So we changed these colours here servair a bit more representative of what this sort of colours that

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I want to.

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Again I'm going to try and avoid using extreme to extreme colours.

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I want them to be semi realistic.

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Okay so we've got almost like a cloud covered marble or something on those lines.

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Now to add a little more interest into this I could actually use this wave texture that we've got here

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because it's black and white.

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We can use it to control something else now flat things like this are boring so we can add some real

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texture some real bumps to it.

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By utilizing this wave texture as well to control a bump node so if I go ahead and add in a bump node

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to remember where it is and a vector bump and we can use it to control the height some would become

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to use the factor in this case to control the heights and then are going to have a look and isolate

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the bump mode and see what's happening.

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Now we will see the normal output but we can see there's quite a cool texture being applied there and

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we can adjust the strength of that accordingly and leave it set to one and distance here is obviously

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going to make kids more or less extreme.

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And I'm going to leave that's quite low down so we don't o'farrelly exaggerates what's going on.

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Okay so these together let's have a look at what it looks like.

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I need to plug the normal in to the normal input we've got set up a How about that they're starting

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to look much more interesting with all the textures.

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Now we've got something we can look at and I can see the we can still see some facets around here because

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we've not applied a subsurface division modifier to it to smooth it out for shading.

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Now we can go in and tweak these settings to see little of all those almost like rivers running through

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a valley.

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We could use a colour ramp know to make things even more interesting here.

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Now I'm going to go diving into details there.

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I really like that looks like some sort of rocky marble Let's turn the scale down tweak it a little

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more.

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Okay.

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There's lots and lots of fun you can have just tweaking settings left right centre.

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Just see what you can come up with.

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And of course I have not got time to play with it all.

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All.

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I like that.

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Another time to play with it all day long.

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But I'll leave you guys to do that.

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Please share your work in the discussions and I will see you guys in the next lecture.
