WEBVTT

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Welcome to the geometry node in this video.

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We're going to use this note.

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Take control of an object's Normal's you'll see that the vector coordinates or the direction the normals

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are facing in we will observe are represented as a world space normals.

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So before we've been dealing with tangential or even objects space these are going to be represented

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in world space although looks similar but slightly different to what we've seen in the past.

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And we shall use this node to control the amount of four.

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Now based upon the amount of roughness that surface has.

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So before we go and hop on over into blender let's just go through a quick reminder of normals I'm sure

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you've all got this by now.

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Here we have a very simple ice sphere with the face Normal's projected out.

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And let's just see what we're aiming to do with the node itself.

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And I'm gonna to grab a pen and digital bits of paper to show you what's going to go on.

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Okay so we're going to have the camera in the scene itself.

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That's in here and here we have a circle for instance with its Normal's coming out and a money going

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to draw a few of them.

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Obviously there's a lot of Normal's when it comes out of the circle.

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And this is a true representation of course.

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We're going to really deal with a sphere now these normals here are not going to be seen by the camera

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itself.

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So we can ignore those completely in this example.

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But what we can do with the geometry node is tell blender instead of the normal going out in its normal

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direction.

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Every single normal faces the camera obviously they're going to look odd but we can use that to our

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advantage when using it to control other nodes.

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And we'll do that now as we hop on over into a blender.

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So let's go play about with our node now and or our with our nodes and see what we can come up with.

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And again I'm going to construct a simple scene or in this case I'm actually going to go to my scene

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at the very back and we use control to turn everything on.

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And I'm going to once again use a simple sphere to work with some and I open up my scene here and turn

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everything off apart from fireball.

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Parve fireballs he turns everything else off.

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They're there and they're okay.

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So we've got a very interesting shade a setup here a bit bely before we've got a bump node and the other

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bits running around it with the wave texture.

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Our believe I've applied the part of this to an admission shader So actually glows and lights up his

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surroundings as well.

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Hence its name fireball.

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Anyway enough of this particular texture or this particular material wasn't going to do is actually

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apply a PBR plastic to it.

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So we can work with simple material.

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Okay so what we need to do is first of all Add in a geometry node so we can work with that and then

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go through and see how that actually affects the rest of our model.

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So let's go into the node set up here and just have a look.

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Okay so we need to add a geometry.

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So go ahead and find that it's under input geometry and it gives us a series of options are run through

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them really quickly but not in great detail.

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The position is it's position in the world.

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So if I literally move that about's you can see it changes colour depending on it's X Y Z location okay

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are not moving up and down.

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It's just easier not to do that's normal.

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Well unsurprisingly that is the world Normal's and that is the standard normal coming off of this particular

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object.

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This sphere itself has hundreds of normal spread out across its surface in the direction or the vector

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coordinates of those normals relate directly to the colour mix in between all the shades.

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Tangent is it's tangential coordinates based upon the real world True normal.

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Now we're going to have a little bit of a hard time seeing this on this particular object.

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Yeah.

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There we go.

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This is how it looks without the smoothing applied.

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So even if your model is smooth you can use the true Normal's rather than the interpolated ones between

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when you've got smooth shading turned on incoming.

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Now that has made all.

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Obviously if we zoom in really closely on that submit this bigger it will change the normal slightly

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depending on the angle to the camera.

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But as we zoom out we end up with all the normals pretty much facing the same direction towards the

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camera or in this case the viewport parametric is interesting.

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It's generally used to make lattices or grids if you want to go round that way back facing.

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Now this is one that you can use to your advantage if you want one material on one side and one material

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on another.

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Because if the normals are facing outwards is coloured black and if they're facing inwards it's coloured

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white.

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The only way of doing that is to go inside and there we go.

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That's the inside of our sphere going white pointy ness is something that's hard to show on this particular

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model but it basically goes from black to white depending on convex or conté or how concave something

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is.

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Now the surface of this sphere is continuously convex as it's uniform convexity.

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I don't know if that's a word but it's great.

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Unger's Stick with it it's uniform convect So is all one colour as it goes round.

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Now if we were to make it a dimple or have a sharp ridge you could then see the effect.

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So if it's incredibly sharp coming out.

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Out of your model being concave.

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It will be almost white and if it's going into your model and is equally as sharp had deep groove that

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will be coloured close to black and you can use a figure like a colour ramp or a brightness and contrast

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node in order to exaggerate that.

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And then perhaps set up a mic shader with two different outputs and depending on those outputs you can

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use the pointedness to basically colour anything that has a sharp output or perhaps a rust material

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or a more worn material.

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You often find that painted surfaces that have sharp edges.

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The paint wears off of the sharp edges rather than the flat face.

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So you can use that type of control.

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Now we need to basically see what's the effect of this on our friend nele node.

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Now the issue with having a node group like this is I can't just see what the French l.a. looks like.

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I can't pull it like I can normally.

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So in this particular case there's a couple of options we could rearrange the group in order to work

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out what's going on a move the fanelle outside and that's a bit a faff.

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So in this particular case I'm going to tab out and I'm going to go to the node menu and ungroup or

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Altern G and then I'll just break everything out of that group again.

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Okay so let's now have a look at what's going on and leave enough space here and zoom in.

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So we've got our standard set up that we've played with plenty of times.

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Okay I'm happy with everything here.

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So what we want here are we don't have a value node coming in here to control it so let's add a value

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node.

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So here we go.

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Value node then we can control this top value by the power of 2.5.

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And that's going to control our roughness.

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Let's just make sure everything's working.

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So obviously a value of one is going to be totally rough.

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Valid point five is going to be slightly shiny.

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And point one has some gloss.

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We can see the area around it.

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Now I'm going to colour in the surface a darker colour just so we can see the reflections a little more

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clearly.

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There we go.

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Perfect.

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I can actually see the reflections really well.

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So let's have a look at the final l.a. and see what's going on here.

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The case of this is the fanelle fall off as standard now as standard.

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Is this normal here.

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So let's go ahead and plug that in and make sure it's still working.

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Excellent.

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Now what happens if we try some of these off of once.

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That's not giving us the desired results.

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That's not given a desired result true normal.

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Well that's going to be the same as normal just a bit more faceted incoming.

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Ah okay.

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That's just unplug that.

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If we look at the very centre of this particular for a nail.

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If we plug in incoming The normals are all facing us.

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So there's no more for an l effect.

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So if we were to mix between these two we should be able to control the an l.a. Based upon this value

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down here.

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So this is one of the ways we can actually change this for an L around.

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And that leads me onto a challenge.

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Okay I'd like to go ahead and set up your notes.

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So finish off the set up of our own notes so that as the roughness increases you'll want the friend

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nail effect to decrease.

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Give it some thought.

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Pause the video now and give that a go.

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Okay guys welcome back.

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Let's go finish off the set up of our notes and control the roughness.

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And for now with only one slider.

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Okay so we are almost here at the moment.

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Now we've got a geometry node here and we need to blend between.

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I think we need to blend between normal and incoming.

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Now there are a couple of ways of blending but because these values here are vector values we can actually

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use the karbalaa mix.

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RG B node we were using in the last section.

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So let's just add these two together.

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Incoming on the bottom and normal on the top of a pole the output here see what happens as we go from

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one at the other.

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Okay.

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Let's plug the colour output here into the normal input here.

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Now hopefully that won't need any anything else doing to it because obviously where we've got normal

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values coming in and normal values coming out now obviously we can change the ratio of mixes through

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here because the mix node here will be assuming is a colour going through.

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So it may actually change the well colour correct it basically.

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So if you have to be a little bit careful when we use the r.g. node like this but let's let's move this

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down and hopefully we see the fanelle effect come back into full effect.

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Perfect.

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So now let's just make sure we've got vs the right way around.

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I think we have the best thing to do is plug this in.

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So when it's glossy or a value of zero here we want it to be fully normal so the top one.

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Excellent.

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And as we move across as we increase the roughness we want the frontal effect to go down.

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Now it's only ever going to go up to one.

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So one should be completely uniformly not black but it's going to be about 20 percent grey or something

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on those lines.

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Okay that looks like it's working really well.

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So let's go out and poll the mix shader And let's see what happens so I'm going to hold down Shift so

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I can wear my scanner click this and go between them.

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Okay so this is almost 100 percent reflective in this case and we've got a nice reflection going around

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our model and let's make it slightly rougher.

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And as it's getting rougher the frontal effects should start falling off.

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And of course we can add other things in here to change the fall off rate.

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Perfect.

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So this is getting quite rough now and there's still a little bit of reflection is not very clear anymore

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but it's starting to work really really well.

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This is very close to how the real world works.

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So we've got a value node here that's controlling all of this.

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Now what we can do is pop this all back in.

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To our mix or sorry into our group says Go ahead here and you'd make a group.

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Okay so we've got a group impot What do we want to control.

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Well we want to control the this value here now.

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There's no input to this value.

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So what we can do here is literally drag a value across to the input here and then link it up.

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Individually there we get through it it's called value here that a value is no good it doesn't explain

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what is going to be roughness.

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Okay perfect.

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What else do we need to make sure we've got on this input so we can control it well if it's got texture

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we're going to want to control the Normal's of everything here.

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So let's go ahead and do that now.

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So I'm just literally going to link them one by one in here.

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So normal.

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I just pulled that out saw some wound going to have to plug it back in a moment.

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So what makes the colour coming out of here.

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This was the rough nurse.

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The facts of the colour comes out into that normal sense that normal there needs to be controlled by

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here.

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So here we've got an issue where if we want the normal to affect the free now we can't have it coming

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in so we'll have to mix those or even add them together if we want to control the for now with a normal

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map as well.

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I don't think that's necessary in this particular case.

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I'm going to leave it out.

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Now I do want the base colour coming out so I'm going to plug this in and I'm not leave as colour.

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I'm going to call it diffuse or bass or whatever you're working with.

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How bideau Map is another name it's used to diffuse colour.

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Of course that could be a texture.

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There could be no end of things.

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Is anything else that I want to expose to the outside of this node.

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I don't think there is colour.

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No the colour of the reflections.

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I'm going to leave as they are.

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The power.

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Do I want to be able to control that rate.

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No that's fine.

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So I got this loose end entity here I'm going to get rid of that.

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Okay.

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And Tab outside I've now got this noad group that has a roughness slider that I can control.

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Obviously it only controls it between 0 and 1 anything greater than that is just a 100 percent smoother

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100 percent rough.

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Now most things in the real world are not rough.

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Of course it can go up.

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Sorry not the entirely rough or entirely smooth slightly polished in certain places.

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So again going back to using textures to control things I could put in a wave texture here and plug

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it into roughness and you can see here.

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Well it almost has a ripple effect in this case.

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But if I scale that down just a little perhaps to 1 so we have got so much we can see as glossy and

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places and matine Others as if it's been slightly polished somewhere and not in other places.

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And again when we link this together we can see that the black band itself as to go back to our node

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group black band is indicating where it's going to be most glossy and the white band is where it's going

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to be most Matt and we can use that to our advantage obviously wheezing a texture here so it's not going

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to have quite the effect that I'd like to demonstrate.

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But if you had if you had mapped your particular sphere here that we were working on.

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There was a particular area of it that was handled often so hed naturally polished.

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Again that can help with the realism of your models were some bits are going to be naturally more polished

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or glossy than others so I'm just going to clear that out there.

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The final thing that I haven't done here I am going to change that back to a red because I do like that

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read and I'm going to make it a little bit lighter again is actually save this particular material.

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Otherwise it's going to get lost so I've only played with my default settings here so all I need to

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do is literally save the start-up file but before I do that I do want to make sure I'm back in a kind

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of a default position so I usually look from this angle.

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It doesn't matter whether you are in rendered mode or not automatically will open like this.

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So you got a stage there and a good flip back round to lael one about open this back up again so that's

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how I want it.

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Next time I start.

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And of course you can adjust yours to how ever you like.

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I'm going to hide the rest of my examples.

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Close down the hierarchy here.

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I like that that all looks good.

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So I'm going to save my start-up file and that's now save that new PBR plastic material we've improved

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upon it because now we're able to change the roughness and the final effect on the same time.

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How did you guys get on.

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Are you starting to get the hang of modifying your original blend files every time you open it up.

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You're not having to start afresh anymore.

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It's incredibly useful being able to do that.

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As always make sure you show your work in the discussions and I will see you guys in the next lecture.
