1 00:00:01,050 --> 00:00:07,860 Hello, everyone in this with you on the next two windows, I'm going to show you how to colorize your 2 00:00:07,860 --> 00:00:17,040 character and explain all the tools you have in Blender to colorize your character, your model, and 3 00:00:17,040 --> 00:00:21,900 give life to your objects and the character you create. 4 00:00:22,470 --> 00:00:27,030 So in Blender, we have three ways to colorize a character. 5 00:00:27,300 --> 00:00:30,030 The first one is here material your properties. 6 00:00:30,660 --> 00:00:38,310 The second one is if you go up here and click, you see reverse this paints and a turtle is texture 7 00:00:38,310 --> 00:00:41,460 paints which paint is not for coloring. 8 00:00:42,090 --> 00:00:42,510 All right. 9 00:00:42,510 --> 00:00:51,360 It is used for vertex groups and for things like rigging particles and all that. 10 00:00:51,360 --> 00:00:56,520 So don't get confused by the Ford Paint is not for painting the object. 11 00:00:57,090 --> 00:01:05,820 The only the only options you have and one that to color your character or material. 12 00:01:06,870 --> 00:01:12,180 Whereas I don't think in this city we are going to talk about the material in the last with the use 13 00:01:12,180 --> 00:01:19,710 of show the you if you go here and click a new one they will make a make a material for you and you 14 00:01:19,710 --> 00:01:24,150 can hear or change the name for example test. 15 00:01:24,900 --> 00:01:33,210 And then you get this this note here called Principal Beiersdorf if you click on it, you see that you 16 00:01:33,210 --> 00:01:36,180 have other shaders as well. 17 00:01:36,900 --> 00:01:41,260 The main shader of just for color is diffuse burst. 18 00:01:41,470 --> 00:01:44,970 So you only get color, roughness and normal. 19 00:01:45,360 --> 00:01:51,420 You can change the color here for diffuse, but as you can see, we can't see the color because we are 20 00:01:51,420 --> 00:01:52,320 in the shading mode. 21 00:01:52,320 --> 00:02:02,100 If you change it to the material preview over here, you can see how everything has changed. 22 00:02:02,280 --> 00:02:07,590 Now our Q is in red and if we change here, we can see the changes. 23 00:02:07,890 --> 00:02:08,220 All right. 24 00:02:08,669 --> 00:02:16,050 So the diffuse B is only used for just one color and give the object one color. 25 00:02:17,070 --> 00:02:19,680 But the main and we have emission here. 26 00:02:20,280 --> 00:02:20,700 All right. 27 00:02:21,600 --> 00:02:26,580 Emission gives a glow effect to our objects. 28 00:02:27,330 --> 00:02:29,340 But let me have the lights here. 29 00:02:36,450 --> 00:02:36,990 All right. 30 00:02:37,770 --> 00:02:40,200 It gives a mission to our objects. 31 00:02:42,240 --> 00:02:50,820 But when you are in need to enable blue meter, so by going in blue, you can see that the object, 32 00:02:50,820 --> 00:02:52,710 the cube is glowing right now. 33 00:02:52,720 --> 00:02:54,690 If we change the. 34 00:02:56,090 --> 00:02:59,060 Color can see the difference. 35 00:02:59,510 --> 00:03:03,830 If I make a plane, maybe you'll see the effects much better. 36 00:03:04,130 --> 00:03:04,610 Right here. 37 00:03:06,230 --> 00:03:06,590 All right. 38 00:03:07,660 --> 00:03:17,810 Then the other note that you can use, maybe use glass or glossy for trans transmission and those kind 39 00:03:17,810 --> 00:03:19,070 of object. 40 00:03:19,070 --> 00:03:28,130 For example, if you want to make a glass or anything that the light passes through, you use this glass 41 00:03:28,130 --> 00:03:31,070 because you have hairiest ear for hairs. 42 00:03:31,640 --> 00:03:35,780 And yet all the others in this book, Olivia, is there for missiles. 43 00:03:36,020 --> 00:03:41,670 But the main thing we use when working with wonder and materials is will Vista. 44 00:03:41,710 --> 00:03:47,720 If you can do all the things he wants with this one note. 45 00:03:47,750 --> 00:03:50,150 So for example, you have a mission here, right? 46 00:03:50,840 --> 00:03:54,380 And we have roughness, we have metallic specular. 47 00:03:54,380 --> 00:03:57,490 We have all those options in one note. 48 00:03:57,500 --> 00:04:03,050 So if I change the color here, base color, I can change the color. 49 00:04:03,890 --> 00:04:04,280 All right. 50 00:04:05,150 --> 00:04:06,890 And then I have subsurface. 51 00:04:06,890 --> 00:04:08,660 We'll talk about that later. 52 00:04:08,840 --> 00:04:12,620 Then we have metallic specular roughness. 53 00:04:13,040 --> 00:04:19,730 If your object is not a missile, then I recommend to not change these values over here. 54 00:04:19,730 --> 00:04:21,380 Metallic specular. 55 00:04:21,380 --> 00:04:21,950 And this one. 56 00:04:22,550 --> 00:04:28,670 But if your object is metallic metal, you can increase the value of metallic mass of your objects. 57 00:04:29,240 --> 00:04:36,860 And if I go to 100, you can see that my Q is now a metal. 58 00:04:36,860 --> 00:04:37,830 Looks like a metal. 59 00:04:37,850 --> 00:04:40,510 It shines and it reflects lights. 60 00:04:41,480 --> 00:04:47,330 Well, if you if your object is not missile, just leave it a zero and then just play around roughness. 61 00:04:47,330 --> 00:04:50,240 So by default, roughness is 0.5. 62 00:04:50,610 --> 00:04:54,570 You know, I increase it and I get a very rough shape. 63 00:04:55,220 --> 00:05:02,510 And if I decrease it, then I can see some reflection more here as you can see or hear. 64 00:05:03,750 --> 00:05:07,560 Then reflex right is rough. 65 00:05:07,560 --> 00:05:10,620 And again, the other options are not important for us. 66 00:05:10,710 --> 00:05:14,160 These are for various specific situations. 67 00:05:14,250 --> 00:05:24,090 When you want to change, change some aspects like anisotropic use for and useful for headers and stuff. 68 00:05:25,260 --> 00:05:27,450 But not we're not going to discuss here. 69 00:05:28,950 --> 00:05:30,120 Then we have all of these. 70 00:05:30,120 --> 00:05:34,460 We can use all four channels, normals, and that's it. 71 00:05:34,470 --> 00:05:35,700 That's it for notes. 72 00:05:36,300 --> 00:05:36,660 Okay. 73 00:05:37,050 --> 00:05:45,780 Then I have if you go over here to shading, there's a menu here for us, for justice materials. 74 00:05:45,780 --> 00:05:48,270 So we get all these menus. 75 00:05:48,630 --> 00:05:54,520 This is the viewport, this is the file selection, and this is the way we view or images. 76 00:05:55,350 --> 00:05:55,800 All right. 77 00:05:55,830 --> 00:06:01,860 I don't need the images or not or for installation, so I'm just gonna join these areas. 78 00:06:06,410 --> 00:06:14,890 And now, as you can see, I have my note over here and my president, my principles. 79 00:06:14,930 --> 00:06:15,280 Yes. 80 00:06:15,410 --> 00:06:17,190 The is to material. 81 00:06:18,590 --> 00:06:18,820 Okay. 82 00:06:19,190 --> 00:06:23,060 But change the color of your eye to a change any color once. 83 00:06:23,840 --> 00:06:26,670 So what is this material? 84 00:06:27,230 --> 00:06:30,680 If I click on this, the note I can use. 85 00:06:30,740 --> 00:06:36,230 Note if I if this package is on selected, I can use not but this but needs to be selected so I can 86 00:06:36,230 --> 00:06:36,690 use not. 87 00:06:37,190 --> 00:06:38,570 Then I have this one. 88 00:06:38,570 --> 00:06:40,980 I can select other materials as well. 89 00:06:41,000 --> 00:06:42,370 So this is the material or made. 90 00:06:42,410 --> 00:06:47,750 If I saw some material, which is another material, I got this one. 91 00:06:48,050 --> 00:06:54,200 So I would like to test and this is the material half right now. 92 00:06:54,690 --> 00:06:54,950 Okay. 93 00:06:55,340 --> 00:07:03,230 Then if you shift, click, hold shift A, you have some options or you have inputs, for example, 94 00:07:04,340 --> 00:07:09,920 some values you can use for your material creation. 95 00:07:09,920 --> 00:07:13,090 The ambient occlusion can give your objects some ambient. 96 00:07:13,580 --> 00:07:20,270 We may use this, we make a character, then we are versus color in the next with you, you are going 97 00:07:20,270 --> 00:07:28,880 to use this note to see how where it is color over here they we have some outputs over here not very 98 00:07:29,000 --> 00:07:30,320 useful for us. 99 00:07:30,320 --> 00:07:31,760 Then we have shown some shaders. 100 00:07:31,760 --> 00:07:39,470 Shaders are the exact same thing that we reviewed over here, which was this one. 101 00:07:39,950 --> 00:07:42,410 So they only have textures. 102 00:07:43,400 --> 00:07:52,640 Very important, very useful if we are going to talk about this later after I talked about other means 103 00:07:52,640 --> 00:08:03,020 because they're kind of important and then we have a color to kind of manipulate the colors. 104 00:08:03,020 --> 00:08:04,760 So we use saturation. 105 00:08:04,760 --> 00:08:08,990 We can change the color to what we want. 106 00:08:09,380 --> 00:08:15,260 We have some like surface, for example, buffer that makes our displacements mapping to change how 107 00:08:15,740 --> 00:08:17,510 it looks like the bump like. 108 00:08:17,600 --> 00:08:29,630 So it will allow us to make some displacement and some bumps into texture into the material we have 109 00:08:29,630 --> 00:08:29,900 here. 110 00:08:31,580 --> 00:08:34,010 And we have some converter. 111 00:08:34,039 --> 00:08:35,720 These are for material creation. 112 00:08:35,720 --> 00:08:37,610 We're not going to talk about that and that's it. 113 00:08:37,700 --> 00:08:38,090 All right. 114 00:08:38,480 --> 00:08:43,370 So, for example, with textures, if I go here, I have some taste. 115 00:08:43,370 --> 00:08:49,430 These are all some textures that we can use, for example, as used and noise, texture. 116 00:08:49,430 --> 00:08:50,750 You find pieces over here. 117 00:08:51,140 --> 00:09:00,230 And then if I, I have these options, scale, detail and all that, if I put the factor into base color. 118 00:09:02,330 --> 00:09:02,690 All right. 119 00:09:06,630 --> 00:09:10,260 As you can see, I got some shapes over here. 120 00:09:11,700 --> 00:09:12,060 Okay. 121 00:09:12,150 --> 00:09:15,170 I have some shaves, some noses. 122 00:09:15,930 --> 00:09:16,290 All right. 123 00:09:16,710 --> 00:09:19,290 I'm not this sort of color. 124 00:09:19,500 --> 00:09:21,870 And with the color into the base color. 125 00:09:23,670 --> 00:09:25,260 And let's see what we get now. 126 00:09:25,290 --> 00:09:30,480 We get some colors, colorful noises over here. 127 00:09:30,900 --> 00:09:31,280 All right. 128 00:09:31,290 --> 00:09:34,830 These are some noises that we have to control. 129 00:09:34,830 --> 00:09:37,720 This note, this nice texture. 130 00:09:37,740 --> 00:09:41,220 We need to use something called cholera. 131 00:09:43,110 --> 00:09:47,730 So, yes, a cholera place over here, it connects automatically. 132 00:09:48,330 --> 00:09:53,880 All right, then this cover will act as a mask. 133 00:09:54,150 --> 00:09:55,800 So if I go here. 134 00:09:59,480 --> 00:10:00,920 And change this values. 135 00:10:00,920 --> 00:10:02,060 As you can see everything. 136 00:10:04,910 --> 00:10:06,610 Will be changed accordingly. 137 00:10:07,930 --> 00:10:10,190 All right, then we have something. 138 00:10:10,240 --> 00:10:14,700 We have a ads on in blender called No Jungle. 139 00:10:14,710 --> 00:10:20,710 If you could add, edit preference and go to Adam and search note wrangler. 140 00:10:21,040 --> 00:10:25,180 Then you have this note wrangler, which is off by default. 141 00:10:25,560 --> 00:10:27,460 You need to go and enable it. 142 00:10:27,940 --> 00:10:30,160 And this, Adam is very useful. 143 00:10:30,160 --> 00:10:33,130 Gives us some very useful features. 144 00:10:33,850 --> 00:10:44,260 For example, here, if I hold control and shift and click, I can see the effect this this particular 145 00:10:44,560 --> 00:10:47,350 note is having on the whole. 146 00:10:48,610 --> 00:10:52,050 Well, this particular note is having so many. 147 00:10:52,090 --> 00:10:55,270 I clicked on this, I can change the output as well. 148 00:10:55,270 --> 00:10:56,740 So I want the color as well. 149 00:10:57,130 --> 00:11:03,580 And then I can see these black and white values are how they're affecting the material. 150 00:11:03,850 --> 00:11:06,280 So the white areas like this. 151 00:11:06,370 --> 00:11:06,820 Oh, yeah. 152 00:11:07,630 --> 00:11:07,990 All right. 153 00:11:08,230 --> 00:11:09,190 The what areas? 154 00:11:09,520 --> 00:11:09,970 I can. 155 00:11:10,330 --> 00:11:15,550 I know now that will be shown and the black areas will be excluded. 156 00:11:15,820 --> 00:11:16,070 All right. 157 00:11:16,150 --> 00:11:16,690 This. 158 00:11:16,870 --> 00:11:26,590 If I change the color here, I can I can change how it will look so that now the the blue color will 159 00:11:26,590 --> 00:11:27,010 be shown. 160 00:11:27,010 --> 00:11:35,380 If I now control shift click on piece will be still to view here to get to reset it basically then it 161 00:11:35,680 --> 00:11:40,900 said then I'll get this material over here and now I can change the color as well here. 162 00:11:41,620 --> 00:11:43,300 So to anything I want. 163 00:11:43,900 --> 00:11:45,070 And this is black. 164 00:11:47,460 --> 00:11:50,880 I know I can change this color as well. 165 00:11:51,060 --> 00:11:58,530 So I guess a material like this features two notes if I click and I can also change the skill if you 166 00:11:58,530 --> 00:11:59,690 want here after. 167 00:12:00,090 --> 00:12:00,800 Uh. 168 00:12:02,180 --> 00:12:02,980 So I think the. 169 00:12:04,710 --> 00:12:05,670 Colors here. 170 00:12:05,670 --> 00:12:08,530 So use some distortions, some randomness. 171 00:12:08,970 --> 00:12:10,200 I very much. 172 00:12:11,670 --> 00:12:13,500 Very nice shape noise. 173 00:12:14,130 --> 00:12:16,980 If I click some facts do. 174 00:12:16,980 --> 00:12:17,280 If I. 175 00:12:17,280 --> 00:12:18,570 Let's see what happens now. 176 00:12:20,510 --> 00:12:23,180 So they calculate it takes a little time to calculate. 177 00:12:24,350 --> 00:12:30,110 Now, if you go to hologram with control shifts, click and see What is this? 178 00:12:31,140 --> 00:12:31,920 Doing to our. 179 00:12:33,540 --> 00:12:34,200 Colors. 180 00:12:39,940 --> 00:12:40,270 Right. 181 00:12:40,780 --> 00:12:41,800 So nothing. 182 00:12:41,850 --> 00:12:42,610 Nothing changed. 183 00:12:44,560 --> 00:12:45,490 Dramatically. 184 00:12:45,770 --> 00:12:46,120 All right. 185 00:12:46,780 --> 00:12:55,090 But in some cases, we can change these factors, these nodes, and get all the results. 186 00:12:55,870 --> 00:12:59,750 So I don't think I want to show you these on their basis. 187 00:12:59,980 --> 00:13:00,340 Okay. 188 00:13:00,910 --> 00:13:02,650 So I want to make another node over here. 189 00:13:02,660 --> 00:13:10,090 So if I make another texture here, some or something of ordinary texture and I want to see how this 190 00:13:10,090 --> 00:13:12,910 texture is affecting so control shift. 191 00:13:13,720 --> 00:13:19,870 And now I can see how this noise is going to affect my material. 192 00:13:19,900 --> 00:13:26,590 So if I change the scope here, I can see these are some cells making some cells over here. 193 00:13:29,560 --> 00:13:29,920 All right. 194 00:13:30,160 --> 00:13:38,860 And if I duplicate this color up here and give it right here, actually listed it, test it and make 195 00:13:38,860 --> 00:13:39,450 another call. 196 00:13:39,460 --> 00:13:48,130 Now, I want the defaults one and then let's try to distance two factor or color two factor and then 197 00:13:48,130 --> 00:13:54,820 let's control shift, click on Colored Ram and then control the amounts with these two. 198 00:13:54,820 --> 00:14:01,900 So now we can change how this will look if I change the color over here. 199 00:14:09,510 --> 00:14:10,440 So like this. 200 00:14:10,680 --> 00:14:21,180 Now I know if I if I connect this color around to this base color and then resets everything with control, 201 00:14:22,440 --> 00:14:26,220 click on this, which will be a save what my object will look like. 202 00:14:26,430 --> 00:14:32,460 All right, so if I turn that color to base color and then control should key like. 203 00:14:34,200 --> 00:14:39,670 Then I got what I expected to combine these two. 204 00:14:39,700 --> 00:14:42,470 So you made these nodes and you want to combine them. 205 00:14:42,480 --> 00:14:45,240 There's something called mix ogbe. 206 00:14:47,250 --> 00:14:50,190 And then we can do this to color. 207 00:14:50,190 --> 00:14:50,670 To color. 208 00:14:51,480 --> 00:14:51,840 All right. 209 00:14:51,840 --> 00:14:57,510 And now Blender is calculated to combine these two notes. 210 00:14:57,510 --> 00:15:04,950 So we combine these two notes, and with this factor, we can control how much or these two will be 211 00:15:05,670 --> 00:15:06,120 combined. 212 00:15:06,120 --> 00:15:08,610 So 0.5 is the default value. 213 00:15:08,610 --> 00:15:10,020 These are two combined 214 00:15:13,110 --> 00:15:14,100 with the same amount. 215 00:15:14,100 --> 00:15:20,720 So if I change it to zero, it will only show me the column one which so changes to zero. 216 00:15:20,730 --> 00:15:22,920 You will only show me only this one. 217 00:15:22,920 --> 00:15:29,470 And if I show if I increased to one you showing me the second answer with the color two asked. 218 00:15:29,490 --> 00:15:32,780 Would you change it accordingly to whatever you want? 219 00:15:32,790 --> 00:15:39,390 So if you want more of the first group of notes, change it to like this. 220 00:15:39,390 --> 00:15:43,290 If if you like more of the second group, you can change it like this. 221 00:15:43,740 --> 00:15:50,330 Speaking of groups, you can make many groups as you want, many notes as you want, like this, this, 222 00:15:50,340 --> 00:15:52,020 this, many nodes as you want. 223 00:15:52,020 --> 00:16:00,600 And then you make a box, select them, and then control G to make it a group. 224 00:16:00,600 --> 00:16:06,540 So at first you don't see any changes, you just see the nodes you selected. 225 00:16:06,840 --> 00:16:14,640 But if you press tab, then you can see the whole nodes that you have and you only have one and node 226 00:16:14,640 --> 00:16:16,170 group or you. 227 00:16:16,470 --> 00:16:22,560 And if you go here to properties, you can also change the name over here so you can change it to like 228 00:16:23,190 --> 00:16:24,570 of your knowing. 229 00:16:26,250 --> 00:16:27,960 I would change in the group name. 230 00:16:28,470 --> 00:16:36,240 You can do the same with these two tap and we're out and we have a very much cleaner as well so we can 231 00:16:36,240 --> 00:16:45,900 also console.log this this one to have a group the wrong. 232 00:16:47,690 --> 00:16:48,020 All right. 233 00:16:48,530 --> 00:16:50,810 We can also group this one as well. 234 00:16:50,960 --> 00:16:52,550 So, you know, drill or not. 235 00:16:53,360 --> 00:16:58,090 So I think that's all I want to show you about shading. 236 00:16:58,970 --> 00:17:02,910 Surely there are lots you can do for with knows. 237 00:17:02,930 --> 00:17:08,810 Like if you sit on an instrument and blend the forms, you can see people making a lot of notes for 238 00:17:08,810 --> 00:17:12,010 things like skin, like in blender. 239 00:17:12,010 --> 00:17:19,130 You can make a really relaxing skin with just these notes, which is pretty impressive. 240 00:17:19,280 --> 00:17:19,670 All right. 241 00:17:19,790 --> 00:17:24,109 Another way, I want to show you to add a material to your character. 242 00:17:24,260 --> 00:17:30,710 If you go to websites like textures that come all right. 243 00:17:31,310 --> 00:17:40,070 And if you go to the library, there are many materials you can use to download and use in Blender. 244 00:17:40,220 --> 00:17:43,800 So, for example, you can go here, you have this sand cliff. 245 00:17:43,820 --> 00:17:49,980 And if you go to PBR materials, there are some people who are materials and you can download maps. 246 00:17:49,980 --> 00:17:57,470 So if you go to painted well you have some maps over here and if you download all the maps, so we have 247 00:17:57,620 --> 00:18:00,140 color maps, roughness map, normal map. 248 00:18:00,710 --> 00:18:01,160 I've been there. 249 00:18:01,160 --> 00:18:03,170 Collusion and heights. 250 00:18:03,440 --> 00:18:03,850 All right. 251 00:18:03,890 --> 00:18:05,690 You download the download them up. 252 00:18:06,320 --> 00:18:14,660 And if you go here to import that, ma'am, you need to make an image structure for all the maps you 253 00:18:14,660 --> 00:18:14,990 have. 254 00:18:15,560 --> 00:18:19,340 All right, an image texture coordinates. 255 00:18:22,370 --> 00:18:23,690 And a mapping 256 00:18:27,860 --> 00:18:30,410 and you have to say normal. 257 00:18:33,030 --> 00:18:44,250 The vector vector to vector and then open your texture and then color to base color for your albedo 258 00:18:44,250 --> 00:18:45,540 or your base score. 259 00:18:45,960 --> 00:18:46,290 All right. 260 00:18:46,320 --> 00:18:50,070 Now we don't have any texture, so it's black. 261 00:18:50,520 --> 00:18:52,410 And then for roughness, you do the same. 262 00:18:52,410 --> 00:18:54,480 For normal, you do the same. 263 00:18:54,480 --> 00:18:57,870 And for ambient inclusion, for height, you do the same. 264 00:18:58,290 --> 00:19:04,710 And even for height or displacement, you need to add another thing called displacements. 265 00:19:04,830 --> 00:19:14,160 So and then you would connect these days displacement to uh, or if it's to like you got a headache, 266 00:19:14,160 --> 00:19:14,910 just bear with me. 267 00:19:14,910 --> 00:19:17,490 I'm going to show you a very good method. 268 00:19:17,730 --> 00:19:19,470 So dispersion to displacement. 269 00:19:19,680 --> 00:19:22,050 This is, as you can see, very time consuming. 270 00:19:22,050 --> 00:19:22,380 All right. 271 00:19:22,380 --> 00:19:27,320 If I did, it is all I want to show you a very much more faster way. 272 00:19:27,350 --> 00:19:30,300 So I showed you the triangle over here. 273 00:19:30,510 --> 00:19:30,930 All right? 274 00:19:31,410 --> 00:19:33,570 The node wrangler has an option. 275 00:19:33,570 --> 00:19:38,670 Or if you click on it, it tags for also texture detection. 276 00:19:38,670 --> 00:19:42,090 So it also detects your texture. 277 00:19:42,780 --> 00:19:43,200 All right. 278 00:19:43,650 --> 00:19:51,180 If you have these these these names in the end of your image. 279 00:19:51,180 --> 00:19:58,850 So in your base color, you need to have the base color, basic color, the diffuse. 280 00:19:59,220 --> 00:20:04,380 And for metallic, you need to have these names for roughness and all that. 281 00:20:04,500 --> 00:20:15,750 So for example, of downloaded this these textures, as you can see at the end, it has albedo for the 282 00:20:15,750 --> 00:20:16,320 base color. 283 00:20:16,500 --> 00:20:20,820 It has height for the height or displacement as normal for the normal map. 284 00:20:21,300 --> 00:20:25,590 And it doesn't roughness border often, so it matches the names. 285 00:20:25,590 --> 00:20:31,890 That's Node Wrangler needs to also detect your textures to others. 286 00:20:31,890 --> 00:20:46,890 In fact, the shortcut is control shift and t so if I press on so on my principle v sdf control if I 287 00:20:47,160 --> 00:20:55,500 hold control shift and then and then t I get this option to choose my textures. 288 00:20:55,500 --> 00:21:03,960 So if I choose these textures, the Triangle Wrangler will automatically place these textures in my 289 00:21:03,960 --> 00:21:12,660 scene, except the A also the no triangle will not recognize a also you have to do that manually, but 290 00:21:12,660 --> 00:21:17,540 I will include but you won't be include in these nodes. 291 00:21:18,350 --> 00:21:25,900 So if I do that now, as you can see, beautiful like it has automatically added these textures like 292 00:21:25,920 --> 00:21:26,700 out of the base curve. 293 00:21:26,700 --> 00:21:34,470 For us with the or GBE, it's important to use an s RG because base for a base color and for the gray 294 00:21:34,480 --> 00:21:42,240 channel maps like roughness Mansell's displaced many user non color over here and then for map it's 295 00:21:42,240 --> 00:21:48,030 use the on my fixer and for displacement use the displacement vector as I showed you. 296 00:21:49,050 --> 00:21:54,600 So this way we can have a nice texture like this in our scene. 297 00:21:54,600 --> 00:22:06,210 And if I want to add ambient occlusion, all I have to do is shift to, um, to duplicate this texture 298 00:22:07,780 --> 00:22:08,520 means texture. 299 00:22:09,270 --> 00:22:14,220 And then an ambient ambient on collision is a gray channel map. 300 00:22:14,220 --> 00:22:22,500 So I would make it to non color and then push on, press on this, then open, go to my texture folder 301 00:22:22,500 --> 00:22:25,470 and then choose my occlusion folder. 302 00:22:26,340 --> 00:22:30,750 Then I would connect these to this as so I can. 303 00:22:31,860 --> 00:22:37,320 So all the all the maps are in the same location. 304 00:22:37,980 --> 00:22:39,660 Let's change it back to on color. 305 00:22:41,010 --> 00:22:49,650 And then to use my mean occlusion eyes, I need the mixture to be all right if I use a mix. 306 00:22:49,650 --> 00:22:57,720 IGP And now so like this base color and from color to color one. 307 00:22:58,500 --> 00:22:58,890 All right. 308 00:23:02,130 --> 00:23:09,570 And then connect my this is Zambian on collusion with what it says very similar but we chose our collusion 309 00:23:09,570 --> 00:23:10,140 word here. 310 00:23:10,290 --> 00:23:10,510 Okay. 311 00:23:11,160 --> 00:23:14,550 And I select our collusion to color to. 312 00:23:15,090 --> 00:23:21,160 And then that's for for the mixing type. 313 00:23:21,180 --> 00:23:28,140 Okay, let's take the exchange to multiply so we get the best results if I can. 314 00:23:28,140 --> 00:23:30,240 I use it colour to base colour. 315 00:23:31,980 --> 00:23:35,130 Now let's wait for Blender to do some calculation. 316 00:23:35,130 --> 00:23:44,430 Now, as you can see, I have some ambient occlusion which are some shadows in some shadow, details 317 00:23:44,820 --> 00:23:46,290 in the texture itself. 318 00:23:46,310 --> 00:23:49,710 And then I can choose how much ambient occlusion I want. 319 00:23:50,010 --> 00:23:57,630 So as you remember, if I make it close to zero, it will be only. 320 00:23:59,300 --> 00:24:02,570 The collar won't inputs will affect more. 321 00:24:02,570 --> 00:24:07,520 So as you can see, I have some shadows over here with one. 322 00:24:08,360 --> 00:24:09,860 So very nice shadows. 323 00:24:12,550 --> 00:24:13,090 And they'll be you. 324 00:24:13,090 --> 00:24:14,800 Can I just. 325 00:24:16,990 --> 00:24:18,010 I'm in collusion. 326 00:24:18,400 --> 00:24:22,600 Well, here, as you can see, I'm in evey. 327 00:24:22,900 --> 00:24:31,720 And also I can never ambulant collision here you're to get up as a result in evey even is a real time 328 00:24:31,720 --> 00:24:37,180 engine so it can't really show displacement of these textures. 329 00:24:37,390 --> 00:24:43,060 All right, so to show this the displacements, you need to switch it to cycles. 330 00:24:43,060 --> 00:24:45,850 And now see watch what happens when I switch to cycles. 331 00:24:47,440 --> 00:24:55,780 And now we can see we have some height and displacements of these like these edges over here compared 332 00:24:55,780 --> 00:24:59,230 to EV right here, which is kind of flat. 333 00:25:01,350 --> 00:25:01,770 All right. 334 00:25:01,980 --> 00:25:02,940 These four here. 335 00:25:04,050 --> 00:25:07,480 But these are textures, all right? 336 00:25:07,500 --> 00:25:09,060 These are not geometry. 337 00:25:09,060 --> 00:25:12,060 And it doesn't change the geometry. 338 00:25:12,090 --> 00:25:15,060 So if I go closer that you might seem that. 339 00:25:15,150 --> 00:25:18,570 Yeah, these parts are extruded out. 340 00:25:18,660 --> 00:25:18,850 What? 341 00:25:18,930 --> 00:25:19,530 These way? 342 00:25:20,070 --> 00:25:21,750 What if I go closer? 343 00:25:23,190 --> 00:25:27,090 If I get closer, you can see that this is the flat geometry. 344 00:25:27,600 --> 00:25:31,340 And this is only a trick to treat to eyes to. 345 00:25:31,770 --> 00:25:36,360 So you could see, like, this part is extruded. 346 00:25:37,350 --> 00:25:41,970 So I think that's all about materials here. 347 00:25:42,360 --> 00:25:49,570 There is one thing I wanted to show you, which is this thing over here. 348 00:25:50,940 --> 00:25:57,000 If I make you material, if we go down here, we have something called volume. 349 00:25:57,030 --> 00:26:04,090 This is mostly in the latest chapter, but we will use this to add some volume to our scenes. 350 00:26:04,090 --> 00:26:05,040 So what is volume? 351 00:26:05,040 --> 00:26:12,720 Volume will add something like fog and those kind of things to this scene and makes it makes the objects 352 00:26:12,720 --> 00:26:14,700 in this scene to have more depth. 353 00:26:15,030 --> 00:26:15,450 All right. 354 00:26:16,230 --> 00:26:25,260 So let's first make Suzanne over here and then let's add the subdivision surface. 355 00:26:25,590 --> 00:26:25,920 All right. 356 00:26:26,420 --> 00:26:33,990 And then let's make it two and then let's add the material forces and give it straight now like that. 357 00:26:37,660 --> 00:26:40,330 And I'm color not another random color. 358 00:26:40,930 --> 00:26:41,680 Skin color. 359 00:26:42,610 --> 00:26:46,330 Then let's change the roughness a little bit. 360 00:26:47,890 --> 00:26:48,310 All right. 361 00:26:48,700 --> 00:26:54,040 Now, let's make it cute over here, and let's make our Suzanne in the cute. 362 00:26:54,070 --> 00:26:59,800 If I go and make another material, I want this cute eyes as a volume. 363 00:26:59,800 --> 00:27:03,350 So I don't need this cube to have the color all that. 364 00:27:03,370 --> 00:27:05,980 So I just remove this note over here. 365 00:27:06,460 --> 00:27:07,660 And I got a blank sheet. 366 00:27:08,800 --> 00:27:09,970 Then I go to. 367 00:27:11,130 --> 00:27:15,480 Volume many over here, and then I select the volume. 368 00:27:15,480 --> 00:27:18,090 Then I'll have some shade this year as well. 369 00:27:18,390 --> 00:27:23,390 For volume, I only use principal volume or volume scatter. 370 00:27:23,400 --> 00:27:24,570 You can use them both. 371 00:27:24,570 --> 00:27:27,750 It gives a pretty same result. 372 00:27:28,660 --> 00:27:30,390 I personally use all things together. 373 00:27:30,390 --> 00:27:37,620 So if I change, if I because it's simpler, if I slowly some Williams scatter, then we get this thing 374 00:27:37,620 --> 00:27:41,970 over here but we don't see volume much in the viewport shading. 375 00:27:42,060 --> 00:27:48,000 If I change it to the rendering, it is easy right now. 376 00:27:48,930 --> 00:27:49,290 All right. 377 00:27:49,940 --> 00:27:51,810 We watch what happens. 378 00:27:51,810 --> 00:28:00,980 It now makes some clouds, some kind of fog around my Suzanne. 379 00:28:01,170 --> 00:28:01,390 All right. 380 00:28:01,410 --> 00:28:05,760 And then the good thing is I can adjust these volumes. 381 00:28:05,880 --> 00:28:09,150 If I screw it up, it will be adjusted like this. 382 00:28:09,150 --> 00:28:17,280 And if I go like this, we get a seen something like this and then we have something best density on 383 00:28:17,280 --> 00:28:17,460 here. 384 00:28:17,460 --> 00:28:17,910 Over here. 385 00:28:18,330 --> 00:28:25,560 If I decrease it to something like this, we can get much less effects or here. 386 00:28:26,900 --> 00:28:32,720 And you can have more depth with just this volume. 387 00:28:32,720 --> 00:28:37,220 If I hide this volume, as you can see, it's not that much interest. 388 00:28:37,220 --> 00:28:42,770 You know, the volume, it gets so much more interesting, especially if you go to cycles, you get 389 00:28:42,770 --> 00:28:44,810 the effect much more nicely. 390 00:28:45,410 --> 00:28:49,120 The other good thing about volume is that you can change the color as well. 391 00:28:49,130 --> 00:28:54,140 So if I change the color to blue, you get the one which has the green, you get the green one. 392 00:28:54,140 --> 00:29:03,140 And the other thing is that if I change how what the color of the of my lights, I can also make changes 393 00:29:03,560 --> 00:29:07,880 in the volume of my scene and how it will look. 394 00:29:08,480 --> 00:29:08,780 All right. 395 00:29:09,140 --> 00:29:12,770 That is that is it for materials. 396 00:29:12,770 --> 00:29:14,360 I want to show you just these things. 397 00:29:14,900 --> 00:29:20,920 And in the next one, I'm going to we're going to take a look at advertisements. 398 00:29:21,290 --> 00:29:21,680 All right. 399 00:29:21,680 --> 00:29:22,850 And next time, goodbye.