WEBVTT

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Now that we have our oves done, we're going to take a look at shading, texturing and lighting and

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we're going to kind of jump back and forth between all of these because they're all related in some

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way, shape or fashion.

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So in this lesson, let's take a look at shading.

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I have the Ghostbuster trap here.

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And as always, if we take a look at the reference, we can see that the materials it's made of are

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metal.

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It looks like there's a painted black metal.

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And then there's this kind of maybe brushed metal that has these streaky reflections in it.

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And then there's maybe stickers or something on the top.

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But pretty much it's a metal material all the way around for the most part.

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So let's take a look how we can create a basic metal shader inside Maya.

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So if we select this object, we can create a new material by right.

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Clicking and going down to assign new material.

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But before we get started, I also want to explain how to begin to think about this stuff, because

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it's one thing just to show you the buttons to press, but it's another thing to understand the reason

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behind this.

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So when we start thinking about shading, we need to consider the physical properties of material.

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We need to start thinking like material scientists and a physicist, how light interacts with surfaces

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in different types of materials.

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A rubber tire looks different than a nice glossy finish to the car itself or the window.

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So we need to start to think about why do those materials behave that way and what properties they have

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that make them behave that way.

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The first thing we need to do before we start assigning those materials is making sure that we have

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Arnold loaded in.

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So we go down to Windows settings and preferences, plug and manager and scroll down to.

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The M to a bundle and to a just means Miha to Arnold, and Arnold is a rendering engine and basically

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there are different types of rendering engines.

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Mine used to have one called mental ray and that shipped with it.

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And now they've forgotten that one.

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And now they're using Arnold and their software.

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And you can also buy different types of renderers like V is something you might hear about RenderMan

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as something that Pixar made.

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And so there's all these different types of renders and they interpret light and surfaces differently.

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But basically they're all physically based renderers, meaning they tried to recreate the physics that

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we see in the real world.

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So this one is made by a solid angle.

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That's why it says Sottile.

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A solid angle is the company that makes Arnold.

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So we have that loaded now.

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So we're going to have the correct options that we need when we go to right.

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Click and say a sign of material.

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We're going to have the Arnold options available to us now.

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So we click on Shater, we can see that we can get the A.I. standard surface.

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And this is basically the one we're going to use the most.

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Arnold tries to condense everything you need into one shader.

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If you want to see the history of shaders, you can kind of look at the Miah shaders.

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If we go to the surfaces there, we can see and isotropic Blende, Lambert, Fong, Fong, e all of

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these shaders are kind of an evolution of what was created in 3D and they're named after the scientists

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that created them.

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So the evolution is such that we are now using Arnold.

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And the reason why I want to try to teach the why behind these is because this is going to change in

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the future.

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There's going to be a new renderer that comes out or they're going to change the one that's in my and

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you're going to have to adapt.

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This is part of learning.

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3D is always staying on top of what's current because I started with mental ray and that no longer exists.

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So I had to learn Arnold.

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So again, if we click on the object right, click and go down to assign new material, we get all of

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these options and we can isolate them by selecting them in the left side menu and we can see only the

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Arnold shaders.

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And so we want the A.I. standard service.

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When we click that, we can see we get a little more options here that takes over the screen and we

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can just reduce that down.

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And if we look at all of these A.I. standard surface attributes, we can see each one and they're kind

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of self-explanatory.

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Arnold has a lot of good documentation on this, but for the most part they mean what they say they

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mean.

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So the overall colour is going to be controlled by the base colour here.

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And and this is where you start thinking about the physical attributes of the material.

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So, for example, specular, something you may have never heard of is Ioana or incidents of refraction.

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This is an actual scientific no.

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You can look up for different types of materials so you can actually click on this and get different

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types of incidences of refraction.

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And this is usually dealing with more transparent materials like you can see here.

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But for our purposes, we can just leave it on one point five two, or we can choose something like

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plastic, something that's not going to have a ton of instances of refraction.

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So the roughness is like what it sounds.

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It's going to make a specular highlight be kind of rough and diffuse.

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If this is low, the specular highlight will be very sharp.

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So just start to think about those types of things and consider also the presets that we have up here

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to get you started.

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If you click on The Presets, you can get all these different types of presets, brush, metal and all

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these different types of things that we can use to get a good start.

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And then we can actually use this to kind of see what does Arnold use by default to show this type of

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a thing.

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We can also save our own presets here and use them for later and they will be down here.

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So let's just use brush metal and I'm going to click replace, which is just off the screen here.

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I can show that real quick.

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If we click presets.

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We can use brush metal and we can choose how much to blend with our current settings.

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I'm just going to replace everything and see where it gets us so we can see what it did.

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It changed metal allness all the way up to one.

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So this is a metal object.

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The weight is all the way to one and the color is kind of middle here.

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We might need to change that later.

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So let's just isolate this object and let's render it.

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If we render this thing, we aren't going to be able to see it.

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So we first need to add some lights.

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So in the next lesson, we're going to add some lights and learn how to adjust this material a little

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bit further.

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Thanks for watching.
