WEBVTT

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In this lesson, we're going to talk about procedural texturing and texture, the other side of this

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door panel with a procedural texture, I'm just going to hide this light for now or actually, I can

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go to show and turn off lights.

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If I was to use control to hide the light, then in the render it would also hide it and we would have

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no lights in our scene.

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So I'm going to click this door panel and again assign a new shader by right clicking going to assign

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a material, go to Arnold tab and go down to a standard surface.

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Now in the color option, when I click this, instead of choosing a file like we did when we want to

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type in a texture, we can use really anything we could use a fractal we could use any of these.

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All of these are procedural textures.

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Right.

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And we could actually isolate these by using the texture option here, which Arnold has their own noize

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textures.

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We could use the 2D textures from Myia.

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We don't have to we're not isolated just to Arnold textures here.

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We could use anything.

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And what I want to use here is a ramp.

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So when I click a ramp and we can see that if we click and drag these top little circles, that it is

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indeed working.

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And this is a V ramp.

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So it's going up and down.

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It looks like if we click on this and go to the movie editor, which we know all about UVs now, I just

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close that.

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We can kind of see which direction it's going in.

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And the movie editor as well, we can see it's kind of going up and down here.

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And that's the V ramp.

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If you remember from the previous lessons, V is vertical, so.

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There's a couple different ways we could adjust this.

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I'm just going to delete the history on this as well, because we have a lot of history still left over

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from the previous lessons.

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And now we can get to the Shater a lot quicker, so if I go back to the ramp here.

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I can change this to a new ramp and now it's going up and down, but we want a diagonal ramp somewhere

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to choose diagonal and it's a very soft transition here.

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You can see how this is kind of a gradient.

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We can change that by going to none so that there's no interpretation between the two.

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And we're getting a little bit of us here.

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But that's just because of the viewport.

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Hopefully when we render this, that should be gone.

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And we can also check that real quick just by going into the Arnold render view and hitting play.

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And now you can see this is a very hard line as a straight line.

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So don't be deceived by what you see here.

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Exactly, because in the final render, it might be slightly different based on because this is the

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high resolution kind of render that we're going for.

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So close that down that I know that's acting in the way that I want it to.

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And I'm going to change this color to a yellow.

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I could actually.

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So I'm clicking on this selected color.

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I'm clicking on the white area here, and that'll bring up the color history.

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And I can use the picture and actually match this color here that we already have so that I'm being

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consistent.

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I can move the position with these.

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I can add new color here by clicking anywhere and it'll add another color of itself, which I could

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change if I wanted to.

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But I want to keep that the same and start repeating these pieces here so you can see how very quickly

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I can just add new lines.

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I can change the thickness of them.

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I could even animate these things positions if I wanted to, so the ramp itself would animate.

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But very quickly, you can see, you know what?

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If you change your mind, you don't have to go to a new program.

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You can procedurally change this so that it will update as you want it to.

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And so that's quite powerful.

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When you compare the two, you can also combine them in certain ways and you can do a little more advanced

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things.

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But just for now, it's important to understand the concept between using a file which is kind of baked

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down and you cannot adjust.

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And Maya.

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Right.

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It's just using this file and the difference between a procedural texture, which if you click on this

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and go to, there's all these options that we can actually change it.

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We can actually add noise to it.

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We could do all these different types of things to it.

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And I just want to show you the power of that and encourage you to explore the different procedural

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textures, the 2D textures, the fractals.

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And we're going to dig a little deeper into those in the next lessons as we refine the shape.

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But in the meantime, I'm going to encourage you to finish out the texture here one way or the other.

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And let me just show you one real quick trick.

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So I'm going to go with the procedural for this example, and I'm going to go assign it real quick.

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So I'm just going off of the assigned existing material and we're going I'm just going off the screen.

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Just a touch to get that one.

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So this is an accurate to the reference.

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They should be going in the same direction like this.

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So what I could do is actually change the moves.

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So if I open the movie, Ed.

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And I can just grab the UV tool kit and Dockett here on the side and I'm going to reduce this down so

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I can see it what's happening and we can use the transform attributes to rotate this around.

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And see where it needs to be to line up.

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So I can just drag this to try to get this to the correct.

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Length and lines that it lines up with.

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So it appears.

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That this one may get cut off at the bottom here because it's diagonal doesn't continue.

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Exactly right.

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So what we need to do is tile this image in a different way so that these will line up exactly as we

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need them.

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So want to introduce you to another component of texture's, which is the texture placement.

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If I go to the object mode, select this and we select these one of these two.

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This is basically the input and output of this node so we can go to the ramp and see its place to add

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texture here so we can see the placement of the texture.

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And instead of adjusting the IVs, we can actually adjust it from here.

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But because they're using the same.

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Texture, we can't really rotate because it rotate both of them, so we move the moves, but we still

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have this problem and that's just because it's wrapping it the wrong way, we want to mirror that.

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So now we have that one's done and it we no longer have it where it's cutting it off because it's mirroring

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the bottom instead of repeating it, because you can see what it's trying to do is start back up from

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the top, basically, and instead of repeating or sorry, mirroring the bottom.

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So we mirror the bottom, we'll get rid of that little thing.

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But so this is how we can procedurally texture the door panels to have the same file texture.

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And we can adjust this through the shader.

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We can also, you know, tweak the UVs of this thing so d line up or they don't line up.

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You know, however you want to be kind of add realism by offsetting some things a little bit, not making

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it look too perfect.

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But yeah, that's kind of a good introduction to procedural texturing.

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Why that's important.

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And we're going to look at using procedural textures more in the next lessons to add a little more realism

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to the shaders that we have already assigned.

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Thanks for watching.
