WEBVTT

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Now that we have a good overview of what shaders are, what type of textures there are procedural and

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photographic and what that means, and we have our scene set up, let's dive into the meat of this course

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as far as shading goes and create these shaders for this Ghostbuster trap so it doesn't look all chromed

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out and crazy looking right now.

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So let's jump into this shader, which is the one that we've already created and.

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One thing I'm going to do to make our lives a little easier is to actually turn on a feature here,

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which is we can actually control the 3D view in the viewport.

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So I'm not having to constantly move this to the side and then navigate in here and then move this back

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so I can go to window 3D manipulation.

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And now you can see that I can actually rotate around in here and it will also update the viewport behind

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it so that I'm not having to switch back and forth between the two views in this course.

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So I'm going to delete the history on this so that we can get to the shader a lot quicker in the tabs

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up here.

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And the main thing that's wrong with this is, of course, the reflection.

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It's way too reflective, of course.

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Yeah, it's a metal material.

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But if you think about like a painted metal and consider the two surfaces, if you used a microscope,

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chrome piece of metal is going to be pretty smooth and a painted material is going to have all the grooves

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of the brushstroke and it's going to look a lot more rough on a microscopic level.

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That microscopic level actually impacts how the light bounces off of this surface and makes it reflect

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very accurately or more roughly.

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So you can see it's almost like a perfect mirror because we can see these reference balls in the side

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of the the object here, which we can also select individual objects from the Arnold render view.

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So with that selected, I'm also going to delete the history on that one so we can get to it a little

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easier.

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And so we want to increase the roughness and.

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That will get us pretty far.

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But we also want to make the color, you know, a lot more dark, and we've already gotten pretty far

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just with those two small adjustments.

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So the other thing to consider once we start shading things are the textures that we're going to use.

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And since we know procedural textures are pretty powerful and we don't have to go on to any other program,

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let's use those to add more detail.

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So if you look at the surface of this thing, it's pretty smooth and it looks kind of perfect.

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And any time and CG, you're always trying to fight against perfection because whenever you create a

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surface or a sphere, it's going to be perfectly round and the shaders and textures are always going

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to be perfect.

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So we want to break this up a little bit.

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And to do that, we can add up.

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There's a couple of different ways we could do it.

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We could start to add textures to these attributes by clicking the checkbox.

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The first one that we could try is a fractal on the roughness.

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So that'll break up how the surface is maybe shinier in some spots and rougher and others.

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So let's click this checkbox and we get the render node open and we can go down to fractal here.

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And this is one of the most common ones that I use.

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I rarely use pretty much anything else besides opening a file and using fractals.

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Sometimes I'll use noise, but not really.

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Ramp is also very useful, but for the most part, I don't really use any of these besides fractal.

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You can get you can get a lot out of fractal and that's what you'll learn in this lesson.

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And the next one is it's very versatile.

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So we'll click that and we can see that something happened, but we can't really tell what.

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So we need to isolate this fractal so we can actually see the texture.

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If we right.

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Click here, we can see, you know, it's black and white and there's a lot of stuff going on.

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But we can't really see that here because it's being applied to the roughness channel.

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So for us to see that we need to open up the hyper shade and the hyper shade is something new that we

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haven't opened yet.

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And it's this little button up here.

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And if we click, that will open up a new window.

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And your eye shade might look a little different because I've closed down some of the windows that I

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don't use that often.

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You could go in here and click these Xs and close down what you don't want and open them back up here.

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Like, for example, I believe I've closed down the material viewer so we could get that back and we

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could dock that in this window.

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Like so and I believe this might be closer to what the default view is, but I like to see it in the

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actual view that we're doing and we might have more materials later.

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So I just closed that one down.

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But you can get back to all those things right here and then dock them in this window if you want.

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You could also dock this in the viewport or right next to the viewport, that is.

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But for our purposes, I'm just going to leave it open so we can kind of slide this around so we can

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see everything.

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Let's let's take a look at how we can isolate the fractal here because we can't see it.

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So what we want to do is map the shader that we've created in this window here.

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And to do that, we need to have an object selected and we need to click this little button right here

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that has graph materials on selected objects.

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So we have our object selected.

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Let's graph those materials.

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So for our purposes, what we've dealt with so far has just been this object basically, and it's displaying

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all this information that we've already seen over here.

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And it's displaying in a different way.

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And we can see the input connections and the output connections.

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And it might look pretty complicated right now.

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But in reality, you've already seen all of this.

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It's just displayed a little differently over here and the attribute, Ed..

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So this is just another way to visually see this stuff and a little more quickly select different nodes.

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Each one of these things is called a node.

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And so basically the fractal is being piped into the roughness and the fractal has a 2D texture placement

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node.

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And that just basically says, hey, this texture is going to be placed on UVs in a certain way, is

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going to repeat so many times it's going to be mirrored, it's going to, you know, whatever else.

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So it looks more complicated than it is.

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And you've already seen all this information, but just in a different format.

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So don't get too overwhelmed with this view yet or ever.

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So with that selected, we can actually go to this little button and the Arnold render and isolate that

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texture, which is like a lifesaver because this is a newer thing.

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They haven't had this for forever.

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So now we can see what we're actually doing with the fractal texture.

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And if we we can turn that on and off here.

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And the main thing that we want to consider is when we piped in this fractal, you know, and it's a

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black and white image, if you notice closely here, it's actually outputting not the color, but the

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alpha, because the specular roughness will only accept one value and a color is combined of red, green

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and blue.

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So when you try to output a color, it's looking for three things to output into.

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But because roughness is of one value, we can see by the slider on the shader itself, it's not like

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the color value.

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This would have RGB, but this is a single value, right?

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Just like roughness is going to be a single value.

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So it's outputting the Alpha and the Alpha.

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If you're not familiar with images and Photoshop and all that kind of a thing, Alpha just means transparency.

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So.

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The Alpha is being interpreted as roughness, but.

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The alpha is pure white, basically, um, you know, we're looking at a black white image, but it's

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using the alpha, so it's not really doing what we want it to do.

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We want to use the color information we could map in just the AH and just choose one of these three

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channels.

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And as soon as we do that, you can see this update and now we get to see that fractal effect, the

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roughness.

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So the one disadvantage of using just a single channel is that we do not have access to kind of global

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controls to increase or decrease the this channel.

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But if we use the Alpha and we just pipe the Alpha in again, it'll go back to not being able being

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visible.

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But if we pipe that in, we actually have these alpha gain, an alpha offset controls.

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So if we use this is kind of the key here.

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Remember, this alpha is luminance.

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When I click that and that basically will say, hey, use the alpha channel or use the luminance of

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the channel for the Alpha.

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So because it's just black and white, you're basically just copying all this color information because

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there is no color.

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It's just, you know, a value from zero to one.

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It's piping that into the alpha now.

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So that's the kind of trick to do here.

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And the reason why we're using Alpha and not just the ah channel or the are the Green Channel or the

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Blue Channel is because we have these two sliders here and we can control with one control the effect

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of this texture.

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Whereas if we used the Red Channel, there is no, you know, Red Channel controller here.

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Right.

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So that's why we need to use the alpha channel for the fractal.

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And I know that might seem a little complicated, but, you know, read watch this, create this yourself,

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follow along so that you kind of ingrain this in your mind because this is going to come up again and

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again.

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And fractals are something that's used quite often.

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So you want to get comfortable with understanding why this is the case, why we're using the Alpha and,

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you know, user use the R if you want to use a G, it doesn't really matter because it's just black

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and white.

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So whatever color channel you use, that's fine.

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But then you'll get stuck into a position where you're like, you know what, I just want to Dallas

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back just a touch and then you'll be totally stuck because there is no control like that on the fractal

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note.

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And that's why we're using Alpha.

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OK, so I think that's hopefully you understand that now.

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But so look at this.

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You know, we added a ton of detail and one node.

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So if we go back, we can see that now this object doesn't look perfect like it did before.

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It looks maybe a little worn and and whatnot.

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So in this lesson, we've gone really far.

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We've learned a lot.

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We learned about the Hypercharged.

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We learned how to create a little more texture here.

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And in the next lesson, we're going to create an entirely new material and maybe tweak this fractal

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a little bit.

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But the next thing we're going to create is this brushed metal shader here that you can see in the reference.

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So I'll see you in the next lesson where we will try to create this shader.

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All right.

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Thanks for watching.
