WEBVTT

00:00.120 --> 00:00.690
Welcome back.

00:00.690 --> 00:06.720
In this lesson, we're going to learn how to create this brush and metal shader that's on these panels

00:06.720 --> 00:09.060
here, you can see it in the reference.

00:09.480 --> 00:15.590
You know, this is a very subtle kind of streaking texture here.

00:16.140 --> 00:19.260
And so let's jump in and start to create it.

00:19.680 --> 00:20.100
All right.

00:20.100 --> 00:21.110
Click on the object.

00:21.120 --> 00:25.830
And actually, before we do that, let's just delete the history so we can access the tabs a little

00:25.830 --> 00:28.060
easier here, as we've done before.

00:28.110 --> 00:34.440
Let's right click go to assign the material and go to the Arnold shaders and choose a standard surface

00:34.440 --> 00:35.460
as we've done before.

00:35.880 --> 00:39.840
Let's rename this this time so it's easier to apply to the other surfaces later.

00:40.420 --> 00:41.730
Going to call this brush metal.

00:44.030 --> 00:52.340
And hit enter to make sure that is applied, let's scroll to the top here and let's turn on the Arnold

00:52.360 --> 00:54.410
reinterviews so we can see the changes we're making.

00:55.220 --> 00:58.040
We know that this I'm going to screen play here.

00:58.370 --> 01:05.000
We know that this object is metal so we can at least increase the metal to start.

01:05.810 --> 01:11.120
And there's a new concept we need to cover, which is called Anisotropy.

01:11.450 --> 01:22.130
And if you look at reference of anacetrapib reflections, they are basically saying all reflections

01:22.130 --> 01:24.230
are happening in one direction.

01:24.770 --> 01:29.480
And it's kind of like this streaky pattern in metals that happen.

01:29.780 --> 01:35.480
So that's why it's its own little, you know, control here is because that's a very specific type of

01:35.480 --> 01:37.430
metal and type of reflection that occurs.

01:37.850 --> 01:42.200
And that's that looks like what's happening here in this Ghostbuster trap.

01:42.530 --> 01:44.240
That's an anisotropy reflection.

01:44.690 --> 01:46.790
So let's increase Anisotropy.

01:47.710 --> 01:55.830
And let's increase the rotation just a little bit so we can control actually how the rotation, the

01:55.900 --> 01:57.190
rotation of the reflections.

01:57.730 --> 02:03.220
So depending on where you want that kind of highlight to occur, you can control with rotation.

02:03.680 --> 02:08.530
I'm just going to get it somewhere or you can kind of see it on a three quarter angle and.

02:09.420 --> 02:17.130
So the other thing we need to cover is these kind of bumps here, there's a long streak, bumps now.

02:17.130 --> 02:22.770
We can control that by a bump map and a bump map is exactly like what it sounds like.

02:23.130 --> 02:27.030
It is a a map or texture.

02:27.480 --> 02:30.840
Anytime you hear the word map, that means a texture, basically.

02:30.840 --> 02:38.550
Usually a bump map is basically saying take the color values from zero to one black, the black and

02:38.550 --> 02:44.820
white values, and say that zero goes in on the surface and black goes out or some other way around.

02:44.820 --> 02:45.360
Always forget.

02:46.170 --> 02:54.300
But basically it's just using that value information of black to white to say this goes in or out.

02:54.660 --> 03:02.880
And it doesn't really matter as much usually because bump maps are only on very subtle things, because

03:02.880 --> 03:07.560
bump maps do not actually deform geometry, displaced displacement maps to.

03:07.650 --> 03:09.870
And that's a different topic for another time.

03:09.870 --> 03:17.580
But but maps are only used on very small, detailed things that aren't going to change the silhouette

03:17.580 --> 03:18.240
of an object.

03:18.540 --> 03:23.640
So if we added a bump map to this and we looked at the silhouette, basically this line back here,

03:24.150 --> 03:31.170
you know, it could maybe that the bump basically fakes this effect and makes it look like new.

03:31.170 --> 03:32.340
There's these deep cuts.

03:32.340 --> 03:33.780
There are streaks in this thing.

03:34.230 --> 03:38.160
And but then when you get to the silhouette, it just still is a flat object.

03:38.160 --> 03:40.340
There's not the streaks and all go all the way to the edge.

03:40.800 --> 03:44.100
So anyway, but maps are just kind of subtle stuff.

03:44.100 --> 03:46.430
And I think that's perfect for what we're going for.

03:46.800 --> 03:53.190
So let's create about MAP by going down to geometry and clicking on the checker box here next to about

03:53.220 --> 03:53.670
mapping.

03:54.360 --> 03:55.980
And let's create a fractal.

03:56.550 --> 04:00.570
And when we first created the default, values are pretty aggressive.

04:01.230 --> 04:08.010
The bump depth is at one and that controls, you know, based on these zero to one values that we're

04:08.010 --> 04:12.570
getting from the bump value, which you can see there's something piped in here and that's going to

04:12.570 --> 04:14.550
be the fractal that we selected.

04:15.070 --> 04:15.480
Right.

04:15.480 --> 04:16.380
Click that we can see.

04:16.380 --> 04:17.880
It just looks like a normal fractal.

04:18.150 --> 04:20.520
It's not streaky like we need it, so we need to adjust that.

04:20.970 --> 04:26.790
But the amount that's being bumped here, you know, the surface looks very, very rough.

04:27.150 --> 04:30.990
But if we look at the silhouette, the silhouette is the same.

04:31.230 --> 04:33.900
You know, if we're looking down here, it's just a straight line.

04:34.260 --> 04:38.610
So that's why I'm saying the bump map is for very subtle effects.

04:38.830 --> 04:43.560
So I'm typically only using, like, point one or point zero one or something like that.

04:44.160 --> 04:47.670
So you can also see it increases render time.

04:47.910 --> 04:51.870
There's a lot more things that's having to calculate light bouncing around.

04:52.710 --> 04:55.800
So the more subtle the effect, the quicker it can go.

04:56.220 --> 05:02.670
Usually I'm just going to increase that so we can actually see the effect while we're working on it.

05:03.000 --> 05:11.880
The other thing we can do is, of course, isolate this using the isolate button here and or we can

05:11.880 --> 05:15.390
select it from the hyper sheild just to choose the fractal itself.

05:15.960 --> 05:24.000
So let's go to with the object selected here, we can click this button to graph everything out, then

05:24.000 --> 05:26.210
we can select the fractal and now we can see the fractal.

05:26.970 --> 05:29.190
So we need to figure this out somehow.

05:29.370 --> 05:38.520
And one way to kind of cheat it and hack of the nodes that we have here is by increasing the UVs in

05:38.520 --> 05:39.240
one direction.

05:39.540 --> 05:44.970
So you can see when I click that everything went dark because it's isolating something that's really

05:44.970 --> 05:45.510
not visible.

05:45.510 --> 05:51.360
This is just a node with information about the UVs for this texture, how it's going to be placed on

05:51.360 --> 05:51.900
the object.

05:52.230 --> 05:58.380
So we need to select the fractal and choose that place texture node from this tab, actually.

05:58.380 --> 06:01.380
So now it'll keep this in the Arnold render view.

06:02.010 --> 06:10.560
So if we go down here, we can see repeat UV and if we hold down command on our keyboard on a Mac and

06:10.980 --> 06:18.420
middle mouse drag on this value, we can increase or decrease that and.

06:19.490 --> 06:28.480
We can basically create these streaks ourselves with adjusting and distorting the moves for this texture.

06:29.300 --> 06:35.420
So the other thing we need to affect is the fact that, you know, these lines aren't super solid.

06:35.450 --> 06:37.510
They kind of go dark and bright.

06:37.880 --> 06:43.400
So we need to adjust the fractal and we can do that in amplitude.

06:43.400 --> 06:45.140
Even though this goes just to one.

06:45.740 --> 06:50.060
You can see the amplitude kind of controls the contrast here, even though this goes to one, you can

06:50.060 --> 06:51.410
type in new values here.

06:51.410 --> 06:53.420
So I'm going to type in like a five something big.

06:53.780 --> 07:03.950
So now you can see this definitely has a stronger effect and we can decrease the ratio as well, which

07:03.950 --> 07:06.290
is basically like how detailed this thing is.

07:07.160 --> 07:12.170
And just go way down with that, and we can also do that for the frequency.

07:12.770 --> 07:16.050
So what kind of smooth out those as well?

07:16.790 --> 07:19.970
So now we can kind of get an idea of how aggressive.

07:21.240 --> 07:24.210
You know, maybe we increase the amplitude even more.

07:24.990 --> 07:29.760
Let's just see, you know, it's, uh, who knows what the best thing to do here as.

07:32.010 --> 07:35.640
It's all just kind of experimenting, and that's what's the beauty of Arnold rendered interview and

07:36.030 --> 07:38.820
isolating these things is seeing this in real time.

07:39.120 --> 07:42.350
So I think we need a little more distortion here.

07:42.360 --> 07:46.620
So let's increase this to get some more lines going down this thing.

07:48.550 --> 07:54.580
And that looks about like the density we saw in the reference and now let's turn off the isolate and

07:54.580 --> 08:01.120
we can see we have these streaks now and we used procedural texture that we can change in real time

08:01.390 --> 08:05.370
inside of Maya, and that's super useful.

08:05.410 --> 08:07.820
This was a photographic texture we're using for a bump.

08:07.820 --> 08:12.280
It'd be really time consuming to go back and forth between Photoshop.

08:12.640 --> 08:19.090
So let's go to the bump and decrease this back down now that we can kind of see the effect it has on

08:19.150 --> 08:20.140
you, like a point one.

08:20.890 --> 08:22.660
And that looks pretty good, actually.

08:23.170 --> 08:24.790
I'm going to zoom out and.

08:25.900 --> 08:34.260
Going to apply this to the other objects, so when I click these shifts like the other one and I'm going

08:34.260 --> 08:34.650
to right.

08:34.650 --> 08:36.180
Click and go to.

08:37.690 --> 08:45.370
The assign existing material because we named it, we can easily identify it so we can see that maybe

08:45.370 --> 08:47.920
for this angle it's way too strong.

08:48.670 --> 08:51.510
This you know, this one looks right, but that one doesn't.

08:51.970 --> 08:54.030
So it could be a lot.

08:54.100 --> 08:55.390
I think it's a lighting issue.

08:56.170 --> 09:01.500
And depending on the angle of the object to light, it might affect it.

09:01.690 --> 09:09.430
Let's say that we like this for this one, for these two panels, but we don't want to change all of

09:09.430 --> 09:10.120
them together.

09:10.600 --> 09:13.650
Let's create a new shader for that front panel there.

09:13.990 --> 09:22.300
So in the shade, we can go down and see the airbrushed or sorry, the airbrushed, the brush metal

09:22.630 --> 09:24.640
and we can go to edit.

09:25.620 --> 09:32.400
Duplicate the shading network, so basically make a copy with all of the inputs and it'll create a new

09:32.400 --> 09:33.510
fractal and all that.

09:33.510 --> 09:38.370
And just so you know as well, it's keeping track of all these things you're making in each one of these

09:38.370 --> 09:38.880
tabs.

09:39.270 --> 09:41.780
So you can see fractal one, two, three, blah, blah, blah.

09:42.120 --> 09:46.770
And so you can get back to those there as well and reuse them even.

09:47.100 --> 09:50.460
You know, if you wanted to use the same fractal over and over, you could do that.

09:50.460 --> 09:52.230
But they don't cost anything.

09:52.230 --> 09:54.990
And I encourage you to, you know, use as many as you need.

09:55.140 --> 09:58.470
Now, we just need to apply this duplicated material to this one.

09:59.160 --> 10:02.860
So I'm going to middle mouse, drag it over the object and let go.

10:03.660 --> 10:08.040
So nothing change because it's the same duplicated shader.

10:08.490 --> 10:12.960
But with this object selected, I'm going to graph just that one out.

10:13.770 --> 10:23.810
And let's go to the bump and maybe reduce that down to point zero zero one and that kind of fixed it.

10:24.000 --> 10:26.640
So that was quick and easy.

10:27.150 --> 10:29.430
So that actually worked better than I thought it would.

10:30.050 --> 10:34.350
Um, so, yeah, that's how we created kind of a brush metal effect.

10:34.620 --> 10:39.000
Again, we could go in and add a fractal to the roughness.

10:39.660 --> 10:46.580
Um, I think that's definitely worth looking at or just increasing the roughness just a little bit.

10:47.190 --> 10:48.510
Let's see what that does.

10:50.150 --> 10:57.710
So you kind of see it quick and quickly get out of hand as it's trying to, Rufus's kind of spreading

10:57.710 --> 10:58.730
out the reflection.

10:58.890 --> 11:05.330
So depending on how you want to you, you know, want this to look, you can continue to adjust those

11:05.330 --> 11:09.150
settings from the attribute editor and with the hyper shade.

11:09.920 --> 11:11.480
So in this lesson, we learned a lot.

11:11.480 --> 11:17.660
We learned about bump maps mostly and how to control an isotropic reflections.

11:18.170 --> 11:22.910
And in the next lesson, we're going to continue creating the shaders for this object.

11:23.330 --> 11:24.710
And I look forward to seeing there.

11:24.890 --> 11:25.400
Thanks a lot.
