WEBVTT

00:00.150 --> 00:04.590
In this lesson, we're going to take the knowledge that we've learned so far and put it to use to add

00:04.590 --> 00:06.390
some more details of the Ghostbuster trap.

00:06.950 --> 00:08.640
We take a look at the Arnold Run interview.

00:08.940 --> 00:14.700
We can see that the brush metal that we made is pretty standard.

00:14.700 --> 00:15.870
It's pretty clean.

00:16.350 --> 00:18.750
There's no rough marks on it.

00:18.750 --> 00:24.180
And it looks like this Ghostbuster trap has never been used to actually catch ghosts.

00:24.450 --> 00:28.620
So let's add a little more detail to this brush metal.

00:28.710 --> 00:34.460
We're going to do that by adding a new shader to this with using a 3D paint as a mask.

00:34.830 --> 00:37.040
So let's first create the 3-D paint.

00:37.410 --> 00:40.770
So let's open up the Hypercharged so we can keep track of what we're doing here.

00:41.160 --> 00:47.190
I'm clicking the little hypercharged button up here that should pop open and we can see our brush metal

00:47.190 --> 00:50.230
here and we have to.

00:50.280 --> 00:56.240
So if you remember, we made one for this panel and then these two have different kinds.

00:56.670 --> 01:01.910
So if we click this little button here, we can map it out and see that it's the original brushed metal.

01:02.490 --> 01:07.470
So let's leave that up and let's also create a Lambert.

01:07.890 --> 01:12.870
And any time we're in the Hypercharged, we we can create new materials and, you know, they're not

01:12.870 --> 01:13.770
applied to anything yet.

01:13.770 --> 01:15.330
So we still have to apply them.

01:15.690 --> 01:22.950
But let's select the object and we can either middle mouse drag it and let go over on top of it, or

01:22.950 --> 01:27.380
we can right mouse click and go to assign material to a viewport selection.

01:27.840 --> 01:29.640
And when we let go, it'll be assigned.

01:29.640 --> 01:34.650
And the reason why we're doing this right now is because we're going to do some three painting like

01:34.650 --> 01:35.940
we did in the previous lesson.

01:36.240 --> 01:41.100
But of course, it only works on the Miah shader, so we need to apply my shader before we do it.

01:41.490 --> 01:50.880
So let's click the three paint tool and we need to, of course, assign the texture to it.

01:50.880 --> 01:54.620
And for KS, fine and JPEG is OK.

01:54.960 --> 01:56.370
So now we can start painting.

01:56.820 --> 02:05.970
Let's first flooded with a color, let's go to a white color and we'll just flood that paint and then

02:05.970 --> 02:08.370
let's do a black because we're going to create a mask.

02:08.370 --> 02:10.200
So we want black and white values.

02:10.200 --> 02:12.240
Basically that's all we need.

02:12.240 --> 02:13.260
We don't need any color.

02:13.680 --> 02:17.700
And we're going to take a look at this section here.

02:17.700 --> 02:23.100
We can click the folder and it should go right to your brush shapes folder.

02:23.400 --> 02:30.180
And if we can preview them, we can see there's all these different types of kind of stencils that we

02:30.180 --> 02:30.990
could be using.

02:31.260 --> 02:42.000
So we're going to use this for the to create a mask here so that when we paint, it looks a little more

02:42.000 --> 02:42.630
organic.

02:42.840 --> 02:48.320
So this is a new kind of part to this same tool that we're getting familiar with.

02:48.690 --> 02:51.540
So I've got black, I've got the paint turned on.

02:51.750 --> 02:52.890
We've assigned the thing.

02:52.890 --> 02:54.750
So now I can start painting.

02:55.320 --> 03:01.650
And what I'm looking to do is add rust to certain areas.

03:02.010 --> 03:09.180
And right now this black area is going to reveal a new shape that we're going to make with a mix shader.

03:09.750 --> 03:14.760
So let's take a second and paint some rust where we want rust on this panel.

03:40.560 --> 03:46.680
So now that we have where we want the rest to show we can save this texture out like we did previously

03:46.680 --> 03:57.180
by clicking the save texture button, and now that we have that texture, we can reapply the material

03:57.180 --> 04:02.160
from the hyper shade and we can do a lot of work from the shade itself now.

04:02.530 --> 04:07.260
So let's bring that brush medal in the original material that we had.

04:10.100 --> 04:18.780
Let's get a to focus in on everything that's we have so we currently have this texture that we just

04:18.780 --> 04:22.140
created, we can see that because it's a part of the Lambert.

04:22.140 --> 04:27.840
If we map out the Lambert, we can see that there is a texture going into the color.

04:28.380 --> 04:30.120
So we see our color color.

04:30.420 --> 04:32.850
So we know that this is the actual file.

04:33.150 --> 04:39.660
If we click on it and go to the OR we can actually see that right clicking here and we can see it populate

04:39.660 --> 04:41.470
in the sample area here.

04:41.970 --> 04:47.580
So now we know this is the file that we want, but we want it to apply on the brush metal, but not

04:47.580 --> 04:48.990
necessarily to the brush metal.

04:49.000 --> 04:51.420
We want to mix in a different shader.

04:51.700 --> 04:54.060
So let's go about making that rust shader first.

04:54.360 --> 04:57.090
So let's apply a new shader that's going to be our rush shader.

04:57.090 --> 05:02.890
We'll go assign new material and we'll go down to the Arnold shaders and pick a standard surface.

05:03.300 --> 05:05.790
So it's going to bring it in here in the hypothecate as well.

05:05.790 --> 05:11.460
And we can just map this out and let's first create the color that we want.

05:11.460 --> 05:13.500
Let's make it like a brown type of a color.

05:17.000 --> 05:21.110
And now let's open up the Arnold Render review so we can see the changes that we're making in real time

05:21.430 --> 05:25.040
that play on the play button here so we can see we kind of pretty basic, Qadar.

05:25.040 --> 05:29.510
It's just a brown shader and we want to add some bump to it.

05:29.510 --> 05:34.280
So let's create a bump map by clicking the checker box and go to the noise tab.

05:34.700 --> 05:39.560
And if we zoom in, we can kind of see there's some noise starting to happen.

05:39.560 --> 05:40.490
But it's really big.

05:40.490 --> 05:41.540
It's really spread out.

05:41.550 --> 05:46.580
So let's go into the bump itself and increase the ratio.

05:49.960 --> 05:56.450
And let's increase the frequency ratio as well, and as we do that, you can see a change here so we

05:56.450 --> 06:01.790
can right click and get a sample and we'll have to refresh that more as we update it.

06:02.040 --> 06:09.350
So I'm just reducing the amplitude so that it's all kind of evenly noise distributed here.

06:09.890 --> 06:18.610
And it's looking pretty good so far, but it looks like we might have gone too strong on the noise potentially.

06:19.070 --> 06:23.060
Let's go back into the bump map and change that to point five.

06:24.440 --> 06:26.120
So that reduces it down a little bit.

06:26.120 --> 06:30.110
And it might also be the reflections are throwing us off.

06:30.140 --> 06:31.040
So let's go back.

06:31.280 --> 06:35.540
I'm just clicking these buttons to go in and out of the shader.

06:35.540 --> 06:40.850
We could also click the different parts of it from the hyper shade to navigate around.

06:40.850 --> 06:46.700
So I'm going back to the shader here and let's take a look at the specular.

06:46.970 --> 06:52.160
Let's increase the roughness, because if we think about rust, rust is pretty rough.

06:52.730 --> 06:54.590
So now that's looking a lot better.

06:55.610 --> 07:00.260
And we could even apply a fractal to this rust if we wanted.

07:01.430 --> 07:07.250
But for right now, let's just leave it as it is and we can come back to it if we'd like.

07:07.740 --> 07:17.600
So we have the rust and we have the bump map here that gives it some texture.

07:18.410 --> 07:20.300
Let's maybe increase that just a little bit.

07:27.670 --> 07:34.180
So how do we combine the two shaders, we have this Shater and we have that Shater, so there's a new

07:34.180 --> 07:40.570
node called the mixed node and if we type in EHI, it'll bring up all the Arnold shaders.

07:40.990 --> 07:49.090
And if we type in A.I.M., it'll bring up the I mix shader here.

07:49.390 --> 07:54.460
You can also get to it just from going into the shader options and just kind of scrolling down on Arnold

07:54.460 --> 07:54.750
here.

07:55.240 --> 07:58.040
So if we scroll down, we can see Amik shader.

07:58.840 --> 08:03.340
So now let's apply this to the object.

08:03.670 --> 08:04.900
I'll select it and.

08:04.900 --> 08:05.230
Right.

08:05.230 --> 08:06.280
Click and say.

08:09.510 --> 08:15.570
And right click and say assigned material to viewport selection, and you can see it's just kind of

08:15.570 --> 08:17.370
black because there's nothing going into it.

08:17.730 --> 08:20.400
If we look at the shader here and that be.

08:20.570 --> 08:23.640
Ed, it's asking for two Qader should or one or two.

08:23.880 --> 08:28.530
And the mix wait is at point five, which means it's going to blend between these two shaders, but

08:28.530 --> 08:30.060
they're currently empty, so we need to fill them.

08:30.480 --> 08:35.670
So we have the standard surface here, which we're going to call the rust.

08:35.670 --> 08:37.020
So it's labeled rust.

08:40.450 --> 08:47.860
And let's select the mix, Qader and a middle mouse drag the rust into Qader one and now you can see

08:48.100 --> 08:49.750
it's back to how he had it.

08:51.520 --> 08:53.100
So let's bring in the brush metal.

08:53.410 --> 08:56.380
We have the brush metal up here somewhere.

08:56.500 --> 08:59.050
Or maybe we got rid of it so that we can just bring it in here.

08:59.650 --> 09:00.480
Brush metal.

09:00.490 --> 09:03.100
We can just minimize, drag it from there and let go.

09:04.420 --> 09:11.020
So now it's just mixing 50/50 so we can drag this and see it go from one to the other.

09:11.650 --> 09:15.090
But if you remember, we have that texture, so let's use it.

09:15.340 --> 09:17.650
We painted it here.

09:17.650 --> 09:21.550
So let's middle mouse drag the texture into the mix weight.

09:22.330 --> 09:23.440
And as soon as we do that.

09:25.870 --> 09:33.670
We should get a change here and not a lot happened, so let's look at why that might be.

09:36.650 --> 09:42.170
First, it could be because we swapped our values white for black, but also it could be because the

09:42.170 --> 09:44.230
blacks aren't black enough that we painted.

09:44.570 --> 09:50.630
So let's if you remember from a previous lesson, the alpha is luminance is really important, because

09:50.630 --> 09:57.650
if you look at what's actually getting piped in here to the mix, it is the let's let's organize this

09:57.650 --> 09:58.460
a little bit better.

10:01.880 --> 10:07.430
You can click this rearranged button to kind of sort everything out a little bit better, so it's this

10:07.430 --> 10:08.750
little arrow button here.

10:09.890 --> 10:13.560
So now so now we can get a better look at what's going into the mix.

10:13.580 --> 10:16.310
We can see it's the alpha that's actually going into the mix.

10:16.310 --> 10:22.220
And if you remember from previous lesson, the Alpha, there is no alpha here.

10:22.220 --> 10:23.600
It's just black and white.

10:23.600 --> 10:27.860
So we need to tell it that the black and white value is the alpha.

10:28.100 --> 10:31.540
Or we could just map in one of the three channels here.

10:31.820 --> 10:35.150
So if we do that, we can just kind of circumvent the alpha thing.

10:35.150 --> 10:40.380
And now we can see the painting that we did is revealing the rust shader beneath it.

10:40.880 --> 10:50.300
So, again, the advantage of using the Alpha is that we have these alpha color balance sliders here

10:50.300 --> 10:56.930
so that if we choose Alpha is luminance, we get back to the same result that we just had.

10:56.930 --> 10:59.920
If we were just piping in one of the red, green or blue channels.

11:00.620 --> 11:07.060
So now that it's alpha, we can increase this or decrease this with the alpha gain and the alpha offset.

11:07.850 --> 11:09.100
So that's pretty helpful.

11:09.320 --> 11:14.660
But let's say maybe this doesn't go far enough and we want it to affect it even more.

11:15.020 --> 11:18.770
We could add a color, correct note.

11:19.550 --> 11:24.740
We can click on the shader here under Arnold and get to the color.

11:24.740 --> 11:25.580
Correct note.

11:25.940 --> 11:31.910
If we click that, it'll load it in and we can just pipe in the alpha from this

11:34.250 --> 11:40.670
image into the color correct node and now the alpha into the mix.

11:40.970 --> 11:45.680
So we're just kind of putting this in the middle of that stream there.

11:45.680 --> 11:50.450
So now it has to go through the color correct node so that now with the color correct node, we have

11:50.450 --> 11:52.040
all these different options.

11:52.040 --> 11:53.900
Now, we could change the gamma.

11:55.550 --> 12:00.560
Which if we piped in the Red Channel, this would be red, this would be green, this would be blue.

12:00.560 --> 12:05.030
So this would be a way if we did pipe in the Red Channel that we could actually affect that.

12:05.600 --> 12:12.100
And so we can increase the alpha gain or alpha offset here as well.

12:12.530 --> 12:16.730
So that's another level of adjustment that we could have.

12:17.150 --> 12:20.240
So that's how you add more detail and realism with the mix shader.

12:20.480 --> 12:22.210
Thanks for watching and I'll see you in the next lesson.
