WEBVTT

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Welcome to this lesson where we will finish the Bones character by adding some texture to the surface

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of his bones with something called displacement maps, we've learned about bump maps and a previous

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lesson that doesn't displace the actual geometry.

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But in this case, we want to learn about a map that will add geometry at render time.

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So it'll keep us from having to have very dense geometry in the scene, because if we go up here and

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we go to display.

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Heads up display, let me just tear this off and we can turn on Polli count and you'll get this little

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box up here of numbers and you can see that we have one hundred and sixty thousand one hundred and twenty

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eight faces.

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And this is kind of the number you want to look at when you're calculating how dense is my geometry.

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And we have one hundred and sixty thousand and you can get up to several millions of faces worth of

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faces when you have a very dense piece of geometry, like a high resolution character for film and TV.

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So to reduce the amount of faces which slows down the machine and slows down the render time, we can

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actually add geometry at render time and all that detail render time so we don't have to actually manage

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it and use it and see it in this scene, because if we start animating this with several millions worth

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of polygons, it's going to be very, very slow and the animators will not like to do that.

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And which is usually if you're a one man studio, that's yourself.

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So let's figure out how we can add some detail without adding any polygons in our scene.

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OK, so let's first add the Qader, so everything has the same kind of bone color to it, so I'm going

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to select everything.

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Just by clicking and dragging and then control shift clicking, because remember, if you if I was the

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shift, select this, it will deselected or select it.

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And to add it for sure, I want to control shifts like so it'll always be adding.

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So now we have all that selected.

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Let's right click and add a new material and we'll make a standard surface like we've done before.

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And then the color will just color pick this color here.

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So I'm going to go to color, choose the picker and pick this color.

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Now everything should be the same color as our bone am.

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I look a little different here and we can adjust that later depending on how accurate the picture was,

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but that'll get us pretty close for now.

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So we have the shader.

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Let's open up the Hypercharged and take a look at it.

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So I'll select one of the bones and I'll click this little button to map it out.

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And it's pretty basic.

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There's nothing coming in yet like textures or procedural textures.

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But take a look at this group.

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Every shader has a group once it's applied to a material sorry, once it's applied to a piece of geometry.

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And check out these two here and what we're going to be concerned with is it displacement shader?

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So let's let's take a look at what that actually means.

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But first, let's just get the shader in a good spot because it has all the default values.

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So let's turn on the Arnold render view.

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You hit play and again, you'll see that we need a light in the scene.

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So let's go to Arnold.

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Let's go to lights now.

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Let's create a physical sky.

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I want to click the dome light here and scroll down to the camera option and let's turn that the zero

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so that the actual visibility of the Sky Dome will not be visible in the render.

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We can test that here to show you the difference.

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So I'll go back to Arnold's interview and hit play.

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Now we can actually see our model.

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And if I crank up this camera now, you can begin to see the horizon and it's not really useful.

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So let's just turn it off.

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So the first thing you can see here is the fact that the reflections are very sharp.

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So let's turn up the roughness of the reflections.

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And to do that, we go into the standard surface and let's rename this to Bone.

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And let's turn up the roughest of the specular.

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So if you'll notice, the head is still has the Lambert that we use to do the three paintings, so we'll

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also need to apply this shader to it that we've been making here.

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But let's do it after the fact that we figured out all of these values so that we can just duplicate

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it out and apply it with that texture.

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So we have this material, this material and looking kind of bony has somewhat a shiniest, but it's

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also a rougher surface.

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So the specular highlights are not super sharp.

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So it's at a decent spot.

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And let's just evaluate the color here as well.

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Let's first get this material on the head and make a determination if we need to change the color.

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So I'll go to the bone and I'll say edit duplicate shading network.

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Now I'm just going to middle mouse drag this after I rename it to Bone Head and I'm taking a middle

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mouse.

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Drag this on the skull like go may or may not apply.

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If it's being finicky then you can right click down here with it.

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Select insists on material to viewport selection.

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OK, now you can see got rid of our texture, but we can go into our textures tab here and we can see

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that we have a file one, a reference file and let's just see what these are.

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So the reference files from modeling that we use to model the character and the file, one is actually

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our head shape color.

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This is our if we right.

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Click on it here.

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We can see the sample that is our head.

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So with the bonehead material selected here, let me just map these out.

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By clicking the rearranged graph button here and we can see them a little better, click the bonehead

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and its middle mouse, drag this file one onto the color.

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So real quickly, you can see that the color still isn't accurate between the texture and the shader.

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That doesn't have a texture.

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It's just a regular shader.

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But we're trying to match these two in color.

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Picking didn't work.

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So let me show you one other way to to go about matching color here between textures.

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Let's open up the UV editor, the editor, and I'm just going to dock the tool kit here.

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And select the head so that we have the texture and our viewport of the tool kit.

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Let's go to the Qader for that head and I'm just going to go to color of any of these and choose a picture.

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Now, if I hover over this, you can see I'm getting numbers here of one point eight five and point

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six five.

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So really, all we need to remember is point eight five and point six five.

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OK, so let's close this out and escape and let's select the bone material here.

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And to get to different types of values here, we can choose this and the numbers we were getting in

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were in RGB zero to one point zero.

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So we can enter these in here.

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And have the same color as the texture.

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So now you can see if we go to the Arnold interview that these two should be matching now.

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I'm going to turn on the 3-D manipulation so I can move around in the viewport of the render view,

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so now these two are matching.

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Let's give them some displacement detail and learn about displacement.

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So I'm going to zoom in here.

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And I'm going to open up the Hypercharged.

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I'm going to dock the interview here.

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Inside the hyper shade, so they can work on the material and see the render happen in real time here,

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so we have the bone selected, let's map it out and let's map in a fractal into the displacement shader

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so we know they're in the 2D textures and fractal.

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So.

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Let's move these so they're organized a little bit and just input the color and the displacement shader

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and see what happens now, it blows everything up and we need to adjust this.

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So let's open up the fractal here.

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And see it and the, uh, the appropriate aspirator on the side, right click and we can see it's just

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the default kind of things here.

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Basically what's happening is on a scale of zero to one or black and white, the displacement of Shater

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is determining should it push vertices out or in.

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And in this case, it looks like it's pushing them mostly out by quite a lot so we can adjust the color

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gain to reduce that amount of everything being displaced.

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And you can see it's kind of all coming down now.

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Because what we want is just something subtle on the surface, right, so we don't want everything to

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be.

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Displaced out a large distance, we just wanted to be very subtle just on the surface, but the problem

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we're contending with is that there's not a ton of geometry to move here if we look at the actual geometry

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that makes up this bone.

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It's not many vertices, right, so we need to figure out how to add geometry, render time.

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So to do that, let's go into the Arnold tab here of this bone shape and let's scroll down and look

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at subdivision currently set to none.

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Let's set it to Cat Clark.

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And that was just named after the type of math mortician, I believe, that figured this out.

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So as we turn that on, you can already see it has more detail.

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So let's go to none.

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And you can see there's no detail here.

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And let me just isolate this with the isolated region tool so that it updates maybe a little quicker.

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So you see there's no detail.

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Now we turn on Cat Clark and look what happens.

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We immediately get more detail.

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And let me just turn up the color gain here so you can see the difference a little more, obviously.

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So it is displacing it, but it's not very accurate, it's just a big block.

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So let's go back into the subdivision here by clicking on the piece of geometry and go into that Clark.

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You can see how much more detail is being added here because there's more geometry.

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Well, you can still see that it's kind of tearing here.

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And what we can do is increase the iterations even a couple of times.

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So now look at how much more detail there is.

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And that's actually pretty good, we might need to add a fourth.

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But three might be enough, it depends on how accurate you want this to get.

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Let's go back to the fractal shader here and just turn down the gain of this quite a bit.

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So now you can see we're adding a ton of realism at render time and we don't have to have millions of

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polygons, so you can just dial this in.

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Depending on how much displacement texture that you want, so when you get close to this thing, it'll

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have a little bit of texture to the surface and it will actually, unlike a bump map, it's actually

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displacing the silhouette.

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So if we're getting close here, we can see the silhouette is not around all the way around.

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And how this is used in modeling is typically out of a sculpting.

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This is a more intermediate type of thing to know, but out of a sculpting software.

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This is what's used to add a ton of detail like pores and things that are very fine level, even at

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a big level like scales or something like that.

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Displacement, displacement, mass will be increasingly important as you learn more about 3D.

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So what's left is to turn on this feature for every piece of geometry.

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But there's one way we can do that a lot quicker than having to click each piece as we've done, go

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to its shape tab, go to Arnold, go down here, click Kat Clark and go to four iterations, which maybe

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I'm going to just change to three for now.

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So let's select all of the go.

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And let's go to the Windows Journal editors.

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Attribute spreadsheet.

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So now we have the spreadsheet open, let's go up to the Arnol tab and let's scroll over.

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To where we can see the subdivision, so look right here, we can see a subdivision type and I subdivide

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iterations so it looks the same here, subdivision type, subdivision iterations.

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So it's this data just in a spreadsheet format and why this is important, because we can click one

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scroll to the bottom shift, click and type in Cat Clark and enter.

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So now we've turned it on for all of them and we can also turn the iterations to three.

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So I'm just going to click the bottom one, click the top one and type in three and hit enter.

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So now you can see for the one that we had last selected over here, it's done all of that.

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So we've done it for every piece of geometry.

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So if we turn on the Arnold reinterview again, then hit play, we can see that the ringer view does

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take a little more time to render it all.

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So it's something to consider when you're doing this, that it will increase the render time.

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But if you zoom in here, you'll be able to see a lot more detail.

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And if you've given your geometry the right kind of moves, the detail will be pretty similar across

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everything and consistent.

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So if we take a look at the phase, we can see that we haven't applied it yet to that.

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So let's open that up.

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Open the hybrid.

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Let's map that out.

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Let's also map it out with this bone, some just shifts, selecting these and then clicking the end

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and output's here.

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And you can see that we don't see the fractal here, so we actually need to map the groups.

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So let's map the groups out now we get the fractal.

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So let's just drag this fractal out color into the displacement group shader of the bone as well, the

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bone head.

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So now when we do that, you can see this is updating.

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And it's adding a lot more detail to the head.

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The last thing you might want to do at this model is just add a piece of geometry here so that the light

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doesn't go all the way through the nostril, so that this is actually just black.

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So let's grab a piece of geometry.

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And what it's actually we're seeing, it looks like, is this bone coming through.

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So we could there's a couple different ways we could resolve that.

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Let's take a piece of geometry.

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Just a plain.

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Let's bring it up.

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And will place it to block this piece.

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We can also put a Latisse on it to help to form it and get it out of the way, but I think this is probably

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going to be the quickest thing for us to do.

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Just increase that and going to shifts like the head and parent to the head by heading.

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So wherever the head goes, that will go with it.

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And we need to add a new type of shader here that is kind of a utility type of a thing to fix issues

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like this.

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Let's open up the Arnold render view so you can see what we're about to do.

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And the hypercharged.

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And let's right click and say, add new material and let's choose a surface shader, and this is a Miah

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shader, so it's click surface shader and the default colors blacks, that should be fine.

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But what a surface shader does is it has no reflections and nothing else pretty much.

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So we know it'll be totally black there.

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Let's turn on the Arnold our interview preview button here by hitting play and take a look at that now.

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So it looks like what this is actually showing up as is the light coming down into the skull from this

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direction.

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So it's not just this little piece of skull, but it's the entire back cavity here.

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So what we can do instead?

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Is.

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Place this in front of the eyes so that light doesn't go into the skull and it depends on however you

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want to resolve it for yourself, but this is just one way to make sure no light gets in here and that

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what we're actually seeing is going to be all black, if that's what you're going for.

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So in this lesson, we learned about displacement maps using the displacement shader for Arnold and

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what surface shaders are and how to apply the subdivision's at render time, this is kind of an advanced

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topic, but it is very, very important, very useful for any modeler.

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If you get into more advanced modeling techniques, you will use displacement maps.

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So it's very useful to know where that resides for the Arnold tab and for using the spreadsheet Ed,

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so that you can edit multiple pieces of geometry at once.

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So you're not having to select each one and go through and turn that on for each one so that that's

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it for the Bones section here, we're going to take a little look at lights and some rendering and I

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will see in the next lesson.

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Thanks for watching.
