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Original subtitles

[Music]

in this tutorial we will be adding

materials to our door

with the model from part one open move

your cursor until it's at the bottom

left of the window until it turns into a

cross and then

move it to the right in order to split

the window into two

[Music]

with the door selected make sure that

you have a material signed

to the door by clicking on the materials

tab in the properties window

and clicking new

in the left hand panel open up the

shader editor

by clicking on this button here the

shader editor allows you to use nodes

which define functions behind the scenes

which allow you to manipulate

different properties of a material based

on certain inputs

the default material is defined by two

nodes the principled bsdf

or bidirectional scattering distribution

function

and the material output in our case

we're going to delete the principled

bsdf node

this should make your door go completely

black as blender now has no information

about what the material of the door

should look like

so what should our door material look

like well if you look at the reference

image

you can see that the door is made of

wood that the colour is generally purple

or maroon

and that there are varied blobs and

streaks of colour

that are slightly lighter before we

start

making any new material nodes make sure

to rename the material to door

so that we prevent confusion later

in the shader editor press shift and a

then in the search bar find noise

texture

do it again shift in a for color ramp

and then finally shift in a and search

for glossy bsdf

the circles on the left of each node

represent inputs for that node

and the circles on the right represent

outputs by left clicking and dragging

connect the colour output from the

colour vamp node

into the colour input of the glossy bsdf

node then connect the bsdf output from

that node

into the surface input on the material

output node

this should give you a shadowy door with

colours ranging from black to white

with some reflection however this

doesn't really look that much like wood

so with the noise texture node connect

the factor output into the factor input

of the colour ramp node

the noise texture produces something

called purlin noise

which here tells blender to display

different

colors from the color vamp at different

parts of the material

the effect is this very nice cloud-like

texture

okay great now add one more slider to

the color vamp

you are of course welcome to use

whatever colors you'd like however if

you'd like to follow me exactly then

these are the position

and hexadecimal rgb values that you need

to enter

for each slider for the leftmost slider

make sure that it is in the position

0.00 and when you click on the color

click on the hex tab and then type in 1

0

0 6 0 6. the second slider should be in

position

0.541 and should have a hex

value of 150808

and finally the position of the third

slider should be 0.9

and the hex value should be 330700

okay now that the colors are right let's

adjust the noise texture properties

so we're going to put the scale to 2.8

the detail to 16 the roughness

to 0.75 and the distortion to

3. even after those changes it still

doesn't quite look like wood

so we're going to bring in some new

nodes press shift a

and then type in texture coordinate and

then shift a again

and then type in mapping

connect the object output from the

texture coordinate

into the vector input of the mapping and

then the vector output

of that into the vector input of noise

texture

we're going to use the mapping node to

squash the noise

inward so rather than looking like a

muddy cloud we actually have wood

so put the scale of x up to 15 and see

the effect that this has had

on the wood

okay that looks good however we can make

it look even better by applying a bump

map

so shift a select bump then turn the

strength down to

0.05 and connect from the noise texture

the factor

to the height of the bump map and then

from the normal output of the bump map

into the normal of the glossy bsdf

brilliant this now looks like it could

be wood

notice also that there is a certain

reflection this is given by the glossy

bsdf roughness

which you can adjust as you see fit

while this certainly is a good start

we can add a little bit more detail if

you have a look at the reference image

you can see that there are large streaks

of color that don't

seem to completely match with the rest

of the door and so we're going to add

this

as a part of our material fortunately

in order to create these large

variations of color we've actually done

most of the hard work just select all of

the nodes before the material output

then press shift d and then drag them up

so that they are separated from the

originals

connect the output of the new glossybsdf

node

into the surface input of the material

output

you should see no discernible difference

when you do this

the large streaks are slightly different

in color to the rest of the door

so for the color ramp let's change the

sliders to the following configuration

the first slider should be in position

0.523

with the hex value of 0d0505

the second slider should be at position

0.714

with a value of 150808

and the final third slider should be at

position

0.95 with a value of 330700

on the noise texture the values that you

should put in are

a scale of 0.4 a detail of 0.5

a roughness of 0.75 and a distortion

of 0.3

then on the mapping node change the

scale

in the x to 6.2 and then

in the z to 1.5

you can translate it slightly if you

want as per your preference

i'm going to translate the x coordinate

by 0.1

finally i'm going to change the

roughness of the glossy bsdf

to 0.65

we now want our material to have the

properties of both of our glossy nodes

so we're going to use a mix shader node

to do this

press shift a and type in mix shader

then drag the outputs of the glossy

nodes into the inputs of the mix shader

and then the output finally into the

surface of

the material output and then we have a

finished

material for our door

if you created a door frame earlier then

each part of the door frame should have

the same material as the door itself

so in object mode click on each part of

the frame

and then apply the door material to it

we're now going to create the brass

material of the door handle and all of

the locks

i have created a new material called

brass and then in the shader editor i

deleted the principled bsdf shader

like we did before create a glossy bsdf

shader

and a color ramp by pressing shift a and

selecting those nodes

press the plus button in order to create

a third slider in the color ramp

and then put the left slider into

position zero

and give it a color of a15400

the second slider should have a position

of 0.695

and a hex value of d79526

the third slider should have a position

of 1.00

and a hex value of ffde51

i've adjusted the factor of the color

ramp to 0.15

and then the glossy bsdf to have

roughness of 0.277

this doesn't quite yet look like brass

the colour is too dark

but we will be adding a few nodes which

will make this look much better

indeed by pressing shift a each time

create a noise texture node

a separate rgb

three math nodes with operation of

multiply

and then a combine rgb

then connect the color output of the

noise texture into the image input of

separate rgb

and then for each r g and b outputs

connect them to one of the values of the

math nodes

the output values of these should then

feed back into the inputs of the

combined rgb

let's also create a glossy bsdf node

and create a new mix shader node that

we're going to be using later

connect the glossy node to the material

output

and you should now see a rather

psychedelic ceramic effect

brass tends to have a rather green tinge

to it

and that's why we have separated out the

colour

from the noise texture into separate rgb

channels

we can use the math nodes to multiply

the

values of the red green and blue parts

of the color

in order to make everything a little bit

more green and that's what we'll do here

so in the math nodes for the one that is

fed from the r value

multiply that by two for green

multiply it by three and then finally

for blue

zero point five this has made the noise

texture ever so slightly tinged green

now let's turn our attention to the

noise texture itself

here we want to make sure that the

values are scale

of 12 a detail of 3

a roughness of 0.75 and a distortion of

0.5

turn the roughness down on the glossy

node to 0.25

and then connect the output of that into

the mix shader

along with the other glossy node then

make that output from the mix shader go

into the material output

and you'll have combined the two

together

after some experimentation i found that

the factor that works the best here

on the mix shader is 0.075

like we did with the door we can add a

little bit more realism by adding a bump

node

so shift a and type in bump

then connect the factor from the noise

texture into the height of the bump node

and then the normal should go into the

normal of the glossy node

change the values of strength to 0.03

and the distance to 0.005

you can play about with the values here

as much as you like however i'm going to

consider this brass material finished

so closing down the shader editor i'm

going to

apply this material to the handle and to

the locks

for the keyhole or the lock we want to

simulate that there is a cavity into

which a key could be placed

so to do this you should create a new

black material

delete the principled bsdf node replace

it with a glossy bsdf node

that just has the colour of black

select the faces that you want to have a

different material

and then in the materials tab make sure

to press

plus to add the new black material and

then press

assign in order to apply that to the

mesh

when you're happy with that find the

second lock

and then click the same faces in the

cavity and apply the same black material

to it

the door is now starting to look great

the final thing we have to do is create

a new material for the door hinges

in the same window configuration as

before select one of the hinges

and then go to the materials tab give it

the same

door material but then click on the

number that's next to door

this will create a copy rename this copy

into hinge

you'll see of course that this material

still has the exact same nodes

as the door material however go to the

first color ramp

and change the first slider color to

0d0d0c

at a position of 0.523

the second slider should have the color

of 171704

at a position of 0.823

and finally the third slider should have

a color of

e 5 a 1 b at a position

of 0.95

in the second color ramp below we're

going to make the sliders

have the exact same colors but at

slightly different positions

so the first slider should have a color

of 0d0d0c

at a position of 0.4

the second slider should have a color of

one seven

one seven zero four at position zero

point

six two three

and the third slider should have a color

of 5

e 5 a 1 b at a position of 0.9

you can play around with these values as

much as you want however

when you're finished simply select the

other hinges and apply the material

and congratulations this is the finished

door i think it looks pretty good

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thanks very much

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