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[Music]
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in this tutorial we will be adding
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materials to our door
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with the model from part one open move
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your cursor until it's at the bottom
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left of the window until it turns into a
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cross and then
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move it to the right in order to split
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the window into two
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[Music]
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with the door selected make sure that
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you have a material signed
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to the door by clicking on the materials
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tab in the properties window
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and clicking new
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in the left hand panel open up the
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shader editor
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by clicking on this button here the
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shader editor allows you to use nodes
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which define functions behind the scenes
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which allow you to manipulate
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different properties of a material based
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on certain inputs
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the default material is defined by two
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nodes the principled bsdf
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or bidirectional scattering distribution
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function
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and the material output in our case
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we're going to delete the principled
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bsdf node
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this should make your door go completely
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black as blender now has no information
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about what the material of the door
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should look like
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so what should our door material look
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like well if you look at the reference
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image
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you can see that the door is made of
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wood that the colour is generally purple
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or maroon
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and that there are varied blobs and
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streaks of colour
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that are slightly lighter before we
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start
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making any new material nodes make sure
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to rename the material to door
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so that we prevent confusion later
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in the shader editor press shift and a
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then in the search bar find noise
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texture
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do it again shift in a for color ramp
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and then finally shift in a and search
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for glossy bsdf
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the circles on the left of each node
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represent inputs for that node
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and the circles on the right represent
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outputs by left clicking and dragging
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connect the colour output from the
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colour vamp node
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into the colour input of the glossy bsdf
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node then connect the bsdf output from
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that node
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into the surface input on the material
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output node
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this should give you a shadowy door with
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colours ranging from black to white
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with some reflection however this
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doesn't really look that much like wood
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so with the noise texture node connect
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the factor output into the factor input
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of the colour ramp node
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the noise texture produces something
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called purlin noise
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which here tells blender to display
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different
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colors from the color vamp at different
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parts of the material
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the effect is this very nice cloud-like
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texture
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okay great now add one more slider to
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the color vamp
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you are of course welcome to use
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whatever colors you'd like however if
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you'd like to follow me exactly then
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these are the position
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and hexadecimal rgb values that you need
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to enter
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for each slider for the leftmost slider
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make sure that it is in the position
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0.00 and when you click on the color
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click on the hex tab and then type in 1
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0
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0 6 0 6. the second slider should be in
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position
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0.541 and should have a hex
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value of 150808
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and finally the position of the third
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slider should be 0.9
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and the hex value should be 330700
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okay now that the colors are right let's
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adjust the noise texture properties
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so we're going to put the scale to 2.8
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the detail to 16 the roughness
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to 0.75 and the distortion to
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3. even after those changes it still
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doesn't quite look like wood
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so we're going to bring in some new
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nodes press shift a
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and then type in texture coordinate and
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then shift a again
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and then type in mapping
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connect the object output from the
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texture coordinate
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into the vector input of the mapping and
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then the vector output
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of that into the vector input of noise
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texture
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we're going to use the mapping node to
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squash the noise
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inward so rather than looking like a
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muddy cloud we actually have wood
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so put the scale of x up to 15 and see
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the effect that this has had
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on the wood
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okay that looks good however we can make
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it look even better by applying a bump
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map
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so shift a select bump then turn the
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strength down to
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0.05 and connect from the noise texture
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the factor
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to the height of the bump map and then
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from the normal output of the bump map
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into the normal of the glossy bsdf
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brilliant this now looks like it could
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be wood
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notice also that there is a certain
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reflection this is given by the glossy
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bsdf roughness
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which you can adjust as you see fit
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while this certainly is a good start
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we can add a little bit more detail if
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you have a look at the reference image
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you can see that there are large streaks
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of color that don't
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seem to completely match with the rest
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of the door and so we're going to add
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this
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as a part of our material fortunately
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in order to create these large
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variations of color we've actually done
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most of the hard work just select all of
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the nodes before the material output
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then press shift d and then drag them up
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so that they are separated from the
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originals
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connect the output of the new glossybsdf
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node
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into the surface input of the material
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output
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you should see no discernible difference
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when you do this
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the large streaks are slightly different
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in color to the rest of the door
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so for the color ramp let's change the
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sliders to the following configuration
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the first slider should be in position
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0.523
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with the hex value of 0d0505
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the second slider should be at position
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0.714
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with a value of 150808
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and the final third slider should be at
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position
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0.95 with a value of 330700
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on the noise texture the values that you
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should put in are
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a scale of 0.4 a detail of 0.5
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a roughness of 0.75 and a distortion
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of 0.3
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then on the mapping node change the
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scale
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in the x to 6.2 and then
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in the z to 1.5
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you can translate it slightly if you
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want as per your preference
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i'm going to translate the x coordinate
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by 0.1
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finally i'm going to change the
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roughness of the glossy bsdf
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to 0.65
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we now want our material to have the
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properties of both of our glossy nodes
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so we're going to use a mix shader node
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to do this
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press shift a and type in mix shader
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then drag the outputs of the glossy
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nodes into the inputs of the mix shader
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and then the output finally into the
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surface of
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the material output and then we have a
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finished
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material for our door
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if you created a door frame earlier then
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each part of the door frame should have
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the same material as the door itself
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so in object mode click on each part of
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the frame
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and then apply the door material to it
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we're now going to create the brass
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material of the door handle and all of
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the locks
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i have created a new material called
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brass and then in the shader editor i
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deleted the principled bsdf shader
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like we did before create a glossy bsdf
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shader
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and a color ramp by pressing shift a and
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selecting those nodes
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press the plus button in order to create
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a third slider in the color ramp
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and then put the left slider into
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position zero
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and give it a color of a15400
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the second slider should have a position
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of 0.695
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and a hex value of d79526
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the third slider should have a position
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of 1.00
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and a hex value of ffde51
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i've adjusted the factor of the color
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ramp to 0.15
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and then the glossy bsdf to have
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roughness of 0.277
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this doesn't quite yet look like brass
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the colour is too dark
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but we will be adding a few nodes which
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will make this look much better
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indeed by pressing shift a each time
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create a noise texture node
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a separate rgb
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three math nodes with operation of
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multiply
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and then a combine rgb
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then connect the color output of the
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noise texture into the image input of
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separate rgb
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and then for each r g and b outputs
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connect them to one of the values of the
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math nodes
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the output values of these should then
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feed back into the inputs of the
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combined rgb
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let's also create a glossy bsdf node
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and create a new mix shader node that
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we're going to be using later
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connect the glossy node to the material
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output
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and you should now see a rather
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psychedelic ceramic effect
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brass tends to have a rather green tinge
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to it
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and that's why we have separated out the
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colour
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from the noise texture into separate rgb
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channels
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we can use the math nodes to multiply
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the
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values of the red green and blue parts
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of the color
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in order to make everything a little bit
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more green and that's what we'll do here
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so in the math nodes for the one that is
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fed from the r value
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multiply that by two for green
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multiply it by three and then finally
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for blue
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zero point five this has made the noise
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texture ever so slightly tinged green
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now let's turn our attention to the
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noise texture itself
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here we want to make sure that the
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values are scale
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of 12 a detail of 3
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a roughness of 0.75 and a distortion of
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0.5
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turn the roughness down on the glossy
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node to 0.25
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and then connect the output of that into
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the mix shader
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along with the other glossy node then
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make that output from the mix shader go
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into the material output
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and you'll have combined the two
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together
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after some experimentation i found that
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the factor that works the best here
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on the mix shader is 0.075
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like we did with the door we can add a
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little bit more realism by adding a bump
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node
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so shift a and type in bump
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then connect the factor from the noise
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texture into the height of the bump node
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and then the normal should go into the
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normal of the glossy node
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change the values of strength to 0.03
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and the distance to 0.005
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you can play about with the values here
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as much as you like however i'm going to
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consider this brass material finished
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so closing down the shader editor i'm
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going to
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apply this material to the handle and to
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the locks
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for the keyhole or the lock we want to
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simulate that there is a cavity into
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which a key could be placed
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so to do this you should create a new
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black material
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delete the principled bsdf node replace
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it with a glossy bsdf node
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that just has the colour of black
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select the faces that you want to have a
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different material
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and then in the materials tab make sure
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to press
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plus to add the new black material and
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then press
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assign in order to apply that to the
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mesh
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when you're happy with that find the
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second lock
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and then click the same faces in the
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cavity and apply the same black material
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to it
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the door is now starting to look great
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the final thing we have to do is create
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a new material for the door hinges
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in the same window configuration as
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before select one of the hinges
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and then go to the materials tab give it
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the same
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door material but then click on the
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number that's next to door
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this will create a copy rename this copy
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into hinge
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you'll see of course that this material
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still has the exact same nodes
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as the door material however go to the
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first color ramp
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and change the first slider color to
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0d0d0c
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at a position of 0.523
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00:14:28,399 --> 00:14:34,320
the second slider should have the color
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of 171704
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at a position of 0.823
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and finally the third slider should have
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a color of
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00:14:43,440 --> 00:14:50,560
e 5 a 1 b at a position
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of 0.95
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in the second color ramp below we're
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going to make the sliders
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have the exact same colors but at
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slightly different positions
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so the first slider should have a color
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of 0d0d0c
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at a position of 0.4
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the second slider should have a color of
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one seven
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00:15:16,079 --> 00:15:19,839
one seven zero four at position zero
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point
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six two three
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and the third slider should have a color
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of 5
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00:15:26,480 --> 00:15:33,040
e 5 a 1 b at a position of 0.9
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you can play around with these values as
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much as you want however
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when you're finished simply select the
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other hinges and apply the material
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and congratulations this is the finished
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door i think it looks pretty good
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if you liked this video then please do
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00:15:52,240 --> 00:15:55,680
press the like button
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00:15:53,519 --> 00:15:57,360
and otherwise subscribe so you can keep
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00:15:55,680 --> 00:15:58,079
up to date with new tutorials as they
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00:15:57,360 --> 00:16:04,480
come out
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thanks very much26319
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