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[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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