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These are the user uploaded subtitles that are being translated: 1 00:00:05,279 --> 00:00:09,480 Before we begin with the actual project, let's optimize our Blender environment with some 2 00:00:09,480 --> 00:00:12,110 useful settings, and set up our scene. 3 00:00:12,110 --> 00:00:16,950 Firstly, opening the preferences, I'm setting the UI scale a bit bigger, just to make everything 4 00:00:16,950 --> 00:00:20,590 easier to see in the screen captures, but this is totally up to you. 5 00:00:20,590 --> 00:00:25,430 Now, if we switch to lookdev mode, which is the third shading mode at the top of the viewport, 6 00:00:25,430 --> 00:00:29,230 we can see our scene under different lighting environments that come with Blender. 7 00:00:29,230 --> 00:00:34,190 These are spherical high dynamic range images, or HDRIs for short. 8 00:00:34,190 --> 00:00:38,260 They allow a scene to be lit with natural environment lighting, captured from the real 9 00:00:38,260 --> 00:00:39,260 world. 10 00:00:39,260 --> 00:00:42,310 I'll just stick with the forest lighting. 11 00:00:42,310 --> 00:00:44,140 We can also rotate the lighting sphere. 12 00:00:44,140 --> 00:00:49,020 I found that for the wall we'll be working on, a rotation of -25 degrees for the forest 13 00:00:49,020 --> 00:00:51,559 sphere gives a nice lighting angle. 14 00:00:51,559 --> 00:00:55,499 Feel free to experiment with different lighting while working on shaders, as it gives you 15 00:00:55,499 --> 00:00:58,809 a good idea of how things will behave under different lighting conditions. 16 00:00:58,809 --> 00:01:03,170 But for the purpose of this course, I'll always be using this setup, to give a consistent 17 00:01:03,170 --> 00:01:06,340 view of the shader as it evolves. 18 00:01:06,340 --> 00:01:10,620 If we switch to rendered view, the only lighting on the cube is from the default lamp, and 19 00:01:10,620 --> 00:01:12,060 the gray background. 20 00:01:12,060 --> 00:01:16,180 That's because we didn't set up any fancier lighting for the actual render. 21 00:01:16,180 --> 00:01:20,120 In this course, we'll be setting the rendered view to Cycles, while lookdev mode always 22 00:01:20,120 --> 00:01:24,090 uses Eevee, which gives us a convenient way to switch between the two, which we'll be 23 00:01:24,090 --> 00:01:25,460 doing a lot. 24 00:01:25,460 --> 00:01:30,140 So to make the Cycles rendered view and the Eevee lookdev view consistent, let's reproduce 25 00:01:30,140 --> 00:01:31,549 the same lighting. 26 00:01:31,549 --> 00:01:33,210 Firstly, we'll need a node editor. 27 00:01:33,210 --> 00:01:38,170 Since we are not animating anything, we don't need a timeline, so let's just expand the 28 00:01:38,170 --> 00:01:42,850 timeline, and clicking on the editor mode drop-down we can turn it into a shader editor. 29 00:01:42,850 --> 00:01:46,850 I'll be using a single window layout, for the sake of the screen capture, but if you 30 00:01:46,850 --> 00:01:51,700 have multiple monitors, it can be very productive to pop an editor into a separate window, by 31 00:01:51,700 --> 00:01:54,619 Shift clicking and dragging any corner of the editor. 32 00:01:54,619 --> 00:01:56,840 This gives you much more space to work with. 33 00:01:56,840 --> 00:02:00,840 Personally, I like to have a whole window for just my 3D viewport, and use the other 34 00:02:00,840 --> 00:02:06,590 one for the controls, like the node editor, properties panel, and outliner. 35 00:02:06,590 --> 00:02:10,000 With the node editor open, we can set up the world lighting. 36 00:02:10,000 --> 00:02:13,950 For that we can switch over from the object shader to the world shader. 37 00:02:13,950 --> 00:02:18,480 The world shader gets evaluated whenever a ray doesn't hit any object and goes off into 38 00:02:18,480 --> 00:02:19,500 infinity. 39 00:02:19,500 --> 00:02:23,450 This could either be a ray coming directly from the camera, or after bouncing off an 40 00:02:23,450 --> 00:02:26,910 object. 41 00:02:26,910 --> 00:02:30,380 Here we see the that there is a background shader, which basically works the same way 42 00:02:30,380 --> 00:02:33,380 as an emission shader which we talked about before. 43 00:02:33,380 --> 00:02:35,310 Here it's emitting a gray color. 44 00:02:35,310 --> 00:02:40,180 But we want to use the same HDRI as in lookdev mode, and for that we'll need an environment 45 00:02:40,180 --> 00:02:44,180 texture node, to load in the image. 46 00:02:44,180 --> 00:02:49,199 If we switch back to lookdev for a second, and hover over the image in the HDRI selector, 47 00:02:49,199 --> 00:02:54,069 we can see the name of the texture file, which in this case is forest.exr. 48 00:02:54,069 --> 00:02:56,879 Let's remember that, and go back to rendered view. 49 00:02:56,879 --> 00:03:01,080 Now we can click the open button and browse to our Blender installation directory. 50 00:03:01,080 --> 00:03:05,379 I'm using a custom Blender installation, but you can see the standard installation directories 51 00:03:05,379 --> 00:03:08,370 for the different operating systems on the screen. 52 00:03:08,370 --> 00:03:15,140 From the directory of our Blender version, we can find the HDRIs in datafiles, studiolights, 53 00:03:15,140 --> 00:03:16,140 world. 54 00:03:16,140 --> 00:03:18,299 And there we see the forest file. 55 00:03:18,299 --> 00:03:22,510 With the texture loaded, we can just connect the Color output to the background shader. 56 00:03:22,510 --> 00:03:26,659 Now we can see the HDRI, and it's lighting the cube as well, but if we toggle between 57 00:03:26,659 --> 00:03:30,970 rendered and lookdev, an obvious difference is that in rendered mode we can actually see 58 00:03:30,970 --> 00:03:33,129 the HDRI in the background. 59 00:03:33,129 --> 00:03:37,290 This gets very distracting, so let's set it up such that it only affects the lighting, 60 00:03:37,290 --> 00:03:38,530 and not the background. 61 00:03:38,530 --> 00:03:43,870 Firstly, let's add a Mix RGB node, which allows us to blend between two different colors. 62 00:03:43,870 --> 00:03:48,121 When the factor is zero, it uses the first color fully, and when the factor is one, it 63 00:03:48,121 --> 00:03:49,970 uses the second color. 64 00:03:49,970 --> 00:03:53,450 So let's drag it all the way up, and set the color that we want for the background in the 65 00:03:53,450 --> 00:03:54,450 second socket. 66 00:03:54,450 --> 00:03:59,640 Now we are using this gray both for the background and the lighting, so we need a way to select 67 00:03:59,640 --> 00:04:01,680 which to use in each case. 68 00:04:01,680 --> 00:04:04,060 For that, we can add a light path node. 69 00:04:04,060 --> 00:04:07,950 As we talked about before, the light path node gives us information about the current 70 00:04:07,950 --> 00:04:08,950 ray. 71 00:04:08,950 --> 00:04:12,970 We want the very first socket, which outputs one if the ray is coming directly from the 72 00:04:12,970 --> 00:04:17,090 camera, and zero if it bounced off of some object first. 73 00:04:17,090 --> 00:04:20,780 So feeding this into the factor allows us to switch between the different colors when 74 00:04:20,780 --> 00:04:24,630 looking directly at the background, and when it's used for anything else, like lighting 75 00:04:24,630 --> 00:04:26,550 or reflections. 76 00:04:26,550 --> 00:04:30,400 That takes care of the background, but now if we toggle the view modes, the cube still 77 00:04:30,400 --> 00:04:34,750 doesn't look exactly the same, because we rotated the HDRI in lookdev mode. 78 00:04:34,750 --> 00:04:39,500 To reproduce the same thing in rendered mode, we can select the texture node, and in the 79 00:04:39,500 --> 00:04:44,740 N panel, under texture mapping, we can rotate the texture -25 degrees around the Z axis, 80 00:04:44,740 --> 00:04:46,650 just like in lookdev. 81 00:04:46,650 --> 00:04:50,340 Now the lighting is almost identical, but the cube is still a bit brighter in rendered 82 00:04:50,340 --> 00:04:51,370 mode. 83 00:04:51,370 --> 00:04:53,720 That's because we also have a lamp here. 84 00:04:53,720 --> 00:04:58,210 If we toggle its visibility in the outliner, we see the same brightness difference, and 85 00:04:58,210 --> 00:05:01,500 with it disabled, lookdev and rendered view are the same. 86 00:05:01,500 --> 00:05:05,500 But rather than removing the light, we can tell Blender to also take it into account 87 00:05:05,500 --> 00:05:07,030 in lookdev mode. 88 00:05:07,030 --> 00:05:11,370 If we just open the viewport shading properties, we can check Scene Lights, which enables all 89 00:05:11,370 --> 00:05:14,120 the lamps in the scene in lookdev as well. 90 00:05:14,120 --> 00:05:17,930 Now the lighting in lookdev and rendered view is fully consistent, so we can move on to 91 00:05:17,930 --> 00:05:20,669 the rest of the setup. 92 00:05:20,669 --> 00:05:24,470 When we select a node, all the links that are connected to it get highlighted. 93 00:05:24,470 --> 00:05:29,020 This is a really useful feature to see what's connected to what, but it's not very visible, 94 00:05:29,020 --> 00:05:33,440 as the highlight is white, which is very similar to the link color itself, so I like to change 95 00:05:33,440 --> 00:05:35,509 it to something more visible. 96 00:05:35,509 --> 00:05:39,321 For that, we can just open the preferences again, and switching to the Themes tab, and 97 00:05:39,321 --> 00:05:43,740 opening the Node Editor section, we can find the Wire Select color. 98 00:05:43,740 --> 00:05:48,390 I like to switch it to green, but it's up to personal preference. 99 00:05:48,390 --> 00:05:52,110 The last thing we'll need to change in the settings, is in the Add-ons tab. 100 00:05:52,110 --> 00:05:55,699 There we can search for the Node Wrangler add-on which comes packaged with Blender, 101 00:05:55,699 --> 00:05:57,319 and enable it. 102 00:05:57,319 --> 00:06:01,380 This add-on has a bunch of features that make life much easier when working with nodes in 103 00:06:01,380 --> 00:06:03,340 Blender. 104 00:06:03,340 --> 00:06:07,440 To conclude our Blender setup, let's enable the node color, and expand that section in 105 00:06:07,440 --> 00:06:09,080 the properties panel. 106 00:06:09,080 --> 00:06:13,960 This allows us to set a display color, which we will use a lot, to organize our nodes. 107 00:06:13,960 --> 00:06:18,160 We'll often want to copy the color from another node, and this feature is hidden in the arrow 108 00:06:18,160 --> 00:06:19,840 menu next to the color field. 109 00:06:19,840 --> 00:06:24,860 This is not very convenient, so to have quick access to this, let's right click, and select 110 00:06:24,860 --> 00:06:26,360 assign shortcut. 111 00:06:26,360 --> 00:06:28,750 Then we can press the key combination we want. 112 00:06:28,750 --> 00:06:34,030 Ctrl+Shift+C is a convenient shortcut that is still unused here. 113 00:06:34,030 --> 00:06:39,009 Then we can disable the node color again, as we don't need it for now. 114 00:06:39,009 --> 00:06:43,560 With the Blender configuration done, let's set up the rest of the actual scene. 115 00:06:43,560 --> 00:06:47,800 Even though the environment shader takes care of most of the lighting, the extra lamp is 116 00:06:47,800 --> 00:06:49,970 nice for some more highlights. 117 00:06:49,970 --> 00:06:52,699 Let's change it into a sun lamp, which makes it directional. 118 00:06:52,699 --> 00:06:58,259 Now, if we switch to rendered view, and mute the mix node with the M key, we can see the 119 00:06:58,259 --> 00:07:01,669 environment, and look for the sun direction, so that we can align the lamp in roughly the 120 00:07:01,669 --> 00:07:10,150 same direction. 121 00:07:10,150 --> 00:07:16,729 With that done, the cube looks very overexposed, so let's turn down the light intensity. 122 00:07:16,729 --> 00:07:19,199 That looks fine, so let's enable the mix node again. 123 00:07:19,199 --> 00:07:24,509 Now, in the render tab, we can change the render engine to Cycles. 124 00:07:24,509 --> 00:07:28,341 Now we can switch to lookdev view when we want to check the shader in Eevee, and switch 125 00:07:28,341 --> 00:07:32,389 to rendered view for Cycles, and both have the same lighting. 126 00:07:32,389 --> 00:07:36,300 Now, let's just prepare the geometry for the wall. 127 00:07:36,300 --> 00:07:39,419 Let's get rid of the cube, and add a plane. 128 00:07:39,419 --> 00:07:44,150 Then, in edit mode, let's scale it up something like ten times, and maybe scale it down to 129 00:07:44,150 --> 00:07:46,880 half that along the Y axis. 130 00:07:46,880 --> 00:07:50,470 It's important to do this in edit mode, to preserve the object scale. 131 00:07:50,470 --> 00:07:54,669 We'll cover why this is relevant in the chapter on coordinate spaces. 132 00:07:54,669 --> 00:07:58,669 We'll be using displacement in this shader, which requires us to have actual geometry 133 00:07:58,669 --> 00:08:00,020 to displace. 134 00:08:00,020 --> 00:08:03,889 So let's add a Subdivision Surface modifier and set it to simple. 135 00:08:03,889 --> 00:08:07,960 We'll need a lot of geometry, so let's set the render subdivisions to something like 136 00:08:07,960 --> 00:08:12,990 seven, and the viewport subdivisions to, say, five, just to keep it a bit faster for now. 137 00:08:12,990 --> 00:08:17,220 This still won't be enough geometry, but rather than increasing subdivisions more, which are 138 00:08:17,220 --> 00:08:21,430 dynamically calculated, let's add some more geometry in the actual mesh. 139 00:08:21,430 --> 00:08:25,669 This will speed up our render previews a bit, and allow for faster iteration. 140 00:08:25,669 --> 00:08:29,760 So in edit mode, let's add a loop cut in the middle, and subdivide the whole thing ten 141 00:08:29,760 --> 00:08:32,240 times. 142 00:08:32,240 --> 00:08:37,190 Finally, let's get the shader ready to start working. 143 00:08:37,190 --> 00:08:41,040 So switching the shader editor back to object mode, let's add the material that Blender 144 00:08:41,040 --> 00:08:43,950 had automatically created for the cube onto the plane. 145 00:08:43,950 --> 00:08:48,020 And let's just delete the Principled shader, as we don't need it for now, and this way 146 00:08:48,020 --> 00:08:51,900 we have a clean canvas to start working on. 147 00:08:51,900 --> 00:08:55,970 And to conclude the displacement setup, let's go over to the material settings, and change 148 00:08:55,970 --> 00:09:00,200 the displacement mode from Bump Only to Displacement and Bump. 149 00:09:00,200 --> 00:09:04,480 We go over what these settings do, in the Displacement and Bump Chapter. 150 00:09:04,480 --> 00:09:08,090 Lastly, let's just make sure to save the file. 151 00:09:08,090 --> 00:09:11,900 Note that you can find this file, along with the files for every chapter, in the course 152 00:09:11,900 --> 00:09:13,950 materials. 153 00:09:13,950 --> 00:09:15,910 And we're ready to begin the shading journey! 15717

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