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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,230 --> 00:00:01,460 - [Zach] In this video, let's have a look 2 00:00:01,460 --> 00:00:06,190 on how to use the cubic worlds shader to color our objects. 3 00:00:06,190 --> 00:00:10,160 So here I opened up the basic scene preset file 4 00:00:10,160 --> 00:00:13,230 and I selected the props collection over here 5 00:00:13,230 --> 00:00:14,560 and let's just drag 6 00:00:14,560 --> 00:00:17,860 and drop the cube bottom from our asset library 7 00:00:17,860 --> 00:00:21,150 into the scene here. Press alt G to recenter this. 8 00:00:21,150 --> 00:00:23,260 I have the rendered viewport shading enabled. 9 00:00:23,260 --> 00:00:24,110 And as you can see 10 00:00:24,110 --> 00:00:27,390 we have this light gradient here on this cube already 11 00:00:27,390 --> 00:00:30,250 because all the objects here in my asset library 12 00:00:30,250 --> 00:00:33,800 are using the cubic worlds shader already 13 00:00:33,800 --> 00:00:34,910 the cubic worlds shader. 14 00:00:34,910 --> 00:00:35,990 If I quickly go over 15 00:00:35,990 --> 00:00:39,910 to the shading workspace is nothing else than a node group 16 00:00:39,910 --> 00:00:41,460 which I set up over here. 17 00:00:41,460 --> 00:00:45,010 That means let's press control space to full screen 18 00:00:45,010 --> 00:00:46,400 the shader editor over here. 19 00:00:46,400 --> 00:00:49,180 And if I select this press tab, you can see 20 00:00:49,180 --> 00:00:51,580 we have a look inside this node group. 21 00:00:51,580 --> 00:00:54,750 This are just a bunch of nodes connected to each other. 22 00:00:54,750 --> 00:00:57,070 And if you know a bit about nodes already 23 00:00:57,070 --> 00:00:59,650 this setup is not even complicated. 24 00:00:59,650 --> 00:01:01,070 By the way, in this chapter here 25 00:01:01,070 --> 00:01:04,280 you will also find an optional bonus video where I go 26 00:01:04,280 --> 00:01:06,430 over on how I set this up in detail. 27 00:01:06,430 --> 00:01:09,240 However, this should not be part of this video here. 28 00:01:09,240 --> 00:01:12,593 I just want to show you a how to use this shader here 29 00:01:12,593 --> 00:01:14,500 with all these settings over here 30 00:01:14,500 --> 00:01:17,860 which is basically all you need to color everything 31 00:01:17,860 --> 00:01:19,500 in the cubic world scene. 32 00:01:19,500 --> 00:01:22,140 I wanted to make the shading process 33 00:01:22,140 --> 00:01:24,260 coloring everything as simple 34 00:01:24,260 --> 00:01:26,750 as creating the cubic worlds assets. 35 00:01:26,750 --> 00:01:28,690 So we don't need any textures. 36 00:01:28,690 --> 00:01:30,490 We don't need anything else. 37 00:01:30,490 --> 00:01:32,556 We just need this one shader here, 38 00:01:32,556 --> 00:01:35,690 which we can use again, and again. 39 00:01:35,690 --> 00:01:37,800 let's quickly remove this material here. 40 00:01:37,800 --> 00:01:38,890 Let's create a new one. 41 00:01:38,890 --> 00:01:40,780 Let's delete the principled shader. 42 00:01:40,780 --> 00:01:44,150 And if you want to add this shader here to any material 43 00:01:44,150 --> 00:01:48,330 simply press shift A go to group and click on CW shader 44 00:01:48,330 --> 00:01:51,620 and then connect for example, that diffuse to the surface 45 00:01:51,620 --> 00:01:53,400 or you can also do it over here 46 00:01:53,400 --> 00:01:56,600 in the properties editor in the material tab under surface 47 00:01:56,600 --> 00:02:00,800 simply go to group here and click on CW, shader diffuse. 48 00:02:00,800 --> 00:02:02,490 So that means we don't have to stay 49 00:02:02,490 --> 00:02:05,780 in the shading workspace over here to change the shader. 50 00:02:05,780 --> 00:02:08,760 We can also do it over here, which we also have access 51 00:02:08,760 --> 00:02:10,990 to in the creating workspace over here. 52 00:02:10,990 --> 00:02:12,990 So whenever we create an asset 53 00:02:12,990 --> 00:02:15,950 we can do some quick changes over here. 54 00:02:15,950 --> 00:02:19,100 So on this very special default cube 55 00:02:19,100 --> 00:02:22,170 let's have a look on what these settings are doing. 56 00:02:22,170 --> 00:02:25,500 Maybe let's go over to the material preview workspace. 57 00:02:25,500 --> 00:02:28,660 Then we can see the effects on the object a bit better. 58 00:02:28,660 --> 00:02:30,670 First of all, we have the base color where 59 00:02:30,670 --> 00:02:33,270 we can change the color of the object. 60 00:02:33,270 --> 00:02:36,100 Then we have the random color here, but this only works 61 00:02:36,100 --> 00:02:38,860 if we increase the random value here 62 00:02:38,860 --> 00:02:40,900 I would recommend two increases to one. 63 00:02:40,900 --> 00:02:42,960 Then we can set up a different color here, 64 00:02:42,960 --> 00:02:44,330 like a green tone 65 00:02:44,330 --> 00:02:46,990 and then each time you duplicate this object 66 00:02:46,990 --> 00:02:49,850 or each time you're using the same material 67 00:02:49,850 --> 00:02:50,683 on different objects, 68 00:02:50,683 --> 00:02:54,100 each of these objects will have a different mix 69 00:02:54,100 --> 00:02:56,010 value of these two colors. 70 00:02:56,010 --> 00:02:58,610 You can see each of them looks a bit different 71 00:02:58,610 --> 00:03:02,880 which is great to quickly randomize the color of objects. 72 00:03:02,880 --> 00:03:04,900 That means if you're creating, for example 73 00:03:04,900 --> 00:03:06,510 a forest full of trees 74 00:03:06,510 --> 00:03:10,440 you can alter the trunk color of each tree a little bit. 75 00:03:10,440 --> 00:03:13,870 Although all of them are using the exact same material. 76 00:03:13,870 --> 00:03:16,450 Let's set the random value to zero, once again. 77 00:03:16,450 --> 00:03:18,630 let's set the random color back to white 78 00:03:18,630 --> 00:03:20,100 then under specular color, 79 00:03:20,100 --> 00:03:24,080 And this, I usually only use for transparent materials, but 80 00:03:24,080 --> 00:03:26,272 if you increase this, we have this 81 00:03:26,272 --> 00:03:28,260 very simple specular effect. 82 00:03:28,260 --> 00:03:30,360 And since in the cubic world scenes 83 00:03:30,360 --> 00:03:32,780 we are using the orthographic view in the end 84 00:03:32,780 --> 00:03:34,820 it will look something like this. 85 00:03:34,820 --> 00:03:36,600 So let's set the color back to black. 86 00:03:36,600 --> 00:03:39,230 Then we can't see the specular anymore. 87 00:03:39,230 --> 00:03:41,100 Then we have the edge gradient for this. 88 00:03:41,100 --> 00:03:43,130 Let's set the bottom gradient 89 00:03:43,130 --> 00:03:45,070 to zero to better see what's going on here. 90 00:03:45,070 --> 00:03:48,610 And with this we can add this edge darkening effect, 91 00:03:48,610 --> 00:03:50,460 which I kind of like 92 00:03:50,460 --> 00:03:53,330 because this adds this extra style 93 00:03:53,330 --> 00:03:56,102 or this used effect to these objects. 94 00:03:56,102 --> 00:03:58,140 So they don't look too boring 95 00:03:58,140 --> 00:04:00,360 by just having one plain color. 96 00:04:00,360 --> 00:04:01,970 So, and of course you can control 97 00:04:01,970 --> 00:04:03,732 how strong this effect should be. 98 00:04:03,732 --> 00:04:05,270 And I would play around with this 99 00:04:05,270 --> 00:04:09,080 depending on what objects we are adding this material on. 100 00:04:09,080 --> 00:04:11,792 For example, if this is a used old object 101 00:04:11,792 --> 00:04:14,424 then we can make this effect a bit stronger. 102 00:04:14,424 --> 00:04:16,170 If this is something new and fresh 103 00:04:16,170 --> 00:04:18,140 then we can lower this effect. 104 00:04:18,140 --> 00:04:19,360 Then lets set this to zero. 105 00:04:19,360 --> 00:04:21,498 Then we also have this bottom gradient 106 00:04:21,498 --> 00:04:24,410 which adds a gradient from the bottom to the top 107 00:04:24,410 --> 00:04:27,170 which I think also is a very nice effect 108 00:04:27,170 --> 00:04:29,500 and supports this cubic world style. 109 00:04:29,500 --> 00:04:31,660 And we can then of course, combine those 110 00:04:31,660 --> 00:04:33,320 to have this kind of style 111 00:04:33,320 --> 00:04:35,750 and all these effects are generated procedurally. 112 00:04:35,750 --> 00:04:38,680 So it will work on any object. 113 00:04:38,680 --> 00:04:42,290 This is how you use this shader for any diffuse material. 114 00:04:42,290 --> 00:04:44,640 And now let's see how we can use transparent 115 00:04:44,640 --> 00:04:46,910 and emission in order to use these effects 116 00:04:46,910 --> 00:04:49,800 I would recommend to switch over to the shading workspace. 117 00:04:49,800 --> 00:04:51,540 And then all we need to do is to 118 00:04:51,540 --> 00:04:55,720 either connect emission or transparent over to the surface. 119 00:04:55,720 --> 00:04:57,830 Let's start with emission and here 120 00:04:57,830 --> 00:04:59,710 everything works the same as before. 121 00:04:59,710 --> 00:05:01,110 The only difference here is 122 00:05:01,110 --> 00:05:04,260 that we need to increase the emission of value down here. 123 00:05:04,260 --> 00:05:05,660 And then we have a kind 124 00:05:05,660 --> 00:05:07,760 of glowing material, which we, by the way 125 00:05:07,760 --> 00:05:10,900 can better see if we are enabling the bloom effect. 126 00:05:10,900 --> 00:05:12,340 If I increase the emission 127 00:05:12,340 --> 00:05:15,260 you can really see how this starts to glow. 128 00:05:15,260 --> 00:05:17,581 Okay. Let's not overdo it, but this 129 00:05:17,581 --> 00:05:19,410 we usually use for any kind 130 00:05:19,410 --> 00:05:23,080 of energy effects or for fire and stuff like this. 131 00:05:23,080 --> 00:05:25,070 So basic color, random gradient 132 00:05:25,070 --> 00:05:27,830 and so on works the same over here. 133 00:05:27,830 --> 00:05:30,910 Then let's connect this to transparent by default 134 00:05:30,910 --> 00:05:33,360 we can't see anything because on the one hand 135 00:05:33,360 --> 00:05:35,840 we have to increase the transparent value. 136 00:05:35,840 --> 00:05:38,180 Maybe let's reset the base color to white 137 00:05:38,180 --> 00:05:40,970 simply hover above this wheel and press backspace. 138 00:05:40,970 --> 00:05:44,030 And in EEVEE here in order to make transparency work 139 00:05:44,030 --> 00:05:47,750 the object needs to be selected, go to material settings. 140 00:05:47,750 --> 00:05:49,590 And down here, let's change the blend mode 141 00:05:49,590 --> 00:05:52,576 to aplha blend and the shadow mode to aplha hashed. 142 00:05:52,576 --> 00:05:56,420 This allows us to have on the one hand transparency 143 00:05:56,420 --> 00:05:59,780 and also to show the transparency in the shadow. 144 00:05:59,780 --> 00:06:00,613 The good thing is, 145 00:06:00,613 --> 00:06:03,130 this you only need to set up for the Eevee render engine. 146 00:06:03,130 --> 00:06:06,040 If we are switching over to cycles, for example 147 00:06:06,040 --> 00:06:07,630 this works by default. 148 00:06:07,630 --> 00:06:09,130 So there we don't need to set 149 00:06:09,130 --> 00:06:11,850 up the transparency in the settings down here, because 150 00:06:11,850 --> 00:06:14,890 as you can see over here, we don't even have these settings. 151 00:06:14,890 --> 00:06:17,350 However, let's switch back to Eevee here because Eevee 152 00:06:17,350 --> 00:06:19,270 we will use most of the time. 153 00:06:19,270 --> 00:06:22,100 And now, by the way, let's reset the emission to zero 154 00:06:22,100 --> 00:06:23,170 we don't need this anymore. 155 00:06:23,170 --> 00:06:25,870 And now you can see the bigger you make this value 156 00:06:25,870 --> 00:06:28,230 the less transparent the object becomes 157 00:06:28,230 --> 00:06:30,080 and the smaller you make this value, 158 00:06:30,080 --> 00:06:31,680 the more transparent it becomes. 159 00:06:31,680 --> 00:06:34,161 And this effect we will use for any kind of glass 160 00:06:34,161 --> 00:06:37,920 or also transparent elements like smoke, for example. 161 00:06:37,920 --> 00:06:40,310 And by the way, if you find it weird that we can look 162 00:06:40,310 --> 00:06:43,810 inside the object, you can also go to the settings here 163 00:06:43,810 --> 00:06:46,600 of the material and enable back face culling. 164 00:06:46,600 --> 00:06:48,670 Then we can see through the object 165 00:06:48,670 --> 00:06:51,580 but we can't see the inside of the object, but yeah 166 00:06:51,580 --> 00:06:53,440 this is of course optional. 167 00:06:53,440 --> 00:06:57,070 And we can also change the color of their transparency. 168 00:06:57,070 --> 00:06:59,950 And in this case, the specular value makes sense. 169 00:06:59,950 --> 00:07:01,500 So let's increase this to one 170 00:07:01,500 --> 00:07:04,030 let's have a look from the orthographic perspective. 171 00:07:04,030 --> 00:07:07,240 And this is then how a glass material for example 172 00:07:07,240 --> 00:07:09,450 would look like. Let's set this back to black. 173 00:07:09,450 --> 00:07:13,240 And this is how this cubic worlds shader works 174 00:07:13,240 --> 00:07:15,390 pretty simple to use and all in all, 175 00:07:15,390 --> 00:07:19,010 you can nearly color everything in this cubic worlds scenes 176 00:07:19,010 --> 00:07:20,847 with this one shader. 14220

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