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- [Zach] In this video, let's have a look
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on how to use the cubic worlds
shader to color our objects.
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So here I opened up the
basic scene preset file
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and I selected the props
collection over here
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and let's just drag
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and drop the cube bottom
from our asset library
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into the scene here. Press
alt G to recenter this.
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I have the rendered
viewport shading enabled.
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And as you can see
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we have this light gradient
here on this cube already
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because all the objects
here in my asset library
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are using the cubic worlds shader already
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the cubic worlds shader.
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If I quickly go over
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to the shading workspace is
nothing else than a node group
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which I set up over here.
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That means let's press
control space to full screen
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the shader editor over here.
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And if I select this
press tab, you can see
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we have a look inside this node group.
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This are just a bunch of
nodes connected to each other.
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And if you know a bit about nodes already
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this setup is not even complicated.
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By the way, in this chapter here
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you will also find an optional
bonus video where I go
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over on how I set this up in detail.
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However, this should not
be part of this video here.
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I just want to show you a
how to use this shader here
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with all these settings over here
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which is basically all you
need to color everything
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in the cubic world scene.
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I wanted to make the shading process
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coloring everything as simple
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as creating the cubic worlds assets.
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So we don't need any textures.
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We don't need anything else.
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We just need this one shader here,
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which we can use again, and again.
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let's quickly remove this material here.
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Let's create a new one.
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Let's delete the principled shader.
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And if you want to add this
shader here to any material
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simply press shift A go to
group and click on CW shader
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and then connect for example,
that diffuse to the surface
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or you can also do it over here
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in the properties editor in
the material tab under surface
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simply go to group here and
click on CW, shader diffuse.
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So that means we don't have to stay
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in the shading workspace over
here to change the shader.
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We can also do it over here,
which we also have access
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to in the creating workspace over here.
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So whenever we create an asset
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we can do some quick changes over here.
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So on this very special default cube
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let's have a look on what
these settings are doing.
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Maybe let's go over to the
material preview workspace.
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Then we can see the effects
on the object a bit better.
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First of all, we have the base color where
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we can change the color of the object.
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Then we have the random color
here, but this only works
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if we increase the random value here
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I would recommend two increases to one.
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Then we can set up a different color here,
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like a green tone
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and then each time you
duplicate this object
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or each time you're
using the same material
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on different objects,
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each of these objects
will have a different mix
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value of these two colors.
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You can see each of them
looks a bit different
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which is great to quickly
randomize the color of objects.
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That means if you're creating, for example
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a forest full of trees
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you can alter the trunk color
of each tree a little bit.
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Although all of them are
using the exact same material.
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Let's set the random
value to zero, once again.
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let's set the random color back to white
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then under specular color,
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And this, I usually only use
for transparent materials, but
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if you increase this, we have this
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very simple specular effect.
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And since in the cubic world scenes
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we are using the
orthographic view in the end
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it will look something like this.
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So let's set the color back to black.
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Then we can't see the specular anymore.
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Then we have the edge gradient for this.
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Let's set the bottom gradient
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to zero to better see
what's going on here.
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And with this we can add
this edge darkening effect,
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which I kind of like
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because this adds this extra style
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or this used effect to these objects.
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So they don't look too boring
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by just having one plain color.
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So, and of course you can control
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how strong this effect should be.
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And I would play around with this
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depending on what objects we
are adding this material on.
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For example, if this is a used old object
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then we can make this
effect a bit stronger.
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If this is something new and fresh
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then we can lower this effect.
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Then lets set this to zero.
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Then we also have this bottom gradient
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which adds a gradient
from the bottom to the top
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which I think also is a very nice effect
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and supports this cubic world style.
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And we can then of course, combine those
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to have this kind of style
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and all these effects are
generated procedurally.
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So it will work on any object.
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This is how you use this shader
for any diffuse material.
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And now let's see how
we can use transparent
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and emission in order to use these effects
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I would recommend to switch
over to the shading workspace.
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And then all we need to do is to
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either connect emission or
transparent over to the surface.
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Let's start with emission and here
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everything works the same as before.
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The only difference here is
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that we need to increase the
emission of value down here.
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And then we have a kind
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of glowing material, which we, by the way
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can better see if we are
enabling the bloom effect.
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If I increase the emission
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you can really see how
this starts to glow.
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Okay. Let's not overdo it, but this
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we usually use for any kind
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of energy effects or for
fire and stuff like this.
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So basic color, random gradient
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and so on works the same over here.
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Then let's connect this
to transparent by default
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we can't see anything
because on the one hand
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we have to increase the transparent value.
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Maybe let's reset the base color to white
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simply hover above this
wheel and press backspace.
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And in EEVEE here in order
to make transparency work
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the object needs to be selected,
go to material settings.
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And down here, let's change the blend mode
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to aplha blend and the
shadow mode to aplha hashed.
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This allows us to have on
the one hand transparency
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and also to show the
transparency in the shadow.
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The good thing is,
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this you only need to set up
for the Eevee render engine.
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If we are switching over
to cycles, for example
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this works by default.
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So there we don't need to set
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up the transparency in the
settings down here, because
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as you can see over here, we
don't even have these settings.
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However, let's switch back
to Eevee here because Eevee
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we will use most of the time.
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And now, by the way, let's
reset the emission to zero
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we don't need this anymore.
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And now you can see the
bigger you make this value
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the less transparent the object becomes
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and the smaller you make this value,
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the more transparent it becomes.
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And this effect we will
use for any kind of glass
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or also transparent elements
like smoke, for example.
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And by the way, if you find
it weird that we can look
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inside the object, you can
also go to the settings here
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of the material and
enable back face culling.
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Then we can see through the object
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but we can't see the inside
of the object, but yeah
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this is of course optional.
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And we can also change the
color of their transparency.
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And in this case, the
specular value makes sense.
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So let's increase this to one
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let's have a look from the
orthographic perspective.
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And this is then how a
glass material for example
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would look like. Let's
set this back to black.
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And this is how this
cubic worlds shader works
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pretty simple to use and all in all,
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you can nearly color everything
in this cubic worlds scenes
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with this one shader.
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