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- [Zach] Welcome to the
first of two bonus videos
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where we will recreate
the cubic worlds shader,
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which we have discovered
in the previous video.
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So, here I opened the empty
workspaces preset file.
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And first of all, let's
press F4, go to preferences,
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add-ons, and search for node,
and enable the node wrangler,
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which allows us to work a bit
faster with the shader nodes.
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I will of course mention
when I use any feature
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of this node wrangler
during this video here.
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Then let's go over to
the shading workspace
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and with shift + A, let's add simple cube.
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And since we are just
working on one cube here,
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let's remove the outliner over here
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so we have a bit more space here,
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and let's also remove
the timeline down here.
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We don't need it right now.
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And before we get started,
just a quick note,
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this is definitely a more
intermediate tutorial.
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I won't explain each and every
detail here because I assume
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that you're quite familiar
with the shader nodes already.
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If this is a complete new topic for you,
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I would highly recommend to go
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through my Blender Launch Pad course.
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There, I added a big
section about textures,
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nodes, and all this stuff.
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So there, I explained
everything from scratch.
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And the second note, this is
just an optional bonus video.
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So, it's not necessary to
watch these two tutorials
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in order to follow the rest of the course,
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because throughout the course itself
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we will only use the
finished cubic world shader,
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which I showed you in the previous video.
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So in this first part
of the shader creation,
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we will create the
different gradient types.
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And in the next video, we
will finish up the shader
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and group everything
together in a node group.
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So let's get started by
adding a new material
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to the selected cube.
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Let's call it cw_material_new.
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And since we keep the coloring process
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in this cubic world
scenes relatively simple,
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we don't need a full
principled shader here
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with all this subsurface,
scattering, metallic, specular,
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roughness, and so on and so forth.
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So let's get rid of this
and let's hit shift+a,
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then we can simply click
on the search function,
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then we don't need to manually search
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through all these different categories.
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And then we can just type in
what we are searching for,
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like diffuse.
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Let's add this diffuse shader,
plug this into the surface,
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and we can of course change
the color of the object,
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the very basic thing we need.
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Now, let's first start
with the bottom gradient.
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For that, let's hit
shift + a, go to search,
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and search for coordinate,
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and add the texture coordinate node.
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And we also need a separate
RGB node, put it in here.
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Now when holding down control + shift,
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and then left click on any node,
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it will preview what this
node and this specific output
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is doing to our surface here.
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You can see the generated
output is generating
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these weird colors on the object,
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which are actually red, green, and blue.
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Let's, up here, switch to the local axis,
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press T and use the move tool,
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and now we can see this local
axis on this object here.
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And if I now plug this generated output
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into the separate RGB, RGB
stands for red, green, and blue.
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And now if I hold down control
+ shift + left click on here,
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we can see that this color
is converted into gray scale.
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And here we can see the
red output generates
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a gradient along the red X axis,
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the green output along the green Y axis,
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and the blue output along the blue Z axis.
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And this is basically what I want.
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You can see with this simple setup,
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we can generate this
gradient from bottom to top.
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And this, by the way, is now attached
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to the local axis of this object.
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If I click up here under options
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and click on affect only origins,
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I can now press R to rotate the axis here,
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which then will rotate the origin
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and the local axis of the object.
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And this is now also
changing the direction
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of this gradient.
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That means, if with this setup,
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the gradient is pointing in a
complete different direction,
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all you need to do is
to select the object,
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press control + a, and
click on apply rotation.
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Then this local axis of
the object will be reset
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to the global axis of the scene.
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And then this will work again.
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Let's disable this up here,
and now we need to find a way
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to add this on top of our color.
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Let's control + shift
+ left click on here.
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And by the way, this control
+ shift + left click option
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is an option which was added
using the node wrangler add-on.
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Then, if I connect the B output,
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the blue channel to the color here,
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it will be added to our cube.
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However, we are losing the
ability to change the color
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over here, which we need, of course.
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So we somehow need to put it on top.
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And for that let's hit shift + a,
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and add and mix RGB node in between here.
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The mix RGB node allows us
to add two different colors,
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like purple and yellow.
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And then with this Fac slider,
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we can mix these two or blend
these two colors together.
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If I set the Fac to
zero, it is just purple.
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And if I set this to one,
it is completely yellow,
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and everything in between
is a different ratio
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of mixing these two colors.
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Now let's reset the color
by simply clicking on this,
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so we can see the color
wheel and then hit backspace.
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And let's change this one here to 0.8,
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then let's connect the
blue output to color two.
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Let's reset color one to white.
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Now, by default, it is doing something.
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However, if I change the color
here, I'm changing the color
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of the gradient and not
of the rest of the object.
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So let's change the
blend type to multiply.
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That means from this black
and white gradient here,
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everything which is white
will become transparent
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and everything which is
black will stay opaque.
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That means if I control
+ shift + left click
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on the diffuse shader over here,
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I now can control the
strenght of this gradient
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by changing the Fac here,
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but I can still change the
color of the entire object.
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And this is exactly what I want.
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So we are basically done with the setup
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for the bottom gradient.
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Let's select the whole thing here,
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press control + J to
add a frame around it,
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and press F2 to give this frame a name,
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like gradient bottom
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Let's press N, go to node
and go to properties,
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and increase the label size to 64
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when this frame is selected
to make this better readable.
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And another cool trick
to keep things organized,
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select one node and press control + H
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to hide all the out and
inputs which we are not using.
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Same over here, and then the
whole thing looks much cleaner.
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So, the next thing we want to add
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is the gradient on the edges.
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For that, let's hit shift +
A and add a gradient texture.
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And if I hold down control +
shift + left click on here,
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it is generating this gradient.
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Let's change it from linear to spherical,
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which will add this circle
shaped gradient to the object.
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However, this is not positioned correctly.
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So with the node wrangler enabled,
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let's select this node
and press control + T
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to add this mapping node and
this texture coordinate node.
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Let's change the mapping type to texture.
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That means we can use
better scale values here.
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That means if I increase the scale value,
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the texture gets bigger.
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And if I make it smaller,
the texture gets smaller.
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Let's select these three values
by left clicking and drag,
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and then type in 0.5.
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Then we can change this
for all values at once.
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And now you can see the position
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of this texture is not correct.
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And in order to fix this,
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we can change the location to 0.5 by 0.5.
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So now we can see, we
have this circle here
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perfectly placed on one
face or on one side.
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However, it is missing
on all the other faces.
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And for that, let's generate
a very simple UV map.
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Let's split the view here.
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Go to the UV editor, here in
3D view, switch to edit mode,
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and then we can see we have
a very basic UV map already,
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which is generated on
the default cube already.
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However, here I need a
UV map where each side,
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each face is exactly the same.
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And for that, all you need to
do is to select everything,
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press U, and click on reset.
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Now, as you can see here,
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we have all these faces
lying on top of each other.
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So that means you don't even
need to open up this UV editor.
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All you need to do here in edit mode
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is to select everything,
press U, and click on reset.
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Now we need to tell the gradient
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that it should use this UV map
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by plugging in the UV map
into the mapping vector here.
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And now you can see what it does.
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It will show up the sphere
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on each and every face of this cube.
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Let's go back to object
mode, and now it still
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00:08:18,850 --> 00:08:21,820
doesn't really look like
the gradient on the edges.
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And that's why I scale up the
scale value down here to 0.8.
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And now we can only see a
tiny bit of the black outline
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of this circle, which looks
like this nice gradient.
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Then again, here let's press
control + H and control + H.
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And over here, we can
also use the Fac output,
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which is gray scale already.
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We don't need the color output here.
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And now again, we need to put it
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on top of the diffuse color.
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00:08:47,000 --> 00:08:49,100
And here we use the
same trick as down here.
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Let's hit shift+a, add a mix
RGB node, plug it in here,
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00:08:52,640 --> 00:08:55,950
put this to the lower input,
change this to multiply,
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00:08:55,950 --> 00:08:59,710
and then it's working the same
as for the bottom gradient.
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00:08:59,710 --> 00:09:03,820
However, we want to use both
gradients at the same time.
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00:09:03,820 --> 00:09:05,640
That means we want to change the color,
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00:09:05,640 --> 00:09:07,170
the general color of the object,
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but we want to be able to
control the edge gradient
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and also the bottom gradient here.
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00:09:12,490 --> 00:09:14,000
And there's an easy fix.
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Let's simply connect the color output
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of this multiply node
to the first color input
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00:09:18,810 --> 00:09:21,030
of the gradient texture down here.
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00:09:21,030 --> 00:09:23,790
And that means I can
simply control the gradient
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00:09:23,790 --> 00:09:27,140
for the edges and the gradient
at the bottom down here.
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00:09:27,140 --> 00:09:30,540
And I'm still able to change
the color of the object.
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Very cool.
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00:09:31,420 --> 00:09:33,320
Now, let's select this, press control +H ,
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00:09:33,320 --> 00:09:34,920
and then select the whole thing.
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Press control + J to add the frame, F2,
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00:09:37,720 --> 00:09:42,720
and call it gradient edges, and
change the label size to 64.
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00:09:42,940 --> 00:09:47,100
So now let's add the
random color to our object.
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00:09:47,100 --> 00:09:48,710
For that, let's hit shift + a
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and search for the object info node,
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add this to our node set up here,
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and here we have the random output.
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That means if I add a
simple mix RGB node here,
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plug this random input
into the mix factor,
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00:10:02,090 --> 00:10:05,080
we get a random mix
between these two colors
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for each object this material is added to.
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00:10:08,230 --> 00:10:11,040
So I can use red color and green color,
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control+shift, left click here
to preview it on the object.
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And then if I duplicate this object,
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each time the color will be randomized.
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00:10:19,220 --> 00:10:21,540
So a mix between these two colors
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with a different mix factor here.
241
00:10:23,370 --> 00:10:26,200
And on the five up here on
the material, it shows us
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00:10:26,200 --> 00:10:29,490
that this one material is used
on five different objects.
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00:10:29,490 --> 00:10:30,930
So, let's undo this.
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Now we somehow need to add this
245
00:10:33,050 --> 00:10:35,140
to our whole node set up here.
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00:10:35,140 --> 00:10:38,160
And for that, let's analyze
what we want to do here.
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00:10:38,160 --> 00:10:40,330
So we want to randomize this color here.
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00:10:40,330 --> 00:10:43,420
Color one should always
be the default color,
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which we always use to define
the color of the object.
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And color two should be the random color
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which we can turn on and off.
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00:10:51,150 --> 00:10:53,070
That means, over here we can control
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00:10:53,070 --> 00:10:54,880
the general color of the object.
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00:10:54,880 --> 00:10:56,770
So let's simply connect this over here.
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That means if I now change anything here,
256
00:10:58,660 --> 00:11:01,030
it will change the color on the object.
257
00:11:01,030 --> 00:11:05,000
However, now the random color
is turned on all the time.
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00:11:05,000 --> 00:11:08,313
And in order to fix that,
let's duplicate this mix node,
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plug this into color two.
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00:11:10,480 --> 00:11:13,340
This one we connect with
the color input here.
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00:11:13,340 --> 00:11:15,250
And the second node we now want to use
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to enable or disable the random color.
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00:11:18,340 --> 00:11:20,570
So for that, let's add a placeholder node,
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00:11:20,570 --> 00:11:24,040
which is called RGB, which
stands for red, green, and blue,
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00:11:24,040 --> 00:11:25,460
meaning color.
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00:11:25,460 --> 00:11:27,720
Let's plug this into
color input one up here,
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00:11:27,720 --> 00:11:29,810
and color input one down here.
268
00:11:29,810 --> 00:11:32,070
However, since this is just a placeholder
269
00:11:32,070 --> 00:11:35,367
which we'll delete later on,
let's enable color over here,
270
00:11:35,367 --> 00:11:37,660
and let's color this into red,
271
00:11:37,660 --> 00:11:40,160
so we know we need to delete it later on.
272
00:11:40,160 --> 00:11:43,670
So that means we can now
control the color of color one,
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00:11:43,670 --> 00:11:45,859
and one of both mixed nodes,
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00:11:45,859 --> 00:11:48,160
and those will always stay the same.
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00:11:48,160 --> 00:11:50,820
And down here, we can
control the random color.
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00:11:50,820 --> 00:11:54,760
So let's make this red for
example, and this one here green,
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00:11:54,760 --> 00:11:57,910
and now here we have the random mix
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00:11:57,910 --> 00:12:00,260
of color one and color two.
279
00:12:00,260 --> 00:12:03,660
And up here, we are basically
transferring the random color
280
00:12:03,660 --> 00:12:05,200
to color two over here,
281
00:12:05,200 --> 00:12:07,090
but we still have the same color one.
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00:12:07,090 --> 00:12:09,474
And then with this
slider, we can just say,
283
00:12:09,474 --> 00:12:11,480
if I set the factor to one,
284
00:12:11,480 --> 00:12:13,520
we are using the random color.
285
00:12:13,520 --> 00:12:15,730
And if I set the factor to zero,
286
00:12:15,730 --> 00:12:18,730
we are only using the default
color, which we set up here.
287
00:12:18,730 --> 00:12:21,140
So we have this new
slider, which we can use
288
00:12:21,140 --> 00:12:23,880
to enable or disable the random color.
289
00:12:23,880 --> 00:12:25,527
So, that's basically
everything we need here.
290
00:12:25,527 --> 00:12:27,953
And let's select this, control + J, F2,
291
00:12:27,953 --> 00:12:31,490
let's call this random color,
increase the label size,
292
00:12:31,490 --> 00:12:33,656
and for this node, press control + H
293
00:12:33,656 --> 00:12:36,000
to make it a bit smaller.
294
00:12:36,000 --> 00:12:39,250
So, this is now the basic
setup we want to have here.
295
00:12:39,250 --> 00:12:41,320
We have the bottom
gradient, the edge gradient,
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00:12:41,320 --> 00:12:42,440
and the random color.
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00:12:42,440 --> 00:12:45,960
And in the next video,
let's add a specular effect,
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00:12:45,960 --> 00:12:49,460
so that it looks as if
our object has reflection,
299
00:12:49,460 --> 00:12:52,550
and let's set up that we
can enable transparency
300
00:12:52,550 --> 00:12:57,000
and emission and group this
all into a nice node group.
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00:12:57,000 --> 00:12:58,453
So, see you there.
24663
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