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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,600 - [Zach] Welcome to the first of two bonus videos 2 00:00:02,600 --> 00:00:05,210 where we will recreate the cubic worlds shader, 3 00:00:05,210 --> 00:00:08,850 which we have discovered in the previous video. 4 00:00:08,850 --> 00:00:12,130 So, here I opened the empty workspaces preset file. 5 00:00:12,130 --> 00:00:14,750 And first of all, let's press F4, go to preferences, 6 00:00:14,750 --> 00:00:18,770 add-ons, and search for node, and enable the node wrangler, 7 00:00:18,770 --> 00:00:22,660 which allows us to work a bit faster with the shader nodes. 8 00:00:22,660 --> 00:00:25,090 I will of course mention when I use any feature 9 00:00:25,090 --> 00:00:27,630 of this node wrangler during this video here. 10 00:00:27,630 --> 00:00:29,810 Then let's go over to the shading workspace 11 00:00:29,810 --> 00:00:33,410 and with shift + A, let's add simple cube. 12 00:00:33,410 --> 00:00:35,970 And since we are just working on one cube here, 13 00:00:35,970 --> 00:00:38,630 let's remove the outliner over here 14 00:00:38,630 --> 00:00:40,287 so we have a bit more space here, 15 00:00:40,287 --> 00:00:43,280 and let's also remove the timeline down here. 16 00:00:43,280 --> 00:00:44,660 We don't need it right now. 17 00:00:44,660 --> 00:00:46,670 And before we get started, just a quick note, 18 00:00:46,670 --> 00:00:49,580 this is definitely a more intermediate tutorial. 19 00:00:49,580 --> 00:00:53,350 I won't explain each and every detail here because I assume 20 00:00:53,350 --> 00:00:56,830 that you're quite familiar with the shader nodes already. 21 00:00:56,830 --> 00:00:59,460 If this is a complete new topic for you, 22 00:00:59,460 --> 00:01:01,140 I would highly recommend to go 23 00:01:01,140 --> 00:01:03,120 through my Blender Launch Pad course. 24 00:01:03,120 --> 00:01:06,430 There, I added a big section about textures, 25 00:01:06,430 --> 00:01:08,010 nodes, and all this stuff. 26 00:01:08,010 --> 00:01:10,500 So there, I explained everything from scratch. 27 00:01:10,500 --> 00:01:14,570 And the second note, this is just an optional bonus video. 28 00:01:14,570 --> 00:01:17,880 So, it's not necessary to watch these two tutorials 29 00:01:17,880 --> 00:01:20,050 in order to follow the rest of the course, 30 00:01:20,050 --> 00:01:22,130 because throughout the course itself 31 00:01:22,130 --> 00:01:25,090 we will only use the finished cubic world shader, 32 00:01:25,090 --> 00:01:27,440 which I showed you in the previous video. 33 00:01:27,440 --> 00:01:29,950 So in this first part of the shader creation, 34 00:01:29,950 --> 00:01:32,100 we will create the different gradient types. 35 00:01:32,100 --> 00:01:35,200 And in the next video, we will finish up the shader 36 00:01:35,200 --> 00:01:38,820 and group everything together in a node group. 37 00:01:38,820 --> 00:01:41,030 So let's get started by adding a new material 38 00:01:41,030 --> 00:01:42,460 to the selected cube. 39 00:01:42,460 --> 00:01:44,970 Let's call it cw_material_new. 40 00:01:44,970 --> 00:01:48,400 And since we keep the coloring process 41 00:01:48,400 --> 00:01:50,990 in this cubic world scenes relatively simple, 42 00:01:50,990 --> 00:01:53,390 we don't need a full principled shader here 43 00:01:53,390 --> 00:01:56,870 with all this subsurface, scattering, metallic, specular, 44 00:01:56,870 --> 00:01:58,570 roughness, and so on and so forth. 45 00:01:58,570 --> 00:02:01,320 So let's get rid of this and let's hit shift+a, 46 00:02:01,320 --> 00:02:03,680 then we can simply click on the search function, 47 00:02:03,680 --> 00:02:05,980 then we don't need to manually search 48 00:02:05,980 --> 00:02:07,860 through all these different categories. 49 00:02:07,860 --> 00:02:10,800 And then we can just type in what we are searching for, 50 00:02:10,800 --> 00:02:12,170 like diffuse. 51 00:02:12,170 --> 00:02:15,730 Let's add this diffuse shader, plug this into the surface, 52 00:02:15,730 --> 00:02:18,900 and we can of course change the color of the object, 53 00:02:18,900 --> 00:02:20,750 the very basic thing we need. 54 00:02:20,750 --> 00:02:24,200 Now, let's first start with the bottom gradient. 55 00:02:24,200 --> 00:02:26,530 For that, let's hit shift + a, go to search, 56 00:02:26,530 --> 00:02:27,800 and search for coordinate, 57 00:02:27,800 --> 00:02:30,030 and add the texture coordinate node. 58 00:02:30,030 --> 00:02:34,010 And we also need a separate RGB node, put it in here. 59 00:02:34,010 --> 00:02:35,920 Now when holding down control + shift, 60 00:02:35,920 --> 00:02:37,820 and then left click on any node, 61 00:02:37,820 --> 00:02:41,500 it will preview what this node and this specific output 62 00:02:41,500 --> 00:02:43,970 is doing to our surface here. 63 00:02:43,970 --> 00:02:47,110 You can see the generated output is generating 64 00:02:47,110 --> 00:02:49,600 these weird colors on the object, 65 00:02:49,600 --> 00:02:51,830 which are actually red, green, and blue. 66 00:02:51,830 --> 00:02:54,140 Let's, up here, switch to the local axis, 67 00:02:54,140 --> 00:02:56,480 press T and use the move tool, 68 00:02:56,480 --> 00:02:59,770 and now we can see this local axis on this object here. 69 00:02:59,770 --> 00:03:01,930 And if I now plug this generated output 70 00:03:01,930 --> 00:03:06,300 into the separate RGB, RGB stands for red, green, and blue. 71 00:03:06,300 --> 00:03:09,190 And now if I hold down control + shift + left click on here, 72 00:03:09,190 --> 00:03:13,150 we can see that this color is converted into gray scale. 73 00:03:13,150 --> 00:03:15,860 And here we can see the red output generates 74 00:03:15,860 --> 00:03:18,350 a gradient along the red X axis, 75 00:03:18,350 --> 00:03:21,090 the green output along the green Y axis, 76 00:03:21,090 --> 00:03:24,150 and the blue output along the blue Z axis. 77 00:03:24,150 --> 00:03:25,700 And this is basically what I want. 78 00:03:25,700 --> 00:03:27,410 You can see with this simple setup, 79 00:03:27,410 --> 00:03:30,960 we can generate this gradient from bottom to top. 80 00:03:30,960 --> 00:03:32,910 And this, by the way, is now attached 81 00:03:32,910 --> 00:03:35,660 to the local axis of this object. 82 00:03:35,660 --> 00:03:37,510 If I click up here under options 83 00:03:37,510 --> 00:03:39,490 and click on affect only origins, 84 00:03:39,490 --> 00:03:42,310 I can now press R to rotate the axis here, 85 00:03:42,310 --> 00:03:44,580 which then will rotate the origin 86 00:03:44,580 --> 00:03:46,460 and the local axis of the object. 87 00:03:46,460 --> 00:03:48,660 And this is now also changing the direction 88 00:03:48,660 --> 00:03:49,890 of this gradient. 89 00:03:49,890 --> 00:03:52,160 That means, if with this setup, 90 00:03:52,160 --> 00:03:54,960 the gradient is pointing in a complete different direction, 91 00:03:54,960 --> 00:03:56,870 all you need to do is to select the object, 92 00:03:56,870 --> 00:04:00,080 press control + a, and click on apply rotation. 93 00:04:00,080 --> 00:04:03,120 Then this local axis of the object will be reset 94 00:04:03,120 --> 00:04:05,290 to the global axis of the scene. 95 00:04:05,290 --> 00:04:06,950 And then this will work again. 96 00:04:06,950 --> 00:04:09,470 Let's disable this up here, and now we need to find a way 97 00:04:09,470 --> 00:04:12,030 to add this on top of our color. 98 00:04:12,030 --> 00:04:14,350 Let's control + shift + left click on here. 99 00:04:14,350 --> 00:04:17,270 And by the way, this control + shift + left click option 100 00:04:17,270 --> 00:04:20,520 is an option which was added using the node wrangler add-on. 101 00:04:20,520 --> 00:04:22,280 Then, if I connect the B output, 102 00:04:22,280 --> 00:04:24,430 the blue channel to the color here, 103 00:04:24,430 --> 00:04:26,570 it will be added to our cube. 104 00:04:26,570 --> 00:04:29,640 However, we are losing the ability to change the color 105 00:04:29,640 --> 00:04:31,670 over here, which we need, of course. 106 00:04:31,670 --> 00:04:34,030 So we somehow need to put it on top. 107 00:04:34,030 --> 00:04:35,680 And for that let's hit shift + a, 108 00:04:35,680 --> 00:04:38,630 and add and mix RGB node in between here. 109 00:04:38,630 --> 00:04:42,220 The mix RGB node allows us to add two different colors, 110 00:04:42,220 --> 00:04:44,530 like purple and yellow. 111 00:04:44,530 --> 00:04:46,570 And then with this Fac slider, 112 00:04:46,570 --> 00:04:50,640 we can mix these two or blend these two colors together. 113 00:04:50,640 --> 00:04:53,290 If I set the Fac to zero, it is just purple. 114 00:04:53,290 --> 00:04:56,060 And if I set this to one, it is completely yellow, 115 00:04:56,060 --> 00:04:58,770 and everything in between is a different ratio 116 00:04:58,770 --> 00:05:00,400 of mixing these two colors. 117 00:05:00,400 --> 00:05:03,240 Now let's reset the color by simply clicking on this, 118 00:05:03,240 --> 00:05:05,940 so we can see the color wheel and then hit backspace. 119 00:05:05,940 --> 00:05:09,100 And let's change this one here to 0.8, 120 00:05:09,100 --> 00:05:11,970 then let's connect the blue output to color two. 121 00:05:11,970 --> 00:05:14,230 Let's reset color one to white. 122 00:05:14,230 --> 00:05:16,110 Now, by default, it is doing something. 123 00:05:16,110 --> 00:05:18,850 However, if I change the color here, I'm changing the color 124 00:05:18,850 --> 00:05:22,230 of the gradient and not of the rest of the object. 125 00:05:22,230 --> 00:05:24,850 So let's change the blend type to multiply. 126 00:05:24,850 --> 00:05:28,130 That means from this black and white gradient here, 127 00:05:28,130 --> 00:05:30,800 everything which is white will become transparent 128 00:05:30,800 --> 00:05:33,520 and everything which is black will stay opaque. 129 00:05:33,520 --> 00:05:35,330 That means if I control + shift + left click 130 00:05:35,330 --> 00:05:36,970 on the diffuse shader over here, 131 00:05:36,970 --> 00:05:40,470 I now can control the strenght of this gradient 132 00:05:40,470 --> 00:05:42,270 by changing the Fac here, 133 00:05:42,270 --> 00:05:45,770 but I can still change the color of the entire object. 134 00:05:45,770 --> 00:05:47,370 And this is exactly what I want. 135 00:05:47,370 --> 00:05:49,337 So we are basically done with the setup 136 00:05:49,337 --> 00:05:50,930 for the bottom gradient. 137 00:05:50,930 --> 00:05:52,460 Let's select the whole thing here, 138 00:05:52,460 --> 00:05:54,690 press control + J to add a frame around it, 139 00:05:54,690 --> 00:05:57,400 and press F2 to give this frame a name, 140 00:05:57,400 --> 00:05:59,000 like gradient bottom 141 00:05:59,000 --> 00:06:02,190 Let's press N, go to node and go to properties, 142 00:06:02,190 --> 00:06:04,500 and increase the label size to 64 143 00:06:04,500 --> 00:06:07,660 when this frame is selected to make this better readable. 144 00:06:07,660 --> 00:06:10,090 And another cool trick to keep things organized, 145 00:06:10,090 --> 00:06:12,690 select one node and press control + H 146 00:06:12,690 --> 00:06:15,640 to hide all the out and inputs which we are not using. 147 00:06:15,640 --> 00:06:19,460 Same over here, and then the whole thing looks much cleaner. 148 00:06:19,460 --> 00:06:21,070 So, the next thing we want to add 149 00:06:21,070 --> 00:06:23,230 is the gradient on the edges. 150 00:06:23,230 --> 00:06:27,030 For that, let's hit shift + A and add a gradient texture. 151 00:06:27,030 --> 00:06:29,570 And if I hold down control + shift + left click on here, 152 00:06:29,570 --> 00:06:31,500 it is generating this gradient. 153 00:06:31,500 --> 00:06:34,890 Let's change it from linear to spherical, 154 00:06:34,890 --> 00:06:38,840 which will add this circle shaped gradient to the object. 155 00:06:38,840 --> 00:06:40,990 However, this is not positioned correctly. 156 00:06:40,990 --> 00:06:42,550 So with the node wrangler enabled, 157 00:06:42,550 --> 00:06:44,760 let's select this node and press control + T 158 00:06:44,760 --> 00:06:47,920 to add this mapping node and this texture coordinate node. 159 00:06:47,920 --> 00:06:51,110 Let's change the mapping type to texture. 160 00:06:51,110 --> 00:06:53,900 That means we can use better scale values here. 161 00:06:53,900 --> 00:06:56,270 That means if I increase the scale value, 162 00:06:56,270 --> 00:06:57,350 the texture gets bigger. 163 00:06:57,350 --> 00:07:00,920 And if I make it smaller, the texture gets smaller. 164 00:07:00,920 --> 00:07:04,120 Let's select these three values by left clicking and drag, 165 00:07:04,120 --> 00:07:05,950 and then type in 0.5. 166 00:07:05,950 --> 00:07:08,470 Then we can change this for all values at once. 167 00:07:08,470 --> 00:07:10,260 And now you can see the position 168 00:07:10,260 --> 00:07:12,160 of this texture is not correct. 169 00:07:12,160 --> 00:07:13,390 And in order to fix this, 170 00:07:13,390 --> 00:07:16,133 we can change the location to 0.5 by 0.5. 171 00:07:17,110 --> 00:07:20,160 So now we can see, we have this circle here 172 00:07:20,160 --> 00:07:23,750 perfectly placed on one face or on one side. 173 00:07:23,750 --> 00:07:26,500 However, it is missing on all the other faces. 174 00:07:26,500 --> 00:07:29,710 And for that, let's generate a very simple UV map. 175 00:07:29,710 --> 00:07:30,780 Let's split the view here. 176 00:07:30,780 --> 00:07:34,610 Go to the UV editor, here in 3D view, switch to edit mode, 177 00:07:34,610 --> 00:07:37,720 and then we can see we have a very basic UV map already, 178 00:07:37,720 --> 00:07:40,370 which is generated on the default cube already. 179 00:07:40,370 --> 00:07:43,560 However, here I need a UV map where each side, 180 00:07:43,560 --> 00:07:46,000 each face is exactly the same. 181 00:07:46,000 --> 00:07:48,640 And for that, all you need to do is to select everything, 182 00:07:48,640 --> 00:07:50,800 press U, and click on reset. 183 00:07:50,800 --> 00:07:52,170 Now, as you can see here, 184 00:07:52,170 --> 00:07:55,300 we have all these faces lying on top of each other. 185 00:07:55,300 --> 00:07:59,320 So that means you don't even need to open up this UV editor. 186 00:07:59,320 --> 00:08:01,080 All you need to do here in edit mode 187 00:08:01,080 --> 00:08:04,420 is to select everything, press U, and click on reset. 188 00:08:04,420 --> 00:08:05,870 Now we need to tell the gradient 189 00:08:05,870 --> 00:08:07,710 that it should use this UV map 190 00:08:07,710 --> 00:08:11,130 by plugging in the UV map into the mapping vector here. 191 00:08:11,130 --> 00:08:12,660 And now you can see what it does. 192 00:08:12,660 --> 00:08:14,430 It will show up the sphere 193 00:08:14,430 --> 00:08:16,630 on each and every face of this cube. 194 00:08:16,630 --> 00:08:18,850 Let's go back to object mode, and now it still 195 00:08:18,850 --> 00:08:21,820 doesn't really look like the gradient on the edges. 196 00:08:21,820 --> 00:08:26,110 And that's why I scale up the scale value down here to 0.8. 197 00:08:26,110 --> 00:08:29,820 And now we can only see a tiny bit of the black outline 198 00:08:29,820 --> 00:08:33,500 of this circle, which looks like this nice gradient. 199 00:08:33,500 --> 00:08:36,940 Then again, here let's press control + H and control + H. 200 00:08:36,940 --> 00:08:39,920 And over here, we can also use the Fac output, 201 00:08:39,920 --> 00:08:41,630 which is gray scale already. 202 00:08:41,630 --> 00:08:43,330 We don't need the color output here. 203 00:08:43,330 --> 00:08:44,710 And now again, we need to put it 204 00:08:44,710 --> 00:08:47,000 on top of the diffuse color. 205 00:08:47,000 --> 00:08:49,100 And here we use the same trick as down here. 206 00:08:49,100 --> 00:08:52,640 Let's hit shift+a, add a mix RGB node, plug it in here, 207 00:08:52,640 --> 00:08:55,950 put this to the lower input, change this to multiply, 208 00:08:55,950 --> 00:08:59,710 and then it's working the same as for the bottom gradient. 209 00:08:59,710 --> 00:09:03,820 However, we want to use both gradients at the same time. 210 00:09:03,820 --> 00:09:05,640 That means we want to change the color, 211 00:09:05,640 --> 00:09:07,170 the general color of the object, 212 00:09:07,170 --> 00:09:10,050 but we want to be able to control the edge gradient 213 00:09:10,050 --> 00:09:12,490 and also the bottom gradient here. 214 00:09:12,490 --> 00:09:14,000 And there's an easy fix. 215 00:09:14,000 --> 00:09:16,000 Let's simply connect the color output 216 00:09:16,000 --> 00:09:18,810 of this multiply node to the first color input 217 00:09:18,810 --> 00:09:21,030 of the gradient texture down here. 218 00:09:21,030 --> 00:09:23,790 And that means I can simply control the gradient 219 00:09:23,790 --> 00:09:27,140 for the edges and the gradient at the bottom down here. 220 00:09:27,140 --> 00:09:30,540 And I'm still able to change the color of the object. 221 00:09:30,540 --> 00:09:31,420 Very cool. 222 00:09:31,420 --> 00:09:33,320 Now, let's select this, press control +H , 223 00:09:33,320 --> 00:09:34,920 and then select the whole thing. 224 00:09:34,920 --> 00:09:37,720 Press control + J to add the frame, F2, 225 00:09:37,720 --> 00:09:42,720 and call it gradient edges, and change the label size to 64. 226 00:09:42,940 --> 00:09:47,100 So now let's add the random color to our object. 227 00:09:47,100 --> 00:09:48,710 For that, let's hit shift + a 228 00:09:48,710 --> 00:09:51,050 and search for the object info node, 229 00:09:51,050 --> 00:09:53,400 add this to our node set up here, 230 00:09:53,400 --> 00:09:55,110 and here we have the random output. 231 00:09:55,110 --> 00:09:58,563 That means if I add a simple mix RGB node here, 232 00:09:58,563 --> 00:10:02,090 plug this random input into the mix factor, 233 00:10:02,090 --> 00:10:05,080 we get a random mix between these two colors 234 00:10:05,080 --> 00:10:08,230 for each object this material is added to. 235 00:10:08,230 --> 00:10:11,040 So I can use red color and green color, 236 00:10:11,040 --> 00:10:14,190 control+shift, left click here to preview it on the object. 237 00:10:14,190 --> 00:10:16,240 And then if I duplicate this object, 238 00:10:16,240 --> 00:10:19,220 each time the color will be randomized. 239 00:10:19,220 --> 00:10:21,540 So a mix between these two colors 240 00:10:21,540 --> 00:10:23,370 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 242 00:10:26,200 --> 00:10:29,490 that this one material is used on five different objects. 243 00:10:29,490 --> 00:10:30,930 So, let's undo this. 244 00:10:30,930 --> 00:10:33,050 Now we somehow need to add this 245 00:10:33,050 --> 00:10:35,140 to our whole node set up here. 246 00:10:35,140 --> 00:10:38,160 And for that, let's analyze what we want to do here. 247 00:10:38,160 --> 00:10:40,330 So we want to randomize this color here. 248 00:10:40,330 --> 00:10:43,420 Color one should always be the default color, 249 00:10:43,420 --> 00:10:46,830 which we always use to define the color of the object. 250 00:10:46,830 --> 00:10:49,600 And color two should be the random color 251 00:10:49,600 --> 00:10:51,150 which we can turn on and off. 252 00:10:51,150 --> 00:10:53,070 That means, over here we can control 253 00:10:53,070 --> 00:10:54,880 the general color of the object. 254 00:10:54,880 --> 00:10:56,770 So let's simply connect this over here. 255 00:10:56,770 --> 00:10:58,660 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. 258 00:11:05,000 --> 00:11:08,313 And in order to fix that, let's duplicate this mix node, 259 00:11:08,313 --> 00:11:10,480 plug this into color two. 260 00:11:10,480 --> 00:11:13,340 This one we connect with the color input here. 261 00:11:13,340 --> 00:11:15,250 And the second node we now want to use 262 00:11:15,250 --> 00:11:18,340 to enable or disable the random color. 263 00:11:18,340 --> 00:11:20,570 So for that, let's add a placeholder node, 264 00:11:20,570 --> 00:11:24,040 which is called RGB, which stands for red, green, and blue, 265 00:11:24,040 --> 00:11:25,460 meaning color. 266 00:11:25,460 --> 00:11:27,720 Let's plug this into color input one up here, 267 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, 273 00:11:43,670 --> 00:11:45,859 and one of both mixed nodes, 274 00:11:45,859 --> 00:11:48,160 and those will always stay the same. 275 00:11:48,160 --> 00:11:50,820 And down here, we can control the random color. 276 00:11:50,820 --> 00:11:54,760 So let's make this red for example, and this one here green, 277 00:11:54,760 --> 00:11:57,910 and now here we have the random mix 278 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. 282 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, 296 00:12:41,320 --> 00:12:42,440 and the random color. 297 00:12:42,440 --> 00:12:45,960 And in the next video, let's add a specular effect, 298 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. 301 00:12:57,000 --> 00:12:58,453 So, see you there. 24663

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