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These are the user uploaded subtitles that are being translated: 1 00:00:00,230 --> 00:00:02,750 - [Zach] Welcome to the second bonus video where we 2 00:00:02,750 --> 00:00:05,560 recreate the cubic world shader from scratch. 3 00:00:05,560 --> 00:00:09,690 Here in this video, we will finish up the nodes setup. 4 00:00:09,690 --> 00:00:13,240 So besides the gradient button, edge, and the random color, 5 00:00:13,240 --> 00:00:15,520 we are still missing the specular, 6 00:00:15,520 --> 00:00:18,660 which I'm mainly using for transparent materials. 7 00:00:18,660 --> 00:00:22,340 For that, let's hit Shift + A and add a noise texture. 8 00:00:22,340 --> 00:00:24,700 Then let's select this and with the Node Wrangler 9 00:00:24,700 --> 00:00:28,290 add-on enabled, let's press Control + T to add this mapping 10 00:00:28,290 --> 00:00:29,890 and texture coordinate set up. 11 00:00:29,890 --> 00:00:31,570 However here we don't need the mapping, 12 00:00:31,570 --> 00:00:34,120 so let's press Control + X to remove it 13 00:00:34,120 --> 00:00:36,260 without losing the connection here 14 00:00:36,260 --> 00:00:39,460 and here let's connect the reflection output 15 00:00:39,460 --> 00:00:41,330 to the noise texture vector. 16 00:00:41,330 --> 00:00:43,620 If I now hold on Control + Shift + Left Click 17 00:00:43,620 --> 00:00:45,570 to preview the vector over here, 18 00:00:45,570 --> 00:00:48,410 we can see that this noise texture is displayed 19 00:00:48,410 --> 00:00:51,810 on this object as if this is a reflection, 20 00:00:51,810 --> 00:00:53,470 which looks pretty cool already. 21 00:00:53,470 --> 00:00:55,170 To make this a bit better visible, 22 00:00:55,170 --> 00:00:58,150 let's hit Shift + A and search for a color ramp 23 00:00:58,150 --> 00:01:00,100 and add it behind the noise texture. 24 00:01:00,100 --> 00:01:02,600 And if I move the black handle over here, 25 00:01:02,600 --> 00:01:04,750 we are increasing the contrast here, 26 00:01:04,750 --> 00:01:07,170 and to make the edges here look a bit smoother, 27 00:01:07,170 --> 00:01:10,270 lets change the interpolation to ease out. 28 00:01:10,270 --> 00:01:11,880 This looks better, as you can see. 29 00:01:11,880 --> 00:01:13,420 Then let's select the black handle 30 00:01:13,420 --> 00:01:16,080 and set this to be something like 0.6, 31 00:01:16,080 --> 00:01:18,490 the white handle to be 0.7, 32 00:01:18,490 --> 00:01:21,200 and then we have very high contrast here. 33 00:01:21,200 --> 00:01:23,970 Then let's simplify the noise texture, 34 00:01:23,970 --> 00:01:26,710 maybe let's scale it to four which makes the texture 35 00:01:26,710 --> 00:01:29,130 a bit bigger, reduce the details to zero, 36 00:01:29,130 --> 00:01:30,510 the roughness to zero, 37 00:01:30,510 --> 00:01:34,140 and then we have these big smooth blobs on the texture. 38 00:01:34,140 --> 00:01:37,720 And as I mentioned before, we will use the orthographic view 39 00:01:37,720 --> 00:01:39,450 for our Cubic World scenes. 40 00:01:39,450 --> 00:01:44,310 So this is how it looks like when I orbit around the object. 41 00:01:44,310 --> 00:01:48,040 So we have these white spots popping up here and there. 42 00:01:48,040 --> 00:01:52,060 Now before we add the specular on top of our defuse shader, 43 00:01:52,060 --> 00:01:53,890 let's first add the emission shader 44 00:01:53,890 --> 00:01:57,270 and the transparency setup because we will add 45 00:01:57,270 --> 00:01:59,700 this specular later on top. 46 00:01:59,700 --> 00:02:02,290 But before we do that, let's select these nodes here. 47 00:02:02,290 --> 00:02:04,990 Press Control + J to frame them, F2, 48 00:02:04,990 --> 00:02:07,670 let's call it specular, increase the label size, 49 00:02:07,670 --> 00:02:11,130 and let's press Control + H to hide the unnecessary in 50 00:02:11,130 --> 00:02:14,040 and outputs and we can go even one step further 51 00:02:14,040 --> 00:02:16,950 by collapsing these nodes, because we don't need 52 00:02:16,950 --> 00:02:19,010 to change any settings on them. 53 00:02:19,010 --> 00:02:21,210 And we can do it basically for all the nodes where 54 00:02:21,210 --> 00:02:23,850 we don't need to change any settings. 55 00:02:23,850 --> 00:02:28,610 To clean up our whole nodes setup even more, same down here. 56 00:02:28,610 --> 00:02:31,050 And as you can see this looks now much cleaner 57 00:02:31,050 --> 00:02:34,230 and we can immediately see which nodes are important 58 00:02:34,230 --> 00:02:36,000 to change any settings here. 59 00:02:36,000 --> 00:02:38,760 So right now we have our diffuse shader set up, 60 00:02:38,760 --> 00:02:40,500 so for all the materials which should 61 00:02:40,500 --> 00:02:42,850 just be like solid objects. 62 00:02:42,850 --> 00:02:44,980 Now in order to make an emissive material, 63 00:02:44,980 --> 00:02:48,110 let's hit Shift + A, search for the emission shader, 64 00:02:48,110 --> 00:02:51,440 put it in here, and all we need to do is to add a color 65 00:02:51,440 --> 00:02:54,530 to the emission as well, and then we can simply connect this 66 00:02:54,530 --> 00:02:56,280 to the surface, and with the strength 67 00:02:56,280 --> 00:02:59,600 we can change the strength of the emission shader, 68 00:02:59,600 --> 00:03:02,470 pretty simple, and now let's set this up 69 00:03:02,470 --> 00:03:03,970 for the transparency. 70 00:03:03,970 --> 00:03:07,070 For that, we need the transparent shader, 71 00:03:07,070 --> 00:03:09,680 not the translucent, and first of all, connect this 72 00:03:09,680 --> 00:03:13,420 with the surface here and also plug in the color. 73 00:03:13,420 --> 00:03:15,930 Then in order to see transparency on the object, 74 00:03:15,930 --> 00:03:19,050 we need to change the blend mode to alpha blend 75 00:03:19,050 --> 00:03:21,310 and in order to make it work for the shadow as well, 76 00:03:21,310 --> 00:03:23,810 change the shadow to alpha hashed. 77 00:03:23,810 --> 00:03:27,170 However, we can barely see the transparency, 78 00:03:27,170 --> 00:03:28,630 now it looks a bit weird. 79 00:03:28,630 --> 00:03:31,280 We can't really control the opacity, 80 00:03:31,280 --> 00:03:33,310 and for that, let's hit Shift + A, 81 00:03:33,310 --> 00:03:36,500 add a diffuse shader, and hit Shift + A once again 82 00:03:36,500 --> 00:03:40,220 and add mix shader, not the mix RGB node, 83 00:03:40,220 --> 00:03:42,500 plug it in here, then put the diffuse shader 84 00:03:42,500 --> 00:03:46,070 into shader input one, the transparent shader input two 85 00:03:46,070 --> 00:03:47,510 and then let's also add the color 86 00:03:47,510 --> 00:03:49,400 to the diffuse shader up here 87 00:03:49,400 --> 00:03:51,150 and now we have this nice slider here 88 00:03:51,150 --> 00:03:53,790 which allows us to change the opacity 89 00:03:53,790 --> 00:03:56,270 and maybe let's reduce the strength of the gradient 90 00:03:56,270 --> 00:03:59,020 a bit here so we can better see what's going on 91 00:03:59,020 --> 00:04:01,980 and now you can see it is transparent. 92 00:04:01,980 --> 00:04:04,700 So now we have the basic setup for the transparency, 93 00:04:04,700 --> 00:04:08,240 the emission, and the diffuse and now let's add the specular 94 00:04:08,240 --> 00:04:11,700 on top and this we do with an add shader. 95 00:04:11,700 --> 00:04:14,800 An add shader and also a mix shader is something similar 96 00:04:14,800 --> 00:04:17,920 as the mix RGB node here, but in this case, 97 00:04:17,920 --> 00:04:22,230 we can mix shaders, not different color and texture values. 98 00:04:22,230 --> 00:04:24,150 So that means we need two shaders 99 00:04:24,150 --> 00:04:24,983 in order to mix something. 100 00:04:24,983 --> 00:04:27,970 Let's duplicate the diffuse shader, connect these two 101 00:04:27,970 --> 00:04:30,823 in here, and let's plug in the specular 102 00:04:30,823 --> 00:04:33,480 into the upper diffuse shader and let's reconnect this 103 00:04:33,480 --> 00:04:36,090 with the surface here and let's change the blend mode back 104 00:04:36,090 --> 00:04:39,210 to opaque so we can see it as solid object 105 00:04:39,210 --> 00:04:42,640 and now we can see how the specular is added on top. 106 00:04:42,640 --> 00:04:44,330 So now there is still a little problem 107 00:04:44,330 --> 00:04:47,100 because I want to be able to disable the specular 108 00:04:47,100 --> 00:04:49,330 and change the color and the intensity 109 00:04:49,330 --> 00:04:51,750 and this we could do by selecting the white handle 110 00:04:51,750 --> 00:04:55,770 and reducing the color to black, then this will disappear. 111 00:04:55,770 --> 00:04:58,390 However, doing this inside this color ramp 112 00:04:58,390 --> 00:05:01,110 is a bit problematic for further use. 113 00:05:01,110 --> 00:05:05,460 So let's add a simple mix RGB behind the color ramp, 114 00:05:05,460 --> 00:05:08,120 plug the output into the vector here, 115 00:05:08,120 --> 00:05:10,970 and change the first color to be black, 116 00:05:10,970 --> 00:05:13,180 and the second color to be pure white 117 00:05:13,180 --> 00:05:15,830 and now if I Control + Shift + Left Click on the color ramp, 118 00:05:15,830 --> 00:05:18,400 this is how the output from the color ramp looks like, 119 00:05:18,400 --> 00:05:21,210 and if I click on here with Control + Shift + Left Click, 120 00:05:21,210 --> 00:05:23,370 you can see it looks identical. 121 00:05:23,370 --> 00:05:27,470 However, now we have the ability to simply change the color 122 00:05:27,470 --> 00:05:30,820 over here and the intensity and this output now goes 123 00:05:30,820 --> 00:05:32,800 into the diffuse shader up here. 124 00:05:32,800 --> 00:05:34,610 Let's move this into the frame 125 00:05:34,610 --> 00:05:36,890 and then it is also inside here. 126 00:05:36,890 --> 00:05:38,480 Then we can collapse the color ramp, 127 00:05:38,480 --> 00:05:41,170 we don't need it anymore, and then let's put a frame 128 00:05:41,170 --> 00:05:44,250 around this set up here, Control + J, F2, 129 00:05:44,250 --> 00:05:47,120 let's call this diffuse, and increase the label size 130 00:05:47,120 --> 00:05:49,820 and down here, let's add the same setup 131 00:05:49,820 --> 00:05:52,810 as up here to add the specular on top. 132 00:05:52,810 --> 00:05:54,960 Hit Shift + A, add an add shader here, 133 00:05:54,960 --> 00:05:58,090 duplicate the diffuse shader, connect this up here, 134 00:05:58,090 --> 00:06:01,660 and this here as well and then let's grab the output 135 00:06:01,660 --> 00:06:04,307 from the specular and plug this into this color here 136 00:06:04,307 --> 00:06:07,190 and now when I connect this to the material output 137 00:06:07,190 --> 00:06:09,140 and re-enable the alpha blend, 138 00:06:09,140 --> 00:06:11,590 we can see we have this transparency 139 00:06:11,590 --> 00:06:15,790 but we still have the full strength of the specular here. 140 00:06:15,790 --> 00:06:19,400 If I would have added the specular here on the color level, 141 00:06:19,400 --> 00:06:22,220 like with a mix RGB node, and then simply plugged this 142 00:06:22,220 --> 00:06:25,370 into the diffuse shader and into the transparency, 143 00:06:25,370 --> 00:06:29,580 we would lose the strength of the specular effect here. 144 00:06:29,580 --> 00:06:32,530 So let's add a frame around these nodes down here, 145 00:06:32,530 --> 00:06:35,960 call it transparency, and again, let's press Control + H 146 00:06:35,960 --> 00:06:39,990 to hide unnecessary in and outputs, and collapse these here. 147 00:06:39,990 --> 00:06:42,600 Here we don't want to change anything, same over here. 148 00:06:42,600 --> 00:06:45,170 We only need this mix slider here. 149 00:06:45,170 --> 00:06:46,500 Here we need the strength, 150 00:06:46,500 --> 00:06:49,850 and here we can basically collapse everything. 151 00:06:49,850 --> 00:06:51,980 So with everything moved around a bit, 152 00:06:51,980 --> 00:06:52,960 This is what we have. 153 00:06:52,960 --> 00:06:55,647 We have the diffuse output, the emission output, 154 00:06:55,647 --> 00:06:57,999 and the transparency output. 155 00:06:57,999 --> 00:06:59,999 Let's stay with the diffuse output here, 156 00:06:59,999 --> 00:07:02,040 and let's change this back to opaque, 157 00:07:02,040 --> 00:07:04,363 same for the shadow mode, opaque. 158 00:07:05,270 --> 00:07:08,420 And now let's quickly put this into a nice node group. 159 00:07:08,420 --> 00:07:10,090 For that, let's select everything here 160 00:07:10,090 --> 00:07:11,750 except the material output, 161 00:07:11,750 --> 00:07:15,080 press Control + G to pack this into a group, 162 00:07:15,080 --> 00:07:17,560 then hit Tab to get outside of this group 163 00:07:17,560 --> 00:07:20,000 and now you can see all these nodes were grouped 164 00:07:20,000 --> 00:07:22,450 inside this simple node group. 165 00:07:22,450 --> 00:07:25,750 Let's call this CW_Shader_new, for example. 166 00:07:25,750 --> 00:07:28,810 However, as you can see over here, now we don't have access 167 00:07:28,810 --> 00:07:32,110 to all these nice sliders and color changers 168 00:07:32,110 --> 00:07:34,330 and let's quickly set this up. 169 00:07:34,330 --> 00:07:37,400 If I select this and hit Tab, I can look inside 170 00:07:37,400 --> 00:07:38,380 this node group. 171 00:07:38,380 --> 00:07:40,230 Let's press Control + Space 172 00:07:40,230 --> 00:07:43,150 to full screen the shader editor here 173 00:07:43,150 --> 00:07:45,070 and we have two new nodes here, 174 00:07:45,070 --> 00:07:47,960 we have the group input and the group output, 175 00:07:47,960 --> 00:07:49,770 and if I click on group up here, 176 00:07:49,770 --> 00:07:52,010 if you don't have the sidebar open press N, 177 00:07:52,010 --> 00:07:54,880 and here we also have a list of inputs and outputs, 178 00:07:54,880 --> 00:07:57,170 and here we can do some pretty cool things. 179 00:07:57,170 --> 00:07:59,660 First of all, you can see the diffuse shader 180 00:07:59,660 --> 00:08:02,040 is already connected with the output node 181 00:08:02,040 --> 00:08:03,610 and if I hit Tab to go back, 182 00:08:03,610 --> 00:08:05,500 we can see this output over here. 183 00:08:05,500 --> 00:08:09,840 And if I now connect the emission and also the add shader 184 00:08:09,840 --> 00:08:12,160 from the transparency setup, we can see 185 00:08:12,160 --> 00:08:14,610 that we have the list of outputs over here as well, 186 00:08:14,610 --> 00:08:17,030 and over here, if I double click on these, 187 00:08:17,030 --> 00:08:19,890 I can simply change the names to diffuse, 188 00:08:19,890 --> 00:08:20,940 emission is good. 189 00:08:20,940 --> 00:08:23,110 Let's change the last one to transparency, 190 00:08:23,110 --> 00:08:24,950 which we now can also see over here. 191 00:08:24,950 --> 00:08:28,070 So we can simply connect whatever we want to use. 192 00:08:28,070 --> 00:08:30,430 Either diffuse, emission or transparency 193 00:08:30,430 --> 00:08:33,030 and now we need to define the inputs over here. 194 00:08:33,030 --> 00:08:35,120 First of all, let's connect the base color 195 00:08:35,120 --> 00:08:39,240 and this we had set up using this temporary RGB node. 196 00:08:39,240 --> 00:08:41,950 That means we need to connect color one, 197 00:08:41,950 --> 00:08:45,510 and also color one from this one here, to the same socket. 198 00:08:45,510 --> 00:08:48,390 That means now here we can change the color 199 00:08:48,390 --> 00:08:50,840 and this will change the color of input one 200 00:08:50,840 --> 00:08:54,070 from this mix node and input one from this mix node. 201 00:08:54,070 --> 00:08:56,370 Then let's change this to base color, 202 00:08:56,370 --> 00:08:59,780 and let's connect color two, which was the random color. 203 00:08:59,780 --> 00:09:01,860 So let's call this random color. 204 00:09:01,860 --> 00:09:05,960 The next input should be the color of the specular, 205 00:09:05,960 --> 00:09:08,496 which is this output here, let's connect this. 206 00:09:08,496 --> 00:09:10,050 Let's call this specular color. 207 00:09:10,050 --> 00:09:12,410 Then we want to be able to control the strength 208 00:09:12,410 --> 00:09:15,530 of both gradients, so let's connect this one here 209 00:09:15,530 --> 00:09:17,310 and also this one here, 210 00:09:17,310 --> 00:09:20,750 which we call gradient edges and gradient bottom. 211 00:09:20,750 --> 00:09:24,300 Then we want to control the strength of the transparency 212 00:09:24,300 --> 00:09:26,670 which we can find over here, let's connect this. 213 00:09:26,670 --> 00:09:29,710 Let's make this bigger here, transparency. 214 00:09:29,710 --> 00:09:32,800 Then up here we want to control the randomness. 215 00:09:32,800 --> 00:09:34,770 Meaning if we want to have the randomness, 216 00:09:34,770 --> 00:09:37,720 yes or no basically, let's call this random 217 00:09:37,720 --> 00:09:40,160 and the last thing we need is the strength 218 00:09:40,160 --> 00:09:43,150 of the emission shader, which we call emission. 219 00:09:43,150 --> 00:09:45,230 So, and then I think this is all we need. 220 00:09:45,230 --> 00:09:48,030 Then we can delete this temporary RGB node, 221 00:09:48,030 --> 00:09:49,860 and if I go back with Tab, 222 00:09:49,860 --> 00:09:51,730 we now have everything we need here. 223 00:09:51,730 --> 00:09:54,730 We can change the base color, random color, specular color, 224 00:09:54,730 --> 00:09:57,910 the different gradients, transparency, randomness, 225 00:09:57,910 --> 00:09:59,620 and the emission. 226 00:09:59,620 --> 00:10:00,930 And before we test this setup, 227 00:10:00,930 --> 00:10:02,400 let's get back into the shader, 228 00:10:02,400 --> 00:10:05,830 and if I click through these different inputs here, 229 00:10:05,830 --> 00:10:08,870 we can see that we can define default values, 230 00:10:08,870 --> 00:10:10,040 which is really cool. 231 00:10:10,040 --> 00:10:12,040 So let's change the default values here, 232 00:10:12,040 --> 00:10:14,800 base colors should be pure white, I would say, 233 00:10:14,800 --> 00:10:16,620 random color the same. 234 00:10:16,620 --> 00:10:18,810 Specular color should be pure black, 235 00:10:18,810 --> 00:10:20,770 so it's disabled by default. 236 00:10:20,770 --> 00:10:25,490 The gradient I usually set up to 0.5, the edge gradient, 237 00:10:25,490 --> 00:10:28,420 and the minimum value is zero, and the maximum is one. 238 00:10:28,420 --> 00:10:31,480 The bottom gradient I usually set up to 0.75, 239 00:10:33,034 --> 00:10:35,440 minimum zero, maximum is one. 240 00:10:35,440 --> 00:10:38,840 Transparency is set to zero, minimum and maximum the same. 241 00:10:38,840 --> 00:10:40,270 The randomness is also set 242 00:10:40,270 --> 00:10:42,530 to zero, minimum and maximum the same. 243 00:10:42,530 --> 00:10:45,120 And the emission is set to zero by default, 244 00:10:45,120 --> 00:10:48,720 minimum is zero and maximum can be as high as you like, 245 00:10:48,720 --> 00:10:51,820 if you want really strong glowing elements. 246 00:10:51,820 --> 00:10:54,430 Then let's hit Tab, press Control + Space to get out 247 00:10:54,430 --> 00:10:57,680 of full screen mode and now if I delete this shader here, 248 00:10:57,680 --> 00:11:01,760 hit Shift + A, go to group, and add this CW_Shader_new, 249 00:11:01,760 --> 00:11:04,780 then you can see that all these values are reset 250 00:11:04,780 --> 00:11:07,820 to the default values, and if you click this shield, 251 00:11:07,820 --> 00:11:10,740 by the way, we add a fake user, so we make sure 252 00:11:10,740 --> 00:11:13,620 that this shader group stays in this blend file 253 00:11:13,620 --> 00:11:17,820 even though we would delete it, and no material is using it. 254 00:11:17,820 --> 00:11:19,530 So let's connect this 255 00:11:19,530 --> 00:11:22,950 and let's quickly see if everything works as expected. 256 00:11:22,950 --> 00:11:26,330 So we can change the color here, and that's great. 257 00:11:26,330 --> 00:11:29,860 We can add a random color when we have random set to one 258 00:11:29,860 --> 00:11:32,020 and now when we duplicate this, each of them 259 00:11:32,020 --> 00:11:33,920 should have a random color. 260 00:11:33,920 --> 00:11:34,880 Works nicely. 261 00:11:34,880 --> 00:11:38,940 Then we can enable the specularity, works also nice. 262 00:11:38,940 --> 00:11:41,660 We can play around with the edge gradients, 263 00:11:41,660 --> 00:11:43,940 same with the bottom gradient. 264 00:11:43,940 --> 00:11:46,087 Then let's connect the emission here, 265 00:11:46,087 --> 00:11:49,460 and increase the strengths down here, and it's working. 266 00:11:49,460 --> 00:11:52,300 By the way, I have not added the specular color 267 00:11:52,300 --> 00:11:54,630 to the emissive material because I thought 268 00:11:54,630 --> 00:11:57,740 we will never add this to glowing elements. 269 00:11:57,740 --> 00:11:59,360 However, if you want to do this, 270 00:11:59,360 --> 00:12:03,290 you can of course add this diffuse and edge shader setup 271 00:12:03,290 --> 00:12:05,000 to the emission shader as well. 272 00:12:05,000 --> 00:12:07,423 And the last one is the transparency. 273 00:12:09,570 --> 00:12:11,200 For that, let's change the blend mode 274 00:12:11,200 --> 00:12:13,840 to alpha blend and alpha hashed, 275 00:12:13,840 --> 00:12:16,580 and then with changing the transparency value down here, 276 00:12:16,580 --> 00:12:19,950 we can play around with the transparency. 277 00:12:19,950 --> 00:12:22,730 And yeah, it seems to be working fine. 278 00:12:22,730 --> 00:12:27,180 And this is how you set up the Cubic Worlds Shader 279 00:12:27,180 --> 00:12:28,080 from scratch. 280 00:12:28,080 --> 00:12:31,270 I know these were two very long videos, but anyway, 281 00:12:31,270 --> 00:12:32,930 I hope you learned a thing or two 282 00:12:32,930 --> 00:12:36,230 and from now on, we keep the shading process simple 283 00:12:36,230 --> 00:12:39,290 by just using this specific shader 284 00:12:39,290 --> 00:12:41,030 for the rest of the course. 285 00:12:41,030 --> 00:12:42,910 And as always, if you followed along, 286 00:12:42,910 --> 00:12:44,660 don't forget to save. 23659

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