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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,250 Hello everyone. 2 00:00:01,245 --> 00:00:03,635 In this lesson we are going to be looking at how to create and 3 00:00:03,630 --> 00:00:06,200 apply materials to our objects. 4 00:00:06,195 --> 00:00:07,745 Now by using materials, 5 00:00:07,740 --> 00:00:10,460 we can change the appearance of our object drastically. 6 00:00:10,455 --> 00:00:13,695 For instance, we can make it look like metal or wood or glass, 7 00:00:13,695 --> 00:00:16,595 or even add an image texture to the object. 8 00:00:16,590 --> 00:00:20,010 So to begin with, let's select our object we created in the previous lesson. 9 00:00:20,010 --> 00:00:22,250 And then to apply material to this object, 10 00:00:22,245 --> 00:00:24,545 we need to go to the material properties. 11 00:00:24,540 --> 00:00:28,470 And to do that, you'll see this little chicken ball icon at the bottom here. 12 00:00:28,470 --> 00:00:29,900 So let's click on that. 13 00:00:29,895 --> 00:00:33,615 And now we are viewing the material properties for this object. 14 00:00:33,615 --> 00:00:35,445 So to create a new material, 15 00:00:35,445 --> 00:00:40,175 we can simply click on New and it'll add a new material for us. 16 00:00:40,170 --> 00:00:45,710 Let's call this taste and press Enter. 17 00:00:45,710 --> 00:00:49,780 And here we have a few basic settings that we can adjust. 18 00:00:49,775 --> 00:00:52,655 For instance, we can change the base color. 19 00:00:52,655 --> 00:00:55,525 Let's make that red. As you can see, 20 00:00:55,520 --> 00:00:58,060 it's not changing the look of our object yet. 21 00:00:58,055 --> 00:01:00,185 And that is because we are in solid view, 22 00:01:00,185 --> 00:01:01,625 which is good for modelling. 23 00:01:01,625 --> 00:01:03,695 But when we need to see our materials, 24 00:01:03,695 --> 00:01:07,565 we have to switch to rendered view or material preview mode. 25 00:01:07,565 --> 00:01:10,585 And do that, we can hold down Z on our keyboard. 26 00:01:10,580 --> 00:01:13,480 And then you see we are currently in solid mode. 27 00:01:13,475 --> 00:01:17,245 And then we can go to rendered mode and material preview mode. 28 00:01:17,240 --> 00:01:19,880 So let's go to material preview mode for now. 29 00:01:19,880 --> 00:01:23,750 So just move your mouse in that direction and then let go of z. 30 00:01:23,750 --> 00:01:27,920 And I can see the red material applied to the object. 31 00:01:27,920 --> 00:01:30,560 So let's look at a few of these settings. 32 00:01:30,560 --> 00:01:33,460 We have metallic and pretend that up. 33 00:01:33,455 --> 00:01:38,105 As we turn that up, it makes our object look more like metal. 34 00:01:38,200 --> 00:01:40,660 If we turn that down again, 35 00:01:40,655 --> 00:01:43,675 it looks more like a plastic object again. 36 00:01:43,670 --> 00:01:46,400 And we can have a look at roughness as well. 37 00:01:46,400 --> 00:01:48,520 If we turn down the roughness, 38 00:01:48,515 --> 00:01:51,905 the lower we go, the smoother the object gets. 39 00:01:51,905 --> 00:01:55,345 As you can see now it's very smooth and very shiny. 40 00:01:55,340 --> 00:01:57,850 And if you turn up the roughness, 41 00:01:57,845 --> 00:01:59,485 it gets very rough. 42 00:01:59,480 --> 00:02:02,550 And now we have a very matte look to it. 43 00:02:03,160 --> 00:02:06,490 Let's turn up the metallic value again. 44 00:02:06,485 --> 00:02:08,765 Turn down the roughness. 45 00:02:08,765 --> 00:02:12,305 Now we have a very shiny metallic object. 46 00:02:12,305 --> 00:02:16,435 And in that way we can quickly create simple materials for our objects. 47 00:02:16,430 --> 00:02:19,880 Now let's create another cube quickly with Shift a, 48 00:02:19,880 --> 00:02:22,820 go to Mesh and then select cube. 49 00:02:22,820 --> 00:02:25,250 Then press G to grab and move, 50 00:02:25,250 --> 00:02:27,640 and just move that over to the side. 51 00:02:27,635 --> 00:02:30,005 And let's go to the material properties. 52 00:02:30,005 --> 00:02:33,335 And we can either create a new unique material for this object, 53 00:02:33,335 --> 00:02:36,485 or we can even apply the same material that we've created 54 00:02:36,485 --> 00:02:39,725 before to any of the objects in our scene. 55 00:02:39,725 --> 00:02:41,515 So let's select this cube. 56 00:02:41,510 --> 00:02:43,370 And then instead of clicking new, 57 00:02:43,370 --> 00:02:45,350 we can click on this little drop-down. 58 00:02:45,350 --> 00:02:48,020 And you'll see there's our taste material. 59 00:02:48,020 --> 00:02:49,540 Select that. 60 00:02:49,535 --> 00:02:53,335 Now they both have the same material applied to them. 61 00:02:53,330 --> 00:02:56,120 And if you make any changes to this material, 62 00:02:56,120 --> 00:02:59,330 you'll see changes on all the objects where it's applied. 63 00:02:59,330 --> 00:03:01,340 And another cool thing to know is you can apply 64 00:03:01,340 --> 00:03:05,390 different materials to different parts of the same object. 65 00:03:05,390 --> 00:03:08,050 So to do that, It's select our cube again. 66 00:03:08,045 --> 00:03:09,925 And to make it a little bit easier to see, 67 00:03:09,920 --> 00:03:13,080 Let's turn up the roughness just a little bit. 68 00:03:13,720 --> 00:03:16,150 There we go. 69 00:03:16,145 --> 00:03:19,835 Now to create another material for this object. 70 00:03:19,835 --> 00:03:23,605 We can click on this little plus icon at the top right here. 71 00:03:23,600 --> 00:03:27,140 Now we can create a new material for that slot. 72 00:03:27,140 --> 00:03:30,230 Let's click on New School. This. 73 00:03:30,230 --> 00:03:32,520 Taste too. 74 00:03:32,860 --> 00:03:36,290 And let's make that red. 75 00:03:36,290 --> 00:03:40,250 And its turn up the roughness all the way. 76 00:03:40,960 --> 00:03:46,570 But as you can see, it's not applied to any of the parts of this cube. 77 00:03:46,565 --> 00:03:49,475 Now to apply to certain parts of your object, 78 00:03:49,475 --> 00:03:51,425 we simply need to go into edit mode. 79 00:03:51,425 --> 00:03:55,135 So press Tab on your keyboard to go into edit mode and then go into 80 00:03:55,130 --> 00:04:00,010 face select mode by clicking this icon or pressing three on your keyboard and a weaker. 81 00:04:00,005 --> 00:04:02,525 Now let's select only one of these phases, 82 00:04:02,525 --> 00:04:04,375 which like the top phase. 83 00:04:04,370 --> 00:04:06,370 And then in the material properties, 84 00:04:06,365 --> 00:04:08,155 Let's scroll up all the way. 85 00:04:08,150 --> 00:04:10,330 Select our second material, 86 00:04:10,325 --> 00:04:12,545 and then click Assign. 87 00:04:12,545 --> 00:04:15,895 And as you can see, it got assigned to that face now. 88 00:04:15,890 --> 00:04:18,760 So let's go back into object mode, that tab. 89 00:04:18,755 --> 00:04:22,735 And now we have that material assigned to the top of the cube. 90 00:04:22,730 --> 00:04:25,090 And if you make changes to that now, 91 00:04:25,085 --> 00:04:30,935 let's make the color but darker and make it metallic. 92 00:04:30,935 --> 00:04:34,655 And turn the roughness all the way down. 93 00:04:34,900 --> 00:04:40,840 And there we can see we have different materials applied to the same object. 94 00:04:40,835 --> 00:04:45,775 So let's click on the cube X to delete and delete v cube. 95 00:04:45,770 --> 00:04:47,450 And let's click on an object over here, 96 00:04:47,450 --> 00:04:50,600 press numpad period to focus on that object. 97 00:04:50,600 --> 00:04:51,910 There we go. 98 00:04:51,905 --> 00:04:54,935 Now the side panel is good for creating quick simple materials. 99 00:04:54,935 --> 00:04:57,355 But if you want to make more advanced materials, 100 00:04:57,350 --> 00:05:01,540 we can go into our shading section of Blender and you'll find that at the top here, 101 00:05:01,535 --> 00:05:04,525 you'll see a shading tab. So let's click on that. 102 00:05:04,520 --> 00:05:09,230 So you can still see our object with the material applied. 103 00:05:09,230 --> 00:05:13,090 And at the bottom here, you'll see our shading section. 104 00:05:13,085 --> 00:05:18,655 And you'll see we have the same settings that we have in our material properties. 105 00:05:18,650 --> 00:05:21,970 We can see them in this node as well. 106 00:05:21,965 --> 00:05:27,205 So you have these different pens that now apply the specific values to our shader. 107 00:05:27,200 --> 00:05:29,060 And what's cool about this now is, 108 00:05:29,060 --> 00:05:31,340 instead of only choosing a simple color, 109 00:05:31,340 --> 00:05:35,050 we can create some more interesting shapes and patterns over here. 110 00:05:35,045 --> 00:05:37,955 And then plug that into our base color node, 111 00:05:37,955 --> 00:05:39,605 and I'll show you how to do that now. 112 00:05:39,605 --> 00:05:40,045 Cool. 113 00:05:40,040 --> 00:05:42,080 Let's move it off to the side. 114 00:05:42,080 --> 00:05:45,100 And we have a lot of useful notes that can help us create 115 00:05:45,095 --> 00:05:48,125 interesting materials very easily inside of Linda. 116 00:05:48,125 --> 00:05:52,295 And to add nodes, we're also going to press Shift a add. 117 00:05:52,295 --> 00:05:54,605 And then we can search at the top here. 118 00:05:54,605 --> 00:05:57,575 So you can either go through these and look for the node you want, 119 00:05:57,575 --> 00:05:59,675 or we can simply click on Search. 120 00:05:59,675 --> 00:06:04,445 And let's type noise and intellect noise texture. 121 00:06:04,445 --> 00:06:07,715 And then we can just click to apply. 122 00:06:07,715 --> 00:06:11,735 Now because we enabled Node Wrangler in the first lesson, 123 00:06:11,735 --> 00:06:14,935 we can easily preview what this node is doing. 124 00:06:14,930 --> 00:06:20,090 And to do that, we can simply hold down Control and Shift and then click on this node. 125 00:06:20,090 --> 00:06:24,670 And I can see what this node is doing is generating this random noise for us. 126 00:06:24,665 --> 00:06:28,355 And we can use this noise to create some interesting materials. 127 00:06:28,355 --> 00:06:30,865 Now to allow us to move this noise around, 128 00:06:30,860 --> 00:06:33,780 we need to create some mapping nodes before this. 129 00:06:33,780 --> 00:06:35,920 And again with Node Wrangler enabled, 130 00:06:35,920 --> 00:06:37,390 it's very easy to do. 131 00:06:37,390 --> 00:06:40,710 We can simply select our node and then press Control 132 00:06:40,705 --> 00:06:45,205 T. And that adds these mapping note to the noise texture. 133 00:06:45,205 --> 00:06:49,285 And the first thing I like to do is changes from generated two object. 134 00:06:49,285 --> 00:06:51,595 So we'll click and drag from the object pen 135 00:06:51,595 --> 00:06:54,705 and plug that into the vector pin of our mapping node. 136 00:06:54,700 --> 00:06:58,900 And that'll take the actual scale of an object into account. 137 00:06:58,900 --> 00:07:01,590 Now let's look at this dictionary quickly. 138 00:07:01,585 --> 00:07:06,105 See we have scale that we can turn up and down to make the noise big O, 139 00:07:06,100 --> 00:07:08,290 smaller in with detail. 140 00:07:08,290 --> 00:07:14,160 And that'll add fine details to our noise or make it look a bit more blurred. 141 00:07:14,155 --> 00:07:20,215 And then we have the roughness also adds some micro details to our noise as well. 142 00:07:20,210 --> 00:07:23,950 And the distortion starts warping the noise. 143 00:07:23,945 --> 00:07:29,005 As you can see. It's put that back to 0. 144 00:07:29,000 --> 00:07:31,810 The roughness back to 0.5. 145 00:07:31,805 --> 00:07:33,835 And this leave it like that for now. 146 00:07:33,830 --> 00:07:37,220 So let's say we wanted to create a wood grain type of texture. 147 00:07:37,220 --> 00:07:39,980 We can easily do that by playing around with these location, 148 00:07:39,980 --> 00:07:43,120 rotation, and scale properties in the mapping mode. 149 00:07:43,115 --> 00:07:45,415 So let's see if we change the scale on these x, 150 00:07:45,410 --> 00:07:47,230 y, and z coordinates. 151 00:07:47,225 --> 00:07:49,645 You see it stretches out the texture. 152 00:07:49,640 --> 00:07:51,160 Let's put that back to one. 153 00:07:51,155 --> 00:07:52,925 And if you hold down shift, 154 00:07:52,925 --> 00:07:55,885 you can move that in very small increments. 155 00:07:55,880 --> 00:07:59,210 So let's move it up like that texture, 156 00:07:59,210 --> 00:08:04,250 but on the z-axis, Let's make that 0.1. 157 00:08:04,250 --> 00:08:08,790 Now let's hold down shift and turn up the distortion a little bit. 158 00:08:09,520 --> 00:08:14,890 And they'll start warping the texture a little bit and give us that wood fiber. 159 00:08:14,885 --> 00:08:17,425 Look. Cool. 160 00:08:17,420 --> 00:08:19,770 Let's play with the detail. 161 00:08:20,980 --> 00:08:26,470 We can leave the detail at about to type that in as well. 162 00:08:26,465 --> 00:08:30,455 And I will then shift and click on the scale. 163 00:08:30,455 --> 00:08:32,185 Value of around eight. 164 00:08:32,180 --> 00:08:36,140 Looks good for the specific object foo. 165 00:08:36,140 --> 00:08:38,740 But now you're saying, Well it's not black and white like that. 166 00:08:38,735 --> 00:08:39,925 And I agree. 167 00:08:39,920 --> 00:08:41,840 So let's add some color to this. 168 00:08:41,840 --> 00:08:46,090 And to do that, we're going to add a color ramp after this noise texture. 169 00:08:46,085 --> 00:08:49,565 So let's press Shift a to add a node. 170 00:08:49,565 --> 00:08:52,195 Click on Search and type ramp. 171 00:08:52,190 --> 00:08:54,170 And intellect colorRamp. 172 00:08:54,170 --> 00:08:56,980 If you drop a node onto a line, 173 00:08:56,975 --> 00:08:59,555 it will connect it up automatically. 174 00:08:59,555 --> 00:09:05,335 So now what this is doing is it's taking the black and white input of this factor. 175 00:09:05,330 --> 00:09:07,000 And then if it's black, 176 00:09:06,995 --> 00:09:08,585 it's going to give it that color. 177 00:09:08,585 --> 00:09:10,085 And as it goes up to white, 178 00:09:10,085 --> 00:09:11,615 it's going to give it that color. 179 00:09:11,615 --> 00:09:14,135 And currently, this is only city black and white. 180 00:09:14,135 --> 00:09:15,925 So it's making no difference at all. 181 00:09:15,920 --> 00:09:19,190 If you click on this black arrow inhibit, 182 00:09:19,190 --> 00:09:21,760 then we can see we've got this black section down here. 183 00:09:21,755 --> 00:09:25,495 We can click on that and then change the color so we can turn it up a bit. 184 00:09:25,490 --> 00:09:28,720 Let's make that a dark brown. 185 00:09:28,715 --> 00:09:30,805 Down a bit. 186 00:09:30,800 --> 00:09:32,640 Maybe something like that. 187 00:09:32,640 --> 00:09:36,080 Click on the white arrow to select the white point on our gradient. 188 00:09:36,080 --> 00:09:45,280 And then click on this block and make that a lighter type of Brown goo. 189 00:09:45,275 --> 00:09:49,525 And now we can do is click and drag to increase the dark parts. 190 00:09:49,520 --> 00:09:54,150 And click and drag to increase the bright parts. 191 00:09:56,560 --> 00:10:00,420 And it changes bright color a bit more. 192 00:10:01,900 --> 00:10:04,630 It a bit darker. 193 00:10:04,625 --> 00:10:09,925 Turn down the saturation a little bit bigger. 194 00:10:09,920 --> 00:10:12,890 And this is the basic principle we're going to use to create 195 00:10:12,890 --> 00:10:15,610 our materials for objects in the later lessons. 196 00:10:15,605 --> 00:10:17,215 So one last thing we need to do, 197 00:10:17,210 --> 00:10:19,450 this is any previewing that color. 198 00:10:19,445 --> 00:10:22,925 We need to plug that color into our base color node. 199 00:10:22,925 --> 00:10:24,125 So let's do that. 200 00:10:24,125 --> 00:10:26,665 And then let's view the actual shader by 201 00:10:26,660 --> 00:10:29,960 holding Control and Shift and clicking on the shader. 202 00:10:29,960 --> 00:10:32,540 We can also just plug that in manually. 203 00:10:32,540 --> 00:10:35,350 But holding controlling shift makes it a bit easier. 204 00:10:35,345 --> 00:10:38,005 And I can see we've got a metallic word because 205 00:10:38,000 --> 00:10:41,330 our metallic and roughness is still set to the previous values. 206 00:10:41,330 --> 00:10:44,480 So it's turned down metallic value. 207 00:10:44,480 --> 00:10:47,890 And now it looks like a polished type of wood. 208 00:10:47,885 --> 00:10:49,885 As you can see. 209 00:10:49,880 --> 00:10:52,940 We could turn up the roughness of it, maybe. 210 00:10:52,940 --> 00:10:55,260 Eureka. 211 00:10:55,390 --> 00:10:58,070 I think Let's make this a little bit darker. 212 00:10:58,070 --> 00:10:59,600 So it's jagged the dark caliber to 213 00:10:59,600 --> 00:11:03,360 the right and drag this proud calorie but to the right. 214 00:11:04,510 --> 00:11:07,550 And there we go. I quite like that. 215 00:11:07,550 --> 00:11:10,350 Cool, and that is it for this lesson. 17197

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