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Hello everyone.
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In this lesson we are going to be looking at how to create and
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apply materials to our objects.
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Now by using materials,
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we can change the appearance of our object drastically.
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For instance, we can make it look like metal or wood or glass,
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or even add an image texture to the object.
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So to begin with, let's select our object we created in the previous lesson.
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And then to apply material to this object,
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we need to go to the material properties.
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And to do that, you'll see this little chicken ball icon at the bottom here.
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So let's click on that.
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And now we are viewing the material properties for this object.
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So to create a new material,
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we can simply click on New and it'll add a new material for us.
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Let's call this taste and press Enter.
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And here we have a few basic settings that we can adjust.
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For instance, we can change the base color.
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Let's make that red. As you can see,
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it's not changing the look of our object yet.
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And that is because we are in solid view,
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which is good for modelling.
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But when we need to see our materials,
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we have to switch to rendered view or material preview mode.
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And do that, we can hold down Z on our keyboard.
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And then you see we are currently in solid mode.
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And then we can go to rendered mode and material preview mode.
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So let's go to material preview mode for now.
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So just move your mouse in that direction and then let go of z.
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And I can see the red material applied to the object.
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So let's look at a few of these settings.
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We have metallic and pretend that up.
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As we turn that up, it makes our object look more like metal.
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If we turn that down again,
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it looks more like a plastic object again.
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And we can have a look at roughness as well.
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If we turn down the roughness,
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the lower we go, the smoother the object gets.
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As you can see now it's very smooth and very shiny.
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And if you turn up the roughness,
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it gets very rough.
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And now we have a very matte look to it.
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Let's turn up the metallic value again.
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Turn down the roughness.
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Now we have a very shiny metallic object.
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And in that way we can quickly create simple materials for our objects.
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Now let's create another cube quickly with Shift a,
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go to Mesh and then select cube.
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Then press G to grab and move,
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and just move that over to the side.
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And let's go to the material properties.
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And we can either create a new unique material for this object,
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or we can even apply the same material that we've created
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before to any of the objects in our scene.
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So let's select this cube.
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And then instead of clicking new,
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we can click on this little drop-down.
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And you'll see there's our taste material.
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Select that.
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Now they both have the same material applied to them.
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And if you make any changes to this material,
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you'll see changes on all the objects where it's applied.
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And another cool thing to know is you can apply
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different materials to different parts of the same object.
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So to do that, It's select our cube again.
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And to make it a little bit easier to see,
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Let's turn up the roughness just a little bit.
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There we go.
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Now to create another material for this object.
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We can click on this little plus icon at the top right here.
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Now we can create a new material for that slot.
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Let's click on New School. This.
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Taste too.
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And let's make that red.
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And its turn up the roughness all the way.
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But as you can see, it's not applied to any of the parts of this cube.
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Now to apply to certain parts of your object,
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we simply need to go into edit mode.
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So press Tab on your keyboard to go into edit mode and then go into
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face select mode by clicking this icon or pressing three on your keyboard and a weaker.
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Now let's select only one of these phases,
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which like the top phase.
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And then in the material properties,
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Let's scroll up all the way.
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Select our second material,
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and then click Assign.
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And as you can see, it got assigned to that face now.
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So let's go back into object mode, that tab.
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And now we have that material assigned to the top of the cube.
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And if you make changes to that now,
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let's make the color but darker and make it metallic.
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And turn the roughness all the way down.
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And there we can see we have different materials applied to the same object.
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So let's click on the cube X to delete and delete v cube.
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And let's click on an object over here,
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press numpad period to focus on that object.
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There we go.
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Now the side panel is good for creating quick simple materials.
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But if you want to make more advanced materials,
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we can go into our shading section of Blender and you'll find that at the top here,
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you'll see a shading tab. So let's click on that.
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So you can still see our object with the material applied.
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And at the bottom here, you'll see our shading section.
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And you'll see we have the same settings that we have in our material properties.
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We can see them in this node as well.
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So you have these different pens that now apply the specific values to our shader.
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And what's cool about this now is,
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instead of only choosing a simple color,
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we can create some more interesting shapes and patterns over here.
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And then plug that into our base color node,
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and I'll show you how to do that now.
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Cool.
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Let's move it off to the side.
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And we have a lot of useful notes that can help us create
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interesting materials very easily inside of Linda.
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And to add nodes, we're also going to press Shift a add.
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And then we can search at the top here.
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So you can either go through these and look for the node you want,
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or we can simply click on Search.
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And let's type noise and intellect noise texture.
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And then we can just click to apply.
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Now because we enabled Node Wrangler in the first lesson,
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we can easily preview what this node is doing.
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And to do that, we can simply hold down Control and Shift and then click on this node.
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And I can see what this node is doing is generating this random noise for us.
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And we can use this noise to create some interesting materials.
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Now to allow us to move this noise around,
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we need to create some mapping nodes before this.
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And again with Node Wrangler enabled,
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it's very easy to do.
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We can simply select our node and then press Control
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T. And that adds these mapping note to the noise texture.
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And the first thing I like to do is changes from generated two object.
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So we'll click and drag from the object pen
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and plug that into the vector pin of our mapping node.
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And that'll take the actual scale of an object into account.
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Now let's look at this dictionary quickly.
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See we have scale that we can turn up and down to make the noise big O,
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smaller in with detail.
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And that'll add fine details to our noise or make it look a bit more blurred.
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And then we have the roughness also adds some micro details to our noise as well.
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And the distortion starts warping the noise.
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As you can see. It's put that back to 0.
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The roughness back to 0.5.
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And this leave it like that for now.
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So let's say we wanted to create a wood grain type of texture.
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We can easily do that by playing around with these location,
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rotation, and scale properties in the mapping mode.
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So let's see if we change the scale on these x,
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y, and z coordinates.
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You see it stretches out the texture.
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Let's put that back to one.
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And if you hold down shift,
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you can move that in very small increments.
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So let's move it up like that texture,
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but on the z-axis, Let's make that 0.1.
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Now let's hold down shift and turn up the distortion a little bit.
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And they'll start warping the texture a little bit and give us that wood fiber.
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Look. Cool.
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Let's play with the detail.
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We can leave the detail at about to type that in as well.
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And I will then shift and click on the scale.
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Value of around eight.
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Looks good for the specific object foo.
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But now you're saying, Well it's not black and white like that.
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And I agree.
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So let's add some color to this.
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And to do that, we're going to add a color ramp after this noise texture.
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So let's press Shift a to add a node.
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Click on Search and type ramp.
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And intellect colorRamp.
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If you drop a node onto a line,
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it will connect it up automatically.
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So now what this is doing is it's taking the black and white input of this factor.
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And then if it's black,
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it's going to give it that color.
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And as it goes up to white,
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it's going to give it that color.
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And currently, this is only city black and white.
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So it's making no difference at all.
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If you click on this black arrow inhibit,
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then we can see we've got this black section down here.
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We can click on that and then change the color so we can turn it up a bit.
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Let's make that a dark brown.
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Down a bit.
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Maybe something like that.
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Click on the white arrow to select the white point on our gradient.
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And then click on this block and make that a lighter type of Brown goo.
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And now we can do is click and drag to increase the dark parts.
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And click and drag to increase the bright parts.
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And it changes bright color a bit more.
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It a bit darker.
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Turn down the saturation a little bit bigger.
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And this is the basic principle we're going to use to create
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our materials for objects in the later lessons.
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So one last thing we need to do,
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this is any previewing that color.
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We need to plug that color into our base color node.
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So let's do that.
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And then let's view the actual shader by
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holding Control and Shift and clicking on the shader.
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We can also just plug that in manually.
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But holding controlling shift makes it a bit easier.
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And I can see we've got a metallic word because
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our metallic and roughness is still set to the previous values.
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So it's turned down metallic value.
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And now it looks like a polished type of wood.
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As you can see.
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We could turn up the roughness of it, maybe.
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Eureka.
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I think Let's make this a little bit darker.
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So it's jagged the dark caliber to
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the right and drag this proud calorie but to the right.
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And there we go. I quite like that.
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Cool, and that is it for this lesson.
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