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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,100 Hello everyone. 2 00:00:01,095 --> 00:00:04,245 In the previous lesson, we finished up the modelling for our potion. 3 00:00:04,245 --> 00:00:08,175 And we can now adjust the level with this level object as well. 4 00:00:08,175 --> 00:00:11,025 And now let's add some materials to our potion. 5 00:00:11,025 --> 00:00:15,885 So to begin with, we're just going to camera view quickly with numpad 0. Here we go. 6 00:00:15,885 --> 00:00:20,775 And now we can just reposition our bottle so that it's nicely framed in our camera frame. 7 00:00:20,775 --> 00:00:24,095 And you select the bottle and everything else should come along with it. 8 00:00:24,090 --> 00:00:27,300 So let's press G to grab Z to move it on the z-axis. 9 00:00:27,299 --> 00:00:31,129 Move that down a bit more space to scale. 10 00:00:31,125 --> 00:00:34,515 And click G to grab. 11 00:00:34,515 --> 00:00:38,615 And click and is the scale. There we go. 12 00:00:38,610 --> 00:00:43,800 That should be good for now. If 12 quickly to see what that looks like. 13 00:00:44,290 --> 00:00:46,930 Gou, so we have the basic shape, 14 00:00:46,925 --> 00:00:49,625 but everything is still the default white material. 15 00:00:49,625 --> 00:00:53,285 So we can close that down going to the shading tab up here. 16 00:00:53,285 --> 00:00:54,895 And I will start with the bottle. 17 00:00:54,890 --> 00:00:56,630 So with the bottle selected, 18 00:00:56,630 --> 00:01:00,890 we can go to the material properties or we can add a new material over here. 19 00:01:00,890 --> 00:01:03,550 For now, let's click on New over here. 20 00:01:03,545 --> 00:01:06,115 And it's cool that gloss. 21 00:01:06,110 --> 00:01:07,820 And press Enter. 22 00:01:07,820 --> 00:01:09,220 And then for surface, 23 00:01:09,215 --> 00:01:12,905 we're going to switch this from principled BSD if we click on that, 24 00:01:12,905 --> 00:01:16,285 and we're going to change that to gloss BSD. 25 00:01:16,280 --> 00:01:18,970 And then we have a glossy material. 26 00:01:18,965 --> 00:01:21,695 Now we can turn the roughness all the way down. 27 00:01:21,695 --> 00:01:24,955 And the IOR, That's the index of refraction, 28 00:01:24,950 --> 00:01:27,100 and that is how the object Baines light. 29 00:01:27,095 --> 00:01:29,935 For our purposes, we can set that to 1.1, 30 00:01:29,930 --> 00:01:32,480 cool and insulate the coke. 31 00:01:32,480 --> 00:01:36,150 And we can create a new material over here. 32 00:01:36,400 --> 00:01:41,530 And I'm going to change that to cook and press Enter. 33 00:01:41,525 --> 00:01:44,845 The reason why I didn't do it over here this time is because we're 34 00:01:44,840 --> 00:01:47,660 going to leave the surface as principled BSD if so, 35 00:01:47,660 --> 00:01:49,450 you don't have to worry about changing it every day. 36 00:01:49,445 --> 00:01:51,055 But using middle mouse button to click and 37 00:01:51,050 --> 00:01:53,120 drag and move this over a little bit to the side. 38 00:01:53,120 --> 00:01:55,690 Now let's add a noise node over here. 39 00:01:55,685 --> 00:01:57,865 So we can press Shift a to add, 40 00:01:57,860 --> 00:02:00,190 click on Search and type noise, 41 00:02:00,185 --> 00:02:02,225 and then select noise texture. 42 00:02:02,225 --> 00:02:04,445 And to view at this noise texture is doing. 43 00:02:04,445 --> 00:02:08,185 We can hold down control and shift and then left-click. 44 00:02:08,180 --> 00:02:11,600 And I can see it's adding some detail to our object. 45 00:02:11,600 --> 00:02:13,420 And you change that from black and white, 46 00:02:13,415 --> 00:02:14,975 we can add a color ramp. 47 00:02:14,975 --> 00:02:20,875 So let's add a color ramp by pressing Shift a again and under search type ramp. 48 00:02:20,870 --> 00:02:26,650 And then select colorRamp and drop it onto that line. There we go. 49 00:02:26,645 --> 00:02:29,965 Now the black value, we can leave it black and the white value, 50 00:02:29,960 --> 00:02:31,660 we can click on this little triangle. 51 00:02:31,655 --> 00:02:34,685 And we're going to change that color to a dark brown color. 52 00:02:34,685 --> 00:02:42,595 So for the hue, we're going to make that 0.06 and press into the saturation. 53 00:02:42,590 --> 00:02:49,860 We're going to make 0.7. And the value we're going to make 0.2. 54 00:02:49,855 --> 00:02:51,415 And press Enter. 55 00:02:51,415 --> 00:02:54,915 And Alice just connect that color up to our base color. 56 00:02:54,910 --> 00:02:57,210 And then hold down control and shift, 57 00:02:57,205 --> 00:03:02,485 and click on the shader so that that is connected up to the material output like that. 58 00:03:02,485 --> 00:03:06,735 And it just turned the roughness all the way up to one as well. 59 00:03:06,730 --> 00:03:10,220 It's pretty safe 12 to see what that looks like now. 60 00:03:11,310 --> 00:03:13,900 Cu, now we're getting some way. 61 00:03:13,900 --> 00:03:17,890 Let's close that down again and click again to select 62 00:03:17,890 --> 00:03:22,020 the potion liquid and its create a new material as well. 63 00:03:22,015 --> 00:03:25,615 Cool that liquid and press Enter. 64 00:03:25,615 --> 00:03:27,825 And let's turn up the roughness. 65 00:03:27,825 --> 00:03:31,715 0.8 and press Enter. 66 00:03:31,715 --> 00:03:33,055 And for the base color, 67 00:03:33,050 --> 00:03:35,290 let's make that a nice red color for now. 68 00:03:35,285 --> 00:03:37,255 So click on this white value. 69 00:03:37,250 --> 00:03:40,880 And in the hue we're going to leave at 0 saturation. 70 00:03:40,880 --> 00:03:42,820 We're going to turn all the way up to one. 71 00:03:42,815 --> 00:03:46,445 And the value we are going to make 0.2 as well. 72 00:03:46,445 --> 00:03:50,585 And as you can see, we can actually see through the glass at the moment. 73 00:03:50,585 --> 00:03:54,125 And that is because we are in the material preview mode. 74 00:03:54,125 --> 00:03:56,705 So to see what the final render looks like, 75 00:03:56,705 --> 00:04:00,175 we can just change it over to rendered view so we can hold down z, 76 00:04:00,170 --> 00:04:03,140 move over to rendered, and indeed curve Z. 77 00:04:03,140 --> 00:04:06,140 And then we can start seeing our potion inside the bottle. 78 00:04:06,140 --> 00:04:13,190 Now, cool displays if 12 again to render. And there we go. 79 00:04:13,190 --> 00:04:15,920 Now we can always go into camera view, 80 00:04:15,920 --> 00:04:19,060 zoom out Tibet, it select our bottle. 81 00:04:19,055 --> 00:04:20,965 And now let's press R to rotate. 82 00:04:20,960 --> 00:04:23,290 This, rotate that sideways a little bit. 83 00:04:23,285 --> 00:04:25,225 Press G to grab. 84 00:04:25,220 --> 00:04:28,760 Lifted to apply, press S to scale. 85 00:04:28,759 --> 00:04:32,659 And left-click to apply g to grab. 86 00:04:32,660 --> 00:04:36,350 Deftly, to apply R to rotate. 87 00:04:36,350 --> 00:04:39,310 Just to get a bit of a more interesting image. 88 00:04:39,305 --> 00:04:41,645 So let's press F2 Alpha again. 89 00:04:44,470 --> 00:04:48,790 And there we go. A simple potion bottle. 90 00:04:48,785 --> 00:04:52,175 And now it's very easy to change the color of this potion as well. 91 00:04:52,175 --> 00:04:55,375 And simply click to select the potion liquid. 92 00:04:55,370 --> 00:05:01,140 And we can then click and drag to make this Green received 12. 93 00:05:01,810 --> 00:05:05,440 And I shiny green magic type of person. 94 00:05:05,435 --> 00:05:07,765 Let's make that blue to make it a manner Persian. 95 00:05:07,760 --> 00:05:11,990 Maybe. There we go. 96 00:05:11,990 --> 00:05:15,290 And we can obviously still easily change the level of 97 00:05:15,290 --> 00:05:18,440 operation by selecting our person-level object, 98 00:05:18,440 --> 00:05:20,380 pressing G to grab and move. 99 00:05:20,375 --> 00:05:23,815 I'm just gonna constrain that to the zed axis by pressing Z as well. 100 00:05:23,810 --> 00:05:27,970 And then we can change the level of our potion as well. 101 00:05:27,965 --> 00:05:33,065 And I want to show you how easily we can create simple variations on this bottle as well. 102 00:05:33,065 --> 00:05:34,505 So let's click on the bottle. 103 00:05:34,505 --> 00:05:39,965 Let's go back to the layout panel and make sure we are in solid mode. 104 00:05:39,965 --> 00:05:41,675 And x-ray mode is enabled. 105 00:05:41,675 --> 00:05:44,945 Maybe go, oops, it's just enable that. Cool. 106 00:05:44,945 --> 00:05:50,165 Now let's revisit the rotation of our bottle by selecting the bottle and then pressing 107 00:05:50,165 --> 00:05:56,335 Alt R to reset the rotation and then go into front view with numpad 1. 108 00:05:56,330 --> 00:06:00,250 And now we want to select the bottle and the potion liquid. 109 00:06:00,245 --> 00:06:01,445 So with the bottle selected, 110 00:06:01,445 --> 00:06:04,495 we can hold down Shift and then click on the potion liquid. 111 00:06:04,490 --> 00:06:06,490 And I can see they are both selected. 112 00:06:06,485 --> 00:06:09,325 And if you then press Tab to go into edit mode, 113 00:06:09,320 --> 00:06:12,890 you can see we can now edit both of these objects together. 114 00:06:12,890 --> 00:06:14,950 So let's select those corners, 115 00:06:14,945 --> 00:06:17,855 hold down, Shift, select corners. 116 00:06:17,855 --> 00:06:21,005 And then we're going to press G to grab Z, 117 00:06:21,005 --> 00:06:25,315 to grab it on the z-axis and move that all the way down. 118 00:06:25,310 --> 00:06:27,970 Here we go and lifted to apply. 119 00:06:27,965 --> 00:06:30,085 Let's go back into object mode. 120 00:06:30,080 --> 00:06:34,600 As you can see now we have a very different shape to our Flask. 121 00:06:34,595 --> 00:06:38,005 And that way we can easily make different variations on our objects. 122 00:06:38,000 --> 00:06:40,430 Let's go back into edit mode quickly with tab. 123 00:06:40,430 --> 00:06:46,070 Go into front view with numpad 1 is select all of these bottom vertices. 124 00:06:46,070 --> 00:06:48,070 Press S to scale. 125 00:06:48,065 --> 00:06:51,155 And now we don't want to scale them on the z-axis. 126 00:06:51,155 --> 00:06:55,925 So we're going to press Shift Z disk held him only on the x and y-axis. 127 00:06:55,925 --> 00:06:59,025 And it's moved those in a little bit. 128 00:06:59,025 --> 00:07:01,945 Let's go back into object mode. 129 00:07:02,040 --> 00:07:05,350 With this potion level up a bit. 130 00:07:05,350 --> 00:07:08,640 And as we can easily make a little potion vial. 131 00:07:08,635 --> 00:07:11,095 So it's undo that. 132 00:07:12,900 --> 00:07:16,210 And we are back to our original shape. 133 00:07:16,210 --> 00:07:18,430 Let me show you how we can duplicate this so 134 00:07:18,430 --> 00:07:20,820 that you can easily make different variations. 135 00:07:20,815 --> 00:07:23,415 Let's select the bottle, hold down Shift. 136 00:07:23,410 --> 00:07:25,800 Select the Persian hold down Shift again, 137 00:07:25,795 --> 00:07:29,595 select the coke and hold down Shift again to select the level objects. 138 00:07:29,590 --> 00:07:31,140 And now we have everything selected. 139 00:07:31,135 --> 00:07:37,675 Then we can press Shift D to duplicate and right-click to apply. 140 00:07:37,675 --> 00:07:40,315 Now just click to select one of those bottles, 141 00:07:40,315 --> 00:07:41,865 press G to grab, 142 00:07:41,865 --> 00:07:44,195 and move that over to the side. 143 00:07:44,195 --> 00:07:48,205 And now you can see we have a perfect copy of our first bottle and we can make 144 00:07:48,200 --> 00:07:52,310 adjustments to which change the shape for this one. 145 00:07:52,310 --> 00:07:54,400 So select the bottle, hold down, Shift, 146 00:07:54,395 --> 00:07:56,185 select the potion liquid, 147 00:07:56,180 --> 00:07:58,420 going to edit mode with Tab. 148 00:07:58,415 --> 00:08:01,205 It's going to front view again. 149 00:08:02,080 --> 00:08:04,760 Select these corners, hold down, 150 00:08:04,760 --> 00:08:06,190 Shift, select those corners. 151 00:08:06,185 --> 00:08:09,605 Press G to grab Z to constrain it to the z-axis. 152 00:08:09,605 --> 00:08:12,365 Move it down a little bit. 153 00:08:12,370 --> 00:08:14,630 Lift lead to apply, 154 00:08:14,630 --> 00:08:17,090 click and drag to select the bottom one's. 155 00:08:17,090 --> 00:08:22,340 Press G to grab Z to constrain to the z-axis and move this up. 156 00:08:22,340 --> 00:08:27,220 Click to apply. Here we go. 157 00:08:27,220 --> 00:08:29,800 Now we already have two different bottles. 158 00:08:29,800 --> 00:08:33,880 Now to quickly change the color of the potion liquid for this bottle, 159 00:08:33,880 --> 00:08:36,770 Let's go into rendered view. 160 00:08:37,170 --> 00:08:40,140 I can go to Shading again. 161 00:08:40,135 --> 00:08:42,925 Click on one of these potion liquids. 162 00:08:42,925 --> 00:08:46,225 Let's call this liquid blue. 163 00:08:46,590 --> 00:08:50,140 It's linked the other liquid over here. 164 00:08:50,140 --> 00:08:54,450 And as you can see, it's currently using the same liquid blue material. 165 00:08:54,445 --> 00:08:56,115 To make a copy of that, 166 00:08:56,110 --> 00:08:58,620 we can simply click on this little papers icon, 167 00:08:58,615 --> 00:09:00,415 which is new material. 168 00:09:00,415 --> 00:09:02,485 And that will create a new material, 169 00:09:02,485 --> 00:09:05,505 but it will use the same settings as the other material. 170 00:09:05,500 --> 00:09:09,710 So let's rename that to liquid red and press Enter. 171 00:09:09,710 --> 00:09:13,740 Now we click over here, change that to red. 172 00:09:13,930 --> 00:09:18,020 And then we have a red person and a blue persian. 173 00:09:18,020 --> 00:09:21,770 And we can easily adjust the levels of either there. 174 00:09:21,770 --> 00:09:26,720 And that way you can quickly create variations on your objects and materials as well. 175 00:09:26,720 --> 00:09:29,430 Cool, and that is it for this lesson. 14118

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