All language subtitles for 04_material_property_aovs

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Hello there and welcome back

In this video we take a look at our first type of multilayer exr that comes from CG

I did not look at what I call the material properties split out

No material properties

Comes with a certain set of AA vs

When I say a vs that's interchangeable with the term layers in aob is an arbitrary output

It's an extra

Laya for us to use when we're compositing and so what are the material properties of these are

Well

They are based on what the surface of your 3D object is

You look these they're all varying properties of our materials

So let's go ahead and get looking at all of them

We can make a lair contact sheet

We will turn on our layer names

60 beauty here in this is everything combined

We have

Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1

Coat

We have diffuse we have speculated the Wii

Direction indirect of both of them we have transmission subsurface and volume

Take a look at these 1 of the time so it's a little clear what exactly looking

So I'm going to make a shuffle mode

And a heavy trick that we can do because we're end up having a lot of shuffle mode

As responding newsletters out and combining them together

What we can do as we can look at the name of the snap

Reset cold in one

And we can see what exactly

By typing in brackets and typing value in one

And these brackets mean this is a code that you can get a look in and Ron and it's actually telling us the

Are you

After snap

This is an excellent way to organise nodes automatically if you want to see what certain ads are doing at any given

So that might

What's go ahead and first look at our diffuse

So are diffuse properties or are non reflective

Properties of our surface there not shiny

Adjust your flat

Rapper surfaces that are catching the brakes light

And our diffuse channel is split into two types of

We have our direct light and or copy and paste this here

And we have

Indirect light

Diffuse injury

Are the secondary Bouncers that are affecting or diffuse

So we can see here

That

This is a green guy

Is pretty much entirely diffuse where we'll have any diffuse properties in here

This class is transmission this is volume

And so are diffuse is currently made up of this redcap or ground

And Iraqi looking character over

So let's go ahead the way we can combine these two now remember light is additive and so

All we need to do

Is plus these two together

Nicki Minaj all trap down here

Now you can bind order

An indirect light and this is a fool

Diffuse pets

So you can see we don't have any of these kind of specular highlights but we do have our main

Colouring

Excellent we have are diffuse properties built

And let's go ahead and build our specular

What I'm going to do as I'm just going to copy and paste this setup I like organising this based on the material

Property that's going into them

So unless we'll look at or specular

It's not here

We have all of the shiny reflective surfaces are main shrine pass

If you were

You can see a rocky texture over here has some reflection in it or subsurface toys

And all of these highlights are the direct reflection of lights that exist within our

What's go ahead and change this to our specular indirect

And you can see this is very different from my specular directive this is more of the reflection

Other objects themselves were specular Direct

Is the reflection of our lights

Recombine then we get our total reflection past together

And so now we can do again

Where does going to plus these together

A.dot node

And look at this

Set a baby with RB pass

You can see we've rebuilt the screen Rocky character here

Completely it looks exactly the same when you're a bean

And that's exactly what we want

So now what we could do if we wanted to

Is it good saying well

Actually wish the sky was twice a shiny

Well what we can do

Is there down a colour correct

The Man of Steel

And now this is much more reflective and we can kind of cheat how the material reacts

That's exactly what this is built for

You would typically have some sort of maths that we could use to isolated just to the sky but for the sake of

Were affecting our whole entire image

So that's cool with me this much shinier

Go ahead and turn that off will you look at our other layers

So again lets copy and paste this Sarah

In here

And let's take a

Next step I want to look at our transmission

Show transmission Direct

Is typically

Always blank but it's always going to have it just in case there's anything in it

Transmission is our glass I'm going to go ahead in shuffle in our transmission into

And

And transmission is anything that's been refracted

Through glass like objects

Display in the background we can see how it's kind of the story

What's behind it in our image

And again like everything else we can just plus the sofa as we slowly rebuilding our beauty pass

I don't need extra time

Sleep that

And now we just have that glass

Feeling in there

Very nice

And next step on our list of material properties we can

Pics of the again

We have our

Subsurface scattering that SSS

We have our direct

NR indirect

And as we can bind these

We can see that together they roughly make this we don't respect the lady in there yeah

Subsurface Direct is the main first pass your subsurface scattering

If you don't like subsurface scattering is it's when you have semi translucent material

Bounces light around and it can potentially

Change the colour as it's going through the surface

Human skin is an excellent example if you shine a flashlight right behind your palm you'll see

That's kind of bleeding through your hand and that subsurface can

And this Direct channel

Represents your first kind of pass at subsurface well this indirect is the secondary bouncers

Happening on the inside

Selfie with colour correct this

Granite change again really

We can make it

Blue and you can see or secondary bounces in here

Returning

Very

Like the others

What's the server

End up getting closer to rebuilding our final image

A couple more things that were missing

Now let's go ahead and

Happy peace this again

We will rebuild

Are volume in the back

We have our volume to rex

And are volume indirect

And so again the buying director is the first ray of light that is heading and divine interact

Secondary bounce

That occur

Volume Direct typically makes things from work cloudy or if you have an explosion

Any kind of admission

Waiting will typically be found in the indirect channel

And sell we can see here as making a few much lighter and fluffy or we can add a colour correct

Tinnitus feel very flat

And leave that alone slowly getting closer

Really have one more chance to make because this is just a HDR we don't actually really need that

Ian we're missing our

Reflection

Why is that not in

We have our own reflections here in our specular pass

Certain materials like carpet for example

I have 2 layers of reflexivity

And actually use the car paint shade

On this class

The main first reflection is your specular

What time your secondary

Is cold your clear coat

In the case of the splendour just coat

Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1

Let's go ahead and find our coats direct

Find error codes

And you'll see these behave just like I specular passed it's just an auxiliary layer

To have two different layers of speculum

This over again

Now you can see

Before serena's

We have successfully rebuild

Aura beauty pass

An Oral is just additive

Auto multiplies your lighting

And so you're just ready to go right out of the gate so if you want to change any of these properties

We can very easily do that for you wanted to make this class reflection

More shiny accidentally went into a 3D TV repair

He had told you can get in and out of that

What's make this more shiny

Bye

Gaming it

You can just see

That Shine intensity is increasing

In just a glass because that's the only place where it exist

You could colour correct or volume separately if we wanted to

Next a little nicer

What's a we wanted to change the colour

This character

What we could do

Is we could go towards a fuse because that's you know we're all the colours exist

And we could

Desaturated just affecting our dinosaur here

Medical Practice or tomorrow blue maybe wanted to be warmer

And you could do this but the issue is also changing a colours of this light

And that's where

The next pass comes in each of these actually has an albedo pass

And what is an albedo passports take

Open in here

And what's the light diffuser

And so what this is the Rock colour other textures

With no lighting up light

And why is this helpful what can this do for us

Well there's a few things the first is if you just wanted to get a key

On the screen

You're better off

Sheen this albedo pass and trying to Turkey this diffuse pass

Would make it much simple you don't have to account for any gradations in mining and you can extract

Certain colours are objects if you'd like to

The real Power is when it comes to modifying or textures posted

So what we can do

Is pipe in or diffused

And we can do a divide

Flip these really quickly

And something really interesting just

We've extracted or raw

Lightning pass

And this is incredibly Powerful

So what can we do next

Go ahead and make-up branch off to the side here

And let's go ahead and X this

Back really quick

And you'll see

We get our original diffuse Direct pass

So what can we do with this

Well

What do we talk about what's in a quickie

On the screen

Well just roughly

Evie

What is a crabbing the ground in there so I think that's fine

Not to worry about that actually loved you a saturation key instead

That's much better

Yes I'm saturation back there but I don't really mind on a row download

Roughly

Naked shape

Quick

I won't output in Alphabet opera x by Alphabeat

Ok so this is pretty close to what

So what we can do

Is we can now colour correct

Are albedo pass

Let's go ahead and desaturated

And make it

Blue

No one will work here

You've actually changed

The colour

Orbeez images

Are we having affected or light

It has changed a little bit because this has a blue baseline overall change the colour

Change this to any colour that we do

Another lighting is going to respond to it

Approach

Sweet used this instead of just are standard diffuse Direct channel

Let's compare this to our beauty

Look at the bottom here you can have some green in there

And why is that

We still have the screen to fuse and Direction

So let's change forward classiness over

Women to take that in there

We are going to actually divide

By our combined diffuse Direct and indirect

And this will give us the Royal

Is these indirect secondary Bouncers or never really going to be able to change

Discuss

So in this pic for example

That wouldn't really work but the green is fairly saddle on the ground so let's see what exactly week

What go to the bottom here

You can see we've completely change the colour of this material

The reflection is still a little green and that's not really something we're going to be able to fix in here

We could carry it by it's reflecting the original diffuse colour

And so there is some great power

That can be had with

Extracting your raw lighting and then re x

By your update channel

It is limited in its usefulness because secondary elements like reflections

We cannot account for

Because we do have an update a layer for other material

Please

But the thing is when you look at them

You're not entirely useful when they're full why

If you divide by that it's just going to give you the original image the only

Layer or material type than typically able to get this to work correctly is the diffuse channel

And even that comes with some

Pick up sometimes you can see our red Cup is a special car paint materials so lighting didn't get Perfect lyrics

From that

You can see our interact bounce

Didn't get changed to just ride is there a lot of little things that you can't necessarily change

What is a trick I enjoy using when it comes to modifying colour slightly when it comes to adding

Little bit of texture

Into your image

Actually look at that really quite a little crack into the neck here and see exactly what that would look like

We can just roughly draw in a sheep

Not going to be perfect

20 output RG

Change

Colour of a little bit

It's been lit by a lighting

How are you can change textures a little bit different to a still image

And that's all thanks to material properties

So when do you want to use the material property flavour of Sport

You really want to use this when you don't really have your materials locked in and admittedly a little down

Able to control the minute details like how shiny an object is

Indirect bounce is been received those sort of things

The Steph

Is it as popular as it used to be most people do like passes now but some places still use this type of swallow

If you are using the material properties spuddle

You need to make sure that you're lying is locked in because you can't really change your lighting with the

So this is a conversation that needs to happen with whoever is doing a CG to figure out what sort of flow

Stability

Do you need to be able to increase

Interact bounce

Or do you need to be able to change the value of a given line

Is that all decisions you make that will

Ultimately affect health flexible your setup is

And it's definitely best to plan ahead before you get your rent arrears with a of these that you do

What

That's a brief overview of how you use the material properties that are really are a ton

Outside of birth

Is the standard once you've run into when you're using Arnold

One of the trachea things is that you will handle these material properties a little bit deaf

This is how Arnold works I've had some experience with a red shift and those look different

I've experienced some with blender cycles render and those work very differently and so you need to do a

Number of research on how exactly to combine your layers because ultimately when you add all of your

Together

You need to make sure that the equal your beauty running

Typically that off all the same sort of system we have here where you'll be multiplying raw lighting by the

Play-Doh for some

And then plastering the rest together it really just depends on the render engine

Take a look at the next type of aib spread out that we can do

Which is a white passes for first we're going to take a look at the compositing fundamentals of light

So thank you very much for listening and I'll catch you in the next one

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.