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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
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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
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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
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