All language subtitles for 05 - How to add materials to objects in Blender

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These are the user uploaded subtitles that are being translated: 1 00:00:00,004 --> 00:00:01,006 - [Instructor] Now that you've had a chance 2 00:00:01,006 --> 00:00:03,003 to play with modifiers, 3 00:00:03,003 --> 00:00:07,005 let's take a look at how to add some color to our scene. 4 00:00:07,005 --> 00:00:08,005 Up here at the top right, 5 00:00:08,005 --> 00:00:12,001 you'll see a few different modes available to you. 6 00:00:12,001 --> 00:00:14,004 The first is wireframe. 7 00:00:14,004 --> 00:00:16,009 This is cool because it shows you a wireframe 8 00:00:16,009 --> 00:00:21,001 or where all the vertices and edges meet. 9 00:00:21,001 --> 00:00:23,007 Next is a mode that you're going to be in a lot, 10 00:00:23,007 --> 00:00:27,000 this is called solid mode, and generally speaking, 11 00:00:27,000 --> 00:00:30,002 it doesn't really have any colors to it, 12 00:00:30,002 --> 00:00:32,008 although if you click this little down caret, 13 00:00:32,008 --> 00:00:39,008 you can go to say, for example, random, object, random, 14 00:00:39,008 --> 00:00:41,001 and get some different colors. 15 00:00:41,001 --> 00:00:42,003 But these are not the colors 16 00:00:42,003 --> 00:00:46,005 that are actually going to render in your final image. 17 00:00:46,005 --> 00:00:50,006 Next are two modes that are going to be really important to us. 18 00:00:50,006 --> 00:00:51,009 Viewport shading, 19 00:00:51,009 --> 00:00:55,009 which shows you the actual color of this object 20 00:00:55,009 --> 00:01:00,000 and then the final render view. 21 00:01:00,000 --> 00:01:02,004 Let's stick to viewport shading for right now. 22 00:01:02,004 --> 00:01:04,005 It looks like a little bit of a beach ball 23 00:01:04,005 --> 00:01:08,005 with one big quadrant colored in. 24 00:01:08,005 --> 00:01:11,001 And curiously, at the bottom right, 25 00:01:11,001 --> 00:01:13,002 you'll see another beach ball that's red, 26 00:01:13,002 --> 00:01:14,006 that's called material properties. 27 00:01:14,006 --> 00:01:17,004 So let's go ahead and click on that one 28 00:01:17,004 --> 00:01:20,001 and add a new material. 29 00:01:20,001 --> 00:01:22,008 You can do that just by clicking on new, 30 00:01:22,008 --> 00:01:24,005 and you'll be greeted by this thing called 31 00:01:24,005 --> 00:01:27,009 a principled BSDF. 32 00:01:27,009 --> 00:01:31,005 BSDF stands for bidirectional scattering 33 00:01:31,005 --> 00:01:34,002 distribution function, AKA, 34 00:01:34,002 --> 00:01:37,008 what happens when light hits your object and bounces back? 35 00:01:37,008 --> 00:01:41,003 How does it bounce back? What does it bounce back with? 36 00:01:41,003 --> 00:01:44,007 All of these things can be defined by this awesome node 37 00:01:44,007 --> 00:01:47,007 called principled BSDF. 38 00:01:47,007 --> 00:01:50,003 Most important for us right now is base color, 39 00:01:50,003 --> 00:01:52,007 so let's go ahead and Left Click on that 40 00:01:52,007 --> 00:01:56,006 and just pick any color that you want. 41 00:01:56,006 --> 00:01:59,008 Now remember, I have a array modifier, 42 00:01:59,008 --> 00:02:02,003 so any one color I pick for the first one 43 00:02:02,003 --> 00:02:05,002 will affect all the others. 44 00:02:05,002 --> 00:02:08,005 But these objects, if I go ahead and Left Click on them, 45 00:02:08,005 --> 00:02:12,000 I can go ahead and add a new material 46 00:02:12,000 --> 00:02:15,008 and give them a unique color. 47 00:02:15,008 --> 00:02:18,009 Let's go ahead and Left Click on this one over here. 48 00:02:18,009 --> 00:02:22,002 And instead of giving this one a new unique color, 49 00:02:22,002 --> 00:02:25,000 I can Left Click this little beach ball 50 00:02:25,000 --> 00:02:28,003 and see all my previous ones. 51 00:02:28,003 --> 00:02:30,008 Now, if you don't see any of this, 52 00:02:30,008 --> 00:02:33,008 for example, if you see something like this, 53 00:02:33,008 --> 00:02:34,009 that's because you're not 54 00:02:34,009 --> 00:02:38,009 in the material properties part of the properties panel. 55 00:02:38,009 --> 00:02:41,001 So look for your red beach ball, 56 00:02:41,001 --> 00:02:44,001 if you don't see a red beach ball at all, 57 00:02:44,001 --> 00:02:46,008 for example, if you see a red checker, 58 00:02:46,008 --> 00:02:51,007 you need to Left Click on any one of these objects 59 00:02:51,007 --> 00:02:54,003 to then see the beach ball. 60 00:02:54,003 --> 00:02:56,001 Let's go ahead and add some new materials 61 00:02:56,001 --> 00:03:15,000 for all the others really quick. 62 00:03:15,000 --> 00:03:16,007 All right, there we go. 63 00:03:16,007 --> 00:03:18,009 Now we've gone ahead and added new materials 64 00:03:18,009 --> 00:03:22,000 to all of our objects. 65 00:03:22,000 --> 00:03:23,009 There are some other properties in here 66 00:03:23,009 --> 00:03:27,002 that you can go ahead and play with and see what happens. 67 00:03:27,002 --> 00:03:30,003 For example, metallic. 68 00:03:30,003 --> 00:03:33,002 Drag it all the way to the right, 69 00:03:33,002 --> 00:03:35,007 and it gets this more darker, frankly, 70 00:03:35,007 --> 00:03:38,009 a little bit more metallic feeling kind of color. 71 00:03:38,009 --> 00:03:40,008 You did see it pop for a second there, 72 00:03:40,008 --> 00:03:42,006 if that happens on your side, 73 00:03:42,006 --> 00:03:46,008 that's just Blender doing some calculations really quick. 74 00:03:46,008 --> 00:03:52,004 Roughness makes things really shiny. 75 00:03:52,004 --> 00:03:55,001 A roughness of one effectively tells Blender 76 00:03:55,001 --> 00:03:58,000 that this thing is very coarse, 77 00:03:58,000 --> 00:04:05,004 whereas a roughness of zero is basically a mirror. 78 00:04:05,004 --> 00:04:08,007 However, if you drag your metallic down, 79 00:04:08,007 --> 00:04:11,009 it's kind of a dull mirror. 80 00:04:11,009 --> 00:04:14,004 Roughness and metallic play together really well, 81 00:04:14,004 --> 00:04:17,007 so that's why we use these two quite a bit. 82 00:04:17,007 --> 00:04:21,009 In fact, this is the foundation of most CGI, 83 00:04:21,009 --> 00:04:25,003 including video games, movies, TV, film, et cetera, 84 00:04:25,003 --> 00:04:28,008 it is the metallic-roughness workflow. 85 00:04:28,008 --> 00:04:32,001 Base color is kind of the albedo or flat color 86 00:04:32,001 --> 00:04:34,006 under flat, gray-ish kind of lighting, 87 00:04:34,006 --> 00:04:36,001 metallic and roughness define 88 00:04:36,001 --> 00:04:40,002 how this object will respond to things. 89 00:04:40,002 --> 00:04:42,007 There are also many other hidden items here, 90 00:04:42,007 --> 00:04:46,000 which we'll play with a little bit later on in this course, 91 00:04:46,000 --> 00:04:48,008 but for now, feel free to play with them, poke around, 92 00:04:48,008 --> 00:04:51,003 see what interesting things you can come up with, 93 00:04:51,003 --> 00:04:54,003 and when you're ready, we'll move on to the next video 94 00:04:54,003 --> 00:04:56,000 where we add some lights. 7405

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