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Hello and welcome back everyone to Stylized Environments with Blender for
Geometry Nodes.
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In the last lesson we left ourselves off with a nice UV setup for the well and
now we're
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going to actually make use out of them to get ourselves some stone texture.
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But before we get into it I'd like to play a quick introduction video to the
shaders
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so we better understand how the material setup is going to work.
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So we're going to go ahead and move with in regards to the well in the next
lesson.
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For now though, thank you so much for watching and I will be seeing you in a
bit.
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Welcome everyone to the Blender shading and texturing introduction.
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And you can see here within my scene I've actually brought in a few shaders just
to
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kind of explain.
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How they actually work. So first of all what is an actual shader? A blender
shader is a type of
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material that can be applied to 3d models within blender. Shaders define the way
surface of objects
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appear under various lighting conditions, simulating a wide range of materials
and effects
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such as metals, glass, plastics, wood and more. Essentially shaders tell blender
how to render
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the surface of an object based on its properties like colour, transparency,
shininess, texture
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and reflection. So within blender we use actually a node based system for
creating and customizing
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shaders particularly within its powerful rendering engines like cycles and the
newer
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Eevee render engine. Now it's important to note that the actual shaders within
blender react
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differently to each of those shaders. So at the moment you can see that I've
actually got this
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on Eevee but the moment I put this to cycles these actual shaders, some of them
at least,
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will react differently.
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So now you can see that our emission here that we had that was glowing doesn't
glow anymore and that's what happens in typically in Blender cycles.
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Also the glass now we can actually see through the glass and see this is
actually a glass shader.
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So it's important to know straight off the get-go that some shaders will work in
Eevee and some in cycles.
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Now next of all we need to look at the different types of shaders within
Blender.
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So some are created entirely in Blender through node systems which we're going
to look at in just one minute.
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And the others are created through textures. Generally these will be PBR
textures.
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Now a PBR texture is a physically based rendered texture and it's a texture map
designed to mimic
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the way light interacts with surfaces in the real world based on physically
accurate models.
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These textures ensure that materials react to lighting conditions in a realistic
manner
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making them essential for creating lifelike 3D models and environments within
Blender.
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So now in north of all the backstory on textures, let's actually go up then and
first of all we want to bring in an add-on.
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Now this add-on is in-built within Blender, in other words it comes with
Blender.
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I wish they would actually turn this on as standard but so far you have to
actually enable it.
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But trust me when I say it's one of the best add-ons that Blender ever produced.
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So let's go up to edit and what we're going to do is come to preferences.
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We're going to go over to add-ons and the add-on we want is called the Node
Wrangler.
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So type in Node, make sure the Node Wrangler is turned on and then all you need
to do is just close this down.
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Next of all we're going to go over to our shading panel which is this one over
here.
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And then what we're going to do we're going to click on this cube which at the
moment
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doesn't actually have a shader on it or any material.
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We know that because if we come over to the right and decide where our material
panel is here,
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you can see this is completely empty.
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Also in the shader panel you can also see if I zoom out this is also completely
empty.
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If you do happen to have a shader in here and then there's nothing in here just
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zoom out as far as you can and then you'll find all of the nodes. Now what
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I'm going to do first of all is add in a new shader and what we'll do is we'll
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double click it and we'll call it wood, like so. And now you can see it has
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actually set something up within Blender, just a basic principled BSDF. Now this
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basically is the super node, it's where all of the texture maps will plug into.
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This is the main node that you will be using. All right so now what I want to do
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is I just want to click on this node and what I'm going to do is I'm going to
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press ctrl shift and T and what then that will enable me to do is open up my
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actual computer file and from there I just want to find my textures. So here
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are my textures that I'm going to use as an example and you can see here we've
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got wood grain and you can also check out what these actually look like by
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coming over to the right hand side here and clicking this on and now you have a
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good idea of what these are actually going to look like.
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We can also make them larger as well if we need to, so you can see here at the
moment the size is 128 and we can just bring that up to actually make them
bigger and see exactly what textures they are.
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Now to bring them in all I need to do is select the first one, shift select the
last one so we've got them all selected and click principal texture and what
Blender is going to do from there is it's actually going to bring them all in
and set them up for us like so.
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So you can see now because of the Node Wrangler everything is set up for us.
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Now within our actual shading panel you will see over the left hand side we
actually have a UV map here and it's not actually showing anything at the
moment.
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But if we come on over and we select one of these actual textures like so, you
will see if I zoom out we've actually selected this actual metallic shader.
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I can also come down and select the roughness for instance, I can select normal
or I can select the actual image texture like so.
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So just remember.
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If it's on the wrong one it's probably because you've got one of the textures or
the wrong texture actually selected and I generally want to have it on the base
color.
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Now with Blender 4 comes a new principled BSDF and now a lot of the options are
actually hidden behind these little tabs here.
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So emission for instance is now hidden behind here so I can turn this up as you
can see, bring it down and change the color of it if I so want.
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So just remember that some of them might actually be hidden.
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Now because this is a basics video we're just going to go through a few of the
actual options that we normally get within our actual textures.
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So a PBR setup normally consists of a base color known as the albedo or cut just
a color map, a metallic map, a roughness map and a normal map.
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There are more maps but they take a little bit of work to actually set them up
within Blender and this is a basics video so we won't be going into those but we
will be going into those later on in the course.
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So the first one which is the albedo map.
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It just defines the basic color of the material without any lighting or shading
effects.
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It represents how the material looks under natural lighting.
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If we go to the next one we've got metallic and this map defines which parts of
the texture
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are metallic and which are not influencing how the material reflects light.
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Metals have a high reflectivity and distinct coloration in their reflections.
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Now you will notice if I click on this one it's completely black
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because this wood has absolutely no metallic.
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If this was completely white all of this wood would be completely metallic.
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And if it has kind of greys in there that then is defined the roughness of the
actual metallic.
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In other words those little spots that you see when you shine light on
something.
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The next one is roughness and this isn't to be confused with metallic
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because roughness is how shiny something is and metallic is obviously how
metallic something is.
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Generally as well with metallic either something's metallic or it isn't.
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You don't really get in the real world half and half.
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So the Roughness Map controls how rough or smooth the surface of the material
appears, affecting how sharp or blurred the reflections are.
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A lower value results in a smoother surface with sharp reflections, while a
higher value leads to a rough surface with diffused reflections.
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Now when I'm talking about values, I'm talking about these values here.
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So the more sharp this is, or the more blurred this is, or the more darker these
little spots are, that will give you the result that you're actually looking
for.
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And finally we're going to go now to the Normal Map, perhaps one of the most
important maps.
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And the Normal Map simulates small surface details and textures without actually
changing the geometry of the 3D model.
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It affects the way light bounces off the surface, creating the illusion of depth
and detail.
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And this is used a lot in games to actually look as though there's more geometry
than what there is.
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Now let me show you how that works then. So if I come down to this strength, at
the moment you can see that we've got our wood here.
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And it's kind of defined, so if we look from here, it kind of looks like it's...
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...you know, 3D and these little grooves are going in, but if we turn this all
the way up now...
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...you can see that's the effect we actually get. So you can see now it looks...
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...as though it's much more ripply along the edges, we can see big grooves going
down there...
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...and this is what the normal map actually does. Now at the moment with our
actual cube here...
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...you can see we've only got one actual material on there, and what about if
you want to put...
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...multiple materials onto an actual object? So what I'm going to do is I'm just
going to...
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...click the plus button, I'm going to click the down arrow, and I'm just going
to choose one like...
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...glass, I'm going to click the plus button again, click the down arrow, and
this time I'll choose...
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...one that says stone. Now if I go into my cube and press the tab button in
actual edit mode...
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...come over, select one of these faces, it only works on faces by the way, you
can't select an edge...
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...and apply a material on there, you have to select a face or multiple faces.
So what I'm going to do...
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...then is come down to glass, and finally then I'll click assign, like so. Then
I'll come around...
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...to the other side, I'll click this face, and...
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...this face, and what I'll do is I'll come down, click the stone, and click
assign.
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And there we go, now we've actually got stone, we've got wood, and we've got
glass.
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And if we put this on our rendered view now, you can see exactly how that's
going to look.
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And you can see how the light is interacting with all of these surfaces.
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If I come over just to the right-hand side quickly, and turn around my sun
rotation...
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...we can get a clearer view of what we're talking about.
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If I come even further around and bring it to the front like so...
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...you can actually see that glass then is actually starting to be seen through.
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And you can also see the actual normal map working on the inside of this cube.
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Now let's quickly go back to our wood.
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So to do that, what I'm going to do at the moment, you can see...
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...that we're probably on the stone in this one, in this shader view here.
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It says actually stone here.
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I can actually come down and click on my wood for instance.
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And then it will take me and put the wood on there as well.
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So that's another way to actually apply them.
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Instead of the stone, it's actually just put on...
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wood instead, as you can see. Now what I do want to do is I want to come in to
my actual wood.
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So that's the one that we actually brought in, this one here, and just show you
for instance that
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we can actually interact with all of these texture maps. Now there's thousands
of nodes available in
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Blender and the way that you put them all together, it can become extremely
complex with huge 100 node
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maps and shaders. So I'm just going to show you something of the basics just to
get you started
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and that will be an RGB curve. So an RGB curve, as those of you may know who use
Photoshop,
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changes basically how the actual image is actually lit. Darker spots, lighter
spots, things like this.
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So if I come in and press Shift A, search RGB, and you can see I've got an RGB
curve here. Now just
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before we do that, if you do press Shift A, you can come down, you can just see,
get a flavor of
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how many nodes there are actually within Blender.
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And you can see also how many shaders there are within Blender.
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Let's discuss that after, but first of all we're going to go with RGB Curves,
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bring that in and drop that down like so.
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And from here now you can see that I can actually affect the color of this
actual wood
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on the fly, in real time, like so.
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We can also put this onto the Metallic, onto the Roughness and even onto the
Normal
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to get different effects and different ways that the Metallic or Roughness
actually work.
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Now the next thing is we want to discuss is just shaders.
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So as I said, this is the main shader within Blender.
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This is like the one ring of shaders and basically this will be the main one
that you actually use.
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But of course there's plenty of shaders, so depending on what you want to do,
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if you come down you can see we've got Diffuse, we've got Emission shaders,
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we've got Glass Glossy and a whole range of other shaders that you can actually
try out and use.
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Now that we've discussed that, let's actually come on over to...
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...our actual shaders that I've got set up here. Now you can see with this glass
one it's just a very simple shader of glass...
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...and got some roughness on and of course an IOR value. Next of all then we've
got an emission shader and you can see...
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...now this is using texture maps and it's slightly more complex and you can see
how all of these things plug in.
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In other words what I'm showing you is that shaders can be very very simple or
get to be very complex.
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So the next one is the metal and you can see this gets even more complex.
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The next one is stone and you can see again this is slightly more complex. And
the final one is wood.
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And you can see things like this. So we can see that we've actually got some
edge wear on this wood.
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And all of this is actually done within Blender, again with a quite a big setup
for the nodes.
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But it's unbelievable really what you can actually do with these shaders once
you've actually got your head around how to set up the node systems.
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Now we really are just scratching the surface in this Blender shaders and
texturing introduction.
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And even on the right-hand side here you can see you've got all of these options
as well to play around with,
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as well as the fact that you can actually put these into your asset manager as
well.
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But this is just a basic introduction just to get you started.
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All right everyone, so I hope you learned a lot from that and I'll see you on
the next one.
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Thanks a lot, cheers.
20759
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