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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:17,679 Hello and welcome back everyone to Stylized Environments with Blender for Geometry Nodes. 2 00:00:17,682 --> 00:00:22,999 In the last lesson we left ourselves off with a nice UV setup for the well and now we're 3 00:00:23,002 --> 00:00:28,359 going to actually make use out of them to get ourselves some stone texture. 4 00:00:28,362 --> 00:00:33,159 But before we get into it I'd like to play a quick introduction video to the shaders 5 00:00:33,162 --> 00:00:37,839 so we better understand how the material setup is going to work. 6 00:00:37,842 --> 00:00:41,559 So we're going to go ahead and move with in regards to the well in the next lesson. 7 00:00:41,562 --> 00:00:46,679 For now though, thank you so much for watching and I will be seeing you in a bit. 8 00:00:46,682 --> 00:00:53,879 Welcome everyone to the Blender shading and texturing introduction. 9 00:00:53,882 --> 00:00:58,159 And you can see here within my scene I've actually brought in a few shaders just to 10 00:00:58,162 --> 00:00:59,440 kind of explain. 11 00:00:59,520 --> 00:01:02,662 How they actually work. So first of all what is an actual shader? A blender shader is a type of 12 00:01:02,663 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 13 00:01:05,200 --> 00:01:10,879 material that can be applied to 3d models within blender. Shaders define the way surface of objects 14 00:01:10,882 --> 00:01:16,159 appear under various lighting conditions, simulating a wide range of materials and effects 15 00:01:16,162 --> 00:01:22,479 such as metals, glass, plastics, wood and more. Essentially shaders tell blender how to render 16 00:01:22,482 --> 00:01:28,479 the surface of an object based on its properties like colour, transparency, shininess, texture 17 00:01:28,482 --> 00:01:34,479 and reflection. So within blender we use actually a node based system for creating and customizing 18 00:01:34,482 --> 00:01:39,919 shaders particularly within its powerful rendering engines like cycles and the newer 19 00:01:39,922 --> 00:01:46,079 Eevee render engine. Now it's important to note that the actual shaders within blender react 20 00:01:46,082 --> 00:01:50,639 differently to each of those shaders. So at the moment you can see that I've actually got this 21 00:01:50,642 --> 00:01:55,759 on Eevee but the moment I put this to cycles these actual shaders, some of them at least, 22 00:01:55,762 --> 00:01:57,135 will react differently. 23 00:01:57,138 --> 00:02:04,975 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. 24 00:02:04,978 --> 00:02:11,055 Also the glass now we can actually see through the glass and see this is actually a glass shader. 25 00:02:11,058 --> 00:02:17,935 So it's important to know straight off the get-go that some shaders will work in Eevee and some in cycles. 26 00:02:17,938 --> 00:02:21,215 Now next of all we need to look at the different types of shaders within Blender. 27 00:02:21,218 --> 00:02:26,895 So some are created entirely in Blender through node systems which we're going to look at in just one minute. 28 00:02:26,898 --> 00:02:32,415 And the others are created through textures. Generally these will be PBR textures. 29 00:02:32,418 --> 00:02:39,055 Now a PBR texture is a physically based rendered texture and it's a texture map designed to mimic 30 00:02:39,058 --> 00:02:45,775 the way light interacts with surfaces in the real world based on physically accurate models. 31 00:02:45,778 --> 00:02:50,335 These textures ensure that materials react to lighting conditions in a realistic manner 32 00:02:50,338 --> 00:02:55,936 making them essential for creating lifelike 3D models and environments within Blender. 33 00:02:56,160 --> 00:03:03,119 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. 34 00:03:03,122 --> 00:03:07,679 Now this add-on is in-built within Blender, in other words it comes with Blender. 35 00:03:07,682 --> 00:03:13,679 I wish they would actually turn this on as standard but so far you have to actually enable it. 36 00:03:13,682 --> 00:03:17,519 But trust me when I say it's one of the best add-ons that Blender ever produced. 37 00:03:17,522 --> 00:03:20,959 So let's go up to edit and what we're going to do is come to preferences. 38 00:03:20,962 --> 00:03:24,879 We're going to go over to add-ons and the add-on we want is called the Node Wrangler. 39 00:03:24,882 --> 00:03:31,519 So type in Node, make sure the Node Wrangler is turned on and then all you need to do is just close this down. 40 00:03:31,522 --> 00:03:35,199 Next of all we're going to go over to our shading panel which is this one over here. 41 00:03:35,202 --> 00:03:38,639 And then what we're going to do we're going to click on this cube which at the moment 42 00:03:38,642 --> 00:03:42,239 doesn't actually have a shader on it or any material. 43 00:03:42,242 --> 00:03:46,639 We know that because if we come over to the right and decide where our material panel is here, 44 00:03:46,642 --> 00:03:48,959 you can see this is completely empty. 45 00:03:48,962 --> 00:03:54,160 Also in the shader panel you can also see if I zoom out this is also completely empty. 46 00:03:54,368 --> 00:03:57,967 If you do happen to have a shader in here and then there's nothing in here just 47 00:03:57,970 --> 00:04:01,727 zoom out as far as you can and then you'll find all of the nodes. Now what 48 00:04:01,730 --> 00:04:05,367 I'm going to do first of all is add in a new shader and what we'll do is we'll 49 00:04:05,370 --> 00:04:09,727 double click it and we'll call it wood, like so. And now you can see it has 50 00:04:09,730 --> 00:04:15,007 actually set something up within Blender, just a basic principled BSDF. Now this 51 00:04:15,010 --> 00:04:20,447 basically is the super node, it's where all of the texture maps will plug into. 52 00:04:20,450 --> 00:04:24,447 This is the main node that you will be using. All right so now what I want to do 53 00:04:24,450 --> 00:04:28,127 is I just want to click on this node and what I'm going to do is I'm going to 54 00:04:28,130 --> 00:04:33,487 press ctrl shift and T and what then that will enable me to do is open up my 55 00:04:33,490 --> 00:04:37,647 actual computer file and from there I just want to find my textures. So here 56 00:04:37,650 --> 00:04:41,527 are my textures that I'm going to use as an example and you can see here we've 57 00:04:41,530 --> 00:04:45,727 got wood grain and you can also check out what these actually look like by 58 00:04:45,730 --> 00:04:48,927 coming over to the right hand side here and clicking this on and now you have a 59 00:04:48,930 --> 00:04:51,871 good idea of what these are actually going to look like. 60 00:04:51,874 --> 00:05:02,871 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. 61 00:05:02,874 --> 00:05:16,871 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. 62 00:05:16,874 --> 00:05:20,871 So you can see now because of the Node Wrangler everything is set up for us. 63 00:05:20,874 --> 00:05:29,871 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. 64 00:05:29,874 --> 00:05:38,871 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. 65 00:05:38,874 --> 00:05:46,871 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. 66 00:05:46,874 --> 00:05:47,872 So just remember. 67 00:05:48,448 --> 00:05:56,447 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. 68 00:05:56,450 --> 00:06:04,447 Now with Blender 4 comes a new principled BSDF and now a lot of the options are actually hidden behind these little tabs here. 69 00:06:04,450 --> 00:06:12,447 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. 70 00:06:12,450 --> 00:06:15,447 So just remember that some of them might actually be hidden. 71 00:06:15,450 --> 00:06:23,447 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. 72 00:06:23,450 --> 00:06:33,447 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. 73 00:06:33,450 --> 00:06:44,447 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. 74 00:06:44,450 --> 00:06:47,448 So the first one which is the albedo map. 75 00:06:47,840 --> 00:06:53,279 It just defines the basic color of the material without any lighting or shading effects. 76 00:06:53,282 --> 00:06:56,959 It represents how the material looks under natural lighting. 77 00:06:56,962 --> 00:07:01,679 If we go to the next one we've got metallic and this map defines which parts of the texture 78 00:07:01,682 --> 00:07:06,239 are metallic and which are not influencing how the material reflects light. 79 00:07:06,242 --> 00:07:11,359 Metals have a high reflectivity and distinct coloration in their reflections. 80 00:07:11,362 --> 00:07:14,719 Now you will notice if I click on this one it's completely black 81 00:07:14,722 --> 00:07:17,439 because this wood has absolutely no metallic. 82 00:07:17,442 --> 00:07:22,159 If this was completely white all of this wood would be completely metallic. 83 00:07:22,162 --> 00:07:27,759 And if it has kind of greys in there that then is defined the roughness of the actual metallic. 84 00:07:27,762 --> 00:07:32,159 In other words those little spots that you see when you shine light on something. 85 00:07:32,162 --> 00:07:36,479 The next one is roughness and this isn't to be confused with metallic 86 00:07:36,482 --> 00:07:41,439 because roughness is how shiny something is and metallic is obviously how metallic something is. 87 00:07:41,442 --> 00:07:45,039 Generally as well with metallic either something's metallic or it isn't. 88 00:07:45,042 --> 00:07:47,360 You don't really get in the real world half and half. 89 00:07:47,552 --> 00:07:54,551 So the Roughness Map controls how rough or smooth the surface of the material appears, affecting how sharp or blurred the reflections are. 90 00:07:54,554 --> 00:08:02,951 A lower value results in a smoother surface with sharp reflections, while a higher value leads to a rough surface with diffused reflections. 91 00:08:02,954 --> 00:08:06,951 Now when I'm talking about values, I'm talking about these values here. 92 00:08:06,954 --> 00:08:14,551 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. 93 00:08:14,554 --> 00:08:19,151 And finally we're going to go now to the Normal Map, perhaps one of the most important maps. 94 00:08:19,154 --> 00:08:25,551 And the Normal Map simulates small surface details and textures without actually changing the geometry of the 3D model. 95 00:08:25,554 --> 00:08:31,151 It affects the way light bounces off the surface, creating the illusion of depth and detail. 96 00:08:31,154 --> 00:08:35,951 And this is used a lot in games to actually look as though there's more geometry than what there is. 97 00:08:35,954 --> 00:08:42,151 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. 98 00:08:42,154 --> 00:08:46,152 And it's kind of defined, so if we look from here, it kind of looks like it's... 99 00:08:46,256 --> 00:08:50,415 ...you know, 3D and these little grooves are going in, but if we turn this all the way up now... 100 00:08:50,418 --> 00:08:53,775 ...you can see that's the effect we actually get. So you can see now it looks... 101 00:08:53,778 --> 00:08:58,415 ...as though it's much more ripply along the edges, we can see big grooves going down there... 102 00:08:58,418 --> 00:09:03,135 ...and this is what the normal map actually does. Now at the moment with our actual cube here... 103 00:09:03,138 --> 00:09:07,535 ...you can see we've only got one actual material on there, and what about if you want to put... 104 00:09:07,538 --> 00:09:11,695 ...multiple materials onto an actual object? So what I'm going to do is I'm just going to... 105 00:09:11,698 --> 00:09:15,855 ...click the plus button, I'm going to click the down arrow, and I'm just going to choose one like... 106 00:09:15,858 --> 00:09:20,015 ...glass, I'm going to click the plus button again, click the down arrow, and this time I'll choose... 107 00:09:20,018 --> 00:09:26,655 ...one that says stone. Now if I go into my cube and press the tab button in actual edit mode... 108 00:09:26,658 --> 00:09:32,175 ...come over, select one of these faces, it only works on faces by the way, you can't select an edge... 109 00:09:32,178 --> 00:09:37,455 ...and apply a material on there, you have to select a face or multiple faces. So what I'm going to do... 110 00:09:37,458 --> 00:09:42,575 ...then is come down to glass, and finally then I'll click assign, like so. Then I'll come around... 111 00:09:42,578 --> 00:09:45,616 ...to the other side, I'll click this face, and... 112 00:09:45,808 --> 00:09:51,007 ...this face, and what I'll do is I'll come down, click the stone, and click assign. 113 00:09:51,010 --> 00:09:55,007 And there we go, now we've actually got stone, we've got wood, and we've got glass. 114 00:09:55,010 --> 00:09:59,507 And if we put this on our rendered view now, you can see exactly how that's going to look. 115 00:09:59,510 --> 00:10:02,276 And you can see how the light is interacting with all of these surfaces. 116 00:10:02,278 --> 00:10:04,321 Subtitled by online-courses.club We compress knowledge for you! 117 00:10:04,322 --> 00:10:08,507 If I come over just to the right-hand side quickly, and turn around my sun rotation... 118 00:10:08,510 --> 00:10:11,307 ...we can get a clearer view of what we're talking about. 119 00:10:11,310 --> 00:10:14,207 If I come even further around and bring it to the front like so... 120 00:10:14,210 --> 00:10:17,807 ...you can actually see that glass then is actually starting to be seen through. 121 00:10:17,810 --> 00:10:23,207 And you can also see the actual normal map working on the inside of this cube. 122 00:10:23,210 --> 00:10:25,107 Now let's quickly go back to our wood. 123 00:10:25,110 --> 00:10:28,007 So to do that, what I'm going to do at the moment, you can see... 124 00:10:28,010 --> 00:10:31,807 ...that we're probably on the stone in this one, in this shader view here. 125 00:10:31,810 --> 00:10:33,607 It says actually stone here. 126 00:10:33,610 --> 00:10:36,707 I can actually come down and click on my wood for instance. 127 00:10:36,710 --> 00:10:39,507 And then it will take me and put the wood on there as well. 128 00:10:39,510 --> 00:10:41,707 So that's another way to actually apply them. 129 00:10:41,710 --> 00:10:44,159 Instead of the stone, it's actually just put on... 130 00:10:44,162 --> 00:10:49,839 wood instead, as you can see. Now what I do want to do is I want to come in to my actual wood. 131 00:10:49,842 --> 00:10:54,159 So that's the one that we actually brought in, this one here, and just show you for instance that 132 00:10:54,162 --> 00:11:00,559 we can actually interact with all of these texture maps. Now there's thousands of nodes available in 133 00:11:00,562 --> 00:11:07,439 Blender and the way that you put them all together, it can become extremely complex with huge 100 node 134 00:11:07,442 --> 00:11:12,559 maps and shaders. So I'm just going to show you something of the basics just to get you started 135 00:11:12,562 --> 00:11:19,119 and that will be an RGB curve. So an RGB curve, as those of you may know who use Photoshop, 136 00:11:19,122 --> 00:11:26,559 changes basically how the actual image is actually lit. Darker spots, lighter spots, things like this. 137 00:11:26,562 --> 00:11:33,679 So if I come in and press Shift A, search RGB, and you can see I've got an RGB curve here. Now just 138 00:11:33,682 --> 00:11:39,199 before we do that, if you do press Shift A, you can come down, you can just see, get a flavor of 139 00:11:39,202 --> 00:11:41,440 how many nodes there are actually within Blender. 140 00:11:41,616 --> 00:11:44,655 And you can see also how many shaders there are within Blender. 141 00:11:44,658 --> 00:11:48,975 Let's discuss that after, but first of all we're going to go with RGB Curves, 142 00:11:48,978 --> 00:11:51,535 bring that in and drop that down like so. 143 00:11:51,538 --> 00:11:57,055 And from here now you can see that I can actually affect the color of this actual wood 144 00:11:57,058 --> 00:11:59,935 on the fly, in real time, like so. 145 00:11:59,938 --> 00:12:05,215 We can also put this onto the Metallic, onto the Roughness and even onto the Normal 146 00:12:05,218 --> 00:12:10,255 to get different effects and different ways that the Metallic or Roughness actually work. 147 00:12:10,258 --> 00:12:13,295 Now the next thing is we want to discuss is just shaders. 148 00:12:13,298 --> 00:12:16,415 So as I said, this is the main shader within Blender. 149 00:12:16,418 --> 00:12:22,895 This is like the one ring of shaders and basically this will be the main one that you actually use. 150 00:12:22,898 --> 00:12:26,095 But of course there's plenty of shaders, so depending on what you want to do, 151 00:12:26,098 --> 00:12:30,015 if you come down you can see we've got Diffuse, we've got Emission shaders, 152 00:12:30,018 --> 00:12:36,015 we've got Glass Glossy and a whole range of other shaders that you can actually try out and use. 153 00:12:36,018 --> 00:12:39,696 Now that we've discussed that, let's actually come on over to... 154 00:12:39,952 --> 00:12:45,951 ...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... 155 00:12:45,954 --> 00:12:51,951 ...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... 156 00:12:51,954 --> 00:12:57,951 ...now this is using texture maps and it's slightly more complex and you can see how all of these things plug in. 157 00:12:57,954 --> 00:13:04,951 In other words what I'm showing you is that shaders can be very very simple or get to be very complex. 158 00:13:04,954 --> 00:13:09,951 So the next one is the metal and you can see this gets even more complex. 159 00:13:09,954 --> 00:13:14,951 The next one is stone and you can see again this is slightly more complex. And the final one is wood. 160 00:13:14,954 --> 00:13:20,951 And you can see things like this. So we can see that we've actually got some edge wear on this wood. 161 00:13:20,954 --> 00:13:26,951 And all of this is actually done within Blender, again with a quite a big setup for the nodes. 162 00:13:26,954 --> 00:13:33,951 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. 163 00:13:33,954 --> 00:13:38,952 Now we really are just scratching the surface in this Blender shaders and texturing introduction. 164 00:13:39,216 --> 00:13:44,015 And even on the right-hand side here you can see you've got all of these options as well to play around with, 165 00:13:44,018 --> 00:13:48,415 as well as the fact that you can actually put these into your asset manager as well. 166 00:13:48,418 --> 00:13:52,335 But this is just a basic introduction just to get you started. 167 00:13:52,338 --> 00:13:56,735 All right everyone, so I hope you learned a lot from that and I'll see you on the next one. 168 00:13:56,738 --> 00:14:05,936 Thanks a lot, cheers. 20759

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