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These are the user uploaded subtitles that are being translated: 1 00:00:00,066 --> 00:00:00,600 recently 2 00:00:00,600 --> 00:00:03,000 I figured out how to achieve the arcane style hair 3 00:00:03,000 --> 00:00:04,133 in blender for tea 4 00:00:04,133 --> 00:00:06,366 utilize a hair system in Maya called Yeti 5 00:00:06,366 --> 00:00:08,300 but instead of using Blender's hair system 6 00:00:08,300 --> 00:00:09,866 we're gonna work with curves 7 00:00:10,066 --> 00:00:12,733 disclaimer I'm breaking out but more importantly 8 00:00:12,733 --> 00:00:14,700 this is not a tutorial on how to create 9 00:00:14,700 --> 00:00:16,000 this hair shader from scratch 10 00:00:16,000 --> 00:00:17,200 I've already done that live 11 00:00:17,200 --> 00:00:19,000 so if you're interested in the minute details 12 00:00:19,000 --> 00:00:20,266 then I suggest you check that out 13 00:00:20,266 --> 00:00:22,666 instead I'm gonna give you this project file for free 14 00:00:22,666 --> 00:00:24,900 and I'm gonna walk you through the entire note tree 15 00:00:24,900 --> 00:00:25,966 and explain what they do 16 00:00:25,966 --> 00:00:28,333 and on top of that I'm gonna give you this material 17 00:00:28,333 --> 00:00:29,566 in the form of an add on 18 00:00:29,766 --> 00:00:30,533 again for free 19 00:00:30,533 --> 00:00:30,966 so you can 20 00:00:30,966 --> 00:00:32,800 easily install it like you would with any other 21 00:00:32,800 --> 00:00:35,100 add on and import it in with the add menu 22 00:00:35,200 --> 00:00:36,000 in the shader editor 23 00:00:36,000 --> 00:00:38,533 I've also created a paid version of this add on 24 00:00:38,533 --> 00:00:40,066 that comes in the form of a shader note 25 00:00:40,066 --> 00:00:42,066 group that has all the settings nicely grouped 26 00:00:42,066 --> 00:00:43,600 now before we talk about the notes 27 00:00:43,600 --> 00:00:45,866 let's first figure out how to set up the hair 28 00:00:45,933 --> 00:00:49,100 create a clump of hair we need two curves 1 29 00:00:49,166 --> 00:00:51,533 a curve determine the path and 2 30 00:00:51,533 --> 00:00:53,566 a curve determine the profile 31 00:00:53,566 --> 00:00:54,300 for the path 32 00:00:54,300 --> 00:00:56,700 you could use a path curve or the Bezier curve 33 00:00:56,700 --> 00:00:59,133 I prefer to use the path curve but both works 34 00:00:59,133 --> 00:01:00,066 it is important though 35 00:01:00,066 --> 00:01:02,066 that you set it up so that the left side of the path 36 00:01:02,066 --> 00:01:04,500 curve is the root and the right side be the tip 37 00:01:04,500 --> 00:01:05,400 for the profile 38 00:01:05,400 --> 00:01:06,933 we will start with the beze circle 39 00:01:06,933 --> 00:01:08,200 then move the points around 40 00:01:08,266 --> 00:01:09,966 until we get the shape that we like 41 00:01:09,966 --> 00:01:13,300 then select the path and under geometry bevel 42 00:01:13,400 --> 00:01:14,533 select object 43 00:01:14,533 --> 00:01:16,100 then pick the profile curve 44 00:01:16,100 --> 00:01:18,000 in edit mode use Ctrl t 45 00:01:18,000 --> 00:01:19,066 to rotate the curve 46 00:01:19,066 --> 00:01:21,933 and use Alt as to change the thickness of each point 47 00:01:21,966 --> 00:01:22,466 next 48 00:01:22,466 --> 00:01:24,733 here's a little quick tip on how to dress up the hair 49 00:01:24,733 --> 00:01:27,533 as of today I like to start with the primary details 50 00:01:27,533 --> 00:01:29,400 which are the larger clumps of hair 51 00:01:29,533 --> 00:01:31,000 then some secondary details 52 00:01:31,000 --> 00:01:32,600 which break the silhouette of the primary 53 00:01:32,600 --> 00:01:33,400 clumps of hair 54 00:01:33,400 --> 00:01:34,800 they generally flow in the same 55 00:01:34,800 --> 00:01:36,266 direction of the primary clumps 56 00:01:36,266 --> 00:01:38,133 but it's good to throw in some that don't 57 00:01:38,133 --> 00:01:39,533 and then some tertiary details 58 00:01:39,533 --> 00:01:40,733 which are the strengths of hair 59 00:01:40,733 --> 00:01:43,300 that breaks up the silhouette of the clumps even more 60 00:01:43,300 --> 00:01:45,500 so it's pretty much the primary secondary 61 00:01:45,500 --> 00:01:48,166 tertiary principle or the big medium and small 62 00:01:48,166 --> 00:01:50,200 now you don't need every clump to have such a high 63 00:01:50,200 --> 00:01:51,100 level of detail 64 00:01:51,100 --> 00:01:51,933 in fact it's better 65 00:01:51,933 --> 00:01:53,100 to keep things tasteful 66 00:01:53,100 --> 00:01:55,300 and have a variety of details for the primary 67 00:01:55,300 --> 00:01:56,866 clumps to still be readable 68 00:01:57,966 --> 00:02:01,166 all right so this is the note tree in its entirety 69 00:02:01,166 --> 00:02:03,933 all the notes on the left are your masks 70 00:02:03,933 --> 00:02:06,400 that controls things like the scale 71 00:02:06,400 --> 00:02:08,066 details of your strengths 72 00:02:08,066 --> 00:02:09,133 the movement speed 73 00:02:09,133 --> 00:02:11,533 and the position of your specular and things like that 74 00:02:11,533 --> 00:02:13,400 and the notes on the right are basically your 75 00:02:13,400 --> 00:02:14,466 look development 76 00:02:14,600 --> 00:02:17,133 notes like the base color of your hair 77 00:02:17,133 --> 00:02:19,533 your specular gradient of colors 78 00:02:19,533 --> 00:02:21,266 transparent tips etc 79 00:02:21,266 --> 00:02:24,333 so let's just start with the specular profile 80 00:02:24,333 --> 00:02:26,866 for this I'm gonna have to rotate the hair this way 81 00:02:26,866 --> 00:02:28,500 and all I'm gonna do is to just 82 00:02:28,866 --> 00:02:30,066 move the color 83 00:02:30,066 --> 00:02:32,666 ramp stops and you can kind of see how they correlate 84 00:02:32,666 --> 00:02:33,466 with the hair 85 00:02:33,466 --> 00:02:36,966 it starts from your roots and it ends on the tips 86 00:02:36,966 --> 00:02:39,000 all I gotta do is just move this around for you to 87 00:02:39,066 --> 00:02:40,200 understand what's going on 88 00:02:40,300 --> 00:02:41,766 right far to do this 89 00:02:42,533 --> 00:02:44,800 you can see that now the middle is black 90 00:02:44,800 --> 00:02:46,300 and the sides are white 91 00:02:46,300 --> 00:02:47,366 let's just say you want to add another 92 00:02:47,366 --> 00:02:48,466 strip of a specular 93 00:02:48,466 --> 00:02:49,900 somewhere around the roots 94 00:02:49,900 --> 00:02:52,133 let's just add a stop over here 95 00:02:53,300 --> 00:02:55,066 and then two more on this side 96 00:02:55,966 --> 00:02:56,566 there you go 97 00:02:56,566 --> 00:02:58,866 just like that you have another strip specular 98 00:02:58,866 --> 00:03:00,666 so yeah just be as creative as you want 99 00:03:00,666 --> 00:03:04,500 and then let's move on to the specular strip messiness 100 00:03:04,500 --> 00:03:06,533 so all you got to move here is this 101 00:03:06,566 --> 00:03:08,200 vector slider over here 102 00:03:08,200 --> 00:03:09,933 the higher the value of the vector is 103 00:03:09,933 --> 00:03:11,666 the more disrupted the 104 00:03:11,800 --> 00:03:13,866 uniformity of the specular strip is 105 00:03:13,866 --> 00:03:15,133 if you bring it all the way down to 106 00:03:15,200 --> 00:03:16,666 0 you can see how the 107 00:03:16,666 --> 00:03:18,900 specular strip is completely uniform 108 00:03:18,900 --> 00:03:21,133 and what is driving this to happen is 109 00:03:21,266 --> 00:03:23,600 this frame these frames over here 110 00:03:23,600 --> 00:03:26,133 so let's first take a look at the specular noise 111 00:03:26,133 --> 00:03:29,200 but the two functions I would tweak are the scale and 112 00:03:29,266 --> 00:03:31,466 detail and I like to use the scale to adjust the 113 00:03:31,466 --> 00:03:33,100 primary shape of the specular 114 00:03:33,100 --> 00:03:35,700 and then the detail to break it up in a finer strand 115 00:03:35,700 --> 00:03:37,200 so you just mess around with this 116 00:03:37,300 --> 00:03:40,700 til your heart's content I'm gonna leave it at 4 and 4 117 00:03:40,700 --> 00:03:43,666 and then now let's take a look at the break uniform 118 00:03:43,666 --> 00:03:45,900 and for this what I'm gonna do is to set the factor 119 00:03:45,900 --> 00:03:47,166 all the way down to zero 120 00:03:47,166 --> 00:03:49,900 you can see that these strands are converging from 121 00:03:49,900 --> 00:03:53,100 the roots to the tips in a very uniform manner 122 00:03:53,100 --> 00:03:55,733 so there's completely no intersections at all 123 00:03:55,733 --> 00:03:56,766 it is just like a 124 00:03:56,766 --> 00:03:58,866 hair shampoo commercial with those you know 125 00:03:58,866 --> 00:04:00,100 really fine hair 126 00:04:00,100 --> 00:04:03,466 so all this dust is to kind of disrupt 127 00:04:03,500 --> 00:04:05,566 the uniformity of the strengths 128 00:04:05,566 --> 00:04:08,466 so if I were to slowly introduce this 129 00:04:08,933 --> 00:04:11,100 factor you can kind of see how now they 130 00:04:11,100 --> 00:04:14,533 no longer converge to the tip in a uniform manner 131 00:04:14,533 --> 00:04:17,000 if you were to exaggerate this you can see what it's 132 00:04:17,066 --> 00:04:17,866 actually doing 133 00:04:17,866 --> 00:04:18,733 so obviously you don't want to 134 00:04:18,733 --> 00:04:20,366 leave it at too high of a value 135 00:04:20,366 --> 00:04:22,333 but I'm gonna leave it up to you to decide 136 00:04:22,333 --> 00:04:24,866 I'm gonna leave it at 0 point 137 00:04:25,500 --> 00:04:26,133 02 for now 138 00:04:26,133 --> 00:04:28,733 now the next thing I want to take a look at is the 139 00:04:28,733 --> 00:04:30,400 strength position offset frame 140 00:04:30,400 --> 00:04:32,566 this is a frame where you don't have to touch anything 141 00:04:32,566 --> 00:04:34,466 at all but to just explain what it does 142 00:04:34,466 --> 00:04:36,700 I'm gonna have to first remove this 143 00:04:36,700 --> 00:04:38,266 and then I'm gonna isolate this 144 00:04:38,266 --> 00:04:40,566 and duplicate this a bunch of times 145 00:04:41,333 --> 00:04:42,766 now you can see with these 146 00:04:42,766 --> 00:04:44,500 five clumps of hair 147 00:04:44,500 --> 00:04:47,266 how the pattern of the strands are exactly the same 148 00:04:47,266 --> 00:04:48,866 and this applies to every 149 00:04:48,966 --> 00:04:51,333 object every single clump of hair 150 00:04:51,333 --> 00:04:52,533 so that's not ideal 151 00:04:52,533 --> 00:04:55,000 and all I'm telling Glenda to do is to say hey 152 00:04:55,000 --> 00:04:58,566 I want for each object to offset the position of the 153 00:04:58,700 --> 00:04:59,866 y location 154 00:04:59,866 --> 00:05:02,800 and how I'm doing that is if you take a look at this 155 00:05:02,866 --> 00:05:04,266 random socket here 156 00:05:04,266 --> 00:05:06,466 each and every one of these clumps of hair 157 00:05:06,466 --> 00:05:08,366 have different luminance values 158 00:05:08,366 --> 00:05:09,866 so you can see over here this 159 00:05:10,400 --> 00:05:13,066 clump of hair is completely black and then 160 00:05:13,133 --> 00:05:15,100 pretty sure one of these like brighter ones 161 00:05:15,266 --> 00:05:16,533 they're completely white 162 00:05:16,566 --> 00:05:17,800 black has a value of 163 00:05:17,933 --> 00:05:21,500 0 and white has a value of 1 a pure white obviously 164 00:05:21,500 --> 00:05:23,066 so all I'm doing is to 165 00:05:23,066 --> 00:05:26,200 take this random socket to drive it into the Y 166 00:05:26,200 --> 00:05:27,000 however 167 00:05:27,066 --> 00:05:30,700 it still looks copy pasted so clearly an offset of 168 00:05:30,866 --> 00:05:31,966 0 to 1 isn't enough 169 00:05:31,966 --> 00:05:34,700 so all this map range is doing is to tell blender 170 00:05:34,700 --> 00:05:36,466 hey instead of offsetting it from 171 00:05:36,666 --> 00:05:37,466 0 to 1 172 00:05:37,466 --> 00:05:40,366 I want you to offset the strands from negative 100 173 00:05:40,500 --> 00:05:41,966 to 100 so you can see 174 00:05:41,966 --> 00:05:45,100 as I snap the map range in between the random 175 00:05:45,200 --> 00:05:46,766 and combine XYZ 176 00:05:46,766 --> 00:05:47,766 you can see how 177 00:05:47,766 --> 00:05:49,800 the duplicated pattern no longer 178 00:05:49,800 --> 00:05:52,466 exists because the offset is much more extreme 179 00:05:52,466 --> 00:05:54,500 next let's take a look at 180 00:05:54,600 --> 00:05:56,466 these three frames over here 181 00:05:56,466 --> 00:05:57,766 all you gotta move here really 182 00:05:57,766 --> 00:05:59,900 are these two frames over here 183 00:05:59,900 --> 00:06:02,733 this you can ignore so let's first take a look at the 184 00:06:02,966 --> 00:06:06,300 speed node just observe the speed of the specular 185 00:06:06,300 --> 00:06:09,000 now right now it's at 0.6 or 60 percent 186 00:06:09,000 --> 00:06:10,866 if I were to put this to 1 187 00:06:10,866 --> 00:06:13,600 or 100 percent you can see that it moves a lot quicker 188 00:06:13,600 --> 00:06:15,500 now let's put it at 200 percent 189 00:06:15,500 --> 00:06:17,333 you can see that the specular is 190 00:06:17,700 --> 00:06:20,466 moving out of the hair really really quickly 191 00:06:20,466 --> 00:06:22,900 if I were to set this to 0.2 or 192 00:06:22,900 --> 00:06:25,266 20 percent you can see how it barely moves 193 00:06:25,400 --> 00:06:26,900 now I'm gonna set this back to 194 00:06:27,000 --> 00:06:29,300 60 percent and then for position 195 00:06:29,300 --> 00:06:32,166 all you're gonna have to move is the factor and a 196 00:06:32,166 --> 00:06:34,000 now you can see that I've labeled it over here 197 00:06:34,000 --> 00:06:37,900 factor equals random position and a is position 198 00:06:37,900 --> 00:06:39,133 by moving the 199 00:06:39,133 --> 00:06:40,166 a slider 200 00:06:40,166 --> 00:06:42,933 you can see that I'm offsetting the position of the 201 00:06:43,066 --> 00:06:44,100 specular strips 202 00:06:44,100 --> 00:06:45,800 so let's just say you have your character 203 00:06:45,800 --> 00:06:46,800 posed like this 204 00:06:46,800 --> 00:06:50,166 now the anasotropic specular is no longer in frame 205 00:06:50,166 --> 00:06:52,366 but you still want to maintain that look 206 00:06:52,366 --> 00:06:54,400 you could just offset the specular 207 00:06:54,466 --> 00:06:56,733 up like this to kind of just cheat a little 208 00:06:56,733 --> 00:06:57,533 and there you go 209 00:06:57,700 --> 00:07:00,300 and then random position as it says 210 00:07:00,300 --> 00:07:02,300 you can randomize the position 211 00:07:02,300 --> 00:07:04,066 of the specular strips 212 00:07:04,066 --> 00:07:06,900 if the offset isn't enough for you you could 213 00:07:06,900 --> 00:07:08,366 open up the map range 214 00:07:08,366 --> 00:07:11,466 and then accelerate these two values over here 215 00:07:11,466 --> 00:07:15,266 so put this at negative 5 and then put this at 5 216 00:07:15,266 --> 00:07:17,866 there you go now it's like super offset it 217 00:07:17,866 --> 00:07:20,000 but obviously that's you don't need all of that action 218 00:07:20,000 --> 00:07:21,000 it's unnecessary 219 00:07:21,000 --> 00:07:23,000 now let's take a look at the look development 220 00:07:23,000 --> 00:07:23,733 side of things 221 00:07:23,733 --> 00:07:25,866 so I'm gonna start with color one 222 00:07:25,866 --> 00:07:27,300 so this is where you would set 223 00:07:27,300 --> 00:07:28,966 the base color of your hair 224 00:07:28,966 --> 00:07:31,000 let's just say I want it to be blonde now 225 00:07:31,000 --> 00:07:33,500 so let's just quickly move this around 226 00:07:34,766 --> 00:07:35,933 and just like that 227 00:07:35,933 --> 00:07:37,300 you've got yourself some 228 00:07:37,300 --> 00:07:38,466 blonde clumps of hair 229 00:07:38,466 --> 00:07:40,700 so previously in the live tutorial 230 00:07:40,700 --> 00:07:41,900 I've had it set up in a way 231 00:07:41,900 --> 00:07:44,400 where you would have to set both the base color 232 00:07:44,400 --> 00:07:45,800 and the specular color 233 00:07:45,800 --> 00:07:47,266 and that could be a little bit 234 00:07:47,266 --> 00:07:48,600 well it's just double work 235 00:07:48,600 --> 00:07:50,466 but let's just say you still want to have 236 00:07:50,466 --> 00:07:52,733 control over the color of the specular 237 00:07:52,733 --> 00:07:55,200 all you got to do is just you know move the hue 238 00:07:55,200 --> 00:07:56,766 saturation and value 239 00:07:56,866 --> 00:07:59,000 of this node and you can see what it does 240 00:07:59,000 --> 00:08:01,200 so let's just say you want to have like an iridescent 241 00:08:01,200 --> 00:08:02,766 type hair you could do that 242 00:08:03,066 --> 00:08:05,266 sure why not now what is color 2 243 00:08:05,266 --> 00:08:07,166 well it says color 2 gradient 244 00:08:07,166 --> 00:08:10,566 so as it says it's supposed to introduce a gradient 245 00:08:10,566 --> 00:08:13,533 of colors but you obviously don't see the brown 246 00:08:13,533 --> 00:08:15,666 so let's go up here to 247 00:08:15,700 --> 00:08:17,066 the random distribution 248 00:08:17,066 --> 00:08:19,600 so all you have to move here in this frame is this 249 00:08:19,600 --> 00:08:21,933 threshold over here from 0 to 1 250 00:08:21,933 --> 00:08:24,200 so as I increase this slider to 1 251 00:08:24,200 --> 00:08:27,666 you can see that it slowly introduces the new gradient 252 00:08:27,666 --> 00:08:29,266 color which is brown 253 00:08:29,366 --> 00:08:31,766 obviously this was inspired by Asia 254 00:08:31,766 --> 00:08:33,066 so here's how it works 255 00:08:33,066 --> 00:08:35,200 we all know now that these clumps of hair 256 00:08:35,200 --> 00:08:37,733 have your own unique values ranging from 0 to 1 257 00:08:37,733 --> 00:08:39,666 all this note is doing is to say hey 258 00:08:39,766 --> 00:08:43,333 only Lat pass values that are less than this threshold 259 00:08:43,333 --> 00:08:43,933 and that's it 260 00:08:43,933 --> 00:08:46,700 so all you got to do here is to just turn this from 261 00:08:46,766 --> 00:08:49,733 0 to 1 next let's take a look at the gradient mask 262 00:08:49,733 --> 00:08:51,266 okay obviously for this to happen 263 00:08:51,266 --> 00:08:52,966 I'm gonna have to turn that on to 1 264 00:08:52,966 --> 00:08:54,966 and yeah that's it 265 00:08:55,300 --> 00:08:57,000 it's pretty self explanatory 266 00:08:57,000 --> 00:08:58,600 it's just a gradient mask 267 00:08:58,600 --> 00:09:00,366 and all this factor is doing is to make this 268 00:09:00,366 --> 00:09:03,866 gradient go from completely uniform to strandy 269 00:09:03,866 --> 00:09:07,200 that way it better blends in with the strands but then 270 00:09:07,400 --> 00:09:09,266 also kind of looks cool without 271 00:09:10,100 --> 00:09:11,200 any disruption 272 00:09:11,266 --> 00:09:13,300 again your call I'll leave it up to you 273 00:09:13,300 --> 00:09:14,100 and with that said 274 00:09:14,100 --> 00:09:15,200 I think there's no need for 275 00:09:15,200 --> 00:09:17,300 any further explanation as to what color 276 00:09:17,300 --> 00:09:18,100 2 does 277 00:09:18,100 --> 00:09:21,733 cool now let's take a look at the object variation 278 00:09:21,733 --> 00:09:24,166 so all you got to move here are two things 279 00:09:24,166 --> 00:09:27,366 the factor of this node and the factor of this node 280 00:09:27,366 --> 00:09:29,500 so just the factors of this frame 281 00:09:29,500 --> 00:09:31,600 so you can see factor equals hue 282 00:09:31,600 --> 00:09:33,066 so if I were to increase the 283 00:09:33,066 --> 00:09:34,300 factor of this node 284 00:09:34,300 --> 00:09:35,500 you can see how it starts 285 00:09:35,500 --> 00:09:37,900 introducing a variation of hues 286 00:09:37,900 --> 00:09:40,100 and for this variation 287 00:09:40,200 --> 00:09:42,100 of luminance value so 288 00:09:42,100 --> 00:09:43,866 yeah this is great for creating 289 00:09:43,866 --> 00:09:45,533 variety and breaking the 290 00:09:45,533 --> 00:09:47,200 uniformity of colors 291 00:09:47,200 --> 00:09:49,066 if you want to introduce a slight 292 00:09:49,066 --> 00:09:52,766 hue variation and then some value variations 293 00:09:53,000 --> 00:09:54,666 it's just two sliders 294 00:09:54,666 --> 00:09:55,133 that's it 295 00:09:55,133 --> 00:09:57,966 next let's take a look at the strands variation 296 00:09:57,966 --> 00:09:59,600 so instead of offsetting the 297 00:09:59,600 --> 00:10:00,800 clumps of hair we're gonna 298 00:10:00,800 --> 00:10:02,333 offset the strands 299 00:10:02,333 --> 00:10:03,700 the values of strands 300 00:10:03,700 --> 00:10:07,066 the saturation of strands and the hue of strands 301 00:10:07,100 --> 00:10:09,333 you can play around with the contrast of the mask 302 00:10:09,333 --> 00:10:11,133 if you want like a more contrasty look 303 00:10:11,133 --> 00:10:12,900 bring the stops closer together 304 00:10:12,966 --> 00:10:14,366 you want a more feathered look 305 00:10:14,366 --> 00:10:15,933 than just spread them apart 306 00:10:15,933 --> 00:10:17,800 next let's take a look at roughness 307 00:10:17,800 --> 00:10:21,066 so this is another discrepancy from the live tutorial 308 00:10:21,066 --> 00:10:23,000 so in a live tutorial I had this map 309 00:10:23,000 --> 00:10:24,500 plugged into the metallic 310 00:10:24,500 --> 00:10:26,000 which created a variation 311 00:10:26,000 --> 00:10:28,966 of metallic strands and non metallic strands 312 00:10:28,966 --> 00:10:29,966 this time I've decided to 313 00:10:29,966 --> 00:10:32,300 plug it into the roughness instead 314 00:10:32,300 --> 00:10:33,100 so if 315 00:10:33,466 --> 00:10:36,266 you want your hair to be shinier just turn down the 316 00:10:36,600 --> 00:10:38,333 2 min but you can 317 00:10:38,333 --> 00:10:41,200 still see how some strands of hair are rough 318 00:10:41,200 --> 00:10:42,933 if you want everything to be completely 319 00:10:42,933 --> 00:10:44,400 wet just turn this down too 320 00:10:44,400 --> 00:10:46,500 and if you want the mask to be more 321 00:10:46,733 --> 00:10:50,100 contrasty just play with these two values 322 00:10:50,100 --> 00:10:52,166 in case anyone is confused as to how to work 323 00:10:52,166 --> 00:10:53,100 the map range 324 00:10:53,100 --> 00:10:55,466 let me give you a visual demonstration 325 00:10:55,466 --> 00:10:58,700 so the map range is exactly the same as the color ramp 326 00:10:58,700 --> 00:11:00,533 just in a format of numbers 327 00:11:00,533 --> 00:11:04,000 so this you're basically just doing this right 328 00:11:04,866 --> 00:11:09,966 0.35 0.35 and when you do this you're just doing this 329 00:11:10,266 --> 00:11:13,166 so 0.7 let's set this to 0.7 330 00:11:13,166 --> 00:11:14,900 there you go by moving this 331 00:11:15,266 --> 00:11:17,600 you're doing this 332 00:11:17,733 --> 00:11:23,366 so 0.6 let's set this to 0.6 and then by moving this 333 00:11:23,966 --> 00:11:25,100 you're moving 334 00:11:26,000 --> 00:11:26,800 this 335 00:11:27,366 --> 00:11:29,133 so 0.75 336 00:11:30,000 --> 00:11:33,966 0.75 that's it exactly the same one is just less visual 337 00:11:33,966 --> 00:11:36,700 next let's take a look at the strand height 338 00:11:36,700 --> 00:11:38,866 you don't want to adjust the strength at all 339 00:11:38,866 --> 00:11:40,766 all you want to move is the distance 340 00:11:40,766 --> 00:11:42,566 strength is like an opacity slider 341 00:11:42,566 --> 00:11:43,933 whereas the distance slider 342 00:11:43,933 --> 00:11:45,700 actually accounts for the height 343 00:11:45,700 --> 00:11:47,900 you want to leave this at a fairly low value 344 00:11:47,900 --> 00:11:50,300 unless your hair is like giant 345 00:11:50,300 --> 00:11:51,766 let's just say you don't model your 346 00:11:51,766 --> 00:11:53,500 characters according to scale 347 00:11:53,800 --> 00:11:54,866 let's just scale this up 348 00:11:54,866 --> 00:11:57,466 let's make it like huge massive titan hair 349 00:11:57,466 --> 00:11:59,733 you can see now that you don't see any 350 00:11:59,800 --> 00:12:00,800 bump map at all 351 00:12:00,800 --> 00:12:03,166 so you're gonna have to bump this up a little bit more 352 00:12:03,166 --> 00:12:05,500 there you go if I were to make it even more giant 353 00:12:05,733 --> 00:12:07,866 can see how it starts going away again 354 00:12:07,866 --> 00:12:09,266 and then you're gonna have to 355 00:12:09,500 --> 00:12:10,533 bump this up again 356 00:12:10,700 --> 00:12:11,766 there we go okay 357 00:12:11,766 --> 00:12:14,400 now let's take a look at the transparent tips 358 00:12:14,400 --> 00:12:16,866 now this is probably my favorite part of the shader 359 00:12:16,866 --> 00:12:19,666 so all you're gonna move in this frame are two things 360 00:12:19,666 --> 00:12:22,733 the stops the color ramp and the factor 361 00:12:22,733 --> 00:12:24,600 so let's first talk about the color ramp 362 00:12:24,600 --> 00:12:26,066 so just like the gradient colors 363 00:12:26,066 --> 00:12:28,866 we're also utilizing a gradient map over here 364 00:12:28,866 --> 00:12:30,700 and if we were to see this in action 365 00:12:30,700 --> 00:12:32,766 and I were to bring the stops close together 366 00:12:32,766 --> 00:12:33,600 you can see how 367 00:12:33,600 --> 00:12:36,000 the gradient mask is completely uniform 368 00:12:36,000 --> 00:12:37,966 and all the factor is doing is to make it 369 00:12:37,966 --> 00:12:39,333 look more like strands 370 00:12:39,333 --> 00:12:40,800 and if you want a more feathered look 371 00:12:40,800 --> 00:12:43,300 you want to bring the color amp stops further apart 372 00:12:43,300 --> 00:12:44,966 and there you go a feathered 373 00:12:45,000 --> 00:12:46,166 more feathered look 374 00:12:46,166 --> 00:12:48,300 now the specular tint you don't really have to 375 00:12:48,300 --> 00:12:49,133 move anything 376 00:12:49,133 --> 00:12:51,000 all it's doing is the tint the 377 00:12:51,200 --> 00:12:53,900 specular to match the color of your hair 378 00:12:53,900 --> 00:12:56,766 so whatever color you set for the base color to be 379 00:12:57,266 --> 00:12:58,400 it's going to adapt to it 380 00:12:58,400 --> 00:13:00,766 but let's just say you don't want your 381 00:13:00,933 --> 00:13:03,400 specular to be tinted you could just remove this 382 00:13:03,566 --> 00:13:05,900 before the tint and after the tint 383 00:13:05,900 --> 00:13:07,600 and you can play around with the values here 384 00:13:07,600 --> 00:13:08,700 I've had it set 385 00:13:08,800 --> 00:13:09,766 default to 30 386 00:13:09,766 --> 00:13:12,300 if it's too much for you you could lower that down too 387 00:13:12,300 --> 00:13:14,733 or let's just say you want it to be white 388 00:13:14,733 --> 00:13:16,066 but you don't want to unplug this 389 00:13:16,066 --> 00:13:16,733 you could just turn 390 00:13:16,733 --> 00:13:18,200 down this saturation all the way to 391 00:13:18,366 --> 00:13:20,300 0 there you go and then lastly 392 00:13:20,366 --> 00:13:21,733 we have the sheen tint 393 00:13:21,733 --> 00:13:24,333 so right now there isn't any sheen going on 394 00:13:24,333 --> 00:13:26,933 which is more to the likes of arcane 395 00:13:26,933 --> 00:13:28,500 but if we were to expand this 396 00:13:28,500 --> 00:13:30,333 panel and then turn up the weight 397 00:13:30,766 --> 00:13:33,300 can see how there's a sheen wrapped around 398 00:13:33,300 --> 00:13:34,700 each clump of hair right 399 00:13:34,700 --> 00:13:36,733 me personally I like this look a lot 400 00:13:36,733 --> 00:13:38,733 but if you're trying to stay true to arcane 401 00:13:38,733 --> 00:13:40,966 then you probably want to turn this down to zero 402 00:13:40,966 --> 00:13:44,000 and then the roughness slider is basically 403 00:13:44,066 --> 00:13:47,133 how far out the Sheen is wrapping around the hair 404 00:13:47,133 --> 00:13:49,300 just see it that way and that's it 405 00:13:49,300 --> 00:13:52,100 so I hope you enjoyed this tutorial walkthrough 406 00:13:52,133 --> 00:13:52,366 again 407 00:13:52,366 --> 00:13:54,800 the project file and add on will be available on my 408 00:13:54,800 --> 00:13:55,600 gumroad 409 00:13:55,700 --> 00:13:58,400 the free and paid version so consider subscribing 410 00:13:58,400 --> 00:14:00,466 and yeah go let out the pee you've been holding in 411 00:14:00,466 --> 00:14:01,266 bye guys 30313

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