Professional Documents
Culture Documents
3
3
2
00:00:16,160 --> 00:00:18,000
welcome to the third part of the
3
00:00:18,000 --> 00:00:19,359
tutoriathat
7
00:00:24,960 --> 00:00:26,000
we will also make
8
00:00:26,000 --> 00:00:28,160
a proper studio setup with proper
9
00:00:28,160 --> 00:00:29,920
lighting so that we can put the car
10
00:00:29,920 --> 00:00:30,560
somewhere
11
00:00:30,560 --> 00:00:32,159
most part of this tutorial will be
12
00:00:32,159 --> 00:00:34,079
focused on how to make the car paint
13
00:00:34,079 --> 00:00:35,280
shader in particular
14
00:00:35,280 --> 00:00:37,040
i will use this shader as a way to
15
00:00:37,040 --> 00:00:39,360
introduce you to the principled psdf
16
00:00:39,360 --> 00:00:41,440
this shader node is very useful for
17
00:00:41,440 --> 00:00:42,399
making pbr
18
00:00:42,399 --> 00:00:44,559
shaders if you haven't heard about it do
19
00:00:44,559 --> 00:00:46,320
not worry because we'll be getting into
20
00:00:46,320 --> 00:00:48,079
all of the details in this video
21
00:00:48,079 --> 00:00:49,920
just like the previous parts this
22
00:00:49,920 --> 00:00:52,079
tutorial video also has a bonus section
23
00:00:52,079 --> 00:00:53,760
this time we will look at how to make
24
00:00:53,760 --> 00:00:55,680
proper glass shaders in blender which
25
00:00:55,680 --> 00:00:58,000
involves the glass bsdf node and
26
00:00:58,000 --> 00:00:59,840
also how to make them work faster with
27
00:00:59,840 --> 00:01:01,520
some optimizations
28
00:01:01,520 --> 00:01:03,039
at this point i sound like a broken
29
00:01:03,039 --> 00:01:04,640
record but i really hope that you have
30
00:01:04,640 --> 00:01:06,560
downloaded the tutorial files and signed
31
00:01:06,560 --> 00:01:08,240
up for the newsletter i love to have you
32
00:01:08,240 --> 00:01:10,400
as a part of the blue inversion family
33
00:01:10,400 --> 00:01:12,080
last but not the least i hope you have
34
00:01:12,080 --> 00:01:13,840
checked out the online store already if
35
00:01:13,840 --> 00:01:15,439
you don't already know about it the
36
00:01:15,439 --> 00:01:17,280
latest product is a shader pack
37
00:01:17,280 --> 00:01:19,439
called smart sheeters grounds and roads
38
00:01:19,439 --> 00:01:21,759
all the shaders in it are 100 procedural
39
00:01:21,759 --> 00:01:23,680
and they look extremely photorealistic
40
00:01:23,680 --> 00:01:25,280
do give it a shot i'm sure you'll love
41
00:01:25,280 --> 00:01:26,880
it in case you're watching it far in the
42
00:01:26,880 --> 00:01:27,600
future
43
00:01:27,600 --> 00:01:28,880
chances are there are a lot more
44
00:01:28,880 --> 00:01:30,720
products and lot more shaders available
45
00:01:30,720 --> 00:01:32,240
so i'm sure you'll find the perfect
46
00:01:32,240 --> 00:01:35,439
product which fits into your workflow
47
00:01:35,439 --> 00:01:37,439
once again this is shannon and you are
48
00:01:37,439 --> 00:01:40,760
watching blue version
49
00:01:40,760 --> 00:01:44,069
[Music]
50
00:01:44,960 --> 00:01:47,280
now that we are done modeling the car we
51
00:01:47,280 --> 00:01:49,119
can get into the shaders
52
00:01:49,119 --> 00:01:51,520
but before that i like to make a basic
53
00:01:51,520 --> 00:01:52,479
studio setup
54
00:01:52,479 --> 00:01:54,479
with a backdrop light source and the
55
00:01:54,479 --> 00:01:56,399
camera that helps me choose the correct
56
00:01:56,399 --> 00:01:58,640
settings when making the shaders because
57
00:01:58,640 --> 00:02:00,880
it's dependent on the lighting so i get
58
00:02:00,880 --> 00:02:02,560
an idea of how the final render will
59
00:02:02,560 --> 00:02:02,880
look
60
00:02:02,880 --> 00:02:06,320
from the get so let us start working
61
00:02:06,320 --> 00:02:08,080
go under the render properties and
62
00:02:08,080 --> 00:02:09,598
change the render engine to
63
00:02:09,598 --> 00:02:13,360
cycles and if you have a good aka
64
00:02:13,360 --> 00:02:16,239
nvidia graphics card you can switch this
65
00:02:16,239 --> 00:02:16,640
to
66
00:02:16,640 --> 00:02:20,319
the gpu compute otherwise cpu works fine
67
00:02:20,319 --> 00:02:22,640
if you press z on the keyboard while
68
00:02:22,640 --> 00:02:23,760
you're in the viewport
69
00:02:23,760 --> 00:02:26,480
you have this pi menu pop-up switch to
70
00:02:26,480 --> 00:02:29,200
rendered view
71
00:02:29,520 --> 00:02:31,040
and as you can see there are no light
72
00:02:31,040 --> 00:02:33,519
sources and things are barely visible
73
00:02:33,519 --> 00:02:36,400
i will go under the world properties and
74
00:02:36,400 --> 00:02:37,840
you can see this is the world
75
00:02:37,840 --> 00:02:41,440
settings right now with a plain color
76
00:02:41,440 --> 00:02:43,440
so i will click on this drop down switch
77
00:02:43,440 --> 00:02:45,519
to environment texture
78
00:02:45,519 --> 00:02:48,560
click on open and under hdris i have a
79
00:02:48,560 --> 00:02:51,440
folder maintained here on my pc
80
00:02:51,440 --> 00:02:54,720
these are hdri images from hdri heaven
81
00:02:54,720 --> 00:02:56,879
you can download them for free that's a
82
00:02:56,879 --> 00:02:58,239
really great resource
83
00:02:58,239 --> 00:03:01,680
so let us choose one quickly
84
00:03:01,680 --> 00:03:04,879
and this is how the hdri works you can
85
00:03:04,879 --> 00:03:06,640
change the strength from here
86
00:03:06,640 --> 00:03:09,200
but i will actually undo everything and
87
00:03:09,200 --> 00:03:11,200
go back to the original settings
88
00:03:11,200 --> 00:03:13,599
because i do not like having an hdri for
89
00:03:13,599 --> 00:03:15,040
this particular
90
00:03:15,040 --> 00:03:17,920
render i want to keep it really dark and
91
00:03:17,920 --> 00:03:20,159
have some controlled sources of light
92
00:03:20,159 --> 00:03:22,000
in order to give it a studio kind of
93
00:03:22,000 --> 00:03:24,560
vibe but if i was going for a
94
00:03:24,560 --> 00:03:26,400
environment scene maybe an outdoor then
95
00:03:26,400 --> 00:03:28,480
definitely i'd be using hdris
96
00:03:28,480 --> 00:03:31,680
next i will add a light source so i will
97
00:03:31,680 --> 00:03:33,599
press shift s
98
00:03:33,599 --> 00:03:37,040
and take the cursor to world origin
99
00:03:37,040 --> 00:03:41,599
now if i add a plane with shift a
100
00:03:41,599 --> 00:03:44,799
scale it up in the rendered view you do
101
00:03:44,799 --> 00:03:46,480
not really see anything
102
00:03:46,480 --> 00:03:48,000
so make sure you have selected the light
103
00:03:48,000 --> 00:03:49,920
source and i'll go into
104
00:03:49,920 --> 00:03:53,120
material properties click on new i'll
105
00:03:53,120 --> 00:03:54,879
first give it a name let's call it
106
00:03:54,879 --> 00:03:58,799
light one very explanatory
107
00:03:58,799 --> 00:04:01,360
under surface i will select a mission
108
00:04:01,360 --> 00:04:02,799
[Music]
109
00:04:02,799 --> 00:04:06,560
increase the strength that looks
110
00:04:06,560 --> 00:04:08,080
fine for now because this is not going
111
00:04:08,080 --> 00:04:10,000
to be the final light source
112
00:04:10,000 --> 00:04:11,840
just a quick preview to set up the
113
00:04:11,840 --> 00:04:13,280
studio system
114
00:04:13,280 --> 00:04:15,120
another thing that i like to do is i do
115
00:04:15,120 --> 00:04:16,880
not want to see the
116
00:04:16,880 --> 00:04:19,279
mesh that image the light so i'll go
117
00:04:19,279 --> 00:04:21,040
under object properties
118
00:04:21,040 --> 00:04:24,720
scroll down to visibility first uncheck
119
00:04:24,720 --> 00:04:27,840
camera for revisibility and then under
120
00:04:27,840 --> 00:04:28,800
reboot display
121
00:04:28,800 --> 00:04:31,919
i'll display this as where even in the
122
00:04:31,919 --> 00:04:33,919
solid view you do not really see it you
123
00:04:33,919 --> 00:04:36,080
just see an outline for it
124
00:04:36,080 --> 00:04:38,240
next i will add the backdrop so for that
125
00:04:38,240 --> 00:04:40,080
i will press shift a
126
00:04:40,080 --> 00:04:43,040
another plane scale it up this time
127
00:04:43,040 --> 00:04:45,440
let's use the snap feature in blender
128
00:04:45,440 --> 00:04:48,240
you can click on this button on the top
129
00:04:48,240 --> 00:04:49,280
from the drop down
130
00:04:49,280 --> 00:04:51,919
select face and snap with closest you
131
00:04:51,919 --> 00:04:53,680
can also use the hotkey shift
132
00:04:53,680 --> 00:04:56,720
tab to toggle the settings now press g
133
00:04:56,720 --> 00:04:58,880
and lock it along the z axis point the
134
00:04:58,880 --> 00:05:01,840
cursor at the wheel's bottom part
135
00:05:01,840 --> 00:05:04,160
and i'll confirm with left click next i
136
00:05:04,160 --> 00:05:05,520
would go into edit mode
137
00:05:05,520 --> 00:05:07,840
select these two edges e to extrude
138
00:05:07,840 --> 00:05:09,199
along the z axis
139
00:05:09,199 --> 00:05:11,680
and make sure you have turned off snap i
140
00:05:11,680 --> 00:05:13,440
do not like the sharp corners
141
00:05:13,440 --> 00:05:16,240
so i will go into the modifier stack add
142
00:05:16,240 --> 00:05:18,560
a subdivision surface modifier
143
00:05:18,560 --> 00:05:21,600
let's add four levels of subdivision
144
00:05:21,600 --> 00:05:23,440
now here's a little problem here the car
145
00:05:23,440 --> 00:05:25,280
is penetrating into the backdrop because
146
00:05:25,280 --> 00:05:28,160
of the subdivision surface modifier
147
00:05:28,160 --> 00:05:30,479
so in order to fix that i will go into
148
00:05:30,479 --> 00:05:31,280
edit mode
149
00:05:31,280 --> 00:05:35,039
face select mode select this bottom face
150
00:05:35,039 --> 00:05:40,080
press i to inset and that should fix it
151
00:05:40,080 --> 00:05:42,240
while it also keeps kind of a curve so
152
00:05:42,240 --> 00:05:44,320
that we do not see any seams
153
00:05:44,320 --> 00:05:46,160
from the camera view i will add smooth
154
00:05:46,160 --> 00:05:47,840
shading to it now
155
00:05:47,840 --> 00:05:49,039
we are left with one thing that is
156
00:05:49,039 --> 00:05:51,280
called the camera in the viewport
157
00:05:51,280 --> 00:05:53,440
try to frame the car next make sure you
158
00:05:53,440 --> 00:05:55,280
have some camera in your scene
159
00:05:55,280 --> 00:05:58,960
i do have it under props i just had it
160
00:05:58,960 --> 00:06:00,720
hidden so i will make it visible
161
00:06:00,720 --> 00:06:03,360
otherwise you can always press shift a
162
00:06:03,360 --> 00:06:05,280
and then select a camera
163
00:06:05,280 --> 00:06:08,960
now press ctrl alt 0 from the num pad
164
00:06:08,960 --> 00:06:12,160
that would frame the view to the camera
165
00:06:12,160 --> 00:06:13,840
now talking about the camera the camera
166
00:06:13,840 --> 00:06:15,919
has a few very intuitive controls
167
00:06:15,919 --> 00:06:18,720
if you press shift accent grave then you
168
00:06:18,720 --> 00:06:19,199
will
169
00:06:19,199 --> 00:06:22,319
kind of have a fly navigation mode it is
170
00:06:22,319 --> 00:06:23,360
actually same as
171
00:06:23,360 --> 00:06:27,199
in games so you can use wasd to navigate
172
00:06:27,199 --> 00:06:30,400
q and e for up and down and
173
00:06:30,400 --> 00:06:32,080
interestingly if you press g on your
174
00:06:32,080 --> 00:06:35,520
keyboard it will turn on gravity
175
00:06:35,520 --> 00:06:38,080
and it will keep falling forever unless
176
00:06:38,080 --> 00:06:40,240
you have some ground underneath you
177
00:06:40,240 --> 00:06:42,880
so i will add some ground by stretching
178
00:06:42,880 --> 00:06:43,280
this
179
00:06:43,280 --> 00:06:46,000
further make sure the camera is above it
180
00:06:46,000 --> 00:06:49,199
so now if i go back into the camera view
181
00:06:49,199 --> 00:06:52,639
press shift x engrave press g so now
182
00:06:52,639 --> 00:06:54,560
gravity is on and i'm literally standing
183
00:06:54,560 --> 00:06:56,240
on the backdrop very useful for
184
00:06:56,240 --> 00:06:58,880
cinematic shots
185
00:06:58,880 --> 00:07:01,280
so i'll confirm here go into the top
186
00:07:01,280 --> 00:07:02,880
view and
187
00:07:02,880 --> 00:07:05,039
bring back the backdrop to its original
188
00:07:05,039 --> 00:07:06,240
place
189
00:07:06,240 --> 00:07:08,000
so now that we have a mini studio
190
00:07:08,000 --> 00:07:09,759
functional we can start getting our
191
00:07:09,759 --> 00:07:11,360
hands dirty with all the shaders and
192
00:07:11,360 --> 00:07:12,240
nodes
193
00:07:12,240 --> 00:07:14,160
and also i will add some other light
194
00:07:14,160 --> 00:07:16,160
sources and make it a better studio
195
00:07:16,160 --> 00:07:17,280
setup
196
00:07:17,280 --> 00:07:20,800
we'll have that in the next section
197
00:07:22,690 --> 00:07:25,910
[Music]
198
00:07:27,440 --> 00:07:28,880
among all the shaders that we'll be
199
00:07:28,880 --> 00:07:30,800
making today i think the car paint
200
00:07:30,800 --> 00:07:33,199
shader will be the most important one
201
00:07:33,199 --> 00:07:35,280
and we can explore a lot of ideas and
202
00:07:35,280 --> 00:07:37,280
most of the working of the note system
203
00:07:37,280 --> 00:07:38,319
in blender
204
00:07:38,319 --> 00:07:39,919
it will also take the most amount of
205
00:07:39,919 --> 00:07:41,680
time so once we are done with the car
206
00:07:41,680 --> 00:07:42,639
paint shader
207
00:07:42,639 --> 00:07:44,000
most of the other things will be really
208
00:07:44,000 --> 00:07:45,840
easy and quick to get through
209
00:07:45,840 --> 00:07:47,520
now we will do two variations of the
210
00:07:47,520 --> 00:07:49,440
carpet shader because i have seen that
211
00:07:49,440 --> 00:07:50,319
cars have this
212
00:07:50,319 --> 00:07:53,280
most cars have this reflective sharp
213
00:07:53,280 --> 00:07:53,919
gloss
214
00:07:53,919 --> 00:07:56,479
finish with flakes and there are also
215
00:07:56,479 --> 00:07:58,000
this new trend of having
216
00:07:58,000 --> 00:08:00,319
matte finish on the card surface i
217
00:08:00,319 --> 00:08:01,919
prefer the matte finish but i will show
218
00:08:01,919 --> 00:08:02,960
you both of them so
219
00:08:02,960 --> 00:08:04,879
so that you can pick and choose and you
220
00:08:04,879 --> 00:08:06,240
can do your own thing
221
00:08:06,240 --> 00:08:07,919
this is where we left off i will go into
222
00:08:07,919 --> 00:08:09,280
the render properties
223
00:08:09,280 --> 00:08:11,280
and currently you can check here that we
224
00:08:11,280 --> 00:08:13,599
have 32 viewport samples right now
225
00:08:13,599 --> 00:08:15,360
so it stops at 32 samples in the
226
00:08:15,360 --> 00:08:16,720
viewport
227
00:08:16,720 --> 00:08:18,800
that makes it noisy around the shadows
228
00:08:18,800 --> 00:08:19,840
especially
229
00:08:19,840 --> 00:08:22,400
so i will go under this check adaptive
230
00:08:22,400 --> 00:08:23,440
sampling
231
00:08:23,440 --> 00:08:26,800
and i will stop it at 0.1
232
00:08:26,800 --> 00:08:28,479
noise threshold and increase the
233
00:08:28,479 --> 00:08:30,080
viewport samples to like
234
00:08:30,080 --> 00:08:33,519
1000 now let us understand
235
00:08:33,519 --> 00:08:36,640
what adaptive sampling does now earlier
236
00:08:36,640 --> 00:08:39,039
on blender cycles you could only control
237
00:08:39,039 --> 00:08:39,760
the number of
238
00:08:39,760 --> 00:08:43,360
samples so when the rendering starts
239
00:08:43,360 --> 00:08:46,080
it only uses the number of samples as a
240
00:08:46,080 --> 00:08:47,120
threshold
241
00:08:47,120 --> 00:08:49,360
so when the desired number of samples
242
00:08:49,360 --> 00:08:50,160
are reached
243
00:08:50,160 --> 00:08:53,680
it stops rendering but recently
244
00:08:53,680 --> 00:08:56,160
the new update has the adaptive sampling
245
00:08:56,160 --> 00:08:57,120
checkbox
246
00:08:57,120 --> 00:09:00,000
which enables noise threshold so now
247
00:09:00,000 --> 00:09:01,760
along with the samples you can also
248
00:09:01,760 --> 00:09:03,519
specify the noise threshold
249
00:09:03,519 --> 00:09:06,399
that will be used during the rendering
250
00:09:06,399 --> 00:09:08,080
now we have two parameters
251
00:09:08,080 --> 00:09:10,399
so blender stops the rendering when
252
00:09:10,399 --> 00:09:12,000
either one of them
253
00:09:12,000 --> 00:09:15,040
have reached their threshold so
254
00:09:15,040 --> 00:09:17,279
sometimes blender might reach the set
255
00:09:17,279 --> 00:09:19,200
number of samples first
256
00:09:19,200 --> 00:09:21,279
and then the noise is ignored or
257
00:09:21,279 --> 00:09:22,480
sometimes the
258
00:09:22,480 --> 00:09:24,720
noise threshold is reached first then
259
00:09:24,720 --> 00:09:26,560
the samples are ignored and the render
260
00:09:26,560 --> 00:09:28,320
stops
261
00:09:28,320 --> 00:09:30,320
so this will save you a lot of time and
262
00:09:30,320 --> 00:09:32,800
also it will lead to cleaner renders
263
00:09:32,800 --> 00:09:34,839
so anyways i will just select the
264
00:09:34,839 --> 00:09:37,279
backdrop in the viewport
265
00:09:37,279 --> 00:09:40,160
and assign it to material quickly i will
266
00:09:40,160 --> 00:09:41,920
go into the materials tab
267
00:09:41,920 --> 00:09:45,839
click new i will call it backdrop
268
00:09:46,080 --> 00:09:49,519
i will expand this right click here swap
269
00:09:49,519 --> 00:09:50,720
areas
270
00:09:50,720 --> 00:09:52,240
and i will switch this to the shader
271
00:09:52,240 --> 00:09:54,080
editor this is generally how i like to
272
00:09:54,080 --> 00:09:54,800
work
273
00:09:54,800 --> 00:09:56,720
so you have all the settings here so you
274
00:09:56,720 --> 00:09:58,640
can change all the shaders and stuff
275
00:09:58,640 --> 00:10:01,279
which shader is assigned to which object
276
00:10:01,279 --> 00:10:02,959
and here i kind of work with the notes
277
00:10:02,959 --> 00:10:04,480
and all the complexity that comes with
278
00:10:04,480 --> 00:10:05,200
it
279
00:10:05,200 --> 00:10:06,959
now firstly i would like to change the
280
00:10:06,959 --> 00:10:09,519
distribution to multi scatter ggx
281
00:10:09,519 --> 00:10:12,320
that is kind of better for realism but
282
00:10:12,320 --> 00:10:14,720
it takes a little bit longer to render
283
00:10:14,720 --> 00:10:16,480
now immediately i will change the base
284
00:10:16,480 --> 00:10:18,079
color to something really
285
00:10:18,079 --> 00:10:21,360
dark i'll increase the roughness
286
00:10:21,360 --> 00:10:24,399
to around 0.7 and also decrease the
287
00:10:24,399 --> 00:10:26,880
specularity to something like 0.2
288
00:10:26,880 --> 00:10:28,800
now if we go into the camera view you
289
00:10:28,800 --> 00:10:30,399
can see almost
290
00:10:30,399 --> 00:10:33,120
nothing except the car and some parts of
291
00:10:33,120 --> 00:10:34,000
the
292
00:10:34,000 --> 00:10:36,240
backdrop near the car where the light is
293
00:10:36,240 --> 00:10:38,160
shining matter of fact i will even
294
00:10:38,160 --> 00:10:39,120
select the
295
00:10:39,120 --> 00:10:41,600
light and increase the strength of the
296
00:10:41,600 --> 00:10:42,240
light
297
00:10:42,240 --> 00:10:44,880
to something like five that looks better
298
00:10:44,880 --> 00:10:45,680
in my opinion
299
00:10:45,680 --> 00:10:47,680
and i think this will give us better
300
00:10:47,680 --> 00:10:49,519
illumination because we'll be working on
301
00:10:49,519 --> 00:10:51,200
the car paint shader next
302
00:10:51,200 --> 00:10:53,360
as you can already guess most part of
303
00:10:53,360 --> 00:10:55,360
the car will be using this shader
304
00:10:55,360 --> 00:10:57,279
so instead of rendering the whole thing
305
00:10:57,279 --> 00:11:00,079
let us take one part of the car body and
306
00:11:00,079 --> 00:11:02,000
hide everything else and focus on that
307
00:11:02,000 --> 00:11:03,360
updating the viewport will also be
308
00:11:03,360 --> 00:11:05,040
faster because now we do not have to
309
00:11:05,040 --> 00:11:07,360
render the whole geometry every time
310
00:11:07,360 --> 00:11:08,959
so what i want to do is i will select
311
00:11:08,959 --> 00:11:10,720
this front part of the car that we have
312
00:11:10,720 --> 00:11:11,279
modeled
313
00:11:11,279 --> 00:11:14,000
and used this as the test object on
314
00:11:14,000 --> 00:11:16,000
which we will first make the car paint
315
00:11:16,000 --> 00:11:18,880
shader in order to do that i will select
316
00:11:18,880 --> 00:11:19,839
this one
317
00:11:19,839 --> 00:11:22,640
i'll take the camera the light that we
318
00:11:22,640 --> 00:11:23,760
have made
319
00:11:23,760 --> 00:11:26,160
and also the backdrop then press the
320
00:11:26,160 --> 00:11:28,000
forward slash key on your keyboard
321
00:11:28,000 --> 00:11:29,600
and that will hide everything else and
322
00:11:29,600 --> 00:11:31,200
now we are in the local view of this
323
00:11:31,200 --> 00:11:32,160
objects
324
00:11:32,160 --> 00:11:34,000
now if you render you can see that we
325
00:11:34,000 --> 00:11:35,760
only have this
326
00:11:35,760 --> 00:11:37,680
one object in the scene i'll get rid of
327
00:11:37,680 --> 00:11:39,680
the overlays i will also get rid of this
328
00:11:39,680 --> 00:11:42,000
gizmo and other things
329
00:11:42,000 --> 00:11:43,920
so it's a clean viewport now and we have
330
00:11:43,920 --> 00:11:45,200
access to this
331
00:11:45,200 --> 00:11:48,000
one object here i'm expanding this part
332
00:11:48,000 --> 00:11:49,200
because the car paint
333
00:11:49,200 --> 00:11:51,519
shader will be using more nodes and it
334
00:11:51,519 --> 00:11:53,760
might get a little bit complicated
335
00:11:53,760 --> 00:11:56,000
so make sure you have selected this and
336
00:11:56,000 --> 00:11:57,279
i will click new
337
00:11:57,279 --> 00:11:58,800
right away i will call it the car paint
338
00:11:58,800 --> 00:12:00,880
shader now you can focus on the
339
00:12:00,880 --> 00:12:03,040
principled psdf
340
00:12:03,040 --> 00:12:05,120
the principled bsdf is as you can see
341
00:12:05,120 --> 00:12:06,480
has a lot of settings
342
00:12:06,480 --> 00:12:08,160
while it's good to have a total
343
00:12:08,160 --> 00:12:10,000
understanding of the thing but i do not
344
00:12:10,000 --> 00:12:11,760
believe in boring you with all the
345
00:12:11,760 --> 00:12:13,519
settings that we do not need right now
346
00:12:13,519 --> 00:12:15,279
so let's do one thing i will hide all
347
00:12:15,279 --> 00:12:16,560
the settings that we are not going to
348
00:12:16,560 --> 00:12:17,519
use
349
00:12:17,519 --> 00:12:20,320
so i'll press shift a and right now i
350
00:12:20,320 --> 00:12:20,800
will
351
00:12:20,800 --> 00:12:24,160
just add any node which has the output
352
00:12:24,160 --> 00:12:26,320
let's use the value node so i'm just
353
00:12:26,320 --> 00:12:28,000
using this to hide the things that we do
354
00:12:28,000 --> 00:12:29,120
not need
355
00:12:29,120 --> 00:12:31,279
so let's use this and plug it into the
356
00:12:31,279 --> 00:12:32,320
settings
357
00:12:32,320 --> 00:12:34,560
that we will be using so we'll be using
358
00:12:34,560 --> 00:12:36,160
the base color
359
00:12:36,160 --> 00:12:38,079
right now i will set this to solid mode
360
00:12:38,079 --> 00:12:39,519
because we do not need rendering right
361
00:12:39,519 --> 00:12:40,560
now
362
00:12:40,560 --> 00:12:42,959
we'll be using base color as i said then
363
00:12:42,959 --> 00:12:44,480
i'll be using metallic
364
00:12:44,480 --> 00:12:47,760
the specular value the roughness
365
00:12:47,760 --> 00:12:50,800
and also clear coat lastly
366
00:12:50,800 --> 00:12:53,040
clear coat roughness i will also set
367
00:12:53,040 --> 00:12:54,800
this to multi-scatter gtx
368
00:12:54,800 --> 00:12:56,320
because we are going for photorealistic
369
00:12:56,320 --> 00:12:58,000
renders of course
370
00:12:58,000 --> 00:13:00,320
you just select this principle bsdf
371
00:13:00,320 --> 00:13:02,399
while all this is plugged in
372
00:13:02,399 --> 00:13:04,880
then press ctrl h and that will hide
373
00:13:04,880 --> 00:13:05,440
everything
374
00:13:05,440 --> 00:13:07,760
that was not plugged in now you can get
375
00:13:07,760 --> 00:13:10,480
rid of the value node by pressing x
376
00:13:10,480 --> 00:13:12,240
so right now it looks really simple and
377
00:13:12,240 --> 00:13:13,519
that's how it should be
378
00:13:13,519 --> 00:13:15,440
so let's start working now i will change
379
00:13:15,440 --> 00:13:17,120
the base color to something
380
00:13:17,120 --> 00:13:19,279
like blue i'm not a huge fan of bright
381
00:13:19,279 --> 00:13:20,880
saturated colors most of the time
382
00:13:20,880 --> 00:13:22,639
especially for something like car design
383
00:13:22,639 --> 00:13:24,079
because i really like the color scheme
384
00:13:24,079 --> 00:13:25,680
going on in the preview render that you
385
00:13:25,680 --> 00:13:26,320
have seen
386
00:13:26,320 --> 00:13:28,320
like the black finish to the car body
387
00:13:28,320 --> 00:13:29,680
and in contrast
388
00:13:29,680 --> 00:13:32,079
to the glowing headlights and other
389
00:13:32,079 --> 00:13:33,600
stuff like that which is blue
390
00:13:33,600 --> 00:13:35,279
so we'll go back to that but let's
391
00:13:35,279 --> 00:13:37,279
understand the car paint shader first
392
00:13:37,279 --> 00:13:39,600
using colors so let's deal with this one
393
00:13:39,600 --> 00:13:41,040
by one
394
00:13:41,040 --> 00:13:43,279
we have already discussed this this is
395
00:13:43,279 --> 00:13:44,959
for sub surface scattering method
396
00:13:44,959 --> 00:13:46,959
which we do not have for any shaders in
397
00:13:46,959 --> 00:13:48,160
this whole tutorial
398
00:13:48,160 --> 00:13:50,000
so we will not bother with that now the
399
00:13:50,000 --> 00:13:51,519
metallic slider
400
00:13:51,519 --> 00:13:53,760
this is something important you can
401
00:13:53,760 --> 00:13:54,720
categorize
402
00:13:54,720 --> 00:13:56,480
everything into these two broad
403
00:13:56,480 --> 00:13:58,720
categories dielectrics
404
00:13:58,720 --> 00:14:02,079
and metals our shader is a dielectric
405
00:14:02,079 --> 00:14:03,760
because the metallic slider is set to
406
00:14:03,760 --> 00:14:07,040
zero now if you set this to one
407
00:14:07,040 --> 00:14:10,079
then now it recognizes as metallic
408
00:14:10,079 --> 00:14:12,160
it used to be very complicated but ever
409
00:14:12,160 --> 00:14:14,160
since this principled psdf has been
410
00:14:14,160 --> 00:14:15,440
introduced in blender
411
00:14:15,440 --> 00:14:17,440
this slider is enough to differentiate
412
00:14:17,440 --> 00:14:19,680
between them so just set that to 1 and
413
00:14:19,680 --> 00:14:21,760
we will have a metallic shader
414
00:14:21,760 --> 00:14:23,760
specular let's keep it this way it is
415
00:14:23,760 --> 00:14:25,279
the amount of reflection that is
416
00:14:25,279 --> 00:14:26,320
happening
417
00:14:26,320 --> 00:14:28,240
so you will see a subtle change
418
00:14:28,240 --> 00:14:30,000
especially when you have metallic set
419
00:14:30,000 --> 00:14:31,680
it's the difference is really subtle
420
00:14:31,680 --> 00:14:33,040
we'll come back to that later
421
00:14:33,040 --> 00:14:35,360
right now point five is fine so the
422
00:14:35,360 --> 00:14:36,720
roughness slider is really easy to
423
00:14:36,720 --> 00:14:37,360
understand
424
00:14:37,360 --> 00:14:38,880
a zero roughness gives you sharp
425
00:14:38,880 --> 00:14:41,040
reflection uh otherwise a
426
00:14:41,040 --> 00:14:43,279
pretty much like a diffuse shader i'll
427
00:14:43,279 --> 00:14:45,519
set it to something like 0.3
428
00:14:45,519 --> 00:14:47,839
now here comes something new clear coat
429
00:14:47,839 --> 00:14:49,760
this is relatively new this came with
430
00:14:49,760 --> 00:14:51,680
the principle to bsdf and this is for
431
00:14:51,680 --> 00:14:52,959
adding another layer
432
00:14:52,959 --> 00:14:55,680
an extra layer of specularity over the
433
00:14:55,680 --> 00:14:56,800
already existing
434
00:14:56,800 --> 00:14:59,440
shader so this is specifically made for
435
00:14:59,440 --> 00:15:00,320
shaders
436
00:15:00,320 --> 00:15:03,680
like car paint or varnished wood
437
00:15:03,680 --> 00:15:05,279
something like that which has an extra
438
00:15:05,279 --> 00:15:08,000
layer now the way the principled bsdf
439
00:15:08,000 --> 00:15:08,560
works
440
00:15:08,560 --> 00:15:10,720
whatever you do in the principle bsdf
441
00:15:10,720 --> 00:15:12,000
laws of physics and light
442
00:15:12,000 --> 00:15:13,519
will be conserved energy will be
443
00:15:13,519 --> 00:15:16,079
conserved so things do not go wrong but
444
00:15:16,079 --> 00:15:17,360
for the clear code
445
00:15:17,360 --> 00:15:19,600
for some reason the way the disney brdf
446
00:15:19,600 --> 00:15:21,360
has been implemented in blender
447
00:15:21,360 --> 00:15:22,560
i'm not saying this is a bug or
448
00:15:22,560 --> 00:15:24,000
something but this is how it works
449
00:15:24,000 --> 00:15:24,880
currently
450
00:15:24,880 --> 00:15:26,959
so if you have any clear coat make sure
451
00:15:26,959 --> 00:15:29,040
this is one or less than one
452
00:15:29,040 --> 00:15:31,839
you can actually put some other values
453
00:15:31,839 --> 00:15:32,480
here like
454
00:15:32,480 --> 00:15:35,519
maybe whatever 199 and it
455
00:15:35,519 --> 00:15:37,600
still actually doesn't conserve the
456
00:15:37,600 --> 00:15:39,279
energy
457
00:15:39,279 --> 00:15:41,120
while if you set the specular to
458
00:15:41,120 --> 00:15:43,199
something like really high it still
459
00:15:43,199 --> 00:15:45,040
conserves energy this actually caps it
460
00:15:45,040 --> 00:15:46,000
at one
461
00:15:46,000 --> 00:15:48,399
so that's something you want to notice
462
00:15:48,399 --> 00:15:50,160
this is pretty advanced so i will not go
463
00:15:50,160 --> 00:15:52,240
into the very nitty gritty details
464
00:15:52,240 --> 00:15:54,320
but one thing you need to keep in mind
465
00:15:54,320 --> 00:15:56,240
is that the clear code cannot be
466
00:15:56,240 --> 00:15:57,680
greater than one if you want to keep
467
00:15:57,680 --> 00:16:00,720
things realistic and physically based
468
00:16:00,720 --> 00:16:03,519
so i found out that point five works
469
00:16:03,519 --> 00:16:04,399
pretty well for this
470
00:16:04,399 --> 00:16:07,120
purpose now the clear code roughness
471
00:16:07,120 --> 00:16:08,079
slider
472
00:16:08,079 --> 00:16:10,800
is pretty self-explanatory it's the same
473
00:16:10,800 --> 00:16:12,399
as this roughness slider
474
00:16:12,399 --> 00:16:14,800
but for the clear coat layer i ended up
475
00:16:14,800 --> 00:16:16,880
setting it at 0.05
476
00:16:16,880 --> 00:16:19,440
you play around and set your own values
477
00:16:19,440 --> 00:16:21,040
it doesn't really change too much just
478
00:16:21,040 --> 00:16:23,360
keep it really low that would be fine
479
00:16:23,360 --> 00:16:25,600
now what we have here from afar it might
480
00:16:25,600 --> 00:16:26,959
look like a car
481
00:16:26,959 --> 00:16:29,279
shader but if you really zoom in you
482
00:16:29,279 --> 00:16:30,800
will see it doesn't have too much
483
00:16:30,800 --> 00:16:32,320
realism and this is just a
484
00:16:32,320 --> 00:16:35,120
like a rough approximation of how a car
485
00:16:35,120 --> 00:16:35,519
paint
486
00:16:35,519 --> 00:16:37,759
shader should look like now there are
487
00:16:37,759 --> 00:16:38,880
two steps
488
00:16:38,880 --> 00:16:41,040
that we will take to make it look like
489
00:16:41,040 --> 00:16:42,959
the final shader that we are going for
490
00:16:42,959 --> 00:16:46,160
step number one will be to add a
491
00:16:46,160 --> 00:16:48,639
voronoi texture so i'll press shift a
492
00:16:48,639 --> 00:16:49,600
texture
493
00:16:49,600 --> 00:16:52,639
voronoi now i'm going to use the node
494
00:16:52,639 --> 00:16:53,680
wrangler add-on
495
00:16:53,680 --> 00:16:55,519
it is really popular and it comes with
496
00:16:55,519 --> 00:16:57,120
blender so by now you should already
497
00:16:57,120 --> 00:16:57,839
know about it
498
00:16:57,839 --> 00:16:59,680
the add-on contains a set of quick
499
00:16:59,680 --> 00:17:01,440
shortcuts that you can use to handle
500
00:17:01,440 --> 00:17:04,160
nodes basically saves a lot of time so
501
00:17:04,160 --> 00:17:06,400
for example i can press ctrl shift
502
00:17:06,400 --> 00:17:07,919
left click on this node that will
503
00:17:07,919 --> 00:17:09,520
quickly set up a viewer node and that
504
00:17:09,520 --> 00:17:10,480
will help me see
505
00:17:10,480 --> 00:17:13,599
how each output looks so let's click on
506
00:17:13,599 --> 00:17:14,480
this drop down
507
00:17:14,480 --> 00:17:17,359
select n sphere radius and you can see
508
00:17:17,359 --> 00:17:19,520
this is kind of like stretched
509
00:17:19,520 --> 00:17:22,319
and not really what i wanted i will
510
00:17:22,319 --> 00:17:24,160
quickly show you why is that
511
00:17:24,160 --> 00:17:26,160
you can see there's a vector input here
512
00:17:26,160 --> 00:17:27,760
so this actually is the texture
513
00:17:27,760 --> 00:17:28,720
coordinate that
514
00:17:28,720 --> 00:17:31,280
this voronoi texture is sampling from
515
00:17:31,280 --> 00:17:32,480
every texture
516
00:17:32,480 --> 00:17:35,280
in 3d it somehow originates from the
517
00:17:35,280 --> 00:17:37,039
texture coordinate
518
00:17:37,039 --> 00:17:39,919
even the image textures they are mapped
519
00:17:39,919 --> 00:17:40,960
onto a
520
00:17:40,960 --> 00:17:44,000
uv texture coordinate so
521
00:17:44,000 --> 00:17:45,919
what vector is it really using we
522
00:17:45,919 --> 00:17:47,520
haven't plugged in any texture
523
00:17:47,520 --> 00:17:49,200
coordinate in here
524
00:17:49,200 --> 00:17:51,280
so by default in blender it uses the
525
00:17:51,280 --> 00:17:52,720
generated texture coordinate
526
00:17:52,720 --> 00:17:54,720
i will quickly show you what i mean if
527
00:17:54,720 --> 00:17:56,400
you press shift a
528
00:17:56,400 --> 00:17:59,520
input texture coordinate
529
00:17:59,520 --> 00:18:01,679
and you have this generated texture
530
00:18:01,679 --> 00:18:03,039
coordinate input
531
00:18:03,039 --> 00:18:05,039
if you plug it in you will see no change
532
00:18:05,039 --> 00:18:06,640
in the orientation or mapping
533
00:18:06,640 --> 00:18:08,320
that is because it was actually using
534
00:18:08,320 --> 00:18:09,840
the generated texture coordinate by
535
00:18:09,840 --> 00:18:11,120
default
536
00:18:11,120 --> 00:18:12,720
but we want to use the object texture
537
00:18:12,720 --> 00:18:14,720
coordinate so that it is more uniform
538
00:18:14,720 --> 00:18:16,320
and not stretched out according to the
539
00:18:16,320 --> 00:18:17,280
scale of the
540
00:18:17,280 --> 00:18:20,160
object now we can increase the scale
541
00:18:20,160 --> 00:18:20,799
here
542
00:18:20,799 --> 00:18:24,480
500 works well in my opinion
543
00:18:24,480 --> 00:18:27,200
let's switch back to the principled psdf
544
00:18:27,200 --> 00:18:28,799
and now what i will do is i will take
545
00:18:28,799 --> 00:18:29,679
this radius
546
00:18:29,679 --> 00:18:31,760
and plug it into the roughness you can
547
00:18:31,760 --> 00:18:33,520
quickly see that we have some really
548
00:18:33,520 --> 00:18:35,200
interesting effects going on and it is
549
00:18:35,200 --> 00:18:37,039
slowly trying to look like the car paint
550
00:18:37,039 --> 00:18:38,720
that we are used to seeing
551
00:18:38,720 --> 00:18:41,200
but it looks a little bit harsh so press
552
00:18:41,200 --> 00:18:41,760
shift a
553
00:18:41,760 --> 00:18:44,960
converter color ramp i'll place the
554
00:18:44,960 --> 00:18:46,480
color ramp in between
555
00:18:46,480 --> 00:18:48,640
if i view this you can see this is how
556
00:18:48,640 --> 00:18:50,160
the map looks
557
00:18:50,160 --> 00:18:52,720
if i click on this slider and change
558
00:18:52,720 --> 00:18:53,760
this value
559
00:18:53,760 --> 00:18:55,880
then it will get less harsher
560
00:18:55,880 --> 00:18:58,480
[Music]
561
00:18:58,480 --> 00:19:00,590
let us preview the effect
562
00:19:00,590 --> 00:19:04,080
[Music]
563
00:19:04,080 --> 00:19:07,679
this seems to be perfect so this was one
564
00:19:07,679 --> 00:19:08,320
of the things
565
00:19:08,320 --> 00:19:10,559
that will get us closer to the actual
566
00:19:10,559 --> 00:19:12,160
car paint look
567
00:19:12,160 --> 00:19:13,840
now the second thing would be to use
568
00:19:13,840 --> 00:19:16,320
layer weight so i will move this out of
569
00:19:16,320 --> 00:19:18,480
the way a little bit
570
00:19:18,480 --> 00:19:21,520
and i'll quickly add with shifter
571
00:19:21,520 --> 00:19:24,880
input layer weight so i'll keep this on
572
00:19:24,880 --> 00:19:25,520
hold
573
00:19:25,520 --> 00:19:27,520
i will come back to that later add
574
00:19:27,520 --> 00:19:28,559
another node
575
00:19:28,559 --> 00:19:31,919
under color mix rgb
576
00:19:31,919 --> 00:19:35,120
i'll ctrl c copy this base color and use
577
00:19:35,120 --> 00:19:37,360
ctrl v to paste it here
578
00:19:37,360 --> 00:19:40,720
paste it here as well and then i will
579
00:19:40,720 --> 00:19:42,640
make it a little bit darker
580
00:19:42,640 --> 00:19:45,679
and also i will change the hue
581
00:19:45,679 --> 00:19:49,600
a little bit all right
582
00:19:49,600 --> 00:19:51,919
so now if you view this it's just a
583
00:19:51,919 --> 00:19:53,200
plain mix
584
00:19:53,200 --> 00:19:56,000
so right now this is a 50 50 mix because
585
00:19:56,000 --> 00:19:58,240
the factory is set to 0.5 so you get a
586
00:19:58,240 --> 00:19:59,440
resulting
587
00:19:59,440 --> 00:20:02,240
average color between these two so what
588
00:20:02,240 --> 00:20:04,000
we want is to distribute the darker
589
00:20:04,000 --> 00:20:04,640
colors
590
00:20:04,640 --> 00:20:07,360
away from the center of view and along
591
00:20:07,360 --> 00:20:08,080
the
592
00:20:08,080 --> 00:20:10,960
edges and the silhouette of the object
593
00:20:10,960 --> 00:20:12,880
now the easiest way to achieve that will
594
00:20:12,880 --> 00:20:13,679
be to use this
595
00:20:13,679 --> 00:20:15,600
layer weight node and we need to plug
596
00:20:15,600 --> 00:20:16,880
this facing
597
00:20:16,880 --> 00:20:20,400
output into the factor so this
598
00:20:20,400 --> 00:20:23,200
facing attribute is now being used as a
599
00:20:23,200 --> 00:20:25,200
factor for the mix
600
00:20:25,200 --> 00:20:27,120
and this blend value right here this
601
00:20:27,120 --> 00:20:28,799
acts as the
602
00:20:28,799 --> 00:20:31,039
factor controlling how much of each
603
00:20:31,039 --> 00:20:32,400
color will show up
604
00:20:32,400 --> 00:20:34,559
you can try and change each color
605
00:20:34,559 --> 00:20:36,559
drastically so that you can get a sense
606
00:20:36,559 --> 00:20:38,820
of where each color is being distributed
607
00:20:38,820 --> 00:20:40,880
[Music]
608
00:20:40,880 --> 00:20:43,919
now if we plug this into the base you
609
00:20:43,919 --> 00:20:45,600
can see that we are getting a change in
610
00:20:45,600 --> 00:20:46,000
hue
611
00:20:46,000 --> 00:20:48,880
as expected i'm not really happy with
612
00:20:48,880 --> 00:20:50,240
how the colors turned out
613
00:20:50,240 --> 00:20:53,440
so i will work on this yeah this looks
614
00:20:53,440 --> 00:20:54,400
much better
615
00:20:54,400 --> 00:20:56,159
turns out adding a little bit more value
616
00:20:56,159 --> 00:20:58,960
to each of the colors solved the issue
617
00:20:58,960 --> 00:21:00,640
so i can say this is a pretty close to
618
00:21:00,640 --> 00:21:02,960
reality version of a car paint shader
619
00:21:02,960 --> 00:21:05,840
in the cycles render engine and now we
620
00:21:05,840 --> 00:21:07,840
have a pretty basic understanding of how
621
00:21:07,840 --> 00:21:09,679
the node system works as well
622
00:21:09,679 --> 00:21:11,360
so we are ready to tackle the other
623
00:21:11,360 --> 00:21:13,760
shaders which are relatively
624
00:21:13,760 --> 00:21:16,240
compared to this one of course is much
625
00:21:16,240 --> 00:21:17,520
simpler so we will have a
626
00:21:17,520 --> 00:21:20,159
far easier time working with them now i
627
00:21:20,159 --> 00:21:22,240
will show you the other version of it
628
00:21:22,240 --> 00:21:24,640
which will be a matte finish so turns
629
00:21:24,640 --> 00:21:26,480
out if you want a matte finish look
630
00:21:26,480 --> 00:21:29,120
and also which is really clean like this
631
00:21:29,120 --> 00:21:30,000
one
632
00:21:30,000 --> 00:21:31,840
in that case we do not need any one of
633
00:21:31,840 --> 00:21:33,919
this the principal shader is actually
634
00:21:33,919 --> 00:21:34,559
enough
635
00:21:34,559 --> 00:21:36,400
i will just make it a dielectric
636
00:21:36,400 --> 00:21:38,720
completely and since i'm going for a
637
00:21:38,720 --> 00:21:39,760
completely
638
00:21:39,760 --> 00:21:41,760
black finish i will set a value of
639
00:21:41,760 --> 00:21:43,120
almost zero
640
00:21:43,120 --> 00:21:44,960
push the roughness to something really
641
00:21:44,960 --> 00:21:46,960
high but you will only start
642
00:21:46,960 --> 00:21:49,039
seeing the actual matte finish once you
643
00:21:49,039 --> 00:21:50,480
set the clear coat to zero
644
00:21:50,480 --> 00:21:52,400
then you can properly set the roughness
645
00:21:52,400 --> 00:21:55,360
as well lowering the specularity works
646
00:21:55,360 --> 00:21:57,039
now i have good things to say about both
647
00:21:57,039 --> 00:21:58,799
of the looks they have their place in
648
00:21:58,799 --> 00:22:00,559
different lighting and different
649
00:22:00,559 --> 00:22:03,440
rendering situations but i'm a little
650
00:22:03,440 --> 00:22:05,120
bit more biased towards the matte finish
651
00:22:05,120 --> 00:22:06,320
for some reason
652
00:22:06,320 --> 00:22:08,159
and i will just say that's a matter of
653
00:22:08,159 --> 00:22:10,080
taste so let's keep moving on i will
654
00:22:10,080 --> 00:22:11,200
actually keep the
655
00:22:11,200 --> 00:22:13,120
previous version so i will just plug
656
00:22:13,120 --> 00:22:15,840
this back in
657
00:22:16,080 --> 00:22:19,200
i'll press forward slash again
658
00:22:19,200 --> 00:22:21,120
and that will unhide everything else
659
00:22:21,120 --> 00:22:23,280
that we hit before making the car paint
660
00:22:23,280 --> 00:22:24,480
shader
661
00:22:24,480 --> 00:22:27,200
now if i switch into the rendered view
662
00:22:27,200 --> 00:22:28,880
you can see that this part of the car
663
00:22:28,880 --> 00:22:30,520
has the carpet shader applied
664
00:22:30,520 --> 00:22:32,000
[Music]
665
00:22:32,000 --> 00:22:33,520
now we need to apply it to the other
666
00:22:33,520 --> 00:22:35,919
parts as well so i will just select them
667
00:22:35,919 --> 00:22:37,760
now there are more nuances there are
668
00:22:37,760 --> 00:22:39,520
some smaller parts which do not have the
669
00:22:39,520 --> 00:22:40,960
car paint shader
670
00:22:40,960 --> 00:22:43,600
or have a slight variation of it there
671
00:22:43,600 --> 00:22:44,799
is a rubber
672
00:22:44,799 --> 00:22:47,600
and some metal here and there but for
673
00:22:47,600 --> 00:22:48,320
now let us
674
00:22:48,320 --> 00:22:50,080
let us select the bigger objects which
675
00:22:50,080 --> 00:22:51,919
definitely have car paint
676
00:22:51,919 --> 00:22:53,520
now you can see that this part of the
677
00:22:53,520 --> 00:22:55,600
car is in yellow and the rest of the
678
00:22:55,600 --> 00:22:56,640
selection is in
679
00:22:56,640 --> 00:22:58,559
orange as you might have guessed the
680
00:22:58,559 --> 00:23:00,880
yellow selection is the active selection
681
00:23:00,880 --> 00:23:03,679
which turns out to be the one which has
682
00:23:03,679 --> 00:23:05,520
the carbon shader right now
683
00:23:05,520 --> 00:23:07,360
so whatever you want to make the active
684
00:23:07,360 --> 00:23:08,799
selection select
685
00:23:08,799 --> 00:23:11,840
that object at last now if you press
686
00:23:11,840 --> 00:23:12,400
ctrl
687
00:23:12,400 --> 00:23:16,159
l materials it will link the materials
688
00:23:16,159 --> 00:23:17,919
between the active selection and the
689
00:23:17,919 --> 00:23:20,080
other selected objects
690
00:23:20,080 --> 00:23:22,720
now if we hit render you can see that
691
00:23:22,720 --> 00:23:24,320
everything else has the
692
00:23:24,320 --> 00:23:27,360
carpent shader as well now i made a
693
00:23:27,360 --> 00:23:28,000
mistake
694
00:23:28,000 --> 00:23:30,240
i just assigned the car paint shader to
695
00:23:30,240 --> 00:23:31,360
the backdrop as well
696
00:23:31,360 --> 00:23:34,240
so let us select the backdrop and i will
697
00:23:34,240 --> 00:23:35,280
drop down here
698
00:23:35,280 --> 00:23:37,840
and select the backdrop and revert it
699
00:23:37,840 --> 00:23:38,799
back
700
00:23:38,799 --> 00:23:40,720
so now we have the car paint shader
701
00:23:40,720 --> 00:23:43,520
applied to most part of the car
702
00:23:43,520 --> 00:23:51,279
so let's keep moving
703
00:23:51,279 --> 00:23:52,559
now that we are done with the most
704
00:23:52,559 --> 00:23:55,039
important shader in this whole tutorial
705
00:23:55,039 --> 00:23:56,559
i'm going to make some changes to the
706
00:23:56,559 --> 00:23:57,840
lights and this will be the final
707
00:23:57,840 --> 00:23:58,480
changes
708
00:23:58,480 --> 00:24:00,000
and then we'll start working with the
709
00:24:00,000 --> 00:24:03,279
other shaders so go into the top view
710
00:24:03,279 --> 00:24:05,279
and let me quickly change up some of the
711
00:24:05,279 --> 00:24:06,960
things here i'll switch this to
712
00:24:06,960 --> 00:24:09,840
a 3d viewport as well and set this to
713
00:24:09,840 --> 00:24:10,559
render
714
00:24:10,559 --> 00:24:12,240
i will decrease the window space that it
715
00:24:12,240 --> 00:24:14,640
covers so that it can update faster
716
00:24:14,640 --> 00:24:17,520
i'll switch to the camera view here and
717
00:24:17,520 --> 00:24:18,880
now i will make some changes to the
718
00:24:18,880 --> 00:24:20,799
lighting here
719
00:24:20,799 --> 00:24:23,039
while the top light is fine i would like
720
00:24:23,039 --> 00:24:24,559
to expand it so i'll go into the edit
721
00:24:24,559 --> 00:24:25,279
view
722
00:24:25,279 --> 00:24:27,039
i will select this edge and extrude
723
00:24:27,039 --> 00:24:28,720
along the y-axis
724
00:24:28,720 --> 00:24:30,880
and i kind of want to wrap around this
725
00:24:30,880 --> 00:24:32,880
light so that it also hits this edges
726
00:24:32,880 --> 00:24:33,600
here
727
00:24:33,600 --> 00:24:35,760
so let's do one thing i will grab it and
728
00:24:35,760 --> 00:24:37,520
push it down
729
00:24:37,520 --> 00:24:39,120
now while in the edit mode i will select
730
00:24:39,120 --> 00:24:40,640
all of this and
731
00:24:40,640 --> 00:24:47,840
i'll duplicate to add another light
732
00:24:48,210 --> 00:24:56,960
[Music]
733
00:24:56,960 --> 00:25:00,230
duplicate this light source as well
734
00:25:00,230 --> 00:25:05,039
[Music]
735
00:25:05,039 --> 00:25:06,880
so right now we have three sources of
736
00:25:06,880 --> 00:25:09,360
light since i duplicated the lights
737
00:25:09,360 --> 00:25:11,440
in the edit mode it is all one object
738
00:25:11,440 --> 00:25:13,440
right now you might not want to do that
739
00:25:13,440 --> 00:25:14,960
to have some more control and make it
740
00:25:14,960 --> 00:25:16,320
more sophisticated
741
00:25:16,320 --> 00:25:18,000
in fact that is what i did for the final
742
00:25:18,000 --> 00:25:19,840
render but i just did it quickly right
743
00:25:19,840 --> 00:25:20,240
now
744
00:25:20,240 --> 00:25:21,840
so you might want to make them separate
745
00:25:21,840 --> 00:25:23,520
objects if you want
746
00:25:23,520 --> 00:25:25,600
so now that we have so much light going
747
00:25:25,600 --> 00:25:27,520
on i think the backdrop can be a little
748
00:25:27,520 --> 00:25:29,200
more darker
749
00:25:29,200 --> 00:25:32,000
i will switch back to the node editor
750
00:25:32,000 --> 00:25:32,960
here
751
00:25:32,960 --> 00:25:35,600
and render the thing on this screen now
752
00:25:35,600 --> 00:25:37,200
let's select the backdrop
753
00:25:37,200 --> 00:25:40,240
so i'll decrease the specularity maybe
754
00:25:40,240 --> 00:25:41,600
even play around with the roughness a
755
00:25:41,600 --> 00:25:42,880
little bit
756
00:25:42,880 --> 00:25:45,810
all right let's make the color darker as
757
00:25:45,810 --> 00:25:48,960
[Music]
758
00:25:53,200 --> 00:25:54,840
[Music]
759
00:25:54,840 --> 00:25:57,840
well
760
00:25:57,919 --> 00:26:00,640
i will switch to the outliner here and
761
00:26:00,640 --> 00:26:02,880
we'll be working on the wheels next
762
00:26:02,880 --> 00:26:04,480
we will not be able to work on the
763
00:26:04,480 --> 00:26:06,159
instances of the wheel we have created
764
00:26:06,159 --> 00:26:06,960
here
765
00:26:06,960 --> 00:26:08,480
because for obvious reasons those are
766
00:26:08,480 --> 00:26:10,640
instances so you have to enter the
767
00:26:10,640 --> 00:26:12,559
height source collection
768
00:26:12,559 --> 00:26:15,679
and we have to actually enable that so
769
00:26:15,679 --> 00:26:17,200
we'll start with the wheel object that
770
00:26:17,200 --> 00:26:17,919
is the rim
771
00:26:17,919 --> 00:26:20,159
the spokes and the disc all made up of
772
00:26:20,159 --> 00:26:20,960
metal
773
00:26:20,960 --> 00:26:23,200
and then we will move on into the tire
774
00:26:23,200 --> 00:26:24,559
for the rubber shader
775
00:26:24,559 --> 00:26:28,880
anyways i will select this wheel object
776
00:26:28,960 --> 00:26:31,200
switch back into 3d view i will switch
777
00:26:31,200 --> 00:26:32,480
to solid view
778
00:26:32,480 --> 00:26:34,000
you can see that the wheel that we have
779
00:26:34,000 --> 00:26:37,200
selected is at the world origin
780
00:26:37,200 --> 00:26:39,440
we will keep that let us select the
781
00:26:39,440 --> 00:26:40,400
backdrop
782
00:26:40,400 --> 00:26:42,880
and the lights and the camera forward
783
00:26:42,880 --> 00:26:44,799
slash to localize
784
00:26:44,799 --> 00:26:48,159
now if we render it you can see that the
785
00:26:48,159 --> 00:26:51,679
wheel can be focused on very nicely
786
00:26:51,679 --> 00:26:53,679
so i will go ahead and add another new
787
00:26:53,679 --> 00:26:55,120
shader let's call it
788
00:26:55,120 --> 00:26:57,600
metal click on this drop down
789
00:26:57,600 --> 00:26:59,760
multiscatter ggx
790
00:26:59,760 --> 00:27:02,720
of course this is metallic i'll decrease
791
00:27:02,720 --> 00:27:04,799
the specularity
792
00:27:04,799 --> 00:27:06,960
and put the roughness to something low
793
00:27:06,960 --> 00:27:08,100
like
794
00:27:08,100 --> 00:27:10,320
[Music]
795
00:27:10,320 --> 00:27:11,919
and that should be it we are not going
796
00:27:11,919 --> 00:27:14,080
for anything complex at all it's a very
797
00:27:14,080 --> 00:27:16,159
entry-level metal shader and i will
798
00:27:16,159 --> 00:27:17,760
change the base color to be a
799
00:27:17,760 --> 00:27:20,960
slightly darker version
800
00:27:20,960 --> 00:27:23,919
i will press forward slash and you can
801
00:27:23,919 --> 00:27:25,360
check in the viewport how the metal
802
00:27:25,360 --> 00:27:27,279
shader looks
803
00:27:27,279 --> 00:27:30,799
alright i'll go back into the outliner
804
00:27:30,799 --> 00:27:34,880
and select the tire
805
00:27:34,880 --> 00:27:37,840
let's add a new shader to this i will
806
00:27:37,840 --> 00:27:40,480
call this rubber
807
00:27:40,480 --> 00:27:42,960
this will be similar this will just not
808
00:27:42,960 --> 00:27:44,399
be a metallic shader
809
00:27:44,399 --> 00:27:46,320
other than that specularity will be a
810
00:27:46,320 --> 00:27:47,679
little bit lower
811
00:27:47,679 --> 00:27:49,840
roughness looks fine to me now you can
812
00:27:49,840 --> 00:27:52,000
add some subsurface scattering to it
813
00:27:52,000 --> 00:27:53,440
first i'll change the base color of
814
00:27:53,440 --> 00:27:55,760
course to make it dark
815
00:27:55,760 --> 00:27:57,760
now you can add some surface scattering
816
00:27:57,760 --> 00:27:59,120
to it
817
00:27:59,120 --> 00:28:00,880
in that case make sure that you copy the
818
00:28:00,880 --> 00:28:02,799
color to the subsurface color
819
00:28:02,799 --> 00:28:05,360
and also change this to random walk that
820
00:28:05,360 --> 00:28:07,600
is much more realistic
821
00:28:07,600 --> 00:28:09,440
so you have to increase this slider
822
00:28:09,440 --> 00:28:11,440
right here and the radius is currently
823
00:28:11,440 --> 00:28:13,279
set to rgb so the r
824
00:28:13,279 --> 00:28:15,520
is more so this is more like a skin
825
00:28:15,520 --> 00:28:17,440
color for the subsurface we do not want
826
00:28:17,440 --> 00:28:18,080
that
827
00:28:18,080 --> 00:28:20,640
so enter something like point one make
828
00:28:20,640 --> 00:28:21,840
sure everything is
829
00:28:21,840 --> 00:28:24,720
equal for the rgb channels but the
830
00:28:24,720 --> 00:28:25,200
wheels
831
00:28:25,200 --> 00:28:27,360
were not a very huge part of my
832
00:28:27,360 --> 00:28:28,799
animations and the intro
833
00:28:28,799 --> 00:28:31,600
preview renders that you saw so i kind
834
00:28:31,600 --> 00:28:32,000
of
835
00:28:32,000 --> 00:28:33,919
kept this sub sub for scattering to zero
836
00:28:33,919 --> 00:28:35,679
most of the times but if there was a
837
00:28:35,679 --> 00:28:36,640
close up then
838
00:28:36,640 --> 00:28:39,840
obviously so this will be it oh
839
00:28:39,840 --> 00:28:41,600
i didn't switch that to random walk even
840
00:28:41,600 --> 00:28:43,520
after i mentioned all right
841
00:28:43,520 --> 00:28:45,919
so anyways i think that's it for the
842
00:28:45,919 --> 00:28:47,039
wheel
843
00:28:47,039 --> 00:28:48,640
and as you can see since these were
844
00:28:48,640 --> 00:28:52,320
instances it updated everywhere
845
00:28:52,320 --> 00:28:55,840
now select the windows click new
846
00:28:55,840 --> 00:28:58,320
i'll call it window since we do not have
847
00:28:58,320 --> 00:28:58,960
any
848
00:28:58,960 --> 00:29:01,919
interiors of the car made so generally i
849
00:29:01,919 --> 00:29:04,000
would like to give it a glass shader
850
00:29:04,000 --> 00:29:05,600
and i'll come to that we'll make the
851
00:29:05,600 --> 00:29:07,279
glass shader for the headlights here
852
00:29:07,279 --> 00:29:09,039
but since we do not have an interior so
853
00:29:09,039 --> 00:29:10,640
what i'm going to do is
854
00:29:10,640 --> 00:29:12,799
i'm going to cheat and make it a
855
00:29:12,799 --> 00:29:14,880
reflective surface
856
00:29:14,880 --> 00:29:17,520
so we will have a 100 reflection and
857
00:29:17,520 --> 00:29:19,360
zero transmission kind of shader so
858
00:29:19,360 --> 00:29:19,919
which is
859
00:29:19,919 --> 00:29:22,880
really trivial to make so i will
860
00:29:22,880 --> 00:29:24,320
decrease the roughness to something
861
00:29:24,320 --> 00:29:26,559
really sharp
862
00:29:26,559 --> 00:29:29,279
almost zero roughness i'll make sure not
863
00:29:29,279 --> 00:29:30,720
to make it zero otherwise it doesn't
864
00:29:30,720 --> 00:29:31,840
look that good
865
00:29:31,840 --> 00:29:34,960
decrease the specularity a little bit
866
00:29:34,960 --> 00:29:38,159
and make the base color near black
867
00:29:38,159 --> 00:29:41,440
that's it for the windows shader now for
868
00:29:41,440 --> 00:29:43,600
the lining around the window
869
00:29:43,600 --> 00:29:46,080
this should also be made of rubber so i
870
00:29:46,080 --> 00:29:47,039
will just click
871
00:29:47,039 --> 00:29:48,960
here and select rubber from the drop
872
00:29:48,960 --> 00:29:51,279
down all right guys
873
00:29:51,279 --> 00:29:53,200
the roof of the car should be made up of
874
00:29:53,200 --> 00:29:55,279
glass according to the tesla s
875
00:29:55,279 --> 00:29:57,360
model reference photos now since we're
876
00:29:57,360 --> 00:29:59,200
making this blue version of the car
877
00:29:59,200 --> 00:30:00,799
i think the roof having a different
878
00:30:00,799 --> 00:30:03,039
color or any different shader doesn't
879
00:30:03,039 --> 00:30:04,240
really look nice
880
00:30:04,240 --> 00:30:06,000
it looks nice for the black version that
881
00:30:06,000 --> 00:30:08,399
you saw in the preview animation so
882
00:30:08,399 --> 00:30:10,480
if it was me i would have left it out
883
00:30:10,480 --> 00:30:11,760
but i'll be making it anyway
884
00:30:11,760 --> 00:30:13,520
just for the demo but there's no
885
00:30:13,520 --> 00:30:15,760
interior here so making it of glass will
886
00:30:15,760 --> 00:30:17,679
be pointless so i'll be using the window
887
00:30:17,679 --> 00:30:19,200
shader that we have made instead
888
00:30:19,200 --> 00:30:21,919
so go ahead select the object select the
889
00:30:21,919 --> 00:30:23,679
spaces
890
00:30:23,679 --> 00:30:26,880
and you can actually add another slot
891
00:30:26,880 --> 00:30:27,520
here
892
00:30:27,520 --> 00:30:30,880
by pressing this plus icon
893
00:30:30,880 --> 00:30:34,960
and i will use the window shader here
894
00:30:35,039 --> 00:30:37,440
now if you're in the rendered view
895
00:30:37,440 --> 00:30:40,000
clicking assign when this is selected
896
00:30:40,000 --> 00:30:42,320
will assign a different material to that
897
00:30:42,320 --> 00:30:45,200
part of the object
898
00:30:45,200 --> 00:30:47,360
so let's quickly select some objects and
899
00:30:47,360 --> 00:30:48,960
add the emission shader to them
900
00:30:48,960 --> 00:30:51,120
for example the headlights so make sure
901
00:30:51,120 --> 00:30:53,279
you have selected this object
902
00:30:53,279 --> 00:30:56,880
click new i will call it emission
903
00:30:56,880 --> 00:30:58,159
and we can actually get rid of the
904
00:30:58,159 --> 00:31:00,720
principle to bsdf now
905
00:31:00,720 --> 00:31:04,960
and add another shader called emission
906
00:31:04,960 --> 00:31:08,159
let's pick the color of the car itself a
907
00:31:08,159 --> 00:31:09,840
strength of three works well in my
908
00:31:09,840 --> 00:31:11,279
opinion
909
00:31:11,279 --> 00:31:13,440
i will go ahead and add it to the other
910
00:31:13,440 --> 00:31:14,720
parts as well
911
00:31:14,720 --> 00:31:16,320
so you have already seen the preview
912
00:31:16,320 --> 00:31:18,640
animations and you might have noticed i
913
00:31:18,640 --> 00:31:19,760
added something
914
00:31:19,760 --> 00:31:22,960
stylized that is i selected this
915
00:31:22,960 --> 00:31:25,360
base of the car and added some lights
916
00:31:25,360 --> 00:31:27,919
along the rim and the bottom of this
917
00:31:27,919 --> 00:31:30,399
this obviously has no practical
918
00:31:30,399 --> 00:31:32,000
implications i guess
919
00:31:32,000 --> 00:31:34,559
it won't be necessary but i just wanted
920
00:31:34,559 --> 00:31:35,519
to add it
921
00:31:35,519 --> 00:31:38,080
so if you want to do the same just
922
00:31:38,080 --> 00:31:39,360
select this edges
923
00:31:39,360 --> 00:31:41,919
right here
924
00:31:44,159 --> 00:31:46,399
once you have done that you can click on
925
00:31:46,399 --> 00:31:48,000
this new slot
926
00:31:48,000 --> 00:31:50,000
and from the drop down you can select
927
00:31:50,000 --> 00:31:51,279
emission
928
00:31:51,279 --> 00:31:54,159
then click assign if you render this
929
00:31:54,159 --> 00:31:56,000
this is what you get
930
00:31:56,000 --> 00:31:58,240
next i will select the metal grid here
931
00:31:58,240 --> 00:31:59,679
and from the drop down
932
00:31:59,679 --> 00:32:02,080
add the metal shader now if you look
933
00:32:02,080 --> 00:32:02,880
closely
934
00:32:02,880 --> 00:32:05,120
since we have such low amount of light
935
00:32:05,120 --> 00:32:06,080
in our scene
936
00:32:06,080 --> 00:32:07,919
also the individual elements of this
937
00:32:07,919 --> 00:32:09,760
grid it's considered a very thin
938
00:32:09,760 --> 00:32:12,880
pieces of mesh so lighting them up is
939
00:32:12,880 --> 00:32:13,519
difficult
940
00:32:13,519 --> 00:32:15,120
especially when we have such low
941
00:32:15,120 --> 00:32:16,960
roughness so what i will do is
942
00:32:16,960 --> 00:32:19,919
i will click on this number next to the
943
00:32:19,919 --> 00:32:21,279
shader name
944
00:32:21,279 --> 00:32:23,120
that will create a copy of this which is
945
00:32:23,120 --> 00:32:25,120
independent of the original shader
946
00:32:25,120 --> 00:32:26,559
and then we can make changes to the
947
00:32:26,559 --> 00:32:28,320
shader without affecting the original
948
00:32:28,320 --> 00:32:28,799
one
949
00:32:28,799 --> 00:32:31,279
so increasing the roughness by a little
950
00:32:31,279 --> 00:32:33,200
bit helps illuminate the
951
00:32:33,200 --> 00:32:34,720
metal grid while also keeping the
952
00:32:34,720 --> 00:32:36,399
metalness intact
953
00:32:36,399 --> 00:32:38,799
and let's change the name to metal grit
954
00:32:38,799 --> 00:32:39,760
in case we
955
00:32:39,760 --> 00:32:42,880
face some confusion later on let us
956
00:32:42,880 --> 00:32:44,559
focus on the headlights now
957
00:32:44,559 --> 00:32:46,399
this is the mesh which will have the
958
00:32:46,399 --> 00:32:48,000
glass shader
959
00:32:48,000 --> 00:32:49,840
because this is sitting on top of
960
00:32:49,840 --> 00:32:51,679
everything
961
00:32:51,679 --> 00:32:54,880
so first i will hide this and select the
962
00:32:54,880 --> 00:32:56,080
interior
963
00:32:56,080 --> 00:32:58,799
of this headlight i'll click on the drop
964
00:32:58,799 --> 00:32:59,919
down
965
00:32:59,919 --> 00:33:02,240
and give it the metal shader i'll also
966
00:33:02,240 --> 00:33:03,600
select this
967
00:33:03,600 --> 00:33:06,240
whatever headlight kind of thing and
968
00:33:06,240 --> 00:33:07,600
also give that the
969
00:33:07,600 --> 00:33:11,279
metal shader so ideally what i will do
970
00:33:11,279 --> 00:33:11,760
is
971
00:33:11,760 --> 00:33:14,399
i like to select the front part of this
972
00:33:14,399 --> 00:33:16,240
emitter bulb kind of thing
973
00:33:16,240 --> 00:33:19,120
and add some emission there as well but
974
00:33:19,120 --> 00:33:20,320
i've seen since
975
00:33:20,320 --> 00:33:22,799
there will be a glass sheet over it it
976
00:33:22,799 --> 00:33:23,519
makes
977
00:33:23,519 --> 00:33:25,200
the render very noisy so hardly we are
978
00:33:25,200 --> 00:33:27,200
able to see inside the headlights so i
979
00:33:27,200 --> 00:33:29,200
skipped that but if you're doing some
980
00:33:29,200 --> 00:33:31,360
headlight close-ups then
981
00:33:31,360 --> 00:33:39,840
sure add that to it
982
00:33:41,360 --> 00:33:44,320
so i will unhide the glass layer now so
983
00:33:44,320 --> 00:33:45,600
select that
984
00:33:45,600 --> 00:33:48,880
and click new call it glass
985
00:33:48,880 --> 00:33:50,799
now there are a couple ways of making
986
00:33:50,799 --> 00:33:52,080
glass in blender
987
00:33:52,080 --> 00:33:55,679
shift a shader glass so this will be
988
00:33:55,679 --> 00:33:58,080
super easy way of making glass it's not
989
00:33:58,080 --> 00:33:59,279
bad at all
990
00:33:59,279 --> 00:34:02,559
it works it's fine but what happens is
991
00:34:02,559 --> 00:34:04,640
it's noisy most of the time and it takes
992
00:34:04,640 --> 00:34:06,559
a lot of time to render so for such
993
00:34:06,559 --> 00:34:07,200
reasons
994
00:34:07,200 --> 00:34:08,879
we have come up with many different
995
00:34:08,879 --> 00:34:10,480
workarounds to make it
996
00:34:10,480 --> 00:34:13,440
work faster and noise free so firstly
997
00:34:13,440 --> 00:34:15,359
let us make it more realistic
998
00:34:15,359 --> 00:34:17,119
i will change this to multi scattered
999
00:34:17,119 --> 00:34:18,800
ggx
1000
00:34:18,800 --> 00:34:21,839
add a slight amount of roughness to it
1001
00:34:21,839 --> 00:34:24,320
now let's start working on optimizing
1002
00:34:24,320 --> 00:34:25,280
one way to do that
1003
00:34:25,280 --> 00:34:27,760
is to add another shader called the
1004
00:34:27,760 --> 00:34:29,839
transparent bsdf another one called the
1005
00:34:29,839 --> 00:34:30,719
mix node
1006
00:34:30,719 --> 00:34:33,760
plug this one into it so this is one
1007
00:34:33,760 --> 00:34:34,800
optimization
1008
00:34:34,800 --> 00:34:37,199
this slider right here it changes
1009
00:34:37,199 --> 00:34:39,280
between transparent
1010
00:34:39,280 --> 00:34:42,960
to glass so keeping it in between
1011
00:34:42,960 --> 00:34:45,359
serves the purpose most of the time now
1012
00:34:45,359 --> 00:34:46,399
if you want to add
1013
00:34:46,399 --> 00:34:48,960
a little bit more realism to this hack
1014
00:34:48,960 --> 00:34:50,399
one step will be to
1015
00:34:50,399 --> 00:34:52,960
add a light path node so this is getting
1016
00:34:52,960 --> 00:34:54,000
a little bit
1017
00:34:54,000 --> 00:34:56,079
advanced but stay with me i'll try to
1018
00:34:56,079 --> 00:34:57,119
explain
1019
00:34:57,119 --> 00:35:00,720
so do not focus on so many options
1020
00:35:00,720 --> 00:35:03,440
just take the ray depth and plug it into
1021
00:35:03,440 --> 00:35:04,560
the factor
1022
00:35:04,560 --> 00:35:06,400
in fact i will hide everything else with
1023
00:35:06,400 --> 00:35:08,960
ctrl h
1024
00:35:08,960 --> 00:35:11,520
so using this as the factor directly is
1025
00:35:11,520 --> 00:35:13,040
not going to help
1026
00:35:13,040 --> 00:35:15,359
we need to add a math note here so if
1027
00:35:15,359 --> 00:35:16,720
you press shift a
1028
00:35:16,720 --> 00:35:20,079
converter math and pass it
1029
00:35:20,079 --> 00:35:22,640
through this math node set this to
1030
00:35:22,640 --> 00:35:24,240
greater than
1031
00:35:24,240 --> 00:35:26,079
now you can see that there's a threshold
1032
00:35:26,079 --> 00:35:28,720
here i will set this to 3
1033
00:35:28,720 --> 00:35:31,520
so what is blended doing right now it is
1034
00:35:31,520 --> 00:35:33,200
keeping a track of the
1035
00:35:33,200 --> 00:35:35,680
number of the light bounce using rear
1036
00:35:35,680 --> 00:35:36,800
depth
1037
00:35:36,800 --> 00:35:40,079
now it is checking whether this number
1038
00:35:40,079 --> 00:35:41,520
of bounces
1039
00:35:41,520 --> 00:35:44,400
is greater than 3 so if it is not
1040
00:35:44,400 --> 00:35:45,040
greater than
1041
00:35:45,040 --> 00:35:48,320
three which means for the first three
1042
00:35:48,320 --> 00:35:53,280
bounces it will be using this glass bsdf
1043
00:35:53,280 --> 00:35:55,599
now as soon as we entered the fourth
1044
00:35:55,599 --> 00:35:57,040
light bounce
1045
00:35:57,040 --> 00:36:00,079
it quickly switches to the transparent
1046
00:36:00,079 --> 00:36:01,839
psdf
1047
00:36:01,839 --> 00:36:04,079
now i can explain this at a lot more
1048
00:36:04,079 --> 00:36:05,920
depth but for now since this is a
1049
00:36:05,920 --> 00:36:07,119
beginner's tutorial
1050
00:36:07,119 --> 00:36:10,480
let us stay to this just use this setup
1051
00:36:10,480 --> 00:36:13,760
and lower values tend to optimize more
1052
00:36:13,760 --> 00:36:26,079
at the cost of realism of course
1053
00:36:26,079 --> 00:36:27,599
so this is what you can use for the
1054
00:36:27,599 --> 00:36:29,200
headlights
1055
00:36:29,200 --> 00:36:33,040
it works pretty well or you can just use
1056
00:36:33,040 --> 00:36:36,960
something like this or you can even take
1057
00:36:36,960 --> 00:36:38,800
it one step further
1058
00:36:38,800 --> 00:36:41,680
and delete the glass shader and use the
1059
00:36:41,680 --> 00:36:43,680
glossy bsdf
1060
00:36:43,680 --> 00:36:46,880
which is the ultimate fastest
1061
00:36:46,880 --> 00:36:48,560
version of all this i'll set the
1062
00:36:48,560 --> 00:36:50,320
roughness to something low
1063
00:36:50,320 --> 00:36:53,599
and switch to multiscattered ggx so you
1064
00:36:53,599 --> 00:36:54,079
do get
1065
00:36:54,079 --> 00:36:56,960
all the nice reflections and also you
1066
00:36:56,960 --> 00:36:58,880
have no refraction going on so it is
1067
00:36:58,880 --> 00:37:01,920
a lot easier to handle for cycles
1068
00:37:01,920 --> 00:37:04,720
so you can experiment and choose
1069
00:37:04,720 --> 00:37:09,839
whatever works for you
1070
00:37:11,340 --> 00:37:14,079
[Music]
1071
00:37:14,079 --> 00:37:15,680
now we are done with making all the
1072
00:37:15,680 --> 00:37:17,200
different shaders
1073
00:37:17,200 --> 00:37:18,800
now you can see some of the objects are
1074
00:37:18,800 --> 00:37:20,240
left blank
1075
00:37:20,240 --> 00:37:21,680
so now we just need to go ahead and
1076
00:37:21,680 --> 00:37:23,760
assign the correct shader to the correct
1077
00:37:23,760 --> 00:37:25,359
object
1078
00:37:25,359 --> 00:37:28,000
for this part we will have metal so
1079
00:37:28,000 --> 00:37:29,440
click here
1080
00:37:29,440 --> 00:37:32,480
add the metal shader assign now for this
1081
00:37:32,480 --> 00:37:34,400
parking assist object
1082
00:37:34,400 --> 00:37:37,599
we will first have car paint but for
1083
00:37:37,599 --> 00:37:39,520
this part of the object
1084
00:37:39,520 --> 00:37:42,800
we will have to add another slot and add
1085
00:37:42,800 --> 00:37:43,440
the
1086
00:37:43,440 --> 00:37:46,720
emission shader to this part and assign
1087
00:37:46,720 --> 00:37:49,440
and for this two we will add another
1088
00:37:49,440 --> 00:37:50,640
slot
1089
00:37:50,640 --> 00:37:53,760
metal assign let's not forget about the
1090
00:37:53,760 --> 00:37:55,920
rear view mirror
1091
00:37:55,920 --> 00:37:59,760
car paint and for the mirror
1092
00:37:59,760 --> 00:38:02,800
new slot window assign
1093
00:38:02,800 --> 00:38:04,880
the window shader works like a mirror
1094
00:38:04,880 --> 00:38:07,280
here because the roughness is very close
1095
00:38:07,280 --> 00:38:08,880
to zero so you can use it
1096
00:38:08,880 --> 00:38:10,800
for the handles i ended up using the
1097
00:38:10,800 --> 00:38:13,200
metal shader
1098
00:38:13,200 --> 00:38:15,839
car paint except for the ring
1099
00:38:15,839 --> 00:38:17,119
surrounding it
1100
00:38:17,119 --> 00:38:18,840
for that we will have emission
1101
00:38:18,840 --> 00:38:21,839
[Music]
1102
00:38:21,839 --> 00:38:23,920
i will make another slight change to the
1103
00:38:23,920 --> 00:38:25,119
lighting because
1104
00:38:25,119 --> 00:38:27,760
right now i just noticed that this part
1105
00:38:27,760 --> 00:38:28,480
of the car
1106
00:38:28,480 --> 00:38:31,760
is not receiving that much light
1107
00:38:31,760 --> 00:38:35,440
so i will go ahead and change that
1108
00:38:37,290 --> 00:38:40,489
[Music]
1109
00:38:42,160 --> 00:38:44,480
so now that part is properly illuminated
1110
00:38:44,480 --> 00:38:46,900
and i like the overall look of it
1111
00:38:46,900 --> 00:38:50,880
[Music]
1112
00:38:56,320 --> 00:38:58,079
alright guys now we can render this
1113
00:38:58,079 --> 00:39:00,000
scene i'll press function
1114
00:39:00,000 --> 00:39:03,520
12 on the keyboard to render it out
1115
00:39:03,520 --> 00:39:04,800
so let's switch to the rendering
1116
00:39:04,800 --> 00:39:06,800
workspace and here we have the final
1117
00:39:06,800 --> 00:39:08,079
finished render
1118
00:39:08,079 --> 00:39:10,000
on the side panel click on render
1119
00:39:10,000 --> 00:39:11,839
properties and then you have the color
1120
00:39:11,839 --> 00:39:12,640
management tab
1121
00:39:12,640 --> 00:39:15,680
at the bottom so everything else is set
1122
00:39:15,680 --> 00:39:17,839
here i do not really use it so much
1123
00:39:17,839 --> 00:39:20,560
but for this one option that is look
1124
00:39:20,560 --> 00:39:22,640
currently it is set to none
1125
00:39:22,640 --> 00:39:25,920
but i tend to have a medium contrast or
1126
00:39:25,920 --> 00:39:26,320
a
1127
00:39:26,320 --> 00:39:29,119
medium high contrast look and i think
1128
00:39:29,119 --> 00:39:31,040
the medium high contrast looks
1129
00:39:31,040 --> 00:39:34,160
better and it also exposes a lot of
1130
00:39:34,160 --> 00:39:37,200
noise that we have it makes it harsher
1131
00:39:37,200 --> 00:39:38,960
so to get rid of noise there are a lot
1132
00:39:38,960 --> 00:39:41,280
of options so one of the ways
1133
00:39:41,280 --> 00:39:43,200
as we have already discussed is the
1134
00:39:43,200 --> 00:39:44,880
adaptive sampling
1135
00:39:44,880 --> 00:39:47,440
so you can set the noise threshold here
1136
00:39:47,440 --> 00:39:49,280
and set the render samples to something
1137
00:39:49,280 --> 00:39:50,560
really high
1138
00:39:50,560 --> 00:39:52,560
and it will cap the rendering at the
1139
00:39:52,560 --> 00:39:54,480
noise threshold so that is one of the
1140
00:39:54,480 --> 00:39:56,000
ways to render faster while
1141
00:39:56,000 --> 00:39:58,880
also having a relatively noise free
1142
00:39:58,880 --> 00:40:00,560
image
1143
00:40:00,560 --> 00:40:03,760
another option would be to use denoising
1144
00:40:03,760 --> 00:40:06,160
so if you click on the layer properties
1145
00:40:06,160 --> 00:40:08,079
you can see there's a denoising tab at
1146
00:40:08,079 --> 00:40:08,880
the end
1147
00:40:08,880 --> 00:40:11,280
and this is blender internal denizing
1148
00:40:11,280 --> 00:40:13,680
which is not very good in my opinion
1149
00:40:13,680 --> 00:40:16,000
for the final render so i'm not going to
1150
00:40:16,000 --> 00:40:17,520
use that instead we have another
1151
00:40:17,520 --> 00:40:18,800
denoising option
1152
00:40:18,800 --> 00:40:20,319
so for that we have to switch to the
1153
00:40:20,319 --> 00:40:22,000
compositing workspace
1154
00:40:22,000 --> 00:40:24,240
so this is the compositing workspace and
1155
00:40:24,240 --> 00:40:26,160
here we have another node editor
1156
00:40:26,160 --> 00:40:28,319
these are not shader nodes this can be
1157
00:40:28,319 --> 00:40:29,839
used to kind of post
1158
00:40:29,839 --> 00:40:32,079
process the rendered image so this is
1159
00:40:32,079 --> 00:40:33,520
bitmap based
1160
00:40:33,520 --> 00:40:36,400
press ctrl shift click as usual you get
1161
00:40:36,400 --> 00:40:38,000
a viewer node setup and you
1162
00:40:38,000 --> 00:40:40,400
can see the preview in the background if
1163
00:40:40,400 --> 00:40:42,000
you cannot see this then make sure you
1164
00:40:42,000 --> 00:40:43,440
have this backdrop button
1165
00:40:43,440 --> 00:40:46,240
enabled i will go into full screen you
1166
00:40:46,240 --> 00:40:46,960
can use v
1167
00:40:46,960 --> 00:40:50,240
or alt v to alter the zoom so if you
1168
00:40:50,240 --> 00:40:50,560
press
1169
00:40:50,560 --> 00:40:54,560
shift a filter denoise
1170
00:40:54,560 --> 00:40:56,880
you get this denoise node as you can see
1171
00:40:56,880 --> 00:40:58,880
it does something but it's not very good
1172
00:40:58,880 --> 00:40:59,520
at it
1173
00:40:59,520 --> 00:41:01,680
because we have missing information for
1174
00:41:01,680 --> 00:41:03,200
the normal and the albedo
1175
00:41:03,200 --> 00:41:05,040
there's a reason for that you just need
1176
00:41:05,040 --> 00:41:06,400
to go back
1177
00:41:06,400 --> 00:41:08,880
and under the layer properties you can
1178
00:41:08,880 --> 00:41:10,720
check denoising data
1179
00:41:10,720 --> 00:41:14,000
and that will expose all these outputs
1180
00:41:14,000 --> 00:41:14,720
here
1181
00:41:14,720 --> 00:41:17,839
which we can use and plug it into this
1182
00:41:17,839 --> 00:41:19,680
normal and albedo
1183
00:41:19,680 --> 00:41:23,280
now currently these have no data at all
1184
00:41:23,280 --> 00:41:25,760
so these are empty outputs this is
1185
00:41:25,760 --> 00:41:27,760
because we have already rendered it out
1186
00:41:27,760 --> 00:41:30,000
and blender has not generated data for
1187
00:41:30,000 --> 00:41:31,680
it so now that we have checked the
1188
00:41:31,680 --> 00:41:32,960
denoise data
1189
00:41:32,960 --> 00:41:34,800
check box we have to re-render the whole
1190
00:41:34,800 --> 00:41:36,640
thing so i will press function 12 again
1191
00:41:36,640 --> 00:41:38,000
[Music]
1192
00:41:38,000 --> 00:41:40,800
so now it has finished rendering and it
1193
00:41:40,800 --> 00:41:41,280
looks
1194
00:41:41,280 --> 00:41:43,760
much better because it has all this new
1195
00:41:43,760 --> 00:41:45,680
data that it can use
1196
00:41:45,680 --> 00:41:48,240
anyways now i want you to notice
1197
00:41:48,240 --> 00:41:48,960
something
1198
00:41:48,960 --> 00:41:51,280
although the floor the metal and other
1199
00:41:51,280 --> 00:41:52,880
emission kind of shaders
1200
00:41:52,880 --> 00:41:55,680
these things are denoised pretty nicely
1201
00:41:55,680 --> 00:41:57,440
but we are facing an issue here we had
1202
00:41:57,440 --> 00:41:58,960
the carpent shader
1203
00:41:58,960 --> 00:42:01,280
we had the flakes now the denoiser
1204
00:42:01,280 --> 00:42:02,079
things
1205
00:42:02,079 --> 00:42:04,640
that was noise well we wanted to keep
1206
00:42:04,640 --> 00:42:06,319
the flakes
1207
00:42:06,319 --> 00:42:09,280
for situations like this i use what is
1208
00:42:09,280 --> 00:42:09,920
called
1209
00:42:09,920 --> 00:42:12,720
a cryptomat and it's available in
1210
00:42:12,720 --> 00:42:14,640
blender now
1211
00:42:14,640 --> 00:42:16,560
you can scroll down here under the layer
1212
00:42:16,560 --> 00:42:18,079
properties
1213
00:42:18,079 --> 00:42:21,200
and you see crypto mat so click on
1214
00:42:21,200 --> 00:42:22,319
material
1215
00:42:22,319 --> 00:42:24,160
so what this does is that you can see
1216
00:42:24,160 --> 00:42:25,359
some new
1217
00:42:25,359 --> 00:42:28,880
outputs pop up here 0 1 and 2.
1218
00:42:28,880 --> 00:42:31,440
so what cryptomat does is that it
1219
00:42:31,440 --> 00:42:32,720
exposes
1220
00:42:32,720 --> 00:42:35,839
the materials data to the compositor so
1221
00:42:35,839 --> 00:42:37,359
that you can identify
1222
00:42:37,359 --> 00:42:39,839
pick and choose the materials so in this
1223
00:42:39,839 --> 00:42:41,760
way we can exclude the car paint
1224
00:42:41,760 --> 00:42:42,800
material
1225
00:42:42,800 --> 00:42:45,280
from being denoised so as usual we have
1226
00:42:45,280 --> 00:42:46,480
to render again
1227
00:42:46,480 --> 00:42:48,160
because these sockets are not yet
1228
00:42:48,160 --> 00:42:51,599
populated with any data
1229
00:42:51,680 --> 00:42:54,160
so i have rendered once again so i'll
1230
00:42:54,160 --> 00:42:55,599
press shift a
1231
00:42:55,599 --> 00:42:58,319
now cryptomat has mat in its name so we
1232
00:42:58,319 --> 00:42:59,920
can find it here
1233
00:42:59,920 --> 00:43:02,720
cryptomat here we go so the interface is
1234
00:43:02,720 --> 00:43:04,240
pretty user friendly
1235
00:43:04,240 --> 00:43:06,560
you can see that we have names for each
1236
00:43:06,560 --> 00:43:08,960
of these input sockets
1237
00:43:08,960 --> 00:43:11,599
and we have matching names here so i
1238
00:43:11,599 --> 00:43:13,280
will plug them into the respective
1239
00:43:13,280 --> 00:43:14,240
places
1240
00:43:14,240 --> 00:43:16,960
also the image here now let's see what
1241
00:43:16,960 --> 00:43:19,040
the cryptomat has got
1242
00:43:19,040 --> 00:43:20,880
when you click on image you will see
1243
00:43:20,880 --> 00:43:22,640
nothing pops up
1244
00:43:22,640 --> 00:43:25,680
on the mat but on the pick you can see
1245
00:43:25,680 --> 00:43:28,240
that we have some colors going on
1246
00:43:28,240 --> 00:43:29,680
now this might be a little bit confusing
1247
00:43:29,680 --> 00:43:31,760
at first but stay with me
1248
00:43:31,760 --> 00:43:34,800
it will be very clear very soon
1249
00:43:34,800 --> 00:43:37,920
now we can use this pick feature
1250
00:43:37,920 --> 00:43:41,119
along with all these add and remove
1251
00:43:41,119 --> 00:43:44,319
options to pick and choose which shaders
1252
00:43:44,319 --> 00:43:46,079
we want to isolate
1253
00:43:46,079 --> 00:43:49,760
so if you use the add eyedropper
1254
00:43:49,760 --> 00:43:51,359
you just need to click on the material
1255
00:43:51,359 --> 00:43:52,880
that you want to add
1256
00:43:52,880 --> 00:43:55,119
so if i click on this color because this
1257
00:43:55,119 --> 00:43:56,240
represents the
1258
00:43:56,240 --> 00:43:58,640
car paint you will see some random
1259
00:43:58,640 --> 00:44:00,640
number here do not worry about that
1260
00:44:00,640 --> 00:44:03,040
but if we now switch to image you will
1261
00:44:03,040 --> 00:44:04,240
see that
1262
00:44:04,240 --> 00:44:07,280
blender has intelligently picked up
1263
00:44:07,280 --> 00:44:09,359
all the parts of the render which has
1264
00:44:09,359 --> 00:44:10,319
car paint
1265
00:44:10,319 --> 00:44:12,880
visible now that we have isolated the
1266
00:44:12,880 --> 00:44:14,560
car paint shader
1267
00:44:14,560 --> 00:44:17,760
we can stick this on top of the denoised
1268
00:44:17,760 --> 00:44:18,720
image so it will
1269
00:44:18,720 --> 00:44:21,040
give us a final result which will look
1270
00:44:21,040 --> 00:44:22,960
like the car paint shader has not been
1271
00:44:22,960 --> 00:44:24,640
denounced in order to do that
1272
00:44:24,640 --> 00:44:27,760
we will press shift a color
1273
00:44:27,760 --> 00:44:31,440
alpha over put the denoise
1274
00:44:31,440 --> 00:44:33,839
in the first input and the cryptomat in
1275
00:44:33,839 --> 00:44:34,880
the second
1276
00:44:34,880 --> 00:44:37,599
and click on convert pre-multiply that
1277
00:44:37,599 --> 00:44:39,200
will make sure that the image didn't get
1278
00:44:39,200 --> 00:44:40,880
brighter in the process of using the
1279
00:44:40,880 --> 00:44:43,520
alpha overload and things are consistent
1280
00:44:43,520 --> 00:44:46,240
so we have done it correctly so you can
1281
00:44:46,240 --> 00:44:46,560
see
1282
00:44:46,560 --> 00:44:50,160
if i zoom in the floor is denoised but
1283
00:44:50,160 --> 00:44:51,839
not the car paint shader
1284
00:44:51,839 --> 00:44:53,680
now you can say that the carpet shader
1285
00:44:53,680 --> 00:44:55,200
should also be realized because it is
1286
00:44:55,200 --> 00:44:56,640
looking noisy right now but that is
1287
00:44:56,640 --> 00:44:58,800
because i have used 128 samples
1288
00:44:58,800 --> 00:45:00,319
so that is really low i will use
1289
00:45:00,319 --> 00:45:02,800
something like 500 or even 1 000 samples
1290
00:45:02,800 --> 00:45:04,720
so at that rate it will look consistent
1291
00:45:04,720 --> 00:45:06,400
with the other parts
1292
00:45:06,400 --> 00:45:08,880
now i will move this aside and add a
1293
00:45:08,880 --> 00:45:09,680
final touch
1294
00:45:09,680 --> 00:45:12,800
to the image press shift a filter
1295
00:45:12,800 --> 00:45:15,200
glare place it in there now you can
1296
00:45:15,200 --> 00:45:17,119
select what kind of effect you want
1297
00:45:17,119 --> 00:45:20,800
i liked fog glow of course high quality
1298
00:45:20,800 --> 00:45:23,280
now the mix value here it is a little
1299
00:45:23,280 --> 00:45:25,119
bit confusing but if you look at the
1300
00:45:25,119 --> 00:45:26,640
tool tip that comes up
1301
00:45:26,640 --> 00:45:29,280
it says that minus one is the original
1302
00:45:29,280 --> 00:45:30,000
image
1303
00:45:30,000 --> 00:45:33,280
zero is an exact 50 50 mix and one is
1304
00:45:33,280 --> 00:45:36,079
only the processed image in that case 0
1305
00:45:36,079 --> 00:45:36,560
means
1306
00:45:36,560 --> 00:45:39,440
a equal balance of both i will actually
1307
00:45:39,440 --> 00:45:40,319
keep that
1308
00:45:40,319 --> 00:45:42,160
now the threshold here it means that
1309
00:45:42,160 --> 00:45:43,920
pixels which are brighter than this
1310
00:45:43,920 --> 00:45:47,040
only that will get this glow effect
1311
00:45:47,040 --> 00:45:50,400
a threshold of 1.3 worked well for me
1312
00:45:50,400 --> 00:45:53,040
and size is pretty self-explanatory i
1313
00:45:53,040 --> 00:45:54,480
will decrease that to 7.
1314
00:45:54,480 --> 00:45:56,640
now you can select one node and press m
1315
00:45:56,640 --> 00:45:58,240
to mute it
1316
00:45:58,240 --> 00:45:59,839
in that way you can see the before and
1317
00:45:59,839 --> 00:46:01,280
after for it
1318
00:46:01,280 --> 00:46:03,599
and as a last step make sure that you
1319
00:46:03,599 --> 00:46:05,520
plug this image into the composite image
1320
00:46:05,520 --> 00:46:06,560
as well
1321
00:46:06,560 --> 00:46:08,240
because the viewer node is only for the
1322
00:46:08,240 --> 00:46:10,560
backdrop and the composite is for the
1323
00:46:10,560 --> 00:46:11,520
final render
1324
00:46:11,520 --> 00:46:13,440
now we can come out of this time for a
1325
00:46:13,440 --> 00:46:15,680
render with some high samples
1326
00:46:15,680 --> 00:46:18,640
let's use a thousand samples and under
1327
00:46:18,640 --> 00:46:19,599
adaptive sampling
1328
00:46:19,599 --> 00:46:22,720
i'll set the noise threshold to 0.01
1329
00:46:22,720 --> 00:46:25,119
now let's render hit function 12 on your
1330
00:46:25,119 --> 00:46:25,839
keyboard
1331
00:46:25,839 --> 00:46:28,000
and let us switch to rendering so this
1332
00:46:28,000 --> 00:46:30,560
is it we have got the final render out
1333
00:46:30,560 --> 00:46:32,000
and now we are only left with the
1334
00:46:32,000 --> 00:46:33,839
animation which we will do in the next
1335
00:46:33,839 --> 00:46:36,160
part
1336
00:46:36,240 --> 00:46:38,480
hey you're already done with three of
1337
00:46:38,480 --> 00:46:40,000
the four videos that make
1338
00:46:40,000 --> 00:46:43,119
this course and that's awesome
1339
00:46:43,119 --> 00:46:45,270
just keep going and make sure you finish
1340
00:46:45,270 --> 00:46:51,020
[Music]
1341
00:46:54,839 --> 00:46:57,839
it
1342
00:47:00,240 --> 00:47:02,319
you