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[Music]

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welcome to the third part of the

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tutoriathat

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we will also make

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a proper studio setup with proper

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lighting so that we can put the car

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somewhere

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most part of this tutorial will be

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focused on how to make the car paint

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shader in particular

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i will use this shader as a way to

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introduce you to the principled psdf

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this shader node is very useful for

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making pbr

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shaders if you haven't heard about it do
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not worry because we'll be getting into

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all of the details in this video

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just like the previous parts this

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tutorial video also has a bonus section

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this time we will look at how to make

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proper glass shaders in blender which

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involves the glass bsdf node and

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also how to make them work faster with

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some optimizations

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at this point i sound like a broken

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record but i really hope that you have

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downloaded the tutorial files and signed

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up for the newsletter i love to have you

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as a part of the blue inversion family

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last but not the least i hope you have

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checked out the online store already if

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you don't already know about it the

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latest product is a shader pack

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called smart sheeters grounds and roads

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all the shaders in it are 100 procedural

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and they look extremely photorealistic

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do give it a shot i'm sure you'll love

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it in case you're watching it far in the

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future

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chances are there are a lot more

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products and lot more shaders available

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so i'm sure you'll find the perfect

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product which fits into your workflow

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once again this is shannon and you are

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watching blue version

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[Music]

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now that we are done modeling the car we

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can get into the shaders

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but before that i like to make a basic

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studio setup

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with a backdrop light source and the

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camera that helps me choose the correct

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settings when making the shaders because

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it's dependent on the lighting so i get

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an idea of how the final render will

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look

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from the get so let us start working

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go under the render properties and

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change the render engine to
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cycles and if you have a good aka

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nvidia graphics card you can switch this

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to

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the gpu compute otherwise cpu works fine

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if you press z on the keyboard while

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you're in the viewport

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you have this pi menu pop-up switch to

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rendered view

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and as you can see there are no light

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sources and things are barely visible

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i will go under the world properties and

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you can see this is the world

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settings right now with a plain color

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so i will click on this drop down switch

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to environment texture
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click on open and under hdris i have a

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folder maintained here on my pc

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these are hdri images from hdri heaven

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you can download them for free that's a

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really great resource

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so let us choose one quickly

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and this is how the hdri works you can

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change the strength from here

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but i will actually undo everything and

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go back to the original settings

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because i do not like having an hdri for

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this particular

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render i want to keep it really dark and

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have some controlled sources of light

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in order to give it a studio kind of

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vibe but if i was going for a

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environment scene maybe an outdoor then

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definitely i'd be using hdris

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next i will add a light source so i will

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press shift s

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and take the cursor to world origin

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now if i add a plane with shift a

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scale it up in the rendered view you do

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not really see anything

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so make sure you have selected the light

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source and i'll go into

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material properties click on new i'll

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first give it a name let's call it

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light one very explanatory

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under surface i will select a mission

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[Music]

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increase the strength that looks

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fine for now because this is not going

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to be the final light source

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just a quick preview to set up the

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studio system

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another thing that i like to do is i do

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not want to see the

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mesh that image the light so i'll go

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under object properties

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scroll down to visibility first uncheck

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camera for revisibility and then under

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reboot display

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i'll display this as where even in the
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solid view you do not really see it you

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just see an outline for it

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next i will add the backdrop so for that

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i will press shift a

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another plane scale it up this time

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let's use the snap feature in blender

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you can click on this button on the top

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from the drop down

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select face and snap with closest you

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can also use the hotkey shift

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tab to toggle the settings now press g

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and lock it along the z axis point the

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cursor at the wheel's bottom part

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and i'll confirm with left click next i

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would go into edit mode
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select these two edges e to extrude

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along the z axis

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and make sure you have turned off snap i

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do not like the sharp corners

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so i will go into the modifier stack add

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a subdivision surface modifier

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let's add four levels of subdivision

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now here's a little problem here the car

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is penetrating into the backdrop because

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of the subdivision surface modifier

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so in order to fix that i will go into

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edit mode

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face select mode select this bottom face

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press i to inset and that should fix it

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while it also keeps kind of a curve so

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that we do not see any seams

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from the camera view i will add smooth

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shading to it now

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we are left with one thing that is

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called the camera in the viewport

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try to frame the car next make sure you

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have some camera in your scene

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i do have it under props i just had it

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hidden so i will make it visible

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otherwise you can always press shift a

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and then select a camera

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now press ctrl alt 0 from the num pad

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that would frame the view to the camera

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now talking about the camera the camera

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has a few very intuitive controls

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if you press shift accent grave then you

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will

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kind of have a fly navigation mode it is

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actually same as

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in games so you can use wasd to navigate

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q and e for up and down and

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interestingly if you press g on your

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keyboard it will turn on gravity

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and it will keep falling forever unless

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you have some ground underneath you

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so i will add some ground by stretching

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this

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further make sure the camera is above it

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so now if i go back into the camera view
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press shift x engrave press g so now

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gravity is on and i'm literally standing

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on the backdrop very useful for

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cinematic shots

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so i'll confirm here go into the top

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view and

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bring back the backdrop to its original

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place

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so now that we have a mini studio

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functional we can start getting our

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hands dirty with all the shaders and

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nodes

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and also i will add some other light

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sources and make it a better studio

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setup
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we'll have that in the next section

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[Music]

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among all the shaders that we'll be

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making today i think the car paint

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shader will be the most important one

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and we can explore a lot of ideas and

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most of the working of the note system

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in blender

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it will also take the most amount of

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time so once we are done with the car

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paint shader

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most of the other things will be really

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easy and quick to get through

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now we will do two variations of the

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carpet shader because i have seen that

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cars have this

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most cars have this reflective sharp

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gloss

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finish with flakes and there are also

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this new trend of having

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matte finish on the card surface i

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prefer the matte finish but i will show

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you both of them so

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so that you can pick and choose and you

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can do your own thing

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this is where we left off i will go into

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the render properties

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and currently you can check here that we

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have 32 viewport samples right now

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so it stops at 32 samples in the

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viewport

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that makes it noisy around the shadows

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especially

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so i will go under this check adaptive

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sampling

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and i will stop it at 0.1

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noise threshold and increase the

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viewport samples to like

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1000 now let us understand

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what adaptive sampling does now earlier

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on blender cycles you could only control

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the number of

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samples so when the rendering starts

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it only uses the number of samples as a
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threshold

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so when the desired number of samples

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are reached

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it stops rendering but recently

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the new update has the adaptive sampling

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checkbox

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which enables noise threshold so now

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along with the samples you can also

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specify the noise threshold

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that will be used during the rendering

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now we have two parameters

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so blender stops the rendering when

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either one of them

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have reached their threshold so

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sometimes blender might reach the set
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number of samples first

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and then the noise is ignored or

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sometimes the

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noise threshold is reached first then

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the samples are ignored and the render

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stops

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so this will save you a lot of time and

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also it will lead to cleaner renders

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so anyways i will just select the

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backdrop in the viewport

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and assign it to material quickly i will

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go into the materials tab

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click new i will call it backdrop

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i will expand this right click here swap

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areas

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and i will switch this to the shader

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editor this is generally how i like to

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work

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so you have all the settings here so you

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can change all the shaders and stuff

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which shader is assigned to which object

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and here i kind of work with the notes

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and all the complexity that comes with

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it

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now firstly i would like to change the

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distribution to multi scatter ggx

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that is kind of better for realism but

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it takes a little bit longer to render

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now immediately i will change the base

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color to something really

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dark i'll increase the roughness

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to around 0.7 and also decrease the

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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

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