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- [Instructor] Now that you've had a chance
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to play with modifiers,
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let's take a look at how to add some color to our scene.
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Up here at the top right,
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you'll see a few different modes available to you.
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The first is wireframe.
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This is cool because it shows you a wireframe
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or where all the vertices and edges meet.
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Next is a mode that you're going to be in a lot,
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this is called solid mode, and generally speaking,
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it doesn't really have any colors to it,
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although if you click this little down caret,
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you can go to say, for example, random, object, random,
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and get some different colors.
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But these are not the colors
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that are actually going to render in your final image.
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Next are two modes that are going to be really important to us.
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Viewport shading,
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which shows you the actual color of this object
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and then the final render view.
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Let's stick to viewport shading for right now.
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It looks like a little bit of a beach ball
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with one big quadrant colored in.
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And curiously, at the bottom right,
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you'll see another beach ball that's red,
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that's called material properties.
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So let's go ahead and click on that one
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and add a new material.
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You can do that just by clicking on new,
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and you'll be greeted by this thing called
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a principled BSDF.
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BSDF stands for bidirectional scattering
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distribution function, AKA,
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what happens when light hits your object and bounces back?
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How does it bounce back? What does it bounce back with?
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All of these things can be defined by this awesome node
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called principled BSDF.
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Most important for us right now is base color,
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so let's go ahead and Left Click on that
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and just pick any color that you want.
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Now remember, I have a array modifier,
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so any one color I pick for the first one
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will affect all the others.
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But these objects, if I go ahead and Left Click on them,
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I can go ahead and add a new material
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and give them a unique color.
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Let's go ahead and Left Click on this one over here.
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And instead of giving this one a new unique color,
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I can Left Click this little beach ball
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and see all my previous ones.
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Now, if you don't see any of this,
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for example, if you see something like this,
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that's because you're not
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in the material properties part of the properties panel.
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So look for your red beach ball,
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if you don't see a red beach ball at all,
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for example, if you see a red checker,
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you need to Left Click on any one of these objects
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to then see the beach ball.
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Let's go ahead and add some new materials
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for all the others really quick.
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All right, there we go.
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Now we've gone ahead and added new materials
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to all of our objects.
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There are some other properties in here
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that you can go ahead and play with and see what happens.
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For example, metallic.
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Drag it all the way to the right,
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and it gets this more darker, frankly,
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a little bit more metallic feeling kind of color.
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You did see it pop for a second there,
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if that happens on your side,
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that's just Blender doing some calculations really quick.
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Roughness makes things really shiny.
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A roughness of one effectively tells Blender
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that this thing is very coarse,
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whereas a roughness of zero is basically a mirror.
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However, if you drag your metallic down,
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it's kind of a dull mirror.
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Roughness and metallic play together really well,
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so that's why we use these two quite a bit.
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In fact, this is the foundation of most CGI,
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including video games, movies, TV, film, et cetera,
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it is the metallic-roughness workflow.
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Base color is kind of the albedo or flat color
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under flat, gray-ish kind of lighting,
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metallic and roughness define
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how this object will respond to things.
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There are also many other hidden items here,
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which we'll play with a little bit later on in this course,
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but for now, feel free to play with them, poke around,
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see what interesting things you can come up with,
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and when you're ready, we'll move on to the next video
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where we add some lights.
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