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These are the user uploaded subtitles that are being translated: 1 00:00:02,800 --> 00:00:07,920 Let's take a look at vertex colors now, so i'm  going to go Ctrl Space just to minimize that so   2 00:00:07,920 --> 00:00:13,200 we do have this as an option here, but rather than  taking advantage of the workbench engine i'm going   3 00:00:13,200 --> 00:00:18,800 to switch back over to our more rendered view such  as the material preview and actually let's just   4 00:00:18,800 --> 00:00:23,520 delete those objects there and reselect one of the  objects here to get our material back, i'm going   5 00:00:23,520 --> 00:00:28,560 to switch this back to slot 1 and let's bring  vertex colors into the mix, so let's go Shift A   6 00:00:28,560 --> 00:00:33,760 and go to input and then find vertex color so if  we come over to the properties window and come   7 00:00:33,760 --> 00:00:38,480 down here to the object data properties we can  find here in the vertex color section there aren't   8 00:00:38,480 --> 00:00:44,080 actually any vertex color sets here by default so  we'll not find them in this pull down for example   9 00:00:44,080 --> 00:00:49,840 it's easy to set up though, because all we would  need to do is to take the vertex color output   10 00:00:49,840 --> 00:00:54,400 and plug that into our emission input. now this is  where things are going to get a little bit tricky   11 00:00:54,400 --> 00:00:59,840 but first i just want to highlight the fact that  the advantages of this probably do outweigh the   12 00:00:59,840 --> 00:01:05,600 disadvantages, so with this you really don't need  the use of loads of materials or textures if we   13 00:01:05,600 --> 00:01:10,720 wanted lots of different colors we're going to  need different materials for every shade, however   14 00:01:10,720 --> 00:01:16,880 this way we can just use the single material setup  and the vertex colors we can paint individually or   15 00:01:16,880 --> 00:01:22,160 set per object, the downside is that vertex  painting needs a little love in Blender   16 00:01:22,160 --> 00:01:27,200 simple projects it's easy if you've only got a  few objects, but with hundreds as we have here   17 00:01:27,200 --> 00:01:32,640 it becomes a little bit of a pain, especially if we  can't really join all these objects together, maybe   18 00:01:32,640 --> 00:01:37,680 they have different subdivision surface levels on  them or other particular modifiers that require   19 00:01:37,680 --> 00:01:42,640 them to be kept separate and currently there isn't  really a way to paint on multiple objects at once   20 00:01:42,640 --> 00:01:47,680 but having said that i'm hoping you'll see that  this is super useful and is deserving of love   21 00:01:47,680 --> 00:01:53,200 so for one object it's really easy, we could either  just click the plus icon here to add a vertex   22 00:01:53,200 --> 00:01:57,760 color set which thankfully makes everything white  so it's immediately easy to see that we've got   23 00:01:57,760 --> 00:02:02,560 something there, or if i delete that by clicking on  the little minus we can also come over to change   24 00:02:02,560 --> 00:02:07,760 the mode and switch it to vertex paint and now  we're set to whatever color we want and then we   25 00:02:07,760 --> 00:02:11,920 can just left click and drag and begin to paint,  we're going to switch that back to object mode   26 00:02:11,920 --> 00:02:16,880 though and delete that one more time because  as mentioned that's easy enough for one object   27 00:02:16,880 --> 00:02:21,440 but we've got all of these objects that we  need to put color sets on, and that's not very   28 00:02:21,440 --> 00:02:27,440 convenient, luckily it's not that difficult but  we are going to need to just switch this to a   29 00:02:27,440 --> 00:02:31,520 python console for a moment but don't worry, we're  going to make this very fast, i'm going to try and   30 00:02:31,520 --> 00:02:36,080 explain this in a way which might help you apply  this kind of method to other things, where you find   31 00:02:36,080 --> 00:02:42,160 you need to do a task to multiple objects and not  sure where the object is within Blender to do that,   32 00:02:42,160 --> 00:02:46,480 so for this we're going to start with bpy which  is short for Blender python then we can press   33 00:02:46,480 --> 00:02:51,600 the full stop on the qwerty keyboard once we press  tab we can see a list of all the other things that   34 00:02:51,600 --> 00:02:56,880 can now follow this this is like digging down into  the folders of Blender python so Blender python is   35 00:02:56,880 --> 00:03:01,920 the very very root of everything, let's take a look  at context, so i'll just start typing context and   36 00:03:01,920 --> 00:03:06,720 press tab to finish that for me and then press the  period again and then tab again and i'm going to   37 00:03:06,720 --> 00:03:12,880 scroll the middle mouse wheel to see all of these  options and notice there's this option selected   38 00:03:12,880 --> 00:03:18,080 objects so i'm just going to come down to here  and start typing selected and then press Tab and   39 00:03:18,080 --> 00:03:23,360 it completes it for us and then objects and then  Tab again and then if i press Enter at this point   40 00:03:23,360 --> 00:03:29,280 we can see it gives us the output cylinder.004  which is the very object that we have selected   41 00:03:29,280 --> 00:03:34,720 now what's cool about Python is that we can do a  for loop we can tell Blender to do the same action   42 00:03:34,720 --> 00:03:38,640 to a load of objects that we have selected at the  same time and we know how to get those selected   43 00:03:38,640 --> 00:03:43,840 objects with this line of code, but what is it that  we need to do to each object, if i press the up   44 00:03:43,840 --> 00:03:48,480 arrow we get the last command and the selected  objects if we remember earlier when we were   45 00:03:48,480 --> 00:03:54,880 talking about materials in the solidify modifier  in code we count from zero, so the first object   46 00:03:54,880 --> 00:03:59,680 is going to be zero, so if we do it like this  within square brackets we're going to get the same   47 00:03:59,680 --> 00:04:04,880 information basically and now we can do something  to this, so i'm gonna press the full stop and   48 00:04:04,880 --> 00:04:10,560 press the Tab key again and then what we're doing  now is digging down into the options on this one   49 00:04:10,560 --> 00:04:14,480 object, now i'm not gonna bore you with all those  options there because i know the one that we need   50 00:04:14,480 --> 00:04:18,960 is actually data from there, another full stop  and press Tab again and we can see we actually   51 00:04:18,960 --> 00:04:25,200 get vertex colors right here, so i'm going to start  typing vertex and then Tab and then vertex colors   52 00:04:25,200 --> 00:04:30,320 and then if we press Enter we're getting nothing,  if we try and see if we've got anything if we   53 00:04:30,320 --> 00:04:35,200 give that a zero, we see we're getting a problem  because we don't have any, if i go up a couple of   54 00:04:35,200 --> 00:04:39,920 times and go to the full stop again and press tab  we can see we get all these options and there's   55 00:04:39,920 --> 00:04:44,320 actually this option for new, if i go like this  and just open the brackets, hit tab again we can   56 00:04:44,320 --> 00:04:48,640 actually just go new and then close the brackets  and it'll fill all this in for us automatically   57 00:04:48,640 --> 00:04:53,600 so i'm just going to do that and press enter  and there we go, it's done, it's created this   58 00:04:53,600 --> 00:04:58,320 vertex color set for us with this line of code, i'm  going to delete that again though by hitting the   59 00:04:58,320 --> 00:05:04,000 minus key there, let's just select these two for  example, just to do a very simple test, so instead   60 00:05:04,000 --> 00:05:09,520 of doing all of that i'm just going to do a  for loop, so i'm going to go for now we can   61 00:05:09,520 --> 00:05:15,120 put in a placeholder bit of text it can be any  gibberish really but in fact let's just use that   62 00:05:15,120 --> 00:05:20,960 but basically this is going to be the object um so  object gib just to prove it doesn't have to be a   63 00:05:20,960 --> 00:05:29,680 word that makes any particular sense so for obj  gib in bpy.context.selected objects and then hit   64 00:05:29,680 --> 00:05:34,160 a colon it's going to indent it automatically  for us and it's going to say right for every   65 00:05:34,160 --> 00:05:40,080 object in our selected objects then we want it  to do something, so we're going to go obj jib   66 00:05:40,080 --> 00:05:44,800 and we're going to say take the data of that  object and then take a look at vertex colors   67 00:05:44,800 --> 00:05:50,000 and then do new, once we do that we can hit  enter a couple of times and now we can see   68 00:05:50,000 --> 00:05:55,120 we have vertex colors on both of those objects, so  with that done i'm going to delete both of those   69 00:05:55,120 --> 00:06:01,200 select one, go Shift G select all of type, so now  we have them all selected and now we're going to   70 00:06:01,200 --> 00:06:07,600 use that same code so up a few times, hit  enter and then let's have it add vertex color   71 00:06:07,600 --> 00:06:12,400 sets to every single object and there we go! these  objects down here don't have it because if i'm   72 00:06:12,400 --> 00:06:17,200 not mistaken they are curves, so they're not of the  same type, so we would need to color those slightly   73 00:06:17,200 --> 00:06:22,160 separately, but with this now we can switch that  back to a shader editor and then we can see there   74 00:06:22,160 --> 00:06:27,120 it's giving us a little warning, it doesn't have  mesh data for that particular curve, but if we   75 00:06:27,120 --> 00:06:32,080 select this one, we should be able to just switch  that to col so just change the color for this one   76 00:06:32,080 --> 00:06:38,560 we can go to vertex paint and start painting as  we saw before, oh, also worth noting is it's faded   77 00:06:38,560 --> 00:06:42,800 out the geometry it's darkened the geometry of  everything else that we don't have selected, so   78 00:06:42,800 --> 00:06:49,360 we can actually change that if we want to by just  enabling or disabling this fade inactive geometry   79 00:06:49,360 --> 00:06:53,840 section, i'm just going to keep that enabled by  default though, so we could paint here with this   80 00:06:53,840 --> 00:06:58,880 or we could go to the paint menu and just set  vertex colors or we can use the shortcut Shift K   81 00:06:58,880 --> 00:07:04,320 with that done we can switch over to another  object and switch that over to vertex paint and   82 00:07:04,320 --> 00:07:09,680 set that also and switch back to object mode and  continue to work through the object like that and   83 00:07:09,680 --> 00:07:14,240 clearly if we had several objects that we wanted  to paint a particular color all at the same time   84 00:07:14,240 --> 00:07:18,240 and we were feeling brave enough then maybe  just digging into that python code a little   85 00:07:18,240 --> 00:07:22,960 bit more would be the way to go, now where vertex  colors becomes even more handy is that we can use   86 00:07:22,960 --> 00:07:28,000 additional vertex color sets to use as kind  of masks to tell it say how metallic we want   87 00:07:28,000 --> 00:07:33,840 things to be, certain vertices or the whole object,  whether we want to use it to drive roughness or   88 00:07:33,840 --> 00:07:40,000 add a little bit of ambient occlusion and keep it  all within this single material, so to set a little   89 00:07:40,000 --> 00:07:46,720 something up like that we could just simply go and  add in a mix rgb node, drop that here i'm going to   90 00:07:46,720 --> 00:07:51,840 say set this color that we already have here into  the second socket and as the factor there, let's   91 00:07:51,840 --> 00:07:56,640 use another vertex color set, so we don't actually  have one at the moment, but if i click plus   92 00:07:56,640 --> 00:08:02,880 there we can switch this over to cal.001 newly  created and set that into here and then also this   93 00:08:02,880 --> 00:08:08,800 indicates that on some of these objects actually  we already have quite a few additional color sets   94 00:08:08,800 --> 00:08:13,360 as it was, so we might want to remove them to make  this a bit cleaner, but just pressing on for the   95 00:08:13,360 --> 00:08:18,640 moment. what we might like to do is come over to  our vertex paint selection, make sure that we're   96 00:08:18,640 --> 00:08:23,040 adjusting our vertex paint by just switching  this over here, just want to make sure that we're   97 00:08:23,040 --> 00:08:27,520 definitely going to edit this col.001 then  if i start drawing in the view we're not going   98 00:08:27,520 --> 00:08:31,760 to see anything because it's all part of this  right now, so i'm going to Control Shift click   99 00:08:31,760 --> 00:08:35,280 on this thanks to the Node Wrangler add-on we  can just see what we're doing with this one   100 00:08:35,280 --> 00:08:40,080 vertex color, so with this i'm going to set this  back to white by just pressing backspace and then   101 00:08:40,080 --> 00:08:44,400 go to paint and then set vertex colors and then  what i'm also going to do is let's take a look   102 00:08:44,400 --> 00:08:48,560 at dirty vertex colors, which is just another  way of saying ambient occlusion essentially   103 00:08:48,560 --> 00:08:53,920 so with that, we have some options that we can  set, but i'm perfectly happy with that result and   104 00:08:53,920 --> 00:08:59,520 that is now being fed into the factor, so wherever  it's a bit darker ignoring the outlines of course   105 00:08:59,520 --> 00:09:06,480 it will tell it to use whatever's in our second  socket, which is this RGB hue that we have here   106 00:09:06,480 --> 00:09:10,480 so let's Control Shift click on the mix shader  and it's not immediately obvious if i just darken   107 00:09:10,480 --> 00:09:16,000 that off a little bit more, we can see that coming  through and if we wanted to adjust of course we   108 00:09:16,000 --> 00:09:23,360 can add in a color ramp and just use this to tweak  our falloff and as mentioned before we could keep   109 00:09:23,360 --> 00:09:29,040 on layering these vertex color sets, so we could  click on the plus to add yet another one and then   110 00:09:29,040 --> 00:09:34,960 double click within the name field here to rename  this to something, let's just call it metallic   111 00:09:34,960 --> 00:09:40,400 for example we could use another color set to  drive the metallic value, so if we were using   112 00:09:40,400 --> 00:09:45,520 a Principled shader of course and if we duplicate  one of these color set nodes, just bring this up   113 00:09:45,520 --> 00:09:50,880 into view and then let's drag our color output  into the metallic socket and switch that to the   114 00:09:50,880 --> 00:09:56,800 metallic set and also just remember to use the  little camera icon make sure that this metallic   115 00:09:56,800 --> 00:10:03,280 here. is enabled and then with that done i can tab  into edit mode for example, press Z to toggle into   116 00:10:03,280 --> 00:10:09,840 wireframe and then yeah with say this selection  we can tab back into vertex paint mode and then   117 00:10:09,840 --> 00:10:15,120 enable our face mask here and then we can see what  faces we have selected and then with this black   118 00:10:15,120 --> 00:10:20,960 color here if we go paint and set vertex colors  and then go back with Z to material preview   119 00:10:20,960 --> 00:10:26,400 and Ctrl Shift click on this to see what we've got  we can see we've now painted that whole area black   120 00:10:26,400 --> 00:10:31,360 which is to say if we Control Shift click the  principled psdf, let's change this into object   121 00:10:31,360 --> 00:10:36,800 mode and just make this as clear as we can we  can hopefully see that this area up here, actually   122 00:10:36,800 --> 00:10:41,840 let's make this super shiny, so that really comes  through, we can see this area up here is metallic   123 00:10:41,840 --> 00:10:46,000 and this area down here is not, now as we  just changed the roughness there we could   124 00:10:46,000 --> 00:10:51,440 of course create another vertex color set which  controlled that and so on and so on, so as long as   125 00:10:51,440 --> 00:10:56,400 all the objects in the scene had those various  color sets, it means that we can just maintain   126 00:10:56,400 --> 00:10:58,400 this one material and get loads of different  results from it just using vertex colors 17876

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