All language subtitles for How To Create A Door In Blender - Part 2_ Materials - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian Download
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,800 [Music] 2 00:00:00,880 --> 00:00:06,000 in this tutorial we will be adding 3 00:00:02,800 --> 00:00:08,240 materials to our door 4 00:00:06,000 --> 00:00:10,240 with the model from part one open move 5 00:00:08,240 --> 00:00:12,400 your cursor until it's at the bottom 6 00:00:10,240 --> 00:00:13,679 left of the window until it turns into a 7 00:00:12,400 --> 00:00:15,440 cross and then 8 00:00:13,679 --> 00:00:16,610 move it to the right in order to split 9 00:00:15,440 --> 00:00:19,520 the window into two 10 00:00:16,610 --> 00:00:21,520 [Music] 11 00:00:19,520 --> 00:00:23,119 with the door selected make sure that 12 00:00:21,520 --> 00:00:25,439 you have a material signed 13 00:00:23,119 --> 00:00:27,279 to the door by clicking on the materials 14 00:00:25,439 --> 00:00:31,519 tab in the properties window 15 00:00:27,279 --> 00:00:33,840 and clicking new 16 00:00:31,519 --> 00:00:34,880 in the left hand panel open up the 17 00:00:33,840 --> 00:00:37,840 shader editor 18 00:00:34,880 --> 00:00:40,399 by clicking on this button here the 19 00:00:37,840 --> 00:00:42,800 shader editor allows you to use nodes 20 00:00:40,399 --> 00:00:44,559 which define functions behind the scenes 21 00:00:42,800 --> 00:00:46,800 which allow you to manipulate 22 00:00:44,559 --> 00:00:48,879 different properties of a material based 23 00:00:46,800 --> 00:00:51,120 on certain inputs 24 00:00:48,879 --> 00:00:53,680 the default material is defined by two 25 00:00:51,120 --> 00:00:55,760 nodes the principled bsdf 26 00:00:53,680 --> 00:00:56,719 or bidirectional scattering distribution 27 00:00:55,760 --> 00:00:59,440 function 28 00:00:56,719 --> 00:01:01,199 and the material output in our case 29 00:00:59,440 --> 00:01:03,120 we're going to delete the principled 30 00:01:01,199 --> 00:01:05,199 bsdf node 31 00:01:03,120 --> 00:01:07,920 this should make your door go completely 32 00:01:05,199 --> 00:01:09,760 black as blender now has no information 33 00:01:07,920 --> 00:01:12,159 about what the material of the door 34 00:01:09,760 --> 00:01:13,840 should look like 35 00:01:12,159 --> 00:01:15,840 so what should our door material look 36 00:01:13,840 --> 00:01:16,320 like well if you look at the reference 37 00:01:15,840 --> 00:01:17,840 image 38 00:01:16,320 --> 00:01:20,159 you can see that the door is made of 39 00:01:17,840 --> 00:01:21,119 wood that the colour is generally purple 40 00:01:20,159 --> 00:01:23,360 or maroon 41 00:01:21,119 --> 00:01:24,400 and that there are varied blobs and 42 00:01:23,360 --> 00:01:27,119 streaks of colour 43 00:01:24,400 --> 00:01:27,520 that are slightly lighter before we 44 00:01:27,119 --> 00:01:29,920 start 45 00:01:27,520 --> 00:01:32,079 making any new material nodes make sure 46 00:01:29,920 --> 00:01:35,600 to rename the material to door 47 00:01:32,079 --> 00:01:38,880 so that we prevent confusion later 48 00:01:35,600 --> 00:01:41,439 in the shader editor press shift and a 49 00:01:38,880 --> 00:01:42,640 then in the search bar find noise 50 00:01:41,439 --> 00:01:47,200 texture 51 00:01:42,640 --> 00:01:47,200 do it again shift in a for color ramp 52 00:01:47,600 --> 00:01:53,040 and then finally shift in a and search 53 00:01:50,000 --> 00:01:54,640 for glossy bsdf 54 00:01:53,040 --> 00:01:56,640 the circles on the left of each node 55 00:01:54,640 --> 00:01:58,399 represent inputs for that node 56 00:01:56,640 --> 00:02:01,280 and the circles on the right represent 57 00:01:58,399 --> 00:02:03,040 outputs by left clicking and dragging 58 00:02:01,280 --> 00:02:04,320 connect the colour output from the 59 00:02:03,040 --> 00:02:07,360 colour vamp node 60 00:02:04,320 --> 00:02:10,959 into the colour input of the glossy bsdf 61 00:02:07,360 --> 00:02:11,760 node then connect the bsdf output from 62 00:02:10,959 --> 00:02:14,160 that node 63 00:02:11,760 --> 00:02:15,360 into the surface input on the material 64 00:02:14,160 --> 00:02:17,599 output node 65 00:02:15,360 --> 00:02:19,760 this should give you a shadowy door with 66 00:02:17,599 --> 00:02:22,000 colours ranging from black to white 67 00:02:19,760 --> 00:02:24,080 with some reflection however this 68 00:02:22,000 --> 00:02:26,319 doesn't really look that much like wood 69 00:02:24,080 --> 00:02:28,800 so with the noise texture node connect 70 00:02:26,319 --> 00:02:30,640 the factor output into the factor input 71 00:02:28,800 --> 00:02:32,800 of the colour ramp node 72 00:02:30,640 --> 00:02:34,319 the noise texture produces something 73 00:02:32,800 --> 00:02:36,879 called purlin noise 74 00:02:34,319 --> 00:02:37,360 which here tells blender to display 75 00:02:36,879 --> 00:02:39,519 different 76 00:02:37,360 --> 00:02:41,519 colors from the color vamp at different 77 00:02:39,519 --> 00:02:43,840 parts of the material 78 00:02:41,519 --> 00:02:45,040 the effect is this very nice cloud-like 79 00:02:43,840 --> 00:02:48,080 texture 80 00:02:45,040 --> 00:02:49,360 okay great now add one more slider to 81 00:02:48,080 --> 00:02:50,800 the color vamp 82 00:02:49,360 --> 00:02:52,800 you are of course welcome to use 83 00:02:50,800 --> 00:02:54,400 whatever colors you'd like however if 84 00:02:52,800 --> 00:02:55,519 you'd like to follow me exactly then 85 00:02:54,400 --> 00:02:58,159 these are the position 86 00:02:55,519 --> 00:02:58,800 and hexadecimal rgb values that you need 87 00:02:58,159 --> 00:03:01,599 to enter 88 00:02:58,800 --> 00:03:04,040 for each slider for the leftmost slider 89 00:03:01,599 --> 00:03:06,800 make sure that it is in the position 90 00:03:04,040 --> 00:03:09,599 0.00 and when you click on the color 91 00:03:06,800 --> 00:03:10,000 click on the hex tab and then type in 1 92 00:03:09,599 --> 00:03:14,000 0 93 00:03:10,000 --> 00:03:15,159 0 6 0 6. the second slider should be in 94 00:03:14,000 --> 00:03:18,000 position 95 00:03:15,159 --> 00:03:22,319 0.541 and should have a hex 96 00:03:18,000 --> 00:03:24,239 value of 150808 97 00:03:22,319 --> 00:03:26,400 and finally the position of the third 98 00:03:24,239 --> 00:03:32,480 slider should be 0.9 99 00:03:26,400 --> 00:03:34,480 and the hex value should be 330700 100 00:03:32,480 --> 00:03:38,239 okay now that the colors are right let's 101 00:03:34,480 --> 00:03:38,239 adjust the noise texture properties 102 00:03:41,120 --> 00:03:48,640 so we're going to put the scale to 2.8 103 00:03:45,120 --> 00:03:52,159 the detail to 16 the roughness 104 00:03:48,640 --> 00:03:56,239 to 0.75 and the distortion to 105 00:03:52,159 --> 00:03:57,840 3. even after those changes it still 106 00:03:56,239 --> 00:03:59,120 doesn't quite look like wood 107 00:03:57,840 --> 00:04:00,959 so we're going to bring in some new 108 00:03:59,120 --> 00:04:03,599 nodes press shift a 109 00:04:00,959 --> 00:04:04,959 and then type in texture coordinate and 110 00:04:03,599 --> 00:04:08,159 then shift a again 111 00:04:04,959 --> 00:04:10,000 and then type in mapping 112 00:04:08,159 --> 00:04:11,200 connect the object output from the 113 00:04:10,000 --> 00:04:13,360 texture coordinate 114 00:04:11,200 --> 00:04:14,640 into the vector input of the mapping and 115 00:04:13,360 --> 00:04:17,040 then the vector output 116 00:04:14,640 --> 00:04:17,840 of that into the vector input of noise 117 00:04:17,040 --> 00:04:19,600 texture 118 00:04:17,840 --> 00:04:20,959 we're going to use the mapping node to 119 00:04:19,600 --> 00:04:23,440 squash the noise 120 00:04:20,959 --> 00:04:26,000 inward so rather than looking like a 121 00:04:23,440 --> 00:04:29,280 muddy cloud we actually have wood 122 00:04:26,000 --> 00:04:30,720 so put the scale of x up to 15 and see 123 00:04:29,280 --> 00:04:33,199 the effect that this has had 124 00:04:30,720 --> 00:04:33,199 on the wood 125 00:04:35,199 --> 00:04:39,280 okay that looks good however we can make 126 00:04:37,360 --> 00:04:39,759 it look even better by applying a bump 127 00:04:39,280 --> 00:04:43,120 map 128 00:04:39,759 --> 00:04:44,600 so shift a select bump then turn the 129 00:04:43,120 --> 00:04:47,840 strength down to 130 00:04:44,600 --> 00:04:48,720 0.05 and connect from the noise texture 131 00:04:47,840 --> 00:04:51,600 the factor 132 00:04:48,720 --> 00:04:54,000 to the height of the bump map and then 133 00:04:51,600 --> 00:04:58,160 from the normal output of the bump map 134 00:04:54,000 --> 00:05:00,320 into the normal of the glossy bsdf 135 00:04:58,160 --> 00:05:01,360 brilliant this now looks like it could 136 00:05:00,320 --> 00:05:03,280 be wood 137 00:05:01,360 --> 00:05:05,360 notice also that there is a certain 138 00:05:03,280 --> 00:05:06,800 reflection this is given by the glossy 139 00:05:05,360 --> 00:05:09,280 bsdf roughness 140 00:05:06,800 --> 00:05:11,199 which you can adjust as you see fit 141 00:05:09,280 --> 00:05:13,039 while this certainly is a good start 142 00:05:11,199 --> 00:05:14,560 we can add a little bit more detail if 143 00:05:13,039 --> 00:05:16,560 you have a look at the reference image 144 00:05:14,560 --> 00:05:18,000 you can see that there are large streaks 145 00:05:16,560 --> 00:05:19,759 of color that don't 146 00:05:18,000 --> 00:05:21,840 seem to completely match with the rest 147 00:05:19,759 --> 00:05:22,479 of the door and so we're going to add 148 00:05:21,840 --> 00:05:25,919 this 149 00:05:22,479 --> 00:05:27,360 as a part of our material fortunately 150 00:05:25,919 --> 00:05:29,600 in order to create these large 151 00:05:27,360 --> 00:05:32,080 variations of color we've actually done 152 00:05:29,600 --> 00:05:34,080 most of the hard work just select all of 153 00:05:32,080 --> 00:05:37,199 the nodes before the material output 154 00:05:34,080 --> 00:05:39,199 then press shift d and then drag them up 155 00:05:37,199 --> 00:05:41,759 so that they are separated from the 156 00:05:39,199 --> 00:05:41,759 originals 157 00:05:41,840 --> 00:05:44,960 connect the output of the new glossybsdf 158 00:05:44,400 --> 00:05:47,280 node 159 00:05:44,960 --> 00:05:48,240 into the surface input of the material 160 00:05:47,280 --> 00:05:49,919 output 161 00:05:48,240 --> 00:05:51,600 you should see no discernible difference 162 00:05:49,919 --> 00:05:53,919 when you do this 163 00:05:51,600 --> 00:05:56,000 the large streaks are slightly different 164 00:05:53,919 --> 00:05:58,080 in color to the rest of the door 165 00:05:56,000 --> 00:06:00,560 so for the color ramp let's change the 166 00:05:58,080 --> 00:06:03,240 sliders to the following configuration 167 00:06:00,560 --> 00:06:04,560 the first slider should be in position 168 00:06:03,240 --> 00:06:10,960 0.523 169 00:06:04,560 --> 00:06:14,199 with the hex value of 0d0505 170 00:06:10,960 --> 00:06:15,600 the second slider should be at position 171 00:06:14,199 --> 00:06:21,840 0.714 172 00:06:15,600 --> 00:06:21,840 with a value of 150808 173 00:06:22,000 --> 00:06:25,400 and the final third slider should be at 174 00:06:24,560 --> 00:06:31,680 position 175 00:06:25,400 --> 00:06:33,919 0.95 with a value of 330700 176 00:06:31,680 --> 00:06:35,039 on the noise texture the values that you 177 00:06:33,919 --> 00:06:39,520 should put in are 178 00:06:35,039 --> 00:06:43,120 a scale of 0.4 a detail of 0.5 179 00:06:39,520 --> 00:06:46,160 a roughness of 0.75 and a distortion 180 00:06:43,120 --> 00:06:46,160 of 0.3 181 00:06:47,600 --> 00:06:50,720 then on the mapping node change the 182 00:06:50,160 --> 00:06:54,000 scale 183 00:06:50,720 --> 00:06:57,759 in the x to 6.2 and then 184 00:06:54,000 --> 00:06:59,520 in the z to 1.5 185 00:06:57,759 --> 00:07:01,360 you can translate it slightly if you 186 00:06:59,520 --> 00:07:03,680 want as per your preference 187 00:07:01,360 --> 00:07:06,720 i'm going to translate the x coordinate 188 00:07:03,680 --> 00:07:06,720 by 0.1 189 00:07:08,880 --> 00:07:12,560 finally i'm going to change the 190 00:07:10,479 --> 00:07:17,680 roughness of the glossy bsdf 191 00:07:12,560 --> 00:07:19,680 to 0.65 192 00:07:17,680 --> 00:07:22,160 we now want our material to have the 193 00:07:19,680 --> 00:07:24,960 properties of both of our glossy nodes 194 00:07:22,160 --> 00:07:25,840 so we're going to use a mix shader node 195 00:07:24,960 --> 00:07:28,960 to do this 196 00:07:25,840 --> 00:07:31,039 press shift a and type in mix shader 197 00:07:28,960 --> 00:07:33,599 then drag the outputs of the glossy 198 00:07:31,039 --> 00:07:35,520 nodes into the inputs of the mix shader 199 00:07:33,599 --> 00:07:36,639 and then the output finally into the 200 00:07:35,520 --> 00:07:39,440 surface of 201 00:07:36,639 --> 00:07:40,160 the material output and then we have a 202 00:07:39,440 --> 00:07:45,840 finished 203 00:07:40,160 --> 00:07:45,840 material for our door 204 00:07:46,560 --> 00:07:50,639 if you created a door frame earlier then 205 00:07:48,960 --> 00:07:53,199 each part of the door frame should have 206 00:07:50,639 --> 00:07:55,759 the same material as the door itself 207 00:07:53,199 --> 00:07:56,560 so in object mode click on each part of 208 00:07:55,759 --> 00:08:00,720 the frame 209 00:07:56,560 --> 00:08:00,720 and then apply the door material to it 210 00:08:02,160 --> 00:08:05,520 we're now going to create the brass 211 00:08:03,599 --> 00:08:06,560 material of the door handle and all of 212 00:08:05,520 --> 00:08:08,639 the locks 213 00:08:06,560 --> 00:08:11,120 i have created a new material called 214 00:08:08,639 --> 00:08:13,440 brass and then in the shader editor i 215 00:08:11,120 --> 00:08:17,440 deleted the principled bsdf shader 216 00:08:13,440 --> 00:08:18,160 like we did before create a glossy bsdf 217 00:08:17,440 --> 00:08:20,479 shader 218 00:08:18,160 --> 00:08:23,680 and a color ramp by pressing shift a and 219 00:08:20,479 --> 00:08:23,680 selecting those nodes 220 00:08:24,319 --> 00:08:28,400 press the plus button in order to create 221 00:08:26,240 --> 00:08:30,639 a third slider in the color ramp 222 00:08:28,400 --> 00:08:31,759 and then put the left slider into 223 00:08:30,639 --> 00:08:36,880 position zero 224 00:08:31,759 --> 00:08:39,039 and give it a color of a15400 225 00:08:36,880 --> 00:08:41,360 the second slider should have a position 226 00:08:39,039 --> 00:08:46,959 of 0.695 227 00:08:41,360 --> 00:08:46,959 and a hex value of d79526 228 00:08:53,360 --> 00:08:56,800 the third slider should have a position 229 00:08:55,120 --> 00:09:03,040 of 1.00 230 00:08:56,800 --> 00:09:03,040 and a hex value of ffde51 231 00:09:05,040 --> 00:09:09,519 i've adjusted the factor of the color 232 00:09:06,959 --> 00:09:12,560 ramp to 0.15 233 00:09:09,519 --> 00:09:16,800 and then the glossy bsdf to have 234 00:09:12,560 --> 00:09:16,800 roughness of 0.277 235 00:09:17,760 --> 00:09:21,200 this doesn't quite yet look like brass 236 00:09:19,600 --> 00:09:23,360 the colour is too dark 237 00:09:21,200 --> 00:09:26,640 but we will be adding a few nodes which 238 00:09:23,360 --> 00:09:29,360 will make this look much better 239 00:09:26,640 --> 00:09:31,279 indeed by pressing shift a each time 240 00:09:29,360 --> 00:09:34,399 create a noise texture node 241 00:09:31,279 --> 00:09:36,640 a separate rgb 242 00:09:34,399 --> 00:09:38,000 three math nodes with operation of 243 00:09:36,640 --> 00:09:41,200 multiply 244 00:09:38,000 --> 00:09:43,519 and then a combine rgb 245 00:09:41,200 --> 00:09:45,680 then connect the color output of the 246 00:09:43,519 --> 00:09:47,200 noise texture into the image input of 247 00:09:45,680 --> 00:09:50,320 separate rgb 248 00:09:47,200 --> 00:09:52,160 and then for each r g and b outputs 249 00:09:50,320 --> 00:09:54,800 connect them to one of the values of the 250 00:09:52,160 --> 00:09:54,800 math nodes 251 00:09:55,519 --> 00:09:59,839 the output values of these should then 252 00:09:57,760 --> 00:10:02,160 feed back into the inputs of the 253 00:09:59,839 --> 00:10:07,040 combined rgb 254 00:10:02,160 --> 00:10:07,040 let's also create a glossy bsdf node 255 00:10:09,680 --> 00:10:15,360 and create a new mix shader node that 256 00:10:12,160 --> 00:10:15,360 we're going to be using later 257 00:10:15,760 --> 00:10:19,279 connect the glossy node to the material 258 00:10:18,480 --> 00:10:21,120 output 259 00:10:19,279 --> 00:10:24,079 and you should now see a rather 260 00:10:21,120 --> 00:10:26,640 psychedelic ceramic effect 261 00:10:24,079 --> 00:10:27,360 brass tends to have a rather green tinge 262 00:10:26,640 --> 00:10:30,160 to it 263 00:10:27,360 --> 00:10:30,640 and that's why we have separated out the 264 00:10:30,160 --> 00:10:33,600 colour 265 00:10:30,640 --> 00:10:34,640 from the noise texture into separate rgb 266 00:10:33,600 --> 00:10:37,440 channels 267 00:10:34,640 --> 00:10:37,760 we can use the math nodes to multiply 268 00:10:37,440 --> 00:10:40,560 the 269 00:10:37,760 --> 00:10:41,839 values of the red green and blue parts 270 00:10:40,560 --> 00:10:43,760 of the color 271 00:10:41,839 --> 00:10:46,800 in order to make everything a little bit 272 00:10:43,760 --> 00:10:49,279 more green and that's what we'll do here 273 00:10:46,800 --> 00:10:51,200 so in the math nodes for the one that is 274 00:10:49,279 --> 00:10:54,720 fed from the r value 275 00:10:51,200 --> 00:10:57,200 multiply that by two for green 276 00:10:54,720 --> 00:10:58,000 multiply it by three and then finally 277 00:10:57,200 --> 00:11:01,120 for blue 278 00:10:58,000 --> 00:11:04,079 zero point five this has made the noise 279 00:11:01,120 --> 00:11:05,920 texture ever so slightly tinged green 280 00:11:04,079 --> 00:11:08,000 now let's turn our attention to the 281 00:11:05,920 --> 00:11:09,760 noise texture itself 282 00:11:08,000 --> 00:11:11,279 here we want to make sure that the 283 00:11:09,760 --> 00:11:14,640 values are scale 284 00:11:11,279 --> 00:11:18,720 of 12 a detail of 3 285 00:11:14,640 --> 00:11:21,279 a roughness of 0.75 and a distortion of 286 00:11:18,720 --> 00:11:23,360 0.5 287 00:11:21,279 --> 00:11:25,839 turn the roughness down on the glossy 288 00:11:23,360 --> 00:11:28,079 node to 0.25 289 00:11:25,839 --> 00:11:29,200 and then connect the output of that into 290 00:11:28,079 --> 00:11:32,240 the mix shader 291 00:11:29,200 --> 00:11:34,640 along with the other glossy node then 292 00:11:32,240 --> 00:11:36,399 make that output from the mix shader go 293 00:11:34,640 --> 00:11:38,399 into the material output 294 00:11:36,399 --> 00:11:40,320 and you'll have combined the two 295 00:11:38,399 --> 00:11:42,640 together 296 00:11:40,320 --> 00:11:44,800 after some experimentation i found that 297 00:11:42,640 --> 00:11:49,680 the factor that works the best here 298 00:11:44,800 --> 00:11:49,680 on the mix shader is 0.075 299 00:11:50,399 --> 00:11:54,399 like we did with the door we can add a 300 00:11:52,320 --> 00:11:55,120 little bit more realism by adding a bump 301 00:11:54,399 --> 00:11:58,240 node 302 00:11:55,120 --> 00:12:00,800 so shift a and type in bump 303 00:11:58,240 --> 00:12:03,600 then connect the factor from the noise 304 00:12:00,800 --> 00:12:05,839 texture into the height of the bump node 305 00:12:03,600 --> 00:12:08,560 and then the normal should go into the 306 00:12:05,839 --> 00:12:13,120 normal of the glossy node 307 00:12:08,560 --> 00:12:18,399 change the values of strength to 0.03 308 00:12:13,120 --> 00:12:18,399 and the distance to 0.005 309 00:12:23,279 --> 00:12:26,959 you can play about with the values here 310 00:12:25,040 --> 00:12:29,200 as much as you like however i'm going to 311 00:12:26,959 --> 00:12:31,680 consider this brass material finished 312 00:12:29,200 --> 00:12:32,240 so closing down the shader editor i'm 313 00:12:31,680 --> 00:12:34,720 going to 314 00:12:32,240 --> 00:12:36,880 apply this material to the handle and to 315 00:12:34,720 --> 00:12:39,040 the locks 316 00:12:36,880 --> 00:12:40,959 for the keyhole or the lock we want to 317 00:12:39,040 --> 00:12:42,800 simulate that there is a cavity into 318 00:12:40,959 --> 00:12:45,040 which a key could be placed 319 00:12:42,800 --> 00:12:46,320 so to do this you should create a new 320 00:12:45,040 --> 00:12:49,279 black material 321 00:12:46,320 --> 00:12:51,600 delete the principled bsdf node replace 322 00:12:49,279 --> 00:12:55,120 it with a glossy bsdf node 323 00:12:51,600 --> 00:12:55,120 that just has the colour of black 324 00:13:01,040 --> 00:13:04,240 select the faces that you want to have a 325 00:13:03,040 --> 00:13:06,639 different material 326 00:13:04,240 --> 00:13:07,440 and then in the materials tab make sure 327 00:13:06,639 --> 00:13:10,000 to press 328 00:13:07,440 --> 00:13:10,800 plus to add the new black material and 329 00:13:10,000 --> 00:13:13,120 then press 330 00:13:10,800 --> 00:13:15,440 assign in order to apply that to the 331 00:13:13,120 --> 00:13:15,440 mesh 332 00:13:19,519 --> 00:13:22,560 when you're happy with that find the 333 00:13:21,519 --> 00:13:24,720 second lock 334 00:13:22,560 --> 00:13:27,440 and then click the same faces in the 335 00:13:24,720 --> 00:13:35,839 cavity and apply the same black material 336 00:13:27,440 --> 00:13:35,839 to it 337 00:13:42,800 --> 00:13:46,480 the door is now starting to look great 338 00:13:44,720 --> 00:13:49,920 the final thing we have to do is create 339 00:13:46,480 --> 00:13:51,680 a new material for the door hinges 340 00:13:49,920 --> 00:13:53,839 in the same window configuration as 341 00:13:51,680 --> 00:13:56,320 before select one of the hinges 342 00:13:53,839 --> 00:13:56,959 and then go to the materials tab give it 343 00:13:56,320 --> 00:13:59,440 the same 344 00:13:56,959 --> 00:14:01,199 door material but then click on the 345 00:13:59,440 --> 00:14:04,399 number that's next to door 346 00:14:01,199 --> 00:14:07,120 this will create a copy rename this copy 347 00:14:04,399 --> 00:14:07,120 into hinge 348 00:14:08,240 --> 00:14:12,160 you'll see of course that this material 349 00:14:10,240 --> 00:14:15,199 still has the exact same nodes 350 00:14:12,160 --> 00:14:16,480 as the door material however go to the 351 00:14:15,199 --> 00:14:20,880 first color ramp 352 00:14:16,480 --> 00:14:20,880 and change the first slider color to 353 00:14:21,000 --> 00:14:27,360 0d0d0c 354 00:14:22,800 --> 00:14:27,360 at a position of 0.523 355 00:14:28,399 --> 00:14:34,320 the second slider should have the color 356 00:14:30,800 --> 00:14:39,199 of 171704 357 00:14:34,320 --> 00:14:39,199 at a position of 0.823 358 00:14:39,600 --> 00:14:43,440 and finally the third slider should have 359 00:14:41,920 --> 00:14:47,120 a color of 360 00:14:43,440 --> 00:14:50,560 e 5 a 1 b at a position 361 00:14:47,120 --> 00:14:50,560 of 0.95 362 00:14:54,560 --> 00:14:58,000 in the second color ramp below we're 363 00:14:56,639 --> 00:14:59,680 going to make the sliders 364 00:14:58,000 --> 00:15:01,360 have the exact same colors but at 365 00:14:59,680 --> 00:15:03,440 slightly different positions 366 00:15:01,360 --> 00:15:06,639 so the first slider should have a color 367 00:15:03,440 --> 00:15:13,040 of 0d0d0c 368 00:15:06,639 --> 00:15:15,279 at a position of 0.4 369 00:15:13,040 --> 00:15:16,079 the second slider should have a color of 370 00:15:15,279 --> 00:15:19,440 one seven 371 00:15:16,079 --> 00:15:19,839 one seven zero four at position zero 372 00:15:19,440 --> 00:15:22,720 point 373 00:15:19,839 --> 00:15:22,720 six two three 374 00:15:23,360 --> 00:15:26,480 and the third slider should have a color 375 00:15:25,519 --> 00:15:33,040 of 5 376 00:15:26,480 --> 00:15:33,040 e 5 a 1 b at a position of 0.9 377 00:15:33,600 --> 00:15:36,800 you can play around with these values as 378 00:15:35,120 --> 00:15:38,800 much as you want however 379 00:15:36,800 --> 00:15:42,639 when you're finished simply select the 380 00:15:38,800 --> 00:15:42,639 other hinges and apply the material 381 00:15:45,120 --> 00:15:50,079 and congratulations this is the finished 382 00:15:47,279 --> 00:15:52,240 door i think it looks pretty good 383 00:15:50,079 --> 00:15:53,519 if you liked this video then please do 384 00:15:52,240 --> 00:15:55,680 press the like button 385 00:15:53,519 --> 00:15:57,360 and otherwise subscribe so you can keep 386 00:15:55,680 --> 00:15:58,079 up to date with new tutorials as they 387 00:15:57,360 --> 00:16:04,480 come out 388 00:15:58,079 --> 00:16:04,480 thanks very much26319

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.