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And now it's time for a quick digression.
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from my experience and the way I work, in every
lighting project there comes a point when the
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basic light scheme is pretty much nailed for
the most part and you know it's good and you
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are satisfied with it, everything works together
just fine, from there it makes sense to change the
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perspective and give some love to materials
before getting down to the lighting details.
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materials in computer graphics dictates the
way the light rays bounce off or travel through
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surfaces and the influence of shaders on
the overall look cannot be overestimated,
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so in these of topics subplot I guess we can try
enhancing our materials with the subsurface-like
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transport effect and spend a few minutes casually
talking about material properties in general.
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so we have strategically placed our key light
behind the subject, now what if we allowed some
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part of this light to actually penetrate
the translucent surface of this object and
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exit at some different point? I'm talking
about the subsurface scattering effect or
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subsurface slide transport as it's called
sometimes. as we have mentioned already, by
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default this effect was disabled in our demo
scene, what we can do now is strike it back on
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by reconnecting the loose dot that you can find
in the shader editor back into the subsurface
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scattering slot. doing that will open the way
for some really intriguing lighting calculations.
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what we need to do is select our main mineral
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open the shader editor in the top window,
you can press Shift F3 if you want to
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do it via shortcut, there you will find our
principal bsdf shader with a subsurface socket
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and the loose dot that needs to be dragged onto
this socket. subsurface scattering simulates
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semi-translucent objects in which light rays enter,
bounce around then exit in a different place. aside
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from the sub surface slider that controls the
amount of the effect, there is the subsurface
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radius drop down menu where you can control
the coloring or the tint of the effect. there
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are three channels there, red, green and blue and
you can tweak each one separately. for example you
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can tweak the red one to increase or decrease
the amount of red light scattered around. so
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yeah basically that's how you give this mineral a
sapphire, ruby or whatever else tint. aside from the
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subsurface radius there is one more parameter that
allows us to tint the the subsurface scattering
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effect which is subsurface color, but I find it
slightly hard to achieve really saturated colors,
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it's a little bit unpredictable, so that's why
I resorted to use the subsurface radius instead.
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now let's quickly explore the nodes
that would go into the subsurface slot.
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I'm going to Ctrl Shift Click to preview this node alone
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and basically there is the color ramp that
receives the original diffuse texture then
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makes it black and white and adjusts the
contrast of it, the brighter the color the
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more scattering and vice versa. now Ctrl Shift
back onto the principled bsdf... okay... so it's a
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mechanism of tweaking the variable surface
scattering, then we should just grab the loose
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dot and hook it up into the subsurface input
and we should be good to go! the contrast can
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be tweaked by moving the flags closer to each
other within the color ramp node and the power
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of the effect can be tweaked by adjusting the...
the tone or the value of these flags, for example
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by making it darker you will reduce the amount of
scattering. so one mineral done, a few more to go.
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I will go through every object one by one really
quickly except the table, so let's select this
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stone in the background, click on the dot and
connect it to the subsurface input. now do the
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same with this one and the one in the foreground
has no subsurface scattering so no need to touch it.
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here's how it looked before and after subsurface
scattering applied. once again the position of our
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main light complements the subsurface scattering
effect *so much* because not only the shadows fall
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in the direction of the camera and the reflections
go in that direction as well but... the light... uh
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scattered through this stone also exits in the
direction of the camera if that makes sense and
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it all clicks because of the position of the
key light in the reverse key manner. cool, right? :)
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now while we are reviewing our materials, let's
go through other properties of our principle bsdf
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shader just in case. what else do we have here
that can be controlled? we have this specular
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slider that controls the amount of reflections.
that can play a major role in how the object
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would look under certain lighting conditions.
how many glossy rays in Cycles does it reflect,
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that could be important. and the other really
crucial thing is how glossy is it or how diffuse
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is it on the other end of the spectrum. we have
yet another color ramp here for controlling the
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glossiness or roughness, which is the same
thing but inverted. you can play with the
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position of the flags to make the certain
portions of the object look wet for example,
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let's disconnect this texture from the roughness
input for for a second... so basically the low
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roughness means that the object is super glossy,
surprise (!) and the higher roughness brings it
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closer to the perfect diffused look. with the
color ramp implemented we achieve a so-called
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variable roughness, meaning that these certain
portions of the object reflect the light in a
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more glossy manner while the other are way more
dull. the details like that may not seem like a
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big deal, but what is lighting in 3D if it's not
interactions between the emissive surfaces and the
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materials basically. so here comes the variable
roughness color ramp, Ctrl Shift to preview,
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dark means glossy or even mirror-like if it's
black bright means rough and diffuse and then
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control the contrast via the flags within
the color ramp. okay, Shift click on the main
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material... what else do we have here? the object
can be metallic if the metallic slider is pushed
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all the way to the right, or it can be a perfect
dielectric material if the slider is set to 0.
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lastly if you feel like turning this object
into a diamond, feel free to experiment with
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the transmission slider that controls the
object translucency, how much light passes
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through the object, it works similar to
subsurface scattering but in a slightly
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different manner, it doesn't necessarily scatters
the light around, it lets the light pass through
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just like glass. as they say, not everything is
made of clay and transmission shows just that.
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the transmission roughness controls how
clear is the object transparency, at the
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higher values it can make the interior
or volume portion of the mesh seem murky,
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that's what it does. aside from that there is
a good old Albedo texture or a diffuse texture
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at play that adds the base color to the object.
Ctrl Shift click to preview it really quickly...
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that is the base color of the object that affects
among the other things how much light bounces off
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that object. so there was a quick rundown of the
properties of the mineral shader, principled bsdf
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that can be tweaked alongside the subsurface
scattering, I tried to keep the material fairly
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generic and fairly well balanced for the tutorial
though, it has a little bit of everything, it's not
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a super super glossy nor super rough, it has some
subsurface scattering, it has some color but not
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overwhelming amount of saturation in it. so that
was a quick digression to bring the material and
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lighting interaction to the foreground for a
second. that is important for 3D lighting. now
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with that in mind and with the added beauty
of subsurface scattering letting sunlight
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bounce around the object, let us return to our
cinematic lighting setup and keep upgrading it.
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