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Hello everyone.
In this lesson we are going to be looking at how to create and
apply materials to our objects.
Now by using materials,
we can change the appearance of our object drastically.
For instance, we can make it look like metal or wood or glass,
or even add an image texture to the object.
So to begin with, let's select our object we created in the previous lesson.
And then to apply material to this object,
we need to go to the material properties.
And to do that, you'll see this little chicken ball icon at the bottom here.
So let's click on that.
And now we are viewing the material properties for this object.
So to create a new material,
we can simply click on New and it'll add a new material for us.
Let's call this taste and press Enter.
And here we have a few basic settings that we can adjust.
For instance, we can change the base color.
Let's make that red. As you can see,
it's not changing the look of our object yet.
And that is because we are in solid view,
which is good for modelling.
But when we need to see our materials,
we have to switch to rendered view or material preview mode.
And do that, we can hold down Z on our keyboard.
And then you see we are currently in solid mode.
And then we can go to rendered mode and material preview mode.
So let's go to material preview mode for now.
So just move your mouse in that direction and then let go of z.
And I can see the red material applied to the object.
So let's look at a few of these settings.
We have metallic and pretend that up.
As we turn that up, it makes our object look more like metal.
If we turn that down again,
it looks more like a plastic object again.
And we can have a look at roughness as well.
If we turn down the roughness,
the lower we go, the smoother the object gets.
As you can see now it's very smooth and very shiny.
And if you turn up the roughness,
it gets very rough.
And now we have a very matte look to it.
Let's turn up the metallic value again.
Turn down the roughness.
Now we have a very shiny metallic object.
And in that way we can quickly create simple materials for our objects.
Now let's create another cube quickly with Shift a,
go to Mesh and then select cube.
Then press G to grab and move,
and just move that over to the side.
And let's go to the material properties.
And we can either create a new unique material for this object,
or we can even apply the same material that we've created
before to any of the objects in our scene.
So let's select this cube.
And then instead of clicking new,
we can click on this little drop-down.
And you'll see there's our taste material.
Select that.
Now they both have the same material applied to them.
And if you make any changes to this material,
you'll see changes on all the objects where it's applied.
And another cool thing to know is you can apply
different materials to different parts of the same object.
So to do that, It's select our cube again.
And to make it a little bit easier to see,
Let's turn up the roughness just a little bit.
There we go.
Now to create another material for this object.
We can click on this little plus icon at the top right here.
Now we can create a new material for that slot.
Let's click on New School. This.
Taste too.
And let's make that red.
And its turn up the roughness all the way.
But as you can see, it's not applied to any of the parts of this cube.
Now to apply to certain parts of your object,
we simply need to go into edit mode.
So press Tab on your keyboard to go into edit mode and then go into
face select mode by clicking this icon or pressing three on your keyboard and a weaker.
Now let's select only one of these phases,
which like the top phase.
And then in the material properties,
Let's scroll up all the way.
Select our second material,
and then click Assign.
And as you can see, it got assigned to that face now.
So let's go back into object mode, that tab.
And now we have that material assigned to the top of the cube.
And if you make changes to that now,
let's make the color but darker and make it metallic.
And turn the roughness all the way down.
And there we can see we have different materials applied to the same object.
So let's click on the cube X to delete and delete v cube.
And let's click on an object over here,
press numpad period to focus on that object.
There we go.
Now the side panel is good for creating quick simple materials.
But if you want to make more advanced materials,
we can go into our shading section of Blender and you'll find that at the top here,
you'll see a shading tab. So let's click on that.
So you can still see our object with the material applied.
And at the bottom here, you'll see our shading section.
And you'll see we have the same settings that we have in our material properties.
We can see them in this node as well.
So you have these different pens that now apply the specific values to our shader.
And what's cool about this now is,
instead of only choosing a simple color,
we can create some more interesting shapes and patterns over here.
And then plug that into our base color node,
and I'll show you how to do that now.
Cool.
Let's move it off to the side.
And we have a lot of useful notes that can help us create
interesting materials very easily inside of Linda.
And to add nodes, we're also going to press Shift a add.
And then we can search at the top here.
So you can either go through these and look for the node you want,
or we can simply click on Search.
And let's type noise and intellect noise texture.
And then we can just click to apply.
Now because we enabled Node Wrangler in the first lesson,
we can easily preview what this node is doing.
And to do that, we can simply hold down Control and Shift and then click on this node.
And I can see what this node is doing is generating this random noise for us.
And we can use this noise to create some interesting materials.
Now to allow us to move this noise around,
we need to create some mapping nodes before this.
And again with Node Wrangler enabled,
it's very easy to do.
We can simply select our node and then press Control
T. And that adds these mapping note to the noise texture.
And the first thing I like to do is changes from generated two object.
So we'll click and drag from the object pen
and plug that into the vector pin of our mapping node.
And that'll take the actual scale of an object into account.
Now let's look at this dictionary quickly.
See we have scale that we can turn up and down to make the noise big O,
smaller in with detail.
And that'll add fine details to our noise or make it look a bit more blurred.
And then we have the roughness also adds some micro details to our noise as well.
And the distortion starts warping the noise.
As you can see. It's put that back to 0.
The roughness back to 0.5.
And this leave it like that for now.
So let's say we wanted to create a wood grain type of texture.
We can easily do that by playing around with these location,
rotation, and scale properties in the mapping mode.
So let's see if we change the scale on these x,
y, and z coordinates.
You see it stretches out the texture.
Let's put that back to one.
And if you hold down shift,
you can move that in very small increments.
So let's move it up like that texture,
but on the z-axis, Let's make that 0.1.
Now let's hold down shift and turn up the distortion a little bit.
And they'll start warping the texture a little bit and give us that wood fiber.
Look. Cool.
Let's play with the detail.
We can leave the detail at about to type that in as well.
And I will then shift and click on the scale.
Value of around eight.
Looks good for the specific object foo.
But now you're saying, Well it's not black and white like that.
And I agree.
So let's add some color to this.
And to do that, we're going to add a color ramp after this noise texture.
So let's press Shift a to add a node.
Click on Search and type ramp.
And intellect colorRamp.
If you drop a node onto a line,
it will connect it up automatically.
So now what this is doing is it's taking the black and white input of this factor.
And then if it's black,
it's going to give it that color.
And as it goes up to white,
it's going to give it that color.
And currently, this is only city black and white.
So it's making no difference at all.
If you click on this black arrow inhibit,
then we can see we've got this black section down here.
We can click on that and then change the color so we can turn it up a bit.
Let's make that a dark brown.
Down a bit.
Maybe something like that.
Click on the white arrow to select the white point on our gradient.
And then click on this block and make that a lighter type of Brown goo.
And now we can do is click and drag to increase the dark parts.
And click and drag to increase the bright parts.
And it changes bright color a bit more.
It a bit darker.
Turn down the saturation a little bit bigger.
And this is the basic principle we're going to use to create
our materials for objects in the later lessons.
So one last thing we need to do,
this is any previewing that color.
We need to plug that color into our base color node.
So let's do that.
And then let's view the actual shader by
holding Control and Shift and clicking on the shader.
We can also just plug that in manually.
But holding controlling shift makes it a bit easier.
And I can see we've got a metallic word because
our metallic and roughness is still set to the previous values.
So it's turned down metallic value.
And now it looks like a polished type of wood.
As you can see.
We could turn up the roughness of it, maybe.
Eureka.
I think Let's make this a little bit darker.
So it's jagged the dark caliber to
the right and drag this proud calorie but to the right.
And there we go. I quite like that.
Cool, and that is it for this lesson.
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