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Original subtitles

Hello everyone.

In the previous lesson, we finished up the modelling for our potion.

And we can now adjust the level with this level object as well.

And now let's add some materials to our potion.

So to begin with, we're just going to camera view quickly with numpad 0. Here we go.

And now we can just reposition our bottle so that it's nicely framed in our camera frame.

And you select the bottle and everything else should come along with it.

So let's press G to grab Z to move it on the z-axis.

Move that down a bit more space to scale.

And click G to grab.

And click and is the scale. There we go.

That should be good for now. If 12 quickly to see what that looks like.

Gou, so we have the basic shape,

but everything is still the default white material.

So we can close that down going to the shading tab up here.

And I will start with the bottle.

So with the bottle selected,

we can go to the material properties or we can add a new material over here.

For now, let's click on New over here.

And it's cool that gloss.

And press Enter.

And then for surface,

we're going to switch this from principled BSD if we click on that,

and we're going to change that to gloss BSD.

And then we have a glossy material.

Now we can turn the roughness all the way down.

And the IOR, That's the index of refraction,

and that is how the object Baines light.

For our purposes, we can set that to 1.1,

cool and insulate the coke.

And we can create a new material over here.

And I'm going to change that to cook and press Enter.

The reason why I didn't do it over here this time is because we're

going to leave the surface as principled BSD if so,

you don't have to worry about changing it every day.

But using middle mouse button to click and

drag and move this over a little bit to the side.

Now let's add a noise node over here.

So we can press Shift a to add,

click on Search and type noise,

and then select noise texture.

And to view at this noise texture is doing.

We can hold down control and shift and then left-click.

And I can see it's adding some detail to our object.

And you change that from black and white,

we can add a color ramp.

So let's add a color ramp by pressing Shift a again and under search type ramp.

And then select colorRamp and drop it onto that line. There we go.

Now the black value, we can leave it black and the white value,

we can click on this little triangle.

And we're going to change that color to a dark brown color.

So for the hue, we're going to make that 0.06 and press into the saturation.

We're going to make 0.7. And the value we're going to make 0.2.

And press Enter.

And Alice just connect that color up to our base color.

And then hold down control and shift,

and click on the shader so that that is connected up to the material output like that.

And it just turned the roughness all the way up to one as well.

It's pretty safe 12 to see what that looks like now.

Cu, now we're getting some way.

Let's close that down again and click again to select

the potion liquid and its create a new material as well.

Cool that liquid and press Enter.

And let's turn up the roughness.

0.8 and press Enter.

And for the base color,

let's make that a nice red color for now.

So click on this white value.

And in the hue we're going to leave at 0 saturation.

We're going to turn all the way up to one.

And the value we are going to make 0.2 as well.

And as you can see, we can actually see through the glass at the moment.

And that is because we are in the material preview mode.

So to see what the final render looks like,

we can just change it over to rendered view so we can hold down z,

move over to rendered, and indeed curve Z.

And then we can start seeing our potion inside the bottle.

Now, cool displays if 12 again to render. And there we go.

Now we can always go into camera view,

zoom out Tibet, it select our bottle.

And now let's press R to rotate.

This, rotate that sideways a little bit.

Press G to grab.

Lifted to apply, press S to scale.

And left-click to apply g to grab.

Deftly, to apply R to rotate.

Just to get a bit of a more interesting image.

So let's press F2 Alpha again.

And there we go. A simple potion bottle.

And now it's very easy to change the color of this potion as well.

And simply click to select the potion liquid.

And we can then click and drag to make this Green received 12.

And I shiny green magic type of person.

Let's make that blue to make it a manner Persian.

Maybe. There we go.

And we can obviously still easily change the level of

operation by selecting our person-level object,

pressing G to grab and move.

I'm just gonna constrain that to the zed axis by pressing Z as well.

And then we can change the level of our potion as well.

And I want to show you how easily we can create simple variations on this bottle as well.

So let's click on the bottle.

Let's go back to the layout panel and make sure we are in solid mode.

And x-ray mode is enabled.

Maybe go, oops, it's just enable that. Cool.

Now let's revisit the rotation of our bottle by selecting the bottle and then pressing

Alt R to reset the rotation and then go into front view with numpad 1.

And now we want to select the bottle and the potion liquid.

So with the bottle selected,

we can hold down Shift and then click on the potion liquid.

And I can see they are both selected.

And if you then press Tab to go into edit mode,

you can see we can now edit both of these objects together.

So let's select those corners,

hold down, Shift, select corners.

And then we're going to press G to grab Z,

to grab it on the z-axis and move that all the way down.

Here we go and lifted to apply.

Let's go back into object mode.

As you can see now we have a very different shape to our Flask.

And that way we can easily make different variations on our objects.

Let's go back into edit mode quickly with tab.

Go into front view with numpad 1 is select all of these bottom vertices.

Press S to scale.

And now we don't want to scale them on the z-axis.

So we're going to press Shift Z disk held him only on the x and y-axis.

And it's moved those in a little bit.

Let's go back into object mode.

With this potion level up a bit.

And as we can easily make a little potion vial.

So it's undo that.

And we are back to our original shape.

Let me show you how we can duplicate this so

that you can easily make different variations.

Let's select the bottle, hold down Shift.

Select the Persian hold down Shift again,

select the coke and hold down Shift again to select the level objects.

And now we have everything selected.

Then we can press Shift D to duplicate and right-click to apply.

Now just click to select one of those bottles,

press G to grab,

and move that over to the side.

And now you can see we have a perfect copy of our first bottle and we can make

adjustments to which change the shape for this one.

So select the bottle, hold down, Shift,

select the potion liquid,

going to edit mode with Tab.

It's going to front view again.

Select these corners, hold down,

Shift, select those corners.

Press G to grab Z to constrain it to the z-axis.

Move it down a little bit.

Lift lead to apply,

click and drag to select the bottom one's.

Press G to grab Z to constrain to the z-axis and move this up.

Click to apply. Here we go.

Now we already have two different bottles.

Now to quickly change the color of the potion liquid for this bottle,

Let's go into rendered view.

I can go to Shading again.

Click on one of these potion liquids.

Let's call this liquid blue.

It's linked the other liquid over here.

And as you can see, it's currently using the same liquid blue material.

To make a copy of that,

we can simply click on this little papers icon,

which is new material.

And that will create a new material,

but it will use the same settings as the other material.

So let's rename that to liquid red and press Enter.

Now we click over here, change that to red.

And then we have a red person and a blue persian.

And we can easily adjust the levels of either there.

And that way you can quickly create variations on your objects and materials as well.

Cool, and that is it for this lesson.

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