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These are the user uploaded subtitles that are being translated: 1 00:00:03,480 --> 00:00:08,520 Modeling Details and Refining the Scene 2 00:00:09,385 --> 00:00:12,230 In this lesson, we will be modeling and refining 3 00:00:12,230 --> 00:00:16,022 many details in our scene, specifically looking at our textures 4 00:00:16,022 --> 00:00:18,760 and how to develop an excellent texturing workflow. 5 00:00:19,087 --> 00:00:22,880 We'll make some complex things, but don't worry, it will be simple 6 00:00:22,880 --> 00:00:25,467 once you break it down to its basic building blocks. 7 00:00:25,467 --> 00:00:27,003 Let's get going. 8 00:00:29,930 --> 00:00:33,603 As we have some initial lighting and a lot of our macro details in place, 9 00:00:33,603 --> 00:00:37,153 let's get into the nitty-gritty of refining the details of our scene 10 00:00:37,153 --> 00:00:40,053 and adding in some textures to bring everything to life. 11 00:00:40,403 --> 00:00:43,220 To start, I'll refine the details on the columns we made. 12 00:00:43,220 --> 00:00:45,630 I made these as linked duplicates 13 00:00:45,630 --> 00:00:48,440 so any changes I make to one, it'll apply to all of them. 14 00:00:48,440 --> 00:00:50,600 Work smarter, not harder with these things. 15 00:00:51,002 --> 00:00:55,185 I will do Ctrl + R to add a Loop Cut, scroll up once to make it two, 16 00:00:55,602 --> 00:00:58,770 hit click down to select it, and then, we'll commit that. 17 00:00:58,770 --> 00:01:01,163 Now with those selected, I can hit S and Z 18 00:01:01,163 --> 00:01:04,040 to scale them along the Z-axis. 19 00:01:04,417 --> 00:01:07,083 Now, I can select with Face Select mode 20 00:01:07,350 --> 00:01:09,960 the top section here and the bottom section here. 21 00:01:09,960 --> 00:01:12,583 Let's hit Alt + E to Extrude Faces Along Normals. 22 00:01:12,583 --> 00:01:13,718 I can pull these out 23 00:01:13,718 --> 00:01:17,480 to make them look a bit more like support beam columns there. 24 00:01:18,057 --> 00:01:20,308 Let's once again add two Loop Cuts in here 25 00:01:20,308 --> 00:01:24,640 and scale these along the Z-axis so that they're just below these. 26 00:01:24,965 --> 00:01:26,775 I'll have these go inward, 27 00:01:26,775 --> 00:01:30,617 so in Face Select mode, select the top and bottom faces we just created. 28 00:01:30,617 --> 00:01:33,642 Hit Alt + E and then, we'll push them in slightly. 29 00:01:34,358 --> 00:01:36,943 One more time, I'll scroll up along the Z-axis. 30 00:01:39,085 --> 00:01:42,082 Then let's bring these ones out a slight bit too, 31 00:01:42,082 --> 00:01:43,777 so we have a bit of variation. 32 00:01:43,777 --> 00:01:45,778 This adds some extra detail to this. 33 00:01:45,778 --> 00:01:48,020 Let me select the bottom ones. 34 00:01:49,462 --> 00:01:53,000 If it's doing that, make sure you're selecting the vertical face there 35 00:01:53,452 --> 00:01:55,800 and do the same thing for the top one. 36 00:01:56,378 --> 00:01:57,380 Hit Alt + E. 37 00:01:57,380 --> 00:02:00,062 Then we'll pull all these out a bit here too. 38 00:02:00,890 --> 00:02:04,425 Now, I will do a bit of beveling to add a bit of a taper here. 39 00:02:04,653 --> 00:02:08,565 To do that, I will select this top one. 40 00:02:08,565 --> 00:02:13,483 I will be in Edge Select mode, Alt + Shift + click on this face here, 41 00:02:13,483 --> 00:02:16,502 hit Ctrl + B, pull down a bit, and scroll up 42 00:02:16,502 --> 00:02:21,933 so we've got a bit of a curve down there as well, which looks nice. 43 00:02:22,538 --> 00:02:27,380 Now, I'll select the faces of ribbing around our columns like this 44 00:02:27,380 --> 00:02:30,898 and do a Select and a Checker Deselect. 45 00:02:30,898 --> 00:02:33,005 This will deselect every other face. 46 00:02:33,323 --> 00:02:35,448 Now, we've got this alternating thing. 47 00:02:35,448 --> 00:02:39,215 I can burn these in by doing Alt + E, Extrude Faces Along Normals, 48 00:02:39,698 --> 00:02:41,300 and hold them in slightly. 49 00:02:41,300 --> 00:02:43,858 Sometimes columns can have these bits of detail. 50 00:02:44,342 --> 00:02:47,085 That looks a bit too blocky, so let's bevel it a bit. 51 00:02:47,085 --> 00:02:51,828 Give it a slight bevel there and Tab out back into Object mode. 52 00:02:51,828 --> 00:02:52,828 That's looking nice. 53 00:02:52,828 --> 00:02:56,653 We've got some nice column details here, so let's add some texture to this. 54 00:02:56,653 --> 00:02:57,655 For our texturing, 55 00:02:57,655 --> 00:03:01,755 I'll be using a mix of a lot of the free textures and materials here 56 00:03:01,755 --> 00:03:02,940 from BlenderKit. 57 00:03:02,940 --> 00:03:05,308 You can use their nifty search engine here, 58 00:03:05,308 --> 00:03:09,133 search by category, or search by free-only. 59 00:03:09,467 --> 00:03:13,093 There's Procedural and Texture Based, image texture-based ones. 60 00:03:13,093 --> 00:03:15,435 I prefer typically image texture-based ones 61 00:03:15,435 --> 00:03:18,852 because I feel they often look a bit more photorealistic with things. 62 00:03:19,295 --> 00:03:22,395 We'll also be leveraging a lot of textures from a great site 63 00:03:22,395 --> 00:03:28,162 called ambientcg.com which has a bunch of nice CC0 textures to use. 64 00:03:28,162 --> 00:03:31,760 I'll use this sand one here, which is a nice material 65 00:03:32,385 --> 00:03:33,842 and this plaster one. 66 00:03:33,842 --> 00:03:35,795 I have this plaster one downloaded. 67 00:03:36,595 --> 00:03:39,160 Since we have the Node Wrangler add-on enabled, 68 00:03:39,620 --> 00:03:42,107 I can quickly add some nice texturing to this. 69 00:03:42,360 --> 00:03:45,503 To start, I will pull over this little side panel here 70 00:03:45,503 --> 00:03:48,960 and make this my UV Editor to see our textures as we bring them in. 71 00:03:49,343 --> 00:03:53,265 I'll Tab into Edit mode on this column, hit A to select everything, 72 00:03:53,583 --> 00:03:57,990 hit U, select Smart UV Project, and OK. 73 00:03:58,340 --> 00:04:00,522 Now you'll see it's projected over here. 74 00:04:00,522 --> 00:04:01,992 This is a bit small 75 00:04:01,992 --> 00:04:04,918 so when we bring in our texture it'll look a bit too small. 76 00:04:04,918 --> 00:04:07,210 What I like to do typically is scale this up. 77 00:04:07,210 --> 00:04:09,695 I select all of this, hit S, and scale it up by 3. 78 00:04:09,695 --> 00:04:11,970 That works well when you scale it up that way. 79 00:04:12,595 --> 00:04:16,120 Now I can add in a new texture and we'll call this a Plaster material. 80 00:04:16,880 --> 00:04:22,000 With our Principled BSDF selected, I can hit Ctrl + Shift + T, 81 00:04:22,485 --> 00:04:26,040 and this now allows me to search for the texture I've downloaded here. 82 00:04:26,783 --> 00:04:28,758 I have it loaded as Plaster 003 83 00:04:28,758 --> 00:04:31,950 and I can select the normal, roughness, and color, 84 00:04:32,638 --> 00:04:34,747 and that is all for now. 85 00:04:34,747 --> 00:04:38,510 I won't use the Displacement as we don't need that on this column. 86 00:04:38,758 --> 00:04:40,525 The Normal will suffice for us. 87 00:04:40,798 --> 00:04:42,808 You have this blue button that lights up, 88 00:04:42,808 --> 00:04:45,225 which is to set up a Principled Texture Setup. 89 00:04:45,700 --> 00:04:49,360 Instead of importing these one by one and having to plug all the nodes in, 90 00:04:49,360 --> 00:04:52,460 you can click that and it clicks everything into place for you 91 00:04:52,460 --> 00:04:55,960 and gives you a nifty Mapping node with a Texture Coord node 92 00:04:56,487 --> 00:04:58,920 using the UV Map that we've unwrapped before. 93 00:04:59,513 --> 00:05:03,142 If I zoom in a bit on these columns, you can see that looks great. 94 00:05:03,142 --> 00:05:05,160 You've got some nice details here. 95 00:05:06,143 --> 00:05:08,480 One thing to keep in mind while adding textures 96 00:05:08,480 --> 00:05:10,530 is thinking about the scale of things. 97 00:05:10,530 --> 00:05:14,980 Let me Tab into Edit mode on this and scale this down a lot again. 98 00:05:15,797 --> 00:05:18,390 This is initially how our texture unwrapped 99 00:05:18,390 --> 00:05:20,523 and it looks a bit too weird. 100 00:05:20,523 --> 00:05:25,880 The column looks small scale because the texture is large here. 101 00:05:26,163 --> 00:05:29,580 We want this to be much smaller so that it looks a bit more granular. 102 00:05:29,935 --> 00:05:33,338 If this is hard for you to conceptualize and understand 103 00:05:33,338 --> 00:05:35,440 how big texture should look on your screen, 104 00:05:35,950 --> 00:05:39,225 reference and look at real images of columns, 105 00:05:39,225 --> 00:05:42,343 look at our mood board, and look at some of our architecture 106 00:05:42,343 --> 00:05:45,660 to see how the details of concrete and stuff look in your buildings 107 00:05:45,887 --> 00:05:48,228 and emulate that with your texturing scale. 108 00:05:48,228 --> 00:05:49,878 This is at a good scale here 109 00:05:50,187 --> 00:05:53,145 and it's added to all our columns here, which is great. 110 00:05:54,133 --> 00:05:55,440 That's one object down. 111 00:05:55,725 --> 00:05:58,940 Let's add the same texture to the rest of our scene here as well. 112 00:05:59,192 --> 00:06:01,983 I want this to also be on this building for consistency, 113 00:06:01,983 --> 00:06:04,192 so I will unwrap this the same way as before, 114 00:06:04,502 --> 00:06:07,352 give it that plaster texture that we created, 115 00:06:07,352 --> 00:06:10,658 and this is a great example of how scale looks funky on this. 116 00:06:10,860 --> 00:06:13,503 That's looking massive, so let's select all of this 117 00:06:13,503 --> 00:06:14,828 and scale it up by 3. 118 00:06:14,828 --> 00:06:18,953 That's still looking a bit large and a bit too gritty here as well. 119 00:06:19,583 --> 00:06:23,452 One thing that you can do to reduce that grittiness 120 00:06:23,452 --> 00:06:25,675 is to turn down the Normal Map 121 00:06:25,675 --> 00:06:28,413 that's pumping into our Normal output of the Principled BSDF 122 00:06:28,413 --> 00:06:29,487 and giving the bumps. 123 00:06:29,487 --> 00:06:33,488 If I drop this down to 0, you can see it's taken away some of that stuff. 124 00:06:33,488 --> 00:06:36,818 Then, I can also pull out this Base Color, 125 00:06:36,818 --> 00:06:40,022 but the issue with that is it's impacting our columns as well 126 00:06:40,022 --> 00:06:43,880 and I liked how the texture and the bump looked on the columns. 127 00:06:44,405 --> 00:06:47,122 If you want to make a change to a material 128 00:06:47,122 --> 00:06:50,913 and it overrides everything, you can duplicate the same material 129 00:06:50,913 --> 00:06:53,730 by clicking on this number here that you see. 130 00:06:53,730 --> 00:06:56,715 That shows you the number of users of the specific data 131 00:06:56,715 --> 00:06:58,565 and you can click for a single user copy. 132 00:06:58,565 --> 00:07:01,823 If I click on this, it makes this Plaster.001 133 00:07:02,100 --> 00:07:05,575 and so now this plaster material will be impacting our back wall. 134 00:07:05,575 --> 00:07:09,433 You can see the column remains unchanged and our back wall is being changed. 135 00:07:09,783 --> 00:07:12,485 Oftentimes if the material's looking crunchy on things, 136 00:07:12,485 --> 00:07:14,058 I remove it from the Base Color 137 00:07:14,058 --> 00:07:17,317 and it's still being impacted by the Roughness map and our Normal, 138 00:07:17,317 --> 00:07:20,383 so it still has some nice details that you see if I zoom in. 139 00:07:20,383 --> 00:07:23,235 There's a bit of denoising so it's muddling it up a bit 140 00:07:23,235 --> 00:07:27,210 but you can see it's got some nice imperfections and details here 141 00:07:27,210 --> 00:07:28,520 which looks great. 142 00:07:28,953 --> 00:07:32,305 Maybe I'll up the Base Color a bit into the yellow 143 00:07:32,305 --> 00:07:36,597 to somewhat match our scene here. 144 00:07:36,597 --> 00:07:38,760 I'll maybe turn on the Saturation slightly. 145 00:07:39,293 --> 00:07:40,835 That's looking great as well. 146 00:07:41,495 --> 00:07:43,320 I'll add this to our stairs as well. 147 00:07:43,320 --> 00:07:45,627 Our stair comes with materials built into it, 148 00:07:45,628 --> 00:07:48,963 but I don't like the materials that come with the Archipack 149 00:07:48,963 --> 00:07:51,360 so often I'll remove them like so. 150 00:07:51,810 --> 00:07:53,643 We can add in that Plaster material. 151 00:07:54,025 --> 00:07:55,760 We'll have to give this an unwrap 152 00:07:55,760 --> 00:07:58,077 because there's some weird stretching there. 153 00:07:58,077 --> 00:08:00,402 I'll Smart UV Project this as well. 154 00:08:01,377 --> 00:08:05,212 Once again, let's maybe use that Plaster .001 that we had before. 155 00:08:05,445 --> 00:08:07,795 Scaling this up as well in our texture view. 156 00:08:09,020 --> 00:08:11,360 That is our room textures down there. 157 00:08:11,667 --> 00:08:12,728 That's looking great. 158 00:08:13,068 --> 00:08:16,660 Now let's move on to the most complex texturing aspect here, 159 00:08:16,660 --> 00:08:18,800 which will be texturing our sand. 160 00:08:19,350 --> 00:08:22,703 This is what I practice quite a bit for a lot of my renders, 161 00:08:22,703 --> 00:08:26,653 a nice workflow of making sand look realistic 162 00:08:26,653 --> 00:08:29,845 and making various materials blend and look realistic like this. 163 00:08:29,845 --> 00:08:34,053 This is the key to photorealism, breaking up the perfections of textures. 164 00:08:34,053 --> 00:08:35,858 If I bring in the sand by default... 165 00:08:35,860 --> 00:08:37,940 I'll do that to show you how this looks. 166 00:08:37,940 --> 00:08:42,655 Let's bring in that sand texture from CC0 textures, this Ground 027. 167 00:08:43,123 --> 00:08:45,648 I'll label this Sand and do the same as before, 168 00:08:45,648 --> 00:08:46,880 Ctrl + Shift + T. 169 00:08:47,498 --> 00:08:50,840 Then let's navigate to where I've saved my sand texture. 170 00:08:51,218 --> 00:08:54,643 I've saved it under ground, SandGround. 171 00:08:55,143 --> 00:08:56,423 I'll select the color, 172 00:08:56,835 --> 00:08:59,903 normal, roughness, and ambient occlusion for now. 173 00:08:59,903 --> 00:09:02,662 I'll come back to this to grab the displacement, 174 00:09:02,662 --> 00:09:06,360 but I'll start with these for now and plug them into my texture. 175 00:09:07,078 --> 00:09:08,588 You'll see that it looks good. 176 00:09:08,588 --> 00:09:11,280 I'll give this UV Unwrap as well and scale it up a bit 177 00:09:11,280 --> 00:09:13,360 because those bumps look a bit too large. 178 00:09:13,643 --> 00:09:15,120 Let's scale us up by 3. 179 00:09:15,120 --> 00:09:16,453 That's looking reasonable. 180 00:09:16,785 --> 00:09:18,943 This is a good start already here. 181 00:09:18,943 --> 00:09:22,835 However, it is not matching how our references look. 182 00:09:22,835 --> 00:09:25,862 The sand in our references doesn't look like that. 183 00:09:25,862 --> 00:09:30,403 You can see there's so much variation in color and displacement. 184 00:09:30,403 --> 00:09:32,185 This looks very smooth 185 00:09:32,440 --> 00:09:35,138 because the water's been coming over and over on it. 186 00:09:35,503 --> 00:09:39,080 You've got this little border here between the wetness and the dry 187 00:09:39,463 --> 00:09:41,907 and you're starting to get a bit more bumpiness 188 00:09:41,907 --> 00:09:44,540 with footprints, ridges in the sand, etc. 189 00:09:44,540 --> 00:09:46,808 If I go even further over here into the beach, 190 00:09:46,808 --> 00:09:49,480 it looks even a bit more like this like we see here, 191 00:09:50,607 --> 00:09:52,535 so we want to break up that variation. 192 00:09:52,763 --> 00:09:56,035 The way I like to do this is by using Vertex Color maps. 193 00:09:56,258 --> 00:09:59,952 To access that and create one, go to your Object Data Properties tab. 194 00:09:59,952 --> 00:10:02,268 If I click on this, we have a few options. 195 00:10:02,268 --> 00:10:04,378 We will be using this Vertex Group in a bit 196 00:10:04,378 --> 00:10:06,800 to affect the displacement of our terrain too, 197 00:10:07,152 --> 00:10:09,803 but for now, I'll start by adding a Vertex Color map. 198 00:10:09,803 --> 00:10:12,253 I go down to this drop-down, hit Plus, 199 00:10:12,253 --> 00:10:16,368 and it doesn't matter here, but we'll call this Wet Sand map. 200 00:10:17,145 --> 00:10:19,720 What I'd like to do is group our textures here 201 00:10:19,720 --> 00:10:22,485 and use the same one and make some variations to it. 202 00:10:22,485 --> 00:10:24,637 I'll pull this up so you see what we do. 203 00:10:24,637 --> 00:10:28,197 Let's isolate the sand in our render so we're not rendering everything 204 00:10:28,197 --> 00:10:31,455 by hitting Ctrl + B and box selecting around here. 205 00:10:31,755 --> 00:10:35,238 Now, this is just showing us our sand so we can focus on that. 206 00:10:36,065 --> 00:10:38,855 With Node Wrangler enabled, we can do some shortcuts. 207 00:10:38,855 --> 00:10:42,855 I use these to group textures together to see what we're working with. 208 00:10:43,310 --> 00:10:45,465 If I select all of this and hit Ctrl + J, 209 00:10:45,465 --> 00:10:47,940 it gives me a nice frame around our stuff here. 210 00:10:47,940 --> 00:10:52,533 I can give this a color and let's call this Dry Sand texture. 211 00:10:53,225 --> 00:10:54,358 This is our dry sand. 212 00:10:54,358 --> 00:10:57,332 It's given a little label at the top so we can see that. 213 00:10:57,332 --> 00:10:59,398 We can crank that label size up a bit more 214 00:10:59,398 --> 00:11:01,282 so we can see what it is here too. 215 00:11:01,907 --> 00:11:04,717 That is looking good for now, so that's our dry texture. 216 00:11:04,717 --> 00:11:07,367 Let me duplicate all of this by hitting Shift + D, 217 00:11:07,793 --> 00:11:10,677 pulling this down, and giving this a different color. 218 00:11:10,677 --> 00:11:13,585 Let's give this a bluish color and call this Wet Sand. 219 00:11:14,618 --> 00:11:18,162 For the wet sand, what will make it work and look wet... 220 00:11:18,162 --> 00:11:20,213 I'll hit Ctrl + Shift + Click on this one, 221 00:11:20,215 --> 00:11:23,155 so we're seeing this result in our Material output, 222 00:11:23,155 --> 00:11:24,388 not the dry sand. 223 00:11:25,162 --> 00:11:28,220 It's impacting the Specularity, the Roughness, 224 00:11:28,220 --> 00:11:30,237 and also the brightness of this sand. 225 00:11:30,237 --> 00:11:33,338 If I go back to that reference, this is darker than this sand 226 00:11:33,338 --> 00:11:34,455 because it's wetter, 227 00:11:34,455 --> 00:11:37,222 so having that water from the ocean there darkens it up. 228 00:11:37,222 --> 00:11:40,200 I can add a Bright/Contrast node to our Base Color 229 00:11:40,568 --> 00:11:44,002 and let's pull the brightness back just a hair to -0.100. 230 00:11:44,002 --> 00:11:47,880 That's already made a difference and made it similar to our reference. 231 00:11:48,873 --> 00:11:51,490 Our wet sand here is almost perfectly smooth. 232 00:11:51,490 --> 00:11:54,615 I'm bringing this Normal Map down to something like 0.100. 233 00:11:54,615 --> 00:11:58,680 Having a slight hint of that bumpiness will give us a good result too. 234 00:11:59,230 --> 00:12:02,630 I'm also turning up the Specularity a bit so it's a bit shinier. 235 00:12:03,133 --> 00:12:05,800 We'll maybe also give it a bit of Sheen here 236 00:12:05,800 --> 00:12:09,408 so that on those top edges, it gives us a nice look. 237 00:12:10,333 --> 00:12:13,880 We can also impact our Roughness map by adding a ColorRamp node 238 00:12:14,555 --> 00:12:17,465 between our color output and our connection to the Roughness. 239 00:12:17,465 --> 00:12:21,833 By messing with these, we can change how the Roughness of our material is. 240 00:12:21,833 --> 00:12:24,408 Inverting these gives us an interesting look. 241 00:12:24,408 --> 00:12:27,968 It gives a wetter look to our scene here. 242 00:12:27,968 --> 00:12:30,710 This is looking closer to what I was hoping for. 243 00:12:30,710 --> 00:12:33,068 Maybe we can bring the Strength down a bit more, 244 00:12:33,350 --> 00:12:34,958 so it's almost perfectly smooth. 245 00:12:36,223 --> 00:12:39,000 We can play with this and I encourage you to do so 246 00:12:39,000 --> 00:12:41,223 and experiment and see what works. 247 00:12:41,753 --> 00:12:45,422 I like that shininess here that I'm getting from this. 248 00:12:45,422 --> 00:12:46,723 It looks nice. 249 00:12:46,723 --> 00:12:49,355 It gives a shiny look to it. 250 00:12:49,688 --> 00:12:51,190 It applies it to everything, 251 00:12:51,190 --> 00:12:54,222 so we want to concentrate this to this foreground here 252 00:12:54,222 --> 00:12:58,137 and have it transition nice and smoothly like in our reference to the dry sand. 253 00:12:58,340 --> 00:12:59,603 How do we do that? 254 00:12:59,880 --> 00:13:01,860 We will be using this Vertex Color map, 255 00:13:02,080 --> 00:13:04,620 and the way to see this is going up to the top left 256 00:13:04,620 --> 00:13:07,013 and switching from Object mode to Vertex Paint. 257 00:13:07,287 --> 00:13:11,428 Right now, everything is white color so we're not having any impact here 258 00:13:11,943 --> 00:13:15,640 and we're also not doing anything in our Shader Editor to influence that. 259 00:13:16,125 --> 00:13:19,440 There's a node I'll add here, which is a Vertex Color node. 260 00:13:19,725 --> 00:13:20,875 I'll place this here 261 00:13:20,875 --> 00:13:24,400 and in this little box, I can select our Wet Sand Vertex Color map. 262 00:13:25,025 --> 00:13:27,668 I can pump this into a Mix Shader, 263 00:13:29,127 --> 00:13:31,520 which will be outputting to our Material Output. 264 00:13:32,388 --> 00:13:35,213 There's something that we need to do in the interim here 265 00:13:35,213 --> 00:13:38,403 so that we can mix these two textures together 266 00:13:38,405 --> 00:13:39,508 into our output. 267 00:13:39,510 --> 00:13:41,902 That's by choosing a color for this. 268 00:13:42,248 --> 00:13:46,325 I can go to this little drop-down color bar here, switch to RGB, 269 00:13:46,325 --> 00:13:49,647 and we can use the Red, Green, and Blue channels on their own 270 00:13:49,647 --> 00:13:52,147 to influence how these materials mix together. 271 00:13:52,763 --> 00:13:55,180 Let's start with the Red since it's at the top. 272 00:13:55,180 --> 00:13:58,490 With Red selected, I can click on Paint and Set Vertex Colors. 273 00:13:58,490 --> 00:14:00,640 This makes everything on our mesh red. 274 00:14:01,140 --> 00:14:03,023 This entire Vertex Color is red here. 275 00:14:03,613 --> 00:14:06,238 To get the red color channel from our color output, 276 00:14:06,238 --> 00:14:08,778 we will be using a Separate RGB node 277 00:14:09,488 --> 00:14:11,522 and put the color into this Image output. 278 00:14:11,522 --> 00:14:15,320 Now, we have the option to select the Red, Green, or Blue channel. 279 00:14:15,628 --> 00:14:18,120 For this, since it's red, we want the red channel 280 00:14:18,120 --> 00:14:20,222 and we can use this into the Factor output. 281 00:14:20,222 --> 00:14:21,590 When I'm using this Factor, 282 00:14:21,590 --> 00:14:24,248 it's a perfect 50-50 split of these materials. 283 00:14:24,248 --> 00:14:25,433 If I switch it to 1, 284 00:14:25,433 --> 00:14:29,073 we only have our bottom material, which is this Dry Sand. 285 00:14:29,073 --> 00:14:32,340 If I pull it to 0, we only have our top shader here, 286 00:14:32,340 --> 00:14:35,952 which is the Wet Sand, so we want to influence that mix. 287 00:14:36,207 --> 00:14:37,793 So, we'll use Vertex Color. 288 00:14:37,793 --> 00:14:41,510 Now, it's just influencing the bottom one, which is that dry one 289 00:14:41,693 --> 00:14:44,818 but we want to paint this to influence that mix. 290 00:14:44,818 --> 00:14:48,793 To do that I can hold Ctrl, so now I can paint with black here. 291 00:14:49,035 --> 00:14:53,352 Painting across here will influence the mix of our colors. 292 00:14:54,518 --> 00:14:58,002 Now that I'm painting over the surface, it's changing things up 293 00:14:58,002 --> 00:15:02,560 and we have that wet sand mixing into there and looking nice. 294 00:15:02,985 --> 00:15:04,785 We're getting a nice transition. 295 00:15:04,785 --> 00:15:07,462 To scale this down, hit F and pull along, 296 00:15:07,462 --> 00:15:12,020 and hit Shift + F to decrease or increase the Falloff of the brush, 297 00:15:12,020 --> 00:15:14,657 so it's giving us a nice little mask here. 298 00:15:14,937 --> 00:15:17,760 You can see that it's somewhat off black. 299 00:15:18,087 --> 00:15:22,570 I usually do that for a bit of variation and imperfections on our surface here 300 00:15:22,570 --> 00:15:26,805 so that it mixes nicely, almost irregularly like we see here. 301 00:15:26,805 --> 00:15:32,040 It's not a perfect line, we've got these sandy soil curves going across. 302 00:15:32,040 --> 00:15:33,960 It's nice to influence it that way. 303 00:15:34,543 --> 00:15:35,920 I'll zoom back out here 304 00:15:35,920 --> 00:15:40,920 and hit Ctrl + Alt + B to see everything again here. 305 00:15:40,920 --> 00:15:42,928 Let me recheck on Render Region. 306 00:15:43,498 --> 00:15:44,683 This is looking nice. 307 00:15:44,683 --> 00:15:47,550 We've got this smooth Falloff to the surface here. 308 00:15:47,552 --> 00:15:50,790 We've got a great look and that took a couple of clicks. 309 00:15:51,023 --> 00:15:54,030 I encourage you to do this and add a different material too. 310 00:15:54,030 --> 00:15:56,038 There are different sand materials here. 311 00:15:56,038 --> 00:15:59,240 If I go back to Materials and the search bar and type in "sand," 312 00:15:59,632 --> 00:16:01,573 we have quite a few to work with. 313 00:16:01,573 --> 00:16:04,218 You can try mixing in some with rocks here too, 314 00:16:04,218 --> 00:16:06,280 giving it some variation that way. 315 00:16:06,830 --> 00:16:10,748 One thing that's not going on is we don't have any displacement. 316 00:16:10,748 --> 00:16:13,523 My plane is still showing the sculpting we did before. 317 00:16:13,903 --> 00:16:19,708 We will take this one step further and add a Vertex Group here to it 318 00:16:19,708 --> 00:16:23,040 and we can call this Dry Sand Displacement. 319 00:16:23,395 --> 00:16:25,678 We want to influence the displacement of this 320 00:16:25,678 --> 00:16:27,880 similarly to how we did the Vertex Color map. 321 00:16:28,213 --> 00:16:30,945 I'll go to the Modifiers and we need more geometry 322 00:16:30,945 --> 00:16:34,593 because if I Tab into Edit mode, this is low poly, to begin with. 323 00:16:34,593 --> 00:16:37,392 We don't have much to be able to displace our terrain. 324 00:16:37,393 --> 00:16:39,652 I'll give this a Subdivision Surface modifier. 325 00:16:39,653 --> 00:16:43,192 Let's give it a Subdivision of 2 so we've got enough to work with. 326 00:16:43,192 --> 00:16:46,713 You can turn this down in the Viewport if it's slowing your computer. 327 00:16:46,713 --> 00:16:48,473 You can always turn this on and off 328 00:16:48,473 --> 00:16:50,838 to have it rendered in your Viewport or not. 329 00:16:51,815 --> 00:16:54,838 We'll give it a Displace modifier on top of that and hit New. 330 00:16:55,285 --> 00:16:58,503 Instead of Local, we want to use the UV Map that we did before. 331 00:16:59,203 --> 00:17:02,242 Now we have this option down here, the Vertex Group, 332 00:17:02,242 --> 00:17:05,680 so I can select our Dry Sand Displacement Vertex Group. 333 00:17:06,040 --> 00:17:07,940 Now it's not doing any displacement 334 00:17:07,940 --> 00:17:10,320 because there's no texture influencing it. 335 00:17:10,320 --> 00:17:13,883 Click on Show texture in texture tab and you can see there's nothing. 336 00:17:13,883 --> 00:17:16,790 This is giving you a preview of what is using the Displace. 337 00:17:17,055 --> 00:17:19,375 We want to use the Displacement map that we had 338 00:17:19,377 --> 00:17:22,103 from our texture for the sand. 339 00:17:22,103 --> 00:17:25,360 If I go over here and search "ground," 340 00:17:26,197 --> 00:17:28,605 you'll see this black-and-white Displacement map. 341 00:17:29,495 --> 00:17:32,200 If I open that up, you'll see it load in the Preview 342 00:17:32,635 --> 00:17:35,538 and we'll have some displacement going on 343 00:17:35,538 --> 00:17:37,005 which will look nice. 344 00:17:37,747 --> 00:17:39,023 Give this a second. 345 00:17:39,023 --> 00:17:44,073 It's not showing anything because we have this little Vertex Group 346 00:17:44,073 --> 00:17:48,643 and if I go to our Weight Paint, it's all blue. 347 00:17:48,643 --> 00:17:50,170 Nothing is going on here. 348 00:17:50,170 --> 00:17:53,463 If I were to delete this now, you'll see we have displacement. 349 00:17:53,463 --> 00:17:56,197 This displacement is a bit crazy so we'll dial this in, 350 00:17:56,197 --> 00:17:57,603 but let me add that back in. 351 00:17:57,603 --> 00:18:01,403 I want to paint this displacement in just where it's that dry sand, 352 00:18:01,403 --> 00:18:03,405 we don't want it displacing the wet sand. 353 00:18:03,573 --> 00:18:08,805 I'll turn this Subdivision off for now so it is a bit faster to color. 354 00:18:09,078 --> 00:18:12,038 Similar to how we did the Vertex color, hold down Ctrl 355 00:18:12,038 --> 00:18:14,192 and you can now paint the inverse of blue. 356 00:18:14,945 --> 00:18:16,188 Paint like this. 357 00:18:16,188 --> 00:18:18,540 The Strength is down, we want this at 1. 358 00:18:18,540 --> 00:18:21,085 I can increase the size a bit here and there we go. 359 00:18:21,330 --> 00:18:22,683 We can now paint it red. 360 00:18:22,683 --> 00:18:24,058 If you look to the right, 361 00:18:24,600 --> 00:18:27,993 it is now displacing our terrain where it should, which is great. 362 00:18:27,993 --> 00:18:30,528 We want it displacing along where that dry sand is. 363 00:18:30,528 --> 00:18:31,883 It looks nice. 364 00:18:32,103 --> 00:18:34,295 If I zoom in, that's a bit too extreme. 365 00:18:34,295 --> 00:18:36,640 We want to turn that displacement down a bit, 366 00:18:36,640 --> 00:18:38,653 so I'll turn on the Subdivisions for now. 367 00:18:38,653 --> 00:18:42,693 Let's pull the Strength down to 0.200, so it's slightly displacing it. 368 00:18:42,693 --> 00:18:44,795 Maybe a bit more, 0.330 or something. 369 00:18:45,268 --> 00:18:46,490 That's looking great. 370 00:18:46,490 --> 00:18:48,508 We've got this working with that map. 371 00:18:48,508 --> 00:18:51,380 If I go back into Object mode, you can see what it's done. 372 00:18:51,380 --> 00:18:54,430 It's displaced nicely where those little ridges are. 373 00:18:54,430 --> 00:18:56,398 I'll Shade Smooth to smooth this a bit. 374 00:18:56,928 --> 00:18:59,063 There we go, we've got this nice Falloff. 375 00:18:59,063 --> 00:19:01,498 When we add our wave texture on top of this, 376 00:19:01,498 --> 00:19:03,765 it will look even better and nice. 377 00:19:04,240 --> 00:19:07,225 There we go, that area is all squared away. 31474

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