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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,
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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.
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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,
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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
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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.
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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
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00:01:20,308 --> 00:01:24,640
and scale these along the Z-axis
so that they're just below these.
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00:01:24,965 --> 00:01:26,775
I'll have these go inward,
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00:01:26,775 --> 00:01:30,617
so in Face Select mode, select the top
and bottom faces we just created.
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00:01:30,617 --> 00:01:33,642
Hit Alt + E and then,
we'll push them in slightly.
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00:01:34,358 --> 00:01:36,943
One more time,
I'll scroll up along the Z-axis.
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00:01:39,085 --> 00:01:42,082
Then let's bring these ones out
a slight bit too,
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00:01:42,082 --> 00:01:43,777
so we have a bit of variation.
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00:01:43,777 --> 00:01:45,778
This adds some extra detail to this.
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00:01:45,778 --> 00:01:48,020
Let me select the bottom ones.
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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.
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00:01:56,378 --> 00:01:57,380
Hit Alt + E.
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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,
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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.
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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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