Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:10,600 --> 00:00:13,100
in this tutorial will show you how to set up an
2
00:00:13,100 --> 00:00:15,000
emissive property to your material
3
00:00:15,000 --> 00:00:17,900
where you can have certain parts of the mesh glow
4
00:00:17,933 --> 00:00:19,133
and the metal light
5
00:00:19,200 --> 00:00:21,466
so that part will not be affected
6
00:00:21,466 --> 00:00:23,533
by whatever lights you have inside the scene
7
00:00:23,533 --> 00:00:24,966
so this could be used for
8
00:00:25,100 --> 00:00:27,700
a phone screen or for example in this
9
00:00:27,700 --> 00:00:29,766
tutorial I'll show you how to do this for a
10
00:00:29,866 --> 00:00:32,733
TV screen so here I have a basic scene setup
11
00:00:32,733 --> 00:00:34,566
so we can use it as an example
12
00:00:34,566 --> 00:00:36,266
I have a couple of televisions
13
00:00:36,266 --> 00:00:38,166
that I will use them as a property on
14
00:00:38,166 --> 00:00:39,300
for the TV screen
15
00:00:39,300 --> 00:00:40,766
and then I have another plane
16
00:00:40,766 --> 00:00:42,133
that I'll show you how to do this with a
17
00:00:42,133 --> 00:00:43,100
custom texture
18
00:00:43,100 --> 00:00:45,533
I am using a dome light
19
00:00:45,566 --> 00:00:47,900
to have some sort of overall lighting inside the scene
20
00:00:47,900 --> 00:00:50,933
and it's used in an HDR image of night time
21
00:00:50,933 --> 00:00:52,300
so let me show you what that looks like
22
00:00:53,300 --> 00:00:54,566
it's going to be very dark
23
00:00:54,800 --> 00:00:56,500
and it looks like this
24
00:00:56,933 --> 00:00:59,200
so this is the perfect candidate for some
25
00:00:59,200 --> 00:01:00,966
Ms of property for some of the
26
00:01:00,966 --> 00:01:02,866
faces on these objects
27
00:01:02,866 --> 00:01:05,900
so first thing we need to do is let's set up a material
28
00:01:06,800 --> 00:01:08,100
now open up hypershade
29
00:01:08,100 --> 00:01:10,066
and let's create a redshift material
30
00:01:10,933 --> 00:01:14,200
and I'm going to change brdf to GGX
31
00:01:14,400 --> 00:01:16,700
just like I've been doing in all the previous tutorials
32
00:01:16,700 --> 00:01:19,000
and for not type I'm going to set this to metalness
33
00:01:19,000 --> 00:01:20,766
to use the metalness workflow
34
00:01:20,933 --> 00:01:24,400
so the property that controls a missive
35
00:01:24,533 --> 00:01:27,166
is going to be found under overall tab
36
00:01:27,800 --> 00:01:29,000
and it's right here
37
00:01:29,200 --> 00:01:31,000
emission and emission weight
38
00:01:31,100 --> 00:01:32,133
these two
39
00:01:32,266 --> 00:01:34,900
are the ones that you want to control and work with
40
00:01:34,900 --> 00:01:36,400
so let me go ahead and make sure
41
00:01:36,400 --> 00:01:38,900
we're going to use Atriot Editor to adjust these
42
00:01:39,466 --> 00:01:40,933
but first we need to apply
43
00:01:41,000 --> 00:01:44,333
the material onto the surfaces that we want to
44
00:01:44,333 --> 00:01:47,000
be emissive so I'm going to apply this to
45
00:01:47,066 --> 00:01:48,800
both of these TVs to the screen
46
00:01:49,000 --> 00:01:50,600
so in here I just want to show you
47
00:01:50,900 --> 00:01:54,333
if you have an entire object combined as one mesh
48
00:01:55,133 --> 00:01:56,366
you can sort the faces
49
00:01:56,366 --> 00:01:58,000
that you want to apply the material onto
50
00:01:58,000 --> 00:01:59,766
so in this case the Stevie screen
51
00:02:00,166 --> 00:02:02,400
right click and assign the existing material
52
00:02:02,400 --> 00:02:03,966
and I'm going to assign the material
53
00:02:03,966 --> 00:02:05,300
that we just created
54
00:02:05,366 --> 00:02:08,600
right now is just a standard red shift material
55
00:02:09,133 --> 00:02:10,266
and I want to do the same thing
56
00:02:10,266 --> 00:02:13,400
but in this one I have the screen as a separate mesh
57
00:02:13,500 --> 00:02:14,733
so it will work either way
58
00:02:14,733 --> 00:02:15,966
I just wanted to show you a different
59
00:02:16,200 --> 00:02:17,266
way of doing it
60
00:02:17,333 --> 00:02:19,200
onto the faces of a single mesh
61
00:02:19,200 --> 00:02:20,933
or onto the separated mesh
62
00:02:20,933 --> 00:02:23,166
when I right click and its off screen
63
00:02:23,333 --> 00:02:25,366
actually let me go back to object mode
64
00:02:25,500 --> 00:02:28,000
right click go to assign existing material
65
00:02:28,100 --> 00:02:29,500
and assign our material
66
00:02:29,800 --> 00:02:31,666
so right now if I go ahead and render
67
00:02:33,000 --> 00:02:34,000
nothing will happen
68
00:02:34,200 --> 00:02:35,900
let me go ahead and enable IPR
69
00:02:38,466 --> 00:02:40,533
and let me select screen
70
00:02:40,733 --> 00:02:42,533
and then open up the Attribute editor
71
00:02:44,133 --> 00:02:45,000
so that way I can
72
00:02:45,133 --> 00:02:46,733
control the properties for this material
73
00:02:46,733 --> 00:02:47,933
through the Attribute editor
74
00:02:47,933 --> 00:02:49,066
and I Hyper Shade
75
00:02:49,333 --> 00:02:51,300
going to switch over to RS Material tab
76
00:02:51,400 --> 00:02:53,366
and go into the overall tab
77
00:02:53,366 --> 00:02:55,000
so the property
78
00:02:55,000 --> 00:02:57,066
that we want to control again is emission
79
00:02:57,066 --> 00:02:58,266
and emission weight
80
00:02:58,266 --> 00:03:01,266
so as soon as you change emission from black
81
00:03:01,566 --> 00:03:04,200
to any other color whether use the slider
82
00:03:04,466 --> 00:03:06,700
or left click and select a color
83
00:03:07,066 --> 00:03:08,666
the parts that you have
84
00:03:08,700 --> 00:03:10,766
that emissive material assigned onto
85
00:03:10,766 --> 00:03:13,400
should begin to emit light and be emissive
86
00:03:13,400 --> 00:03:15,866
now in this case it's not happening because
87
00:03:15,900 --> 00:03:17,866
we need to control emission weight
88
00:03:18,366 --> 00:03:19,700
so you adjust the color
89
00:03:19,733 --> 00:03:21,400
and then you increase emission weight
90
00:03:21,866 --> 00:03:24,900
so if you change this to anything other than zero
91
00:03:25,100 --> 00:03:26,400
so if I go up to 1
92
00:03:27,266 --> 00:03:29,866
the TV screens will begin to emit light
93
00:03:29,866 --> 00:03:30,966
so if I go higher
94
00:03:32,566 --> 00:03:34,066
it will be more intense
95
00:03:34,866 --> 00:03:37,400
and if I change the emission color
96
00:03:38,800 --> 00:03:40,166
this will also change
97
00:03:40,266 --> 00:03:42,600
toward that color of the material is
98
00:03:42,600 --> 00:03:44,866
and I can even choose a different color
99
00:03:45,600 --> 00:03:47,000
doesn't have to be grayscale
100
00:03:47,600 --> 00:03:49,900
so that's it that's all you really need to do
101
00:03:49,900 --> 00:03:53,166
if you are just using a solid color
102
00:03:53,200 --> 00:03:56,133
you change it and then increase dimission weight
103
00:03:56,133 --> 00:03:59,500
now if I turn this down to 0 or to all the way to black
104
00:04:00,166 --> 00:04:01,100
nothing will happen
105
00:04:01,300 --> 00:04:03,733
so you need to change the mission color to
106
00:04:03,733 --> 00:04:05,133
anything other than black
107
00:04:07,400 --> 00:04:08,533
enable update
108
00:04:09,466 --> 00:04:12,300
and then you of course need to increase emission weight
109
00:04:12,466 --> 00:04:14,666
and you can go high you can go up to five
110
00:04:14,666 --> 00:04:17,133
even more maybe 10 for more intensity
111
00:04:17,666 --> 00:04:20,700
now you don't have to use a solid color
112
00:04:20,733 --> 00:04:23,400
you can assign a texture to the emission property
113
00:04:23,400 --> 00:04:25,366
right here so let's do that now
114
00:04:26,333 --> 00:04:28,133
first thing I want to point out is that
115
00:04:28,133 --> 00:04:30,300
I do have the TV screen UV
116
00:04:30,333 --> 00:04:33,866
so if I go ahead and open up the UV editor to show you
117
00:04:33,900 --> 00:04:35,333
so this is what it looks like
118
00:04:35,466 --> 00:04:37,966
so if you can apply a texture of course you need to UV
119
00:04:37,966 --> 00:04:38,933
your surface
120
00:04:39,733 --> 00:04:41,133
so if I go ahead and
121
00:04:41,700 --> 00:04:45,000
go to the emission property click on the checkerbox
122
00:04:45,400 --> 00:04:48,566
go to file and then go to image name
123
00:04:48,600 --> 00:04:49,533
click on the folder
124
00:04:49,533 --> 00:04:53,400
and let's assign a texture to emit light
125
00:04:53,500 --> 00:04:55,933
and the texture I'm going to use is going to look like
126
00:04:55,933 --> 00:04:58,266
this just simple color bars
127
00:04:58,266 --> 00:05:00,900
so that's the one I am navigating to
128
00:05:01,133 --> 00:05:02,266
when you click on the folder icon
129
00:05:02,266 --> 00:05:02,333
it
130
00:05:02,333 --> 00:05:04,733
takes you to the Source Images folder of your project
131
00:05:04,933 --> 00:05:07,500
and I'm just going to off screen select that image
132
00:05:08,166 --> 00:05:11,400
and as soon as you do that it will begin to render out
133
00:05:11,733 --> 00:05:14,800
so now we're using an image instead of a solid color
134
00:05:15,000 --> 00:05:17,266
so if I go back down to overall emission weight
135
00:05:17,266 --> 00:05:18,666
I can increase emission weight
136
00:05:18,933 --> 00:05:21,100
you can see that emission property is no longer
137
00:05:21,133 --> 00:05:23,166
controllable through a color because we have a texture
138
00:05:23,166 --> 00:05:23,966
but you can still
139
00:05:24,133 --> 00:05:25,333
control the emission weight
140
00:05:25,900 --> 00:05:28,800
and make it more bright or less
141
00:05:30,766 --> 00:05:33,933
so that's it that's all you need to do for an object
142
00:05:33,933 --> 00:05:36,166
that needs to have and the massive property to it
143
00:05:36,166 --> 00:05:37,333
and the massive texture
144
00:05:37,366 --> 00:05:39,966
now the other example I want to show you is going to be
145
00:05:39,966 --> 00:05:41,900
it's going to have to do with this plane
146
00:05:42,300 --> 00:05:44,933
so let's say that you want to control
147
00:05:44,933 --> 00:05:46,500
which parts are going to be
148
00:05:46,500 --> 00:05:48,066
emissive and which parts are not
149
00:05:48,800 --> 00:05:49,966
so on this plane
150
00:05:50,166 --> 00:05:51,866
let me show you let me close this off
151
00:05:52,566 --> 00:05:54,366
so in this plane I want to have
152
00:05:54,500 --> 00:05:56,466
all these squares around
153
00:05:56,800 --> 00:05:59,000
to not emit any light
154
00:05:59,066 --> 00:06:01,366
and I want to have this face right here
155
00:06:01,500 --> 00:06:03,200
to have a missive
156
00:06:03,200 --> 00:06:05,766
so how would we do that with the same material
157
00:06:06,066 --> 00:06:08,500
well to do that we need to have a mask
158
00:06:08,500 --> 00:06:09,966
a texture that will define
159
00:06:09,966 --> 00:06:11,366
which parts are going to be
160
00:06:11,366 --> 00:06:12,966
a missive and which parts are not
161
00:06:13,266 --> 00:06:15,400
so let me show you what the UV look like
162
00:06:15,666 --> 00:06:18,100
go to UV editor and here's what I have
163
00:06:18,100 --> 00:06:20,266
that's single middle face
164
00:06:20,266 --> 00:06:22,733
that's the one I want to have a misa property to it
165
00:06:22,733 --> 00:06:24,166
and everything else will not
166
00:06:24,566 --> 00:06:27,366
so for this purpose I'm going to go ahead and
167
00:06:28,300 --> 00:06:29,966
save the UV snapshot
168
00:06:29,966 --> 00:06:32,333
so I can have this UV layout in Photoshop
169
00:06:32,333 --> 00:06:34,366
so I know where to block out
170
00:06:34,400 --> 00:06:36,466
which parts are going to be a mess up and which
171
00:06:36,566 --> 00:06:38,300
are not going to be a mess up
172
00:06:38,300 --> 00:06:40,333
so let me go ahead and save this UV snapshot
173
00:06:40,333 --> 00:06:41,866
I'm going to go ahead browse
174
00:06:42,133 --> 00:06:44,300
and I'm just going to navigate into the folded
175
00:06:44,300 --> 00:06:46,566
directory where I want to save this
176
00:06:46,933 --> 00:06:47,933
UV layout into
177
00:06:48,566 --> 00:06:50,700
I'm simply going to go and give it a file name
178
00:06:50,900 --> 00:06:53,800
in this case it's going to be UV layout
179
00:06:54,600 --> 00:06:57,133
emissive you can name this anything you want of course
180
00:06:57,466 --> 00:06:58,200
save
181
00:06:58,200 --> 00:07:01,533
going to define the size on X on the width and height
182
00:07:01,700 --> 00:07:05,000
image format JPAG is fine and just hit apply and close
183
00:07:05,366 --> 00:07:06,500
it looks like it's not saving
184
00:07:06,500 --> 00:07:08,133
so let me go back to object mode
185
00:07:08,333 --> 00:07:09,400
and let me try again
186
00:07:09,966 --> 00:07:11,600
and let's go into Photoshop
187
00:07:11,800 --> 00:07:14,766
in Photoshop I'm gonna go ahead open up the UV layout
188
00:07:15,000 --> 00:07:16,066
here's what it looks like
189
00:07:16,166 --> 00:07:17,766
so that way I know where to put that
190
00:07:17,866 --> 00:07:19,533
image and how to rock this out
191
00:07:19,600 --> 00:07:21,400
so anything in black
192
00:07:21,600 --> 00:07:21,933
for
193
00:07:21,933 --> 00:07:25,500
emissive texture is going to be a non emissive surface
194
00:07:25,500 --> 00:07:27,566
and anything other than black
195
00:07:27,566 --> 00:07:29,400
either it's an image or a color
196
00:07:29,566 --> 00:07:31,066
will begin to emit light
197
00:07:31,066 --> 00:07:32,166
so if I create
198
00:07:32,566 --> 00:07:35,166
a new layer let me turn the background layer
199
00:07:35,166 --> 00:07:37,900
the uval layout into an editable layer
200
00:07:37,966 --> 00:07:39,300
I'm going to move it to the top
201
00:07:39,300 --> 00:07:41,933
and I'm going to turn this uval layout into
202
00:07:42,400 --> 00:07:43,200
screen mode
203
00:07:43,200 --> 00:07:45,533
so this way I can work on the textures below it
204
00:07:46,100 --> 00:07:47,366
we can rename it now
205
00:07:48,166 --> 00:07:49,300
use the layout
206
00:07:49,766 --> 00:07:51,800
and for this one I'm going to fill it with black
207
00:07:52,900 --> 00:07:55,966
so I'm gonna hit d to get my foreground to black color
208
00:07:56,000 --> 00:07:57,766
and then I'm gonna choose the layer 1
209
00:07:57,800 --> 00:08:00,200
hit alt pack space to fill it with the foreground
210
00:08:00,300 --> 00:08:03,000
and then so everything is going to be non emissive
211
00:08:03,166 --> 00:08:05,266
except for this middle square
212
00:08:05,266 --> 00:08:07,600
so for that I can do a color or I can do an image
213
00:08:07,666 --> 00:08:09,933
so in my case I'm just gonna go ahead and bring that
214
00:08:10,333 --> 00:08:12,200
there are those color bars back in here
215
00:08:12,200 --> 00:08:14,100
that's what I'm going to use when the dragon in here
216
00:08:14,100 --> 00:08:15,333
the image looks large
217
00:08:15,333 --> 00:08:16,733
so I'm going to hit Ctrl t
218
00:08:16,900 --> 00:08:18,600
and just scale this layer down
219
00:08:18,866 --> 00:08:21,533
and just position it right where it needs to go
220
00:08:22,200 --> 00:08:24,566
and then I'm just going to save this as a PNG
221
00:08:24,566 --> 00:08:25,466
as a texture
222
00:08:26,366 --> 00:08:28,166
so again to reiterate
223
00:08:28,266 --> 00:08:31,166
anything in black will be not emissive
224
00:08:31,200 --> 00:08:34,266
and all the other colors will begin to emit light
225
00:08:34,266 --> 00:08:35,866
and you'll see this in just a second
226
00:08:36,100 --> 00:08:38,400
so I'm going to go ahead and save this as my PNG
227
00:08:38,533 --> 00:08:41,533
let's export and I'm just going to save this as
228
00:08:41,733 --> 00:08:42,966
a missive test
229
00:08:42,966 --> 00:08:44,766
and I'm just placing it on
230
00:08:44,766 --> 00:08:47,533
off screen into the source images folder on my project
231
00:08:47,566 --> 00:08:49,300
so here's what the texture looks like
232
00:08:50,166 --> 00:08:52,300
so let's go into back to Maya
233
00:08:52,500 --> 00:08:53,866
and I'm going to go ahead and create
234
00:08:53,866 --> 00:08:54,666
a whole new material
235
00:08:54,666 --> 00:08:54,966
again
236
00:08:54,966 --> 00:08:57,400
just so you get to see me create one and apply that
237
00:08:57,500 --> 00:08:58,900
color that texture
238
00:08:59,700 --> 00:09:01,200
I'm going to go to Hyper Shade
239
00:09:01,700 --> 00:09:02,800
let's create a new material
240
00:09:03,266 --> 00:09:04,566
first I'm going to clear this
241
00:09:05,066 --> 00:09:07,166
and then red shift red shift material
242
00:09:07,866 --> 00:09:12,133
I'm going to change BRD F again to GGX to a better
243
00:09:12,333 --> 00:09:15,266
newer reflection model from the L type to metalness
244
00:09:16,500 --> 00:09:17,733
let's go ahead and apply
245
00:09:18,133 --> 00:09:18,966
this material
246
00:09:19,166 --> 00:09:20,533
this can be RS material 2
247
00:09:20,533 --> 00:09:22,900
I didn't name it but just remember the name of it
248
00:09:23,000 --> 00:09:24,300
because we only created 2
249
00:09:24,566 --> 00:09:26,200
so now it's applied onto the plane
250
00:09:26,200 --> 00:09:27,566
let's select the plane
251
00:09:27,566 --> 00:09:29,333
when I go into the attribute editor
252
00:09:29,366 --> 00:09:32,066
click over to the tab for my material
253
00:09:32,100 --> 00:09:34,000
and go to overall tab
254
00:09:34,100 --> 00:09:36,133
and let me bring up the renderview
255
00:09:36,566 --> 00:09:37,666
so here's what it looks like
256
00:09:37,666 --> 00:09:39,466
nothing is on it other than
257
00:09:39,500 --> 00:09:41,933
the default gray wretch of material
258
00:09:42,300 --> 00:09:46,266
so now if I go to emission and assign my new texture
259
00:09:47,333 --> 00:09:48,900
and go to file
260
00:09:49,400 --> 00:09:50,366
let's go to a folder
261
00:09:50,500 --> 00:09:53,200
and off screen it jumps into the source images folder
262
00:09:53,200 --> 00:09:56,266
so I'm just going to select that emissive test texture
263
00:09:56,466 --> 00:09:58,466
assign it nothing's going to happen
264
00:09:58,466 --> 00:09:59,733
let's enable IPR
265
00:09:59,966 --> 00:10:01,333
again nothing is changing
266
00:10:01,366 --> 00:10:04,333
that is because we need to go back up the stack
267
00:10:04,366 --> 00:10:04,733
back
268
00:10:04,733 --> 00:10:07,566
into overall property and increase the emission weight
269
00:10:07,600 --> 00:10:09,000
so this is going to hit 1
270
00:10:09,866 --> 00:10:11,333
everything else will stay the same
271
00:10:11,566 --> 00:10:14,666
except for whatever the color texture
272
00:10:14,766 --> 00:10:17,066
that we have other than black will show up
273
00:10:17,166 --> 00:10:18,200
so if I go higher
274
00:10:18,866 --> 00:10:20,200
it will be more intense
275
00:10:20,200 --> 00:10:22,933
if I go lower it will not be as intense
276
00:10:22,933 --> 00:10:25,000
so that's how you apply emissive texture
277
00:10:25,066 --> 00:10:26,766
onto an object that has
278
00:10:26,800 --> 00:10:30,200
both emissive and non emissive surface properties
279
00:10:30,200 --> 00:10:31,466
within the same mesh
20554
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.