forked from OpeningDesign/Bonsai_Tutorials
116 lines
2.7 KiB
Text
116 lines
2.7 KiB
Text
1
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00:00:00,000 --> 00:00:05,080
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Okay, now we can create materials and start applying them to objects.
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2
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00:00:05,080 --> 00:00:09,680
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So to do that, we're going to go to a different workspace, the shading workspace here.
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3
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00:00:09,680 --> 00:00:15,040
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And I'm going to zoom out, change that to rendered view.
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4
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00:00:15,040 --> 00:00:26,040
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If you select an object and go to this tab, you can see that the default material called
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5
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00:00:26,040 --> 00:00:28,080
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material is applied to that object.
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00:00:28,119 --> 00:00:29,919
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And you can remove that if you'd like.
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00:00:29,919 --> 00:00:38,200
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To create a new one, click on that and double click to rename, it's called test.
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00:00:38,200 --> 00:00:46,040
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What that does, then when you create a new material, it creates these two default nodes
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00:00:46,040 --> 00:00:49,239
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in the shade editor, shader editor here.
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00:00:50,240 --> 00:00:58,240
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This is kind of the foundation nodes that you're going to be able to apply other nodes
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11
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00:00:58,240 --> 00:01:01,160
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into to change the actual material.
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00:01:01,160 --> 00:01:07,600
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So at its base, you can do quite a bit with just this node.
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00:01:07,600 --> 00:01:13,440
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Obviously there's base color, which sets the main color of the surface.
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00:01:13,440 --> 00:01:18,680
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There's metallic, which controls how much the surface behaves like metal.
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00:01:19,680 --> 00:01:21,680
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You know, affecting its reflectivity.
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00:01:22,880 --> 00:01:28,880
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We have roughness, which determines how sharp or blurry the reflections appear.
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00:01:30,640 --> 00:01:37,920
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With lower values making it shiny, and then higher values can make it more matte feel.
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00:01:38,960 --> 00:01:43,760
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And then IOR, which I rarely use, is called index reflection.
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00:01:44,480 --> 00:01:48,320
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That basically controls how light bends and reflects through the surface.
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00:01:49,600 --> 00:01:52,320
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And it affects transparency and shininess.
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00:01:53,280 --> 00:01:59,360
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And then alpha here controls the transparency where the lower values
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00:02:00,800 --> 00:02:02,320
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make the surface more see-through.
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00:02:03,440 --> 00:02:12,800
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And then finally normal, it adjusts the surface details by influencing how light interacts
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00:02:13,600 --> 00:02:16,240
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with the bumps and grooves of a texture.
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00:02:17,080 --> 00:02:20,440
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And it really without really changing the actual geometry.
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00:02:21,080 --> 00:02:24,040
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So I actually won't go into these remaining ones.
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00:02:24,040 --> 00:02:32,280
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I rarely use those, but this is basically the foundation of a material.
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00:02:33,160 --> 00:02:38,920
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This whole graph over the next number of videos is going to get added on to.
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00:02:40,200 --> 00:02:41,080
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But this is the start.
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