Blender Basic Materials Tutorial (Donut Part 4) — Transcript
Full transcript
- 0:00Welcome back. How did you go making your
- 0:03plate? Hope you all attempted it. If you
- 0:06didn't or you got stuck, don't worry
- 0:08because I'm going to show you how to
- 0:09make it right now. So, if you had no
- 0:11problems with it, you might want to skip
- 0:13forward. This might be a little boring,
- 0:14but otherwise, I'm going to show
- 0:15everyone how I would go about creating
- 0:17the plate. So, uh, we need to add a new
- 0:20object to the scene. We can go to the
- 0:21add menu up there, or we can hit shift
- 0:23A. Um, and then from this list, we want
- 0:26to choose the object which most
- 0:27resembles what we want to create. If you
- 0:29ask me, that would be a circle. Okay, so
- 0:33just like before, the bottom lefthand
- 0:35corner, we can change some options here.
- 0:37The biggest one being radius. It's too
- 0:39big. So, drop that into about there. Um,
- 0:42and you will notice that you can see
- 0:44through it. Okay. And that is because
- 0:46there is no face there. This is just a
- 0:48string of vertices. And as I touched on
- 0:51briefly earlier, vertices don't show up
- 0:53in your render. Faces do. So we need to
- 0:56add a type of face underneath fill. So
- 0:59there's two options. Either of them will
- 1:01do. Engon is just one single face shared
- 1:04amongst the 32 or the triangle fan will
- 1:07mean uh there's one point in the middle.
- 1:09Um you can actually see it in this mode.
- 1:11One point in the middle and then it just
- 1:13creates um triangles to that point. I'm
- 1:15going to go with engon because you know
- 1:18it's never failed me [snorts] for this
- 1:20option. So I'll just use that. Okay.
- 1:23Now, we need to uh add more geometry to
- 1:26this because we need to create some sort
- 1:27of a lip for the plate. You can't just
- 1:29have a plate. It's always got to have a
- 1:31rim on or else that stuff slides off it,
- 1:33right? So, into edit mode by hitting
- 1:35tab. Um I'm to add some geometry. I'm
- 1:38going to extrude. So, I'm going to hit
- 1:40E. Okay. And in this state, it's now
- 1:43saying, yeah, where do you want to place
- 1:44it? And it's extruding it along the
- 1:45normal, which is that invisible line
- 1:47that faces out from the face in there.
- 1:49Um and I'm just going to do a single
- 1:51click right here. Um, now before we
- 1:54start scaling and pulling this out,
- 1:56you'll notice that obviously that's
- 1:58intersecting our mesh, we need to delete
- 2:00that face because we don't need it. So,
- 2:02I'm going to hit X to delete. And then
- 2:05what type of deletion? Not edges, not
- 2:07vertices, obviously, cuz that would be,
- 2:09you know, the entire line. Um, I want to
- 2:11delete just the single face on top. And
- 2:14there we go. So, now I can reselect that
- 2:16line by holding down alt and then left
- 2:18clicking on it. And now if I want to
- 2:20create like a lip, which is not just
- 2:22straight up, but a little bit out, I
- 2:24would just scale. So S to scale. And
- 2:27then just pulling my mouse out until it
- 2:29looks something like that. Do a click to
- 2:31confirm. Okay. And then I'm going to do
- 2:34another extrusion cuz I'm going to
- 2:35create like another bit like a little
- 2:36bit of a flat area. Okay. So E. And then
- 2:40I don't actually want to pull it
- 2:41upwards. Obviously, I want to pull it
- 2:43outwards. So what I do is I cancel the
- 2:45movement. And now that I'm in that
- 2:47state, I'm going to hit S to pull
- 2:49outwards like so. Um, by the way, I
- 2:52should show you as well. If after you
- 2:55have like extruded something, like let's
- 2:57say you do this, right? Oops. You if you
- 3:00did this, if you extruded and then you
- 3:03uh like cleared its position, but then
- 3:06accidentally clicked off it, you've now
- 3:09got double vertices all along this this
- 3:12line here. And that's horrible because
- 3:14it will it will create jagged artifacts
- 3:16in it. So this is a really super common
- 3:19problem that you will experience all the
- 3:20time. And the way to fix it is to select
- 3:23your entire mesh, then hit M to merge,
- 3:26and then you're going to go by distance.
- 3:29And you'll see in the bottom there that
- 3:31little thing that says removed 32
- 3:33vertices. And that has cleared up that
- 3:35problem. So I have to show you that cuz
- 3:37people will do it. It'll happen. And um
- 3:39that's how you fix that issue. But
- 3:41again, if you run into issues like this,
- 3:42use my unstuck yourself guide. Link is
- 3:44in the description because I did set it
- 3:46up so you guys can um hopefully get
- 3:49through this tutorial. All right, so as
- 3:51I said, extrude, clear its like
- 3:54movement, so its placement is exactly
- 3:56where it started from, but then I'm
- 3:58going to hit S to scale outwards. So now
- 4:00I've got a little flat rim to my plate.
- 4:04And then now that it's here, I'm going
- 4:06to do one further extrusion upwards. And
- 4:08this is just obviously the design of the
- 4:09plate that I'm choosing. So upwards. Now
- 4:11you can see it's like freehand like
- 4:13that. I don't like it. So I'm just going
- 4:14to lock it on the Z axis. So just hit Z.
- 4:17So it's going straight up like so. Okay,
- 4:21great. We've got a very jaggedy looking
- 4:24plate that you sometimes see in video
- 4:26games. You're playing Call of Duty or
- 4:27something. You get up close and you go
- 4:28like, "Look at that jagged old plate
- 4:30there." Um, which by the way is cuz in
- 4:33games the plate is like one of a million
- 4:36objects and they can only put so many
- 4:38polies into the scene. So little things,
- 4:41little details on um tables and things
- 4:44often end up a little low res. Anyways,
- 4:47go to your modifier stack. Um, and the
- 4:50first one we want to add to kind of
- 4:52smooth this out is our very favorite
- 4:55subdivision surface right where my head
- 4:58is. Um, or you can access it from the
- 5:00search subdivision. There we go. Okay,
- 5:04cool. And I'm going to go level two. And
- 5:06we've got that crimping effect happening
- 5:08to the middle of our plate there. So,
- 5:10just like before. And actually, let's
- 5:13hide my doughut and my icing just so
- 5:15that I can focus on the plate. And I'm
- 5:17also going to turn off the subdiv just
- 5:19so that I can select this single face
- 5:22here because just like before, the
- 5:24reason that's happening is it's like
- 5:25right on the edge there. It has to like
- 5:27convert all that into like a single
- 5:29point in the middle and it's just too
- 5:30ugly when it starts there. So, we just
- 5:32may have to make it start way further in
- 5:34the middle like that. And then when we
- 5:36do that, it's clear. It's practically
- 5:38invisible. You can only see it if you
- 5:40get really close, but you won't see it
- 5:42cuz it'll be under the donut and it'll
- 5:43be smooth. Anyway, um cool. Now, um I
- 5:47can tighten up the edges here cuz this
- 5:49is looking very very um smooth. So, I
- 5:51showed you before how you can add a loop
- 5:54cut. You can do CtrlR. Okay. And that'll
- 5:56add a loop cut in the middle. And then I
- 5:58just pull it out towards the edge like
- 6:00that to make a smoothed uh sorry a um
- 6:03sharpened
- 6:05uh point. Yeah. Anyway, um the other way
- 6:10to do it, which I didn't talk about, but
- 6:12you can do a crease. So, if we just hold
- 6:14down alt and then we select that line
- 6:16there, um you can do a crease. If you uh
- 6:18right click, you'll see you've got there
- 6:20edge crease or the hotkey shift E. So in
- 6:24this when you do shift E, you'll see at
- 6:26the top there you've you're pulling out
- 6:27basically a value from one to zero. Um
- 6:31and essentially what it's doing is it's
- 6:33like doing a fake kind of tighten on
- 6:35that edge there. So it's kind of like
- 6:36pulling it out and just making it a
- 6:38sharper point. It doesn't look as nice.
- 6:41You don't get as much of a bevel because
- 6:43there's no geometry being added there
- 6:45like you would if you were to actually
- 6:47do a loop cut. You get all this extra
- 6:48geometry. So, it's not it's not as good,
- 6:52but for like small things, it's, you
- 6:54know, it's generally fine to do
- 6:56something like that. All right, I'm
- 6:57going to do a shade smooth now cuz I
- 6:59want to see how that looks. And that's
- 7:01pretty good. Now, the only other thing,
- 7:04the exact same thing. It's weird that
- 7:05like three things in this small little
- 7:08scene have the exact same two modifiers,
- 7:11subserve and uh solidify. Um, anyways,
- 7:15generate, solidify. And just like
- 7:18before, we want this solidify to go
- 7:19first because otherwise it's doing it
- 7:21after the fact and then we get this like
- 7:23really annoying like hard line there. So
- 7:26just pull that up to the top. And now
- 7:28it's rounded. And look at that. Um but
- 7:31yeah, I might actually want to make this
- 7:34line a little bit harder. So I'll pull
- 7:37that in. It's still Yeah, there's just
- 7:39not enough geometry there. I This is one
- 7:41of the cases where you just need more
- 7:42geometry. So I'm going to add a loop cut
- 7:44here. And I'll add another loop cut
- 7:46underneath it. Like that. And now
- 7:51I'm going to just select this. And I'm
- 7:53just going to revert that edge crease.
- 7:54So shift E. And then I just go like
- 7:56minus one. Like so. And now it's just
- 7:59Yeah, the way it was before. But there
- 8:00you go. So now I've got a sharper edge
- 8:02on it. The only other thing I might just
- 8:04pull up this lip here. So alt select on
- 8:07that lip. G Z. And I'll just pull it up
- 8:10a little bit. Um, and there you go. And
- 8:13we would model from reference, but I
- 8:14actually had like a photo scan plate
- 8:16from Polygon, which we'll get to later.
- 8:19Um, but yeah, this is just modeling from
- 8:21that reference that I already had, but
- 8:23this is the design of it. So, there you
- 8:25go. Great. Now, let's bring back our
- 8:27donut and our icing. Now, I saw a
- 8:30comment on the last video that said, uh,
- 8:32you didn't make the donut lumpy like
- 8:34last time. It's so over. Why? Oh, ye
- 8:38have little faith. You think I would
- 8:40forget something like that?
- 8:43Maybe I did forget, [laughter]
- 8:45but I'm actually glad I did because this
- 8:47is a great opportunity to talk about a
- 8:49new tool. So, for those that haven't
- 8:51watched a previous version, before we
- 8:53did the icing, um, we made the donut
- 8:56lumpy, which I did by going into edit
- 8:58mode and then I just selected vertices
- 9:00using proportional editing and like, you
- 9:02know, like pul pulled it out, right? And
- 9:04just kind of like maybe I shrink some
- 9:05parts in this kind of thing. And the
- 9:08reason this is important is that this
- 9:09adds natural variation because you know
- 9:13you could have scientists working for a
- 9:16thousand years in a lab and they would
- 9:19never be able to create a donor as
- 9:21perfectly mathematically accurate as our
- 9:253D software has done. This is too
- 9:27perfect. there is natural variation and
- 9:30we need to see that for the eye to go
- 9:31this is you know a real you know uh
- 9:34something realistic right and it's hard
- 9:36to do this kind of thing after you've
- 9:38already added the donut sorry the icing
- 9:40because you can see it just has no
- 9:42bearing on the icing over the top right
- 9:44so some things in 3D are easier to do
- 9:47earlier than they are to do later and
- 9:49this is something you just learn as you
- 9:50do 3D like you'll you'll do so many
- 9:52projects where you just like you get to
- 9:54the end and you go like oh man why
- 9:55didn't I do that before I did this now
- 9:56this is
- 9:57I've like 3xed the amount of work and
- 10:00you just learn these things over time.
- 10:02However, there are certain tools um and
- 10:05there is one I'm going to introduce you
- 10:06to in a second that enable you to make
- 10:08these sort of changes after. Um by the
- 10:11way, there is a way like you can select
- 10:12both objects like this um which you you
- 10:16that is something that you can do in
- 10:17Blender now. You didn't used to always
- 10:18be able to, but you can now edit both
- 10:20objects together. So, I could do this.
- 10:22It does have like a clipping issue when
- 10:24you try to do like shrink fatten, but
- 10:26you can get some like natural lumpy
- 10:28variations going this way. Um, and you
- 10:31can do that. That's actually fine. But I
- 10:32do want to introduce you to a new tool
- 10:34that is in 5.0. Um, and it is if you
- 10:38select both of your icing and your
- 10:40doughut together, then you hit shift A
- 10:42and then you go lattice. There's a new
- 10:44option for lattice deform selected. We
- 10:47always had lattice, but it was very
- 10:48finicky to set up. But now you've got
- 10:50lattice deform selected. And that adds
- 10:52this what looks like a cube, like a
- 10:54bounding box over your object. Um, but
- 10:57it's not actually going to appear in
- 10:59your render. All it is is a defamation
- 11:02guide. So if you just select these
- 11:04points, you can see we are twisting the
- 11:07donut. But importantly, the actual donut
- 11:10is underneath. Like this is a modifier,
- 11:12right? So we're not actually changing
- 11:14the mesh at all. It's just doing this
- 11:17after the fact. And then if I just
- 11:18deleted my lattice, like it's it's gone.
- 11:20It's back to where it was. So this is a
- 11:22non-destructive workflow. These these
- 11:25little points here, they enable me to at
- 11:27any point in the future change and
- 11:28deform a mesh, which is actually really
- 11:30useful. And it's because you're not
- 11:32often in this the uh the exact
- 11:35circumstance where you know exactly what
- 11:37you're going to do and then at the end
- 11:38of it like you know the order in which
- 11:40to do things. Sometimes you're working
- 11:41with a client and they've got an idea
- 11:42for something and then far later on
- 11:44they're like, you know what, let's
- 11:45change the proportions of the car or
- 11:47whatever it is and you have to be able
- 11:49to like fix it without redoing all your
- 11:51mesh. So that's what a lattis can do.
- 11:55Now it comes by default with just this
- 11:56low res cube over it. But if down here
- 12:00you click this little uh data property
- 12:03uh for the lattice, you've got
- 12:05resolution here. So I can increase this.
- 12:07I can add in some more resolution here.
- 12:09And importantly, I want to add one in
- 12:11the middle here. Um, because the first
- 12:13thing you notice when you look at
- 12:14reference of donuts, um, is that besides
- 12:17the the lumpy shape, the bit around the
- 12:19middle of the doughut is often whiter
- 12:22and it's not as puffy. And when you look
- 12:24at how donuts are cooked, it's actually
- 12:26easy to see why. It's it's half
- 12:28submerged in the oil and then it is
- 12:31flipped over onto the other side and
- 12:33then the other side cooks. So, it cooks
- 12:34one side and then it cooks the other.
- 12:35and the bits uh sorry near the surface
- 12:39of the oil that's the the uh the oil is
- 12:42less hot, right? Because it's near the
- 12:45surface, so it's escaping. So that oil
- 12:46is less hot. The oil that's underneath
- 12:48it is much hotter and then it flips it
- 12:50over. And so again, you always have this
- 12:52bit around the middle that just isn't
- 12:54quite cooked as well as the other stuff.
- 12:57So it ends up being a little bit
- 12:58lighter. It's also less puffy. So no
- 13:00doughut actually comes out at that
- 13:02perfectly round shape. It's usually
- 13:04always kind of almost concave actually
- 13:06around the middle. So with this, I can
- 13:08select all of these points here like so.
- 13:13I have to shift select them. I can't do
- 13:14the alt click around it cuz it's not
- 13:16technically a mesh. Um, and then I can
- 13:18just scale it in like uh turn off
- 13:20proportional editing if you've got it
- 13:22on. And then just shrink it in like
- 13:25that. And that by itself will add just a
- 13:29little bit of realism to this cuz that
- 13:30is a detail that your eye won't notice.
- 13:32Everyone thinks donuts are just, you
- 13:34know, they're perfectly round, but
- 13:36they're actually not, right? They're
- 13:37always got this like concave kind of
- 13:38shape around it. So, that will add uh
- 13:41some realism, but then I can add in some
- 13:44little areas here where one part it got
- 13:48a little bit more puffy on that side, so
- 13:51that part's a little bit raised up. Um,
- 13:53and obviously this isn't as detailed as
- 13:55if you had, you know, if you were
- 13:57manipulating the the Taurus underneath,
- 14:00right? I can't do like, you know, small
- 14:02details. I can't, you know, sculpt in an
- 14:04area or do or do some crazy changes, but
- 14:07it's enough in in a pinch to do
- 14:09something like this. I'm just going to
- 14:11hide my plate. Um, which by the way, you
- 14:13can do it by hitting the eyropper, which
- 14:15is what I've been doing up there. So,
- 14:16not the eyropper, the eye icon. Um, you
- 14:19can also, um, do it by hitting H. So,
- 14:22you select an object in the viewport,
- 14:23you hit H, and then you hit Alt H to
- 14:26bring it back. So H or alt H um is a
- 14:29good hotkey to remember. [snorts] Um and
- 14:32then here, so at the bottom here, cuz
- 14:34yeah, the same thing will happen at the
- 14:35bottom. There'll be parts where like the
- 14:37donut looks a little bit like raised on
- 14:40the plate a little bit like this. Just
- 14:43around the middle here.
- 14:46Um
- 14:48like that.
- 14:51There you go. Something like that. But
- 14:53this is just just a small amount of
- 14:56defamation, right? It might seem
- 14:58unnecessary, but it does help. It really
- 15:00does help things to feel more realistic
- 15:03when you go to the trouble of doing some
- 15:05of this. Um, and it's super super
- 15:08important. Um, but we can also now apply
- 15:10it once I know that I like everything. I
- 15:12don't want to have this like lattice
- 15:14sitting over it forever. So, I can just
- 15:16apply that by going to uh apply and then
- 15:18selecting the donut. And I can also say
- 15:20apply there. Um, and now I can just
- 15:21delete this lattice. And now it's like I
- 15:24modeled that, right? All those shapes
- 15:26are now like baked into it. Um, and it
- 15:29looks good. As I said before, if you did
- 15:31want to do any more detail, you could,
- 15:33you know, shift select multiple objects,
- 15:35go into edit mode. Um, and then using
- 15:37proportional editing, you could also do
- 15:39some like more targeted tweaks. If you
- 15:43really wanted to, uh, you know,
- 15:44manipulate the donut, you could do that.
- 15:46So, there are things that you can do.
- 15:48Um, it does make a difference. it is
- 15:50important. Um, but you know, it is also
- 15:53optional, but it's it's an excuse to
- 15:54kind of introduce you to some more tools
- 15:56and things in Blender. So, I'm kind of
- 15:58glad that I uh didn't do it at the start
- 16:00because um we can introduce you to that
- 16:02that kind of thing. So, all right, we
- 16:04got a lumpy looking donut. Good for us.
- 16:06Now, now is the exciting bit. We can
- 16:09talk about rendering.
- 16:12Making this actually look good because
- 16:15this is gray. This is boring. This is
- 16:19called the 3D viewport view. Okay. The
- 16:23the reason this looks looks boring and
- 16:25flat is that this is cheaper for your
- 16:27computer to actually process just the
- 16:29shapes in like a gray. There's no
- 16:31shadows. There's no lighting. There's no
- 16:33surface interaction or anything like
- 16:34that. This is fast for your computer to
- 16:36see to create that pretty image that
- 16:38looks realistic with light calculations
- 16:40and everything. That is called a render.
- 16:43And you can do a render by either
- 16:45hitting F12 on your keyboard or by going
- 16:47to render and then saying render image.
- 16:51Huh. And now that has taken a snapshot.
- 16:53The problem is is it looks like not the
- 16:56view that we were looking at. So we're
- 16:57looking at this view. Why did we get a
- 16:58view up here? The reason is is that
- 17:00Blender will always take the render from
- 17:03the camera view. So remember that thing
- 17:06that's like way out in the middle of
- 17:07nowhere we haven't touched. It's taking
- 17:08the view from that that camera. And you
- 17:10can look through the camera by hitting
- 17:12the camera view icon over there.
- 17:15[snorts] So now that I'm here in this
- 17:17view, um, how do we move it in close?
- 17:19How do we get it close to our thing? So
- 17:20there's there's a number of like
- 17:23traditional ways to bring a camera into
- 17:25like in Blender. I'll actually show you
- 17:27the way I first learned to do this cuz
- 17:30it's actually just like natural to me.
- 17:32Um, but then I'll show you the method
- 17:33that actually most people prefer. So you
- 17:35can just with the camera selected, you
- 17:37can hit G. You can move things around
- 17:38like that. If you want to bring it in
- 17:41like just zoom to the like
- 17:43straightforward if you hit G and then
- 17:45middle mouse button that will like kind
- 17:47of what's it called? Dolly dolly in and
- 17:49out which can be uh very useful. Um and
- 17:52then if I want to like tilt it um I can
- 17:55like just hit rotate like that or I can
- 17:57rotate along the Z axis, right? Cuz I
- 17:59know how to like turn the camera. So,
- 18:01that was how I learned to use uh the
- 18:03camera and how a lot of people still
- 18:05like to do it. But a lot of new people
- 18:06prefer this because now in 5.0, it's
- 18:09actually just a button right here. If
- 18:12you click this button now, I can use the
- 18:15same controls that I used before um to
- 18:18to move the camera. Because if you don't
- 18:20have that checked, the moment you just
- 18:21like hit your middle mouse to like orbit
- 18:23somewhere else, it leaves the camera
- 18:25behind. Okay. But when you have when
- 18:27you're looking through the camera and
- 18:28you have this checked now, when I orbit
- 18:31around and I zoom and I do all the same
- 18:33controls as before, shift middle mouse,
- 18:35I can position the camera exactly where
- 18:38I want it. Get it right there um without
- 18:41having to worry. You just have to
- 18:42remember, don't then immediately orbit
- 18:45like you're going to go do something cuz
- 18:46the camera is still locked to your view.
- 18:48So, you have to make sure you uncheck it
- 18:50when you're done and then the camera is
- 18:52locked to that position there. Um, and
- 18:55by the way, this is like a small thing,
- 18:57but when you're working with like small
- 18:59objects, you often have to like change
- 19:01because Blender is like designed for
- 19:03like environment like like like big
- 19:04types of scenes. This this camera is
- 19:07just too big. So, if you go to the
- 19:09camera settings, click the camera thing,
- 19:11then go to viewport display. I just
- 19:14changed the display of this. This has no
- 19:16bearing on the actual like final render.
- 19:18This is just how it displays in your
- 19:20viewport so that it's not so gigantic
- 19:22it's taking over everything. All right,
- 19:24the other way you can quickly look
- 19:25through the camera is numpad zero. So
- 19:27numpad zero will take you in and out.
- 19:29All right, but now that I'm there, I can
- 19:31hit F12 and look at that. That is a
- 19:34different look. It It's still gray
- 19:35because the default materials are gray.
- 19:38Um, but you can see there is shadow
- 19:40there. But check this out. We can do
- 19:42even more. So besides just shadow, like
- 19:45you might notice looking, by the way,
- 19:46you can bring back a render by hitting
- 19:48F11. Uh, I should also mention, by the
- 19:51way, the first time you do a render, um,
- 19:53I think the first time, like, if you've
- 19:55just opened Blender for the first time
- 19:56and you hit render, it'll have to do a
- 19:58bunch of like shader compilations and
- 20:00stuff like that, it should only need to
- 20:02do that once. It shouldn't have to do it
- 20:04every time you open Blender. We're using
- 20:06EV, which is a rendering engine we'll
- 20:08talk about soon. Um, but this there is
- 20:11some of that. Every time you you render,
- 20:12like to when you create a new shader, it
- 20:14has to like develop those things. But
- 20:16anyways, it should it the first time it
- 20:18should be slow, but it should be quicker
- 20:20for every render after that. Okay, so
- 20:22there's shadow here, but you'll notice
- 20:23like in here there's no there's no
- 20:26detail whereas in the real world you
- 20:27would see like bounce lighting from the
- 20:29the end of the plate there. You would
- 20:30see like some crevice information. Um
- 20:32there would be it' be darker and things
- 20:34and that is because by default there's
- 20:36an option that is turned off. So if you
- 20:38go to your render properties at the top
- 20:40there, this has all the information just
- 20:43pertaining to how something is going to
- 20:44be rendered. And by default, ray tracing
- 20:48is turned off, which I think is a
- 20:50mistake. I think they should change it
- 20:51to default on because so many people
- 20:54don't like EV, this rendering engine,
- 20:57because they they think it just produces
- 20:58fake looking images. But when you turn
- 21:00on ray tracing, look at how much better
- 21:02that looks. Um, by the way, if you want
- 21:04to compare renders, you can change to a
- 21:06new slot and then uh you can do a
- 21:09render, another render, and then you've
- 21:11got the previous render and then uh the
- 21:13new render in slot two. And then you can
- 21:15flip back by hitting J on your keyboard.
- 21:18And that's a way you can like quickly
- 21:20compare settings, which is very useful.
- 21:22Um, but you can see with ray tracing
- 21:24turned on, this is off. Turned on, we
- 21:26get bounce lighting. So there's some
- 21:28light that's hitting the plate there and
- 21:29it's bouncing up. We've got like more
- 21:31information in the crevices. Um, and it
- 21:33just looks a lot more realistic than it
- 21:35did before. Um, you'll also have
- 21:37reflections when I show you some uh
- 21:39material properties. So, that is
- 21:40something you should have on all the
- 21:43time when you're using um EV. By the
- 21:45way, there is another rendering engine
- 21:47called Cycles, and it is much more
- 21:49realistic. However, it is a lot more
- 21:51slower. Um, it's honestly I I'm going to
- 21:55show you at the end a comparison between
- 21:57Cycles and EV, but it's actually
- 21:59negligible if you know the right
- 22:00settings for EV. So, I'm going to keep
- 22:02it on Eevee for the rest, which is
- 22:03actually good because Eevee is actually
- 22:06pretty powerful at doing most things.
- 22:08It's just it's it's a game engine style,
- 22:11so it's it's a rasterized rendering
- 22:13engine, whereas uh Cycles is a path
- 22:16trace rendering engine. Much more
- 22:18computationally heavy. Um whereas uh EV
- 22:21is much more faster. So, we're going to
- 22:22keep it on EV and I'm going to show you
- 22:23how to get really great results with it.
- 22:25And then at the end, we're going to flip
- 22:26it to cycles. So, if you want to see
- 22:28that final result, you can get it. But
- 22:30we're not going to start there because
- 22:31it's just not necessary and I don't
- 22:33think most people will actually need it.
- 22:34Okay. So, I'm going to talk about some
- 22:36materials. But first, um you'll notice
- 22:38like it's kind of annoying to have to
- 22:39like render something like go to render
- 22:41it every time you want to see um an
- 22:43image like that. And thankfully, you
- 22:44don't have to because in the top view
- 22:46here, these little icons, there is a
- 22:48mode here called render view mode. And
- 22:51this puts the render in real time. Look
- 22:55at that. I don't have to hit the render
- 22:58to wait to see my result. I can see it
- 23:00in my viewport. So, it used to be that
- 23:03like rendering engines were so slow that
- 23:06really to do a render was like a big
- 23:08task. You hit render and it would take
- 23:10hours to process something and it didn't
- 23:11look anything as good as this, right?
- 23:13But now rendering is like and computers
- 23:16are so fast that we can just have
- 23:17rendering running constantly whilst we
- 23:20are working and it's usually not
- 23:22computationally heavy. Um so this is
- 23:24yeah this is Eevee which is the the much
- 23:26faster one. um cycles would be a little
- 23:28slower, but still. Anyways, now that
- 23:31we're in render view mode, let's talk
- 23:32about materials. So, let's start with
- 23:35the like most different material. Let's
- 23:37go with the icing. So, looking at our
- 23:38icing here, if I want to make this look
- 23:40pink and change its overall appearance,
- 23:42if I go down to my material panel down
- 23:46here or material properties, um and then
- 23:49I can just click on new material. And
- 23:52now I've got a bunch of different
- 23:53options here. Okay. And these all do
- 23:55different things for um for for the the
- 23:59surface appearance. Like metallic will
- 24:01make it look like metal, right? Uh
- 24:03roughness will change like how sharp the
- 24:05reflection looks. Uh the base color,
- 24:07this is like the main one you want to
- 24:09change for almost every object. This is
- 24:11just the base color of the object. So
- 24:13obviously I can make that look pink like
- 24:16that. Let's pull in here a little bit
- 24:18closer. Focus on that. Um so I can make
- 24:20it look nice and pink. Uh, the other
- 24:23thing is is it's looking like way too
- 24:25diffused. It's almost like a chalk
- 24:26looking icing. But if I bring this back,
- 24:29I can make this look more shiny. I don't
- 24:31want to go like too far cuz then it's
- 24:32like mirror reflection. I want to go
- 24:35like, you know, somewhere around 2. The
- 24:38great thing is is we can really change
- 24:40these values at any point in the future.
- 24:42So when we add in other objects and
- 24:44there's different lighting setups, some
- 24:45of the settings can look a little off at
- 24:48that point. Um, so it's very very common
- 24:50to like once you've set up all your
- 24:52lighting and everything to like
- 24:53re-evaluate your materials, but this
- 24:55completely non-destructive. I can change
- 24:56these at any time. And now I could
- 24:59create some very simple materials. Like
- 25:01I could say, let's make this look black.
- 25:02Make it like a black shiny glossy
- 25:06ceramic mug. So, um, by the way, you'll
- 25:08notice I'm not going all the way to
- 25:10black. There's a kind of a unspoken
- 25:12Well, it's not unspoken. People speak
- 25:14it. um you shouldn't um uh go fully
- 25:17black or fully white or like same with
- 25:20like uh colors. You shouldn't go like
- 25:22100% saturation on a color because
- 25:24things start to clip. It's maybe a
- 25:27little outdated as like now color
- 25:28management is getting so good it's it
- 25:30knows actually how to handle saturated
- 25:32stuff and like dark things, but it's
- 25:35still like a general rule. Um, you never
- 25:38want to go like fully black because
- 25:40things are never truly like the real
- 25:42black is vant black, right? Which
- 25:44[snorts] is like just this material
- 25:46which is like scientifically created to
- 25:47like emit no uh reflection simplifying
- 25:51it. But yeah, so like things will even a
- 25:54black mug that looks really black to you
- 25:55is probably not entirely black. So it's
- 25:57still there's going to be a little bit
- 25:58of lightness to it. So I'm just adding
- 26:00that in there. Uh the roughness. This is
- 26:02where I can make this. If I wanted this
- 26:04to look like a, you know, shiny ceramic
- 26:06mug, I could do something like that.
- 26:07These are just placeholders, by the way.
- 26:09I'm just using this as an example of how
- 26:10to create very simple um materials. Uh
- 26:13the plate here, uh let's go. Yeah, make
- 26:16it just look a little bit shinier than
- 26:18by itself. And then the donut, let's go
- 26:21give it a, you know, brownish lightish
- 26:25color like that. Make it a little bit
- 26:27darker like so. Um, another value which
- 26:31is super important for something like
- 26:33icing and and uh the donut and it's it's
- 26:36really important for just two things
- 26:37which is food and characters and it is
- 26:41that um when light hits objects like
- 26:44this they are mushy right they're made
- 26:46of like organic matter and so light
- 26:49actually enters the object and it kind
- 26:51of scatters around inside it and then it
- 26:53re-exits it. Um, it's the reason why
- 26:55when you like look at your hand in front
- 26:57of a light or the sun or something, you
- 26:58can see the light shining through. You
- 26:59can even see your bones through your
- 27:01hand if it's a bright enough light. Um,
- 27:03so it's called subsurface scattering.
- 27:05And that value is underneath here where
- 27:07it says subsurface. If you go down here,
- 27:10um, you want to turn the weight all the
- 27:12way up to one cuz this is not the
- 27:14intensity of it. This is just like
- 27:15apparently this value is supposed to be
- 27:17zero or one. It shouldn't be somewhere
- 27:18in between. to control how much of it is
- 27:21the scale which is how much how far into
- 27:23the surface will the light penetrate. Um
- 27:26and then you can see here you can
- 27:27increase this or decrease this and you
- 27:29can see the light kind of get into it.
- 27:30Now by default it looks red which I also
- 27:34think is a mistake. Um it's very
- 27:35suitable for characters because
- 27:37characters need red cuz inside a
- 27:39character is blood right but for every
- 27:42other thing like food it shouldn't be
- 27:44red. Um, and confusingly and and I know
- 27:47there's a mathematical reason for this
- 27:49because of like how light in the physics
- 27:51of things, but like different
- 27:52wavelengths travel at different speeds
- 27:55right inside the surf. That's how I
- 27:58understand it. So they've they've made
- 28:00the color of the subsurface
- 28:02um
- 28:04RG and B separated here. So you can see
- 28:07we've got red as one, then we've got
- 28:11green as 2, and then blue as 0.1. So
- 28:14essentially, I need to clear all those
- 28:16out and make them one, which here's a
- 28:18tip. You can drag over multiple values
- 28:20in Blender. So if you just click and
- 28:22drag down across something, and then you
- 28:24can just type in one and then hit enter
- 28:26and it makes all of those one. Um, and
- 28:28then now I can, you know, tweak this. I
- 28:30can make this look a little bit more
- 28:32milky like that. But we can, you know,
- 28:34we can adjust those. I'll do the same
- 28:36thing for my donut here. Um, give it
- 28:38some subsurface. Turn that up. And then
- 28:40I'll set this to one. And then, yeah,
- 28:42let's just leave it at the default
- 28:43value. But you can see that that's with
- 28:46subsurface on. Actually, let me bring
- 28:47the camera in. All right. I'm going to
- 28:50go lock it. Bring this in. And I'm going
- 28:52to do a before and after render. So,
- 28:53this is how you can use these these
- 28:55slots. So, this is with subsurface on.
- 28:57Then I'll go to slot two. And now I'm
- 28:59going to select this. And I'll turn it
- 29:01off. And then I'll do another render.
- 29:03And now hit J back and forth. So, that's
- 29:05the difference that subsurface can make
- 29:08to something. You can see here where
- 29:09it's like fully dark. It's actually now
- 29:12the light is passing through it and
- 29:14that's what gives something a milky kind
- 29:16of look. Um, and it's, as I said, it's
- 29:18it's mostly true for things like food.
- 29:20You can see it. I take photos of it
- 29:21myself all the time when I'm out and
- 29:23about cuz I'm like, "Look at that
- 29:24subsurface." And my family think I'm
- 29:26weird. Um, but I I think it's cool. So,
- 29:29anyways, there you go. So, that's that
- 29:31subsurface. All right. Um, I'm gonna
- 29:33pull the camera out to here and then um
- 29:36let's add a table because this has to be
- 29:38a table. Uh we're going to do the
- 29:39texturing in the next part. Um but let's
- 29:41add a table. Now, normally if it was a
- 29:44table that you were um Make sure I turn
- 29:46that off while I while I orbit around.
- 29:48You know, if this was a large scene,
- 29:50right, uh whatever, you would have to do
- 29:52like model an actual table. If you know
- 29:54the camera is only going to be here,
- 29:57doesn't matter about anything except the
- 29:59top surface. So, all we need to model is
- 30:02shift a plane. That's it. That's our
- 30:05table. I I just have to scale it up a
- 30:08little bit. But this is our table. It's
- 30:11actually really common in 3D if you look
- 30:13at like breakdowns of 3D scenes in
- 30:15movies and stuff. Everything is fakery.
- 30:17They just like buildings are cards. They
- 30:20just like a a plane with a texture
- 30:22slapped on it. Nothing is real. Um you
- 30:25know, when the camera moves, they might
- 30:27have to like model things properly and
- 30:29people go like, "Oh, I have to model it
- 30:30now." Um but like if the camera's here,
- 30:32it doesn't matter. Just make it a plane.
- 30:34Um there you go. So, that's that's a a
- 30:38donut on a plate with a mug. And that
- 30:41for somebody who has never used 3D
- 30:42before, that's an achievement. Um, this
- 30:45is the kind of thing that like back in
- 30:46the '90s, you probably would have won
- 30:48like scholarships for and stuff if you
- 30:50could pull this off. This used to be
- 30:52insanely difficult. It is still pretty
- 30:55difficult cuz 3D is hard. Um, but yeah,
- 30:58if you have uh uh if you're new at it,
- 31:01this should make you proud. You you've
- 31:02pulled this off. If you want to save
- 31:04this, by the way, you can go image and
- 31:05then go save. Um, and then you can just
- 31:08save an image, PNG. You got all the
- 31:10options, JPEG, etc. Um, however, if you
- 31:13want to make this look good, in the next
- 31:15parts, we're going to be making this
- 31:17look much, much better by doing some
- 31:20texturing and making our table look good
- 31:22and adding some ceramic textures and
- 31:25things to different objects. But this is
- 31:27kind of the end of the modeling section
- 31:30of the doughut tutorial. Um so we we
- 31:34touched on you know basic primitives. We
- 31:36add slight defamations. Um we extruded
- 31:39some things to uh create like an organic
- 31:42looking shape. Did a little bit of
- 31:44sculpting. Um and then we created a mug
- 31:47right and then did some uh modifiers and
- 31:50subsurf to kind of uh create the general
- 31:52shape there. So those are kind of some
- 31:55of the techniques that you will need to
- 31:57learn to create lots of different
- 31:59objects in the future. Just some though.
- 32:01But there are so many other techniques
- 32:03and tools. Uh precision modeling,
- 32:06modeling mostly with hard objects, how
- 32:08to keep straight lines and then modeling
- 32:11something that is really custom and
- 32:12deformed. Getting those like largeish
- 32:15shapes there and just kind of like
- 32:16almost using the mesh like a guide mesh
- 32:18to kind of uh create shapes. And then
- 32:21actual characters like sculpting a
- 32:23character from nothing and then actually
- 32:25converting that character into something
- 32:27that looks and has like like subdivision
- 32:30so that the arm can move and then
- 32:31rigging that character so that you can
- 32:33actually move the arms like a puppet. So
- 32:35these are the kinds of techniques that
- 32:37we don't have time to go into in the
- 32:39donut but I do have time to go into in
- 32:41my course called the beginners academy.
- 32:44So all of these things you can see on
- 32:46the screen here are taught in that
- 32:47academy. If you only want to learn
- 32:49Blender for free and you just want to do
- 32:51this donut, that is fine. But if you
- 32:53want to go further and you want to learn
- 32:54how to actually think like a 3D artist
- 32:58and take an idea from your head and
- 33:00actually convert that into something
- 33:02that you can use, whether that be for 3D
- 33:04printing or for rendering or for
- 33:06whatever visualization purpose you have.
- 33:08Um, that's what this course is about.
- 33:10It's teaching you those foundational
- 33:12skills um to actually um create
- 33:15something that you want to create. So,
- 33:16if you're interested in that, uh the
- 33:18link for that is uh beneath this video
- 33:20and um it is designed for complete
- 33:22beginners who have finished the donut.
- 33:24But you've learned enough now that if
- 33:25you want to jump straight to that, you
- 33:27could. But if you want to continue on,
- 33:28we will jump into texturing next. I will
- 33:30see you in the next
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