How to Scatter in Blender 5.0 (Donut Part 7) — Transcript
Full transcript
- 0:00In this video, I'm going to show you how
- 0:01to use the new scatter on surfaces
- 0:03modifier that was introduced in Blender
- 0:055.0 to add some lovely sprinkles to our
- 0:08donut. But first, we need to model those
- 0:12sprinkles because you can't scatter
- 0:14nothing. Um, and I want to add my
- 0:16sprinkle on top of my doughnut or close
- 0:19to it just so that I can see relatively
- 0:21the size of it is correct for the donut.
- 0:24Um, and so how can you do that? How can
- 0:26you add an object and place it somewhere
- 0:28in the same motion? Um, and you can do
- 0:30that by moving the 3D cursor, which is
- 0:32this little guy down here. And sometimes
- 0:35it's in a weird place and you're like,
- 0:36why did it end up there and how can I
- 0:38move it? So, you can move it by holding
- 0:41down shift and then right mouse dragging
- 0:43and then that'll place it on the surface
- 0:46underneath uh your mouse. Um, so yeah,
- 0:49it's placed it right there. Um, I might
- 0:51actually move it up a little bit. Just
- 0:52kind of Yeah, just about there. Yeah.
- 0:54So, I want to see it just above my
- 0:56donut. All right. So, now we need to add
- 0:58a new object, and that is going to be a
- 1:00cylinder, of course. So, add mesh and
- 1:03then cylinder. You could also use a
- 1:05sphere if you wanted to, if you want to
- 1:07get like round sprinkles. I'm not a fan
- 1:09of those. They're too crunchy and just
- 1:11like I don't know. I always like the
- 1:13long ones. So, we're going with the long
- 1:15sprinkle with the cylinder. And just
- 1:17like before, we're going to go in the
- 1:20last use settings here. I'm going to
- 1:22change my radius to the smallest cuz I
- 1:24mean, hey, we're making a sprinkle. And
- 1:26yeah, let's start. Let's start there.
- 1:28Um, so probably should be a little bit
- 1:30bigger than that. So, um, obviously if
- 1:32you just like click and drag on this,
- 1:33it's just way too sudden movement, but
- 1:35holding shift might remember I mentioned
- 1:37that. That'll use like smaller
- 1:39increments. So, I think that's Yeah,
- 1:42that's pretty good. And then I'll just
- 1:43increase the depth of this to make it a
- 1:46little bit longer. You know, something
- 1:49like that. It's just a a starting block
- 1:51before we actually start editing it. The
- 1:53main one though is the vertices. So, I
- 1:58want to add like a really um Oh. Oh. Oh
- 2:02gosh, I hit the wrong button on my
- 2:03Zoomit tool and I flew in there. But all
- 2:05right, we can work with this. I want to
- 2:07add a rounded corner to my uh sprinkle
- 2:10there. So, we're going to be using a
- 2:12subserve modifier. Um, and if we were to
- 2:15add it on a mesh with 32 vertices, every
- 2:18level of subdiv would like double that.
- 2:20So, it' go 64 and then, yeah, 128,
- 2:22right? So, um, way too much. So, I'm
- 2:25going to drop this to six vertices. So,
- 2:27super low poly, but, uh, it's what we're
- 2:29going to use. All right. Now, add my
- 2:32subsurf. Uh, I'm going to move me just
- 2:34to the side here so I'm not blocking
- 2:37everything. That's kind of the the
- 2:39optimal place I've found for me is like
- 2:41just right on that line. I only have to
- 2:43move my head sometimes when I do that,
- 2:44but otherwise I shouldn't be blocking
- 2:46too much. Anyways, um now add modifier,
- 2:49generate, and we're going subdivision
- 2:51surface. And there we go. So, um the
- 2:54reason we've got this uh diamond shape
- 2:56is as I've mentioned before, it's using
- 2:58the like middle points of each face
- 3:01essentially. So, it has to go from here
- 3:03to the middle point of this giant long
- 3:04face. So, to here. So, it's now
- 3:07averaging out those points. But if I
- 3:09want to make a tighter, rounder bit
- 3:10around here, I just have to basically
- 3:13move out a point here to to add that
- 3:16that roundness to it. So it only goes to
- 3:18there. And then I would also do another
- 3:20one here so that it's the the same thing
- 3:21on the bottom. So in edit mode, tab, I'm
- 3:25going to hit CtrlR uh to add my loop
- 3:28cut. And then it's obviously saying
- 3:29where do you want to place that loop
- 3:30cut? So click there and then just slide
- 3:33it up to the somewhere near the top like
- 3:36that. Click. And then do the same for
- 3:38the bottom. Control-r, click, slide to
- 3:40the bottom. [snorts] Okay. And now let's
- 3:43have a look at that. Just have a look in
- 3:44relation to the size of the doughnut. Do
- 3:46we want it any bigger? Do we want to
- 3:48change the size? All right. Now, um,
- 3:52yeah, I'm going to rightclick it and I'm
- 3:53going to say shade smooth just so that I
- 3:55can see how that looks. Okay. Now, we
- 3:57could begin scattering at this point.
- 3:59Um, but if we did, we would end up with
- 4:02the same this exact same sprinkle all
- 4:05over it. and that much repetition to
- 4:07your eye just looks fake. Like every
- 4:08single sprinkle actually the way they
- 4:10make sprinkles is just like from a
- 4:12piping bag, right? So you just literally
- 4:14just pipe out a bunch of uh this, you
- 4:17know, uh piping, right? Glaze. Um and
- 4:20then it dries and then you just like
- 4:22break it up. So they all end up in
- 4:23different sized um shapes and stuff. So
- 4:26we need to add more sprinkles uh just of
- 4:29different shapes and sizes. So what I'm
- 4:31going to do is I'm going to first of all
- 4:32uh rename this by hitting F2. I'm going
- 4:35to call it oh boy late in the day
- 4:39sprinkle. Okay. And now we haven't
- 4:42really mentioned collections before, but
- 4:43they're basically buckets and you can
- 4:45move things in and out of buckets. So
- 4:47there's a default one that comes in
- 4:48here. Um, but you can move it out of
- 4:51this whole collection by just taking the
- 4:53sprinkle, clicking, and dragging it up.
- 4:54So I'm going to drop it into my scene
- 4:56collection there. And the reason I'm
- 4:58doing that is now I'm going to select
- 5:00this whole thing and I'm just going to
- 5:02exclude. Okay. So now when you hit
- 5:04exclude, it's not going to show up in
- 5:06your viewport or your render. It's
- 5:08effectively like it has vanished from
- 5:10the scene, but you can easily bring it
- 5:12back there. So it's just a way to like
- 5:13quickly edit, you know, a bunch of
- 5:15different things and then bring back the
- 5:16rest of your scene. Okay, so here is my
- 5:20sprinkle. I want to create variants of
- 5:21it. So first I'm going to go into front
- 5:23view mode and then focus. So one and
- 5:26then numpad period. Now, what I want you
- 5:28to do is to create some variance by
- 5:31duplicating your sprinkle and creating
- 5:33different twists and turns and shapes
- 5:35and things. And I'm not going to walk
- 5:36you through uh doing this. You should be
- 5:38able to do it if you've been following
- 5:39the series. But also, I want to tell you
- 5:42something more important that every
- 5:43Blender user needs to hear. Blender
- 5:46needs your help. When you downloaded
- 5:48Blender, you might remember that it
- 5:50didn't ask for your credit card, which
- 5:51is good. Means that everybody in the
- 5:53world can have free access to 3D and try
- 5:55it out. But what's bad is that Blender
- 5:58doesn't have as much money as it needs
- 6:00to develop the software. There are so
- 6:03many areas of Blender that they want to
- 6:05improve, they want to develop, but they
- 6:07lack the funds, texture painting, the
- 6:10whole physics engine, sculpting tools,
- 6:14the compositor. So, the headquarters of
- 6:16Blender, which is in Amsterdam in the
- 6:18Netherlands, if you didn't know, uh they
- 6:20hire some full-time developers to work
- 6:23there in their offices and also some
- 6:25full-time contractors from around the
- 6:26world to contribute and work on these
- 6:28features. Um, and they get the funding
- 6:30from that from the dev fund, which is
- 6:33the engine that enables Blender. So, if
- 6:36you have been enjoying this donut series
- 6:39and you've been enjoying Blender, please
- 6:42donate. If you can go here and join a
- 6:44monthly donation of 510 or if you're a
- 6:47high roller 25 or higher is amazing.
- 6:51This will enable more people who can't
- 6:53afford this to uh to try out Blender to
- 6:56to download it and so the software can
- 6:59remain competitive cuz I don't know if
- 7:00you know this but Autodesk made $315
- 7:04million from 3ds Max and Maya last year.
- 7:07Blender doesn't have that money. So, if
- 7:09you want Blender and Open Source to win,
- 7:11we do need people to donate. So, please
- 7:13consider the link is underneath this
- 7:15video. You can click that and um please
- 7:18uh make a donation. All right, with that
- 7:21spiel out of the way, we can get back to
- 7:24it. So, I'm going to bring back my scene
- 7:26now. All right, pull it out. And um
- 7:30yeah, let's let's let's move this into a
- 7:32new collection. So, we briefly talked
- 7:34about collections, but they're
- 7:35essentially buckets. They're just ways
- 7:37to organize objects into different
- 7:38buckets. And you can reference those
- 7:40buckets in different parts of Blender.
- 7:42But that's basically it. So, I want to
- 7:44create a bucket, a collection for my
- 7:46sprinkles. Now, you can create a new
- 7:48collection by hitting that little button
- 7:50at the top there, and you can just
- 7:51create a bunch of different collections
- 7:52and rename them. But if you want to move
- 7:55something and create a collection at the
- 7:57same time, you can do that as well. So,
- 8:00if you select all your objects here or
- 8:02you select them here in the outliner,
- 8:04then you just hit M. M to move. You can
- 8:07move it to an existing collection or you
- 8:09can create a new collection and move it
- 8:10there. So that's what we're going to do.
- 8:12So I'm going to call this sprinkles.
- 8:15Okay. And now that I've got that, I'm
- 8:17actually going to uncheck it because we
- 8:19don't actually need to see the sprinkles
- 8:21um visibly in order to reference them in
- 8:24our scatter system. So otherwise they
- 8:26just kind of get in the way there. So
- 8:28all right. So here it is. Exciting
- 8:30moment. With your icing selected, we are
- 8:33going to add in a modifier and it is the
- 8:38brand new scatter on surface modifier
- 8:42which is only there as of Blender 5.0.
- 8:45If you don't see it, you're not using
- 8:475.0 or at least you're not using a
- 8:49version later than 5.0 if you watch this
- 8:51at a later time. So, scatter on surface.
- 8:54All right. So, so many little settings
- 8:57and things, but it's very wellm made.
- 8:59It's uh I actually love it. It's a
- 9:01fantastic modifier. I'm so happy that it
- 9:03exists. Um, but anyways, the first thing
- 9:05we need to reference is here. What
- 9:07object are we scattering? That's the
- 9:09instancing here. Okay. So, we're not uh
- 9:13uh instancing one object. We're going to
- 9:15do the entire collection. So, go
- 9:16collection and then here click on
- 9:18sprinkles. And look, we've got
- 9:23not what we expected. What's going on?
- 9:25>> [snorts]
- 9:26>> Um, so the first thing we need to do is
- 9:29uh first of all, why is there only one
- 9:31of them? That's because density is
- 9:32really low. If we increase density, we
- 9:34get more of them. But still, it's it's
- 9:36just getting worse. Andrew, what's going
- 9:38on? Um, so first of all, uh, underneath
- 9:41instancing, you need to check pick
- 9:43instance. That's the first thing. And
- 9:45that is so that it doesn't reference the
- 9:47entire group as one thing to be uh,
- 9:51scattered. you're instead referencing
- 9:53the individual parts of that collection,
- 9:55which is the individual sprinkles. And
- 9:57then as well as that, it has reset the
- 9:59transform because like it bases it off
- 10:01of how far away is it from the center of
- 10:03the thing. But if you go reset, then it
- 10:05actually bases it on the point of those
- 10:06sprinkles. Okay, cool. So, ooh, look,
- 10:09we've got a alien looking landscape or
- 10:12something, right? Um, but yeah, you can
- 10:14see you can increase this. The higher
- 10:16you go, the more sprinkles you will get.
- 10:19Um, how do we change the rotation? So
- 10:22underneath transform. Oh, right here.
- 10:24Right where my head and everything is.
- 10:27Transform. Okay. You get extra settings
- 10:29here. So we want to change the alignment
- 10:32axis. Um, and you can just cycle through
- 10:34it until you get the correct one. But
- 10:36yeah, it looks like Y is the one. And
- 10:38then also, man, I should just Hang on a
- 10:41sec. Let me just move me. Yeah, a little
- 10:44bit. Yeah, there we go. Okay.
- 10:47Randomize. So this is cool. Um so if we
- 10:49add randomize here, check that box, then
- 10:52go here. Now we can randomize and add
- 10:55slight variances to um how it is being
- 10:57rotated. So to rotate on the Y-axis, we
- 11:02just increase that to 360. And look at
- 11:04that. We've got sprinkles on the donut.
- 11:07But we can go further. We can do so much
- 11:09more. Um there's a setting at the top
- 11:11here which is called surface offset cuz
- 11:13you can see how it's like they're
- 11:15submerged in the icing. Now, sprinkles
- 11:17do submerge a little bit in wet icing,
- 11:20but probably not as much as this. So, I
- 11:22just want to increase this very, very
- 11:24slightly. So, if I just hold down shift
- 11:26and kind of drag out, I can get it to
- 11:28there just resting on top like that. You
- 11:31wouldn't believe, by the way, how much
- 11:32effort it was to create this in Blender
- 11:36previously. Like, bit of brief history
- 11:38on scattering in Blender. The old old
- 11:41way uh was to use the particle system in
- 11:44Blender which was like old and legacy
- 11:46and it was badly coded and it kind of
- 11:49worked but it was you know it was
- 11:51annoying. Um and then they came out with
- 11:53geometry nodes which was all mathbased
- 11:55and mathematical but to do stuff like
- 11:57this required so much work to set it up
- 12:00and then now they've come out with
- 12:02scatter on surface which is still
- 12:04geometry nodes. So, if you don't know
- 12:06geometry nodes, there's a tab at the top
- 12:08there. You can click it and this is what
- 12:10it looks like. It's nodes, right? Um,
- 12:13but the cool thing is is that this just
- 12:15comes packaged with Blender now. And
- 12:17this is already done. So, the guys at
- 12:19the Blender Institute that uh, you know,
- 12:22need your money, right, so that they can
- 12:24keep working, they came up with this uh,
- 12:26crazy math-based thing. So, it's got all
- 12:28the options that we need that everyone
- 12:30will ever need. and then only one person
- 12:33needed to do it and then we can all
- 12:35access it for free. So it means that
- 12:36creatives don't have to dive into math
- 12:39just to scatter some sprinkles on a
- 12:41donut, which is what the last three
- 12:43versions of this donut tutorial had to
- 12:44do. And then everyone complained that it
- 12:46was too technical. And it's like, yeah,
- 12:48I know, but how else are you going to
- 12:49get the sprinkles on the donut? Anyway,
- 12:51all right. So the next thing you're
- 12:52probably wondering looking at this is um
- 12:55how do we scatter it in just a specific
- 12:58area? Okay? Because you'll see, and in
- 13:00fact, if you select your icing and then
- 13:01uh forward slash, we've got sprinkles
- 13:05everywhere, the underside, etc. So, we
- 13:07only want them around the top of the
- 13:09donut. So, how do we do that? Well,
- 13:11there is a way to reference an attribute
- 13:13inside of this. I'll show you soon. Um,
- 13:15but the attribute we're going to use is
- 13:16called weight painting. And you can
- 13:19activate that by going uh at the top of
- 13:21your screen there and changing from
- 13:23object mode to weight paint mode. Um,
- 13:26and I'm going to deactivate my sprinkles
- 13:28so that I can just see the icing. Now,
- 13:30if you were to click and drag across it
- 13:32when it is active in this state, you'll
- 13:33see that you get like a a heat map. And
- 13:35as you can probably guess, where it is
- 13:37red is going to be where your sprinkles
- 13:39are. And where it is black, it's where
- 13:40your sprinkles are not going to be. And
- 13:42if you want to get technical, weight
- 13:44paint mode is actually adding an
- 13:45attribute to the mesh, which is where it
- 13:47is red, that is a value of one. Where it
- 13:50is black is a value of zero. And then
- 13:53varying values between there.
- 13:54essentially a heat map of values which
- 13:56are stored in the mesh and then other
- 13:59parts of Blender can reference this. So
- 14:01it's a very quick way to just do some
- 14:03painting on a mesh um to to reference in
- 14:06different things. Now uh what is not
- 14:08clear though is that when you're
- 14:10painting in this mode if you go into the
- 14:12uh isolated view by hitting forward
- 14:14slash you might notice that you have
- 14:16accidentally painted through your mesh.
- 14:19I wish it wasn't like this, although I
- 14:21understand why it is because people that
- 14:22are rigging often want this turned on.
- 14:25But your brush, you want to check front
- 14:28faces only because if you don't do that,
- 14:30then you'll still get your sprinkles
- 14:31underneath your doughut. So, now that
- 14:34I've got that, um, I'm going to Yeah, I
- 14:37mean, you can like paint over the mesh
- 14:39like this. A quicker way to do it would
- 14:41be to, um, go into here where my head
- 14:44is, data, then go into edit mode, right?
- 14:48Like this, right? So edit mode,
- 14:49everything is selected. If I drop my
- 14:51weight to zero and then say assign then
- 14:55go back into uh weight paint mode,
- 14:57everything is black because this vertex
- 14:59group thing here, this is the weight
- 15:01paint, right? So you can select
- 15:02everything if you want and just make it
- 15:04entirely one or you can um make it
- 15:07entirely zero. Anyways, now that I've
- 15:09got that, as you can tell, I've got
- 15:11front faces on. Now I can do my
- 15:12painting. All right, so where do you
- 15:14want your sprinkles to go? You just do
- 15:15that painting, right? Um, and you can
- 15:18have, you know, you can change the
- 15:20weight of the brush as well. If you want
- 15:22there to be like a lot that's kind of
- 15:24just like on the edge, right? You could
- 15:26do something like that. But generally,
- 15:28you know, it doesn't have to be that,
- 15:31you know, that perfect. You know, I'm
- 15:33just doing this as an example of how you
- 15:35could, you know, really do. You could
- 15:36also go like weight one and then turn
- 15:38the strength down. And then now as you
- 15:39paint, you get like, you know, different
- 15:42amounts of buildup. But, you know, how
- 15:44detailed do you want?
- 15:46Like, do you want I don't think
- 15:48anybody's ever going to look at your
- 15:49doughnut render and go like, "Wow, the
- 15:51distribution of those sprinkles is
- 15:53amazing. You did a great job
- 15:55distributing the sprinkles." But they
- 15:58might notice it if it if it looks fake.
- 15:59You know, so it's it's one of those
- 16:01things that seems like pointless in 3D.
- 16:05Like you watch, you know, like Planet of
- 16:09the Apes, like the making of that that
- 16:11latest one. I don't know the name of the
- 16:12the latest one, but I was at Sigraph and
- 16:14I was watching a a talk where they had
- 16:17the most amazing the guys at Wetter know
- 16:19how to do a presentation, but it was
- 16:20just like full of detail and like tiny
- 16:24like cuz they had like monkeys in the
- 16:27the the rapids and like just the
- 16:30sheeting and the the the plants had to
- 16:33have just the right amount of of wind or
- 16:36else you and so like artists are just
- 16:38slaving over every single detail. And
- 16:41I'm sure a lot of them were like, "Come
- 16:42on, who's going to notice?" You know,
- 16:44and it's like, people will notice if it
- 16:46looks fake. That's what they'll notice.
- 16:48Um, but they won't know specifically
- 16:50what you did, but they'll know if it
- 16:51looks fake. Anyways, so we've done our
- 16:54weight painting. I did a lot of detailed
- 16:56weight painting there. But now, how do
- 16:59we make our sprinkles just appear in
- 17:01that place? Oh, yeah. Bring it back by
- 17:03clicking that. Um, we do it here where
- 17:05it says distribution mask. Okay. So
- 17:08instead of this uh single value from 0
- 17:11to one, we can change it to two. Click
- 17:13this little spreadsheet looking icon. I
- 17:16don't know why they went with that icon,
- 17:18but anyways. Then from the drop-own, we
- 17:20want to select group. Okay, which is the
- 17:24name by the way inside of data. It's
- 17:26right here. So if you wanted to change
- 17:27that to be
- 17:29sprinkle
- 17:31distribution, you could um and then
- 17:34just, you know, click it there. But
- 17:36yeah, that's that's what it's
- 17:37referencing. By the way, make sure
- 17:39you're not using it cuz you can see
- 17:41there's distribution mask and density.
- 17:43They both have this icon. If you instead
- 17:45used it here, you would see like almost
- 17:48nothing. And that's because it's now
- 17:50overridden what was there, a density
- 17:52value of 900 with a value of 0 to one
- 17:56across those areas. Whereas a
- 17:58distribution mark will keep the density
- 18:00of 900, but it'll multiply it by the
- 18:04values of 0 to one here. So it's uh it's
- 18:06important you get the right one.
- 18:08Distribution mask, not density. But
- 18:10there you go. Great. Cool. So they're in
- 18:13the right places generally. You know,
- 18:15you can play around with it obviously.
- 18:17Um but now let's talk about some other
- 18:19settings you might want. Like for
- 18:20example, the density. How much how many
- 18:23sprinkles do you want? Now, the big
- 18:27question people have when they're
- 18:28looking at this, they go, "How do you
- 18:30stop the sprinkles from intersecting
- 18:33each other?" And unfortunately, there's
- 18:37not an easy answer because this is not
- 18:39easy to do there. There's a such a thing
- 18:42as like circle packing. That's the
- 18:44closest thing, which is like you could
- 18:46run an algorithm to try to combine
- 18:49circles of different radiuses to kind of
- 18:52fit together as best they could. But
- 18:54just it's it's complex. That's kind of
- 18:55like a simulation and we just we can't
- 18:58do it easily here. The closest thing we
- 19:00have is called distribution method plus
- 19:04disk which when you click that and by
- 19:07the way you can only see that option if
- 19:08you're using density method not amount.
- 19:11So amount will let you uh actually use a
- 19:14specific amount of uh sprinkles but then
- 19:18you don't get this uh extra option here
- 19:20whereas density bases it on the scale of
- 19:22the object in relation to the scene and
- 19:24yada yada. But anyways, on disk gives
- 19:26you this little setting, minimum
- 19:28distance. And what it does is
- 19:30essentially every single one of these
- 19:32points here, it goes there's a point,
- 19:34there's a point, there's a point,
- 19:35there's a point. And then when you
- 19:36increase this value by whatever amount,
- 19:39it will add a circle around it, right?
- 19:42And if you increase that circle and you
- 19:44increase that circle, right? Eventually,
- 19:47if this one, for example, had a value of
- 19:50this size, this little dot here would be
- 19:53removed because it is now colliding with
- 19:56the value of this one. So, this one
- 19:58would override that one. So, this one
- 20:00gets xed. So, if we increase this, you
- 20:02can see that is exactly what happens.
- 20:05All right. So, I'm holding down shift as
- 20:07I just play with that value there. But
- 20:09you can see that's removed some of the
- 20:11intersections, but there are still some
- 20:13more. So, you might be tempted like,
- 20:14"All right, let's increase that even
- 20:16more. Let's increase it like cuz I want
- 20:18to get I want to get rid of this one,
- 20:20right? Let's increase it again, right?"
- 20:23And you go, "Aha, I fixed it. No more
- 20:25intersection." But now the problem is
- 20:28the the radiuses are so big that they're
- 20:30deleting each other and you now have
- 20:32what looks like meticulously tweezed,
- 20:35placed uh sprinkles placed along the
- 20:38doughut um rather than randomness.
- 20:41Right? So, we've gone from the chaos to
- 20:43something that just doesn't look right
- 20:45to the to the eye. So, really what I do
- 20:48is I just drop this to be as low as I
- 20:52can get it before it starts to feel like
- 20:56too manicured. Right. That still to me
- 20:58feels a little too manicured. I might go
- 21:01like that. I might even go a little bit
- 21:03lower. Yeah. See, that feels chaotic to
- 21:06me. I like that.
- 21:08And then what I do generally is um I
- 21:11just change this seed amount here. The
- 21:13seed amount not very well named but I
- 21:17understand why they why they did it. But
- 21:18it's it's just a randomness amount like
- 21:21a distribution amount. Okay? You find it
- 21:22in a lot of like procedural workflows
- 21:24but it's like you can cycle through
- 21:26here. There's an infinite number of uh
- 21:28numbers here. And by the way it's not
- 21:29like you know one is any better than a
- 21:32th00and or 10,000. Like these are each
- 21:34individual. It's just a random number
- 21:37generator to uh give you different
- 21:39variations. So, you could do that as
- 21:41many times as you want to try to find
- 21:43the best distribution that has the least
- 21:45amount of intersections. That's probably
- 21:48the best that you can do um with what
- 21:51we've got. The other the other thing as
- 21:52well is that sprinkles sometimes are not
- 21:54laying flat right on a on a donut.
- 21:57Sometimes they might be a little bit
- 21:58skewed like that and that can kind of
- 22:00help with the intersections. So here
- 22:02where I've got randomize, I'm going to
- 22:04increase which one? The X, right? Not
- 22:09too much or else it'll just look weird,
- 22:12but a little bit makes sense for what
- 22:14we've got. The other thing that we
- 22:17should do as well is with our sprinkles,
- 22:20if we just bring them back by clicking
- 22:21on that little check box at the top
- 22:23there, um the point at which they are
- 22:27spawned onto the icing is where the
- 22:30origin point is of the uh of the mesh
- 22:33there. And we haven't talked about that
- 22:34either, but that's kind of you could
- 22:36think of it as like the center of mass
- 22:38for the object. It's we're not using
- 22:40physics, but like that's kind of how you
- 22:42think of it. It's like generally
- 22:44speaking it should be in the center of
- 22:46an object. You can see here with it
- 22:48being there. If it was spawned like here
- 22:51for example, the whole sprinkle is going
- 22:53to be over here. Right? So if you've got
- 22:55those circles of radiuses, it might be
- 22:58intersecting something when it
- 22:59shouldn't. Um whereas if you select all
- 23:02of them like this, then you rightclick
- 23:04and then you say set origin origin to
- 23:07geometry, they will now be at the exact
- 23:09center of that sprinkle and it'll just
- 23:11be a little bit better and there'll be
- 23:13slightly less um intersections. Um but
- 23:16that's that's the best we can do. The
- 23:18alternative way to like have sprinkles
- 23:20on a donut where they're not
- 23:22intersecting like this would be to use a
- 23:24physics engine. Um there's a rigid body
- 23:27physics engine in Blender.
- 23:29Unfortunately, it's not very good. It's
- 23:30very slow. It's one area that they're
- 23:32looking to overhaul with more funding.
- 23:35Yes, I found another way to throw it in
- 23:36there. Um, if more people donate, we can
- 23:39have good physics in Blender. That's
- 23:41what I want to tell you. Um, but for
- 23:43now, this is uh this is the best we got.
- 23:46Or the other way is you could actually
- 23:47apply this. You could say, "Apply all my
- 23:49sprinkles." Um, you would have to
- 23:51realize first, realize the instances, so
- 23:54they're actual objects, then apply them.
- 23:57Um, but you could then actually
- 23:59physically move each of these little
- 24:01ones like that. But I wouldn't recommend
- 24:03doing that. I think it is overkill. It's
- 24:05not and um it's not needed and it's not
- 24:08going to help you for the next step
- 24:09because we got to have random colors. So
- 24:11yes, colors. Let's make our sprinkles
- 24:14look not like tic tacs. So yeah, if we
- 24:18go uh enable our sprinkles, right? You
- 24:22know, we can come in here. We can give
- 24:23it a material and you know we could we
- 24:26could pick a random color you know get a
- 24:28purple one and then go yeah now I want
- 24:30to make a yellow one or whatever right
- 24:33the problem with this method is although
- 24:35this works and it is fast is um that
- 24:39you'll always have the green one will
- 24:42always be that bent one that little
- 24:44squiggly one right and your eye can kind
- 24:47of pick up on things like that um it's
- 24:50also like hard to control the colors
- 24:52right? Because I can't control how many
- 24:54blue ones or purple ones or whatnot I
- 24:55get across my donut. So, it's also not
- 24:58ideal. So, there is a much better way
- 25:00which involves, as I briefly mentioned
- 25:02before, random colors. So, you start
- 25:05with your material like this. And we're
- 25:07actually going to give the exact same
- 25:09material to all of our sprinkles. So, um
- 25:12let me just disable those and I'll
- 25:14select all of my sprinkles here. Um, and
- 25:16if I want to give them all this same
- 25:18material, all I would do is the last
- 25:21sprinkle, as long as that's got a
- 25:23material, I can hit Ctrl L. Ctrl L. And
- 25:27that will transfer data from one object
- 25:29to many objects. And then you're just
- 25:31looking for materials like that. And now
- 25:34you can see the uh where it says
- 25:35material, there's a little number next
- 25:37to it. And that actually tells you the
- 25:38number of users that are sharing that
- 25:40data. So there's six sprinkles now all
- 25:42sharing it. And you know to be good good
- 25:46little artists um we should call it uh
- 25:48sprinkle or sprinkles I don't know.
- 25:51Anyway um cool. So now if we go to the
- 25:54uh shader tab I'm going to show you how
- 25:56we can we can make this look cool. So
- 25:58let's go back to the shader view. Okay
- 26:00great. So there is no limit really to
- 26:03what you can do with nodes. Um you can
- 26:05plug things in and do this and that and
- 26:07it's it's really cool. There's a bunch
- 26:09of nodes. If you hit shift A and just go
- 26:11in here, there's like all sorts of
- 26:12attributes you can call in and do
- 26:15complex things and you can get really
- 26:16technical. So, it's it's a lot of fun.
- 26:18Um, but the one that we're going to use
- 26:20is underneath object info. If you bring
- 26:24in this node, um, you'll see that
- 26:27there's there's a bunch. There's like
- 26:28location, you know, you could drag that
- 26:30into the, uh, color, you know, there's
- 26:32there's all sorts of things that you can
- 26:34do with this. The one we're looking for
- 26:35is random. Okay. So, what this is doing
- 26:38is it's saying every time there's an
- 26:41object that is using this material,
- 26:43we're going to pick a random value for
- 26:46that object between zero and one. Okay?
- 26:49And you would actually see if you were
- 26:51to duplicate this sprinkle again and
- 26:53again and again and again and again,
- 26:55which by the way, um, you can do by just
- 26:58holding down shift R after you do a
- 27:00duplicate, and you just get more and
- 27:02more and more sprinkles. Um you can see
- 27:03that they all now have a value between 0
- 27:05and one and that's been converted into
- 27:07color form because 0 is black and then
- 27:09one is uh white. Right? So that's what
- 27:13um that's what this is doing. So 0 to
- 27:15one giving it that scale. Um have I run
- 27:18out of undos? I've run out of undos.
- 27:20Well I have to assume that was yeah that
- 27:23was the last one. Okay, there we go. Um
- 27:25so that's not very useful in this format
- 27:27like zero to like like black to white.
- 27:30It's it's not that fun. But we can
- 27:33convert those single float numbers 0 to
- 27:361 into color format by between here and
- 27:40here dropping in a color ramp node. So
- 27:43if you go add or shift A and then go
- 27:46color and then go color ramp, then if
- 27:48you just drag this in and drop it until
- 27:50that line lights up, drop it in there.
- 27:53Now I can say instead of it being black
- 27:56at this end, let's make this a blue
- 27:59color. And instead of it being white,
- 28:01let's make it a orangey color. Right?
- 28:04And now I've got a range of those.
- 28:07Right? And you could see as if I was to
- 28:10duplicate, right? You get kind of like
- 28:13variance [snorts] across this, right?
- 28:14Every single one of those is getting
- 28:16like a new little position somewhere in
- 28:19this um little uh gradient over there.
- 28:22Okay. And that's cool. And that would,
- 28:24you know, if you looked at our donut
- 28:26now, you would see that we're now
- 28:29getting a nice range of different colors
- 28:31across it. However, it's not quite
- 28:33accurate. If you look at photographs of
- 28:35donuts, there's there's not really like
- 28:37the yellow sprinkles are all the exact
- 28:40same shade of yellow. The blue sprinkles
- 28:41are all the exact same shade of blue.
- 28:43And it makes sense because they mix up
- 28:45the the the sprinkle uh icing uh I was
- 28:48going to say batter, just the icing
- 28:51sauce. Icing icing. They just mix that
- 28:54up with one like lot of food color. They
- 28:57get just the color right and then it's
- 28:59piped out and then that becomes the
- 29:00sprinkle. So they all have one constant
- 29:02color, not a range of colors like this.
- 29:05So um by the way, here's a little a
- 29:08little tip cuz you'll notice this that
- 29:09like when you click on something else
- 29:11like you're icing or you're hiding your
- 29:13sprinkles like I can't get back that
- 29:15material with all my sprinkles on it,
- 29:17right? So I have to go here. I have to
- 29:19enable it just so that I can click on it
- 29:22just so that I can tweak the color. It's
- 29:24annoying. You don't need to do that.
- 29:26We've got a material here that says
- 29:27sprinkles. So, we can hide it. And then
- 29:29what I do is I just select my icing and
- 29:31then I add a new material underneath it.
- 29:35And then I which you do by clicking the
- 29:37little plus button there. So, click the
- 29:39plus and then in the dropown you're
- 29:40looking for
- 29:42sprinkles. Okay. And this won't affect
- 29:45your icing. Like you can stack multiple
- 29:47materials on one object and then
- 29:49although we're not going to do it in
- 29:50this tutorial, you can assign certain
- 29:52parts of that material to different
- 29:54parts of your mesh. For example, you
- 29:56could assign it like that. Um, but you
- 29:58can also just leave it unassigned and
- 30:00then that way you can like quickly
- 30:01reference it. So that's what I like to
- 30:02do. So I've still got my glaze at the
- 30:03top there and then whenever I want to
- 30:05change my sprinkles, they're there and
- 30:07it's being shared across all the
- 30:08sprinkles that are hidden. Anyways, so
- 30:10as I mentioned, I want it to be a
- 30:12constant color. How can I make this look
- 30:14like a constant color? You can do it by
- 30:16changing these handles from instead of
- 30:18it being linear interpolation to a
- 30:21constant interpolation. And look at
- 30:22that. Now it is a hard line. It's not a
- 30:27a gradient across it. You only get all
- 30:29of this blue or all of this uh orange.
- 30:32So, you know, if you wanted to make a uh
- 30:35Halloween donut,
- 30:37right, you can go for something.
- 30:40I I moved to United States a couple of
- 30:43years ago. coming up on two years ago.
- 30:46And uh I'm just learning that that's the
- 30:49colors of Halloween because we don't
- 30:50really do Halloween in Australia where
- 30:52I'm from. Like some people do, but it's
- 30:54really a kind of a rare thing that
- 30:56people are into. But it's always Yeah,
- 30:58it's the black, orange, the green, and
- 31:01the purple seems to be the uh the colors
- 31:03that people like decorate their houses
- 31:05with and stuff. And Reese's pieces
- 31:07really lean into that. They love that
- 31:09they're one of those colors.
- 31:12You know, you can do you can do like fun
- 31:13stuff, right? You can make up the
- 31:14Halloween looking uh donut if you wanted
- 31:18to. Um what I'm going to do for mine is
- 31:22um I'm going to make mine look like
- 31:24pastel. Um so I like to go with like a
- 31:27shade of aqua kind of like that. And
- 31:30then I'm going to go with purple like
- 31:33that. And this is a a tip by the way.
- 31:35You never want to go like 100%
- 31:38um like saturated like that. Um that's
- 31:42weird. Why is no donut got that exact?
- 31:45Well, they are. They're just being
- 31:47washed out. Okay, they don't look very
- 31:50very extremely saturated. But anyways,
- 31:52um you never want to go like fully
- 31:54saturated like that because it can like
- 31:56using different uh the way you render
- 31:59it. If you put it like through a like a
- 32:02a contrast, you kind of like boost
- 32:04highlights or like make things more
- 32:05contrasted, it can kind of like blow out
- 32:07the colors. So, it's it's generally a
- 32:09good idea to leave things mostly
- 32:11unsaturated like this. It's also just
- 32:13like more pleasing on the eye if you
- 32:15don't have too many things that are
- 32:17like, you know, extremely intense. Um,
- 32:20and now this is the other thing as I
- 32:22mentioned, right? I can now choose the
- 32:24exact ratio of my sprinkles. More blue,
- 32:28more purple, more pink, more yellow. And
- 32:31I just have an exact easy slider to
- 32:35choose this. Um, and this is really fun.
- 32:37This is like where you get to be
- 32:38creative and go like what kind of what
- 32:41kind of donut am I going to be making
- 32:42here? You know, um like this, you know,
- 32:46you can make some white ones.
- 32:49But yeah, generally as a a rule of
- 32:51advice um when you're when you're making
- 32:54something um like this and you've got
- 32:57lots of colors, lots of potential color
- 33:00choices, it's best to try to go with
- 33:02like one primary color, like one that is
- 33:05making up the predominant color choice,
- 33:08right? So you go like mostly purple and
- 33:10then like a few splashes of other colors
- 33:13and it just helps it. It's it's almost
- 33:15like it helps your brain digest what
- 33:17it's looking at. Whereas if you just
- 33:19went like evenly distributed across all
- 33:22of them or get an equal share, it just
- 33:24starts to look a little bit like noise.
- 33:27Um by the way, the other thing that you
- 33:29might want to do at this point Oh, I'm
- 33:30already using it. I'm using medium high
- 33:32contrast. Um, but we're going to be So,
- 33:34by default, your color management, it
- 33:37kind of looks like this. So, your colors
- 33:39look a little bit washed out. And we're
- 33:41not going to get into color management,
- 33:42but essentially like everything is kind
- 33:45of a little bit desaturated. Um, and
- 33:47it's designed so that it makes it easier
- 33:49to grade, but it's not really designed
- 33:50for a final render when you're using the
- 33:53none look. Instead, you're better off
- 33:55using uh medium high or high contrast or
- 33:57for a YouTube thumbnail. Very high
- 33:59contrast. That's what I use. Um, and
- 34:01these aren't like bad. It's not like
- 34:03they're doing like a rough like contrast
- 34:05grab or something. This is like a proper
- 34:06S- log um uh sorry S-curve uh
- 34:10conversion. Um nothing is peing. It's
- 34:13all It's all this I I use these all the
- 34:15time. Medium high, medium uh yeah or or
- 34:18high. Um anyways, so that's pretty good.
- 34:21And then I might grab my Oh, yeah. I got
- 34:23to fix this again. Let's make that back
- 34:24what it was. Let's move that back.
- 34:28Get a few more blues in there.
- 34:31Bit of pinks, bit of whites, bit of
- 34:32yellows. I'm going to make my icing as
- 34:35well a little bit hotter. And I'm going
- 34:40to tweak it a little more towards the
- 34:42purple range. Just a little bit. Back at
- 34:45the sprinkles. The other thing I forgot
- 34:47to mention as well, um, sprinkles are
- 34:49actually a little bit shiny if you look
- 34:51at references. So, a little bit shiny.
- 34:53And then the other thing it really
- 34:54needs, and this does make a big
- 34:55difference, is subsurface scattering.
- 34:57So, just like before, dragging down on
- 34:59that radius to make them all one. And
- 35:01then I'm increasing the weight to be
- 35:02one. And then I just dropped this scale
- 35:04to be something really low. But that
- 35:06will make a big difference. I was before
- 35:08I was like practicing for this this uh
- 35:10video. Um and I was like, why are my
- 35:12sprinkles just not looking good? They
- 35:15weren't looking as good as um you know,
- 35:17a previous render I'd done and I forgot
- 35:19subsurface scattering. And it does make
- 35:21uh a huge difference. So there we go.
- 35:24We've got a nice looking doughut. Before
- 35:26you go ahead, what I'd like you to do is
- 35:29to try to create your own
- 35:32style of doughut. Um, you could try
- 35:35substituting the long sprinkles for like
- 35:38rounded sprinkles or like star- shaped
- 35:40sprinkles. Um, you could change the
- 35:42doughut color to be something else. You
- 35:44could make more donuts by just stacking
- 35:46donuts on top of each other. Um, here
- 35:48are some ideas that uh my team and over
- 35:50the years we different donut versions
- 35:52and stuff we've we've created. Um, but
- 35:55you can do a lot. So have fun just
- 35:57experimenting and trying to create
- 35:59something of your own with your own
- 36:01creativity uh injected into it. And
- 36:04it'll also just kind of teach you to
- 36:05kind of think independently and like
- 36:07where is this thing and locate that and
- 36:09it's you know just a way of like
- 36:11bringing back that information and also
- 36:13as your homework uh add some sprinkles
- 36:16to your plate if you want. Um I won't
- 36:19show you how to do it because it's
- 36:20basically the same steps as before
- 36:23scattering on surface. The only thing uh
- 36:24I'll mention is that you do need to
- 36:26apply your solidify modifier so that you
- 36:28can actually paint on the correct side
- 36:30of your plate and they will appear um as
- 36:33long as that's done. But it's super
- 36:34simple. So I trust you all be able to do
- 36:36that. Anyways, that's it for this video.
- 36:39Join me in the next part, the final part
- 36:41as we do the lighting and rendering.
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