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How to Scatter in Blender 5.0 (Donut Part 7) — Transcript

by Blender Guru · 7,230 words · 971 segments · language en · Watch on YouTube

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  1. 0:00In this video, I'm going to show you how
  2. 0:01to use the new scatter on surfaces
  3. 0:03modifier that was introduced in Blender
  4. 0:055.0 to add some lovely sprinkles to our
  5. 0:08donut. But first, we need to model those
  6. 0:12sprinkles because you can't scatter
  7. 0:14nothing. Um, and I want to add my
  8. 0:16sprinkle on top of my doughnut or close
  9. 0:19to it just so that I can see relatively
  10. 0:21the size of it is correct for the donut.
  11. 0:24Um, and so how can you do that? How can
  12. 0:26you add an object and place it somewhere
  13. 0:28in the same motion? Um, and you can do
  14. 0:30that by moving the 3D cursor, which is
  15. 0:32this little guy down here. And sometimes
  16. 0:35it's in a weird place and you're like,
  17. 0:36why did it end up there and how can I
  18. 0:38move it? So, you can move it by holding
  19. 0:41down shift and then right mouse dragging
  20. 0:43and then that'll place it on the surface
  21. 0:46underneath uh your mouse. Um, so yeah,
  22. 0:49it's placed it right there. Um, I might
  23. 0:51actually move it up a little bit. Just
  24. 0:52kind of Yeah, just about there. Yeah.
  25. 0:54So, I want to see it just above my
  26. 0:56donut. All right. So, now we need to add
  27. 0:58a new object, and that is going to be a
  28. 1:00cylinder, of course. So, add mesh and
  29. 1:03then cylinder. You could also use a
  30. 1:05sphere if you wanted to, if you want to
  31. 1:07get like round sprinkles. I'm not a fan
  32. 1:09of those. They're too crunchy and just
  33. 1:11like I don't know. I always like the
  34. 1:13long ones. So, we're going with the long
  35. 1:15sprinkle with the cylinder. And just
  36. 1:17like before, we're going to go in the
  37. 1:20last use settings here. I'm going to
  38. 1:22change my radius to the smallest cuz I
  39. 1:24mean, hey, we're making a sprinkle. And
  40. 1:26yeah, let's start. Let's start there.
  41. 1:28Um, so probably should be a little bit
  42. 1:30bigger than that. So, um, obviously if
  43. 1:32you just like click and drag on this,
  44. 1:33it's just way too sudden movement, but
  45. 1:35holding shift might remember I mentioned
  46. 1:37that. That'll use like smaller
  47. 1:39increments. So, I think that's Yeah,
  48. 1:42that's pretty good. And then I'll just
  49. 1:43increase the depth of this to make it a
  50. 1:46little bit longer. You know, something
  51. 1:49like that. It's just a a starting block
  52. 1:51before we actually start editing it. The
  53. 1:53main one though is the vertices. So, I
  54. 1:58want to add like a really um Oh. Oh. Oh
  55. 2:02gosh, I hit the wrong button on my
  56. 2:03Zoomit tool and I flew in there. But all
  57. 2:05right, we can work with this. I want to
  58. 2:07add a rounded corner to my uh sprinkle
  59. 2:10there. So, we're going to be using a
  60. 2:12subserve modifier. Um, and if we were to
  61. 2:15add it on a mesh with 32 vertices, every
  62. 2:18level of subdiv would like double that.
  63. 2:20So, it' go 64 and then, yeah, 128,
  64. 2:22right? So, um, way too much. So, I'm
  65. 2:25going to drop this to six vertices. So,
  66. 2:27super low poly, but, uh, it's what we're
  67. 2:29going to use. All right. Now, add my
  68. 2:32subsurf. Uh, I'm going to move me just
  69. 2:34to the side here so I'm not blocking
  70. 2:37everything. That's kind of the the
  71. 2:39optimal place I've found for me is like
  72. 2:41just right on that line. I only have to
  73. 2:43move my head sometimes when I do that,
  74. 2:44but otherwise I shouldn't be blocking
  75. 2:46too much. Anyways, um now add modifier,
  76. 2:49generate, and we're going subdivision
  77. 2:51surface. And there we go. So, um the
  78. 2:54reason we've got this uh diamond shape
  79. 2:56is as I've mentioned before, it's using
  80. 2:58the like middle points of each face
  81. 3:01essentially. So, it has to go from here
  82. 3:03to the middle point of this giant long
  83. 3:04face. So, to here. So, it's now
  84. 3:07averaging out those points. But if I
  85. 3:09want to make a tighter, rounder bit
  86. 3:10around here, I just have to basically
  87. 3:13move out a point here to to add that
  88. 3:16that roundness to it. So it only goes to
  89. 3:18there. And then I would also do another
  90. 3:20one here so that it's the the same thing
  91. 3:21on the bottom. So in edit mode, tab, I'm
  92. 3:25going to hit CtrlR uh to add my loop
  93. 3:28cut. And then it's obviously saying
  94. 3:29where do you want to place that loop
  95. 3:30cut? So click there and then just slide
  96. 3:33it up to the somewhere near the top like
  97. 3:36that. Click. And then do the same for
  98. 3:38the bottom. Control-r, click, slide to
  99. 3:40the bottom. [snorts] Okay. And now let's
  100. 3:43have a look at that. Just have a look in
  101. 3:44relation to the size of the doughnut. Do
  102. 3:46we want it any bigger? Do we want to
  103. 3:48change the size? All right. Now, um,
  104. 3:52yeah, I'm going to rightclick it and I'm
  105. 3:53going to say shade smooth just so that I
  106. 3:55can see how that looks. Okay. Now, we
  107. 3:57could begin scattering at this point.
  108. 3:59Um, but if we did, we would end up with
  109. 4:02the same this exact same sprinkle all
  110. 4:05over it. and that much repetition to
  111. 4:07your eye just looks fake. Like every
  112. 4:08single sprinkle actually the way they
  113. 4:10make sprinkles is just like from a
  114. 4:12piping bag, right? So you just literally
  115. 4:14just pipe out a bunch of uh this, you
  116. 4:17know, uh piping, right? Glaze. Um and
  117. 4:20then it dries and then you just like
  118. 4:22break it up. So they all end up in
  119. 4:23different sized um shapes and stuff. So
  120. 4:26we need to add more sprinkles uh just of
  121. 4:29different shapes and sizes. So what I'm
  122. 4:31going to do is I'm going to first of all
  123. 4:32uh rename this by hitting F2. I'm going
  124. 4:35to call it oh boy late in the day
  125. 4:39sprinkle. Okay. And now we haven't
  126. 4:42really mentioned collections before, but
  127. 4:43they're basically buckets and you can
  128. 4:45move things in and out of buckets. So
  129. 4:47there's a default one that comes in
  130. 4:48here. Um, but you can move it out of
  131. 4:51this whole collection by just taking the
  132. 4:53sprinkle, clicking, and dragging it up.
  133. 4:54So I'm going to drop it into my scene
  134. 4:56collection there. And the reason I'm
  135. 4:58doing that is now I'm going to select
  136. 5:00this whole thing and I'm just going to
  137. 5:02exclude. Okay. So now when you hit
  138. 5:04exclude, it's not going to show up in
  139. 5:06your viewport or your render. It's
  140. 5:08effectively like it has vanished from
  141. 5:10the scene, but you can easily bring it
  142. 5:12back there. So it's just a way to like
  143. 5:13quickly edit, you know, a bunch of
  144. 5:15different things and then bring back the
  145. 5:16rest of your scene. Okay, so here is my
  146. 5:20sprinkle. I want to create variants of
  147. 5:21it. So first I'm going to go into front
  148. 5:23view mode and then focus. So one and
  149. 5:26then numpad period. Now, what I want you
  150. 5:28to do is to create some variance by
  151. 5:31duplicating your sprinkle and creating
  152. 5:33different twists and turns and shapes
  153. 5:35and things. And I'm not going to walk
  154. 5:36you through uh doing this. You should be
  155. 5:38able to do it if you've been following
  156. 5:39the series. But also, I want to tell you
  157. 5:42something more important that every
  158. 5:43Blender user needs to hear. Blender
  159. 5:46needs your help. When you downloaded
  160. 5:48Blender, you might remember that it
  161. 5:50didn't ask for your credit card, which
  162. 5:51is good. Means that everybody in the
  163. 5:53world can have free access to 3D and try
  164. 5:55it out. But what's bad is that Blender
  165. 5:58doesn't have as much money as it needs
  166. 6:00to develop the software. There are so
  167. 6:03many areas of Blender that they want to
  168. 6:05improve, they want to develop, but they
  169. 6:07lack the funds, texture painting, the
  170. 6:10whole physics engine, sculpting tools,
  171. 6:14the compositor. So, the headquarters of
  172. 6:16Blender, which is in Amsterdam in the
  173. 6:18Netherlands, if you didn't know, uh they
  174. 6:20hire some full-time developers to work
  175. 6:23there in their offices and also some
  176. 6:25full-time contractors from around the
  177. 6:26world to contribute and work on these
  178. 6:28features. Um, and they get the funding
  179. 6:30from that from the dev fund, which is
  180. 6:33the engine that enables Blender. So, if
  181. 6:36you have been enjoying this donut series
  182. 6:39and you've been enjoying Blender, please
  183. 6:42donate. If you can go here and join a
  184. 6:44monthly donation of 510 or if you're a
  185. 6:47high roller 25 or higher is amazing.
  186. 6:51This will enable more people who can't
  187. 6:53afford this to uh to try out Blender to
  188. 6:56to download it and so the software can
  189. 6:59remain competitive cuz I don't know if
  190. 7:00you know this but Autodesk made $315
  191. 7:04million from 3ds Max and Maya last year.
  192. 7:07Blender doesn't have that money. So, if
  193. 7:09you want Blender and Open Source to win,
  194. 7:11we do need people to donate. So, please
  195. 7:13consider the link is underneath this
  196. 7:15video. You can click that and um please
  197. 7:18uh make a donation. All right, with that
  198. 7:21spiel out of the way, we can get back to
  199. 7:24it. So, I'm going to bring back my scene
  200. 7:26now. All right, pull it out. And um
  201. 7:30yeah, let's let's let's move this into a
  202. 7:32new collection. So, we briefly talked
  203. 7:34about collections, but they're
  204. 7:35essentially buckets. They're just ways
  205. 7:37to organize objects into different
  206. 7:38buckets. And you can reference those
  207. 7:40buckets in different parts of Blender.
  208. 7:42But that's basically it. So, I want to
  209. 7:44create a bucket, a collection for my
  210. 7:46sprinkles. Now, you can create a new
  211. 7:48collection by hitting that little button
  212. 7:50at the top there, and you can just
  213. 7:51create a bunch of different collections
  214. 7:52and rename them. But if you want to move
  215. 7:55something and create a collection at the
  216. 7:57same time, you can do that as well. So,
  217. 8:00if you select all your objects here or
  218. 8:02you select them here in the outliner,
  219. 8:04then you just hit M. M to move. You can
  220. 8:07move it to an existing collection or you
  221. 8:09can create a new collection and move it
  222. 8:10there. So that's what we're going to do.
  223. 8:12So I'm going to call this sprinkles.
  224. 8:15Okay. And now that I've got that, I'm
  225. 8:17actually going to uncheck it because we
  226. 8:19don't actually need to see the sprinkles
  227. 8:21um visibly in order to reference them in
  228. 8:24our scatter system. So otherwise they
  229. 8:26just kind of get in the way there. So
  230. 8:28all right. So here it is. Exciting
  231. 8:30moment. With your icing selected, we are
  232. 8:33going to add in a modifier and it is the
  233. 8:38brand new scatter on surface modifier
  234. 8:42which is only there as of Blender 5.0.
  235. 8:45If you don't see it, you're not using
  236. 8:475.0 or at least you're not using a
  237. 8:49version later than 5.0 if you watch this
  238. 8:51at a later time. So, scatter on surface.
  239. 8:54All right. So, so many little settings
  240. 8:57and things, but it's very wellm made.
  241. 8:59It's uh I actually love it. It's a
  242. 9:01fantastic modifier. I'm so happy that it
  243. 9:03exists. Um, but anyways, the first thing
  244. 9:05we need to reference is here. What
  245. 9:07object are we scattering? That's the
  246. 9:09instancing here. Okay. So, we're not uh
  247. 9:13uh instancing one object. We're going to
  248. 9:15do the entire collection. So, go
  249. 9:16collection and then here click on
  250. 9:18sprinkles. And look, we've got
  251. 9:23not what we expected. What's going on?
  252. 9:25>> [snorts]
  253. 9:26>> Um, so the first thing we need to do is
  254. 9:29uh first of all, why is there only one
  255. 9:31of them? That's because density is
  256. 9:32really low. If we increase density, we
  257. 9:34get more of them. But still, it's it's
  258. 9:36just getting worse. Andrew, what's going
  259. 9:38on? Um, so first of all, uh, underneath
  260. 9:41instancing, you need to check pick
  261. 9:43instance. That's the first thing. And
  262. 9:45that is so that it doesn't reference the
  263. 9:47entire group as one thing to be uh,
  264. 9:51scattered. you're instead referencing
  265. 9:53the individual parts of that collection,
  266. 9:55which is the individual sprinkles. And
  267. 9:57then as well as that, it has reset the
  268. 9:59transform because like it bases it off
  269. 10:01of how far away is it from the center of
  270. 10:03the thing. But if you go reset, then it
  271. 10:05actually bases it on the point of those
  272. 10:06sprinkles. Okay, cool. So, ooh, look,
  273. 10:09we've got a alien looking landscape or
  274. 10:12something, right? Um, but yeah, you can
  275. 10:14see you can increase this. The higher
  276. 10:16you go, the more sprinkles you will get.
  277. 10:19Um, how do we change the rotation? So
  278. 10:22underneath transform. Oh, right here.
  279. 10:24Right where my head and everything is.
  280. 10:27Transform. Okay. You get extra settings
  281. 10:29here. So we want to change the alignment
  282. 10:32axis. Um, and you can just cycle through
  283. 10:34it until you get the correct one. But
  284. 10:36yeah, it looks like Y is the one. And
  285. 10:38then also, man, I should just Hang on a
  286. 10:41sec. Let me just move me. Yeah, a little
  287. 10:44bit. Yeah, there we go. Okay.
  288. 10:47Randomize. So this is cool. Um so if we
  289. 10:49add randomize here, check that box, then
  290. 10:52go here. Now we can randomize and add
  291. 10:55slight variances to um how it is being
  292. 10:57rotated. So to rotate on the Y-axis, we
  293. 11:02just increase that to 360. And look at
  294. 11:04that. We've got sprinkles on the donut.
  295. 11:07But we can go further. We can do so much
  296. 11:09more. Um there's a setting at the top
  297. 11:11here which is called surface offset cuz
  298. 11:13you can see how it's like they're
  299. 11:15submerged in the icing. Now, sprinkles
  300. 11:17do submerge a little bit in wet icing,
  301. 11:20but probably not as much as this. So, I
  302. 11:22just want to increase this very, very
  303. 11:24slightly. So, if I just hold down shift
  304. 11:26and kind of drag out, I can get it to
  305. 11:28there just resting on top like that. You
  306. 11:31wouldn't believe, by the way, how much
  307. 11:32effort it was to create this in Blender
  308. 11:36previously. Like, bit of brief history
  309. 11:38on scattering in Blender. The old old
  310. 11:41way uh was to use the particle system in
  311. 11:44Blender which was like old and legacy
  312. 11:46and it was badly coded and it kind of
  313. 11:49worked but it was you know it was
  314. 11:51annoying. Um and then they came out with
  315. 11:53geometry nodes which was all mathbased
  316. 11:55and mathematical but to do stuff like
  317. 11:57this required so much work to set it up
  318. 12:00and then now they've come out with
  319. 12:02scatter on surface which is still
  320. 12:04geometry nodes. So, if you don't know
  321. 12:06geometry nodes, there's a tab at the top
  322. 12:08there. You can click it and this is what
  323. 12:10it looks like. It's nodes, right? Um,
  324. 12:13but the cool thing is is that this just
  325. 12:15comes packaged with Blender now. And
  326. 12:17this is already done. So, the guys at
  327. 12:19the Blender Institute that uh, you know,
  328. 12:22need your money, right, so that they can
  329. 12:24keep working, they came up with this uh,
  330. 12:26crazy math-based thing. So, it's got all
  331. 12:28the options that we need that everyone
  332. 12:30will ever need. and then only one person
  333. 12:33needed to do it and then we can all
  334. 12:35access it for free. So it means that
  335. 12:36creatives don't have to dive into math
  336. 12:39just to scatter some sprinkles on a
  337. 12:41donut, which is what the last three
  338. 12:43versions of this donut tutorial had to
  339. 12:44do. And then everyone complained that it
  340. 12:46was too technical. And it's like, yeah,
  341. 12:48I know, but how else are you going to
  342. 12:49get the sprinkles on the donut? Anyway,
  343. 12:51all right. So the next thing you're
  344. 12:52probably wondering looking at this is um
  345. 12:55how do we scatter it in just a specific
  346. 12:58area? Okay? Because you'll see, and in
  347. 13:00fact, if you select your icing and then
  348. 13:01uh forward slash, we've got sprinkles
  349. 13:05everywhere, the underside, etc. So, we
  350. 13:07only want them around the top of the
  351. 13:09donut. So, how do we do that? Well,
  352. 13:11there is a way to reference an attribute
  353. 13:13inside of this. I'll show you soon. Um,
  354. 13:15but the attribute we're going to use is
  355. 13:16called weight painting. And you can
  356. 13:19activate that by going uh at the top of
  357. 13:21your screen there and changing from
  358. 13:23object mode to weight paint mode. Um,
  359. 13:26and I'm going to deactivate my sprinkles
  360. 13:28so that I can just see the icing. Now,
  361. 13:30if you were to click and drag across it
  362. 13:32when it is active in this state, you'll
  363. 13:33see that you get like a a heat map. And
  364. 13:35as you can probably guess, where it is
  365. 13:37red is going to be where your sprinkles
  366. 13:39are. And where it is black, it's where
  367. 13:40your sprinkles are not going to be. And
  368. 13:42if you want to get technical, weight
  369. 13:44paint mode is actually adding an
  370. 13:45attribute to the mesh, which is where it
  371. 13:47is red, that is a value of one. Where it
  372. 13:50is black is a value of zero. And then
  373. 13:53varying values between there.
  374. 13:54essentially a heat map of values which
  375. 13:56are stored in the mesh and then other
  376. 13:59parts of Blender can reference this. So
  377. 14:01it's a very quick way to just do some
  378. 14:03painting on a mesh um to to reference in
  379. 14:06different things. Now uh what is not
  380. 14:08clear though is that when you're
  381. 14:10painting in this mode if you go into the
  382. 14:12uh isolated view by hitting forward
  383. 14:14slash you might notice that you have
  384. 14:16accidentally painted through your mesh.
  385. 14:19I wish it wasn't like this, although I
  386. 14:21understand why it is because people that
  387. 14:22are rigging often want this turned on.
  388. 14:25But your brush, you want to check front
  389. 14:28faces only because if you don't do that,
  390. 14:30then you'll still get your sprinkles
  391. 14:31underneath your doughut. So, now that
  392. 14:34I've got that, um, I'm going to Yeah, I
  393. 14:37mean, you can like paint over the mesh
  394. 14:39like this. A quicker way to do it would
  395. 14:41be to, um, go into here where my head
  396. 14:44is, data, then go into edit mode, right?
  397. 14:48Like this, right? So edit mode,
  398. 14:49everything is selected. If I drop my
  399. 14:51weight to zero and then say assign then
  400. 14:55go back into uh weight paint mode,
  401. 14:57everything is black because this vertex
  402. 14:59group thing here, this is the weight
  403. 15:01paint, right? So you can select
  404. 15:02everything if you want and just make it
  405. 15:04entirely one or you can um make it
  406. 15:07entirely zero. Anyways, now that I've
  407. 15:09got that, as you can tell, I've got
  408. 15:11front faces on. Now I can do my
  409. 15:12painting. All right, so where do you
  410. 15:14want your sprinkles to go? You just do
  411. 15:15that painting, right? Um, and you can
  412. 15:18have, you know, you can change the
  413. 15:20weight of the brush as well. If you want
  414. 15:22there to be like a lot that's kind of
  415. 15:24just like on the edge, right? You could
  416. 15:26do something like that. But generally,
  417. 15:28you know, it doesn't have to be that,
  418. 15:31you know, that perfect. You know, I'm
  419. 15:33just doing this as an example of how you
  420. 15:35could, you know, really do. You could
  421. 15:36also go like weight one and then turn
  422. 15:38the strength down. And then now as you
  423. 15:39paint, you get like, you know, different
  424. 15:42amounts of buildup. But, you know, how
  425. 15:44detailed do you want?
  426. 15:46Like, do you want I don't think
  427. 15:48anybody's ever going to look at your
  428. 15:49doughnut render and go like, "Wow, the
  429. 15:51distribution of those sprinkles is
  430. 15:53amazing. You did a great job
  431. 15:55distributing the sprinkles." But they
  432. 15:58might notice it if it if it looks fake.
  433. 15:59You know, so it's it's one of those
  434. 16:01things that seems like pointless in 3D.
  435. 16:05Like you watch, you know, like Planet of
  436. 16:09the Apes, like the making of that that
  437. 16:11latest one. I don't know the name of the
  438. 16:12the latest one, but I was at Sigraph and
  439. 16:14I was watching a a talk where they had
  440. 16:17the most amazing the guys at Wetter know
  441. 16:19how to do a presentation, but it was
  442. 16:20just like full of detail and like tiny
  443. 16:24like cuz they had like monkeys in the
  444. 16:27the the rapids and like just the
  445. 16:30sheeting and the the the plants had to
  446. 16:33have just the right amount of of wind or
  447. 16:36else you and so like artists are just
  448. 16:38slaving over every single detail. And
  449. 16:41I'm sure a lot of them were like, "Come
  450. 16:42on, who's going to notice?" You know,
  451. 16:44and it's like, people will notice if it
  452. 16:46looks fake. That's what they'll notice.
  453. 16:48Um, but they won't know specifically
  454. 16:50what you did, but they'll know if it
  455. 16:51looks fake. Anyways, so we've done our
  456. 16:54weight painting. I did a lot of detailed
  457. 16:56weight painting there. But now, how do
  458. 16:59we make our sprinkles just appear in
  459. 17:01that place? Oh, yeah. Bring it back by
  460. 17:03clicking that. Um, we do it here where
  461. 17:05it says distribution mask. Okay. So
  462. 17:08instead of this uh single value from 0
  463. 17:11to one, we can change it to two. Click
  464. 17:13this little spreadsheet looking icon. I
  465. 17:16don't know why they went with that icon,
  466. 17:18but anyways. Then from the drop-own, we
  467. 17:20want to select group. Okay, which is the
  468. 17:24name by the way inside of data. It's
  469. 17:26right here. So if you wanted to change
  470. 17:27that to be
  471. 17:29sprinkle
  472. 17:31distribution, you could um and then
  473. 17:34just, you know, click it there. But
  474. 17:36yeah, that's that's what it's
  475. 17:37referencing. By the way, make sure
  476. 17:39you're not using it cuz you can see
  477. 17:41there's distribution mask and density.
  478. 17:43They both have this icon. If you instead
  479. 17:45used it here, you would see like almost
  480. 17:48nothing. And that's because it's now
  481. 17:50overridden what was there, a density
  482. 17:52value of 900 with a value of 0 to one
  483. 17:56across those areas. Whereas a
  484. 17:58distribution mark will keep the density
  485. 18:00of 900, but it'll multiply it by the
  486. 18:04values of 0 to one here. So it's uh it's
  487. 18:06important you get the right one.
  488. 18:08Distribution mask, not density. But
  489. 18:10there you go. Great. Cool. So they're in
  490. 18:13the right places generally. You know,
  491. 18:15you can play around with it obviously.
  492. 18:17Um but now let's talk about some other
  493. 18:19settings you might want. Like for
  494. 18:20example, the density. How much how many
  495. 18:23sprinkles do you want? Now, the big
  496. 18:27question people have when they're
  497. 18:28looking at this, they go, "How do you
  498. 18:30stop the sprinkles from intersecting
  499. 18:33each other?" And unfortunately, there's
  500. 18:37not an easy answer because this is not
  501. 18:39easy to do there. There's a such a thing
  502. 18:42as like circle packing. That's the
  503. 18:44closest thing, which is like you could
  504. 18:46run an algorithm to try to combine
  505. 18:49circles of different radiuses to kind of
  506. 18:52fit together as best they could. But
  507. 18:54just it's it's complex. That's kind of
  508. 18:55like a simulation and we just we can't
  509. 18:58do it easily here. The closest thing we
  510. 19:00have is called distribution method plus
  511. 19:04disk which when you click that and by
  512. 19:07the way you can only see that option if
  513. 19:08you're using density method not amount.
  514. 19:11So amount will let you uh actually use a
  515. 19:14specific amount of uh sprinkles but then
  516. 19:18you don't get this uh extra option here
  517. 19:20whereas density bases it on the scale of
  518. 19:22the object in relation to the scene and
  519. 19:24yada yada. But anyways, on disk gives
  520. 19:26you this little setting, minimum
  521. 19:28distance. And what it does is
  522. 19:30essentially every single one of these
  523. 19:32points here, it goes there's a point,
  524. 19:34there's a point, there's a point,
  525. 19:35there's a point. And then when you
  526. 19:36increase this value by whatever amount,
  527. 19:39it will add a circle around it, right?
  528. 19:42And if you increase that circle and you
  529. 19:44increase that circle, right? Eventually,
  530. 19:47if this one, for example, had a value of
  531. 19:50this size, this little dot here would be
  532. 19:53removed because it is now colliding with
  533. 19:56the value of this one. So, this one
  534. 19:58would override that one. So, this one
  535. 20:00gets xed. So, if we increase this, you
  536. 20:02can see that is exactly what happens.
  537. 20:05All right. So, I'm holding down shift as
  538. 20:07I just play with that value there. But
  539. 20:09you can see that's removed some of the
  540. 20:11intersections, but there are still some
  541. 20:13more. So, you might be tempted like,
  542. 20:14"All right, let's increase that even
  543. 20:16more. Let's increase it like cuz I want
  544. 20:18to get I want to get rid of this one,
  545. 20:20right? Let's increase it again, right?"
  546. 20:23And you go, "Aha, I fixed it. No more
  547. 20:25intersection." But now the problem is
  548. 20:28the the radiuses are so big that they're
  549. 20:30deleting each other and you now have
  550. 20:32what looks like meticulously tweezed,
  551. 20:35placed uh sprinkles placed along the
  552. 20:38doughut um rather than randomness.
  553. 20:41Right? So, we've gone from the chaos to
  554. 20:43something that just doesn't look right
  555. 20:45to the to the eye. So, really what I do
  556. 20:48is I just drop this to be as low as I
  557. 20:52can get it before it starts to feel like
  558. 20:56too manicured. Right. That still to me
  559. 20:58feels a little too manicured. I might go
  560. 21:01like that. I might even go a little bit
  561. 21:03lower. Yeah. See, that feels chaotic to
  562. 21:06me. I like that.
  563. 21:08And then what I do generally is um I
  564. 21:11just change this seed amount here. The
  565. 21:13seed amount not very well named but I
  566. 21:17understand why they why they did it. But
  567. 21:18it's it's just a randomness amount like
  568. 21:21a distribution amount. Okay? You find it
  569. 21:22in a lot of like procedural workflows
  570. 21:24but it's like you can cycle through
  571. 21:26here. There's an infinite number of uh
  572. 21:28numbers here. And by the way it's not
  573. 21:29like you know one is any better than a
  574. 21:32th00and or 10,000. Like these are each
  575. 21:34individual. It's just a random number
  576. 21:37generator to uh give you different
  577. 21:39variations. So, you could do that as
  578. 21:41many times as you want to try to find
  579. 21:43the best distribution that has the least
  580. 21:45amount of intersections. That's probably
  581. 21:48the best that you can do um with what
  582. 21:51we've got. The other the other thing as
  583. 21:52well is that sprinkles sometimes are not
  584. 21:54laying flat right on a on a donut.
  585. 21:57Sometimes they might be a little bit
  586. 21:58skewed like that and that can kind of
  587. 22:00help with the intersections. So here
  588. 22:02where I've got randomize, I'm going to
  589. 22:04increase which one? The X, right? Not
  590. 22:09too much or else it'll just look weird,
  591. 22:12but a little bit makes sense for what
  592. 22:14we've got. The other thing that we
  593. 22:17should do as well is with our sprinkles,
  594. 22:20if we just bring them back by clicking
  595. 22:21on that little check box at the top
  596. 22:23there, um the point at which they are
  597. 22:27spawned onto the icing is where the
  598. 22:30origin point is of the uh of the mesh
  599. 22:33there. And we haven't talked about that
  600. 22:34either, but that's kind of you could
  601. 22:36think of it as like the center of mass
  602. 22:38for the object. It's we're not using
  603. 22:40physics, but like that's kind of how you
  604. 22:42think of it. It's like generally
  605. 22:44speaking it should be in the center of
  606. 22:46an object. You can see here with it
  607. 22:48being there. If it was spawned like here
  608. 22:51for example, the whole sprinkle is going
  609. 22:53to be over here. Right? So if you've got
  610. 22:55those circles of radiuses, it might be
  611. 22:58intersecting something when it
  612. 22:59shouldn't. Um whereas if you select all
  613. 23:02of them like this, then you rightclick
  614. 23:04and then you say set origin origin to
  615. 23:07geometry, they will now be at the exact
  616. 23:09center of that sprinkle and it'll just
  617. 23:11be a little bit better and there'll be
  618. 23:13slightly less um intersections. Um but
  619. 23:16that's that's the best we can do. The
  620. 23:18alternative way to like have sprinkles
  621. 23:20on a donut where they're not
  622. 23:22intersecting like this would be to use a
  623. 23:24physics engine. Um there's a rigid body
  624. 23:27physics engine in Blender.
  625. 23:29Unfortunately, it's not very good. It's
  626. 23:30very slow. It's one area that they're
  627. 23:32looking to overhaul with more funding.
  628. 23:35Yes, I found another way to throw it in
  629. 23:36there. Um, if more people donate, we can
  630. 23:39have good physics in Blender. That's
  631. 23:41what I want to tell you. Um, but for
  632. 23:43now, this is uh this is the best we got.
  633. 23:46Or the other way is you could actually
  634. 23:47apply this. You could say, "Apply all my
  635. 23:49sprinkles." Um, you would have to
  636. 23:51realize first, realize the instances, so
  637. 23:54they're actual objects, then apply them.
  638. 23:57Um, but you could then actually
  639. 23:59physically move each of these little
  640. 24:01ones like that. But I wouldn't recommend
  641. 24:03doing that. I think it is overkill. It's
  642. 24:05not and um it's not needed and it's not
  643. 24:08going to help you for the next step
  644. 24:09because we got to have random colors. So
  645. 24:11yes, colors. Let's make our sprinkles
  646. 24:14look not like tic tacs. So yeah, if we
  647. 24:18go uh enable our sprinkles, right? You
  648. 24:22know, we can come in here. We can give
  649. 24:23it a material and you know we could we
  650. 24:26could pick a random color you know get a
  651. 24:28purple one and then go yeah now I want
  652. 24:30to make a yellow one or whatever right
  653. 24:33the problem with this method is although
  654. 24:35this works and it is fast is um that
  655. 24:39you'll always have the green one will
  656. 24:42always be that bent one that little
  657. 24:44squiggly one right and your eye can kind
  658. 24:47of pick up on things like that um it's
  659. 24:50also like hard to control the colors
  660. 24:52right? Because I can't control how many
  661. 24:54blue ones or purple ones or whatnot I
  662. 24:55get across my donut. So, it's also not
  663. 24:58ideal. So, there is a much better way
  664. 25:00which involves, as I briefly mentioned
  665. 25:02before, random colors. So, you start
  666. 25:05with your material like this. And we're
  667. 25:07actually going to give the exact same
  668. 25:09material to all of our sprinkles. So, um
  669. 25:12let me just disable those and I'll
  670. 25:14select all of my sprinkles here. Um, and
  671. 25:16if I want to give them all this same
  672. 25:18material, all I would do is the last
  673. 25:21sprinkle, as long as that's got a
  674. 25:23material, I can hit Ctrl L. Ctrl L. And
  675. 25:27that will transfer data from one object
  676. 25:29to many objects. And then you're just
  677. 25:31looking for materials like that. And now
  678. 25:34you can see the uh where it says
  679. 25:35material, there's a little number next
  680. 25:37to it. And that actually tells you the
  681. 25:38number of users that are sharing that
  682. 25:40data. So there's six sprinkles now all
  683. 25:42sharing it. And you know to be good good
  684. 25:46little artists um we should call it uh
  685. 25:48sprinkle or sprinkles I don't know.
  686. 25:51Anyway um cool. So now if we go to the
  687. 25:54uh shader tab I'm going to show you how
  688. 25:56we can we can make this look cool. So
  689. 25:58let's go back to the shader view. Okay
  690. 26:00great. So there is no limit really to
  691. 26:03what you can do with nodes. Um you can
  692. 26:05plug things in and do this and that and
  693. 26:07it's it's really cool. There's a bunch
  694. 26:09of nodes. If you hit shift A and just go
  695. 26:11in here, there's like all sorts of
  696. 26:12attributes you can call in and do
  697. 26:15complex things and you can get really
  698. 26:16technical. So, it's it's a lot of fun.
  699. 26:18Um, but the one that we're going to use
  700. 26:20is underneath object info. If you bring
  701. 26:24in this node, um, you'll see that
  702. 26:27there's there's a bunch. There's like
  703. 26:28location, you know, you could drag that
  704. 26:30into the, uh, color, you know, there's
  705. 26:32there's all sorts of things that you can
  706. 26:34do with this. The one we're looking for
  707. 26:35is random. Okay. So, what this is doing
  708. 26:38is it's saying every time there's an
  709. 26:41object that is using this material,
  710. 26:43we're going to pick a random value for
  711. 26:46that object between zero and one. Okay?
  712. 26:49And you would actually see if you were
  713. 26:51to duplicate this sprinkle again and
  714. 26:53again and again and again and again,
  715. 26:55which by the way, um, you can do by just
  716. 26:58holding down shift R after you do a
  717. 27:00duplicate, and you just get more and
  718. 27:02more and more sprinkles. Um you can see
  719. 27:03that they all now have a value between 0
  720. 27:05and one and that's been converted into
  721. 27:07color form because 0 is black and then
  722. 27:09one is uh white. Right? So that's what
  723. 27:13um that's what this is doing. So 0 to
  724. 27:15one giving it that scale. Um have I run
  725. 27:18out of undos? I've run out of undos.
  726. 27:20Well I have to assume that was yeah that
  727. 27:23was the last one. Okay, there we go. Um
  728. 27:25so that's not very useful in this format
  729. 27:27like zero to like like black to white.
  730. 27:30It's it's not that fun. But we can
  731. 27:33convert those single float numbers 0 to
  732. 27:361 into color format by between here and
  733. 27:40here dropping in a color ramp node. So
  734. 27:43if you go add or shift A and then go
  735. 27:46color and then go color ramp, then if
  736. 27:48you just drag this in and drop it until
  737. 27:50that line lights up, drop it in there.
  738. 27:53Now I can say instead of it being black
  739. 27:56at this end, let's make this a blue
  740. 27:59color. And instead of it being white,
  741. 28:01let's make it a orangey color. Right?
  742. 28:04And now I've got a range of those.
  743. 28:07Right? And you could see as if I was to
  744. 28:10duplicate, right? You get kind of like
  745. 28:13variance [snorts] across this, right?
  746. 28:14Every single one of those is getting
  747. 28:16like a new little position somewhere in
  748. 28:19this um little uh gradient over there.
  749. 28:22Okay. And that's cool. And that would,
  750. 28:24you know, if you looked at our donut
  751. 28:26now, you would see that we're now
  752. 28:29getting a nice range of different colors
  753. 28:31across it. However, it's not quite
  754. 28:33accurate. If you look at photographs of
  755. 28:35donuts, there's there's not really like
  756. 28:37the yellow sprinkles are all the exact
  757. 28:40same shade of yellow. The blue sprinkles
  758. 28:41are all the exact same shade of blue.
  759. 28:43And it makes sense because they mix up
  760. 28:45the the the sprinkle uh icing uh I was
  761. 28:48going to say batter, just the icing
  762. 28:51sauce. Icing icing. They just mix that
  763. 28:54up with one like lot of food color. They
  764. 28:57get just the color right and then it's
  765. 28:59piped out and then that becomes the
  766. 29:00sprinkle. So they all have one constant
  767. 29:02color, not a range of colors like this.
  768. 29:05So um by the way, here's a little a
  769. 29:08little tip cuz you'll notice this that
  770. 29:09like when you click on something else
  771. 29:11like you're icing or you're hiding your
  772. 29:13sprinkles like I can't get back that
  773. 29:15material with all my sprinkles on it,
  774. 29:17right? So I have to go here. I have to
  775. 29:19enable it just so that I can click on it
  776. 29:22just so that I can tweak the color. It's
  777. 29:24annoying. You don't need to do that.
  778. 29:26We've got a material here that says
  779. 29:27sprinkles. So, we can hide it. And then
  780. 29:29what I do is I just select my icing and
  781. 29:31then I add a new material underneath it.
  782. 29:35And then I which you do by clicking the
  783. 29:37little plus button there. So, click the
  784. 29:39plus and then in the dropown you're
  785. 29:40looking for
  786. 29:42sprinkles. Okay. And this won't affect
  787. 29:45your icing. Like you can stack multiple
  788. 29:47materials on one object and then
  789. 29:49although we're not going to do it in
  790. 29:50this tutorial, you can assign certain
  791. 29:52parts of that material to different
  792. 29:54parts of your mesh. For example, you
  793. 29:56could assign it like that. Um, but you
  794. 29:58can also just leave it unassigned and
  795. 30:00then that way you can like quickly
  796. 30:01reference it. So that's what I like to
  797. 30:02do. So I've still got my glaze at the
  798. 30:03top there and then whenever I want to
  799. 30:05change my sprinkles, they're there and
  800. 30:07it's being shared across all the
  801. 30:08sprinkles that are hidden. Anyways, so
  802. 30:10as I mentioned, I want it to be a
  803. 30:12constant color. How can I make this look
  804. 30:14like a constant color? You can do it by
  805. 30:16changing these handles from instead of
  806. 30:18it being linear interpolation to a
  807. 30:21constant interpolation. And look at
  808. 30:22that. Now it is a hard line. It's not a
  809. 30:27a gradient across it. You only get all
  810. 30:29of this blue or all of this uh orange.
  811. 30:32So, you know, if you wanted to make a uh
  812. 30:35Halloween donut,
  813. 30:37right, you can go for something.
  814. 30:40I I moved to United States a couple of
  815. 30:43years ago. coming up on two years ago.
  816. 30:46And uh I'm just learning that that's the
  817. 30:49colors of Halloween because we don't
  818. 30:50really do Halloween in Australia where
  819. 30:52I'm from. Like some people do, but it's
  820. 30:54really a kind of a rare thing that
  821. 30:56people are into. But it's always Yeah,
  822. 30:58it's the black, orange, the green, and
  823. 31:01the purple seems to be the uh the colors
  824. 31:03that people like decorate their houses
  825. 31:05with and stuff. And Reese's pieces
  826. 31:07really lean into that. They love that
  827. 31:09they're one of those colors.
  828. 31:12You know, you can do you can do like fun
  829. 31:13stuff, right? You can make up the
  830. 31:14Halloween looking uh donut if you wanted
  831. 31:18to. Um what I'm going to do for mine is
  832. 31:22um I'm going to make mine look like
  833. 31:24pastel. Um so I like to go with like a
  834. 31:27shade of aqua kind of like that. And
  835. 31:30then I'm going to go with purple like
  836. 31:33that. And this is a a tip by the way.
  837. 31:35You never want to go like 100%
  838. 31:38um like saturated like that. Um that's
  839. 31:42weird. Why is no donut got that exact?
  840. 31:45Well, they are. They're just being
  841. 31:47washed out. Okay, they don't look very
  842. 31:50very extremely saturated. But anyways,
  843. 31:52um you never want to go like fully
  844. 31:54saturated like that because it can like
  845. 31:56using different uh the way you render
  846. 31:59it. If you put it like through a like a
  847. 32:02a contrast, you kind of like boost
  848. 32:04highlights or like make things more
  849. 32:05contrasted, it can kind of like blow out
  850. 32:07the colors. So, it's it's generally a
  851. 32:09good idea to leave things mostly
  852. 32:11unsaturated like this. It's also just
  853. 32:13like more pleasing on the eye if you
  854. 32:15don't have too many things that are
  855. 32:17like, you know, extremely intense. Um,
  856. 32:20and now this is the other thing as I
  857. 32:22mentioned, right? I can now choose the
  858. 32:24exact ratio of my sprinkles. More blue,
  859. 32:28more purple, more pink, more yellow. And
  860. 32:31I just have an exact easy slider to
  861. 32:35choose this. Um, and this is really fun.
  862. 32:37This is like where you get to be
  863. 32:38creative and go like what kind of what
  864. 32:41kind of donut am I going to be making
  865. 32:42here? You know, um like this, you know,
  866. 32:46you can make some white ones.
  867. 32:49But yeah, generally as a a rule of
  868. 32:51advice um when you're when you're making
  869. 32:54something um like this and you've got
  870. 32:57lots of colors, lots of potential color
  871. 33:00choices, it's best to try to go with
  872. 33:02like one primary color, like one that is
  873. 33:05making up the predominant color choice,
  874. 33:08right? So you go like mostly purple and
  875. 33:10then like a few splashes of other colors
  876. 33:13and it just helps it. It's it's almost
  877. 33:15like it helps your brain digest what
  878. 33:17it's looking at. Whereas if you just
  879. 33:19went like evenly distributed across all
  880. 33:22of them or get an equal share, it just
  881. 33:24starts to look a little bit like noise.
  882. 33:27Um by the way, the other thing that you
  883. 33:29might want to do at this point Oh, I'm
  884. 33:30already using it. I'm using medium high
  885. 33:32contrast. Um, but we're going to be So,
  886. 33:34by default, your color management, it
  887. 33:37kind of looks like this. So, your colors
  888. 33:39look a little bit washed out. And we're
  889. 33:41not going to get into color management,
  890. 33:42but essentially like everything is kind
  891. 33:45of a little bit desaturated. Um, and
  892. 33:47it's designed so that it makes it easier
  893. 33:49to grade, but it's not really designed
  894. 33:50for a final render when you're using the
  895. 33:53none look. Instead, you're better off
  896. 33:55using uh medium high or high contrast or
  897. 33:57for a YouTube thumbnail. Very high
  898. 33:59contrast. That's what I use. Um, and
  899. 34:01these aren't like bad. It's not like
  900. 34:03they're doing like a rough like contrast
  901. 34:05grab or something. This is like a proper
  902. 34:06S- log um uh sorry S-curve uh
  903. 34:10conversion. Um nothing is peing. It's
  904. 34:13all It's all this I I use these all the
  905. 34:15time. Medium high, medium uh yeah or or
  906. 34:18high. Um anyways, so that's pretty good.
  907. 34:21And then I might grab my Oh, yeah. I got
  908. 34:23to fix this again. Let's make that back
  909. 34:24what it was. Let's move that back.
  910. 34:28Get a few more blues in there.
  911. 34:31Bit of pinks, bit of whites, bit of
  912. 34:32yellows. I'm going to make my icing as
  913. 34:35well a little bit hotter. And I'm going
  914. 34:40to tweak it a little more towards the
  915. 34:42purple range. Just a little bit. Back at
  916. 34:45the sprinkles. The other thing I forgot
  917. 34:47to mention as well, um, sprinkles are
  918. 34:49actually a little bit shiny if you look
  919. 34:51at references. So, a little bit shiny.
  920. 34:53And then the other thing it really
  921. 34:54needs, and this does make a big
  922. 34:55difference, is subsurface scattering.
  923. 34:57So, just like before, dragging down on
  924. 34:59that radius to make them all one. And
  925. 35:01then I'm increasing the weight to be
  926. 35:02one. And then I just dropped this scale
  927. 35:04to be something really low. But that
  928. 35:06will make a big difference. I was before
  929. 35:08I was like practicing for this this uh
  930. 35:10video. Um and I was like, why are my
  931. 35:12sprinkles just not looking good? They
  932. 35:15weren't looking as good as um you know,
  933. 35:17a previous render I'd done and I forgot
  934. 35:19subsurface scattering. And it does make
  935. 35:21uh a huge difference. So there we go.
  936. 35:24We've got a nice looking doughut. Before
  937. 35:26you go ahead, what I'd like you to do is
  938. 35:29to try to create your own
  939. 35:32style of doughut. Um, you could try
  940. 35:35substituting the long sprinkles for like
  941. 35:38rounded sprinkles or like star- shaped
  942. 35:40sprinkles. Um, you could change the
  943. 35:42doughut color to be something else. You
  944. 35:44could make more donuts by just stacking
  945. 35:46donuts on top of each other. Um, here
  946. 35:48are some ideas that uh my team and over
  947. 35:50the years we different donut versions
  948. 35:52and stuff we've we've created. Um, but
  949. 35:55you can do a lot. So have fun just
  950. 35:57experimenting and trying to create
  951. 35:59something of your own with your own
  952. 36:01creativity uh injected into it. And
  953. 36:04it'll also just kind of teach you to
  954. 36:05kind of think independently and like
  955. 36:07where is this thing and locate that and
  956. 36:09it's you know just a way of like
  957. 36:11bringing back that information and also
  958. 36:13as your homework uh add some sprinkles
  959. 36:16to your plate if you want. Um I won't
  960. 36:19show you how to do it because it's
  961. 36:20basically the same steps as before
  962. 36:23scattering on surface. The only thing uh
  963. 36:24I'll mention is that you do need to
  964. 36:26apply your solidify modifier so that you
  965. 36:28can actually paint on the correct side
  966. 36:30of your plate and they will appear um as
  967. 36:33long as that's done. But it's super
  968. 36:34simple. So I trust you all be able to do
  969. 36:36that. Anyways, that's it for this video.
  970. 36:39Join me in the next part, the final part
  971. 36:41as we do the lighting and rendering.

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