How to Texture in Blender — Transcript
Full transcript
- 0:00In this video, you'll learn the basics
- 0:01of texturing in Blender. The very same
- 0:04techniques that are used in AAA games
- 0:06and Hollywood movies. You'll finish with
- 0:08a practical customized brick wall and a
- 0:11set of skills that can be used for
- 0:12virtually any 3D surface. And best of
- 0:15all, this tutorial requires no plugins
- 0:17and no paid products. Just a default
- 0:20Blender 4.2 installation and two
- 0:22textures which are both free. So, if
- 0:24you're ready to level up your skills,
- 0:26fire up Blender and let's begin.
- 0:34So, with a brand new scene opened up,
- 0:36let's begin. Now, if you have already
- 0:39seen my donut tutorial, which I
- 0:42recommend if you haven't already, um
- 0:43then you will know that a texture is
- 0:45part of your material. And your material
- 0:48is found right down here in your
- 0:50material properties, right? And you've
- 0:52got some, you know, you can change the
- 0:53color of your material. And if you want
- 0:55to see it in your viewport, you have to
- 0:57go to your look dev mode, um and then
- 0:59you can adjust this here. Um but to do
- 1:02texturing seriously, we can't use this
- 1:04because it's too simplified, right? We
- 1:06need to see the nodes, the node layout.
- 1:09So, we need to go to our shading tab at
- 1:10the top there, which is just the exact
- 1:12same values, but it's in a node layout
- 1:15here.
- 1:16Um now, I've never been a big fan of
- 1:17this on the left-hand side, so I'm going
- 1:19to right click, join area, and then just
- 1:22collapse it. Okay. Also, I actually
- 1:24don't want to do it on a cube. I don't
- 1:26want the light, don't want this. I'm
- 1:27going to select everything with A,
- 1:29delete it, and I'm going to replace it
- 1:31with a plane. And then I'm going to
- 1:33rotate this. So, R, X, and 90. Just type
- 1:38in 90.
- 1:39Um and it's now 90° flat on so that we
- 1:42can create a brick wall eventually. All
- 1:44right, new material and let's begin.
- 1:47Now, before you can talk about textures,
- 1:49you have to talk about the shader.
- 1:51Because the shader, this thing right
- 1:53here, is like the operating system for
- 1:57your material. Every single property,
- 1:59everything that goes on on the
- 2:01appearance
- 2:03of your object happens in here.
- 2:05Everything has to be plugged in through
- 2:07here, okay? So, as I just said before,
- 2:09right? You can adjust these values here.
- 2:11You can make it look like a mirror. You
- 2:14can make it look like chalk, right? By
- 2:17adjusting the roughness slider there.
- 2:19You can make it look like metal or
- 2:21nonmetal, etc. I'm sure you're already
- 2:23familiar with this, right? So, what
- 2:24we're doing, just turn all this junk
- 2:26off, is we're defining a constant value
- 2:30across the entire surface for this
- 2:32roughness amount here, right? So, from
- 2:34the very top of our mesh all the way to
- 2:36the bottom, all the way across it, it's
- 2:38getting a flat value of whatever we
- 2:40define right here.
- 2:42And importantly, a texture is doing the
- 2:45exact same thing, but on a pixel level.
- 2:49All right.
- 2:50Let me show you. You don't have to
- 2:51follow this. I'm just going to show you
- 2:52as an example.
- 2:53Um I'm going to add in an image texture.
- 2:57And rather than open something on my
- 2:58computer, I'm going to create a new
- 3:00image, which you can do. Um and I'm
- 3:03going to give it a flat color of a gray
- 3:06at .2, okay? Like this. Hit new.
- 3:11Um and importantly, I'm going to change
- 3:13my color space to non-color data, which
- 3:16um is just important so it doesn't apply
- 3:17like a gamma correction on top of it. Um
- 3:19so, this is what we've got. That's what
- 3:21the image is that I'm going to use. It's
- 3:23a completely flat gray shape peg, right?
- 3:26Let's say. Now, if I with a roughness of
- 3:29.2,
- 3:30if I take my output of my image and I
- 3:33override my roughness, so it's now going
- 3:35to be using my texture instead of this
- 3:37value, can you guess what will happen?
- 3:41Nothing.
- 3:43Absolutely nothing. As I flip between
- 3:45them, there is no change because this is
- 3:48a .2 value and this roughness is a flat
- 3:51.2 value. It's just doing it on a pixel
- 3:55level, per pixel level. But importantly,
- 3:58because this is a texture, of course, I
- 4:00can go into texture paint mode and I
- 4:02could do a bunch of fancy stuff in here,
- 4:05right? And what this is doing, looking
- 4:07at our texture over here, you can see
- 4:10it's adding in extra values. So, the
- 4:12white is like a value of one for our
- 4:15roughness. So, it becomes like chalk on
- 4:17that point. A value of sorry, a black
- 4:20value is like a value of zero. So, it
- 4:22becomes like a mirror on those values,
- 4:24right? So, at a per pixel level, it is
- 4:27changing those values. And where it gets
- 4:30interesting is, of course, you can use
- 4:31that not just for one value. You could
- 4:33take this and, you know, plug it into
- 4:35the base color, right? So, it now
- 4:37becomes the actual color of your mesh.
- 4:40You could also
- 4:42add in a bump node like this. Take the
- 4:45color, use it as height, which is going
- 4:47to be fed into the shader normal. It's
- 4:50just like a
- 4:51It's like fake fake bump. We'll get to
- 4:52it later. Um
- 4:54right? And I could give this something
- 4:56like this. Disconnect this, right? So,
- 4:58now I'm just adjusting the bump of this
- 5:01and I'm painting in
- 5:03what looks like
- 5:05height information into my mesh, right?
- 5:08That's the joy of texturing, right? And
- 5:10by the way, don't worry about this
- 5:11stepping issue. That's just It's because
- 5:13of
- 5:14uh it's an 8-bit image, right? You can
- 5:16Anyways, we're not we're not talking
- 5:18about that. We'll we'll We'll get into
- 5:19bump later. But this is the fundamental
- 5:21principle of texturing, right? It's
- 5:24converting these flat boring numerical
- 5:28values into varied values, which are
- 5:31more complex and interesting, just like
- 5:34the real world is.
- 5:35And all of the properties in your
- 5:37shader, right? Your your scattering,
- 5:39your you know, all this stuff that's
- 5:41hidden, that's like advanced, all of
- 5:43that can be driven by a texture and add
- 5:46to the complexity and the realism of a
- 5:49material. All right, now let's talk
- 5:50about the types of textures. There are
- 5:52two types of textures. There are image
- 5:55textures like this, like using a JPEG or
- 5:57a PNG or something like that.
- 5:59Um and then there are procedural
- 6:02textures, right? These guys right here.
- 6:04Um some of these, by the way, I just
- 6:06used in like the world
- 6:08setting, like the environment one. IES
- 6:10is only used for lamps. I don't know
- 6:12why, but they're all here even though
- 6:13they couldn't be used for a mesh. But
- 6:15anyways, I'm talking about stuff like
- 6:17the noise texture, okay? If we uh
- 6:19control, shift, and left click on any
- 6:22node, by the way, that will let you
- 6:23preview it on your mesh. Um we can see
- 6:25what it is generating here. It is
- 6:27generating, just like before, just like
- 6:30on our thing here, it's generating
- 6:32values from zero to one. Black's a zero,
- 6:35white's a one, and it's doing it on like
- 6:38a like a noise base. It's using math and
- 6:41it's being generated by Blender um just
- 6:44for our shader here. So, you get like
- 6:46some simple values here that you can
- 6:47play with um and very quickly um adjust
- 6:51the look of a texture, and that can be
- 6:53used in a shader just like anything
- 6:55else, right? Use it across here, and now
- 6:58we've got some interesting looking uh
- 7:02like a
- 7:03Yeah, I don't know what it is. It's just
- 7:05It's just like a speckle the like a
- 7:07dirty mirror, I guess, is what it looks
- 7:09like right now. Um or you could also use
- 7:11it to create, for example,
- 7:14um
- 7:14like stucco, right? By adding it as a
- 7:17bump map. And I'll just turn this like
- 7:19way down.
- 7:21Um
- 7:22Why am I not seeing it? Oh, there we go.
- 7:24Right?
- 7:27Something like that, and then I turn
- 7:29that up. And then I'm going to go a
- 7:30little bit higher now, right? And that
- 7:32starts to look like a like stucco, like
- 7:34plaster on an exterior of a building or
- 7:37something. Or even plaster in an
- 7:39interior. Yeah, anyways. It's a It's
- 7:42Procedural textures are very simple.
- 7:44They're They're adding patterns and
- 7:47they're very good for adding, yeah, like
- 7:49subtle amounts of detail. They're also
- 7:51good for blending with other textures.
- 7:54Um but generally speaking, you're not
- 7:56using a procedural texture by itself to
- 7:58create a realistic-looking
- 8:00surface. Now, I've actually seen a lot
- 8:02of beginners get led astray because they
- 8:04look on ArtStation or they look on
- 8:05forums and things, and they see people
- 8:07do amazing, realistic-looking materials
- 8:11with like node layouts with hundreds of
- 8:13nodes, and they're creating through math
- 8:16and combining this one with this one
- 8:18with this one with this one
- 8:19something that looks like a real complex
- 8:23material. But in practice, that is
- 8:26almost never done in production. That's
- 8:29controversial. It depends on the
- 8:31product. If it's if it's a game and they
- 8:32need custom materials for part of a
- 8:34pipeline, then yes, they will. But if
- 8:36you're working on like a VFX shot or an
- 8:38animation or something, you're not
- 8:40spending days, sometimes weeks, creating
- 8:43one material for one surface. It's just
- 8:45impractical. So, understanding
- 8:47procedural textures is definitely a
- 8:49valuable skill, but I think there's
- 8:51really a limit. I don't think people
- 8:52need to know that much about them. to
- 8:54know how to combine them and the math
- 8:56behind them and things like that. But
- 8:58most of the time, you're going to be
- 8:59using an image texture for your base.
- 9:01Most of the detail is going to be in
- 9:03there, and then you're using procedural
- 9:04on top of it. So, image textures. Let's
- 9:08talk about it. Let's say we want to make
- 9:10a brick wall, and to make this
- 9:12interesting and not just like a simple,
- 9:14easy tutorial,
- 9:16let's make it realistic for what you
- 9:18probably need. Not a square wall, which
- 9:21you would never have in a scene.
- 9:24You want it to look like a maybe the
- 9:25side of a warehouse, let's say. So, I'm
- 9:28going to select this edge here on the
- 9:30edge. I'm going to hit E to extrude it,
- 9:33and then X just for its X axis, holding
- 9:36down control to snap it to 2 m, right?
- 9:40And then I'm just going to hit shift R,
- 9:42which will repeat your last action. That
- 9:44is shift R.
- 9:46Um to do it twice, and then I'm going to
- 9:48select this edge along the top here as
- 9:49well. E, Z, holding down control, make
- 9:53it 2 m taller. So, now we should have,
- 9:56when we hit N to bring this up, an 8 by
- 9:584 m wall. Okay, so I want it to look
- 10:01like brick. What do you do? Well, what a
- 10:03lot of beginners do in their journey of
- 10:053D, they go to Google and they go brick
- 10:09texture, right? And they go to the
- 10:10images and they go, "Ooh, what sort of
- 10:12brick do I want?" Right? And then they,
- 10:14you know, they find a texture that they
- 10:15want and they go, "Perfect, that's the
- 10:18brick. I'll download it." And by the
- 10:20way, don't do this. I'm just going to
- 10:21use this as an example. Um, add an image
- 10:23texture, set this to
- 10:25the one we just downloaded and I connect
- 10:27it to my base color, right? Cuz that's
- 10:29where the color is. And okay, this is
- 10:31not the fault of the texture. Um, this
- 10:33is because we haven't UV unwrapped this.
- 10:35So let's quickly do that. I'm going to
- 10:36select my entire mesh, select everything
- 10:39and then I'm going to hit U and then
- 10:41select unwrap. By the way, if you don't
- 10:43understand UV unwrapping, it's not going
- 10:45to be part of this tutorial. Sorry to
- 10:46break the news to you. Uh, it was going
- 10:48to be like 3 hours long if I was going
- 10:49to do like UV unwrapping as a proper
- 10:51topic. Um, anyways, going to go to the
- 10:53UV editing tab here. Basically, this
- 10:55aligns with this. So we just have to
- 10:57rotate this so that it matches like the,
- 11:00you know, the it's in the correct
- 11:02direction, right? Which you can tell cuz
- 11:04there's a little line there. That's the
- 11:05edge. Right? Okay, now this is a 8 by 4
- 11:09m uh wall, right? So how big is that
- 11:13brick wall? Probably about 2 m, right?
- 11:16So I'm just going to scale that up
- 11:18like so and that's it. So that's the all
- 11:21the UV unwrapping we're going to do for
- 11:22this tutorial.
- 11:23Um, just to just to cover the bases, all
- 11:25right? So that doesn't look like brick.
- 11:29That barely looks like brick. Um, a
- 11:32number of problems. The first, as you
- 11:34can see, is there's noticeable seams.
- 11:37And that's because textures that you get
- 11:39online were not designed for 3D. They're
- 11:42usually designed for websites or for
- 11:44throwing into the back of a Photoshop
- 11:46file or something, right? And what we've
- 11:49done is we've tiled it. And it doesn't
- 11:51matter how perfectly they take the
- 11:53photograph if it's overcast and they
- 11:54even get the bricks to be perfectly
- 11:56aligned, it will never work. It'll just
- 11:59never work without some form of cleanup.
- 12:02So you can take it into Photoshop, you
- 12:04can do an offset and then you can use
- 12:05the clone brush and you can try to blend
- 12:07it that way. Um, it takes about an hour
- 12:10to 2 hours. At least that's what our
- 12:11artists spend on at Polygon. Um, and
- 12:14it's it's time-consuming. It's it's not
- 12:16fun. But even if you did that, the other
- 12:18issue you would notice is that this
- 12:21looks like it was printed on cardboard.
- 12:24It doesn't look like real brick because
- 12:26looking at our shader, of course, it's
- 12:29not. It's just going straight into the
- 12:31base color and it's just using a flat
- 12:34continuous roughness value. It doesn't
- 12:36have any bump information in its normal
- 12:38input. And you could certainly try. You
- 12:41could plug that into the roughness input
- 12:44and go, "Ooh, well, I've got some
- 12:46information there. It's the wrong
- 12:47information." Um, you could also plug it
- 12:50into a bump map, right? And it'll just
- 12:53like basically do a grayscale operation
- 12:56um to try to guess what that information
- 12:59um should be for the bump. And it's
- 13:02definitely better than nothing, but it's
- 13:04not the best. You can see it's assuming
- 13:08because the mortar is lighter than the
- 13:10brick that that is sticking way further
- 13:13out than the brick when it's probably
- 13:14the opposite is true, right? So that's
- 13:18why most artists realize very quickly
- 13:20you don't usually use a texture that you
- 13:23get from Google. What you need are
- 13:25seamless PBR textures. PBR textures are
- 13:30simply textures that were designed for
- 13:323D usage. And rather than downloading
- 13:34one image, PBR textures are a set of
- 13:37images, usually like five to 10 images
- 13:40that each do different things to the
- 13:42shader. And there are a number of places
- 13:44that you can get PBR textures from, but
- 13:46I'm going to be biased and recommend
- 13:48Polygon. And I'm biased because it's my
- 13:50own website. So over the last 9 years,
- 13:53my team and I have invested hundreds of
- 13:55thousands of dollars in perfecting the
- 13:58art of texture capture. So we've created
- 14:01a set of hardware and pipeline solutions
- 14:04to accurately capture real surfaces in
- 14:06the real world, which means we don't
- 14:08take a single photograph of pretty much
- 14:10anything. We use specialized rigs with
- 14:13like a polarized ring flash so it
- 14:16doesn't have reflections and we take
- 14:18hundreds of photographs of every
- 14:20surface. Then we use photogrammetry
- 14:22software to rebuild the surface so you
- 14:25get all the accurate height information
- 14:27that's really there in the real world.
- 14:29We bake that out into PBR maps, then we
- 14:32clean them up, we standardize the
- 14:34values, and it is the only way to
- 14:37accurately capture surfaces. It is
- 14:39expensive, it is time-consuming, and it
- 14:41is a very specialized skill that most
- 14:44artists should not waste their time
- 14:46doing. Honestly speaking, from somebody
- 14:48who's tried it, it's not really that
- 14:50useful for anything else besides
- 14:51building a texture library.
- 14:54As you can probably guess, Polygon is a
- 14:56paid product. We have a number of plans
- 14:57available. You can also buy packs of
- 15:00downloads if you just want to download a
- 15:02few things.
- 15:03Um, but for this tutorial, we are going
- 15:05to be using a free texture. This guy
- 15:08right here. So you need a account at
- 15:11Polygon, just a free account, and then
- 15:13you can download this. And this is the
- 15:14only texture we are going to be using
- 15:16for this tutorial. You do not need to
- 15:18buy anything from me in order to follow
- 15:20along, but if at the end of this
- 15:21tutorial, you want to start building a
- 15:23scene, you want to really take texturing
- 15:25seriously, you can come and subscribe
- 15:27and then download more textures. Okay,
- 15:29so click the link in the description to
- 15:30get to this page and then what you're
- 15:32going to be downloading is your 8K
- 15:34resolution because we're going to need
- 15:36all that juicy detail because of the
- 15:37size of our wall.
- 15:39Um, you can, if you wanted to, change
- 15:41your settings from JPEG to be PNG.
- 15:44There's not really going to be much of a
- 15:45difference, really. It's a much more
- 15:47lightweight format, JPEG. The only one
- 15:49that really matters for is displacement
- 15:51to be TIFF, which the default is already
- 15:53set at. So just hit download and then
- 15:55you will get a zip file like this, which
- 15:57you can then just extract and then
- 15:59you'll get a folder, which inside of
- 16:01that folder, you will see 8K and then
- 16:03here you have all of your PBR maps. Um,
- 16:07and we're going to use most of these.
- 16:09The only one that we're not going to be
- 16:10using is ORM. If you're curious what
- 16:13that map is, you've never seen it
- 16:14before, um, it's occlusion, roughness,
- 16:17and metallic and it's only used for real
- 16:20time. So it's this map, this map, and
- 16:23this map, but it's stored in the RGB
- 16:25channel, which is just more lightweight
- 16:27for real-time engines like Unreal Engine
- 16:29and Unity. Um, but we are not going to
- 16:31be using it for Blender. We're also not
- 16:33going to be using the material X file
- 16:34because you only use that if you know
- 16:35what you're doing, which we don't need
- 16:37it. So, yeah. Okay, so back at Blender,
- 16:40you don't need to have uh this. You just
- 16:41need to have a shader set up, but you do
- 16:43need to have a plane, which as I
- 16:45mentioned before, needs to be 8 by 4 m.
- 16:48So make sure you've done that. All
- 16:49right, so I'm going to show you how to
- 16:51set up a PBR material inside of Blender.
- 16:55Um, and I'm going to do it the slow way.
- 16:56There is a plugin for Polygon which does
- 16:58it in one click and I'm going to show
- 17:00you that at the end, but I want this
- 17:02tutorial to be helpful for people who
- 17:03are using textures from anywhere because
- 17:06PBR shader set up is really important to
- 17:08understand. So there's a few ways to add
- 17:10an image texture. One is to do the way
- 17:12that I've been doing it so far, shift A,
- 17:14texture, and then go image texture, and
- 17:16then click on open. And this first one
- 17:19that we're going to be importing is the
- 17:21base color JPEG, okay? So make sure it's
- 17:23underscore ending in that and then hit
- 17:25open.
- 17:27Okay, and I'm going to drag this, as you
- 17:28can probably guess, into the base color
- 17:31input. Pretty self-explanatory. All
- 17:33right, now you probably won't see
- 17:35anything as good as this so far because
- 17:37your UV unwrapping is not potentially
- 17:38set up. So just go to your UV editing
- 17:42tab at the top there,
- 17:44um, and we're going to on the mesh hit U
- 17:47and then click unwrap. And as I
- 17:49mentioned, this isn't a UV unwrapping
- 17:50tutorial, but just, you know, basically
- 17:52getting it set up for a wall. Uh, we
- 17:54need to rotate it, right? So that it's
- 17:56the correct orientation um and scale it
- 17:58up. The other thing that Blender doesn't
- 18:00really make it very easy to spot, but
- 18:03you can get to a point where the up on
- 18:06your UV editor is not the up on your
- 18:09mesh and it's often not easy to tell
- 18:11which is which. So if you click the
- 18:12little sync at the top there, top
- 18:15left-hand corner, that little icon, that
- 18:17will mean that when you are selecting
- 18:19parts of your mesh, you will see the uh
- 18:22selection over here on your UV image
- 18:24editor. And you can see that I have
- 18:26rotated it the wrong way. So I'm going
- 18:28to select everything, rotate this in my
- 18:31editor, and then holding down control so
- 18:33it snaps to 5° increments, get it to
- 18:35minus 180°, and now you can see, as I
- 18:38click across it, the correct vertice
- 18:41corresponding over there is selected.
- 18:44All right, the other thing I need to do
- 18:45is to scale this to a sensible uh
- 18:48amount.
- 18:49Now out on Polygon, we publish the exact
- 18:53sizes of our textures and you can see
- 18:55the physical size, 2.5 by 2.5 m. Now I
- 18:58know, because of we started with a plane
- 19:01that was 2 by 2 m, that's the default,
- 19:04um, I know that each of these squares
- 19:05here represents 2 m. So if I want to get
- 19:09this like really bang on accurate, what
- 19:11I would do is I would set it so that
- 19:12it's, you know, the size of a square,
- 19:14roughly speaking, and then because it
- 19:16actually needs to be 2.5 m, I'm going to
- 19:19scale it up by 1
- 19:23.25,
- 19:25okay? .25 because it's half what
- 19:292 m?
- 19:30You have to That that's the exact
- 19:32amount. It's like 25% is what you have
- 19:34to scale it by. I was going to try to
- 19:35explain it and then I'm like, "Ah, I
- 19:36can't explain it." Anyways.
- 19:38But it's a small thing, but it just
- 19:40means that now our texture matches the
- 19:43exact physical dimensions of the real
- 19:46texture in the real world. And just,
- 19:48yeah, it just helps when you start
- 19:50adding other things to the scene. Quick
- 19:52interjection. Actually not quite. It's
- 19:56only if you scale this then in the 3D
- 19:58view. So with the plane selected, scale
- 20:01that by the exact same amount 1.25
- 20:05which would mean that your plane would
- 20:07then be 10 by 5 which is correct. And
- 20:11then just make sure you apply the scale
- 20:13so that these values here become one.
- 20:16But then
- 20:17that is correct and it will be the
- 20:18physical correct
- 20:21dimensions for anything else you add to
- 20:22the scene. All right, back to my shading
- 20:24tab over here. I'm going to show you
- 20:25another way to add a texture here for
- 20:27the next map. If you got Windows
- 20:29Explorer or whatever opened up, if you
- 20:31just go and click on the map you want to
- 20:33import and I'm going to be importing the
- 20:35roughness
- 20:36roughness map next. I'm going to click
- 20:39and then just holding it down just drag
- 20:41over and then alt tab to blender and
- 20:44then just release it inside of your
- 20:45shader over here. Release it and it
- 20:48should appear.
- 20:49All right. And by the way, something
- 20:51you'll probably notice is that when you
- 20:52click on another node, there's like it
- 20:55stalls Blender stalls for like 2
- 20:57seconds. You can see before it before it
- 20:59appears. Very annoying and it's doing
- 21:01that because we have on the left hand
- 21:03side our image viewer opened which is
- 21:05why I don't like the image viewer being
- 21:07opened. So I'm going to right click and
- 21:09then go join areas and then just drag it
- 21:11across so it's gone. So now we don't
- 21:13have that delay when we click on
- 21:14something.
- 21:15Awesome. Okay. So your roughness map,
- 21:18can you guess which part of our shader
- 21:19it goes into? Haha, it goes into the
- 21:22roughness of course. And
- 21:24excuse me. Now you can see
- 21:27as we look at our mesh that there is
- 21:29some slight differences in the
- 21:31reflection, right? It looks a little bit
- 21:33more shiny here and less shiny there.
- 21:36But actually this is not correct.
- 21:39So the color space of your texture
- 21:42basically means Blender's expecting it
- 21:44to be like a standard camera photo which
- 21:47is sRGB 2.2 gamma.
- 21:50Without getting too much into the color
- 21:51science, it means it's doing an
- 21:52operation on this map that shouldn't be
- 21:55there because a roughness map and
- 21:56actually every single PBR map except
- 22:00your base color will almost always not
- 22:03be in 2.2 gamma. It will be in what is
- 22:05called raw or in Blender's case a non
- 22:09color space. Okay, so we're just going
- 22:11to click it and then select our color
- 22:13space as non color. And now it's
- 22:15actually correct. I know it looks worse.
- 22:17It looks like all that detail is gone.
- 22:19But it's at it's not about what looks
- 22:20better or what you can see. It's what's
- 22:22actually correct and this is actually
- 22:24what's correct because this brick here
- 22:26is actually quite a porous brick and
- 22:28this mortar is also porous and there's
- 22:31not really much difference between the
- 22:32roughness. And that's not the bit that
- 22:34matters. What matters though is that the
- 22:36overall roughness value. We don't have
- 22:38to guess what it is based on this here.
- 22:40It's defined for us in our PBR map.
- 22:43That's the bit that matters here.
- 22:45All right, let's do another texture and
- 22:47I'm going to show you the third way I
- 22:48like to add image textures.
- 22:50Rather than doing this and then
- 22:51selecting it which is annoying, I just
- 22:53hit shift D and just duplicate that node
- 22:56there and then just click open on that
- 22:57new node. All right, so this one I'm
- 22:59going to be importing the underscore
- 23:01ambient occlusion map. This black and
- 23:03white
- 23:04texture there.
- 23:06Okay, if I control shift left click on
- 23:08this, you'll see what it is. Mostly
- 23:10white but with very very small amounts
- 23:13of dark detail there. And this is a
- 23:16cavity map. It's basically wherever
- 23:18there's like deep pockets inside of the
- 23:22the brick, it's creating shadow there.
- 23:25And why is it doing that? Well, because
- 23:27when we photographed the textures, we
- 23:29used a flash which is is designed to
- 23:31flatten and remove all shadows from it.
- 23:34And then that can result in textures
- 23:36that feel a little bit like they're
- 23:38lacking something. So the ambient
- 23:40occlusion map is adding in some of that
- 23:42detail. And you actually don't always
- 23:44need it because if you're using physical
- 23:46displacement, it might not be needed
- 23:49because there will be you know real
- 23:51shadows and and whatever in the the
- 23:53cavities of your mesh. But we're going
- 23:55to add it and I'll show you how to do
- 23:56it. So
- 23:57I'm just going to drag this out a little
- 23:59bit so that we got more room.
- 24:00And also
- 24:03yeah, it needs to be up here. So
- 24:04actually I'm going to with the roughness
- 24:05and the ambient occlusion node there
- 24:07selected, I'm going to rotate. Look at
- 24:09that. You might not know that you can do
- 24:11that but like the hot keys of Blender,
- 24:12they work everywhere which is kind of
- 24:14crazy. So I'm just rotating it up
- 24:17because what I'm going to do, selecting
- 24:19our shader here again, I need to combine
- 24:21it to add into the color information
- 24:25that we've got here. So I need this to
- 24:27be combined with this. So when you're
- 24:29working in texturing, when you're
- 24:30working with materials inside of
- 24:32Blender, the node that you use to
- 24:33combine thing combine things is shift A
- 24:38color mix color. Okay. So this you use
- 24:42all the time and in fact we're going to
- 24:44use it all the time in this tutorial. So
- 24:46what I can do with this is now I can
- 24:49combine any two color inputs together.
- 24:51So I'm going to take my color and put
- 24:52that into the bottom input.
- 24:55And now this you can see it's now
- 24:57spitting them out into one single output
- 25:00combined together. And this factor
- 25:02amount controls whether I see all of the
- 25:04one on the right or all of the one on
- 25:07the left. But that's not what we want.
- 25:10We don't want to see one or the other.
- 25:11We want to see them combined. And which
- 25:14way we combine it depends on the
- 25:15texture. This is a mostly white texture.
- 25:19The only information that we care about
- 25:21is the dark values. So if we look at our
- 25:25mix shader node here, you've got a
- 25:26number of blending modes. And if you use
- 25:28Photoshop or other image editing
- 25:30softwares, you probably I just realized
- 25:33I got my webcam stuck up here. Don't
- 25:34need that. Blocking my view a little
- 25:36bit.
- 25:37But
- 25:38if you work with Photoshop or other
- 25:39imaging applications, you know the
- 25:40blending modes already. They work across
- 25:42all of them. The one that we're looking
- 25:44for is multiply. So multiply means it's
- 25:47just going to ignore all of the light
- 25:49values and it's going to only use the
- 25:51darker value. So anything over a
- 25:53basically 255 completely white value is
- 25:57going to be used there. And now this
- 25:59factor amount here,
- 26:01it can be all the way to one. Okay,
- 26:03because that means that we're using 100%
- 26:05of that cavity like the the shadows over
- 26:08the top of it. If you wanted less, you
- 26:09could have somewhere in between. But
- 26:11crank it all the way up to one almost
- 26:12always. The other thing that we need to
- 26:15account for
- 26:16is again the color space should not be
- 26:18sRGB. It should be non color data
- 26:21because there's no gamma correction,
- 26:23there's nothing on it. It's just linear
- 26:25information that is stored inside of
- 26:27that texture.
- 26:28Okay, so very small like from here, you
- 26:31can't tell the difference. But sometimes
- 26:33you can and this tutorial is designed to
- 26:36help you with no matter what texture
- 26:38you're adding into Blender, an ambient
- 26:39occlusion, that is how you combine them.
- 26:41All right, now the next texture I'm
- 26:43going to be adding, shift D and then
- 26:45click on open. You don't have to do
- 26:47this. You can skip this part but I need
- 26:48to show you because other times it makes
- 26:50sense. Underscore metallic map. And the
- 26:53reason you don't need to worry about
- 26:54this now
- 26:55is that I'm going to drag out and put
- 26:57this into the metallic input. And you
- 27:00will see
- 27:01absolutely nothing. Okay, because
- 27:04there's no metal on our mesh at all
- 27:06obviously because it's a brick wall. But
- 27:09if it if it was a metallic map, you
- 27:10would also want to set your color space
- 27:12to non color data.
- 27:14But absolutely no difference whether
- 27:16it's there or not. It's just going to be
- 27:18adding to our render if there's no
- 27:19information that's valuable so you can
- 27:21just delete it. Okay, so far haven't
- 27:24really got realistic looking brick. It
- 27:25looks much the same. But it is
- 27:28physically accurate. The next two maps
- 27:30are the ones that really matter and that
- 27:32is your bump detail. Okay, so I'm going
- 27:34to hit shift D, duplicate this and then
- 27:36click on open. So this purple looking
- 27:39image here is your underscore normal
- 27:42map. Let's hit open.
- 27:45Again, make sure your color space
- 27:46because it is PBR map, it needs to be
- 27:49set to non color data because it's not
- 27:50the base color. Okay.
- 27:52So this is going to add bump. And the
- 27:55the place that it is used in your shader
- 27:58is your normal input over here. Okay,
- 28:01when we've done that, it looks terrible
- 28:03and that is because Blender needs
- 28:06another node in between there to there
- 28:07because you can see the color of this
- 28:10output here. That's kind of a clue in
- 28:12Blender if you've connected something
- 28:13incorrectly
- 28:15is when the color doesn't match where
- 28:16it's going in. Okay, so yellow to
- 28:18purple, not good. So what we need to add
- 28:20in is a vector
- 28:22normal map node. Make sure it's not
- 28:24normal but normal map. Okay, so click
- 28:27and drop that in. And now you can see it
- 28:29is correct and it looks way more
- 28:32interesting than it did before. Strength
- 28:34of zero, you can see how it looks and a
- 28:36strength of well, should be strength of
- 28:37one, right?
- 28:39So that is your bump detail. Very
- 28:42interesting. All right, now the next map
- 28:45is also some bump detail. So I'm going
- 28:47to hit shift D, duplicate that down and
- 28:50then I'm going to add in finally
- 28:53oops, which one is it? Underscore
- 28:54displacement. Make sure it's the correct
- 28:56one cuz they look similar, roughness,
- 28:58ambient occlusion. It's underscore
- 29:00displacement.tif.
- 29:02And just like before, it needs to be set
- 29:04to you guessed it, non color data.
- 29:07So
- 29:08to use the displacement, it needs to
- 29:11actually go not in our shader. It's the
- 29:13only one that actually exists outside
- 29:14the shader. It goes directly into the
- 29:17displacement input of our material
- 29:20output node there. It's all the way down
- 29:23there. Let's just move it up all the way
- 29:25over here just so it's closer. So I'm
- 29:26going to take that and put that into the
- 29:28displacement input just to show you that
- 29:30that's the wrong way to do it.
- 29:33It's yellow to purple which means there
- 29:35needs to be another node in between it.
- 29:37So it's vector displacement. That is the
- 29:40node that drops in here.
- 29:42And make sure this goes into your height
- 29:45input. Okay. And then this scale slider
- 29:48here will define the strength
- 29:51of of this displacement basically.
- 29:54Okay. Now, here is something that I have
- 29:57just learned recently and it's something
- 30:00that I think almost every single artist
- 30:02is getting wrong
- 30:04because even the node wrangler that
- 30:07comes with Blender gets this wrong.
- 30:10So, the normal map and the displacement
- 30:13map should not be used together. You
- 30:16should be using one or the other. Okay?
- 30:19And the reason for that is that assuming
- 30:22they are authored correctly and they are
- 30:25the same then it is doubling the
- 30:27information because the normal map, if
- 30:29we have a look at that, it is bump
- 30:31information and if we look at our
- 30:33displacement map, uh we actually can't
- 30:34look at it through that point, um but it
- 30:36is the exact same information but it's
- 30:38just represented in a grayscale form.
- 30:41So, if you use them both together, you
- 30:43are just doubling the intensity of the
- 30:45bump when it's usually not authored in
- 30:48that way. It's not designed to be used
- 30:50in that way.
- 30:51Um the other reason to not use it like
- 30:53this um is because displacement can be
- 30:56used to physically displace a mesh,
- 30:58which is what we're actually going to do
- 30:59in a second. Um and when you do that, it
- 31:02actually a normal map on top of that
- 31:04kind of breaks it. Um and I noticed this
- 31:06issue and so I I emailed Brecht, who is
- 31:09the lead developer of Cycles, and I
- 31:11said, "Look, I think I've found maybe a
- 31:12bug or something with this." And he said
- 31:14like, "No, when you have physical
- 31:16displacement, which we're going to set
- 31:17up in a second, um you shouldn't be
- 31:19using a normal on top of it because it's
- 31:21just going to wreck it." And I was like,
- 31:22"What? That's crazy. Like the node
- 31:25wrangler does this. Uh Megascans
- 31:27importer does this. Is everybody doing
- 31:29it wrong?" And he said, "Well, we could
- 31:30add an extra option." So, apparently
- 31:32they're going to add in some support so
- 31:34that you could potentially use both a
- 31:36normal map and a displacement, but you
- 31:38still shouldn't because if they're the
- 31:39same information, there's no point in
- 31:40using both of them together. So, what
- 31:43that means is we have imported the
- 31:46normal map here cuz I wanted to show you
- 31:47what it is for, but in most cases I
- 31:49actually no longer recommend using it
- 31:53because as I said, they're the same
- 31:55information and the displacement map is
- 31:57actually a much more versatile map of
- 31:59the two
- 32:00um because you can do true displacement.
- 32:04All right. So, this, as you can see
- 32:05looking at it, right? We've got some
- 32:07bump, right?
- 32:09Okay? But you'll see that if you look at
- 32:12it flat on, like, "Hey, our wall is
- 32:14paper thin there." Okay? So, it's not
- 32:16physically displacing. We're not
- 32:18actually getting any real brick and
- 32:19that's part of the reason why this kind
- 32:21of looks pretty bad. It doesn't look
- 32:23like a nice brick wall yet. Um so,
- 32:27the way you change this is down here.
- 32:29I'll have to move my head out the way,
- 32:31but uh underneath your material settings
- 32:33you'll see displacement and the option
- 32:35is bump only or displacement only or
- 32:39displacement and bump. Okay. So, let's
- 32:41use displacement just to show you what
- 32:42happens. Nothing. Absolutely nothing
- 32:45happens.
- 32:46Um And And by the way, I have to assume
- 32:48this is a a little bug here. 4.2 only
- 32:51just came out today um and it says
- 32:53unsupported displacement method, but it
- 32:54is displacing it so I have to assume
- 32:56that is a bug. It only appears when
- 32:58you're in Eevee mode anyway, but
- 32:59anyways, ignore that if you see it. Um
- 33:01it is actually working. The reason that
- 33:04this is not uh seemingly doing anything
- 33:07is because what this is looking for is
- 33:09to physically displace the geometry and
- 33:12the geometry is this. So, each of these
- 33:14little points is getting altered ever so
- 33:17slightly in relation to the grayscale
- 33:20information that it's being fed um in
- 33:22this map here. And because of that, it's
- 33:24basically like it's working with How
- 33:26many pixels is that? 1 2 3 4
- 33:2915 pixels.
- 33:31Right? 15 little tiny pieces to move.
- 33:34So, we need to add a lot more um detail
- 33:37basically. So, your add modifier, go to
- 33:40your modifier stack, sorry. Yeah. Click
- 33:41the wrench, modifier, generate,
- 33:44subdivision surface.
- 33:46Um and you'll see by the way when you do
- 33:47this, you get these rounded corners,
- 33:49which are very ugly. So, change it to
- 33:51simple and then it won't round the
- 33:52corners for you. And then we're going to
- 33:54change uh if you crank it all the way up
- 33:57to six, it will be better, but it still
- 34:00won't be visible. So, let's crank it to
- 34:01eight and then you will finally start to
- 34:04see something. Uh and this by the way is
- 34:06just a new feature of Eevee. Um it's the
- 34:08first Eevee like cuz of Eevee next, it's
- 34:10the new version of Eevee. It's actually
- 34:12got true displacement for the first ever
- 34:14release. So, be excited that we can do
- 34:16this now. Um it used to just be a Cycles
- 34:18only feature. Anyways, so with this,
- 34:21look.
- 34:22Have a look, right? Physically
- 34:24displacing our mesh, right? So, each of
- 34:28those bricks, because that height
- 34:29information was recorded and it was done
- 34:31correctly with photogrammetry software,
- 34:33not using some cheap process like
- 34:35Substance Sampler that just guessed it.
- 34:37These are the real brick heights that
- 34:39are being um yeah, basically used on our
- 34:42on our mesh here.
- 34:44Um and the value that Polygon authors to
- 34:46uh for new textures is 0.2 for the
- 34:49scale.
- 34:50Anyways, so what's the difference
- 34:52between
- 34:53uh bump? So, you bump, you know,
- 34:54obviously is not displacing the mesh at
- 34:56all, okay? So, should you use then
- 34:59displacement or displacement and
- 35:01displacement bump? You should be using
- 35:03both.
- 35:04Okay. And the reason for this, it's all
- 35:06that that little message disappears cuz
- 35:07it's it's was doing displacement and now
- 35:09displacement bump. Anyway.
- 35:11Um
- 35:12but it's uh
- 35:14this is the fake bump. So, it's just
- 35:16applying this to the normals of it,
- 35:18right? Which is just the same as using a
- 35:20normal map. Um so, it's without getting
- 35:22too technical, it's a shader fake
- 35:24operation to pretend like the light is
- 35:26creating shadows where there isn't any.
- 35:28That's what bump only is. Displacement
- 35:30is the true bump, but unless you've got
- 35:33like an ultra high res mesh to like like
- 35:36atomic level or whatever or like as in
- 35:38the number of pixels you've got in it,
- 35:40you will always be missing information,
- 35:42which is why you need displacement and
- 35:44bump and then you're getting the best of
- 35:45both worlds. Um it just might not be
- 35:48visible uh when you're looking at
- 35:51uh like from from this level basically.
- 35:53It might be a little bit invisible.
- 35:56Um
- 35:57Yeah, in fact, if anything, I think
- 35:58that's the one that's unsupported maybe.
- 36:01Maybe they got the error messages messed
- 36:03up. I think they did. I think it looks
- 36:05like for Eevee uh displacement and bump
- 36:07doesn't actually work together. But
- 36:09anyways, for the rest of this tutorial
- 36:11we're going to be using Cycles
- 36:12regardless. So, we're going to swap to
- 36:14Cycles and then
- 36:16if you're in look dev mode, it's always
- 36:18going to be using Eevee. So, to see
- 36:20Cycles, you have to go to your rendered
- 36:23view mode at the top right hand corner
- 36:24there and then wait for it.
- 36:27And you will see black because there's
- 36:29nothing in our scene except a plane. So,
- 36:31we're going to go to the world settings
- 36:32now and then change the color, this this
- 36:35little yellow dot here. Going to click
- 36:37it and then I'm going to say sky
- 36:39texture. All right. So, this is that
- 36:41fake
- 36:42you know, just a fake world thing with a
- 36:44little sun. Anyway. So, I'm going to
- 36:46rotate it around. Sorry, adjust the
- 36:48rotation here just so that I've got it
- 36:50sort of like coming from
- 36:52that kind of angle, like that. Um it's
- 36:55always way too hot. Um so, I'm going to
- 36:58adjust the strength here to be 0.15.
- 37:01Like so. And now look at that. Look at
- 37:04our glorious wall in all of its detail.
- 37:08Beautiful. Um
- 37:10All right. Now, the other thing I'm
- 37:11going to do is I'm going to right click
- 37:12cuz you'll see you get these like little
- 37:13lumps here, right? And what it's doing
- 37:15there is um
- 37:17uh it's doing flat shading, right? Cuz
- 37:19we started with a plane, right? So, it's
- 37:20just treating this like it is a flat
- 37:22shade. And if you follow the uh donut
- 37:23tutorial, you know there's such a thing
- 37:25as smooth and hard uh sorry, smooth and
- 37:28flat shading. So, what we need to do is
- 37:30swap it to smooth shading because it's
- 37:32now creating all this extra geometry we
- 37:34need to add it. So, let's add that and
- 37:36you'll see it looks a lot better, a lot
- 37:38cleaner and a lot nicer. And now you
- 37:41should be able to see if we go back
- 37:42here, I'll swap to displacement only,
- 37:44right? That's just the geometry by
- 37:47itself. Right? Crazy. So, now we switch
- 37:49to displacement and bump. And it looks
- 37:53marvelous, really marvelous. The only
- 37:55thing by the way, and some people will
- 37:57probably call this out in the comments
- 37:58if they haven't watched this far,
- 37:59they've already written the comment. Um
- 38:01there is one advantage to normal maps
- 38:03and it's also part of the reason that
- 38:04they are used in games is that a normal
- 38:07map you can get away with an 8-bit image
- 38:09and it can still look quite clean.
- 38:12Um and what I mean by that is it doesn't
- 38:14have any stepping issues. So, a
- 38:17displacement map, because it is
- 38:19grayscale data, it's not angling it at a
- 38:22I actually asked this question on
- 38:23Twitter and somebody answered with a
- 38:24very great visual that shows the
- 38:26difference between them, but uh a an a
- 38:2916-bit TIFF is is needed
- 38:32um because it's using gray It's like
- 38:35binary steps of height. And what it
- 38:38means is is that you can see very If you
- 38:41zoomed right in there, you can see like
- 38:43slight stepping. It's actually really
- 38:46not that apparent here, but you can see
- 38:47like tiny little squares here. They're
- 38:49basically invisible. Well, actually,
- 38:52there is something you can even do to uh
- 38:54prevent that and that's to switch to
- 38:56cubic interpolation, which actually the
- 38:58Blender documentation uh suggests and
- 39:00you can see it's slightly um less
- 39:02visible there. The stepping is actually,
- 39:04oddly enough, it was most visible um we
- 39:07were when we were looking uh in the uh
- 39:10Eevee look dev mode. So, see these
- 39:11little Yeah, see these little like like
- 39:13looks like topology like little
- 39:15mountains or whatever. That's what that
- 39:16is. Um and oddly enough, it kind of
- 39:19looks more obvious in cubic mode inside
- 39:21of Eevee.
- 39:22I don't know, but it is the correct say
- 39:24it's supposed to be uh cubic. Anyways,
- 39:26jumping around here, but I just want to
- 39:29explain it. So, when you're using a
- 39:30displacement, set it to cubic um and
- 39:33it's great. And that's it.
- 39:35So, you should have for your shader
- 39:38displacement and bump, a scale of 0.2.
- 39:41This should be non-color data. This
- 39:43should be going into your displacement
- 39:44input and I will put it up on the screen
- 39:46here.
- 39:47This is a PBR shader that is correctly
- 39:50set up and you will see we are not using
- 39:52the normal map. It is there. It's always
- 39:54downloaded with with files because some
- 39:57people want might want it for real time.
- 39:59And also if you were never going to use
- 40:01this displacement, you weren't even
- 40:02going to be combining it with other
- 40:04textures which is the other reason for
- 40:06using displacement. Makes it very easy
- 40:08to combine stuff is what we're going to
- 40:10use later on. Then a normal map could be
- 40:12useful. We're not going to be using it
- 40:14for the rest of this tutorial. We're
- 40:15just going to be using base color,
- 40:16ambient occlusion, roughness, and
- 40:19displacement. Okay, so this is the
- 40:21manual way to set up a texture and it's
- 40:25important to know this because you need
- 40:26to understand how things will go
- 40:27together. But I want you to also know
- 40:29that this is not normal. You don't when
- 40:30you're building a scene manually
- 40:32dragging four, five, six maps just to
- 40:36create one material. That's just a waste
- 40:38of everyone's time. Um so I want to show
- 40:41you that although it's not required for
- 40:42this tutorial, you can just watch this
- 40:44next part. Most artists when they're
- 40:46building a scene, they aren't manually
- 40:48building it. They are using plugins to
- 40:51automate it. So there are two which I'll
- 40:53show you right now. You just watch this
- 40:55next part basically. Okay, so the first
- 40:58way to do it by the way we'll keep this,
- 41:00right? We'll keep this up here and we'll
- 41:02call this brick, all right? And then I'm
- 41:04going to click this little shield icon
- 41:06to create a fake user which by the way
- 41:08is how you save something. So that if
- 41:10you then delete this material, right?
- 41:13And then add a new one,
- 41:14um it's still there, right? It's not
- 41:16going to disappear cuz it's got a little
- 41:17F which means
- 41:19fake user. They should have called
- 41:21There's one criticism that a lot of
- 41:22people have of Blender that's not very
- 41:24clear. It's a very annoying thing. You
- 41:26save a file and it's disappeared. But
- 41:28anyways, so I'll show you that this way.
- 41:30Okay, so one way to automate this
- 41:32process that we've just done is to use
- 41:36edit preferences, go to your add-ons and
- 41:38enable the node wrangler, okay? Um it's
- 41:43underneath add-ons node wrangler. It
- 41:45should come with Blender automatically.
- 41:46You just have to enable it. And then
- 41:48when you select your shader, you have to
- 41:50have it selected, you hit N in your
- 41:52properties and then underneath down here
- 41:55on the tabs, you've got node wrangler.
- 41:58And then you should see a button. You
- 41:59won't see it if it's not selected, but
- 42:01you have to have the shader selected and
- 42:02you'll see add principled setup. Then
- 42:05you just select the files that you want
- 42:07to add and then hit principled texture
- 42:10setup. And then you just have to wait
- 42:12like, you know, 2 seconds and then it
- 42:14will have done most of the dirty work
- 42:17for you. Now as I mentioned, it has got
- 42:19something wrong which is that it's using
- 42:21the displacement map and the normal map
- 42:22together. And as I mentioned, you should
- 42:24only be using one or the other. But
- 42:26that's pretty simple. Just holding down
- 42:27control and then right click dragging
- 42:29across will disconnect that setup for
- 42:32you. Okay, so now it's using that.
- 42:34You will have to then change it to
- 42:37whatever bump you want, displacement and
- 42:39bump in this case. The scale is
- 42:42automatically set at one which it almost
- 42:44never needs to be.
- 42:45So set it to 0.2 if it's a polygon
- 42:47texture, but otherwise just adjust it to
- 42:50suit.
- 42:51You will also they've also got the
- 42:52setting wrong. It shouldn't be linear.
- 42:53It should be cubic, okay?
- 42:56But that is roughly the setup that we
- 42:58just created. It's added in some maps
- 43:00that we don't need. We don't need the
- 43:01metallic map. It also hasn't done the
- 43:04ambient occlusion for us. So it's it did
- 43:06like half of it, right? There's still a
- 43:09lot of like fiddling around. Um but you
- 43:12know, pretty good and that is a method
- 43:13that works for all texture types. One
- 43:16major downside to this method that I
- 43:18don't like is that you still need to use
- 43:20your browser. You have to go to Google,
- 43:22type in textures, find the textures,
- 43:24download a zip file, then unzip the zip
- 43:26file, and then bring it in. So the
- 43:29second method that I'm going to show you
- 43:30is the polygon add-on which obviously
- 43:33only works for polygon assets,
- 43:35but does it all inside of Blender. So
- 43:38you can browse, search, download, and
- 43:41one click import and setup without
- 43:44needing to go to any other software. So
- 43:46first click the link in the description
- 43:48and then download this zip file. Very
- 43:50small size. Don't unzip it. Instead go
- 43:53to edit preferences add-ons and then
- 43:56click the little it's not clear in 4.2,
- 43:59but there's a little drop down arrow in
- 44:01the top right. And then in there you'll
- 44:03see install from disk. Then just locate
- 44:05that zip file and hit install from disk.
- 44:08Give it a second and then it will appear
- 44:10right here. For this I am using version
- 44:121.7. Yours might look different if
- 44:14you're watching this later on. But
- 44:15anyways, once it is installed, you don't
- 44:17need to have your shader opened at all.
- 44:20Just hit N in your properties
- 44:23and you'll see a little polygon tab.
- 44:25It'll first time you use it ask you to
- 44:26log in via the browser. So you click
- 44:28that. It'll open up this and then that's
- 44:30it. So now the way it works is if I've
- 44:33got credits, if I've got a subscription,
- 44:35then basically I can just buy directly
- 44:38from here
- 44:40and it'll then just download everything
- 44:41you need
- 44:42and then once that's finished, you just
- 44:44click apply.
- 44:45Then if I go to my
- 44:47go to my render view mode, you can see
- 44:49that it's just applied it. One click,
- 44:50super easy. The other thing is you don't
- 44:52even have to have credits, but you can
- 44:54preview materials. So this little eye
- 44:56dropper, sorry not eye dropper, eye icon
- 44:59there will let you just download a quick
- 45:01preview of it. It's got watermarking,
- 45:03but
- 45:04yeah, you can see you can get an idea of
- 45:05what the texture is going to look like
- 45:07to make sure that it's going to be a fit
- 45:08for your scene before you download it.
- 45:10Um so yeah, the reason I like it, I mean
- 45:12obviously I'm biased, but it means I
- 45:13don't have to open up the browser,
- 45:16download a zip file, and then unzip it
- 45:18because that does take a lot of time
- 45:19when you're building a whole scene of
- 45:21things.
- 45:22But anyways, that's there if you want
- 45:23it. We're not going to use it for the
- 45:24rest of this tutorial. So I'm going to
- 45:25go back to the one that we just created,
- 45:27the one called brick. Bring this up and
- 45:29here we are again. Okay, we are 45
- 45:32minutes into this video and we haven't
- 45:33even got to the fun stuff yet. We've
- 45:35really just talked about shaders. We've
- 45:37talked about PBR textures and some of
- 45:39you watching this were like, when we
- 45:40going to actually make this thing look
- 45:42cool? That is right now. Okay.
- 45:45So we can finally now talk about
- 45:47manipulation. Manipulating a texture to
- 45:50work for us, to work for our scene
- 45:52because not only is that like just super
- 45:55important to make the scene actually
- 45:57feel real like so where you've got, you
- 45:59know, a wall and another wall meeting,
- 46:01you've got like black mold that builds
- 46:02up there like how it does in real world.
- 46:05But it's also solving another problem
- 46:07for us, right? Breaking up repetition
- 46:09because even though this is a seamless
- 46:11texture, there's a limit to how many
- 46:13times you can tile something before your
- 46:15eye will be able to spot repeating
- 46:17elements, right? You can see you've got
- 46:18three rows of these bricks that are
- 46:21different and therefore your eye is
- 46:22spotting it.
- 46:23So there's always a limit to, yeah, a
- 46:25seamless texture and you can spot that
- 46:28pretty quickly, right? So
- 46:30tweaking a texture does that. But it's
- 46:32also just super fun. This is what being
- 46:34an artist is about is being able to
- 46:36control it and be creative and like, you
- 46:38know, really have fun. So this is the
- 46:40bit that I enjoy the most and you
- 46:41probably will as well. All right, so
- 46:43let's talk about the basics. Basic
- 46:45manipulation of a texture.
- 46:47And the simplest thing that a lot of
- 46:49people want to do is they want to alter
- 46:51the color of a texture, right? Like
- 46:53maybe you're working with like wood and
- 46:54like it's just it's a great grain of
- 46:57wood, but it's the wrong shade. You want
- 46:58something darker or lighter. Like being
- 47:00able to manipulate the color is super
- 47:02important, right? So to do that, you
- 47:05know, you could take your base color
- 47:08into an image editor like Photoshop and
- 47:10then do some operations there. But that
- 47:12would be silly because that would be
- 47:13destructive. You'd have to be saving
- 47:15files and then, you know, transporting
- 47:17it back and forth
- 47:18because you can do that inside of
- 47:20Blender and it would be non-destructive
- 47:22so you can tweak it later on. So that's
- 47:24what we're going to do. But you don't do
- 47:25it on this node here. You do it in your
- 47:27node setup, this node tree that we've
- 47:29got here. You place in extra nodes to
- 47:32manipulate things between there and our
- 47:35shader. So let's make some space. So I'm
- 47:37going to just drag over this and hit G
- 47:41to just move it across like that.
- 47:44And the place that we're going to put if
- 47:46we want to manipulate our texture is
- 47:48basically between here and where the
- 47:49shader starts. And you know, you could
- 47:51really do it if you wanted to on just
- 47:53this row here. But yeah, the ambient
- 47:56occlusion is just adding in shadows. You
- 47:57might as well just do it after our
- 47:59multiply. So between here and here.
- 48:01Okay. So the node to do a really simple
- 48:05basic operation to the color is shift A
- 48:08and you're looking underneath color the
- 48:10hue saturation value node. I love this
- 48:13node because super simple and you can do
- 48:15a lot with it. Um
- 48:18So you can see by default the values
- 48:200.511 and 1.
- 48:21They have no effect and we can see that
- 48:23by disabling our node which you can do
- 48:26with a node selected if you hit M M for
- 48:30mute. It will mute the node. And you can
- 48:32see as I flip back and forth, there is
- 48:33no change, okay? So saturation of one is
- 48:36just as it is. So if I increase this,
- 48:38I'm obviously making it more saturated.
- 48:40And if I go the other way, it's, hey,
- 48:41more desaturated, right? Um the value is
- 48:44just like almost like brightness, like
- 48:46like how kind of luminant pixels are,
- 48:49right? I think you can actually go above
- 48:51the the value there of two if you just
- 48:54like click it and then type in another
- 48:55value. You can go even brighter if you
- 48:57really want to break things. Um but you
- 49:00can do a lot with just just these three
- 49:03values here. So the top one is hue and
- 49:04that's for really like so that's
- 49:06shifting the hue, okay? And you can see
- 49:08if you just play with it, you can
- 49:10quickly make this look
- 49:12very funky. Normally what you want to do
- 49:14is just change it ever so slightly. So
- 49:16if I was to
- 49:18Actually, let's just increase the
- 49:19brightness just so we can see it a
- 49:21little bit better. Um if I just shift
- 49:23the hue holding down shift,
- 49:26shifting the hue with shift, that'll
- 49:28enable me to just move it left and right
- 49:30with subtle values holding down shift.
- 49:32And as I go to the right, you can see it
- 49:33becomes a little bit yellow.
- 49:35If if too far, it starts to look green,
- 49:37but you can get just a little bit of a
- 49:38yellow tint to it just by moving it to
- 49:41like a, you know,
- 49:42.04 values that way. Um, and then if I
- 49:45went the other way, obviously, it starts
- 49:46to look a little bit more like a richer
- 49:49red color, almost getting into like a
- 49:50pinky purple. Um, so this is something I
- 49:53do a lot. So, if I go like this, and
- 49:56then I desaturate it a little bit, and
- 49:58then I bring down the uh so the value of
- 50:01one is where we started.
- 50:03Right? If I go like that, that has
- 50:05completely changed the appearance of the
- 50:07brick with just some very slight
- 50:08changes. So, if I hit M, that's going to
- 50:10mute it. So, this is how it looked
- 50:12originally, and then this is how it
- 50:13looks with some uh saturation. Maybe
- 50:16that doesn't look like a lot to you, but
- 50:18to me that that's a fairly big change,
- 50:20all right?
- 50:21All right, but let's say also with this
- 50:23that um maybe I didn't want this this
- 50:27color shift this color change to happen
- 50:30to the entire um brick that I've got
- 50:33going on here. And actually, let's just
- 50:34make it a little bit brighter. So, let's
- 50:35say instead of it being a like a darker
- 50:37uh change, it's now just make it a
- 50:39little bit brighter.
- 50:40Um, and let's go
- 50:44yeah, something like
- 50:46yeah, something like that, right? That's
- 50:48Yeah, that that's a pretty That's
- 50:50transformative enough that we our eye
- 50:51can kind of spot the difference there.
- 50:53So, let's say yeah, I want to make it to
- 50:55just certain parts of I want to make
- 50:56this look almost like a like there's
- 50:58patches to it where maybe the sun has
- 51:00hit different parts of it, and it's just
- 51:02faded in those patches.
- 51:04So, this is where we talk about masking.
- 51:07So, a mask is just a general term for
- 51:09whenever we want to have um certain
- 51:11effects in just certain areas, okay? And
- 51:15the way we would do this is by using
- 51:18another texture and then putting that
- 51:20into this node. And the place that you
- 51:22would want to put that in is down here
- 51:24where it says fac. It's not clear, I
- 51:26don't know why they went with fac. I
- 51:28guess it's it's short for factor, but
- 51:30it's not obvious that that's what that
- 51:32does. But it's it's a val It's a
- 51:34numerical value for now, um and it's
- 51:37going from zero to one. So, a a value of
- 51:39one just means it's
- 51:41all of this, right? 100%. If I go all
- 51:43the way to zero, it's now none of this.
- 51:46So, if I hit M to mute it, there's no
- 51:48difference between before and after
- 51:50because this is having zero effect. So,
- 51:52I could if I wanted to, let's say I like
- 51:54the look of this, but I just went too
- 51:56far and I wanted to quickly change it, I
- 51:57could do that. But because this has an
- 51:59input, I can put anything into that. Any
- 52:02black and white texture will now control
- 52:05where this kicks in, okay? So, as you
- 52:09remember from the start, we created a
- 52:10noise texture, and that was black and
- 52:11white. So, let's do that. Let's use a
- 52:13noise texture to control this. So, I'm
- 52:15going to hit shift A, texture, and go
- 52:18noise texture. The most versatile of all
- 52:21procedural textures that artists use a
- 52:23lot. I know I do.
- 52:25Um, okay. So, if I take the factor of
- 52:27this and put that into my factor of my
- 52:31uh hue saturation value node, watch what
- 52:33happens.
- 52:35Doesn't seem like a lot, but this is the
- 52:37original texture, and this is it now.
- 52:39And you can see there's a little bit
- 52:41kind of patchiness, but it's subtle. So,
- 52:44let's control shift left click on the
- 52:46noise texture. And this is showing us
- 52:48how our noise texture looks. Now, you
- 52:50might notice that it looks kind of
- 52:52stretched, and this is because we are
- 52:54now working with a um a surface which is
- 52:57not 1 by 1 by 1. And it's without
- 52:59getting too technical on uh coordinates,
- 53:02by default, it's using a generated
- 53:03coordinate system which is just looking
- 53:05for
- 53:06objects that are 1 by 1 by 1. And if
- 53:08they're not, you have to do an operation
- 53:10in there to like make it so that it's
- 53:12that. But in our case, we've actually
- 53:14got UV coordinates that make sense for
- 53:16this. So, we we can actually just use
- 53:18that. So, this vector, if I drag out
- 53:20from here, and then I just click on
- 53:22texture coordinate, which is uh one of
- 53:24the suggested ones there, um I can just
- 53:26click that, and you can see it's texture
- 53:28coordinate plugged into the UV, and it's
- 53:29now fixed that problem. The other way to
- 53:31bring that in, if you didn't see it in
- 53:33your pop-up, shift A, and then go to
- 53:35input. Don't know why it's in input,
- 53:37doesn't make sense, but uh texture
- 53:38coordinate is in there, and then you
- 53:40could just drag it in um like that.
- 53:43Okay. So, it's now using that. So, that
- 53:45means that now the scale is a bit wrong,
- 53:47but let's say yeah, I want some big, you
- 53:49know, black and white patches across it.
- 53:51All right. So, I've changed the scale of
- 53:52it. So, now if I look at it, I should
- 53:54see, hopefully,
- 53:56some little patches. The reason I can't
- 53:59though is that this is
- 54:01it your eye is able to spot these value
- 54:03differences, the zeros here to the uh to
- 54:05the ones, but it's it's mostly, if you
- 54:08could see the values on I wish there was
- 54:10a way to actually see like the like the
- 54:11numerical values of areas, but it's like
- 54:14it's very so it's all areas of gray.
- 54:17There might not actually be one section
- 54:19in here which is pure one or pure zero,
- 54:22like pure um white or pure black. It's
- 54:25all just shades of it across it, and
- 54:28it's very subtle. So, what you often
- 54:30want to do is to increase the contrast,
- 54:32and uh one node that a lot of artists
- 54:34love for this purpose is shift A,
- 54:37converter,
- 54:39color ramp. Okay. So, let's just drop
- 54:41this in, and I'm going to drop it in
- 54:44between our noise texture and our hue
- 54:45saturation, okay? So, this is our mask,
- 54:48right? And then this is our uh
- 54:50operation. Okay.
- 54:52I'm going to control shift left click on
- 54:53the color and just to see what we're
- 54:54looking at. So, if I drag in these
- 54:57handles here,
- 54:58what you'll notice as I drag in the
- 55:00white the white handle, you can see that
- 55:02it's like it starts to like almost clip
- 55:04the white guys, it's very subtle. So,
- 55:06let's drag in the uh the black handle
- 55:09all the way to the middle there, right?
- 55:13And this is like it's it's it starts to
- 55:16like clamp, like where does the
- 55:19Yeah, like where does the true black
- 55:21values start in our texture there. So,
- 55:24we're now just increasing it to like the
- 55:25middle points. So, those areas that were
- 55:27around yeah, .4 in value are now getting
- 55:31a a value of pure black. And this value
- 55:34here, the values that were around .5
- 55:37beyond as well are now being clipped in
- 55:39at one. So, it's just a a very easy way
- 55:41to control how harsh this this mask is.
- 55:45So, now when we look at our shader, you
- 55:47should be able to spot now
- 55:49those differences. And actually, let's
- 55:50just increase it so you can see it,
- 55:52right?
- 55:53So, it's now a lot more obvious um
- 55:56where those those values end. So, it's
- 55:58really just a matter of like like now
- 56:00these handles become like the feather of
- 56:03my mask as I drag out.
- 56:05Right? And you sort of maybe want it to
- 56:07be
- 56:08like I don't know, maybe let's go here.
- 56:11And then for my noise texture,
- 56:13because by default, this is very looks
- 56:15kind of low res, very kind of mushy. But
- 56:18if I increase the detail to four, I get
- 56:20like more detail on these edges here.
- 56:23And then I can increase the roughness,
- 56:24which is just kind of like
- 56:26See, I don't really know what the
- 56:27roughness does. I should probably uh
- 56:29look that up. Yeah, okay, that's not
- 56:30helpful. Blend between smooth and noise
- 56:32pattern and rougher with sharper peaks.
- 56:35Yeah, I mean, it just feels sharper a
- 56:37little bit. That's kind of it. I mean,
- 56:39it doesn't really You don't have to
- 56:40understand it, um but that's the
- 56:42explanation we've got. Um, but yeah, it,
- 56:45you know, just adds, makes it look a
- 56:46little bit sharper.
- 56:48Um, but yeah, you you can play with
- 56:50that, and you can get some more
- 56:51interesting patterns there. One thing
- 56:53I'd caution, by the way, is a lot of
- 56:54people just go like really ham on this
- 56:57detail amount here, right? Um, because
- 57:00it feels like oh yeah, like more more
- 57:02detail is better. But something I
- 57:04learned from uh a course uh that
- 57:07actually the Blender Institute put out,
- 57:09um is that this drastically increases
- 57:13shader computation time. Like a value of
- 57:16uh I think it's it's on like
- 57:18logarithmic. So, a value of two I'm
- 57:21sorry, three, I think is like twice as
- 57:24computationally expensive, and a value
- 57:26of four is twice more than three was.
- 57:28So, basically, if you're using like six,
- 57:30it's something like
- 57:32what is that? From what two was, it's
- 57:35like twice four
- 57:39it's like 16 times as computationally
- 57:42expensive as what two is. I could be
- 57:43wrong on that, but anyways, the point is
- 57:44is I wouldn't go over like five or six
- 57:47in your detail cuz you can very quickly
- 57:48blow out your shader computation time
- 57:50when you hit render. Anyways, just want
- 57:52to caution that cuz I have seen a lot of
- 57:54artists just go like, "Yeah, more
- 57:56detail." Not realizing, as I didn't,
- 57:59that that is drastically increasing uh
- 58:01stuff. Anyways. All right. So, that's,
- 58:03you know, that's okay. It's all right.
- 58:05It looks a little bit too harsh there,
- 58:07but yeah, that that's We've got some
- 58:09like patchinesses. I mean, I would
- 58:11almost call this just like breaking up
- 58:13repetition. Um
- 58:15but yeah, that's it's it's a it's an
- 58:17okay effect. So, what I will do, and
- 58:19this is something that I would
- 58:20definitely suggest to people because a
- 58:22lot of people find nodes overwhelming,
- 58:24and it's because they they build this,
- 58:25and then they go, "Oh, now I want to add
- 58:27some black mold." And then they do more,
- 58:28and then they do more, and then they
- 58:29they zoom out, and they go, "Oh my gosh,
- 58:32I can't understand this. There's so much
- 58:33going on." So, you have to label what
- 58:35you're building as you build it, okay?
- 58:38So, if I select these four here, if I
- 58:40hit shift P, which you can do if you've
- 58:42got the node wrangler um add-on
- 58:45installed, right? Make sure you just uh
- 58:47enable that, and you will see it. Um,
- 58:49you hit shift P, and then you will
- 58:51everything selected gets a frame. You
- 58:53can also just go group, and then go Oh,
- 58:55sorry. Layout, and then say frame, and
- 58:57then put your nodes inside that frame.
- 59:01Anyways, uh I'm going to hit N to bring
- 59:03up the properties on this frame that is
- 59:05selected, and then for the label, I'm
- 59:07going to type in
- 59:09sun fade, right? Just so that I know
- 59:11what it is. Okay. Great. Our first
- 59:13manipulation. Baby's first manipulation
- 59:17by Fisher-Price. Anyways, um
- 59:19let's now add another effect, which is
- 59:23uh black mold. Okay. And actually, it
- 59:26might help at this point uh to bring in
- 59:28some image reference. I'll put a link to
- 59:30this, um but it's, uh, reference that I
- 59:32found.
- 59:33This guy right here. Okay. Um, and you
- 59:36can see this is this is what real brick
- 59:38brick looks like on the side of a
- 59:39building. It's obviously, uh, seen some
- 59:42better days, um, but you can see as we
- 59:44zoom in here we've got like some just
- 59:46black patches, right? They kind of build
- 59:48up on some of the brick. We've also got
- 59:50some white patches that's, uh, kind of
- 59:52like efflorescence is what they call it.
- 59:54Kind of like where like the minerals
- 59:56from water the water disappears and that
- 59:58leaves minerals behind. That's my
- 59:59understanding. Uh, and then we've also
- 1:00:01got like desaturated brick in here,
- 1:00:03right? So, those three elements, black
- 1:00:05mold, desaturated elements, and
- 1:00:07efflorescence that can really help, uh,
- 1:00:09make this look like an interesting
- 1:00:11texture, okay? Um, but let's say I don't
- 1:00:13want to do like just a simple value
- 1:00:14adjustment and make the brick look
- 1:00:16darker. I want to actually make like act
- 1:00:18feel like elements on top of it that are
- 1:00:19just like a purely black on those parts.
- 1:00:23So, for that I'm going to make some
- 1:00:24space here.
- 1:00:26And again, between here, my last
- 1:00:28operation, and here I can add in another
- 1:00:31operation, okay?
- 1:00:33Now, if I want to introduce another
- 1:00:34color, um, the way I would do that is by
- 1:00:37using shift A, the node that we used
- 1:00:40before to blend in our, um, ambient,
- 1:00:42sorry, yes, ambient occlusion is the,
- 1:00:45uh, mix color node. Okay, super common
- 1:00:49node as I mentioned before, um, that is
- 1:00:51very versatile and it's used a lot for
- 1:00:53masking. It's actually really just
- 1:00:55convenient that we've got this factor
- 1:00:57input here for this hue saturation
- 1:00:59because most nodes don't have that,
- 1:01:00right? If you use like the, uh,
- 1:01:02brightness and contrast and you wanted
- 1:01:04to do a factor operation, you couldn't.
- 1:01:06You have to use it through one of these
- 1:01:07nodes. So, a mix shader is what you
- 1:01:10often use when you want to like combine
- 1:01:11two things, um, together because it has
- 1:01:14two inputs and it has a factor here,
- 1:01:17right? So, that's where your mask goes
- 1:01:18and then you've got two, uh, effects
- 1:01:20here, your original and then your
- 1:01:22affected thing. That's generally the the
- 1:01:24the setup there. Okay, so what I'm going
- 1:01:26to do is I'm going to take my output
- 1:01:28from my sun fade and I'm going to put
- 1:01:29that into the top input, okay? And let's
- 1:01:31have a look at this.
- 1:01:33Okay. So, what this is enabling us to
- 1:01:35do, the factor is, as I mentioned
- 1:01:38before, a a value of zero is just using
- 1:01:40100% of the texture without any
- 1:01:42influence of the bottom and then as I
- 1:01:44drag this up it's more and more and more
- 1:01:45until it's 100% of the bottom influence,
- 1:01:48okay? So, I want this to look like,
- 1:01:50yeah, like let's say some black mold
- 1:01:52that's kind of building up on our brick
- 1:01:54there. So, I'm going to go with a solid
- 1:01:56black texture. But, you know, you could
- 1:01:58put green in there, make it look like
- 1:02:00sludge or slime or whatever that's kind
- 1:02:02of built up, but I'm just going with,
- 1:02:03uh, solid black, okay? And now I'm going
- 1:02:06to connect this with my shader over
- 1:02:08here, right? And this is, uh, what we've
- 1:02:10got so far. Basically, this is also how
- 1:02:12you would make painted, uh, brick.
- 1:02:14That's literally it. This color now
- 1:02:16becomes whatever color you want your
- 1:02:18brick to be, um, cuz we've just
- 1:02:20overridden what we have as the base
- 1:02:22color. Um, in fact, actually, if you
- 1:02:23just had solid brick like that, you'd
- 1:02:25actually just get rid of the color input
- 1:02:27and then just use this as your color of
- 1:02:29your brick. Exact same thing as, uh,
- 1:02:31what we've got going on here. Um,
- 1:02:32anyways, so this this is going to be
- 1:02:34black and then this is going to be what
- 1:02:37wherever we want this black mold to
- 1:02:39appear. Now, we could use a noise
- 1:02:42texture, right? We could take, you know,
- 1:02:43the output of this color ramp if we were
- 1:02:44really lazy, just put in the exact same
- 1:02:46spot as where you've got this, right?
- 1:02:49And that would give us this kind of
- 1:02:50look, but, you know, assuming we're
- 1:02:52working on a scene with like a building
- 1:02:53and maybe we've just got a flat wall.
- 1:02:55We've also got windows on the wall,
- 1:02:57right? And wherever there's a window,
- 1:02:59right? There's maybe more moisture build
- 1:03:01up in the corners, uh, wherever there's
- 1:03:02a door there might be another type,
- 1:03:04right? Um, there's going to be white
- 1:03:06efflorescence in different parts. These
- 1:03:08kind of things you have to choose where
- 1:03:10that goes. So, you need to actually have
- 1:03:12an option to paint, to actually choose I
- 1:03:16want this part of the mesh to have this
- 1:03:18thing. And for that you need to do
- 1:03:20painting, okay? Now, there are two types
- 1:03:23of painting, um, and one of them I'm
- 1:03:25actually very new at, but I love it. Um,
- 1:03:28the first type is the one that I've I've
- 1:03:30used for years and years and it's, yeah,
- 1:03:32it's it's very common and it's very
- 1:03:34useful, um, and it's just called image
- 1:03:36painting. So, you go shift A and then
- 1:03:38you go texture, image texture, right?
- 1:03:41And then just like before at the start
- 1:03:43when I created a new texture, you go new
- 1:03:45texture. And by the way, don't do this
- 1:03:47cuz we're actually going to use the
- 1:03:48second method in a second, um, but I
- 1:03:49want to show you this as a viable way to
- 1:03:52paint, um, but why I don't actually
- 1:03:55recommend it for a lot of environment
- 1:03:57textures because it's, um, it's really
- 1:03:59only useful for like if you're taking a
- 1:04:01model and then you're going to be using
- 1:04:02it externally like in a real-time engine
- 1:04:04or something, you might do your
- 1:04:05texturing this way, um, because then
- 1:04:07you've got the image texture, um, but
- 1:04:09anyways, so I'm going to hit new.
- 1:04:11Um, I would have to make it non-color
- 1:04:13data because I'm going to be using it as
- 1:04:15a mask and then I would take this and I
- 1:04:16put this into my factor input over here.
- 1:04:19And now because this is a black image,
- 1:04:21we are now seeing 100% of this over
- 1:04:24here, our original texture. So, now I
- 1:04:26could go to texture paint, control tab,
- 1:04:28and then, uh, go to texture paint over
- 1:04:30here. And I could paint. But what you
- 1:04:33would notice straight away is that, uh,
- 1:04:35it's not painting where you would expect
- 1:04:36it to paint, but it's not a bug, it's
- 1:04:38not something wrong. It's because it's
- 1:04:40using our UV coordinates, which we
- 1:04:43configured not for painting, but for,
- 1:04:46um, uh, tiling a brick. So, that's why
- 1:04:49we've got a tiling effect on our texture
- 1:04:51cuz it's putting it that brush stroke on
- 1:04:53like all of these coordinates at the
- 1:04:54same time because it's tiled, right? So,
- 1:04:57this is the first issue that I don't
- 1:04:59like is you now have to make a separate
- 1:05:00UV map and I will call this one, uh,
- 1:05:03mask, right? And then I have to create
- 1:05:05another input, uh, UV map actually and
- 1:05:09then define which UV map use this
- 1:05:12instead of that and then I will, uh,
- 1:05:14create UV unwrap.
- 1:05:17Uh, oh, I have to go the UV image
- 1:05:19editor, not the image editor, UV image
- 1:05:21editor.
- 1:05:22And then like this. Oh, sorry. No,
- 1:05:25actually, no, it was correct the first
- 1:05:26time. Yeah, I'm not I'm not tiling it,
- 1:05:28okay? Um, and now that I've done that,
- 1:05:30let's go back to texture paint mode and
- 1:05:34fill it with the color black, right?
- 1:05:38Cuz that's what I'm painting into,
- 1:05:40right? And now I can paint where that
- 1:05:43goes. Right.
- 1:05:45But something that you will notice with
- 1:05:47this is, uh, one, that was very fiddly,
- 1:05:49but two, it's only using half of our
- 1:05:51image here. And this is the big issue
- 1:05:53with this is that you've often got
- 1:05:55something that is long, like a long
- 1:05:57road, a long wall, or, uh, a a model
- 1:06:00that's right like got UVs in different
- 1:06:02different place and it has to fill has
- 1:06:04to abide by UV coordinates. And as I
- 1:06:06mentioned this isn't a UV unwrapping
- 1:06:08tutorial, but you can see that it's it's
- 1:06:11using half of our space here. The other
- 1:06:13big issue is is that if I did all my
- 1:06:15painting exactly how I wanted it and
- 1:06:17then let's say I'm working with a client
- 1:06:19and the client says, "Hey, move that
- 1:06:20door that is modeled here and move it to
- 1:06:22the the left or the right or maybe
- 1:06:24extend the building, right?" Well, now
- 1:06:26this UV map doesn't work anymore and I
- 1:06:29have to repaint it. Have to delete
- 1:06:31everything, re-UV unwrap it, and then
- 1:06:33repaint it. And that is very annoying
- 1:06:36and fiddly. And we're only using half
- 1:06:38the space and it's just it's it's a
- 1:06:39waste. It's not the most ideal, uh, way
- 1:06:43to do this. So, I'm going to delete my
- 1:06:45UV map here. So, we've just got the
- 1:06:46original and I'm going to delete this.
- 1:06:49And I'm going to delete my image because
- 1:06:52we are going to be using vertex
- 1:06:54painting. So, control tab, hold that
- 1:06:57down, and you should see vertex painting
- 1:06:59at the top. Um, now in order to paint
- 1:07:01into it cuz we're looking at the shader
- 1:07:03mode, look dev mode, it's not referenced
- 1:07:05in here yet. So, let's just go to the,
- 1:07:07uh,
- 1:07:07what is that? What's the mode called?
- 1:07:09It's just called solid view mode, right?
- 1:07:11I always forget. I know the icon.
- 1:07:12Anyways, um,
- 1:07:14so, this is vertex paint mode, um, but
- 1:07:17by default there's not really anything
- 1:07:18to paint into. So, at the top here
- 1:07:20you've got attribute. So, just click
- 1:07:21down. I'm not sure this face corner
- 1:07:23thing, uh, it just did a, I don't know,
- 1:07:25defaults as that. So, I'm going to
- 1:07:27delete that, um, and instead create a
- 1:07:29new vertex, uh, sorry, color attribute.
- 1:07:33I just think of it as a vertex paint
- 1:07:35layer, really. Um, and let's just give
- 1:07:37it a name. Let's call it, uh, I'm going
- 1:07:38to call it black because we're going to
- 1:07:39be painting into some black areas. We're
- 1:07:42going to create black mold using this.
- 1:07:43I'm just going to call it black. Haha.
- 1:07:46All right, um, so, with this I can, with
- 1:07:49a brush added with a white, uh,
- 1:07:53paint selected, I can paint
- 1:07:55onto my mesh. Now, it's not working as
- 1:07:59you would hope. Uh, and the reason for
- 1:08:01this is that vertex paint uses your
- 1:08:03vertices, okay? So, just like an image
- 1:08:06has pixels, right? You let's say you've
- 1:08:08got 1,024 by 1,024, those are pixels. In
- 1:08:12this case, it we've got vertices and
- 1:08:15although we have a subsurf modifier
- 1:08:17here, um, it's not using that. It's
- 1:08:20using the actual mesh that we've got
- 1:08:22here. So, we it's like we're working
- 1:08:24with an image that has what is that? 5
- 1:08:27by 3? So, we've got 15 pixels to work
- 1:08:30with. So, we don't have enough
- 1:08:32resolution to to paint into. Um, so,
- 1:08:35we're going to subdivide this mesh here.
- 1:08:37But before we do that, because we've got
- 1:08:39a subdivision enabled over here, if we
- 1:08:42were to subdivide it we might
- 1:08:43accidentally crash Blender. So, uh,
- 1:08:45first of all, because we're going to be
- 1:08:47subdividing it, we don't need this
- 1:08:49higher res eventually. So, let's just
- 1:08:50set this to four and four. Um, and then
- 1:08:53I'm actually just going to turn it off
- 1:08:55from my viewport for now because we
- 1:08:57won't need it until we start to, uh, get
- 1:08:58to the pretty render stage. All right,
- 1:09:01so now with this, selecting everything,
- 1:09:03I'm going to right click and say
- 1:09:04subdivide.
- 1:09:06Then in this little, um,
- 1:09:07what do you even call it? The last last
- 1:09:10step tool.
- 1:09:12Um, I'm going to increase this. It maxes
- 1:09:15out at 10, but if you type in 20, you
- 1:09:17can type in any number over the top to
- 1:09:19override it. So, I'm going to go with,
- 1:09:20uh, 20. So, that sounds like a lot, but
- 1:09:23remember this is like pixels that we're
- 1:09:25working with, um, and Blender's actually
- 1:09:27gotten really good. Um, like I think
- 1:09:29when I started like 20 years ago, like
- 1:09:31Blender like really struggled with
- 1:09:33resolute like mesh uh density. And this
- 1:09:36would like really throw render times.
- 1:09:37Nowadays, this is like it it almost adds
- 1:09:40nothing to the render time. It's that
- 1:09:41it's that lightweight. So, that's good.
- 1:09:43So, now that we've got that, now when we
- 1:09:45go back into vertex paint mode, uh and
- 1:09:48we're in solid view mode, provided this
- 1:09:50is selected at the top there, we should
- 1:09:51see us being able to paint onto our
- 1:09:54mesh. Um, and that's great. Now, you can
- 1:09:56actually use colors, you know, it's it's
- 1:09:59just it's almost like uh
- 1:10:01you know, an image that has a an RGB
- 1:10:03channel or whatever. So, you can if you
- 1:10:05wanted to paint colors and then actually
- 1:10:07reference that in your base color over
- 1:10:09there if you wanted to do some
- 1:10:10painting like that. But in our case, of
- 1:10:12course, we are um we're just creating uh
- 1:10:15a mask. So, let me just turn the
- 1:10:16saturation off. Okay. So, uh I also want
- 1:10:19to now just clear it cuz I've done a
- 1:10:20bunch of stuff. So, if you go paint and
- 1:10:22then say uh set vertex colors, that's
- 1:10:25going to fill it with your foreground.
- 1:10:27So, I don't want that. So, I'm going to
- 1:10:28do it again uh flipping it, control X.
- 1:10:30By the way, so I'm uh hitting X to flip
- 1:10:32between those two um like that. So,
- 1:10:34that's a very important one to remember.
- 1:10:36All right. Okay. So, let's just do um
- 1:10:39yeah, I don't know. Let's just do some
- 1:10:40quick little painting. Just pretend
- 1:10:42there's like some mold at the top. We'll
- 1:10:43uh we'll make it look pretty in a sec.
- 1:10:45Uh first, I want to reference it in my
- 1:10:47shader over here.
- 1:10:49So, we don't have like an image to bring
- 1:10:51in or anything to load. Instead, we go
- 1:10:52shift A and then go input and then at
- 1:10:55the very top, if you don't see it there,
- 1:10:57uh attributes, you should see it
- 1:10:59referenced there as uh the one that we
- 1:11:01created. Okay? If you don't, you can
- 1:11:03also just add in an attribute node and
- 1:11:05then just type it in. But yeah, say
- 1:11:07attributes black and it should appear
- 1:11:09right there. And now, if we go to look
- 1:11:11dev mode, what I'm going to do is
- 1:11:13control shift and left click on this.
- 1:11:16Um, it's going to default to the color
- 1:11:17input, but we're going to look at just
- 1:11:18the factor input. By the way, if you see
- 1:11:20color and factor together, you'll notice
- 1:11:22they're like the same. But color will
- 1:11:24show you like in a case of an image like
- 1:11:26the R G and B together. And then uh
- 1:11:28factor is just going to be like a
- 1:11:29grayscale version. So, we're just using
- 1:11:31grayscale, so that's what we're looking
- 1:11:32at.
- 1:11:33Okay. So, that's it. So, then basically,
- 1:11:34if I want to reference that on my uh
- 1:11:37mask, I'm just just like before with my
- 1:11:39image, I'm dragging it into the factor
- 1:11:40input. And look at that. So, now in
- 1:11:43vertex paint mode, I can just
- 1:11:46paint like this. And it's really cool.
- 1:11:49I've also got like a smear brush, right?
- 1:11:50If I wanted to create like a leaking
- 1:11:52kind of
- 1:11:53uh pattern, I could kind of create some
- 1:11:55I don't know why it it does like a
- 1:11:56pretty severe
- 1:11:58like it almost adds opacity to it when
- 1:12:00you smear down with like too strong of a
- 1:12:03strength. It's very very weird. But
- 1:12:04anyways, like a low strength, you could
- 1:12:05make like some pretty simple like
- 1:12:07smudges, you know, that kind of look to
- 1:12:09it. Um,
- 1:12:11and that's pretty good. But you'll know
- 1:12:13looking at this that it's still
- 1:12:15low res, right? It's kind of soft,
- 1:12:18right? And that's because, you know,
- 1:12:20we're we're work it's it's really just
- 1:12:22referencing the brush, right? Which has,
- 1:12:24you know, a standard falloff. You could
- 1:12:26I mean, when I first tried to like when
- 1:12:28I was getting used to texture paint, I'm
- 1:12:30like, "It's all about the falloff. I got
- 1:12:31to make an interesting stroke and an
- 1:12:33interesting texture I got to put in my
- 1:12:35brush." But remember, we're we're
- 1:12:36limited to the resolution that we've got
- 1:12:38of our mesh there. We don't want to go
- 1:12:41too high, too crazy. Um, but you you
- 1:12:44think that's probably what you need to
- 1:12:45do. If you need if you want to create
- 1:12:47like uh interesting um
- 1:12:49you know, like a black mold that appears
- 1:12:51in like the crevices like in our
- 1:12:53reference photo, it keeps disappearing.
- 1:12:57This guy, here we go. And I'll put a
- 1:12:58little thing on it and I'll pin it so it
- 1:13:00doesn't disappear. Um, if you want to
- 1:13:01create something like this where you can
- 1:13:03see it kind of like builds up on the
- 1:13:05individual bricks.
- 1:13:06Um, if you want to create that, well
- 1:13:08then you might think, "Yeah, I need that
- 1:13:09resolution." But actually, you don't.
- 1:13:11You just need to understand
- 1:13:13uh shaders and and math, really.
- 1:13:16So, I discovered this by accident during
- 1:13:19um
- 1:13:20uh my tutorial that I made on The Last
- 1:13:22of Us Abandoned Style House. Um, I had
- 1:13:24this exact problem and I was just
- 1:13:26fooling around and I stumbled on it. So,
- 1:13:29okay, to add detail to this, essentially
- 1:13:31what we want to do is between here and
- 1:13:33here, we're going to add basically like
- 1:13:35another mask. So, it's going to be a
- 1:13:37mask on top of a mask. So, this is our
- 1:13:40original mask going into here where it's
- 1:13:41doing the black effect. But then between
- 1:13:43here and here, I'm going to add in
- 1:13:45another
- 1:13:46color mix color node like this, drop it
- 1:13:49in.
- 1:13:51And then here, I can reference another
- 1:13:53texture to do some sort of operation. I
- 1:13:55could subtract, multiply, do whatever.
- 1:13:57And I can reference something down
- 1:13:58there.
- 1:13:59Um, and originally, I was like blending
- 1:14:01it with a noise texture just like, you
- 1:14:02know, just add some kind of random edge
- 1:14:04to it. Um, and it definitely looks
- 1:14:06better, but I started to realize looking
- 1:14:08at more and more reference that, you
- 1:14:09know, the texture's influenced like by
- 1:14:12the texture, the brick, right? It builds
- 1:14:14up on individual bricks. It gets into
- 1:14:16the crevices of the brick. That's really
- 1:14:19what you need to do. And we have our
- 1:14:21texture here. Why not reference it? Um,
- 1:14:25and we also, because we've got a PBR
- 1:14:27texture, we don't just have like the
- 1:14:28color information of the brick. We've
- 1:14:29got the actual geometry of our brick
- 1:14:32using the displacement map. Okay? So,
- 1:14:35this guy here, right? Just to have a
- 1:14:36look at that for a brief second, it's
- 1:14:38mostly middle gray value. Um, but I can
- 1:14:41grab that and I can put this into my
- 1:14:43bottom input um over here. All right.
- 1:14:45So, let's just have a look at this. This
- 1:14:47is, you know, it's just using a mix at
- 1:14:49the moment.
- 1:14:51Um, the first thing I want to do,
- 1:14:53actually, you know, let's just yeah,
- 1:14:54talk about this. So, with with a mix
- 1:14:56blending mode, that's not what we need.
- 1:14:58Um, you could do like a multiply and use
- 1:15:00the dark values to subtract from it,
- 1:15:02right? And that would be better. You can
- 1:15:04see some of the bricks starting to show
- 1:15:05in our mask there. That's good. Um, but
- 1:15:08the thing that I stumbled on
- 1:15:09accidentally was color burn.
- 1:15:12Okay, when you do this, look what
- 1:15:13happens. It's it's almost like it's
- 1:15:15doing that that multiply thing, but it's
- 1:15:17doing something else with it. Um, and
- 1:15:19it's quite
- 1:15:21uh
- 1:15:21it it's hard to understand. So, I've
- 1:15:23actually got a demonstration here. Okay,
- 1:15:25so this is just to show you what color
- 1:15:26burn does. So, I've got a painted mask
- 1:15:28here with a solid black, a middle gray,
- 1:15:31and then a pure white on the right-hand
- 1:15:33side here. So, three kind of paint
- 1:15:34colors. And then I've got a noise
- 1:15:36texture, which is going to be uh blended
- 1:15:39using a color burn operation. Okay? So,
- 1:15:41that's what it's doing there, okay?
- 1:15:43Um, so it's it's you can see the edge of
- 1:15:46this pure white value there, it's now
- 1:15:48taking in some of the detail of the
- 1:15:51noise texture, and it's feeding it um
- 1:15:54it's it's just sort of adding detail to
- 1:15:56that edge there. So, even though this is
- 1:15:58like a pretty low res um
- 1:16:00looking mesh, we've got added detail in
- 1:16:03this edge there. Um, and what it's
- 1:16:05doing, according to the manual, is it's
- 1:16:07first inverting the noise texture. So,
- 1:16:09it's taking a noise texture like that,
- 1:16:11it's inverting it, it's then dividing it
- 1:16:13by the top input, and then it's
- 1:16:15inverting it back again, which gives you
- 1:16:18this edge there. I don't know if that
- 1:16:20helps you understand it. It didn't
- 1:16:21really help me.
- 1:16:23But frankly, you don't really need to
- 1:16:24know it. You don't really need to
- 1:16:25understand exactly how it's working. You
- 1:16:27just
- 1:16:28the more you play with it, that's how
- 1:16:29you're going to really get to come to
- 1:16:31grips with it.
- 1:16:33But anyways, the first thing we need to
- 1:16:34do is because we've got some influence
- 1:16:36there, but it's but it's not quite
- 1:16:38enough. And the reason for that is that
- 1:16:39this displacement value, it's mostly in
- 1:16:42the middle grays. And the reason for
- 1:16:43that is that the
- 1:16:45uh displacement map is not normalized.
- 1:16:48So, it's not zero to one, which is what
- 1:16:50you expect from most grayscale. It's
- 1:16:52using a 20 cm and I know this cuz
- 1:16:56Polygon is my company and that's how we
- 1:16:57author it. So, it's assuming that
- 1:16:59there's a maximum amount of displacement
- 1:17:01of 20 cm for all types of textures. And
- 1:17:03because brick is a very small amount of
- 1:17:05displacement, we're using mostly middle
- 1:17:07gray values. But then if you were using
- 1:17:09like like cliffs or rocks or something,
- 1:17:11then you would be getting that full
- 1:17:12range there. But what it means is that
- 1:17:14it's there's not really enough detail in
- 1:17:16there for it to get the full effect of
- 1:17:17the color burn. So, what we need to do
- 1:17:19is add in a color ramp node to bring
- 1:17:22those values closer together. So,
- 1:17:24looking at this, I'm going to bring this
- 1:17:26in to get it basically just more
- 1:17:28contrasted than it is currently.
- 1:17:30So, just drag this in.
- 1:17:33Something like
- 1:17:35this.
- 1:17:37Right? So, I've got like a lot of like
- 1:17:39gray values in there.
- 1:17:41Okay? And then now if we look at this,
- 1:17:43look at that effect now.
- 1:17:45And look, if I do a uh some painting
- 1:17:48effects now, look what happens.
- 1:17:50Like we we're using a pretty low
- 1:17:51resolution, right? That many pixels to
- 1:17:54paint into, but we've got all the detail
- 1:17:56from the brick coming through in our
- 1:17:59mask. Isn't that cool? And then looking
- 1:18:02at it through the eyes of our proper
- 1:18:04shader with the with the black effect
- 1:18:06there, you could see we're now able to
- 1:18:08paint onto the individual bricks. But in
- 1:18:11my case, I actually wanted to paint um
- 1:18:13although this reference photo does kind
- 1:18:15of look like this, I want to paint into
- 1:18:16the crevices and kind of invert it. So,
- 1:18:18that's quite easy to do just by taking
- 1:18:20this color ramp here and just inverting
- 1:18:21it, dragging it to the left, and then
- 1:18:23dragging this one out. And now,
- 1:18:27I am able to paint
- 1:18:29primarily
- 1:18:30into the crevices, into the uh the grout
- 1:18:33of
- 1:18:35my brick there.
- 1:18:36And so, this is how you get interesting
- 1:18:39textures
- 1:18:41in Blender. It's really, you know, this
- 1:18:43tutorial's called texturing. As you can
- 1:18:45probably tell, it's mostly understanding
- 1:18:48shaders.
- 1:18:49Um, because
- 1:18:51if you're using something like Substance
- 1:18:53Painter, right? You're painting into
- 1:18:55images, which are then, you know, it's
- 1:18:56an interoperable format, an image, and
- 1:18:59so it's designed to be used in external
- 1:19:02uh software packages. So, it's, you
- 1:19:03know, it's putting all this data into
- 1:19:05images. Um, but it, you know, for
- 1:19:08something this size, if you wanted to
- 1:19:10bake that into an image, it would be
- 1:19:12ginormous. Images wouldn't make sense.
- 1:19:14So, for games and most cases, VFX,
- 1:19:17everything like that, you do your detail
- 1:19:19um by by understanding a shader, right?
- 1:19:22So, this kind of effect happens all
- 1:19:26inside of your shader here like this.
- 1:19:29Um but there you go. That's kind of the
- 1:19:30gist of it. And if the black value is a
- 1:19:32little bit too strong, you can set this
- 1:19:34to multiply.
- 1:19:37Right, which won't change anything. It
- 1:19:38looks exactly the same as it did with
- 1:19:40mix. But now this black value here, if
- 1:19:43because multiply will only take a darker
- 1:19:46it'll only take the dark value and it
- 1:19:48will ignore the lighter value. Now this
- 1:19:50black value here almost becomes the
- 1:19:52strength of my mask. Um which would be
- 1:19:55the same by the way as adding in another
- 1:19:57mix node
- 1:19:58color mix node with like two black and
- 1:20:00white colors and then like just using
- 1:20:02the factor as the opacity. But it just
- 1:20:03saves us this node cuz we can now take
- 1:20:05this and now if I increase this
- 1:20:08you can see if I go all the way to one
- 1:20:10side it's disappeared entirely. And now
- 1:20:12this yeah, it just becomes the opacity
- 1:20:14of this this darkening effect there.
- 1:20:17So, that's basically it.
- 1:20:19Um and if you want more or less of this,
- 1:20:21you can play around with these sliders
- 1:20:23as well.
- 1:20:24You know.
- 1:20:25Um
- 1:20:26But yeah, that's kind of the gist of it.
- 1:20:30Um and if you want to see
- 1:20:32that's the mask that we've got. That's
- 1:20:34what we're painting into. And you can
- 1:20:35see like there's not a lot of detail in
- 1:20:37there.
- 1:20:38The color burn effect really works in
- 1:20:40low strengths. Like very subtle like
- 1:20:43again going back to the example, it's
- 1:20:44these middle values here. That's where
- 1:20:46all the detail needs to go in there. Um
- 1:20:48so just keep that in mind if you're
- 1:20:50using like a strength of one, um you
- 1:20:52will find that this doesn't really have
- 1:20:54much of an effect. Like the mask just
- 1:20:55comes in super strong. It's those small
- 1:20:58subtle strength values
- 1:21:00um that that it really starts to shine.
- 1:21:03Um but really at this stage this to get
- 1:21:05a good effect, you're going to have to
- 1:21:07look at reference. Understand reference.
- 1:21:09We're using just a wall at the moment,
- 1:21:11but understand and see how it builds up
- 1:21:13and how it you know, you get little
- 1:21:14patches of things um
- 1:21:16and you get like yeah, like chunks
- 1:21:19missing and you got big shapes and small
- 1:21:21shapes and medium shapes and that's
- 1:21:24really it it that's what really good
- 1:21:26texturing is about is understanding
- 1:21:29uh design um but yeah, also
- 1:21:30understanding reference and how to make
- 1:21:32it work for your scene.
- 1:21:35All right. I think I've made that worse.
- 1:21:37Anyways, let me pause just while I clean
- 1:21:39this up. Anyways, there you go. Um but
- 1:21:41you can see my uh my mistake was trying
- 1:21:43to paint into the mask uh without seeing
- 1:21:46the effect that it's having on it. So,
- 1:21:47it definitely helps to look at the
- 1:21:49shader while you're painting so that you
- 1:21:51can truly understand how it's going to
- 1:21:52be affecting it. Um but there we go. All
- 1:21:54right. So, now all we need to do is
- 1:21:56label it. So, just like before, I'm
- 1:21:58going to drag this out. I'm going to
- 1:21:59select the uh the nodes which are
- 1:22:02relating to this effect. I'm going to
- 1:22:04hit shift P which you can do when you've
- 1:22:06got the node wrangler installed. Click
- 1:22:08on the frame, hit N and then I'm going
- 1:22:10to give it a name. And I'm going to call
- 1:22:11this black mold.
- 1:22:14All right. Now let me full screen this
- 1:22:16so that you can get a gander of uh where
- 1:22:18we're up to. We've created a sun fade.
- 1:22:21Um we've done a simple black mold
- 1:22:23operation. And uh now the final really
- 1:22:27common thing that you need to learn is
- 1:22:29how to compile one image on top of
- 1:22:32another that has alpha. Okay. So, what
- 1:22:36we're going to do is we're going to add
- 1:22:37some graffiti to our wall. So, I've
- 1:22:39included a link in the description where
- 1:22:41you can download this tag that was made
- 1:22:44by someone
- 1:22:46um that we are going to use to put on
- 1:22:48our wall. So, it is a PNG and it's just
- 1:22:52simple black on top of a transparent
- 1:22:55background. So, super common thing that
- 1:22:57you might need to do.
- 1:22:59So, we need to add it to our node setup
- 1:23:01first of all. So, we're going to hit
- 1:23:02shift A then go texture image texture
- 1:23:04and we're just going to click open. Here
- 1:23:06is our PNG. I'm going to hit open.
- 1:23:09And uh now we need to find a way to add
- 1:23:12it. So, essentially it's going into our
- 1:23:13base color, right? That's the color that
- 1:23:15is uh I mean yeah, graffiti is color,
- 1:23:17right? So, it wouldn't wouldn't add
- 1:23:19anything else. Um so uh yeah, how would
- 1:23:21we how would we do that? Uh we do it
- 1:23:23with a mix color node. So, again as I've
- 1:23:27said before super common color mix
- 1:23:29color. Pretty much whenever you're
- 1:23:31thinking like I got to combine
- 1:23:32something, it's mix color. It's always
- 1:23:33mix color. So, you just drop it in here.
- 1:23:37And there we go. Now you would think
- 1:23:39like okay, I put this into the bottom
- 1:23:42input, right? Okay, you do that and then
- 1:23:44you go oh this this didn't work. What's
- 1:23:47happened, right? So, you have to think
- 1:23:49about it, right? So,
- 1:23:50what we are taking is something that is
- 1:23:52on a transparent background, okay? So,
- 1:23:54we need to use the transparency of it.
- 1:23:57And if we have a look at this image
- 1:23:59here, we can see that it's it doesn't
- 1:24:02have like the color information is just
- 1:24:05pure color it's just black essentially.
- 1:24:07It's pure I mean there's like a I don't
- 1:24:08know a faint outline or something, but
- 1:24:09it's pure black. But underneath that
- 1:24:11there is an alpha output. So, if we
- 1:24:13control shift left click again, it'll
- 1:24:15then just show that. And now we can see
- 1:24:17we have got black and white, okay? What
- 1:24:20do you know about black and white? It
- 1:24:21can be used as a mask, okay? So, going
- 1:24:24back to here, what we want to do is
- 1:24:26actually just sever this. So, I'm going
- 1:24:27to control and then right click drag
- 1:24:29over that to just knife it away. Knife
- 1:24:31it away.
- 1:24:32Um and then instead of taking the color
- 1:24:33output, I'm going to take the alpha.
- 1:24:36And then you would think oh yeah, put
- 1:24:37that into the uh you know, the base at
- 1:24:40the bottom there. But then this is again
- 1:24:41is not what we need to do.
- 1:24:43You can probably guess what we're going
- 1:24:44to do. It's not putting into the B
- 1:24:46input. We're going to put it into the
- 1:24:48factor input. Like so. And that is how
- 1:24:52we're able to get that um that look
- 1:24:54there. Now if you're working with a
- 1:24:56graffiti tag or some sort of alpha that
- 1:24:58had an actual color information, you
- 1:25:00would then take the color of this and
- 1:25:01then put this into the B input. So, it's
- 1:25:04then taking the color and then it's
- 1:25:05using that with the alpha that it
- 1:25:08uh yeah, that we've used as the factor.
- 1:25:10But in our case, doesn't matter. It's
- 1:25:11just pure black. So, actually we could
- 1:25:14get rid of that and we can then make
- 1:25:15this color here be whatever color we
- 1:25:17want our graffiti to be. Um because
- 1:25:20really the although it is black and
- 1:25:21white, um we're really just using the
- 1:25:23alpha information. That's really where
- 1:25:25the key information is. Um and because
- 1:25:28we're using it you know, in this way, we
- 1:25:30can choose and make this color whatever
- 1:25:32we want. Make it a hot pink, right?
- 1:25:34Whatever we whatever we want. Um but now
- 1:25:36let's fix the the next problem, right?
- 1:25:37Like why is it tiling like this? Well,
- 1:25:39it's tiling because the default way that
- 1:25:41we do uh texture coordinates is using
- 1:25:43our UV
- 1:25:45uh sorry, the the UV map, right? And the
- 1:25:47UV map was set up for tiling of our
- 1:25:50brick. Now you could create a separate
- 1:25:52UV map just for this, but actually we
- 1:25:55don't need to do that.
- 1:25:56Okay, we can keep our existing UV map.
- 1:25:58We just need to manipulate the
- 1:25:59coordinates that we've got currently.
- 1:26:02Um first though, we can fix the
- 1:26:04repeating issue here um not by doing any
- 1:26:07sort of like extra node setups. That
- 1:26:08used to be the way you had to do it in
- 1:26:09Blender. Add like a whole thing and set
- 1:26:12it to clip and all this stuff. Now on
- 1:26:14your image texture node, there is an
- 1:26:16option here for repeat. So, we just need
- 1:26:18to change that from repeat to clip. And
- 1:26:20that's it. So, we've now got just one
- 1:26:22instance of it which is the instance
- 1:26:25that was used
- 1:26:27I'll unpin this.
- 1:26:30Wherever
- 1:26:31I can't even see it. There's so many
- 1:26:33vertices.
- 1:26:34Basically yeah, wherever the actual UV
- 1:26:36grid floor is, it will appear there cuz
- 1:26:38it's basically like yeah, it's like
- 1:26:41having the tag right there on that that
- 1:26:43square. So,
- 1:26:45yeah, anyways, you you get the idea.
- 1:26:47Man, that's really hard to see. Okay.
- 1:26:50Anyways, it's it's it's appearing right
- 1:26:51there. But let's say this is too big,
- 1:26:53right? It's it's too big. In fact
- 1:26:55actually, I was going to mention this as
- 1:26:56well. It can help to texture things and
- 1:26:59when you're building a scene to actually
- 1:27:01use some sort of scale reference. So, I
- 1:27:03have this CC0 man which I've added into
- 1:27:06my asset browser
- 1:27:08and then saved it as part of my Blender
- 1:27:10install. So, I'll include a link to this
- 1:27:12as well, but it's just a scale reference
- 1:27:15that is
- 1:27:17uh can be helpful to understand what
- 1:27:18what scale we're actually working with
- 1:27:20here.
- 1:27:21Okay. Um why is that he's still so far
- 1:27:24away?
- 1:27:25Let's put him over here.
- 1:27:27And then let's move this wall up.
- 1:27:29Okay, there we go. All right. So, the
- 1:27:31that's a pretty big tag. Pretty big tag.
- 1:27:33All right. So, let's say we want to uh
- 1:27:35change the scale of that and maybe the
- 1:27:37position as well. So, what we need to do
- 1:27:39is first of all bring in the texture
- 1:27:41coordinates
- 1:27:42and set this to UV which will change
- 1:27:45nothing. Should change absolutely
- 1:27:47nothing um because that's what it's
- 1:27:49using by default already. But then
- 1:27:51between here and here we need to
- 1:27:52manipulate that. And we do that by
- 1:27:54adding in a vector mapping node. And by
- 1:27:57the way, don't feel bad if you're like
- 1:27:59how would I know that that's like you
- 1:28:01just learn it from watching tutorials
- 1:28:03like this. And then next time you're
- 1:28:05thinking of doing something like that,
- 1:28:06you're like yeah, that's how I do it. I
- 1:28:07whoops, I do a mapping operation. Okay.
- 1:28:10So, I can change the scale of this by
- 1:28:12dragging down on all these inputs here.
- 1:28:14And then I can just drag left or right.
- 1:28:16It's too far so I'm going to hold down
- 1:28:18shift to make it smaller. And then I'm
- 1:28:19just going to increase it. So, as I
- 1:28:21increase it, it's like it's increasing
- 1:28:23the times that it's tiling of the UV
- 1:28:27coordinates, right? If that's the
- 1:28:28easiest way to imagine it. So,
- 1:28:29increasing the scale makes it appear
- 1:28:30smaller.
- 1:28:31Um and then the location here changes
- 1:28:33the position on the wall.
- 1:28:35Right? So, I can change this.
- 1:28:38Oh no, that was too quick.
- 1:28:40But uh you get the idea, right? Oh,
- 1:28:42maybe it's a little bit too low now.
- 1:28:44Let's make it a little bit higher. So,
- 1:28:45it's like the height that somebody might
- 1:28:48you know, tag something. And yeah, where
- 1:28:50wherever you want to put it. Wherever
- 1:28:52you want to put it.
- 1:28:53Um and also the order in which you want
- 1:28:55to put it. If you wanted this to look
- 1:28:57like old graffiti that had been there a
- 1:28:59while, very decrepit thing and then the
- 1:29:01black mold appear on top of it, then you
- 1:29:03would put this over here before
- 1:29:05um the black mold operation. But in our
- 1:29:07case, I think it makes sense for it to
- 1:29:08be after it. All right. Before we move
- 1:29:11on, what's the one thing we need to do
- 1:29:13always? Label our work, right? So, we've
- 1:29:17got four nodes here that just directly
- 1:29:19relate to the graffiti. So, I'm going to
- 1:29:21hit shift P on those, then select the
- 1:29:23frame, hit N, and I'm going to type in
- 1:29:26graffiti. And that simple little thing
- 1:29:29will just make life a bit easier when
- 1:29:31you're zooming out and reading um
- 1:29:33everything. Okay. Well, so far, what
- 1:29:35we've been focusing on is adding into
- 1:29:38our color map here. But, it's also very
- 1:29:41common to want to add and change uh a
- 1:29:45roughness map, which is, as you might
- 1:29:47remember, a completely well, in our
- 1:29:49case, it's almost completely
- 1:29:50white-looking map, but it's it's a
- 1:29:52grayscale, right? So, black values is
- 1:29:55shiny, and then white values is dull.
- 1:29:57And often, you've got a scene maybe it's
- 1:29:59a rainy scene, right? Everything's just
- 1:30:01wet, and it's like this wall here, it
- 1:30:04needs to be more wet. Um right? And if
- 1:30:07you look at this, you go down to your,
- 1:30:09you know, you got your map over here,
- 1:30:11and you look over it, and you go,
- 1:30:13"Ah, that's annoying, right? My sli-
- 1:30:15lider is gone." And this was what I used
- 1:30:17to do when I started. I'm like, "Ah, I
- 1:30:19need to change it. Well, I'll just
- 1:30:20remove it." And then I've got my slider
- 1:30:22here, right?
- 1:30:23And this does, you know, it solves the
- 1:30:26problem, but the detail that you have in
- 1:30:28that map is now lost. Now, um granted,
- 1:30:30in our case, it's probably not going to
- 1:30:32be that much of a difference because
- 1:30:33there's not a lot of detail in there.
- 1:30:35There is some, but uh it's it's
- 1:30:38important to understand how can you do
- 1:30:39that? How can you retain the detail in a
- 1:30:41map, but still be able to change it? Um
- 1:30:44and really, it's just a simple image
- 1:30:47operation to make that grayscale image
- 1:30:51here that we've got, make it look darker
- 1:30:53or make it look lighter. Um so really,
- 1:30:56what you need to do between here and
- 1:30:58there is to just add in another node.
- 1:31:00And there's a number of nodes that could
- 1:31:02do it. You could do a brightness and
- 1:31:04contrast. You could do an RGB curves.
- 1:31:07You could even do like a color ramp
- 1:31:09operation if you wanted to. But, the
- 1:31:11simplest I found um that I would
- 1:31:13recommend for most people is just the
- 1:31:15hue saturation value node. Um so, drop
- 1:31:18it in there.
- 1:31:19Obviously, you don't need to touch hue
- 1:31:21or saturation. That's not going to do
- 1:31:22anything with the grayscale image, but
- 1:31:24the value node there. So, if you keep it
- 1:31:26at one, that's going to be obviously
- 1:31:28unchanged. But, if you wanted to make it
- 1:31:30shinier, you just change the value, and
- 1:31:33you reduce that. If you wanted to make
- 1:31:34it uh look more dull than what you've
- 1:31:37got, then you just increase it like
- 1:31:38that. And so, this value here just
- 1:31:41becomes almost like, you know, having a
- 1:31:43slider over here. But, because we
- 1:31:47figured out how to do it smartly, um we
- 1:31:50are not just deleting all the data that
- 1:31:52we can have in this roughness map. Cuz
- 1:31:54these little These little details that
- 1:31:56come in these PBR maps, it helps. It
- 1:31:58adds complexity to a material um that
- 1:32:01can just it it'll help the material feel
- 1:32:03more realistic if you can retain that
- 1:32:05that data. So, that is how to do that
- 1:32:07very simple um operation. Now, in our
- 1:32:11case, actually, I don't think this
- 1:32:14um
- 1:32:15I don't think we actually want to adjust
- 1:32:16it. So, I'm actually going to delete
- 1:32:18that. I'm going to hit control X, which
- 1:32:20is how you delete something, but retain
- 1:32:21its connection. But, what I do want to
- 1:32:23do
- 1:32:24is I want to do something that will
- 1:32:26really help this wall um
- 1:32:28look nice. And that is to have the black
- 1:32:30mold that we've got here influence our
- 1:32:33roughness map, okay? So, rather than do
- 1:32:35a, you know, broad strokes change to the
- 1:32:37roughness for the whole thing, I want it
- 1:32:39to just appear where we've got our um
- 1:32:43uh grunge our our black uh thing. So,
- 1:32:46basically, wherever I've got this
- 1:32:48control shift left click on that, that's
- 1:32:50my mask, I want to influence my
- 1:32:52roughness map. So, have a think about
- 1:32:54that first. How would you do that? How
- 1:32:55could you have that mask influence our
- 1:32:58grayscale map here?
- 1:33:00Um
- 1:33:01and the answer is shift A, mix color,
- 1:33:04the most overused um not overused, the
- 1:33:07most used. It's It's not overused
- 1:33:10because it's so versatile, and it's used
- 1:33:12for so many things. But, yeah,
- 1:33:14basically, you want to alter something,
- 1:33:16bring it in. Your handy trusty mix color
- 1:33:18node.
- 1:33:20Uh I'm taking my roughness, I'm putting
- 1:33:22it into my top input, and then I'm going
- 1:33:24to take my output. Let's just move this
- 1:33:26over, and I'll Yeah, what the hell, I'll
- 1:33:28close that. I don't think I need that
- 1:33:29now.
- 1:33:30Um and I'm going to take my output from
- 1:33:32my mask, and I'm going to put that into
- 1:33:35my factor
- 1:33:36on my mix node down here, okay? So, it's
- 1:33:39going from there all the way down to the
- 1:33:41mix node. All right.
- 1:33:43And now, what is that doing? That means
- 1:33:45that wherever there is uh the white
- 1:33:48values in that mask there, it's going to
- 1:33:51use the B, whatever is in our B input.
- 1:33:54And wherever there is the black values,
- 1:33:56it's going to use the initial uh
- 1:33:58roughness map. So, if we have a look at
- 1:34:00our shader, you can see. And now, this
- 1:34:03here becomes what roughness do you want
- 1:34:06that leaky pattern
- 1:34:08to leave behind. And isn't that really
- 1:34:10cool, right? So, you can make it look
- 1:34:12more dull, like more diffuse than the
- 1:34:14rest of the wall by making it uh
- 1:34:16basically yeah, like it seems like
- 1:34:18around .7 is where the initial um
- 1:34:21uh roughness map exists. So, if I wanted
- 1:34:23to, yeah, make it look more dull, I
- 1:34:25could have that effect. Or, I could make
- 1:34:27it look more wet than the rest of the
- 1:34:29wall. But, really, any change whatsoever
- 1:34:32is going to make this material just feel
- 1:34:35more realistic. These little details
- 1:34:37like this, um they really do add visual
- 1:34:41interest to the material. And it's how
- 1:34:43you get um awesome-looking materials
- 1:34:46that actually work for a scene. Um
- 1:34:49and just just feel real. Like, when you
- 1:34:50play a game, the reason these these
- 1:34:52environments just feel like amazing is
- 1:34:54because they got stuff like this
- 1:34:55everywhere. Every material has the
- 1:34:58different properties driven by different
- 1:34:59parts um and different textures and
- 1:35:02things. And by the way, this process
- 1:35:04here, using a mix node with a roughness
- 1:35:05map, and then having something drive um
- 1:35:08an extra roughness uh alteration here,
- 1:35:11that's exactly how you use uh surface
- 1:35:14imperfection maps. So, Polygon has some,
- 1:35:16but other sites do as well. But,
- 1:35:17essentially, it's just masks. It's just
- 1:35:20masks essentially. They're designed to
- 1:35:22be used um on top of another shader. So,
- 1:35:25it's probably not actually going to be
- 1:35:27useful um for our uh shader here, but
- 1:35:29you can imagine like if I took this uh
- 1:35:31stains liquid generic, um and then I
- 1:35:33downloaded this. Inside of that
- 1:35:35download, I'd get a map that looks
- 1:35:37basically like this, black and white,
- 1:35:39right? So, how would you use that,
- 1:35:41right? You drag it down here, and then
- 1:35:43instead of it being, you know, if I
- 1:35:45wanted to just have broad strokes over
- 1:35:47the cross the whole surface, you take
- 1:35:48that and use that like a mask over the
- 1:35:52the whole surface. And now, I got to set
- 1:35:53that to non-color data. By the way, I'm
- 1:35:55just showing you this. This is not
- 1:35:56something that's part of the tutorial
- 1:35:57you have to download, but it's just an
- 1:35:59example. Um you can see that now we've
- 1:36:02got this like liquid uh
- 1:36:05yeah, this kind of pattern over the
- 1:36:07entire wall, and that is one effect,
- 1:36:10right? It's probably not the best case.
- 1:36:12I think uh you know, for our scene, it
- 1:36:14makes more sense to have the actual uh
- 1:36:17leaky pattern affect it, but that's you
- 1:36:19you get the idea, right? It These just
- 1:36:21become masks, which can be used across
- 1:36:24um a material. All right, but I'm going
- 1:36:26to set this to be an almost
- 1:36:29almost the same as the rest of the wall,
- 1:36:31but just a very slight amount there.
- 1:36:33Awesome. Okay, so this is where we're
- 1:36:35at. This is the current node layout that
- 1:36:37I've got from my end if you want to
- 1:36:39check yours with it. Um but now, I want
- 1:36:41to give you a challenge. I want you to
- 1:36:43try to add two more effects to your
- 1:36:45material, okay? So, having a look at
- 1:36:48some uh reference image, you can see
- 1:36:51that we we've done the black mold, but
- 1:36:52what about this white uh effect, this
- 1:36:55white sort of build-up? Um and it
- 1:36:57actually has a name. It's called uh
- 1:36:58efflorescence, right? And it's where uh
- 1:37:01the salt inside bricks is drawn to the
- 1:37:04surface through moisture, and the
- 1:37:06moisture evaporates, and then you just
- 1:37:07get this salt build-up on the bricks.
- 1:37:10Um so, how could you How could you have
- 1:37:13that effect in our setup over here?
- 1:37:16Um the other effect I want you to try to
- 1:37:18add is uh des- uh
- 1:37:21yeah,
- 1:37:22uh vertex-painted
- 1:37:26Look at these bricks, right? This kind
- 1:37:28of yellowy pale-looking bricks look
- 1:37:30totally different to the red bricks
- 1:37:32around it, right? So, have a think about
- 1:37:34how you could add those two effects,
- 1:37:37okay? Have a think about it.
- 1:37:39Have a think about it. How would you do
- 1:37:42that? So, pause it now. I want to give
- 1:37:44you the challenge to cuz this is how you
- 1:37:46learn things. If you follow a tutorial,
- 1:37:47you can end up with almost like false
- 1:37:49confidence that you're understanding
- 1:37:50things, and then the tutorial stops, and
- 1:37:51then you go, "Ah, I don't know how to do
- 1:37:53it myself." So, have a try now at trying
- 1:37:55to do those two things. Pause the video,
- 1:37:58and then I'm going to show you the
- 1:37:59answer that I come up with, um and then
- 1:38:01you can just compare it and see how you
- 1:38:02go. So, pause it now, and then I will
- 1:38:04see you once you've given it a try. All
- 1:38:07right, hopefully you took a shot at it.
- 1:38:08Now, I'll show you the answer that I
- 1:38:10would come up with. Essentially, to
- 1:38:12create the efflorescence and the
- 1:38:14desaturation, I would duplicate this
- 1:38:17little group of four nodes that we've
- 1:38:19got there, and just duplicate it twice,
- 1:38:21um and paint in and create separate
- 1:38:24vertex colors for those things. So, I
- 1:38:26would uh duplicate this.
- 1:38:28Um the graffiti I'm going to still going
- 1:38:30to have the graffiti happen after it.
- 1:38:32So, I'm just going to disconnect that,
- 1:38:34and I'll put that over there. Then, um I
- 1:38:37would call this
- 1:38:39white efflorescent,
- 1:38:41which I'm sure is the wrong spelling.
- 1:38:43Doesn't matter though. Then, I need to
- 1:38:46create another uh separate vertex color.
- 1:38:49So, I'm going to call this uh I'll just
- 1:38:51call it white, and then go into vertex
- 1:38:54paint mode, add a new vertex color,
- 1:38:57and call it white. Um and when you're
- 1:38:59typing in the names by yourself, just
- 1:39:01remember it's it has to be exact. If
- 1:39:03this is If there's a space in there, if
- 1:39:05it's the wrong caps as well, if you've
- 1:39:07got a capital letter and you don't have
- 1:39:08it up there, it's not going to find it.
- 1:39:10So, just keep that in mind. Um and then
- 1:39:12I also need to make sure I connect my
- 1:39:14displacement, just like I have over
- 1:39:16there, so that it's being used um across
- 1:39:18it. Uh and the graffiti, I'll just keep
- 1:39:20that over here. And then I'll take this,
- 1:39:22put this down here. And now we should be
- 1:39:25able to
- 1:39:26paint
- 1:39:28into
- 1:39:29oops
- 1:39:30over here.
- 1:39:31Um and let's just have a look, make sure
- 1:39:33this is coming through. Yep.
- 1:39:35Excellent. All right, so this can be our
- 1:39:37efflorescence. Um but what I want to do
- 1:39:40is actually make it not appear in the uh
- 1:39:42crevices of the material, because if we
- 1:39:44look at reference photos
- 1:39:47it kind of builds up on the front of the
- 1:39:49brick, right? It does sometimes go into
- 1:39:51the crevices, but it's mostly on the
- 1:39:53front. And it'll just be nice to have
- 1:39:54two things in our material, one building
- 1:39:56in the crevices, the black, and then one
- 1:39:58building on the top, which would be the
- 1:39:59white. Um so, I'm just going to flip
- 1:40:01those around
- 1:40:03like that. And that's how you invert it.
- 1:40:05You don't have to add an invert node or
- 1:40:07anything like that. You just flip it
- 1:40:08around inside your uh color ramp over
- 1:40:11there. Okay? And now this value here,
- 1:40:14it's set to multiply, so we won't see it
- 1:40:16unless we set it to screen. And now
- 1:40:19screen is like the invert of multiply,
- 1:40:22similar to add, by the way, but add can
- 1:40:23give you values over one, which we don't
- 1:40:25want. Um but yeah, so now if you set
- 1:40:28this to black, it's basically nothing,
- 1:40:29because there's no light values in there
- 1:40:31that are going to show through. So, then
- 1:40:33this just becomes how yeah, how extreme
- 1:40:36do you want that efflorescence um effect
- 1:40:38there. And then I would just paint in
- 1:40:40here wherever I want that effect to uh
- 1:40:44to appear. Right? How do you want it to
- 1:40:46look? Now yeah, you could go super
- 1:40:48advanced with that, but you get the
- 1:40:49idea. So, that's the efflorescence. And
- 1:40:51then I would just do the exact same
- 1:40:53thing again um but for my desaturation,
- 1:40:57right? We've already got the sun fade
- 1:40:59effect, you remember we did that from
- 1:41:00the start, but this is going to be a
- 1:41:02more Yeah, it's going to be painted in,
- 1:41:04essentially. And we're going to tell it
- 1:41:06where do we want um where do we want
- 1:41:08that effect? And actually, we don't need
- 1:41:10this screen node. So,
- 1:41:12I'll just do it one by one. So, I'm
- 1:41:13going to call this desat desaturation
- 1:41:16and then I'll call my attribute desat
- 1:41:19and then I will add another vertex group
- 1:41:22and I'll call this desat, exact same
- 1:41:24spelling, no spaces, nothing else. And
- 1:41:27then I'll just do Yeah, I'll just do
- 1:41:28like a simple
- 1:41:30quick little thing here.
- 1:41:32So, I'm not using my screen node, I am
- 1:41:33using a hue saturation value node
- 1:41:36instead. And I'm going to take the
- 1:41:38output of the uh the color burn, that's
- 1:41:41going to be the mask. Right, so this is
- 1:41:43going to go into my factor input, cuz
- 1:41:45this is a black and white mask. And by
- 1:41:47the way, I know I'm going a little bit
- 1:41:48fast here,
- 1:41:50um but I'm hoping you can follow I'm
- 1:41:52going to show you the final node setup
- 1:41:53at the end. Um but I'm hoping you can
- 1:41:55follow it. This needs to go into the
- 1:41:57color, yep, which we've already got. And
- 1:41:59then this goes into our base color,
- 1:42:00oops. Down here.
- 1:42:03It's very hard to uh
- 1:42:56we're able to paint wherever we want
- 1:42:58this little desaturation pass.
- 1:43:01And this is, you know
- 1:43:04this tutorial is mostly technical but
- 1:43:06you'll find that the how you do
- 1:43:09texturing depends on the scene. Now,
- 1:43:11we've got a wall, so there's no relation
- 1:43:14of where this stuff goes, but if you've
- 1:43:15got a scene, you've got trees, you've
- 1:43:17got doorways, you've got windows, you've
- 1:43:19got all this stuff, which will influence
- 1:43:21where your texture goes, because you
- 1:43:23look at reference and you go like, hey,
- 1:43:24around a window, there's black mold. And
- 1:43:27then hey, in the corners or up this the
- 1:43:29middle of the buildings, right? We've
- 1:43:30got this white efflorescence. In our
- 1:43:33case, I'm just making it up, um but I'm
- 1:43:35just trying to create the appearance of
- 1:43:37something like maybe this I can see
- 1:43:39there's this whole section here where
- 1:43:41there was like blank uh like there was a
- 1:43:44building here and now it's been removed.
- 1:43:46So, maybe there's like a whole square
- 1:43:49section on this thing. Anyway, I'm not
- 1:43:51trying to create a pretty image, cuz
- 1:43:53it's a simple wall but I'm trying to
- 1:43:55create some of it. I can see there's
- 1:43:57like rows of bricks which get
- 1:43:59desaturated.
- 1:44:01Um
- 1:44:02and it's something that you notice
- 1:44:05good art has big, medium, and small
- 1:44:08shapes, noticeable patterns um
- 1:44:13but little things like just trying to
- 1:44:14capture some of that chaos that we've
- 1:44:15got in our texture there and painting it
- 1:44:17in.
- 1:44:18All right, and then the final thing, we
- 1:44:19got to have our graffiti back, right?
- 1:44:21So, I'm going to take my output, my
- 1:44:22final output there, drag that into my
- 1:44:25mix, and then take that and put that
- 1:44:27into the base color, and we should see
- 1:44:29our graffiti back on the wall.
- 1:44:31Okay, so this is our node setup and
- 1:44:33we're coming to the end, um but I want
- 1:44:35to show you one final trick, one final
- 1:44:37technique that you can really use to uh
- 1:44:40make something look good. Because so
- 1:44:41far, all the stuff that we've done, all
- 1:44:42these extra textures, you know, we made
- 1:44:44a sun fade, black mold, a lot of that's
- 1:44:46just going into the color, right? The
- 1:44:48base color here. And then the other one
- 1:44:49that we did was we influenced the
- 1:44:51roughness map by making that uh you
- 1:44:53know, that water leak kind of thing, so
- 1:44:55that's going in there. The third way, um
- 1:44:58the third really, the big influence for
- 1:44:59this type of texture is to have
- 1:45:01something influence the bump, the height
- 1:45:03of our texture, right? So, I want to
- 1:45:06show you that. Quickly, before I do
- 1:45:08though, I want to call out uh I'm
- 1:45:10working on a Blender for beginners
- 1:45:12course. So, um it's currently in
- 1:45:14progress. If you want to join the wait
- 1:45:16list for that course, click the link in
- 1:45:17the description, enter your email here,
- 1:45:19and then I'll notify you once it's
- 1:45:20ready. And it's just going to be for
- 1:45:21beginners. Um if you enjoy this style of
- 1:45:24teaching, where it's like long
- 1:45:25explanations for how to, you know,
- 1:45:27really fully understand something, and
- 1:45:30you want to do that for modeling,
- 1:45:31lighting, all that stuff, um that's what
- 1:45:33this course is going to be about. So, if
- 1:45:35you want to be notified, click the link
- 1:45:36in the description and then just join
- 1:45:37this list. So, looking at reference of
- 1:45:39the brick again the one way that we
- 1:45:40could really use um bump height
- 1:45:43information in our texture is uh you can
- 1:45:46see up here
- 1:45:48we've got some of the brick is missing.
- 1:45:50This is known as spalling, okay? So,
- 1:45:52where some of the bricks kind of like
- 1:45:54break off and then it's just kind of
- 1:45:56like held together by broken brick and
- 1:45:58mortar whatever, right? And so, some of
- 1:46:00this desaturation look that we've put in
- 1:46:02there is actually bricks that are
- 1:46:04missing from the wall, they've snapped
- 1:46:05off or they've broken off, whatever. And
- 1:46:07so it's it's very hard to see cuz it's
- 1:46:09blurry, but those bricks would be sunken
- 1:46:11in, basically, right? So, what we're
- 1:46:13going to do is I know this node setup is
- 1:46:15getting crazy, but with our desaturation
- 1:46:19mask there, control shift left clicking
- 1:46:20on that we're going to use that. So,
- 1:46:22wherever there is this desaturation,
- 1:46:24we're going to make that look like
- 1:46:25spalling. In fact, before I forget, we
- 1:46:27might as well just rename this little
- 1:46:29group here and I'm going to call this
- 1:46:31spalling, okay? Um because it's already
- 1:46:33working pretty well, like we've got like
- 1:46:35some light pattern that's appearing
- 1:46:36there. Let's just use that to influence
- 1:46:38the displacement. So, come down to our
- 1:46:40displacement down here. And just as a
- 1:46:42recap, right? The displacement is being
- 1:46:44driven by a displacement PBR map, okay?
- 1:46:48And it is grayscale, okay? So, when
- 1:46:50you're thinking of combining something
- 1:46:52together and having an an impact, you
- 1:46:53first want to understand how is that
- 1:46:55existing like in this shader, how is it
- 1:46:59using it? And the key piece of
- 1:47:00information is that lighter values are
- 1:47:02higher in height and darker values are
- 1:47:05lower in height, they're indented uh
- 1:47:07cavities, which is why in this brick
- 1:47:09here, you could I mean, it's very, very
- 1:47:10subtle. Um but the cavities are darker,
- 1:47:13right?
- 1:47:15So, if we want to make this this part of
- 1:47:18our mesh, oops, control shift left click
- 1:47:20on that. If you want to make that look
- 1:47:22indented then we have to combine it with
- 1:47:25our displacement map down here. And how
- 1:47:27do we combine something? Our trusty
- 1:47:28node, shift A, color mix color node, the
- 1:47:32most versatile of all nodes. So, we're
- 1:47:34going to drop it in here before it goes
- 1:47:36into our displacement input. Okay, so
- 1:47:37the top input is going to be the PBR
- 1:47:39map, that's fine. And then I'm going to
- 1:47:40take my output, let's just make this
- 1:47:42bigger so we can really see it. The
- 1:47:44output from my color burn right there,
- 1:47:47I'm going to drag that all the way down
- 1:47:48to the bottom there and put that into my
- 1:47:50bottom input down there, okay? All
- 1:47:53right, now let's just control shift left
- 1:47:55click on that mix color node, just to
- 1:47:57see what we've got. Okay, so on the
- 1:47:59left-hand side, that is 100% of the PBR
- 1:48:02map, and then this is our mask, okay?
- 1:48:03So, the key then, if we want to make
- 1:48:05them influence each other, this has to
- 1:48:07be something that will uh take the light
- 1:48:10values and use that as a subtraction on
- 1:48:13uh this value here. And previously, I I
- 1:48:16did it like complicated way, I'm like,
- 1:48:17okay, so you can only take the dark
- 1:48:19values, you have to like first of all
- 1:48:20invert it and then use a multiply thing
- 1:48:23and that would do it but there is an
- 1:48:24easier way, and that's just to set this
- 1:48:27to Where is it? Subtract, okay? So,
- 1:48:30subtract, unlike a multiply node that
- 1:48:33only takes the dark values subtract will
- 1:48:35take the light values and it will then
- 1:48:37subtract the luminance from this one,
- 1:48:40the the top input. So, basically now
- 1:48:42this factor amount here, you can see has
- 1:48:44done it. So, it's basically it's like
- 1:48:45it's inverted and made it multiply. But
- 1:48:47so, the light values in the bottom input
- 1:48:49are now being used just like a
- 1:48:51mathematical calculation, it's saying
- 1:48:52subtract the luminance um in those
- 1:48:55areas, okay? So, now this becomes
- 1:48:57uh it's impacting the height. And this
- 1:49:00factor becomes Yeah, like how how deep
- 1:49:02do you want those crevices? So, going
- 1:49:04back to our shader
- 1:49:06and by the way, you might want to, uh,
- 1:49:07enable,
- 1:49:08uh, the subsurface so that you can see
- 1:49:10it a little bit better.
- 1:49:12Let's just zoom in here.
- 1:49:15Like that.
- 1:49:16So, obviously, we don't want to go too
- 1:49:17deep.
- 1:49:18But, so with a value of zero, right?
- 1:49:21It's just using It's doing nothing. No
- 1:49:23subtraction whatsoever. And then as you
- 1:49:25slowly increase it, it is subtracting in
- 1:49:27just those areas.
- 1:49:29Which is super cool. And you can see
- 1:49:31it's it's a it's a simple effect. Like
- 1:49:32it's not it's not complicated, right?
- 1:49:35But, it just means those little tiny
- 1:49:36bricks that we've painted in there are
- 1:49:37now going to be subtracted. Um, and if
- 1:49:39you want to make it look even more like
- 1:49:41spalling, you'd go up to here where
- 1:49:43we've got our, uh, hue saturation value.
- 1:49:46And we can say, "Let's make it brighter
- 1:49:48so that it looks like like concrete
- 1:49:50underneath."
- 1:49:51All right, like bright
- 1:49:53concrete in just those areas, right?
- 1:49:55Where it's the it's broken away and
- 1:49:57we've got like gray. And And it's
- 1:49:59probably newer, right? Cuz it's maybe
- 1:50:00happened later on. So, all the grunge
- 1:50:02that's on the top here, um, hasn't
- 1:50:04fallen yet into these parts, right? So,
- 1:50:06you can do a pretty simple effect like
- 1:50:08that. And then the one other thing you
- 1:50:10might want to impact is which parts of
- 1:50:13this does it impact, right? Like how
- 1:50:14sharp is those areas, right? Because
- 1:50:17this is, uh, sorry, going back to here.
- 1:50:19This is the area. So, I can just like
- 1:50:22tweak that and say more or less.
- 1:50:27You know.
- 1:50:28You get the idea, right? Uh, let's just
- 1:50:31go back to here.
- 1:50:33Oh, yeah, that actually looks way worse.
- 1:50:35Let's drag that over. It's just a fine
- 1:50:37balance, but really it's just it's
- 1:50:38controlling
- 1:50:40just controlling which parts
- 1:50:43come into it.
- 1:50:46Anyways, you get the idea. You can play
- 1:50:48around with it, have some fun. You can
- 1:50:50increase the amount of height,
- 1:50:53right? Of this part. Um, you can
- 1:50:55actually help if you, uh, shift P on
- 1:50:57just a single node just to help you
- 1:50:59understand in the future what it's for.
- 1:51:01So, you could say spalling
- 1:51:04height
- 1:51:06subtraction.
- 1:51:08Do you call it dip?
- 1:51:09Crevice height? I don't know. Something
- 1:51:12like that. But, that's that's basically
- 1:51:14it. So, that's we we've done a bunch.
- 1:51:16We've influenced the color. We've
- 1:51:17influenced the leaks, the the roughness,
- 1:51:19and now we've influenced the height
- 1:51:21information.
- 1:51:22And that's really it. So, I'll show you
- 1:51:24one final thing cuz when you get to this
- 1:51:25stage, it's like, "Ah, too much going
- 1:51:27on." And with this like the cables, they
- 1:51:30can kind of like overlap each other and
- 1:51:32it's hard to see like where is that
- 1:51:35connecting? And you can kind of get
- 1:51:36here. So, what a lot of artists do is
- 1:51:38they use, um, what's called rerouting.
- 1:51:41So, if you hold down shift and then is
- 1:51:44it right? Yeah, right click. Hold down
- 1:51:46shift and right mouse drag across, uh,
- 1:51:49one of these lines and that will put a
- 1:51:51little point there. And then you can
- 1:51:53just hit G to move that point. And you
- 1:51:55can just reshape it a little bit. So,
- 1:51:57now it's easier to see that black mold
- 1:51:58goes down. It goes over here. Um, and
- 1:52:01then you can just like clean it up
- 1:52:03essentially. You can have that go down
- 1:52:05there. Some people do stuff like this.
- 1:52:08Right? Um, spalling going straight down,
- 1:52:12I guess. I mean, I don't know if you can
- 1:52:13really clean that up any better. Um,
- 1:52:16maybe this.
- 1:52:18Pull that over to there so it's easier
- 1:52:20to see what's going on. You get the
- 1:52:22idea. You can clean it up as, uh, as
- 1:52:24much as you want. But, just really the
- 1:52:26important thing is to shift P and just
- 1:52:28label these. Um, leak.
- 1:52:32Leak.
- 1:52:33Uh,
- 1:52:35wetness.
- 1:52:37Right? So, that I know that this is
- 1:52:39going to be influencing the leak pattern
- 1:52:41and where that is, uh, making it look
- 1:52:43wet. Um, but there you go. So, that is
- 1:52:46it, guys. I hope that you found this
- 1:52:48tutorial useful. If you did, hit like
- 1:52:51and subscribe. And if you want to, uh,
- 1:52:53join the waitlist for that Blender
- 1:52:55course, click the link in the
- 1:52:56description as well. Hope to see you
- 1:52:57there.
- 1:52:58Thank you for watching.
- 1:52:59I'll see you next time.
- 1:53:06Woo!
About this transcript
This page contains the full transcript of How to Texture in Blender by Blender Guru, generated from the public captions YouTube serves with the video. The transcript has 22,305 words across 3,187 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
What you can do with it
Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.
Free YouTube transcript tool
YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.