0% found this document useful (0 votes)
11 views

3

The video will cover making a car paint shader using the Principled BSDF node in Blender. It will first create a basic studio setup with lighting and camera to help determine shader settings. Most of the video will focus on creating the car paint shader. It will also have a bonus section about making glass shaders using the Glass BSDF node and optimizations.

Uploaded by

CP9
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
11 views

3

The video will cover making a car paint shader using the Principled BSDF node in Blender. It will first create a basic studio setup with lighting and camera to help determine shader settings. Most of the video will focus on creating the car paint shader. It will also have a bonus section about making glass shaders using the Glass BSDF node and optimizations.

Uploaded by

CP9
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 91

1

00:00:03,820 --> 00:00:16,160


[Music]

2
00:00:16,160 --> 00:00:18,000
welcome to the third part of the

3
00:00:18,000 --> 00:00:19,359
tutoriathat

7
00:00:24,960 --> 00:00:26,000
we will also make

8
00:00:26,000 --> 00:00:28,160
a proper studio setup with proper

9
00:00:28,160 --> 00:00:29,920
lighting so that we can put the car

10
00:00:29,920 --> 00:00:30,560
somewhere

11
00:00:30,560 --> 00:00:32,159
most part of this tutorial will be

12
00:00:32,159 --> 00:00:34,079
focused on how to make the car paint

13
00:00:34,079 --> 00:00:35,280
shader in particular

14
00:00:35,280 --> 00:00:37,040
i will use this shader as a way to

15
00:00:37,040 --> 00:00:39,360
introduce you to the principled psdf

16
00:00:39,360 --> 00:00:41,440
this shader node is very useful for

17
00:00:41,440 --> 00:00:42,399
making pbr

18
00:00:42,399 --> 00:00:44,559
shaders if you haven't heard about it do
19
00:00:44,559 --> 00:00:46,320
not worry because we'll be getting into

20
00:00:46,320 --> 00:00:48,079
all of the details in this video

21
00:00:48,079 --> 00:00:49,920
just like the previous parts this

22
00:00:49,920 --> 00:00:52,079
tutorial video also has a bonus section

23
00:00:52,079 --> 00:00:53,760
this time we will look at how to make

24
00:00:53,760 --> 00:00:55,680
proper glass shaders in blender which

25
00:00:55,680 --> 00:00:58,000
involves the glass bsdf node and

26
00:00:58,000 --> 00:00:59,840
also how to make them work faster with

27
00:00:59,840 --> 00:01:01,520
some optimizations

28
00:01:01,520 --> 00:01:03,039
at this point i sound like a broken

29
00:01:03,039 --> 00:01:04,640
record but i really hope that you have

30
00:01:04,640 --> 00:01:06,560
downloaded the tutorial files and signed

31
00:01:06,560 --> 00:01:08,240
up for the newsletter i love to have you

32
00:01:08,240 --> 00:01:10,400
as a part of the blue inversion family

33
00:01:10,400 --> 00:01:12,080
last but not the least i hope you have

34
00:01:12,080 --> 00:01:13,840
checked out the online store already if

35
00:01:13,840 --> 00:01:15,439
you don't already know about it the

36
00:01:15,439 --> 00:01:17,280
latest product is a shader pack

37
00:01:17,280 --> 00:01:19,439
called smart sheeters grounds and roads

38
00:01:19,439 --> 00:01:21,759
all the shaders in it are 100 procedural

39
00:01:21,759 --> 00:01:23,680
and they look extremely photorealistic

40
00:01:23,680 --> 00:01:25,280
do give it a shot i'm sure you'll love

41
00:01:25,280 --> 00:01:26,880
it in case you're watching it far in the

42
00:01:26,880 --> 00:01:27,600
future

43
00:01:27,600 --> 00:01:28,880
chances are there are a lot more

44
00:01:28,880 --> 00:01:30,720
products and lot more shaders available

45
00:01:30,720 --> 00:01:32,240
so i'm sure you'll find the perfect

46
00:01:32,240 --> 00:01:35,439
product which fits into your workflow

47
00:01:35,439 --> 00:01:37,439
once again this is shannon and you are

48
00:01:37,439 --> 00:01:40,760
watching blue version

49
00:01:40,760 --> 00:01:44,069
[Music]

50
00:01:44,960 --> 00:01:47,280
now that we are done modeling the car we

51
00:01:47,280 --> 00:01:49,119
can get into the shaders

52
00:01:49,119 --> 00:01:51,520
but before that i like to make a basic

53
00:01:51,520 --> 00:01:52,479
studio setup

54
00:01:52,479 --> 00:01:54,479
with a backdrop light source and the

55
00:01:54,479 --> 00:01:56,399
camera that helps me choose the correct

56
00:01:56,399 --> 00:01:58,640
settings when making the shaders because

57
00:01:58,640 --> 00:02:00,880
it's dependent on the lighting so i get

58
00:02:00,880 --> 00:02:02,560
an idea of how the final render will

59
00:02:02,560 --> 00:02:02,880
look

60
00:02:02,880 --> 00:02:06,320
from the get so let us start working

61
00:02:06,320 --> 00:02:08,080
go under the render properties and

62
00:02:08,080 --> 00:02:09,598
change the render engine to
63
00:02:09,598 --> 00:02:13,360
cycles and if you have a good aka

64
00:02:13,360 --> 00:02:16,239
nvidia graphics card you can switch this

65
00:02:16,239 --> 00:02:16,640
to

66
00:02:16,640 --> 00:02:20,319
the gpu compute otherwise cpu works fine

67
00:02:20,319 --> 00:02:22,640
if you press z on the keyboard while

68
00:02:22,640 --> 00:02:23,760
you're in the viewport

69
00:02:23,760 --> 00:02:26,480
you have this pi menu pop-up switch to

70
00:02:26,480 --> 00:02:29,200
rendered view

71
00:02:29,520 --> 00:02:31,040
and as you can see there are no light

72
00:02:31,040 --> 00:02:33,519
sources and things are barely visible

73
00:02:33,519 --> 00:02:36,400
i will go under the world properties and

74
00:02:36,400 --> 00:02:37,840
you can see this is the world

75
00:02:37,840 --> 00:02:41,440
settings right now with a plain color

76
00:02:41,440 --> 00:02:43,440
so i will click on this drop down switch

77
00:02:43,440 --> 00:02:45,519
to environment texture
78
00:02:45,519 --> 00:02:48,560
click on open and under hdris i have a

79
00:02:48,560 --> 00:02:51,440
folder maintained here on my pc

80
00:02:51,440 --> 00:02:54,720
these are hdri images from hdri heaven

81
00:02:54,720 --> 00:02:56,879
you can download them for free that's a

82
00:02:56,879 --> 00:02:58,239
really great resource

83
00:02:58,239 --> 00:03:01,680
so let us choose one quickly

84
00:03:01,680 --> 00:03:04,879
and this is how the hdri works you can

85
00:03:04,879 --> 00:03:06,640
change the strength from here

86
00:03:06,640 --> 00:03:09,200
but i will actually undo everything and

87
00:03:09,200 --> 00:03:11,200
go back to the original settings

88
00:03:11,200 --> 00:03:13,599
because i do not like having an hdri for

89
00:03:13,599 --> 00:03:15,040
this particular

90
00:03:15,040 --> 00:03:17,920
render i want to keep it really dark and

91
00:03:17,920 --> 00:03:20,159
have some controlled sources of light

92
00:03:20,159 --> 00:03:22,000
in order to give it a studio kind of

93
00:03:22,000 --> 00:03:24,560
vibe but if i was going for a

94
00:03:24,560 --> 00:03:26,400
environment scene maybe an outdoor then

95
00:03:26,400 --> 00:03:28,480
definitely i'd be using hdris

96
00:03:28,480 --> 00:03:31,680
next i will add a light source so i will

97
00:03:31,680 --> 00:03:33,599
press shift s

98
00:03:33,599 --> 00:03:37,040
and take the cursor to world origin

99
00:03:37,040 --> 00:03:41,599
now if i add a plane with shift a

100
00:03:41,599 --> 00:03:44,799
scale it up in the rendered view you do

101
00:03:44,799 --> 00:03:46,480
not really see anything

102
00:03:46,480 --> 00:03:48,000
so make sure you have selected the light

103
00:03:48,000 --> 00:03:49,920
source and i'll go into

104
00:03:49,920 --> 00:03:53,120
material properties click on new i'll

105
00:03:53,120 --> 00:03:54,879
first give it a name let's call it

106
00:03:54,879 --> 00:03:58,799
light one very explanatory

107
00:03:58,799 --> 00:04:01,360
under surface i will select a mission

108
00:04:01,360 --> 00:04:02,799
[Music]

109
00:04:02,799 --> 00:04:06,560
increase the strength that looks

110
00:04:06,560 --> 00:04:08,080
fine for now because this is not going

111
00:04:08,080 --> 00:04:10,000
to be the final light source

112
00:04:10,000 --> 00:04:11,840
just a quick preview to set up the

113
00:04:11,840 --> 00:04:13,280
studio system

114
00:04:13,280 --> 00:04:15,120
another thing that i like to do is i do

115
00:04:15,120 --> 00:04:16,880
not want to see the

116
00:04:16,880 --> 00:04:19,279
mesh that image the light so i'll go

117
00:04:19,279 --> 00:04:21,040
under object properties

118
00:04:21,040 --> 00:04:24,720
scroll down to visibility first uncheck

119
00:04:24,720 --> 00:04:27,840
camera for revisibility and then under

120
00:04:27,840 --> 00:04:28,800
reboot display

121
00:04:28,800 --> 00:04:31,919
i'll display this as where even in the
122
00:04:31,919 --> 00:04:33,919
solid view you do not really see it you

123
00:04:33,919 --> 00:04:36,080
just see an outline for it

124
00:04:36,080 --> 00:04:38,240
next i will add the backdrop so for that

125
00:04:38,240 --> 00:04:40,080
i will press shift a

126
00:04:40,080 --> 00:04:43,040
another plane scale it up this time

127
00:04:43,040 --> 00:04:45,440
let's use the snap feature in blender

128
00:04:45,440 --> 00:04:48,240
you can click on this button on the top

129
00:04:48,240 --> 00:04:49,280
from the drop down

130
00:04:49,280 --> 00:04:51,919
select face and snap with closest you

131
00:04:51,919 --> 00:04:53,680
can also use the hotkey shift

132
00:04:53,680 --> 00:04:56,720
tab to toggle the settings now press g

133
00:04:56,720 --> 00:04:58,880
and lock it along the z axis point the

134
00:04:58,880 --> 00:05:01,840
cursor at the wheel's bottom part

135
00:05:01,840 --> 00:05:04,160
and i'll confirm with left click next i

136
00:05:04,160 --> 00:05:05,520
would go into edit mode
137
00:05:05,520 --> 00:05:07,840
select these two edges e to extrude

138
00:05:07,840 --> 00:05:09,199
along the z axis

139
00:05:09,199 --> 00:05:11,680
and make sure you have turned off snap i

140
00:05:11,680 --> 00:05:13,440
do not like the sharp corners

141
00:05:13,440 --> 00:05:16,240
so i will go into the modifier stack add

142
00:05:16,240 --> 00:05:18,560
a subdivision surface modifier

143
00:05:18,560 --> 00:05:21,600
let's add four levels of subdivision

144
00:05:21,600 --> 00:05:23,440
now here's a little problem here the car

145
00:05:23,440 --> 00:05:25,280
is penetrating into the backdrop because

146
00:05:25,280 --> 00:05:28,160
of the subdivision surface modifier

147
00:05:28,160 --> 00:05:30,479
so in order to fix that i will go into

148
00:05:30,479 --> 00:05:31,280
edit mode

149
00:05:31,280 --> 00:05:35,039
face select mode select this bottom face

150
00:05:35,039 --> 00:05:40,080
press i to inset and that should fix it

151
00:05:40,080 --> 00:05:42,240
while it also keeps kind of a curve so

152
00:05:42,240 --> 00:05:44,320
that we do not see any seams

153
00:05:44,320 --> 00:05:46,160
from the camera view i will add smooth

154
00:05:46,160 --> 00:05:47,840
shading to it now

155
00:05:47,840 --> 00:05:49,039
we are left with one thing that is

156
00:05:49,039 --> 00:05:51,280
called the camera in the viewport

157
00:05:51,280 --> 00:05:53,440
try to frame the car next make sure you

158
00:05:53,440 --> 00:05:55,280
have some camera in your scene

159
00:05:55,280 --> 00:05:58,960
i do have it under props i just had it

160
00:05:58,960 --> 00:06:00,720
hidden so i will make it visible

161
00:06:00,720 --> 00:06:03,360
otherwise you can always press shift a

162
00:06:03,360 --> 00:06:05,280
and then select a camera

163
00:06:05,280 --> 00:06:08,960
now press ctrl alt 0 from the num pad

164
00:06:08,960 --> 00:06:12,160
that would frame the view to the camera

165
00:06:12,160 --> 00:06:13,840
now talking about the camera the camera

166
00:06:13,840 --> 00:06:15,919
has a few very intuitive controls

167
00:06:15,919 --> 00:06:18,720
if you press shift accent grave then you

168
00:06:18,720 --> 00:06:19,199
will

169
00:06:19,199 --> 00:06:22,319
kind of have a fly navigation mode it is

170
00:06:22,319 --> 00:06:23,360
actually same as

171
00:06:23,360 --> 00:06:27,199
in games so you can use wasd to navigate

172
00:06:27,199 --> 00:06:30,400
q and e for up and down and

173
00:06:30,400 --> 00:06:32,080
interestingly if you press g on your

174
00:06:32,080 --> 00:06:35,520
keyboard it will turn on gravity

175
00:06:35,520 --> 00:06:38,080
and it will keep falling forever unless

176
00:06:38,080 --> 00:06:40,240
you have some ground underneath you

177
00:06:40,240 --> 00:06:42,880
so i will add some ground by stretching

178
00:06:42,880 --> 00:06:43,280
this

179
00:06:43,280 --> 00:06:46,000
further make sure the camera is above it

180
00:06:46,000 --> 00:06:49,199
so now if i go back into the camera view
181
00:06:49,199 --> 00:06:52,639
press shift x engrave press g so now

182
00:06:52,639 --> 00:06:54,560
gravity is on and i'm literally standing

183
00:06:54,560 --> 00:06:56,240
on the backdrop very useful for

184
00:06:56,240 --> 00:06:58,880
cinematic shots

185
00:06:58,880 --> 00:07:01,280
so i'll confirm here go into the top

186
00:07:01,280 --> 00:07:02,880
view and

187
00:07:02,880 --> 00:07:05,039
bring back the backdrop to its original

188
00:07:05,039 --> 00:07:06,240
place

189
00:07:06,240 --> 00:07:08,000
so now that we have a mini studio

190
00:07:08,000 --> 00:07:09,759
functional we can start getting our

191
00:07:09,759 --> 00:07:11,360
hands dirty with all the shaders and

192
00:07:11,360 --> 00:07:12,240
nodes

193
00:07:12,240 --> 00:07:14,160
and also i will add some other light

194
00:07:14,160 --> 00:07:16,160
sources and make it a better studio

195
00:07:16,160 --> 00:07:17,280
setup
196
00:07:17,280 --> 00:07:20,800
we'll have that in the next section

197
00:07:22,690 --> 00:07:25,910
[Music]

198
00:07:27,440 --> 00:07:28,880
among all the shaders that we'll be

199
00:07:28,880 --> 00:07:30,800
making today i think the car paint

200
00:07:30,800 --> 00:07:33,199
shader will be the most important one

201
00:07:33,199 --> 00:07:35,280
and we can explore a lot of ideas and

202
00:07:35,280 --> 00:07:37,280
most of the working of the note system

203
00:07:37,280 --> 00:07:38,319
in blender

204
00:07:38,319 --> 00:07:39,919
it will also take the most amount of

205
00:07:39,919 --> 00:07:41,680
time so once we are done with the car

206
00:07:41,680 --> 00:07:42,639
paint shader

207
00:07:42,639 --> 00:07:44,000
most of the other things will be really

208
00:07:44,000 --> 00:07:45,840
easy and quick to get through

209
00:07:45,840 --> 00:07:47,520
now we will do two variations of the

210
00:07:47,520 --> 00:07:49,440
carpet shader because i have seen that

211
00:07:49,440 --> 00:07:50,319
cars have this

212
00:07:50,319 --> 00:07:53,280
most cars have this reflective sharp

213
00:07:53,280 --> 00:07:53,919
gloss

214
00:07:53,919 --> 00:07:56,479
finish with flakes and there are also

215
00:07:56,479 --> 00:07:58,000
this new trend of having

216
00:07:58,000 --> 00:08:00,319
matte finish on the card surface i

217
00:08:00,319 --> 00:08:01,919
prefer the matte finish but i will show

218
00:08:01,919 --> 00:08:02,960
you both of them so

219
00:08:02,960 --> 00:08:04,879
so that you can pick and choose and you

220
00:08:04,879 --> 00:08:06,240
can do your own thing

221
00:08:06,240 --> 00:08:07,919
this is where we left off i will go into

222
00:08:07,919 --> 00:08:09,280
the render properties

223
00:08:09,280 --> 00:08:11,280
and currently you can check here that we

224
00:08:11,280 --> 00:08:13,599
have 32 viewport samples right now

225
00:08:13,599 --> 00:08:15,360
so it stops at 32 samples in the

226
00:08:15,360 --> 00:08:16,720
viewport

227
00:08:16,720 --> 00:08:18,800
that makes it noisy around the shadows

228
00:08:18,800 --> 00:08:19,840
especially

229
00:08:19,840 --> 00:08:22,400
so i will go under this check adaptive

230
00:08:22,400 --> 00:08:23,440
sampling

231
00:08:23,440 --> 00:08:26,800
and i will stop it at 0.1

232
00:08:26,800 --> 00:08:28,479
noise threshold and increase the

233
00:08:28,479 --> 00:08:30,080
viewport samples to like

234
00:08:30,080 --> 00:08:33,519
1000 now let us understand

235
00:08:33,519 --> 00:08:36,640
what adaptive sampling does now earlier

236
00:08:36,640 --> 00:08:39,039
on blender cycles you could only control

237
00:08:39,039 --> 00:08:39,760
the number of

238
00:08:39,760 --> 00:08:43,360
samples so when the rendering starts

239
00:08:43,360 --> 00:08:46,080
it only uses the number of samples as a
240
00:08:46,080 --> 00:08:47,120
threshold

241
00:08:47,120 --> 00:08:49,360
so when the desired number of samples

242
00:08:49,360 --> 00:08:50,160
are reached

243
00:08:50,160 --> 00:08:53,680
it stops rendering but recently

244
00:08:53,680 --> 00:08:56,160
the new update has the adaptive sampling

245
00:08:56,160 --> 00:08:57,120
checkbox

246
00:08:57,120 --> 00:09:00,000
which enables noise threshold so now

247
00:09:00,000 --> 00:09:01,760
along with the samples you can also

248
00:09:01,760 --> 00:09:03,519
specify the noise threshold

249
00:09:03,519 --> 00:09:06,399
that will be used during the rendering

250
00:09:06,399 --> 00:09:08,080
now we have two parameters

251
00:09:08,080 --> 00:09:10,399
so blender stops the rendering when

252
00:09:10,399 --> 00:09:12,000
either one of them

253
00:09:12,000 --> 00:09:15,040
have reached their threshold so

254
00:09:15,040 --> 00:09:17,279
sometimes blender might reach the set
255
00:09:17,279 --> 00:09:19,200
number of samples first

256
00:09:19,200 --> 00:09:21,279
and then the noise is ignored or

257
00:09:21,279 --> 00:09:22,480
sometimes the

258
00:09:22,480 --> 00:09:24,720
noise threshold is reached first then

259
00:09:24,720 --> 00:09:26,560
the samples are ignored and the render

260
00:09:26,560 --> 00:09:28,320
stops

261
00:09:28,320 --> 00:09:30,320
so this will save you a lot of time and

262
00:09:30,320 --> 00:09:32,800
also it will lead to cleaner renders

263
00:09:32,800 --> 00:09:34,839
so anyways i will just select the

264
00:09:34,839 --> 00:09:37,279
backdrop in the viewport

265
00:09:37,279 --> 00:09:40,160
and assign it to material quickly i will

266
00:09:40,160 --> 00:09:41,920
go into the materials tab

267
00:09:41,920 --> 00:09:45,839
click new i will call it backdrop

268
00:09:46,080 --> 00:09:49,519
i will expand this right click here swap

269
00:09:49,519 --> 00:09:50,720
areas

270
00:09:50,720 --> 00:09:52,240
and i will switch this to the shader

271
00:09:52,240 --> 00:09:54,080
editor this is generally how i like to

272
00:09:54,080 --> 00:09:54,800
work

273
00:09:54,800 --> 00:09:56,720
so you have all the settings here so you

274
00:09:56,720 --> 00:09:58,640
can change all the shaders and stuff

275
00:09:58,640 --> 00:10:01,279
which shader is assigned to which object

276
00:10:01,279 --> 00:10:02,959
and here i kind of work with the notes

277
00:10:02,959 --> 00:10:04,480
and all the complexity that comes with

278
00:10:04,480 --> 00:10:05,200
it

279
00:10:05,200 --> 00:10:06,959
now firstly i would like to change the

280
00:10:06,959 --> 00:10:09,519
distribution to multi scatter ggx

281
00:10:09,519 --> 00:10:12,320
that is kind of better for realism but

282
00:10:12,320 --> 00:10:14,720
it takes a little bit longer to render

283
00:10:14,720 --> 00:10:16,480
now immediately i will change the base

284
00:10:16,480 --> 00:10:18,079
color to something really

285
00:10:18,079 --> 00:10:21,360
dark i'll increase the roughness

286
00:10:21,360 --> 00:10:24,399
to around 0.7 and also decrease the

287
00:10:24,399 --> 00:10:26,880
specularity to something like 0.2

288
00:10:26,880 --> 00:10:28,800
now if we go into the camera view you

289
00:10:28,800 --> 00:10:30,399
can see almost

290
00:10:30,399 --> 00:10:33,120
nothing except the car and some parts of

291
00:10:33,120 --> 00:10:34,000
the

292
00:10:34,000 --> 00:10:36,240
backdrop near the car where the light is

293
00:10:36,240 --> 00:10:38,160
shining matter of fact i will even

294
00:10:38,160 --> 00:10:39,120
select the

295
00:10:39,120 --> 00:10:41,600
light and increase the strength of the

296
00:10:41,600 --> 00:10:42,240
light

297
00:10:42,240 --> 00:10:44,880
to something like five that looks better

298
00:10:44,880 --> 00:10:45,680
in my opinion
299
00:10:45,680 --> 00:10:47,680
and i think this will give us better

300
00:10:47,680 --> 00:10:49,519
illumination because we'll be working on

301
00:10:49,519 --> 00:10:51,200
the car paint shader next

302
00:10:51,200 --> 00:10:53,360
as you can already guess most part of

303
00:10:53,360 --> 00:10:55,360
the car will be using this shader

304
00:10:55,360 --> 00:10:57,279
so instead of rendering the whole thing

305
00:10:57,279 --> 00:11:00,079
let us take one part of the car body and

306
00:11:00,079 --> 00:11:02,000
hide everything else and focus on that

307
00:11:02,000 --> 00:11:03,360
updating the viewport will also be

308
00:11:03,360 --> 00:11:05,040
faster because now we do not have to

309
00:11:05,040 --> 00:11:07,360
render the whole geometry every time

310
00:11:07,360 --> 00:11:08,959
so what i want to do is i will select

311
00:11:08,959 --> 00:11:10,720
this front part of the car that we have

312
00:11:10,720 --> 00:11:11,279
modeled

313
00:11:11,279 --> 00:11:14,000
and used this as the test object on
314
00:11:14,000 --> 00:11:16,000
which we will first make the car paint

315
00:11:16,000 --> 00:11:18,880
shader in order to do that i will select

316
00:11:18,880 --> 00:11:19,839
this one

317
00:11:19,839 --> 00:11:22,640
i'll take the camera the light that we

318
00:11:22,640 --> 00:11:23,760
have made

319
00:11:23,760 --> 00:11:26,160
and also the backdrop then press the

320
00:11:26,160 --> 00:11:28,000
forward slash key on your keyboard

321
00:11:28,000 --> 00:11:29,600
and that will hide everything else and

322
00:11:29,600 --> 00:11:31,200
now we are in the local view of this

323
00:11:31,200 --> 00:11:32,160
objects

324
00:11:32,160 --> 00:11:34,000
now if you render you can see that we

325
00:11:34,000 --> 00:11:35,760
only have this

326
00:11:35,760 --> 00:11:37,680
one object in the scene i'll get rid of

327
00:11:37,680 --> 00:11:39,680
the overlays i will also get rid of this

328
00:11:39,680 --> 00:11:42,000
gizmo and other things

329
00:11:42,000 --> 00:11:43,920
so it's a clean viewport now and we have

330
00:11:43,920 --> 00:11:45,200
access to this

331
00:11:45,200 --> 00:11:48,000
one object here i'm expanding this part

332
00:11:48,000 --> 00:11:49,200
because the car paint

333
00:11:49,200 --> 00:11:51,519
shader will be using more nodes and it

334
00:11:51,519 --> 00:11:53,760
might get a little bit complicated

335
00:11:53,760 --> 00:11:56,000
so make sure you have selected this and

336
00:11:56,000 --> 00:11:57,279
i will click new

337
00:11:57,279 --> 00:11:58,800
right away i will call it the car paint

338
00:11:58,800 --> 00:12:00,880
shader now you can focus on the

339
00:12:00,880 --> 00:12:03,040
principled psdf

340
00:12:03,040 --> 00:12:05,120
the principled bsdf is as you can see

341
00:12:05,120 --> 00:12:06,480
has a lot of settings

342
00:12:06,480 --> 00:12:08,160
while it's good to have a total

343
00:12:08,160 --> 00:12:10,000
understanding of the thing but i do not

344
00:12:10,000 --> 00:12:11,760
believe in boring you with all the

345
00:12:11,760 --> 00:12:13,519
settings that we do not need right now

346
00:12:13,519 --> 00:12:15,279
so let's do one thing i will hide all

347
00:12:15,279 --> 00:12:16,560
the settings that we are not going to

348
00:12:16,560 --> 00:12:17,519
use

349
00:12:17,519 --> 00:12:20,320
so i'll press shift a and right now i

350
00:12:20,320 --> 00:12:20,800
will

351
00:12:20,800 --> 00:12:24,160
just add any node which has the output

352
00:12:24,160 --> 00:12:26,320
let's use the value node so i'm just

353
00:12:26,320 --> 00:12:28,000
using this to hide the things that we do

354
00:12:28,000 --> 00:12:29,120
not need

355
00:12:29,120 --> 00:12:31,279
so let's use this and plug it into the

356
00:12:31,279 --> 00:12:32,320
settings

357
00:12:32,320 --> 00:12:34,560
that we will be using so we'll be using
358
00:12:34,560 --> 00:12:36,160
the base color

359
00:12:36,160 --> 00:12:38,079
right now i will set this to solid mode

360
00:12:38,079 --> 00:12:39,519
because we do not need rendering right

361
00:12:39,519 --> 00:12:40,560
now

362
00:12:40,560 --> 00:12:42,959
we'll be using base color as i said then

363
00:12:42,959 --> 00:12:44,480
i'll be using metallic

364
00:12:44,480 --> 00:12:47,760
the specular value the roughness

365
00:12:47,760 --> 00:12:50,800
and also clear coat lastly

366
00:12:50,800 --> 00:12:53,040
clear coat roughness i will also set

367
00:12:53,040 --> 00:12:54,800
this to multi-scatter gtx

368
00:12:54,800 --> 00:12:56,320
because we are going for photorealistic

369
00:12:56,320 --> 00:12:58,000
renders of course

370
00:12:58,000 --> 00:13:00,320
you just select this principle bsdf

371
00:13:00,320 --> 00:13:02,399
while all this is plugged in

372
00:13:02,399 --> 00:13:04,880
then press ctrl h and that will hide
373
00:13:04,880 --> 00:13:05,440
everything

374
00:13:05,440 --> 00:13:07,760
that was not plugged in now you can get

375
00:13:07,760 --> 00:13:10,480
rid of the value node by pressing x

376
00:13:10,480 --> 00:13:12,240
so right now it looks really simple and

377
00:13:12,240 --> 00:13:13,519
that's how it should be

378
00:13:13,519 --> 00:13:15,440
so let's start working now i will change

379
00:13:15,440 --> 00:13:17,120
the base color to something

380
00:13:17,120 --> 00:13:19,279
like blue i'm not a huge fan of bright

381
00:13:19,279 --> 00:13:20,880
saturated colors most of the time

382
00:13:20,880 --> 00:13:22,639
especially for something like car design

383
00:13:22,639 --> 00:13:24,079
because i really like the color scheme

384
00:13:24,079 --> 00:13:25,680
going on in the preview render that you

385
00:13:25,680 --> 00:13:26,320
have seen

386
00:13:26,320 --> 00:13:28,320
like the black finish to the car body

387
00:13:28,320 --> 00:13:29,680
and in contrast

388
00:13:29,680 --> 00:13:32,079
to the glowing headlights and other

389
00:13:32,079 --> 00:13:33,600
stuff like that which is blue

390
00:13:33,600 --> 00:13:35,279
so we'll go back to that but let's

391
00:13:35,279 --> 00:13:37,279
understand the car paint shader first

392
00:13:37,279 --> 00:13:39,600
using colors so let's deal with this one

393
00:13:39,600 --> 00:13:41,040
by one

394
00:13:41,040 --> 00:13:43,279
we have already discussed this this is

395
00:13:43,279 --> 00:13:44,959
for sub surface scattering method

396
00:13:44,959 --> 00:13:46,959
which we do not have for any shaders in

397
00:13:46,959 --> 00:13:48,160
this whole tutorial

398
00:13:48,160 --> 00:13:50,000
so we will not bother with that now the

399
00:13:50,000 --> 00:13:51,519
metallic slider

400
00:13:51,519 --> 00:13:53,760
this is something important you can

401
00:13:53,760 --> 00:13:54,720
categorize

402
00:13:54,720 --> 00:13:56,480
everything into these two broad

403
00:13:56,480 --> 00:13:58,720
categories dielectrics

404
00:13:58,720 --> 00:14:02,079
and metals our shader is a dielectric

405
00:14:02,079 --> 00:14:03,760
because the metallic slider is set to

406
00:14:03,760 --> 00:14:07,040
zero now if you set this to one

407
00:14:07,040 --> 00:14:10,079
then now it recognizes as metallic

408
00:14:10,079 --> 00:14:12,160
it used to be very complicated but ever

409
00:14:12,160 --> 00:14:14,160
since this principled psdf has been

410
00:14:14,160 --> 00:14:15,440
introduced in blender

411
00:14:15,440 --> 00:14:17,440
this slider is enough to differentiate

412
00:14:17,440 --> 00:14:19,680
between them so just set that to 1 and

413
00:14:19,680 --> 00:14:21,760
we will have a metallic shader

414
00:14:21,760 --> 00:14:23,760
specular let's keep it this way it is

415
00:14:23,760 --> 00:14:25,279
the amount of reflection that is

416
00:14:25,279 --> 00:14:26,320
happening
417
00:14:26,320 --> 00:14:28,240
so you will see a subtle change

418
00:14:28,240 --> 00:14:30,000
especially when you have metallic set

419
00:14:30,000 --> 00:14:31,680
it's the difference is really subtle

420
00:14:31,680 --> 00:14:33,040
we'll come back to that later

421
00:14:33,040 --> 00:14:35,360
right now point five is fine so the

422
00:14:35,360 --> 00:14:36,720
roughness slider is really easy to

423
00:14:36,720 --> 00:14:37,360
understand

424
00:14:37,360 --> 00:14:38,880
a zero roughness gives you sharp

425
00:14:38,880 --> 00:14:41,040
reflection uh otherwise a

426
00:14:41,040 --> 00:14:43,279
pretty much like a diffuse shader i'll

427
00:14:43,279 --> 00:14:45,519
set it to something like 0.3

428
00:14:45,519 --> 00:14:47,839
now here comes something new clear coat

429
00:14:47,839 --> 00:14:49,760
this is relatively new this came with

430
00:14:49,760 --> 00:14:51,680
the principle to bsdf and this is for

431
00:14:51,680 --> 00:14:52,959
adding another layer
432
00:14:52,959 --> 00:14:55,680
an extra layer of specularity over the

433
00:14:55,680 --> 00:14:56,800
already existing

434
00:14:56,800 --> 00:14:59,440
shader so this is specifically made for

435
00:14:59,440 --> 00:15:00,320
shaders

436
00:15:00,320 --> 00:15:03,680
like car paint or varnished wood

437
00:15:03,680 --> 00:15:05,279
something like that which has an extra

438
00:15:05,279 --> 00:15:08,000
layer now the way the principled bsdf

439
00:15:08,000 --> 00:15:08,560
works

440
00:15:08,560 --> 00:15:10,720
whatever you do in the principle bsdf

441
00:15:10,720 --> 00:15:12,000
laws of physics and light

442
00:15:12,000 --> 00:15:13,519
will be conserved energy will be

443
00:15:13,519 --> 00:15:16,079
conserved so things do not go wrong but

444
00:15:16,079 --> 00:15:17,360
for the clear code

445
00:15:17,360 --> 00:15:19,600
for some reason the way the disney brdf

446
00:15:19,600 --> 00:15:21,360
has been implemented in blender

447
00:15:21,360 --> 00:15:22,560
i'm not saying this is a bug or

448
00:15:22,560 --> 00:15:24,000
something but this is how it works

449
00:15:24,000 --> 00:15:24,880
currently

450
00:15:24,880 --> 00:15:26,959
so if you have any clear coat make sure

451
00:15:26,959 --> 00:15:29,040
this is one or less than one

452
00:15:29,040 --> 00:15:31,839
you can actually put some other values

453
00:15:31,839 --> 00:15:32,480
here like

454
00:15:32,480 --> 00:15:35,519
maybe whatever 199 and it

455
00:15:35,519 --> 00:15:37,600
still actually doesn't conserve the

456
00:15:37,600 --> 00:15:39,279
energy

457
00:15:39,279 --> 00:15:41,120
while if you set the specular to

458
00:15:41,120 --> 00:15:43,199
something like really high it still

459
00:15:43,199 --> 00:15:45,040
conserves energy this actually caps it

460
00:15:45,040 --> 00:15:46,000
at one

461
00:15:46,000 --> 00:15:48,399
so that's something you want to notice

462
00:15:48,399 --> 00:15:50,160
this is pretty advanced so i will not go

463
00:15:50,160 --> 00:15:52,240
into the very nitty gritty details

464
00:15:52,240 --> 00:15:54,320
but one thing you need to keep in mind

465
00:15:54,320 --> 00:15:56,240
is that the clear code cannot be

466
00:15:56,240 --> 00:15:57,680
greater than one if you want to keep

467
00:15:57,680 --> 00:16:00,720
things realistic and physically based

468
00:16:00,720 --> 00:16:03,519
so i found out that point five works

469
00:16:03,519 --> 00:16:04,399
pretty well for this

470
00:16:04,399 --> 00:16:07,120
purpose now the clear code roughness

471
00:16:07,120 --> 00:16:08,079
slider

472
00:16:08,079 --> 00:16:10,800
is pretty self-explanatory it's the same

473
00:16:10,800 --> 00:16:12,399
as this roughness slider

474
00:16:12,399 --> 00:16:14,800
but for the clear coat layer i ended up

475
00:16:14,800 --> 00:16:16,880
setting it at 0.05
476
00:16:16,880 --> 00:16:19,440
you play around and set your own values

477
00:16:19,440 --> 00:16:21,040
it doesn't really change too much just

478
00:16:21,040 --> 00:16:23,360
keep it really low that would be fine

479
00:16:23,360 --> 00:16:25,600
now what we have here from afar it might

480
00:16:25,600 --> 00:16:26,959
look like a car

481
00:16:26,959 --> 00:16:29,279
shader but if you really zoom in you

482
00:16:29,279 --> 00:16:30,800
will see it doesn't have too much

483
00:16:30,800 --> 00:16:32,320
realism and this is just a

484
00:16:32,320 --> 00:16:35,120
like a rough approximation of how a car

485
00:16:35,120 --> 00:16:35,519
paint

486
00:16:35,519 --> 00:16:37,759
shader should look like now there are

487
00:16:37,759 --> 00:16:38,880
two steps

488
00:16:38,880 --> 00:16:41,040
that we will take to make it look like

489
00:16:41,040 --> 00:16:42,959
the final shader that we are going for

490
00:16:42,959 --> 00:16:46,160
step number one will be to add a
491
00:16:46,160 --> 00:16:48,639
voronoi texture so i'll press shift a

492
00:16:48,639 --> 00:16:49,600
texture

493
00:16:49,600 --> 00:16:52,639
voronoi now i'm going to use the node

494
00:16:52,639 --> 00:16:53,680
wrangler add-on

495
00:16:53,680 --> 00:16:55,519
it is really popular and it comes with

496
00:16:55,519 --> 00:16:57,120
blender so by now you should already

497
00:16:57,120 --> 00:16:57,839
know about it

498
00:16:57,839 --> 00:16:59,680
the add-on contains a set of quick

499
00:16:59,680 --> 00:17:01,440
shortcuts that you can use to handle

500
00:17:01,440 --> 00:17:04,160
nodes basically saves a lot of time so

501
00:17:04,160 --> 00:17:06,400
for example i can press ctrl shift

502
00:17:06,400 --> 00:17:07,919
left click on this node that will

503
00:17:07,919 --> 00:17:09,520
quickly set up a viewer node and that

504
00:17:09,520 --> 00:17:10,480
will help me see

505
00:17:10,480 --> 00:17:13,599
how each output looks so let's click on

506
00:17:13,599 --> 00:17:14,480
this drop down

507
00:17:14,480 --> 00:17:17,359
select n sphere radius and you can see

508
00:17:17,359 --> 00:17:19,520
this is kind of like stretched

509
00:17:19,520 --> 00:17:22,319
and not really what i wanted i will

510
00:17:22,319 --> 00:17:24,160
quickly show you why is that

511
00:17:24,160 --> 00:17:26,160
you can see there's a vector input here

512
00:17:26,160 --> 00:17:27,760
so this actually is the texture

513
00:17:27,760 --> 00:17:28,720
coordinate that

514
00:17:28,720 --> 00:17:31,280
this voronoi texture is sampling from

515
00:17:31,280 --> 00:17:32,480
every texture

516
00:17:32,480 --> 00:17:35,280
in 3d it somehow originates from the

517
00:17:35,280 --> 00:17:37,039
texture coordinate

518
00:17:37,039 --> 00:17:39,919
even the image textures they are mapped

519
00:17:39,919 --> 00:17:40,960
onto a

520
00:17:40,960 --> 00:17:44,000
uv texture coordinate so

521
00:17:44,000 --> 00:17:45,919
what vector is it really using we

522
00:17:45,919 --> 00:17:47,520
haven't plugged in any texture

523
00:17:47,520 --> 00:17:49,200
coordinate in here

524
00:17:49,200 --> 00:17:51,280
so by default in blender it uses the

525
00:17:51,280 --> 00:17:52,720
generated texture coordinate

526
00:17:52,720 --> 00:17:54,720
i will quickly show you what i mean if

527
00:17:54,720 --> 00:17:56,400
you press shift a

528
00:17:56,400 --> 00:17:59,520
input texture coordinate

529
00:17:59,520 --> 00:18:01,679
and you have this generated texture

530
00:18:01,679 --> 00:18:03,039
coordinate input

531
00:18:03,039 --> 00:18:05,039
if you plug it in you will see no change

532
00:18:05,039 --> 00:18:06,640
in the orientation or mapping

533
00:18:06,640 --> 00:18:08,320
that is because it was actually using

534
00:18:08,320 --> 00:18:09,840
the generated texture coordinate by
535
00:18:09,840 --> 00:18:11,120
default

536
00:18:11,120 --> 00:18:12,720
but we want to use the object texture

537
00:18:12,720 --> 00:18:14,720
coordinate so that it is more uniform

538
00:18:14,720 --> 00:18:16,320
and not stretched out according to the

539
00:18:16,320 --> 00:18:17,280
scale of the

540
00:18:17,280 --> 00:18:20,160
object now we can increase the scale

541
00:18:20,160 --> 00:18:20,799
here

542
00:18:20,799 --> 00:18:24,480
500 works well in my opinion

543
00:18:24,480 --> 00:18:27,200
let's switch back to the principled psdf

544
00:18:27,200 --> 00:18:28,799
and now what i will do is i will take

545
00:18:28,799 --> 00:18:29,679
this radius

546
00:18:29,679 --> 00:18:31,760
and plug it into the roughness you can

547
00:18:31,760 --> 00:18:33,520
quickly see that we have some really

548
00:18:33,520 --> 00:18:35,200
interesting effects going on and it is

549
00:18:35,200 --> 00:18:37,039
slowly trying to look like the car paint
550
00:18:37,039 --> 00:18:38,720
that we are used to seeing

551
00:18:38,720 --> 00:18:41,200
but it looks a little bit harsh so press

552
00:18:41,200 --> 00:18:41,760
shift a

553
00:18:41,760 --> 00:18:44,960
converter color ramp i'll place the

554
00:18:44,960 --> 00:18:46,480
color ramp in between

555
00:18:46,480 --> 00:18:48,640
if i view this you can see this is how

556
00:18:48,640 --> 00:18:50,160
the map looks

557
00:18:50,160 --> 00:18:52,720
if i click on this slider and change

558
00:18:52,720 --> 00:18:53,760
this value

559
00:18:53,760 --> 00:18:55,880
then it will get less harsher

560
00:18:55,880 --> 00:18:58,480
[Music]

561
00:18:58,480 --> 00:19:00,590
let us preview the effect

562
00:19:00,590 --> 00:19:04,080
[Music]

563
00:19:04,080 --> 00:19:07,679
this seems to be perfect so this was one

564
00:19:07,679 --> 00:19:08,320
of the things

565
00:19:08,320 --> 00:19:10,559
that will get us closer to the actual

566
00:19:10,559 --> 00:19:12,160
car paint look

567
00:19:12,160 --> 00:19:13,840
now the second thing would be to use

568
00:19:13,840 --> 00:19:16,320
layer weight so i will move this out of

569
00:19:16,320 --> 00:19:18,480
the way a little bit

570
00:19:18,480 --> 00:19:21,520
and i'll quickly add with shifter

571
00:19:21,520 --> 00:19:24,880
input layer weight so i'll keep this on

572
00:19:24,880 --> 00:19:25,520
hold

573
00:19:25,520 --> 00:19:27,520
i will come back to that later add

574
00:19:27,520 --> 00:19:28,559
another node

575
00:19:28,559 --> 00:19:31,919
under color mix rgb

576
00:19:31,919 --> 00:19:35,120
i'll ctrl c copy this base color and use

577
00:19:35,120 --> 00:19:37,360
ctrl v to paste it here

578
00:19:37,360 --> 00:19:40,720
paste it here as well and then i will

579
00:19:40,720 --> 00:19:42,640
make it a little bit darker

580
00:19:42,640 --> 00:19:45,679
and also i will change the hue

581
00:19:45,679 --> 00:19:49,600
a little bit all right

582
00:19:49,600 --> 00:19:51,919
so now if you view this it's just a

583
00:19:51,919 --> 00:19:53,200
plain mix

584
00:19:53,200 --> 00:19:56,000
so right now this is a 50 50 mix because

585
00:19:56,000 --> 00:19:58,240
the factory is set to 0.5 so you get a

586
00:19:58,240 --> 00:19:59,440
resulting

587
00:19:59,440 --> 00:20:02,240
average color between these two so what

588
00:20:02,240 --> 00:20:04,000
we want is to distribute the darker

589
00:20:04,000 --> 00:20:04,640
colors

590
00:20:04,640 --> 00:20:07,360
away from the center of view and along

591
00:20:07,360 --> 00:20:08,080
the

592
00:20:08,080 --> 00:20:10,960
edges and the silhouette of the object

593
00:20:10,960 --> 00:20:12,880
now the easiest way to achieve that will
594
00:20:12,880 --> 00:20:13,679
be to use this

595
00:20:13,679 --> 00:20:15,600
layer weight node and we need to plug

596
00:20:15,600 --> 00:20:16,880
this facing

597
00:20:16,880 --> 00:20:20,400
output into the factor so this

598
00:20:20,400 --> 00:20:23,200
facing attribute is now being used as a

599
00:20:23,200 --> 00:20:25,200
factor for the mix

600
00:20:25,200 --> 00:20:27,120
and this blend value right here this

601
00:20:27,120 --> 00:20:28,799
acts as the

602
00:20:28,799 --> 00:20:31,039
factor controlling how much of each

603
00:20:31,039 --> 00:20:32,400
color will show up

604
00:20:32,400 --> 00:20:34,559
you can try and change each color

605
00:20:34,559 --> 00:20:36,559
drastically so that you can get a sense

606
00:20:36,559 --> 00:20:38,820
of where each color is being distributed

607
00:20:38,820 --> 00:20:40,880
[Music]

608
00:20:40,880 --> 00:20:43,919
now if we plug this into the base you
609
00:20:43,919 --> 00:20:45,600
can see that we are getting a change in

610
00:20:45,600 --> 00:20:46,000
hue

611
00:20:46,000 --> 00:20:48,880
as expected i'm not really happy with

612
00:20:48,880 --> 00:20:50,240
how the colors turned out

613
00:20:50,240 --> 00:20:53,440
so i will work on this yeah this looks

614
00:20:53,440 --> 00:20:54,400
much better

615
00:20:54,400 --> 00:20:56,159
turns out adding a little bit more value

616
00:20:56,159 --> 00:20:58,960
to each of the colors solved the issue

617
00:20:58,960 --> 00:21:00,640
so i can say this is a pretty close to

618
00:21:00,640 --> 00:21:02,960
reality version of a car paint shader

619
00:21:02,960 --> 00:21:05,840
in the cycles render engine and now we

620
00:21:05,840 --> 00:21:07,840
have a pretty basic understanding of how

621
00:21:07,840 --> 00:21:09,679
the node system works as well

622
00:21:09,679 --> 00:21:11,360
so we are ready to tackle the other

623
00:21:11,360 --> 00:21:13,760
shaders which are relatively

624
00:21:13,760 --> 00:21:16,240
compared to this one of course is much

625
00:21:16,240 --> 00:21:17,520
simpler so we will have a

626
00:21:17,520 --> 00:21:20,159
far easier time working with them now i

627
00:21:20,159 --> 00:21:22,240
will show you the other version of it

628
00:21:22,240 --> 00:21:24,640
which will be a matte finish so turns

629
00:21:24,640 --> 00:21:26,480
out if you want a matte finish look

630
00:21:26,480 --> 00:21:29,120
and also which is really clean like this

631
00:21:29,120 --> 00:21:30,000
one

632
00:21:30,000 --> 00:21:31,840
in that case we do not need any one of

633
00:21:31,840 --> 00:21:33,919
this the principal shader is actually

634
00:21:33,919 --> 00:21:34,559
enough

635
00:21:34,559 --> 00:21:36,400
i will just make it a dielectric

636
00:21:36,400 --> 00:21:38,720
completely and since i'm going for a

637
00:21:38,720 --> 00:21:39,760
completely

638
00:21:39,760 --> 00:21:41,760
black finish i will set a value of

639
00:21:41,760 --> 00:21:43,120
almost zero

640
00:21:43,120 --> 00:21:44,960
push the roughness to something really

641
00:21:44,960 --> 00:21:46,960
high but you will only start

642
00:21:46,960 --> 00:21:49,039
seeing the actual matte finish once you

643
00:21:49,039 --> 00:21:50,480
set the clear coat to zero

644
00:21:50,480 --> 00:21:52,400
then you can properly set the roughness

645
00:21:52,400 --> 00:21:55,360
as well lowering the specularity works

646
00:21:55,360 --> 00:21:57,039
now i have good things to say about both

647
00:21:57,039 --> 00:21:58,799
of the looks they have their place in

648
00:21:58,799 --> 00:22:00,559
different lighting and different

649
00:22:00,559 --> 00:22:03,440
rendering situations but i'm a little

650
00:22:03,440 --> 00:22:05,120
bit more biased towards the matte finish

651
00:22:05,120 --> 00:22:06,320
for some reason

652
00:22:06,320 --> 00:22:08,159
and i will just say that's a matter of
653
00:22:08,159 --> 00:22:10,080
taste so let's keep moving on i will

654
00:22:10,080 --> 00:22:11,200
actually keep the

655
00:22:11,200 --> 00:22:13,120
previous version so i will just plug

656
00:22:13,120 --> 00:22:15,840
this back in

657
00:22:16,080 --> 00:22:19,200
i'll press forward slash again

658
00:22:19,200 --> 00:22:21,120
and that will unhide everything else

659
00:22:21,120 --> 00:22:23,280
that we hit before making the car paint

660
00:22:23,280 --> 00:22:24,480
shader

661
00:22:24,480 --> 00:22:27,200
now if i switch into the rendered view

662
00:22:27,200 --> 00:22:28,880
you can see that this part of the car

663
00:22:28,880 --> 00:22:30,520
has the carpet shader applied

664
00:22:30,520 --> 00:22:32,000
[Music]

665
00:22:32,000 --> 00:22:33,520
now we need to apply it to the other

666
00:22:33,520 --> 00:22:35,919
parts as well so i will just select them

667
00:22:35,919 --> 00:22:37,760
now there are more nuances there are
668
00:22:37,760 --> 00:22:39,520
some smaller parts which do not have the

669
00:22:39,520 --> 00:22:40,960
car paint shader

670
00:22:40,960 --> 00:22:43,600
or have a slight variation of it there

671
00:22:43,600 --> 00:22:44,799
is a rubber

672
00:22:44,799 --> 00:22:47,600
and some metal here and there but for

673
00:22:47,600 --> 00:22:48,320
now let us

674
00:22:48,320 --> 00:22:50,080
let us select the bigger objects which

675
00:22:50,080 --> 00:22:51,919
definitely have car paint

676
00:22:51,919 --> 00:22:53,520
now you can see that this part of the

677
00:22:53,520 --> 00:22:55,600
car is in yellow and the rest of the

678
00:22:55,600 --> 00:22:56,640
selection is in

679
00:22:56,640 --> 00:22:58,559
orange as you might have guessed the

680
00:22:58,559 --> 00:23:00,880
yellow selection is the active selection

681
00:23:00,880 --> 00:23:03,679
which turns out to be the one which has

682
00:23:03,679 --> 00:23:05,520
the carbon shader right now

683
00:23:05,520 --> 00:23:07,360
so whatever you want to make the active

684
00:23:07,360 --> 00:23:08,799
selection select

685
00:23:08,799 --> 00:23:11,840
that object at last now if you press

686
00:23:11,840 --> 00:23:12,400
ctrl

687
00:23:12,400 --> 00:23:16,159
l materials it will link the materials

688
00:23:16,159 --> 00:23:17,919
between the active selection and the

689
00:23:17,919 --> 00:23:20,080
other selected objects

690
00:23:20,080 --> 00:23:22,720
now if we hit render you can see that

691
00:23:22,720 --> 00:23:24,320
everything else has the

692
00:23:24,320 --> 00:23:27,360
carpent shader as well now i made a

693
00:23:27,360 --> 00:23:28,000
mistake

694
00:23:28,000 --> 00:23:30,240
i just assigned the car paint shader to

695
00:23:30,240 --> 00:23:31,360
the backdrop as well

696
00:23:31,360 --> 00:23:34,240
so let us select the backdrop and i will

697
00:23:34,240 --> 00:23:35,280
drop down here

698
00:23:35,280 --> 00:23:37,840
and select the backdrop and revert it

699
00:23:37,840 --> 00:23:38,799
back

700
00:23:38,799 --> 00:23:40,720
so now we have the car paint shader

701
00:23:40,720 --> 00:23:43,520
applied to most part of the car

702
00:23:43,520 --> 00:23:51,279
so let's keep moving

703
00:23:51,279 --> 00:23:52,559
now that we are done with the most

704
00:23:52,559 --> 00:23:55,039
important shader in this whole tutorial

705
00:23:55,039 --> 00:23:56,559
i'm going to make some changes to the

706
00:23:56,559 --> 00:23:57,840
lights and this will be the final

707
00:23:57,840 --> 00:23:58,480
changes

708
00:23:58,480 --> 00:24:00,000
and then we'll start working with the

709
00:24:00,000 --> 00:24:03,279
other shaders so go into the top view

710
00:24:03,279 --> 00:24:05,279
and let me quickly change up some of the

711
00:24:05,279 --> 00:24:06,960
things here i'll switch this to
712
00:24:06,960 --> 00:24:09,840
a 3d viewport as well and set this to

713
00:24:09,840 --> 00:24:10,559
render

714
00:24:10,559 --> 00:24:12,240
i will decrease the window space that it

715
00:24:12,240 --> 00:24:14,640
covers so that it can update faster

716
00:24:14,640 --> 00:24:17,520
i'll switch to the camera view here and

717
00:24:17,520 --> 00:24:18,880
now i will make some changes to the

718
00:24:18,880 --> 00:24:20,799
lighting here

719
00:24:20,799 --> 00:24:23,039
while the top light is fine i would like

720
00:24:23,039 --> 00:24:24,559
to expand it so i'll go into the edit

721
00:24:24,559 --> 00:24:25,279
view

722
00:24:25,279 --> 00:24:27,039
i will select this edge and extrude

723
00:24:27,039 --> 00:24:28,720
along the y-axis

724
00:24:28,720 --> 00:24:30,880
and i kind of want to wrap around this

725
00:24:30,880 --> 00:24:32,880
light so that it also hits this edges

726
00:24:32,880 --> 00:24:33,600
here
727
00:24:33,600 --> 00:24:35,760
so let's do one thing i will grab it and

728
00:24:35,760 --> 00:24:37,520
push it down

729
00:24:37,520 --> 00:24:39,120
now while in the edit mode i will select

730
00:24:39,120 --> 00:24:40,640
all of this and

731
00:24:40,640 --> 00:24:47,840
i'll duplicate to add another light

732
00:24:48,210 --> 00:24:56,960
[Music]

733
00:24:56,960 --> 00:25:00,230
duplicate this light source as well

734
00:25:00,230 --> 00:25:05,039
[Music]

735
00:25:05,039 --> 00:25:06,880
so right now we have three sources of

736
00:25:06,880 --> 00:25:09,360
light since i duplicated the lights

737
00:25:09,360 --> 00:25:11,440
in the edit mode it is all one object

738
00:25:11,440 --> 00:25:13,440
right now you might not want to do that

739
00:25:13,440 --> 00:25:14,960
to have some more control and make it

740
00:25:14,960 --> 00:25:16,320
more sophisticated

741
00:25:16,320 --> 00:25:18,000
in fact that is what i did for the final

742
00:25:18,000 --> 00:25:19,840
render but i just did it quickly right

743
00:25:19,840 --> 00:25:20,240
now

744
00:25:20,240 --> 00:25:21,840
so you might want to make them separate

745
00:25:21,840 --> 00:25:23,520
objects if you want

746
00:25:23,520 --> 00:25:25,600
so now that we have so much light going

747
00:25:25,600 --> 00:25:27,520
on i think the backdrop can be a little

748
00:25:27,520 --> 00:25:29,200
more darker

749
00:25:29,200 --> 00:25:32,000
i will switch back to the node editor

750
00:25:32,000 --> 00:25:32,960
here

751
00:25:32,960 --> 00:25:35,600
and render the thing on this screen now

752
00:25:35,600 --> 00:25:37,200
let's select the backdrop

753
00:25:37,200 --> 00:25:40,240
so i'll decrease the specularity maybe

754
00:25:40,240 --> 00:25:41,600
even play around with the roughness a

755
00:25:41,600 --> 00:25:42,880
little bit

756
00:25:42,880 --> 00:25:45,810
all right let's make the color darker as

757
00:25:45,810 --> 00:25:48,960
[Music]

758
00:25:53,200 --> 00:25:54,840
[Music]

759
00:25:54,840 --> 00:25:57,840
well

760
00:25:57,919 --> 00:26:00,640
i will switch to the outliner here and

761
00:26:00,640 --> 00:26:02,880
we'll be working on the wheels next

762
00:26:02,880 --> 00:26:04,480
we will not be able to work on the

763
00:26:04,480 --> 00:26:06,159
instances of the wheel we have created

764
00:26:06,159 --> 00:26:06,960
here

765
00:26:06,960 --> 00:26:08,480
because for obvious reasons those are

766
00:26:08,480 --> 00:26:10,640
instances so you have to enter the

767
00:26:10,640 --> 00:26:12,559
height source collection

768
00:26:12,559 --> 00:26:15,679
and we have to actually enable that so

769
00:26:15,679 --> 00:26:17,200
we'll start with the wheel object that

770
00:26:17,200 --> 00:26:17,919
is the rim
771
00:26:17,919 --> 00:26:20,159
the spokes and the disc all made up of

772
00:26:20,159 --> 00:26:20,960
metal

773
00:26:20,960 --> 00:26:23,200
and then we will move on into the tire

774
00:26:23,200 --> 00:26:24,559
for the rubber shader

775
00:26:24,559 --> 00:26:28,880
anyways i will select this wheel object

776
00:26:28,960 --> 00:26:31,200
switch back into 3d view i will switch

777
00:26:31,200 --> 00:26:32,480
to solid view

778
00:26:32,480 --> 00:26:34,000
you can see that the wheel that we have

779
00:26:34,000 --> 00:26:37,200
selected is at the world origin

780
00:26:37,200 --> 00:26:39,440
we will keep that let us select the

781
00:26:39,440 --> 00:26:40,400
backdrop

782
00:26:40,400 --> 00:26:42,880
and the lights and the camera forward

783
00:26:42,880 --> 00:26:44,799
slash to localize

784
00:26:44,799 --> 00:26:48,159
now if we render it you can see that the

785
00:26:48,159 --> 00:26:51,679
wheel can be focused on very nicely
786
00:26:51,679 --> 00:26:53,679
so i will go ahead and add another new

787
00:26:53,679 --> 00:26:55,120
shader let's call it

788
00:26:55,120 --> 00:26:57,600
metal click on this drop down

789
00:26:57,600 --> 00:26:59,760
multiscatter ggx

790
00:26:59,760 --> 00:27:02,720
of course this is metallic i'll decrease

791
00:27:02,720 --> 00:27:04,799
the specularity

792
00:27:04,799 --> 00:27:06,960
and put the roughness to something low

793
00:27:06,960 --> 00:27:08,100
like

794
00:27:08,100 --> 00:27:10,320
[Music]

795
00:27:10,320 --> 00:27:11,919
and that should be it we are not going

796
00:27:11,919 --> 00:27:14,080
for anything complex at all it's a very

797
00:27:14,080 --> 00:27:16,159
entry-level metal shader and i will

798
00:27:16,159 --> 00:27:17,760
change the base color to be a

799
00:27:17,760 --> 00:27:20,960
slightly darker version

800
00:27:20,960 --> 00:27:23,919
i will press forward slash and you can

801
00:27:23,919 --> 00:27:25,360
check in the viewport how the metal

802
00:27:25,360 --> 00:27:27,279
shader looks

803
00:27:27,279 --> 00:27:30,799
alright i'll go back into the outliner

804
00:27:30,799 --> 00:27:34,880
and select the tire

805
00:27:34,880 --> 00:27:37,840
let's add a new shader to this i will

806
00:27:37,840 --> 00:27:40,480
call this rubber

807
00:27:40,480 --> 00:27:42,960
this will be similar this will just not

808
00:27:42,960 --> 00:27:44,399
be a metallic shader

809
00:27:44,399 --> 00:27:46,320
other than that specularity will be a

810
00:27:46,320 --> 00:27:47,679
little bit lower

811
00:27:47,679 --> 00:27:49,840
roughness looks fine to me now you can

812
00:27:49,840 --> 00:27:52,000
add some subsurface scattering to it

813
00:27:52,000 --> 00:27:53,440
first i'll change the base color of

814
00:27:53,440 --> 00:27:55,760
course to make it dark

815
00:27:55,760 --> 00:27:57,760
now you can add some surface scattering

816
00:27:57,760 --> 00:27:59,120
to it

817
00:27:59,120 --> 00:28:00,880
in that case make sure that you copy the

818
00:28:00,880 --> 00:28:02,799
color to the subsurface color

819
00:28:02,799 --> 00:28:05,360
and also change this to random walk that

820
00:28:05,360 --> 00:28:07,600
is much more realistic

821
00:28:07,600 --> 00:28:09,440
so you have to increase this slider

822
00:28:09,440 --> 00:28:11,440
right here and the radius is currently

823
00:28:11,440 --> 00:28:13,279
set to rgb so the r

824
00:28:13,279 --> 00:28:15,520
is more so this is more like a skin

825
00:28:15,520 --> 00:28:17,440
color for the subsurface we do not want

826
00:28:17,440 --> 00:28:18,080
that

827
00:28:18,080 --> 00:28:20,640
so enter something like point one make

828
00:28:20,640 --> 00:28:21,840
sure everything is

829
00:28:21,840 --> 00:28:24,720
equal for the rgb channels but the
830
00:28:24,720 --> 00:28:25,200
wheels

831
00:28:25,200 --> 00:28:27,360
were not a very huge part of my

832
00:28:27,360 --> 00:28:28,799
animations and the intro

833
00:28:28,799 --> 00:28:31,600
preview renders that you saw so i kind

834
00:28:31,600 --> 00:28:32,000
of

835
00:28:32,000 --> 00:28:33,919
kept this sub sub for scattering to zero

836
00:28:33,919 --> 00:28:35,679
most of the times but if there was a

837
00:28:35,679 --> 00:28:36,640
close up then

838
00:28:36,640 --> 00:28:39,840
obviously so this will be it oh

839
00:28:39,840 --> 00:28:41,600
i didn't switch that to random walk even

840
00:28:41,600 --> 00:28:43,520
after i mentioned all right

841
00:28:43,520 --> 00:28:45,919
so anyways i think that's it for the

842
00:28:45,919 --> 00:28:47,039
wheel

843
00:28:47,039 --> 00:28:48,640
and as you can see since these were

844
00:28:48,640 --> 00:28:52,320
instances it updated everywhere
845
00:28:52,320 --> 00:28:55,840
now select the windows click new

846
00:28:55,840 --> 00:28:58,320
i'll call it window since we do not have

847
00:28:58,320 --> 00:28:58,960
any

848
00:28:58,960 --> 00:29:01,919
interiors of the car made so generally i

849
00:29:01,919 --> 00:29:04,000
would like to give it a glass shader

850
00:29:04,000 --> 00:29:05,600
and i'll come to that we'll make the

851
00:29:05,600 --> 00:29:07,279
glass shader for the headlights here

852
00:29:07,279 --> 00:29:09,039
but since we do not have an interior so

853
00:29:09,039 --> 00:29:10,640
what i'm going to do is

854
00:29:10,640 --> 00:29:12,799
i'm going to cheat and make it a

855
00:29:12,799 --> 00:29:14,880
reflective surface

856
00:29:14,880 --> 00:29:17,520
so we will have a 100 reflection and

857
00:29:17,520 --> 00:29:19,360
zero transmission kind of shader so

858
00:29:19,360 --> 00:29:19,919
which is

859
00:29:19,919 --> 00:29:22,880
really trivial to make so i will

860
00:29:22,880 --> 00:29:24,320
decrease the roughness to something

861
00:29:24,320 --> 00:29:26,559
really sharp

862
00:29:26,559 --> 00:29:29,279
almost zero roughness i'll make sure not

863
00:29:29,279 --> 00:29:30,720
to make it zero otherwise it doesn't

864
00:29:30,720 --> 00:29:31,840
look that good

865
00:29:31,840 --> 00:29:34,960
decrease the specularity a little bit

866
00:29:34,960 --> 00:29:38,159
and make the base color near black

867
00:29:38,159 --> 00:29:41,440
that's it for the windows shader now for

868
00:29:41,440 --> 00:29:43,600
the lining around the window

869
00:29:43,600 --> 00:29:46,080
this should also be made of rubber so i

870
00:29:46,080 --> 00:29:47,039
will just click

871
00:29:47,039 --> 00:29:48,960
here and select rubber from the drop

872
00:29:48,960 --> 00:29:51,279
down all right guys

873
00:29:51,279 --> 00:29:53,200
the roof of the car should be made up of

874
00:29:53,200 --> 00:29:55,279
glass according to the tesla s

875
00:29:55,279 --> 00:29:57,360
model reference photos now since we're

876
00:29:57,360 --> 00:29:59,200
making this blue version of the car

877
00:29:59,200 --> 00:30:00,799
i think the roof having a different

878
00:30:00,799 --> 00:30:03,039
color or any different shader doesn't

879
00:30:03,039 --> 00:30:04,240
really look nice

880
00:30:04,240 --> 00:30:06,000
it looks nice for the black version that

881
00:30:06,000 --> 00:30:08,399
you saw in the preview animation so

882
00:30:08,399 --> 00:30:10,480
if it was me i would have left it out

883
00:30:10,480 --> 00:30:11,760
but i'll be making it anyway

884
00:30:11,760 --> 00:30:13,520
just for the demo but there's no

885
00:30:13,520 --> 00:30:15,760
interior here so making it of glass will

886
00:30:15,760 --> 00:30:17,679
be pointless so i'll be using the window

887
00:30:17,679 --> 00:30:19,200
shader that we have made instead

888
00:30:19,200 --> 00:30:21,919
so go ahead select the object select the
889
00:30:21,919 --> 00:30:23,679
spaces

890
00:30:23,679 --> 00:30:26,880
and you can actually add another slot

891
00:30:26,880 --> 00:30:27,520
here

892
00:30:27,520 --> 00:30:30,880
by pressing this plus icon

893
00:30:30,880 --> 00:30:34,960
and i will use the window shader here

894
00:30:35,039 --> 00:30:37,440
now if you're in the rendered view

895
00:30:37,440 --> 00:30:40,000
clicking assign when this is selected

896
00:30:40,000 --> 00:30:42,320
will assign a different material to that

897
00:30:42,320 --> 00:30:45,200
part of the object

898
00:30:45,200 --> 00:30:47,360
so let's quickly select some objects and

899
00:30:47,360 --> 00:30:48,960
add the emission shader to them

900
00:30:48,960 --> 00:30:51,120
for example the headlights so make sure

901
00:30:51,120 --> 00:30:53,279
you have selected this object

902
00:30:53,279 --> 00:30:56,880
click new i will call it emission

903
00:30:56,880 --> 00:30:58,159
and we can actually get rid of the
904
00:30:58,159 --> 00:31:00,720
principle to bsdf now

905
00:31:00,720 --> 00:31:04,960
and add another shader called emission

906
00:31:04,960 --> 00:31:08,159
let's pick the color of the car itself a

907
00:31:08,159 --> 00:31:09,840
strength of three works well in my

908
00:31:09,840 --> 00:31:11,279
opinion

909
00:31:11,279 --> 00:31:13,440
i will go ahead and add it to the other

910
00:31:13,440 --> 00:31:14,720
parts as well

911
00:31:14,720 --> 00:31:16,320
so you have already seen the preview

912
00:31:16,320 --> 00:31:18,640
animations and you might have noticed i

913
00:31:18,640 --> 00:31:19,760
added something

914
00:31:19,760 --> 00:31:22,960
stylized that is i selected this

915
00:31:22,960 --> 00:31:25,360
base of the car and added some lights

916
00:31:25,360 --> 00:31:27,919
along the rim and the bottom of this

917
00:31:27,919 --> 00:31:30,399
this obviously has no practical

918
00:31:30,399 --> 00:31:32,000
implications i guess

919
00:31:32,000 --> 00:31:34,559
it won't be necessary but i just wanted

920
00:31:34,559 --> 00:31:35,519
to add it

921
00:31:35,519 --> 00:31:38,080
so if you want to do the same just

922
00:31:38,080 --> 00:31:39,360
select this edges

923
00:31:39,360 --> 00:31:41,919
right here

924
00:31:44,159 --> 00:31:46,399
once you have done that you can click on

925
00:31:46,399 --> 00:31:48,000
this new slot

926
00:31:48,000 --> 00:31:50,000
and from the drop down you can select

927
00:31:50,000 --> 00:31:51,279
emission

928
00:31:51,279 --> 00:31:54,159
then click assign if you render this

929
00:31:54,159 --> 00:31:56,000
this is what you get

930
00:31:56,000 --> 00:31:58,240
next i will select the metal grid here

931
00:31:58,240 --> 00:31:59,679
and from the drop down

932
00:31:59,679 --> 00:32:02,080
add the metal shader now if you look

933
00:32:02,080 --> 00:32:02,880
closely

934
00:32:02,880 --> 00:32:05,120
since we have such low amount of light

935
00:32:05,120 --> 00:32:06,080
in our scene

936
00:32:06,080 --> 00:32:07,919
also the individual elements of this

937
00:32:07,919 --> 00:32:09,760
grid it's considered a very thin

938
00:32:09,760 --> 00:32:12,880
pieces of mesh so lighting them up is

939
00:32:12,880 --> 00:32:13,519
difficult

940
00:32:13,519 --> 00:32:15,120
especially when we have such low

941
00:32:15,120 --> 00:32:16,960
roughness so what i will do is

942
00:32:16,960 --> 00:32:19,919
i will click on this number next to the

943
00:32:19,919 --> 00:32:21,279
shader name

944
00:32:21,279 --> 00:32:23,120
that will create a copy of this which is

945
00:32:23,120 --> 00:32:25,120
independent of the original shader

946
00:32:25,120 --> 00:32:26,559
and then we can make changes to the

947
00:32:26,559 --> 00:32:28,320
shader without affecting the original
948
00:32:28,320 --> 00:32:28,799
one

949
00:32:28,799 --> 00:32:31,279
so increasing the roughness by a little

950
00:32:31,279 --> 00:32:33,200
bit helps illuminate the

951
00:32:33,200 --> 00:32:34,720
metal grid while also keeping the

952
00:32:34,720 --> 00:32:36,399
metalness intact

953
00:32:36,399 --> 00:32:38,799
and let's change the name to metal grit

954
00:32:38,799 --> 00:32:39,760
in case we

955
00:32:39,760 --> 00:32:42,880
face some confusion later on let us

956
00:32:42,880 --> 00:32:44,559
focus on the headlights now

957
00:32:44,559 --> 00:32:46,399
this is the mesh which will have the

958
00:32:46,399 --> 00:32:48,000
glass shader

959
00:32:48,000 --> 00:32:49,840
because this is sitting on top of

960
00:32:49,840 --> 00:32:51,679
everything

961
00:32:51,679 --> 00:32:54,880
so first i will hide this and select the

962
00:32:54,880 --> 00:32:56,080
interior
963
00:32:56,080 --> 00:32:58,799
of this headlight i'll click on the drop

964
00:32:58,799 --> 00:32:59,919
down

965
00:32:59,919 --> 00:33:02,240
and give it the metal shader i'll also

966
00:33:02,240 --> 00:33:03,600
select this

967
00:33:03,600 --> 00:33:06,240
whatever headlight kind of thing and

968
00:33:06,240 --> 00:33:07,600
also give that the

969
00:33:07,600 --> 00:33:11,279
metal shader so ideally what i will do

970
00:33:11,279 --> 00:33:11,760
is

971
00:33:11,760 --> 00:33:14,399
i like to select the front part of this

972
00:33:14,399 --> 00:33:16,240
emitter bulb kind of thing

973
00:33:16,240 --> 00:33:19,120
and add some emission there as well but

974
00:33:19,120 --> 00:33:20,320
i've seen since

975
00:33:20,320 --> 00:33:22,799
there will be a glass sheet over it it

976
00:33:22,799 --> 00:33:23,519
makes

977
00:33:23,519 --> 00:33:25,200
the render very noisy so hardly we are

978
00:33:25,200 --> 00:33:27,200
able to see inside the headlights so i

979
00:33:27,200 --> 00:33:29,200
skipped that but if you're doing some

980
00:33:29,200 --> 00:33:31,360
headlight close-ups then

981
00:33:31,360 --> 00:33:39,840
sure add that to it

982
00:33:41,360 --> 00:33:44,320
so i will unhide the glass layer now so

983
00:33:44,320 --> 00:33:45,600
select that

984
00:33:45,600 --> 00:33:48,880
and click new call it glass

985
00:33:48,880 --> 00:33:50,799
now there are a couple ways of making

986
00:33:50,799 --> 00:33:52,080
glass in blender

987
00:33:52,080 --> 00:33:55,679
shift a shader glass so this will be

988
00:33:55,679 --> 00:33:58,080
super easy way of making glass it's not

989
00:33:58,080 --> 00:33:59,279
bad at all

990
00:33:59,279 --> 00:34:02,559
it works it's fine but what happens is

991
00:34:02,559 --> 00:34:04,640
it's noisy most of the time and it takes

992
00:34:04,640 --> 00:34:06,559
a lot of time to render so for such

993
00:34:06,559 --> 00:34:07,200
reasons

994
00:34:07,200 --> 00:34:08,879
we have come up with many different

995
00:34:08,879 --> 00:34:10,480
workarounds to make it

996
00:34:10,480 --> 00:34:13,440
work faster and noise free so firstly

997
00:34:13,440 --> 00:34:15,359
let us make it more realistic

998
00:34:15,359 --> 00:34:17,119
i will change this to multi scattered

999
00:34:17,119 --> 00:34:18,800
ggx

1000
00:34:18,800 --> 00:34:21,839
add a slight amount of roughness to it

1001
00:34:21,839 --> 00:34:24,320
now let's start working on optimizing

1002
00:34:24,320 --> 00:34:25,280
one way to do that

1003
00:34:25,280 --> 00:34:27,760
is to add another shader called the

1004
00:34:27,760 --> 00:34:29,839
transparent bsdf another one called the

1005
00:34:29,839 --> 00:34:30,719
mix node

1006
00:34:30,719 --> 00:34:33,760
plug this one into it so this is one
1007
00:34:33,760 --> 00:34:34,800
optimization

1008
00:34:34,800 --> 00:34:37,199
this slider right here it changes

1009
00:34:37,199 --> 00:34:39,280
between transparent

1010
00:34:39,280 --> 00:34:42,960
to glass so keeping it in between

1011
00:34:42,960 --> 00:34:45,359
serves the purpose most of the time now

1012
00:34:45,359 --> 00:34:46,399
if you want to add

1013
00:34:46,399 --> 00:34:48,960
a little bit more realism to this hack

1014
00:34:48,960 --> 00:34:50,399
one step will be to

1015
00:34:50,399 --> 00:34:52,960
add a light path node so this is getting

1016
00:34:52,960 --> 00:34:54,000
a little bit

1017
00:34:54,000 --> 00:34:56,079
advanced but stay with me i'll try to

1018
00:34:56,079 --> 00:34:57,119
explain

1019
00:34:57,119 --> 00:35:00,720
so do not focus on so many options

1020
00:35:00,720 --> 00:35:03,440
just take the ray depth and plug it into

1021
00:35:03,440 --> 00:35:04,560
the factor
1022
00:35:04,560 --> 00:35:06,400
in fact i will hide everything else with

1023
00:35:06,400 --> 00:35:08,960
ctrl h

1024
00:35:08,960 --> 00:35:11,520
so using this as the factor directly is

1025
00:35:11,520 --> 00:35:13,040
not going to help

1026
00:35:13,040 --> 00:35:15,359
we need to add a math note here so if

1027
00:35:15,359 --> 00:35:16,720
you press shift a

1028
00:35:16,720 --> 00:35:20,079
converter math and pass it

1029
00:35:20,079 --> 00:35:22,640
through this math node set this to

1030
00:35:22,640 --> 00:35:24,240
greater than

1031
00:35:24,240 --> 00:35:26,079
now you can see that there's a threshold

1032
00:35:26,079 --> 00:35:28,720
here i will set this to 3

1033
00:35:28,720 --> 00:35:31,520
so what is blended doing right now it is

1034
00:35:31,520 --> 00:35:33,200
keeping a track of the

1035
00:35:33,200 --> 00:35:35,680
number of the light bounce using rear

1036
00:35:35,680 --> 00:35:36,800
depth

1037
00:35:36,800 --> 00:35:40,079
now it is checking whether this number

1038
00:35:40,079 --> 00:35:41,520
of bounces

1039
00:35:41,520 --> 00:35:44,400
is greater than 3 so if it is not

1040
00:35:44,400 --> 00:35:45,040
greater than

1041
00:35:45,040 --> 00:35:48,320
three which means for the first three

1042
00:35:48,320 --> 00:35:53,280
bounces it will be using this glass bsdf

1043
00:35:53,280 --> 00:35:55,599
now as soon as we entered the fourth

1044
00:35:55,599 --> 00:35:57,040
light bounce

1045
00:35:57,040 --> 00:36:00,079
it quickly switches to the transparent

1046
00:36:00,079 --> 00:36:01,839
psdf

1047
00:36:01,839 --> 00:36:04,079
now i can explain this at a lot more

1048
00:36:04,079 --> 00:36:05,920
depth but for now since this is a

1049
00:36:05,920 --> 00:36:07,119
beginner's tutorial

1050
00:36:07,119 --> 00:36:10,480
let us stay to this just use this setup

1051
00:36:10,480 --> 00:36:13,760
and lower values tend to optimize more

1052
00:36:13,760 --> 00:36:26,079
at the cost of realism of course

1053
00:36:26,079 --> 00:36:27,599
so this is what you can use for the

1054
00:36:27,599 --> 00:36:29,200
headlights

1055
00:36:29,200 --> 00:36:33,040
it works pretty well or you can just use

1056
00:36:33,040 --> 00:36:36,960
something like this or you can even take

1057
00:36:36,960 --> 00:36:38,800
it one step further

1058
00:36:38,800 --> 00:36:41,680
and delete the glass shader and use the

1059
00:36:41,680 --> 00:36:43,680
glossy bsdf

1060
00:36:43,680 --> 00:36:46,880
which is the ultimate fastest

1061
00:36:46,880 --> 00:36:48,560
version of all this i'll set the

1062
00:36:48,560 --> 00:36:50,320
roughness to something low

1063
00:36:50,320 --> 00:36:53,599
and switch to multiscattered ggx so you

1064
00:36:53,599 --> 00:36:54,079
do get

1065
00:36:54,079 --> 00:36:56,960
all the nice reflections and also you
1066
00:36:56,960 --> 00:36:58,880
have no refraction going on so it is

1067
00:36:58,880 --> 00:37:01,920
a lot easier to handle for cycles

1068
00:37:01,920 --> 00:37:04,720
so you can experiment and choose

1069
00:37:04,720 --> 00:37:09,839
whatever works for you

1070
00:37:11,340 --> 00:37:14,079
[Music]

1071
00:37:14,079 --> 00:37:15,680
now we are done with making all the

1072
00:37:15,680 --> 00:37:17,200
different shaders

1073
00:37:17,200 --> 00:37:18,800
now you can see some of the objects are

1074
00:37:18,800 --> 00:37:20,240
left blank

1075
00:37:20,240 --> 00:37:21,680
so now we just need to go ahead and

1076
00:37:21,680 --> 00:37:23,760
assign the correct shader to the correct

1077
00:37:23,760 --> 00:37:25,359
object

1078
00:37:25,359 --> 00:37:28,000
for this part we will have metal so

1079
00:37:28,000 --> 00:37:29,440
click here

1080
00:37:29,440 --> 00:37:32,480
add the metal shader assign now for this
1081
00:37:32,480 --> 00:37:34,400
parking assist object

1082
00:37:34,400 --> 00:37:37,599
we will first have car paint but for

1083
00:37:37,599 --> 00:37:39,520
this part of the object

1084
00:37:39,520 --> 00:37:42,800
we will have to add another slot and add

1085
00:37:42,800 --> 00:37:43,440
the

1086
00:37:43,440 --> 00:37:46,720
emission shader to this part and assign

1087
00:37:46,720 --> 00:37:49,440
and for this two we will add another

1088
00:37:49,440 --> 00:37:50,640
slot

1089
00:37:50,640 --> 00:37:53,760
metal assign let's not forget about the

1090
00:37:53,760 --> 00:37:55,920
rear view mirror

1091
00:37:55,920 --> 00:37:59,760
car paint and for the mirror

1092
00:37:59,760 --> 00:38:02,800
new slot window assign

1093
00:38:02,800 --> 00:38:04,880
the window shader works like a mirror

1094
00:38:04,880 --> 00:38:07,280
here because the roughness is very close

1095
00:38:07,280 --> 00:38:08,880
to zero so you can use it

1096
00:38:08,880 --> 00:38:10,800
for the handles i ended up using the

1097
00:38:10,800 --> 00:38:13,200
metal shader

1098
00:38:13,200 --> 00:38:15,839
car paint except for the ring

1099
00:38:15,839 --> 00:38:17,119
surrounding it

1100
00:38:17,119 --> 00:38:18,840
for that we will have emission

1101
00:38:18,840 --> 00:38:21,839
[Music]

1102
00:38:21,839 --> 00:38:23,920
i will make another slight change to the

1103
00:38:23,920 --> 00:38:25,119
lighting because

1104
00:38:25,119 --> 00:38:27,760
right now i just noticed that this part

1105
00:38:27,760 --> 00:38:28,480
of the car

1106
00:38:28,480 --> 00:38:31,760
is not receiving that much light

1107
00:38:31,760 --> 00:38:35,440
so i will go ahead and change that

1108
00:38:37,290 --> 00:38:40,489
[Music]

1109
00:38:42,160 --> 00:38:44,480
so now that part is properly illuminated

1110
00:38:44,480 --> 00:38:46,900
and i like the overall look of it

1111
00:38:46,900 --> 00:38:50,880
[Music]

1112
00:38:56,320 --> 00:38:58,079
alright guys now we can render this

1113
00:38:58,079 --> 00:39:00,000
scene i'll press function

1114
00:39:00,000 --> 00:39:03,520
12 on the keyboard to render it out

1115
00:39:03,520 --> 00:39:04,800
so let's switch to the rendering

1116
00:39:04,800 --> 00:39:06,800
workspace and here we have the final

1117
00:39:06,800 --> 00:39:08,079
finished render

1118
00:39:08,079 --> 00:39:10,000
on the side panel click on render

1119
00:39:10,000 --> 00:39:11,839
properties and then you have the color

1120
00:39:11,839 --> 00:39:12,640
management tab

1121
00:39:12,640 --> 00:39:15,680
at the bottom so everything else is set

1122
00:39:15,680 --> 00:39:17,839
here i do not really use it so much

1123
00:39:17,839 --> 00:39:20,560
but for this one option that is look

1124
00:39:20,560 --> 00:39:22,640
currently it is set to none
1125
00:39:22,640 --> 00:39:25,920
but i tend to have a medium contrast or

1126
00:39:25,920 --> 00:39:26,320
a

1127
00:39:26,320 --> 00:39:29,119
medium high contrast look and i think

1128
00:39:29,119 --> 00:39:31,040
the medium high contrast looks

1129
00:39:31,040 --> 00:39:34,160
better and it also exposes a lot of

1130
00:39:34,160 --> 00:39:37,200
noise that we have it makes it harsher

1131
00:39:37,200 --> 00:39:38,960
so to get rid of noise there are a lot

1132
00:39:38,960 --> 00:39:41,280
of options so one of the ways

1133
00:39:41,280 --> 00:39:43,200
as we have already discussed is the

1134
00:39:43,200 --> 00:39:44,880
adaptive sampling

1135
00:39:44,880 --> 00:39:47,440
so you can set the noise threshold here

1136
00:39:47,440 --> 00:39:49,280
and set the render samples to something

1137
00:39:49,280 --> 00:39:50,560
really high

1138
00:39:50,560 --> 00:39:52,560
and it will cap the rendering at the

1139
00:39:52,560 --> 00:39:54,480
noise threshold so that is one of the
1140
00:39:54,480 --> 00:39:56,000
ways to render faster while

1141
00:39:56,000 --> 00:39:58,880
also having a relatively noise free

1142
00:39:58,880 --> 00:40:00,560
image

1143
00:40:00,560 --> 00:40:03,760
another option would be to use denoising

1144
00:40:03,760 --> 00:40:06,160
so if you click on the layer properties

1145
00:40:06,160 --> 00:40:08,079
you can see there's a denoising tab at

1146
00:40:08,079 --> 00:40:08,880
the end

1147
00:40:08,880 --> 00:40:11,280
and this is blender internal denizing

1148
00:40:11,280 --> 00:40:13,680
which is not very good in my opinion

1149
00:40:13,680 --> 00:40:16,000
for the final render so i'm not going to

1150
00:40:16,000 --> 00:40:17,520
use that instead we have another

1151
00:40:17,520 --> 00:40:18,800
denoising option

1152
00:40:18,800 --> 00:40:20,319
so for that we have to switch to the

1153
00:40:20,319 --> 00:40:22,000
compositing workspace

1154
00:40:22,000 --> 00:40:24,240
so this is the compositing workspace and

1155
00:40:24,240 --> 00:40:26,160
here we have another node editor

1156
00:40:26,160 --> 00:40:28,319
these are not shader nodes this can be

1157
00:40:28,319 --> 00:40:29,839
used to kind of post

1158
00:40:29,839 --> 00:40:32,079
process the rendered image so this is

1159
00:40:32,079 --> 00:40:33,520
bitmap based

1160
00:40:33,520 --> 00:40:36,400
press ctrl shift click as usual you get

1161
00:40:36,400 --> 00:40:38,000
a viewer node setup and you

1162
00:40:38,000 --> 00:40:40,400
can see the preview in the background if

1163
00:40:40,400 --> 00:40:42,000
you cannot see this then make sure you

1164
00:40:42,000 --> 00:40:43,440
have this backdrop button

1165
00:40:43,440 --> 00:40:46,240
enabled i will go into full screen you

1166
00:40:46,240 --> 00:40:46,960
can use v

1167
00:40:46,960 --> 00:40:50,240
or alt v to alter the zoom so if you

1168
00:40:50,240 --> 00:40:50,560
press

1169
00:40:50,560 --> 00:40:54,560
shift a filter denoise

1170
00:40:54,560 --> 00:40:56,880
you get this denoise node as you can see

1171
00:40:56,880 --> 00:40:58,880
it does something but it's not very good

1172
00:40:58,880 --> 00:40:59,520
at it

1173
00:40:59,520 --> 00:41:01,680
because we have missing information for

1174
00:41:01,680 --> 00:41:03,200
the normal and the albedo

1175
00:41:03,200 --> 00:41:05,040
there's a reason for that you just need

1176
00:41:05,040 --> 00:41:06,400
to go back

1177
00:41:06,400 --> 00:41:08,880
and under the layer properties you can

1178
00:41:08,880 --> 00:41:10,720
check denoising data

1179
00:41:10,720 --> 00:41:14,000
and that will expose all these outputs

1180
00:41:14,000 --> 00:41:14,720
here

1181
00:41:14,720 --> 00:41:17,839
which we can use and plug it into this

1182
00:41:17,839 --> 00:41:19,680
normal and albedo

1183
00:41:19,680 --> 00:41:23,280
now currently these have no data at all
1184
00:41:23,280 --> 00:41:25,760
so these are empty outputs this is

1185
00:41:25,760 --> 00:41:27,760
because we have already rendered it out

1186
00:41:27,760 --> 00:41:30,000
and blender has not generated data for

1187
00:41:30,000 --> 00:41:31,680
it so now that we have checked the

1188
00:41:31,680 --> 00:41:32,960
denoise data

1189
00:41:32,960 --> 00:41:34,800
check box we have to re-render the whole

1190
00:41:34,800 --> 00:41:36,640
thing so i will press function 12 again

1191
00:41:36,640 --> 00:41:38,000
[Music]

1192
00:41:38,000 --> 00:41:40,800
so now it has finished rendering and it

1193
00:41:40,800 --> 00:41:41,280
looks

1194
00:41:41,280 --> 00:41:43,760
much better because it has all this new

1195
00:41:43,760 --> 00:41:45,680
data that it can use

1196
00:41:45,680 --> 00:41:48,240
anyways now i want you to notice

1197
00:41:48,240 --> 00:41:48,960
something

1198
00:41:48,960 --> 00:41:51,280
although the floor the metal and other
1199
00:41:51,280 --> 00:41:52,880
emission kind of shaders

1200
00:41:52,880 --> 00:41:55,680
these things are denoised pretty nicely

1201
00:41:55,680 --> 00:41:57,440
but we are facing an issue here we had

1202
00:41:57,440 --> 00:41:58,960
the carpent shader

1203
00:41:58,960 --> 00:42:01,280
we had the flakes now the denoiser

1204
00:42:01,280 --> 00:42:02,079
things

1205
00:42:02,079 --> 00:42:04,640
that was noise well we wanted to keep

1206
00:42:04,640 --> 00:42:06,319
the flakes

1207
00:42:06,319 --> 00:42:09,280
for situations like this i use what is

1208
00:42:09,280 --> 00:42:09,920
called

1209
00:42:09,920 --> 00:42:12,720
a cryptomat and it's available in

1210
00:42:12,720 --> 00:42:14,640
blender now

1211
00:42:14,640 --> 00:42:16,560
you can scroll down here under the layer

1212
00:42:16,560 --> 00:42:18,079
properties

1213
00:42:18,079 --> 00:42:21,200
and you see crypto mat so click on

1214
00:42:21,200 --> 00:42:22,319
material

1215
00:42:22,319 --> 00:42:24,160
so what this does is that you can see

1216
00:42:24,160 --> 00:42:25,359
some new

1217
00:42:25,359 --> 00:42:28,880
outputs pop up here 0 1 and 2.

1218
00:42:28,880 --> 00:42:31,440
so what cryptomat does is that it

1219
00:42:31,440 --> 00:42:32,720
exposes

1220
00:42:32,720 --> 00:42:35,839
the materials data to the compositor so

1221
00:42:35,839 --> 00:42:37,359
that you can identify

1222
00:42:37,359 --> 00:42:39,839
pick and choose the materials so in this

1223
00:42:39,839 --> 00:42:41,760
way we can exclude the car paint

1224
00:42:41,760 --> 00:42:42,800
material

1225
00:42:42,800 --> 00:42:45,280
from being denoised so as usual we have

1226
00:42:45,280 --> 00:42:46,480
to render again

1227
00:42:46,480 --> 00:42:48,160
because these sockets are not yet

1228
00:42:48,160 --> 00:42:51,599
populated with any data

1229
00:42:51,680 --> 00:42:54,160
so i have rendered once again so i'll

1230
00:42:54,160 --> 00:42:55,599
press shift a

1231
00:42:55,599 --> 00:42:58,319
now cryptomat has mat in its name so we

1232
00:42:58,319 --> 00:42:59,920
can find it here

1233
00:42:59,920 --> 00:43:02,720
cryptomat here we go so the interface is

1234
00:43:02,720 --> 00:43:04,240
pretty user friendly

1235
00:43:04,240 --> 00:43:06,560
you can see that we have names for each

1236
00:43:06,560 --> 00:43:08,960
of these input sockets

1237
00:43:08,960 --> 00:43:11,599
and we have matching names here so i

1238
00:43:11,599 --> 00:43:13,280
will plug them into the respective

1239
00:43:13,280 --> 00:43:14,240
places

1240
00:43:14,240 --> 00:43:16,960
also the image here now let's see what

1241
00:43:16,960 --> 00:43:19,040
the cryptomat has got

1242
00:43:19,040 --> 00:43:20,880
when you click on image you will see
1243
00:43:20,880 --> 00:43:22,640
nothing pops up

1244
00:43:22,640 --> 00:43:25,680
on the mat but on the pick you can see

1245
00:43:25,680 --> 00:43:28,240
that we have some colors going on

1246
00:43:28,240 --> 00:43:29,680
now this might be a little bit confusing

1247
00:43:29,680 --> 00:43:31,760
at first but stay with me

1248
00:43:31,760 --> 00:43:34,800
it will be very clear very soon

1249
00:43:34,800 --> 00:43:37,920
now we can use this pick feature

1250
00:43:37,920 --> 00:43:41,119
along with all these add and remove

1251
00:43:41,119 --> 00:43:44,319
options to pick and choose which shaders

1252
00:43:44,319 --> 00:43:46,079
we want to isolate

1253
00:43:46,079 --> 00:43:49,760
so if you use the add eyedropper

1254
00:43:49,760 --> 00:43:51,359
you just need to click on the material

1255
00:43:51,359 --> 00:43:52,880
that you want to add

1256
00:43:52,880 --> 00:43:55,119
so if i click on this color because this

1257
00:43:55,119 --> 00:43:56,240
represents the
1258
00:43:56,240 --> 00:43:58,640
car paint you will see some random

1259
00:43:58,640 --> 00:44:00,640
number here do not worry about that

1260
00:44:00,640 --> 00:44:03,040
but if we now switch to image you will

1261
00:44:03,040 --> 00:44:04,240
see that

1262
00:44:04,240 --> 00:44:07,280
blender has intelligently picked up

1263
00:44:07,280 --> 00:44:09,359
all the parts of the render which has

1264
00:44:09,359 --> 00:44:10,319
car paint

1265
00:44:10,319 --> 00:44:12,880
visible now that we have isolated the

1266
00:44:12,880 --> 00:44:14,560
car paint shader

1267
00:44:14,560 --> 00:44:17,760
we can stick this on top of the denoised

1268
00:44:17,760 --> 00:44:18,720
image so it will

1269
00:44:18,720 --> 00:44:21,040
give us a final result which will look

1270
00:44:21,040 --> 00:44:22,960
like the car paint shader has not been

1271
00:44:22,960 --> 00:44:24,640
denounced in order to do that

1272
00:44:24,640 --> 00:44:27,760
we will press shift a color

1273
00:44:27,760 --> 00:44:31,440
alpha over put the denoise

1274
00:44:31,440 --> 00:44:33,839
in the first input and the cryptomat in

1275
00:44:33,839 --> 00:44:34,880
the second

1276
00:44:34,880 --> 00:44:37,599
and click on convert pre-multiply that

1277
00:44:37,599 --> 00:44:39,200
will make sure that the image didn't get

1278
00:44:39,200 --> 00:44:40,880
brighter in the process of using the

1279
00:44:40,880 --> 00:44:43,520
alpha overload and things are consistent

1280
00:44:43,520 --> 00:44:46,240
so we have done it correctly so you can

1281
00:44:46,240 --> 00:44:46,560
see

1282
00:44:46,560 --> 00:44:50,160
if i zoom in the floor is denoised but

1283
00:44:50,160 --> 00:44:51,839
not the car paint shader

1284
00:44:51,839 --> 00:44:53,680
now you can say that the carpet shader

1285
00:44:53,680 --> 00:44:55,200
should also be realized because it is

1286
00:44:55,200 --> 00:44:56,640
looking noisy right now but that is

1287
00:44:56,640 --> 00:44:58,800
because i have used 128 samples

1288
00:44:58,800 --> 00:45:00,319
so that is really low i will use

1289
00:45:00,319 --> 00:45:02,800
something like 500 or even 1 000 samples

1290
00:45:02,800 --> 00:45:04,720
so at that rate it will look consistent

1291
00:45:04,720 --> 00:45:06,400
with the other parts

1292
00:45:06,400 --> 00:45:08,880
now i will move this aside and add a

1293
00:45:08,880 --> 00:45:09,680
final touch

1294
00:45:09,680 --> 00:45:12,800
to the image press shift a filter

1295
00:45:12,800 --> 00:45:15,200
glare place it in there now you can

1296
00:45:15,200 --> 00:45:17,119
select what kind of effect you want

1297
00:45:17,119 --> 00:45:20,800
i liked fog glow of course high quality

1298
00:45:20,800 --> 00:45:23,280
now the mix value here it is a little

1299
00:45:23,280 --> 00:45:25,119
bit confusing but if you look at the

1300
00:45:25,119 --> 00:45:26,640
tool tip that comes up

1301
00:45:26,640 --> 00:45:29,280
it says that minus one is the original
1302
00:45:29,280 --> 00:45:30,000
image

1303
00:45:30,000 --> 00:45:33,280
zero is an exact 50 50 mix and one is

1304
00:45:33,280 --> 00:45:36,079
only the processed image in that case 0

1305
00:45:36,079 --> 00:45:36,560
means

1306
00:45:36,560 --> 00:45:39,440
a equal balance of both i will actually

1307
00:45:39,440 --> 00:45:40,319
keep that

1308
00:45:40,319 --> 00:45:42,160
now the threshold here it means that

1309
00:45:42,160 --> 00:45:43,920
pixels which are brighter than this

1310
00:45:43,920 --> 00:45:47,040
only that will get this glow effect

1311
00:45:47,040 --> 00:45:50,400
a threshold of 1.3 worked well for me

1312
00:45:50,400 --> 00:45:53,040
and size is pretty self-explanatory i

1313
00:45:53,040 --> 00:45:54,480
will decrease that to 7.

1314
00:45:54,480 --> 00:45:56,640
now you can select one node and press m

1315
00:45:56,640 --> 00:45:58,240
to mute it

1316
00:45:58,240 --> 00:45:59,839
in that way you can see the before and
1317
00:45:59,839 --> 00:46:01,280
after for it

1318
00:46:01,280 --> 00:46:03,599
and as a last step make sure that you

1319
00:46:03,599 --> 00:46:05,520
plug this image into the composite image

1320
00:46:05,520 --> 00:46:06,560
as well

1321
00:46:06,560 --> 00:46:08,240
because the viewer node is only for the

1322
00:46:08,240 --> 00:46:10,560
backdrop and the composite is for the

1323
00:46:10,560 --> 00:46:11,520
final render

1324
00:46:11,520 --> 00:46:13,440
now we can come out of this time for a

1325
00:46:13,440 --> 00:46:15,680
render with some high samples

1326
00:46:15,680 --> 00:46:18,640
let's use a thousand samples and under

1327
00:46:18,640 --> 00:46:19,599
adaptive sampling

1328
00:46:19,599 --> 00:46:22,720
i'll set the noise threshold to 0.01

1329
00:46:22,720 --> 00:46:25,119
now let's render hit function 12 on your

1330
00:46:25,119 --> 00:46:25,839
keyboard

1331
00:46:25,839 --> 00:46:28,000
and let us switch to rendering so this

1332
00:46:28,000 --> 00:46:30,560
is it we have got the final render out

1333
00:46:30,560 --> 00:46:32,000
and now we are only left with the

1334
00:46:32,000 --> 00:46:33,839
animation which we will do in the next

1335
00:46:33,839 --> 00:46:36,160
part

1336
00:46:36,240 --> 00:46:38,480
hey you're already done with three of

1337
00:46:38,480 --> 00:46:40,000
the four videos that make

1338
00:46:40,000 --> 00:46:43,119
this course and that's awesome

1339
00:46:43,119 --> 00:46:45,270
just keep going and make sure you finish

1340
00:46:45,270 --> 00:46:51,020
[Music]

1341
00:46:54,839 --> 00:46:57,839
it

1342
00:47:00,240 --> 00:47:02,319
you

You might also like