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Become a Material Guru in Blender 2.8x, Cycles

How to create, use and handle all kind of textures and materials in Blender 2.8x
Instructor:
Joakim Tornhill
988 estudiantes matriculados
English [Auto-generated]
They will understand all aspects of the cycles nodes and by having that knowledge, also grasp and understand the logic behind other texturing tools as well like Substance Designer.

This is a massive course about Materials in Blender. It will guide you from the beginning where you literally know nothing until you reach the top level where people envy your knowledge about material. The course touches all aspects around Material and have tons of examples that you will be able to use in your daily work even after you have ended the course.

Introduction

1
Introduction

This is the place where I say "Hello!" :)!

I hope you really will enjoy this course...and if you have any questions at all. Don't hesitate to ask!

2
Setup
3
Light

Basic understanding of the node components

1
Basic Node Types

This will explain what is needed to put together a basic material. After the session students will be aware of the separate pieces of the puzzle needed to make a complete material.

2
Apply Materials
3
Three Common Maps
4
Colors on your material
5
Patterns on your material
6
Create bumps
7
Reflection and Roughness
8
mask images
9
Separate XYZ Node
10
Manipulating the map
11
Grouping the nodes
12
Basic Math

Textures

1
Brick Texture
2
Checker Texture
3
Gradient Texture
4
Magic Texture
5
Musgrave Texture
6
Noise Texture
7
Voronoi Texture
8
Wave Texture

Using images as textures

1
Introduction to using Images
2
Using PBR Images

First practical example - a tile wall.

1
Setup for Tile Wall

This is a standard setup if you want to create materials on a simple plane.

2
Add Mortar Noise

Adding the basic tile pattern and some Mortar Noise.

3
Create Groups for the nodes

Time to make your node tree simpler by adding groups to it.

4
Create Tiles

Adding the first basic structure for the tiles.

5
Mortar Size variation

Time to add that "extra". First some variations on the mortar so it is not perfect.

6
Finalizing the tile wall (Roughness and reflection)

Adding the final details, like reflection on the tiles and some bumps to make it look nice.

Using the Object shape to place material

1
Find Edges
2
Add snow (dust and rust same principle).

Here I go through how you can add snow on a mountain. Same techniques can be used to add smudge or dust on something.

You will learn:

- Using the Normal output from the texture coordinate and taking the Z-axis from that.

- Using the Generated output from Texture coordinate and how to combine it with a musgrave texture to get variations on the snow border.

- Using the Bevel Node to get snow on top of an object and how to spread that snow.

- Ambient Occlusion to get a softer spread of snow/dust on an object.

- How to combine two or more methods to get a descent end result.

You download the .blend files in the resources. It is zipped, so you need to unpack it before you can use it.

3
Adding smudge using the vertex paint

Vertex paint is an easy way to add smudges to your object and this session goes through that, but also how you can add manual paint to your object.

4
Create an Eye using Z-axis separation

This is an exercise on creating masks using mainly the "Separate XYZ" together with ColorRamp to find and change the Z-axis.

Topics;

- Mask both for color and Shader using the Z-axis.

- How to use the MixRGB and Mix Shader.

- How you can use Vector Math (Add + Multiply) to add some distortion to your map.

- Use for the input "Tangent".

- Mixing Colors in different ways.


How to use other objects to influence your material

1
Setup the scene

When you have an old nail going through a material, you would like it to be smudge around that area where the nail hits the material. Same goes for like a wooden pin going in to a building. It gets darker and more moister where the two materials meet. Here we will learn how to handle these situations and the first video is to setup a scene to demonstrate different methods for it.

2
Smudge you Main object using Ambient Occlusion

The easiest way to change the main material using a secondary object is to add an Ambient Occlusion Node and this lecture shows how that works.

3
Smudge your main Object using a reference Object in the Texture coordinate Node

Reference another Object to set the center point on your material can be a powerful tool. Here we go through how that can be used to add smudge from secondary Objects.

4
Smudge your Main Object using Dynamic Paint.

Dynamic Paint is mostly used when doing animations, but work excellent even if you are doing a still image, so this is the third method shown when it comes to add smudge from secondary Objects.

How to add material on a specific place

1
UV Basics

This lecture goes through what UV is, how you add it to your object and also how to add and use multiple UV:s in the same material and on the same object.

2
Multiple Materials

This session will go through how you apply different materials on the same Object just by selecting the faces. You will also use UV to place an image on a specific place.

3
Using UV to repeat patterns

Second practical Example - Texture a Lantern

1
Setup and Intro
2
Adding First Base Materials
3
Starting on the rust structure
4
Rain influence
5
Randomness
6
Separate Paint and Rust with bumps
7
Finalizing the Rust
8
Finalizing the Paint
9
Adding Glass
10
Adding Rest of the Materials
11
Adding DIETZ Logo On Glass
12
Adding DIETZ Text on Bottom
13
Adding Warning Sticker and Finalizing

A closer look on the "Object Info" Node

1
How to use the Object Index and Random output.
2
Introduction to Location and Material Index output.

Working with glass and similar materials

1
Fireflies
2
Definition of Words
3
Introduction to Glass
4
Creating a Glass of Water - Fake Dispersion
5
Creating a Glass of Water - Adding Water
6
Creating a Glass of Water - Adding Caustics
7
Creating a Glass of Water - Finalizing all

Third Practical Example - a bowl of candy

1
Candy - Setup

In this section you will do a crystal bowl filled with candy. The base model has all...except material.

It will be a repetition on glass and also about using the Object Info node.

In addition to the repetition, I will also go through the meaning of "Sub Surface Scattering".

NB! In the lessons I use 2.0 as IOR for the crystal bowl, since that is the value we find in the chart. However. In real life (After some investigation from my side), I found out that it should be somewhere between 1.56 and 1.6, so you are free to select that range as well if you want it to be really realistic. :).

2
Candy - Adding Colors
3
Adding Bumps
4
Candy - Adding Subsurface scattering
5
Candy - Finalizing and render

Take a look at "Normals"

1
Intro To Normal Maps
2
Baking a Normal Map from a pattern
3
Creating a Normal Map Procedurally

Displacement

1
Introduction to Displacment
2
Coloring a displacement
3
Using the Vector Displacement

Particles and material

1
The Particle Info Node
2
The Principled Hair Node

More Math and Vector Math

1
Introduction to shaping things using math
2
We start using Vector Math
3
Creating stuff using Polar Coordinates
4
Tiling by breaking down the map using Fraction.

Scratches

1
Create scratches using brush and TexturePaint

This is the easiest way to create scratches to your object. Just add an alpha texture (transparency image) and start to paint those scratches.

2
Scratches using the Linear Light MixRGB

Here is ONE procedural way of many to create scratches. I'll focus on how to make the lines fade out in a nice scratchy way.

You can view and review the lecture materials indefinitely, like an on-demand channel.
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don't have an internet connection, some instructors also let their students download course lectures. That's up to the instructor though, so make sure you get on their good side!
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