screenshot above we are editing the "bumpiness" of the donut by taking the noise texture node and inputting into the "normal" input on object 1 node output can go into changing two aspects of the shader !() texture coordinate node will help with texture stretching, helps with mapping !() NODE INPUT OUT PUT COLORS - in general you want them to match add image texture node in order to add images to objects enable node wrangler to preview direct from one node to another using (ctrl + shift + left click any node = preview just that node) !() add -> converter -> color ramp to texture colors !() noise texture and image texture are most common nodes are going for painting things in that can be easily changed later - for non destructive texturing texturing and combination of things and doing more interesting stuff should be done with node editor node editor is a copy of the materials tab node editor access through shader tab at the top !() real donuts are spotted and textured in different spots and batches we dont want donut to have one solid shade. subsurface scattering for light effects where light is going through something and "diffusing" !() how freshly iced do we want donut to look? roughness -> sets the glossiness of an item (glossy is the invert of rough) with object selected, go to materials tab in bottom right, then add new material !() calculates light bounces (evee does not do this in evvee undersettings, we want to edit cube size under shadows - we want to pump up this setting a lot Evvee is a real time rendering engine. cycles and evvee are two main render engines used top right corner to "rendered viewport" will give us render vision live in viewport !() N to bring up properties - under view, click camera to view ctrl + alt + num pad 0 will snap camera to current view draw, inflate, and smooth are most commonly used shrinkwrap modifier - snaps to chosen mesh extruding droopy parts using "E" to extend some points "project to individual elements" box will also snap extra droops "snap to face" is what we want to use for icing dropping ctrl is temporarily enabling snapping as well use snapping tool, magnet icon in top center to prevent clipping we need to snap object to mesh underneath proportional editing duplicated layer downwards "P" is the hotkey, then we would use "separate" to complete the object separation duplicate, then use the "P" hotkey to make the duplication its own object Subdivision Surface Modifier - getes rid of jagged edges in round shapes. temporarily bring these options back with f9 these options will disappear once you click off the object. add object, options for object right after add.
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