Lesson 4: Adding Materials

Create a Wine Bottle and Glasses Section 2: Adding Materials
20 minutes
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Transcript

Okay, so now we're going to start doing some materials for the glass and the wine. And starting to really make this look pretty. And it's just to note, this is like the very basic rendering setup right now. And I can, I'll go through how to make this look a lot nicer as we get farther along. And the best way to do this really, is to just work on one section of one like one object at a time, so it doesn't take too long to render because once you start turning transparency on and using refraction of light through objects, it ends up becoming pretty render intensive. I'm just going to focus on the glass right now just as one glass and using the interactive render region to do the tweaking without having to render out the whole scene every time to see changes.

So the first thing I'm gonna do is hide these wine bottle in the the wine glass and just have this one glass ready So we have that to the region on, which is also alt R is the shortcut. It's much nicer. Quick note, even though I have the render region turned on, and these bottles are supposed to be turned off and hidden, they're actually showing up in the render region. And I'll show you why that why that is. So you have these two dots right here. One of them, the top one is visibility in the viewport, which is this.

And the bottom one is visibility in the render view. So because I have this only the top one red, which means head in this one bottle of liquid is all hidden. If I turn the region on to render, it'll show up and that's because the bottom one is the render visibility. So if I turn this one on, it disappears in the render view, and disappears in the viewport view because we have both of those turned on to red. Now if I just uncheck the top one, it'll show up in the viewport, but not show up in the render. And also, because this is the parent, and I've turned the parent visibility on and off, all the children right now are also hidden.

But there's also an override for that, in case you wanted it. And that's if you click it once and it turns green. The Rapper will be in override in the render view. So if I turn the label visibility on, you can see now I've overridden this parents visibility by making this checkbox green. So it'll show up in the render view, even though its parent is hidden in the render view. So that's an explanation real quick of what these little dots mean.

So I'm going to turn these off in both render and viewport view, and also in for the wineglass as well. So now we just have this wineglass in the render view, and I'm just gonna go down here, double click in the gray space to make a new material and drop that onto the null object. So right now, what we need to do actually is put it in the wineglass laid object because the liquid will be it's a different material. We'll get to we'll get there though. Okay, so open up the Material Editor. For this glass material, I'm gonna call this one glass.

Now, by default, it's just a color and reflectance are turned on for this material, and when you turn on transparency, look what happens when I do that. So when I check this box right here, transparency, you see it disappears. There's still this is This is the reflectance that's going on in the material, the shining is right here. And that can be changed right here in the reflectance channel, but we'll get to there, we'll get there in a second. We have to do now with transparency turned on, it's changed the refraction to make glass. So right now it's refraction set to one, which means light will pass through this object and not be refracted at all, which is why it looks at visible.

So if you go into refraction preset drop down right here, by default set the custom, you have all these different materials, solid and liquid that refract and you can set all these presets for an index of refraction. And luckily, there's one that just says glass, turn that on a nicer nicer to see what glass looks like in this. And that's great. That's a great start. There's not much more to do right now for this material except for Go into the reflectance channel and change the specular type from default specular, which is this blend legacy and go into GTX, which is just a really nice material preset. Basically versatile.

And I still not very good right now because you have these four settings for that specular type and roughness is the first one. So roughness means how diffuse the reflections and the specular ends up being on this object and if I turn it off, you can see how this preview changes and it gets to be very soft. And that's definitely not what you want either. I turn this roughness down becomes a lot sharper, and it's a lot more of what you would see in an actual glass like it's more reflective. Now that's hasn't gotten to be great yet until we turn the reflection strength up by default that to zero percent. Now Look at the preview when I turn this up to 50.

It gives you an approximation of if there was an environment in this scene, this is how much it would reflect. Now right now there isn't any environment for it to reflect. So it's not going to change a lot until we do something different. In a second, I'm going to turn this to 80% reflection strength. And there's one more thing to do for glass, which is really helpful. It'll make a lot more sense later.

But just to turn on this glass material for now layer for now means the amount of light that reflects when you're looking straight on around object versus how much it reflects from the sides in the back. And that's also a realistic phenomenon. And so when you go down in here to layer four, now you can have this for now. Drop down by default set to none. Now you have these two options and dielectric is what the type of for now like glass has. And then you know, you said that to dielectric and you go to the preset drop down and change that to glass.

And now you've got a pretty realistic glass material going on. And I like to do so if I turn the strength down, look what happens if you turn the strength down to zero, it ends up becoming I'm gonna turn this up to right here so you can see faster difference. This error right here is the level of detail in your interactive render region. So I turned down a lot of renders faster, but it's very pixelated. So you can turn it up to be somewhere in the middle of 100% and 50%. decay really fast, responsive renders while you're tweaking these materials.

So if I turn this change down to zero, you can see that if I turn it to 50% You can start to see how it affects the reflection if I just do this one part right here it goes back up to 100% see how it goes down, it's decreased. I like to keep it around 90 or 85% do it a mix of that to give him more of a mix of the reflection that's before the for now and the actual for now reflection and that can be tweaked later to when we get more into 360 ac RS and having environments and everything. Okay, great. So, this is the this is a great standard glass material GTX specular type with this roughness is even like a little bit too high actually. Maybe like 5% low roughness, high reflection, high specular strength, and then turn the layer for now on to a glass preset Turn it somewhere between 185% based on your tastes really.

So you've got that. This is a solid glass material for the wineglass and I'm gonna turn this back up to the full glass or 100%. See how it looks. That's pretty nice except for I think it's touching. It's kind of intersecting with the bottom of the plane. That's the floor.

So I'm going to just move this plane down a tiny bit. I'm gonna bring this back down to here so I can see how it works. There we go. Just negative point five inches, really, maybe even, let's do negative point two five inches. There we go. That's a good amount.

Okay, great. So we've got that. That's a nice solid a, that's a good glass material is a good start. Now let's go into the wine material. Now, this is a really nice, this is a cool exercise because you want to be able to add color to a glass when it's not done the way you normally would think. So I'm going to start again with a brand new material.

And I'm going to drop it on to the lathe object for the wind liquid. And then I'm going to turn on, open up the Material Editor. And we're back to the defaults again, which is great so you can see how to quickly do this. Turn transparency on your slides. Difference yet until we turn the refraction preset to glass does actually whiskey to which we which might be better. Let's just try whiskey actually.

And then if I wanted to change so now it's kind of like a water looking liquid which is nice and it's it's kind of diffused still because of the reflectance channel hasn't been changed yet. So let's change it real quick to gx. Do a low roughness and high reflection. I'm gonna go into the layer for now again, dielectric, and there's actually a water preset for that for now is actually a whiskey One, two, so let's just make that whiskey. And now that's a pretty good, that looks like a good you know, water type refraction on turn this down to again, and that's nice. So we've got that I want to make sure that it turns red for wine.

Now if I go to the color channel, and I change this to let's just make it a red whatever, like a red, red wine, nothing happens. Now what's going on is the brightness of the transparency channels, it's 100%, which means it'll light will pass through completely, it's a completely transparent object or material that has refraction. So if I turn this brightness down to 50% now it has a mix of the color that I'm put in the color channel. And it makes the transparency from the transparency channel. And so what you could try and do is maybe you know, make it 95% transparent and have this color be the, the way that you'd say that it has color, but that's not really what that looks more like. It's like looks like really watered down, you know, fruit punch, basically right now and there's no way to make it a darker color.

If I make it darker. It just disappeared. It becomes more clear. And that's because that's not the way that you would add color when you have a transparent object. You actually don't need color at all. And check it nothing happens because you don't, there's no need for any color it because it's hundred percent transparent.

And the way that you add color is right in here in the absorption color and absorption distance of the transparent material. Now what I'm gonna do is I'm gonna change the color first, into you know, it's, I mean, red wine is kind of like a purple, purple purpley color like dark purple. Now, what you can see is, it's starting to change, and that's because it's lighter right now because of the absorption distance. So what that stands for the absorption distance is the distance it takes for light to be completely absorbed into the app. object and B be dark basically, in go black. So you can set the thickness of this image like the the amount of color in this in this material basically is determined by the absorption distance in this channel.

So if I turn this down from 39.37 inches to like maybe five inches, look what happens, that's pretty close to what one would look like. And you can see how the material preview also changes to be darker is actually maybe a little bit too dark. So you could do eight inches. Now obviously, I'm going to change this scale of the scene at some point soon so that we can get the right settings but like, that's where scale is so important and stuff like this because absorption distance and depth of field other than other things in the scene are determined by the scale of the scene. So it's important to have scale right and we'll do that next. I just want to show you how to how to set up colored transparent objects.

And even like, that's actually I think, pretty good for wine, I would maybe just do 8.5 actually 7.5 inches just to give it a little, just a little bit darker. Okay, so that's pretty nice. I'm gonna do this again, turn into full detail and see what the whole glass looks like. That's nice. That's really good in there. Now, these dots on this light, that's annoying.

That's the thing that we can change and make better obviously, but that's something that cinema does when we have area lights with fall off turned on, which is the most realistic way to do it. But anyway, it's something to do with the way the samples get emitted from light emitting objects. And I'll show you in a second how to change that but we're going to go into the wine bottle, make that glass material and then make The end we're just going to apply the wine material to that liquid inside the one bottle. So then we can now that we're set with that I'm going to rename this material to wine liquid such in the wine bottle back on. And I'm going to uncheck the wine bottle and just make sure that I drop in the wine liquid for them in the bottle liquid lave and it shows up like that.

And we're good. Now I'm going to, what I'm gonna do is hold down Command while I click and drag this glass material and make a copy just like you would make a copy of anything else in the scene by holding down command and dragons. I made a copy. I'm gonna call this bottle glass and put that on the wine bottle. Now just to see at the very beginning, how Looks, I'm gonna just do a quick render of everything. That's not bad for just the very beginning of a scene is wind liquids a little bit too, you know, it's not really needs to be darker.

So maybe just more, maybe just a shorter absorption distance, and maybe also a color change. But there's nothing else going on here. This wine label is basically intersecting with the glass bottle, and that's because of the bottle itself, bands in the middle part right here. So what I'm going to do, go into the label loft object. And I'm going to end I'm gonna actually command and drag a circle the bottom circle and make a copy of that and I'm going to drag it up. So now there's actually three circles a top In the middle and a bottom instead of just two, so I can control how it bows outward to match the bottle profile.

And that's pretty nice actually, I think that's that's better. That's, that's more realistic. That's, that's not going to intersect with the bottle. So I'm going to go and do an render region. I'm just going to do the let's see, just like this part right here really, and I'm going to make this color a little bit darker. Let's see how that changes.

Now I'm doing obviously it's gonna be a colored bottle too, but I want to just make sure that this wine material looks right before I change the color of the bottle actually needs to be shorter. It looks like maybe just like six inches. Because look at that down there. huh well, I guess that would be like six inches is nice. Cuz you would, if it was a clear bottle of red wine, you would see that pretty well. But with a dark green bottle of red wine, it gets lost.

That's pretty nice. Okay, cool. So now, well, I'm gonna change the color of the wine bottle to be dark green. And then we can move on to, you know, doing some materials for this wrapper and then talking about the image mapping for the label. And I'll have to do really for the bottle glass is changing the absorption color to be you know, green, but dark green. And then change this distance to be really short.

So it's a, it's a really dark colored green. So like a one inch absorption distance. And now you can see how it does that. Maybe even two inches. See, that's too That's too far now at 1.5 That's pretty good. That's pretty good.

That's a good setup. It's a good beginning definitely. Okay, the next section we're going to talk about this wrapper material and then mapping the wine label on to this object.

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