okay this lecture might be a little bit long because we're going to go over the
three main materials in the scene which are going to be stucco I'm going to show
you a mixed map there then there's going to be the precast and then I'm going to
show you how to make glass again as a refresher so that may take a little bit
but that's okay if we render real quick to see what we've got make sure we go
into a render setup go into v-ray tab go into global switches makes your override
material is turned off now because we've had it on in the past and let's just
render we're seeing our HDRI in the background and we're seeing our basic
colors applied now let's turn those into actual materials we're also seeing light
coming through in places it's not supposed to so those are parts of our
model that we know we need to fix I think our model looks pretty cool I've
got to save this progressive so we can see things sooner okay let's go in and
start with the stucco first of all let's get it on some more surfaces here that
we know it needs to go on now for stucco what I usually do especially when it's a
trowel dot when it's trowed stucco like this and it's smoothed out and nice
which is what this house would be then I'm going to make it I need to get a map
and use a mixed map for two different colors I'll show you what I mean I copy
this color and then go into the slot next to it and put a mix there and then
paste that color back here and then take the same color and paste it here but
this one we're going to slightly adjust to be darker and then the trick is to
find a good map online a black-and-white map to mix those two colors together and
I'll show you what I mean I'll go try and find something and we'll use it to
make it look more like plaster because the solid color just isn't going to work
okay I found a nice texture for us if you click here on the mix amount then
you can actually put a map in there for it and select any kind of map you want
we want a bitmap and then navigate to the place where it is found mine looks
like this it's not the best but this is tie label and that's kinda hard to find
a nice black-and-white map like that that's title you will probably have to
adjust some things to make it work let's bring up the swatch you can see
it's not working right now and that's because the real world size is set to
one inch in one inch let's turn down the blur on it so you don't really want any
blur going on I usually set this to about ten feet by ten feet and this will
depend on your map obviously ten feet by ten feet and now you can see we've got a
little plaster look going on it might be a little too dramatic and the last thing
we can do is take this map and copy it go back to the parent material go into
our maps and paste it under the bump we can probably instance it okay now the
bump matches the variation in color and obviously with the blur at zero that is
way too dramatic if you put the blur up to one it would look better but it's
blurry so we don't really want that what we really want to do is turn down the
bump intensity to like four yeah somewhere around there okay and then you
have a nice plaster material now the last thing you'd have to do is make sure
these are all mapped with real-world mapping and they are that's because I
set it up that way before of course I've showed you this before
but UVW map is just a modifier and you can set it to real-world so we'll match
the sizing that you set up inside your material now I actually want this
plaster map to show up so I can make sure it's working right so there you go
on my stucco that map is showing up and everything looks pretty good let's
render it with a progressive render to see what it looks like
okay our stucco is coming into view a little blurry right now if anything it's
a little too yellow it certainly clashes with these coins we thought we ought to
change the pre-cast color a little bit if we want to keep this stucco color but
you can see it's got that nice mediterranean stucco texture go on
and that's kind of the intention of this house so that's good so that's a quick
and easy way to do stucco let's look at the precast real quick for precast so
you can use probably a simple bump map or as bitmap by me so if we just go in
here go to bitmap you can find a precast something concrete looking for your for
your mapping on these objects and there's a set it's a real world scale
but that would be the best way to do it that's how I would do this
preferably but let's try and do it with a procedural map so that you can see
kind of how to do some of those things let's just use the noise map and I'll
bring up the swatch and then we'll go into show end result turn that off so
that we're just looking at the noise map that we're inside of and let's just take
these two colors in here and make it something that we want for precast so
there will be the base color and then something similar but maybe slightly
darker now you can see that's not really working yet and that's because the size
is so large and we set that to 1 now we start seeing it but we need to go even
smaller somewhere around there like 0.3 okay so that looks okay that looks like
a nice base kind of concrete looking material we need something more than
that because that's going to look too basic
too boring and not realistic so what you can do is build up layers on top of this
by going back into this noise map and then clicking here where it says noise
and hitting composite and that will give you the option to keep the old map as a
sub map or discard the old map we want to keep the old map as a sub map which
just puts it as the bottom layer of this material this new composite material you
can add new layers on top of that by pushing the small button here and then
you can put whatever texture you want on top of it and you can blend them
together so let's take let's look at like the den to material
that's not very good so clear that out let's look at smoke that might be all
right let's change the size and then change the colors actually you can leave
the colors there for the moment and let's just do an overlay okay obviously
that's not good we can put the overlay to like five six
well maybe twenty okay that adds a little more variation to our concrete
that's not bad it's not great either but the only way to test it out is to render
it let's render just your region so the composite map allows you to overlay
things like just like in Photoshop with blend modes and so you can build up a
lot of texture that way and you can see there's a little bit of texture going on
in our precast concrete right now it looks it looks okay it looks decent one
thing I think we should definitely do is the v-ray dirt material added on top of
it that will bring out some of the cracks so let me show you how to use
that in here we can add another layer click on the slot go to v-ray dirt and
v-ray dirt is think of it like ambient occlusion if you know what that is it it
picks up all the edges and the cracks and makes them darker so the default
settings will be fine here we can leave it in ambient occlusion mode what we
need to do 10 inches is the area it will kind of search to try and figure out
where to put more darkness the occluded color that means the color kind of
inside the cracks and on the edges is going to be black and the unincluded can
remain completely white because we are going to just set that as a multiply and
multiply is a blending mode that if you don't know what that does from Photoshop
it makes it so that only the pixels that are darker than the ones below them will
show up and they'll multiply against everything below it so it'll be this
light gray times this black and so the black will will show up and be darker in
those areas anywhere where it's white the color will remain basically exact
the same so with that v-ray dirt on let's take another rendering adjust our
region a little bit and then render so you can get it to show up okay so it is
working but it's working a little too much obviously in places like this if
you have backwards normals or anything like that it's going to show up all
black or double phases will show up all black so you have to be wary of that but
right here it's working quite well it's bringing out those edges really nicely
and making that that concrete look a little more worn which is good but
probably a little too dramatic in this case so I'd have to go in and adjust and
turn some of it down but that's how the v-ray dirt works you can just multiply
it on top of other things or you can use it as the main map also I'm going to go
in adjust some settings of the red dirt and show you guys what I did okay I've
made some adjustments here on the v-ray dirt and I think it's working pretty
well one thing I did is change the radius so that it's not going out so
much that cleared up some of this black mess and everything like that so it's
only searching out two inches and also I changed the well the main thing that I
did is add a map to the radius so that's over writing this up here and it's
taking a map instead and what I did is put a noise map in there it looks like
that so where there's white the dirt will be taking effect and where there's
black there is not it is not going to be taking effect the size of that noise map
is set to ten and that can be adjusted obviously and then I went into the
output of the noise map which is found down here it's just black and white but
if you have this turned off you'll see the difference enable color mapping is
turned off it looks very dull if you turn it back on then this is like a
curve in photoshop so we're taking those pixels and pushing them more towards
just solid black and light you do that by adding a point and then you can move
it wherever you want like that like a Bezier curve okay so
that's basically adding contrast to this so it's more a more stark contrast
between the black and the light so something like that and then the only
other thing I did was turn down the opacity of this multiplier on here so
it's multiplying on top of there but I put it to 60 intensity instead of 100%
now when we render let's do a render of just this region over here and you'll
see that the dirt is no longer taking place everywhere that ambient occlusion
look it's taking place specifically where the noise map is telling it to and
the noise map is random so you get kind of a random look to your weathered stone
okay so it's not perfectly weathered everywhere in a uniform way it's now got
kind of a more random look to it which is good that's great because that's how
water and things would work in nature it would make that thing wear unevenly
which is kind of perfect okay you can also use bitmaps to do the same kind of
thing could do a lot of different things to make this look more realistic just
build layer upon layer as I've shown in other parts of other courses and in this
course but that's how we're going to leave our precast stone for now the last
thing we're going to do is our glass which is actually quite easy let me just
run you through how I do a basic glass one more time important thing diffuse
should usually be black unless you have a very tinted colored glass if it's just
a clear glass it'll be black set the reflection pretty high you set the
reflection pretty high and bring up your swatch here show the background so we
can see what kind of reflection we're getting Fornell reflection should be on
four glass but we can unlock it and turn it up something like 3.2 somewhere
around there to get more reflection on that glass refraction of course on glass
should be on now that means you're now going to have to see what's inside this
building so that could be problematic on some models there is a tendency to want
to just make the glass totally reflective and not be able to see
through it that's problematic if you're wanting to make a realistic
rendering so I suggest making it refractive and putting at least a box or
something behind there to to keep out the environment light so that it looks
like that windows actually see-through okay so you don't have to make it super
refractive now if you put the slightest of color on this that will really affect
the color of that glass if you put any color on your refraction here I don't
suggest doing that because glass really doesn't have any color it's just let
reflecting and letting light through that's all it's doing so our glass watch
looks like this so far make sure that your index of refraction is set
correctly so right now we're at 1.6 which will bend the light quite a bit if
this is a flat plane of glass which I believe it is okay there's no thickness
to the glass here which means that the index of refraction won't really work if
there was thickness to it one point six would be great since there isn't we can
set that to one point oh one like that okay and making flat glass kind of
messes up the index of refraction so that's why you need to do that otherwise
you'll get some weird bending going on and then of course effect shadows should
be checked so that light is going right through that glass that's exactly what I
want and that's really all you need to do with glass I mean it's very simple
the only other thing that I do do sometimes is go into maps and add a bump
and put a basic noise at the size of about 25 that's fine and just leave it
all default and put the bump to maybe 1.5 or 2 and what that does is bend the
reflection a little bit because if you ever look at glass especially a giant
glass building a glance a giant sheet of glass you'll see that things don't
reflect perfectly on them like a flat mirror they reflect kind of like the
glasses warped and bubbled a little bit and it distorts the image that you're
seeing in the reflection so you can recreate that by just putting the bump
on it which will bend the reflection slightly
okay so that's pretty simple when it comes to glass let's look and see what
everything looks like with a few of the materials on let me just pause while I
do a render here make sure we're rendering the whole view okay so you can
see my stuck LeMat precast looks pretty cool I'm not liking the way the glass is
looking right now there's not a lot forward to reflects so that's part of
the problem and we're mostly seeing refraction you can check that by is a
good way to check glass if we turn on a bunch of our render elements by going to
our render elements tab in our render settings and let's add a refraction and
a v-ray reflection okay now when we render it'll show us what the refraction
and what the reflection look like split apart from everything else I can tell
already that my refraction is too high for the scene I don't there's nothing
back there right now so I don't really want to see that too much so it set it
about there and see what we get and we can check them individually now because
of our render channels so here in your drop down under v-ray frame buffer
you'll now have the v-ray refraction of the reflection channels which you can
check individually so that refract re flat how my goodness that reflection
looks actually quite nice you can see the slight distortion going on like
right here that's that noise Matt we did and this the HDRI is being reflected
perfectly in there that's great the refraction looks like that we're
basically seeing through to the hgri behind so really I need to put some
things behind these windows to make it look really accurate like some curtains
and a room or something okay but overall it's actually reading pretty nice
there's my class okay I'm liking this I'm liking this
look so far this is great if anything my precast might be a little too dark so I
can go in in just that and then then it's just about applying materials to
everything and it's going to look really nice I think I like the lighting we set
up that give us a good base our composition is fine and now just adding
realistic materials it's really going to make this image look great