SUBTITLES:
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in this beginner tutorial i'm going to
introduce you to procedural nodes in
blender so procedural nodes is a really
cool feature in blender and it will
allow you to create some really cool
things so you can see right here up on
the screen these are a bunch of
procedural materials that i've created
using procedural nodes but there's even
cooler stuff you can do with procedural
nodes you may have seen online some
really cool stuff where they use like
displacements and they actually like
create 3d models and things and then
they actually like texture it and
animate it and do things like that you
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may have seen that kind of stuff online
there's some really really cool stuff
you can do with procedural nodes in
blender and once you're finished
watching this beginner tutorial on
procedural nodes then i'd highly
recommend watching my procedural
material playlist on youtube i'll have a
link in the description to the playlist
and i'll also throw a card right up
there on the screen in that playlist i
create a bunch of different procedural
materials and i show you the entire
process and go step by step and explain
what i'm doing as i create it so those
procedural material tutorials would be a
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great thing to check out after you watch
this video i'll also be throwing
timestamps in the video description and
blocking out the different sections of
this video so if you want to watch a
certain part then you can check that out
and in the youtube timeline the
timestamps will be displayed as well so
what exactly is a procedural material or
procedural nodes well what a procedural
material is is it's a material that
doesn't use any external files so for
instance you could go onto a website
like ambient cg or you could go onto a
website like cg bookcase and you could
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download some texture maps and then you
could put the texture maps into blender
and then you can plug them up and then
it'll be a realistic material and that
works really well but that's not a
procedural material because you need
some kind of external file or an image
texture or an external texture map on
your computer and you have to put that
in the blender so you can sort of think
about procedural materials as you're
kind of coding the texture so you use
different things like procedural noise
textures and other things like color
ramps and you can also use math nodes
and things like that and you're creating
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those materials using the nodes which
are built in a blender and what's so
cool about this is that they're
adjustable so you can kind of change it
and make it how you like you can scale
it up or down you could have more rust
or less rust you can make the bump
bigger or smaller and once you have a
good understanding of the procedural
nodes then you can go ahead and create
your own materials real quick before we
continue the video i want to thank this
video's sponsor sketchfab buy sell and
even upload your own 3d models on
sketchfab my favorite feature of
sketchfab is that you can preview 3d
02:37
models in your browser and even view
them on a phone tablet or in ar and vr
they also have a huge 3d model store
where you can purchase models and assets
you can even apply to sell your own
models on the platform check out
sketchfab with the link in the
description so as i'm introducing you to
the procedural nodes i want something to
preview the materials on so what i did
is i just pressed shift a and i went
over here to the icosphere and then
right behind me on those icosphere
settings i just clicked on this and
opened it up and then i turned the
subdivisions way up to like a six so
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it's very high detail and then i just
shaded this object smooth then what i
also did is added a camera i just
pointed the camera right at the sphere
here and then i also added in a sun lamp
and i turned up the brightness a little
bit and gave it a very slightly yellow
color and then for the world what it is
just went to the world and i clicked
right here on the little yellow dot and
i changed it to a sky texture then i
played around with some of these
settings and i just made this cool like
evening kind of look and this way it's
just going to give us some lighting on
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this sphere so that we can see our
procedural nodes better you could also
just download like a free hdri from
polyhaven.com really it doesn't matter
you can just grab some simple bass mesh
and then just give it some decent
lighting and then let's go over to this
shading tab so i'm just going to go into
rendered mode right up here and then
right over here i have the shader editor
so now we can do is right up here i can
just click on new and then we can just
call this procedural material i'm just
going to call it procedural material and
then also i am using cycles render if
you didn't notice that i'm using the
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cycles render engine if you want to use
ev you can but i am going to be using
cycles because cycles is more realistic
and there are a few nodes that don't
work with ev most procedural nodes do
work with ev but i just like cycles
better before we continue though with
the other procedural nodes i just want
to go over the different shortcut keys
so that you can navigate so if you want
to select these nodes you can just click
on them to select them that's pretty
basic i'm using the right click select
so i right click to select but on
default it's left click select and
blender so you're probably just going to
left click select so just select the
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nodes however you normally would select
things in blender and then if you want
to move around your procedural setup you
can click and hold with your middle
mouse wheel and then just move around
and that's just going to look around
sort of like if you're in the 3d view in
blender you can use your middle mouse
wheel you can use your middle mouse
wheel here just to move around and look
around and this is not going to move the
nodes this is just moving your view if
you want to move the nodes you can just
click on it and drag them you can also
press g to grab just like in the 3d
cider blender if you press g to grab
it's going to move the objects you can
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press g to grab and it's going to move
the nodes or you can just click and drag
and then if you want to select or
deselect multiple nodes or all the nodes
it's the a button so just like the 3d
side of blender it's a to select and a
to deselect and then what you can also
do if you want to just select specific
ones is you can select one of them hold
down the shift key and then select the
other one just like in the rest of
blender now you can also click and drag
and that's going to do this box select
you can also press b for the box select
just like in the 3d side of blender
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if you press t to open the t panel you
can see that on default we're on the
select box so you can just click and
drag and that's going to bring up the
box select or you can just press b now
if you want to duplicate nodes sometimes
you do need to duplicate nodes just like
in the 3d side of blender it's shift d
so shift d will duplicate the node and
you can see that now i've duplicated it
so now we have two principled bsdfs and
don't worry if this is all a bit
overwhelming you don't need to remember
all these shortcut keys right now you
can learn them in time now if you want
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to delete objects again just like the 3d
side of blender you can select it and
then you can press x to delete or you
can also press the delete key and that
will delete a node now you can see that
this principle bsdf has this little wire
right here and the wire is going from
the end of the principle and it's going
over into the material output and then
it's going into this socket right here
and while you're setting up procedural
nodes this is the workflow that you're
going to use so you're going to add
nodes and then you're going to plug
different nodes into each other and then
what you're going to do is you're going
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to change different things so you're
going to change these different values
you can see like for instance this is a
base color so you could like change it
i'll just make it like blue and then
you're going to plug things into each
other you can see there's all these
slots here that you can plug things into
now again don't worry if this seems
really complicated and there's a bunch
here most of the time you're actually
not going to use very many of these
there's just a few things that you're
going to use most of the time like for
instance a base color you're going to
use that one a lot and there are a few
others i will go over the main ones that
you're going to use but back over to
this wire here you can see that this
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little wire is going over and then it's
plugging into the material output so as
you're working with procedural nodes
you're going to need to plug things up
you're also going to need to unplug
things and you also might want to cut
wires if you want to get rid of them so
you can just click and then drag and
then let go to unplug it and then just
click on the little dot drag over and
you can see once you get really close it
automatically connects it you can just
let go that is one way but for instance
let's say that i like duplicate this so
i'm going to select it press shift d now
you wouldn't use two material outputs
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you'd only use one but let's just say
that i click and drag and you can see
there's another wire and i'm going to
plug this up let's say that you have
multiple wires and you want to cut all
of them what you can do is you can hold
down the control key and then right
click and drag and you can see that your
mouse turns into a little knife icon and
you can cut the wires and then just let
go and you can see that it cuts both of
them so that is super useful if you've
like set up a big thing and you have a
bunch of wires and you just want to cut
all of them you can do that so another
thing is that if you have a really big
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procedural setup and you have tons of
nodes you might want to organize them a
little bit better and it might be a
little bit confusing if you have like
all these wires plugging into different
nodes so what you can do is you can add
what's called a reroute so how you add a
reroute is you hold down the shift key
and then you right click and drag see
this time it turns into a little
crosshair and you can drag over the two
nodes and then let go and you can see
that it adds in this little reroute
right here it's just a little dot and if
you're confused about which dot this is
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like what data or what material is this
basically this is always just going to
be an extension of the one behind it so
because this is a principle bsdf it's
just an extension for this so once you
have a really big complex setup you can
use this to organize your nodes a little
bit better now this is totally optional
and you totally don't need these but if
you want to when you have a really big
setup you could use that so you can hold
down the shift key right click and drag
and you can see it's going to add
another one so you could like move this
like for instance if you want to like go
like this maybe move this up maybe add
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another one something like this you can
see i can move this over so you can see
that the re-routes help a bit um so it
kind of routes up here goes over here
but really it's just the same thing it's
not going to change the material at all
you could just plug these up like this
and then you can just click on these and
press x to delete and that doesn't look
quite as nice but it's the same thing so
it's not actually going to change the
look of your shader now again just like
with the 3d side of blender if you are
in edit mode and you want to fill a face
if i just get rid of this if you click
on this and then shift click on this or
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just have them both selected you can
press f and just like in the 3d setup
blender how that fills the face f is
going to fill these two wires together
and then there may be some cases where
you want to delete a node but keep it
plugged up so for instance you don't
need to follow me on this you can if you
want to i'm just going to click on the
add here and then i'm going to go right
down here to shader and i'm going to add
a mix shader right here i'm going to add
the mix shader and then i can actually
just drop it right in here so if you
click on a node and drag it you can see
that if you put it in front of the wire
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or over the wire the wire is actually
going to light up and then if you let go
blender is automatically going to add it
in but then let's say i want to delete
this i could press x and delete and then
plug this back up but there's actually a
quicker way to do this so if i want to
delete this but then have this continue
to be wired up instead of pressing x to
delete and then replugging it up what
you can do is you can press control x
and that way it's going to delete the
node but it's going to keep it plugged
up all right now before we really get
into all the different nodes i want to
introduce you to the node wrangler
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add-on now the node wrangler add-on
isn't something that you have to install
and then download it's actually built
into blender so you just have to enable
it so how you enable it is you go right
up here to edit and then go to the
preferences and then over here in the
user preferences you're just going to
click on add-ons and then right over
here on the search you're just going to
start to type in node and you can see
that there is this node wrangler add-on
so check mark that and then if you want
it to be in all your future blender
projects you can click on the save
preferences button and if for some
reason the save preferences button isn't
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there it might be because the autosave
preferences is turned on and in that
case it would automatically save the
preferences so let's just close the user
preferences now so the node wrangler
add-on is an amazing add-on and it has
quite a bunch of different features
which can help you while you're creating
your procedural setup now the main
feature of the node wrangler add-on is
to preview different nodes so for
instance if i click on this principle
the sdf and i press shift d and click
and drag it over here and then just for
a further example i'm going to click on
the add right here i'm going to click on
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the search and i'm going to start to
type in noise and then i'm going to add
the noise texture we'll go over this
later in a moment but now you can see
that i have this noise texture and how
you use the node wrangler add-on is you
hold down the control and shift key at
the same time so hold down the control
and shift key and then just click on any
node and what it does is it adds this
little viewer node and then it plugs up
through the viewer node and goes into
the noise texture so what you can do is
hold down the control and shift key and
click on different nodes and then this
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principle would be sdf i'm gonna make it
a red color so then i can control shift
and click back on this one and this is
the original blue one and now we're back
to how it is but then if for some reason
you want to go and just preview a
specific part of your node setup you can
hold down the control and shift key and
click on it and then you can see what it
looks like so you can you know play
around with this maybe you want to
change the scale the noise texture
things like that you can see what it
looks like but then when you want to go
back and just preview the original thing
hold down the control and shift key and
click on it and it's going to go back to
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how it is so that is the main feature of
the node wrangler there are a few other
features that it has but that's the main
one all right so when you add in a
material onto an object you're gonna see
this principled bsdf and so this is the
shader of the object because if you
didn't have this if i just delete it you
can see that it's black because it
doesn't have any data of what it
actually is so what type of material is
it is it like a glass material is it a
glowing emission material is it like a
water material or is it it's principled
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so on default all the materials have the
principled bsdf for most things
generally you're going to want to use
the principled bsdf and we will go over
the other shaders in a moment and then
all of your nodes have to eventually be
plugging up to the material output so
for instance if you have a bunch of
nodes over here and they're kind of
plugging into the principle to give it
more data so you know what's the color
what's the normal if it's like has some
bump different things like that by the
end of it all the procedural nodes have
to go into a material output and the
material output is what tells it to go
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over here and actually be displayed on
your object because if i just delete
this if you don't have any material
output it's not going to work so you
have to have a material output so i'll
just control z that you have to have a
material output you can see if this is
not plugged into the material output you
can see that it's all black because it
doesn't have any data to work with
because you're not actually plugging
anything into the material output so
you're just going to take this plug it
into the surface alright so let's get
started with the different types of
nodes so the first type of nodes that
we're going to go over is the shader
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nodes so all these shader nodes have
this green right here so you know it's a
shader node if it has this little green
tab right here so to add nodes you can
click right over here on the ad and then
there's a bunch of different categories
and we're going to go to the shader one
you can also click on the search so once
you remember what all the nodes are
called you can just click on the search
and then you can type in things i use
this a lot i usually just click on the
search and type it in because i know
what i'm looking for but if you still
don't remember all the nodes you can go
through here and look at all the
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different nodes now you can click on the
add here but the shortcut key for this
add menu is shift a so just like in
object mode right here in the 3d view if
you press shift a you can add objects so
if you press shift a in the shader
editor then you can add nodes so here's
the search if you want to click on a
search and you can type in things like
the principled bsdf things like that i'm
going to press shift a and then i'm
going to go down here to shader so all
of these nodes these are shader nodes
and these are all going to have the
green tab so because this is a beginner
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tutorial series i'm just going to go
over the main ones so the first one that
i want to show you is the omission so
let me go here omission i can click on
this and you can see when i add it it's
going to follow my cursor and i can just
click and drop it in and you can see
that this node is green because it is a
shader node so if i just click on this
and drag it and drop it in you can see
that now it's previewing that instead of
this one so you can kind of think of the
shader nodes as being the real life
material so what is it actually made of
is it made out of rock is it made out of
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metal
is it made out of some glowing lava or
something like that
now the principle of bsdf is going to be
most of them so you know rock dirt
sand plastic metal things like that
you're going to use the principled but
then there are a few others like for
instance if you maybe have a light bulb
and you need to glow or maybe you're
creating a sun object or some glowing
lava you're going to use the emission
because the emission actually emits
light and you can see there are some
different settings here so there's like
the color one so you can change the
color if you want to be like maybe some
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glowing lava you could make it orange
and then you can also turn the strength
up so right here the strength is set to
one you can turn this up and make it
brighter and brighter so now it's like
super bright glowing lava or maybe this
is a sun or something like that so that
is the emission now i'm also going to
talk about the principled bsdf so if i
just drag this over here now you can see
it's connected and we can see it so the
principled bsdf is a node which you can
make tons of different materials out of
and the principled bsdf actually right
down here has an emission so if you want
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to click on the emission you can see
there's a color you can actually turn
this up and it will actually emit light
so this emission node is actually built
into the principle the principle is
basically the master node so it has
almost all the materials you can make
tons of materials with it but you could
also just use like an emission shader if
you wanted to and you can see there also
is an emission strength so if you turn
this up make this like an orangey color
on the little color tab right here and
then also there's the emission strength
so if you turn that up it's almost like
the same thing right here if i just make
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this a little bit stronger you can see
it's almost the same thing i'm just
going to click on the color right here
and turn it down to black and then the
emission strength i'll turn that to zero
so you can click on the value and then
you can actually type in numbers so if i
click on this i can change it to zero
and then hit enter you can also click on
the little arrows here and that's going
to change them so i can change it down
to zero or you can also click and drag
all right so let me just go over the
main ones that you're going to be using
so you can see there's this base color
the base color is pretty
self-explanatory you can just click on
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this color and drag it around and then
also later in the video i'm going to
talk about different nodes you can add
and you can plug the nodes up to the
base color so instead of it using one
color you could for instance add a
procedural texture and plug that in and
then instead of it using a color it's
going to instead use that procedural
texture instead of the color so another
common thing that you're going to use is
this metallic value so this is pretty
simple if you're making a material that
is metal you're going to turn it all the
way up to one and then if you're making
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a material that is not metal you're
going to turn it all the way down to
zero so you can see if i turn up to one
you can see now it looks like a metal
shiny ball and i could maybe make it
gray so now you can see it's like metal
and shiny or if you turn this all the
way down this just kind of looks like
maybe plastic or something like that or
maybe clay and then if you have a
material that has some parts metal and
some parts not like for instance you
might have a scratchy metal material and
the scratches the rusty scratches may
not be metal because they're kind of
scratched and old and worn maybe they
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have dirt on them but then the rest of
the material is metal you could use for
instance a texture and you would plug
the texture into the metallic value and
then instead of using one or zero it
would actually tell it where on the
shader it's going to be metallic and
where on the shader it's not going to be
metallic so we'll get into that later
but basically if you want to be all
metallic you turn up to one if you want
to be not metallic at all you turn it
down to zero or if you just want some
specific places to be metallic you'll
use different things like procedural
textures and things like that all right
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let's go down to the next common one
which is the roughness so for instance
think of like a mirror a mirror is super
super shiny or maybe think of like some
car paint that's going to be really
really shiny so if you turn this down
you can see it's going to be more and
more shiny and more and more reflective
and you can see if i turn the roughness
all the way down it's going to be super
super shiny but then if you think of
another material like maybe brick or
rock usually bricks or rocks they're
super super rough and you can't really
see any reflection so if you're making a
material like brick or rock or something
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that is not reflective you're going to
turn this way up and now you can see
that's not reflective at all it's very
rough so i'm just going to turn the
roughness back to the default which is
0.5 so if i just click on it you can see
i can change it so i can just type in
0.5 enter and there we go now it's right
in the middle i'll just turn this back
to a blue color so we're going to go all
the way down and we're going to go right
down here to the normal so the normal is
basically a fake bump so for instance
think of something like maybe rock a
rock is going to be very bumpy but you
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can see that this object right here is
actually very smooth so what you can do
is you can use this normal to basically
make a fake bump and this doesn't
actually change the object's shape so it
doesn't actually change the shape of the
mesh what it does is it changes how the
shader interacts with the light so when
the light comes down and bounces off of
the object it's going to change how that
looks and so it basically adds a fake
bump and it makes it look like it's
bumpy even though it's actually not so
it won't actually change the shape of
the object or the shape of the mesh
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it'll just make a fake bump in the
material and i'll be showing you how to
use this later in the video alright so
that is the principled bsdf now let's
just go over a few more common ones i'm
going to press shift a here and i can go
to shader and i'm going to go right down
here to the mix shader so if i click on
the mix shader i can add this one in now
what this does is it actually mixes two
shaders together so you can see here is
one shader and here is one shader and
then the shader output so these are the
inputs and here's the output so what i
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can do is i can actually put this in
front of these and then i can plug this
one into this so if i use the node
wrangler feature by pressing ctrl shift
and clicking on the node go into
rendered mode you can see it's black
because it doesn't actually have any
shading data so what i can do is if i
drag these over here kind of drag this
down i can actually pull out a wire and
drop it in here and then i can pull out
a wire and drop it in here
and you can see that now it's going to
mix them both together so it's actually
mixing the emission with the principle
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and then this factor here this is going
to tell it how much it's going to be of
each one so if you drag it all the way
down to zero you can see now it's only
using the emission but if i drag it all
the way up to 1 it's only using the
principle so it's basically just going
in between these two so i can just drag
it kind of like this and now you can see
it does look like a blue ball but then
it also is a little bit glowing so this
is very useful if you want to mix some
things together for instance if you have
an object that you want to be maybe the
principled but then just some specific
areas you want to be in a mission you
22:48
can add the emission and plug these two
together and then it will mix them
together so this is very useful if you
want to mix two of them together and
then earlier in the tutorial i talked
about the shortcut keys and i talked
about how you can click on this and you
can press control x and that way it'll
delete it but it'll keep it plugged up
and then actually i just want to click
on this and drag it and drop it in here
and then i can just click on this and
press x and delete it so let's go over
another common one so again i'm going to
press shift a here and i'm going to go
down to shader and another very common
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one is the glass bsdf so i'm going to
click on this drop it right here and
then i can just plug it up so you can
see it looks like a glass ball and this
is really useful if you're making
windows or if you're making like a glass
cup really anything that's made out of
glass this glass bsdf is super useful
and you can see that just like all the
other nodes there are some different
settings so you can change the color so
if you want to make some tinted glass
you could change it so you can see now
it's like red glass or blue glass or
green glass or whatever you want to do
and there's also a roughness value so if
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you want to make it look like frosted
glass or some glass that you can't quite
see all the way through you could turn
up the roughness and you can see now
that i've turned that roughness up you
can see it is glass but it looks really
rough sort of like a frosted glass or
something like that so let me just click
on this and then just press x to delete
it let's add in the last common one i'm
going to show you i'm going to press
shift a here and i'm going to go right
here to shader and i'm going to add the
transparent so let's click on the
transparent added in so this is
basically just like what it sounds it
basically is just transparent so if i
24:23
just click on it and add it in you can
see that it's invisible you can't see it
at all but then if you click on the
color you can change the color and you
can see that now it is transparent but
only slightly transparent so if it's
white it's going to be fully transparent
and then as you turn it down you'll be
able to see more and more of it all
right so those are all the most common
nodes at least they're all the main ones
that i use there are more ones you could
definitely try these out all right so
i'm just going to plug this back up
alright so that is the first category
that is the shader nodes all right so
let's go on to the second category of
24:54
nodes which are the texture nodes so if
you press shift a you can see that right
underneath it there is texture and these
these are the really cool things so
there's a bunch of different things here
let me just go over the main ones that
you're going to use so the most common
one that you're going to be using is the
noise texture so i'm just going to click
on it and then drop it right here and
then remember you can press ctrl and
shift and click on the noise texture to
preview it and when you add in noise
texture you can see basically it just
adds some noise and then there's also
the scale so if you want to add more
25:26
noise you can change that up and you can
see there's going to be more noise there
also is detail so as you turn this up
there's going to be more and more detail
in there there's also the roughness so
if you turn the roughness way down you
can see it's almost going to get more
blobby and then if you turn the
roughness way up it's going to have a
lot more detail so you can see there it
has lots of detail you can just zoom way
in and then there's also distortion so
if you just turn the distortion up you
can see it's kind of getting distorted
this almost looks like maybe water or
something because it's a little bit
distorted i'm just going to turn this
back to zero now as i talked about
25:58
earlier in the video you can take
different textures and you can plug them
up to the shaders so the shaders those
are the actual real life materials so
what is the material made out of is it
brick is it marble is it glass or maybe
it's rock or dirt or sand but then you
can take the different texture nodes and
you can plug them in to the shaders so
for instance this noise texture if i
just ctrl shift and click on it you can
see that it doesn't have any shading so
it doesn't have any reflectivity or
anything like that it's not interacting
with the light because i'm just
previewing it with the viewer so let me
26:29
just control shift and click back on
this if i want the noise texture to be
contributing to the color i can just
click right here and take the factor and
i can plug this into the base color and
you can see now look at that we can now
preview this noise texture as our color
for the principal bsdf now if you
control shift and click on this and then
ctrl shift and click on it again you can
see there is a color version of the
noise texture and then there is a factor
version so the factor version is just
black and white and then if you control
27:00
shift and click on this again there is
the color version and the color version
is just basically a bunch of random
colors i usually use the factor but if
you want to you could use the color it
really just depends on what you're doing
so if you want to use the color i'm just
going to ctrl shift and click back on
this you could drag the color and drop
it into the base color and you can see
now it's using the color now you may
have noticed another thing and that is
that these little dots here have
different colors so the color one that
is yellow and what that's telling you is
that it's color data now all of the gray
27:32
ones the gray ones are kind of just like
all the mismatch and all the other ones
so there's factors there's metallic
things like that the gray ones are sort
of just all the general other ones but
then there is the yellow one the yellow
ones the color one and you can see that
there is also these purple ones so the
purple ones are either normal data or
they are vectors and we're going to be
getting into vectors and normal later
but you can just remember that the
purple ones are either like normal or
vectors and then the yellow ones are
going to be color data and then the gray
28:03
ones are going to be other things
usually just black and white data and
then you can also see that there are
green ones right here and the green ones
these are the shader data so the green
ones are only going to be on the shaders
and you can see that there is a green
one going over to this green one because
this needs shader data so this doesn't
apply for everything but generally
speaking you want to plug the same
colors up to their own color now the
gray ones the factors here the black and
white data those ones you can usually
plug them into anything like it's not
28:34
gonna mess up anything if you plug a
gray one like this into the yellow one
like this i can control shift and click
on this you can see that totally looks
fine so the gray ones and the yellow
ones can usually mix but for instance if
you're taking something like this yellow
one and you're plugging it into the
purple one you can see something is
clearly wrong here something is broken
with the shader and that is because you
don't want to mix the colors up
generally speaking like for instance
also i could duplicate this and maybe
plug this green one into this yellow one
and that's not gonna work you can see
29:04
it's a red line and it's basically
telling you that doesn't work you can't
do that um so you're not supposed to do
that and that'll just kind of mess
things up so just remember that
generally speaking the colors of the
sockets need to go into each other all
right so let's jump back over here to
the different textures so that is the
noise texture the noise texture is a
very common one i'm just going to delete
it and then i'll press shift a and let's
go to the next common one so another
very common one is the wave texture this
is a really cool one so i can control
shift and click on it and you can see
basically it just has these waves here
29:35
and there's a bunch of cool things you
can do you can play around with these
things like you can change it from bands
to rings that looks a little bit
different you can change the x y and z
so if you're familiar with the 3d side
of blender there's the x-axis y-axis and
z-axis so if you change this it's going
to change where the waves are rotated
and then there also is a few other
settings here like shine and saw that
looks a little bit different and
triangle so you can play around with
these things i'm just going to leave it
at sine and then just like the noise
texture there's a scale so if you want
to have more or less you can change that
30:05
there also is a distortion so you can
see as i turn this up it's going to be
more and more distorted and just like
the noise texture there's a detail so
it's just going to add random bits of
detail so that is super useful and then
there is some other ones you can play
around with these like the detail
roughness you can see there's going to
be even more detail and it's very rough
so i'm just going to delete this one
let's just press shift a and go to
texture so another really common one
this is a very cool one is the veroni
texture if that's how you pronounce it
veroni i think that's how you pronounce
it so let me just control shift and
30:36
click on this one so you can see that
again they have different outputs
there's a distance and then if i ctrl
shift and click on it again it's going
to go down to color so here's some color
data and then i can control shift and
click on it again and here is a position
one i'm just going to control shift and
click on it again and that'll go back to
the distance so this one is really cool
there actually are a bunch of different
settings here and another really cool
thing you can do is if you want to
quickly switch between these you can
hover your mouse over the drop down and
then you can hold down the control key
31:06
and then you can scroll with your scroll
wheel so you can see as i scroll with my
scroll wheel holding down the control
key it's going to just cycle between
them so usually for most things again 3d
is the most common one and there are
also some other cool things here and
these all look different so there's f2
you can see that looks pretty cool
there's smooth f1 so that's kind of like
smooth there's distance to edge this is
really cool if you're making like some
cracked shader or something like that so
you can play around with these pretty
cool settings you can change and then
there also is the scale so you can
31:36
change this one most of the procedural
textures have scales so that is super
useful so you can like turn the scale
down and then there is the randomness so
if you turn the randomness all the way
down you can see now these are all
aligned and then as you turn the
randomness up you can see that now
they're all random so that's super
useful you could use that for many
things all right so that's the verona
texture i'm just going to delete this
now and let's press shift a again and
we'll go to the next one so another
really cool one is the checker texture
so i'm just going to add this in control
shift and click on it and you can see
32:08
it's basically just a checker look so
there's color one and color two so you
can change the different colors so for
instance if you want to make like a
checker board you could make the color
one it'd be like a red color and then
color two could be black and now it
looks kind of like the board from the
checkers game uh you could also if you
want to make like a chess board maybe
like a wooden chessboard you could have
one of them be brown like this and then
you could have another one maybe be like
a darker brown something like that so
now maybe that's made out of wood and
then there also is a scale as well so
that has the checker texture let me just
32:39
delete this one i'm gonna press shift a
i also want to show you another really
cool one which is a brick texture so
this is very cool for making bricks so i
can just control shift and click on this
so if you want to make bricks or tiles
or things like that this is really
useful now you can see that it places it
a little bit weirdly later in the video
we're going to be getting into how you
can actually change where the texture is
and we're going to be using the vector
for that so there are actually nodes
where you can tell it where you want to
be so you can see that right over here
33:10
it's not stretched if you wanted to move
this down here you could actually use
nodes and tell it where it's going to be
placed so for now i'm just going to look
at it from the top view so there's the
offset now you can see that kind of just
looks like the checker texture i'm just
going to turn the offset all the way up
to one there's some other things here
you can play around with there's also
the colors so if you want to have it
maybe be like kind of a reddish brick
wall there are some brick walls that are
kind of more of a red color and then
there is the mortar and the mortar is
like in between so you could make it out
maybe like a gray color or a brown color
33:41
and then there's some other cool things
here you can play around with like the
mortar size how smooth it is you can
also change the brick width and the
brick height or the row height different
things like that so this is a super
useful texture i have a tutorial on how
to create procedural tiles um so if you
want to watch that link's in the
description it's also in my playlist and
i use the brick texture to create it i'm
just going to delete this now let's go
over another one just a couple more
though that i'm going to show you there
is a musgrave texture this is a really
34:12
cool one you can do some really cool
things with this so you can see this
kind of looks like the noise texture but
you can do some different things with it
like play around with the scale you can
also change the detail here again this
is very common the detail i can also
click right up here and change these
things and you can see they all look
different but that looks pretty cool so
there's many uses for the musgrave
texture as well all right i'm just going
to delete this one and then one more
that i'm going to show you in this video
if i press shift a go to texture you can
see there is this magic texture so this
is a pretty cool one i'm going to ctrl
34:43
shift and click on this this one looks
very cool it's very colorful and this is
almost like a seed value it's kind of
just random and it'll just give you
random colors that's pretty cool so i
don't use this one very much but it is a
pretty cool one so i just wanted to show
you it there's a scale value you can
also change the distortion oh that looks
really cool so yeah this is a cool one i
don't use it very much but i just wanted
to show you it so i'll press x to delete
it and i'll just press shift a and i'm
going to you can click on the search if
you want to find a specific one i'm
going to search for the noise texture so
35:14
i can click on search type in noise and
then i can find it and just drop it in
here and then i'm going to take the
factor and plug that up to the base
color and then i just need to control
and shift and click on the principle to
preview it maybe change the scale just
turn it up and i think i'll turn the
detail up all the way up to 16 so it's
detailed alright so that is the second
type of procedural nodes the texture
nodes and i don't think i said this
earlier but you probably figured it out
all of the texture nodes have orange so
they have this orangey-brown color and
35:46
that way you can know that they are
texture nodes so just like all the
shader nodes have green these all have
orange alright so let's go to the third
type of textures which is the input
textures so if you press shift day you
can see right up here there is input and
there are a bunch of different ones here
again i'll just go over the main ones
that you're going to use so the main one
that you're going to be using is the
texture coordinate node so if i click on
this i can just drop it right down here
and you may notice two things you might
36:16
have noticed that these are all purple
and so these are all going to deal with
the vectors and you also might have
noticed that these are red so all of the
inputs they're all going to be red as
you can see here these are all red so
that's a good way to remember that all
the input nodes are red now the main
thing that the input nodes do is they
tell the textures where they're going to
be placed on the object so they're going
to define how the texture is placed and
where it's placed so that's what the
36:47
vector deals with so just to show you i
can go back into rendered mode right
here now this noise texture needs some
default vector it needs some way to know
how it's going to be placed on the
object so each texture if it doesn't
have a texture coordinate plugging into
it or anything in the vector plugging
into it then it needs a default vector
and so the default vector is generated
so you can see if i take the generated
and plug it into the vector then nothing
is going to change you can see here it
is before and here it is after so if you
don't have anything plugged into it it's
37:17
just going to use this generated now i
can control shift and click on this and
i can continue to click and i can go
down and down and there's a bunch of
different ones here there's normal uv
object camera window and reflection and
these things tell the texture how it's
going to be placed on the object so i
can just control shift and click back on
this so the generated that's the default
so if i just plug this in to the vector
so purple's going to purple that's going
to stay the same if i change it to a
normal now it looks a little bit
different because what it's doing is
it's using the normal of the object if
37:48
you plug in the uv it's going to use the
uv map of the object so you can see now
you can see it's kind of stretched and
that's because if i tap in edit mode and
i go u and unwrap you can see it unwraps
it i can do like the smart uv project
and now you can see it's going to act
differently but you can see there's some
seams and that's because now it's using
the uv map so if you're familiar at all
with uv unwrapping and texturing that's
basically what it's using so it's using
the uv map of the object if you go into
the uv editing tab you can see here is
the uv map and you can do some different
uv maps like you could press u and do
38:20
the cube projection that would be a
little bit different and then i'll just
go back to the shading tab and you can
see that now it looks a little bit
different so that is the uv so depending
on how the uv mapping is it's going to
change like here's the sphere projection
that looks a little bit different it's a
bit stretched let's go on to the next
one which is the object so this one is
super useful and for most procedural
setups you're going to be using the
object one and why the object one is so
great for procedural texturing is
because it very evenly places the
texture all around and you're not really
38:52
going to have any stretching or anything
like that unless of course you stretch
the object if you stretch the object of
course then it's going to be stretched
although if you pressed control a and
then you applied the scale now you can
see it's not going to be stretched and
the texture looks fine i'm just going to
ctrl z that though so the object mapping
works really well and it applies pretty
much to any mesh so for instance if i
press shift a and maybe i add a cube
then i can like bevel this you don't
need to follow me on this but now if i
want to take this and select the cube i
39:22
can just add the procedural material you
can see it actually works pretty well on
different objects because it's using the
object mapping and it just very nicely
places the texture very evenly around
the object so the object mapping works
really well there also is some others
like the camera so if you plug this into
the camera one so if i just go into the
material preview now you can see that
that's what's happening so it applies
the texture to where the camera is
located so depending on where the camera
is located it's going to change i don't
use this for very many things but you
39:52
may use it in some cases there's also a
window so if you change it to window now
you can see that as i'm rotating it's
not changing where the texture is and
there also is the reflection one and
that one is a little bit different as
well you can see it kind of reacts to
the reflection so where the object would
be more reflective kind of on the sides
here you can see it looks a bit
different now this is a beginner
tutorial so you really don't need to
memorize these don't worry about any of
these all you need to remember mainly is
the object one and that's really good
for procedural textures or if for some
40:24
reason you want to use the uv map you
could or generated but really for most
procedural textures you're going to use
objects so so for almost all of my
procedural material tutorials i just use
object because that works really well so
let's go over the other ones so let's
press shift a here i'm just going to go
to input another common one is the
geometry one so we can add the geometry
one and you can see this has even more
stuff so let me just plug these
different inputs in and then we can see
how it changes so there's position and
you can see this is going to change when
40:55
the position of the object changes so
that is pretty cool so if for some
reason you want to change when the
position changes you could do that
there's also normal as well on the
geometry node there's also normal right
here and there are some other ones you
could try these different ones out if
you want to but there's one really cool
one which is the pointiness and what the
pointing is value does is it makes the
parts of the mesh that are coming out
lighter and then the crevices and
creases of the mesh it makes that darker
now i actually have a tutorial on how to
use the pointiness value i'll leave a
link in the description and a card right
41:26
up there on the screen but let me just
show you what you might use it for so
i'm just going to add like a monkey and
then i'll maybe bring this up you don't
need to follow me on this if you don't
want to and then i'm just going to add
that procedural material now if you're
in ev this unfortunately isn't going to
work because the point is value doesn't
work in eevee it only works in the
cycles render engine but you can see
here if you zoom in it's already
starting to do something so i'm just
going to control shift and click until i
can preview it but you can see that the
crevices are a bit darker and then the
corners or the parts that are kind of up
higher it's making that lighter now i'm
41:58
not going to go into a ton of detail but
you can definitely watch that tutorial
on how to use blender's pointiness value
link is in the description but there's
just an example of what it looks like so
i will just delete this and then we can
just bring this back down and then i'll
also delete the geometry node alright
let's press shift a and i'm going to go
to input and the next one that i want to
show you is the value so this is
basically just a number value so for
instance if you wanted to change two
values at the same time what you could
do is for instance this value here you
42:28
could plug it into the scale and you can
see it's gray and it's going into gray
and this doesn't have any texture data
or anything like that it is just an
input because it's red and so it's going
from here into here so it's now a new
input and now instead of it using this
scale it's going to use the scale of the
value node so if you want to change the
scale and the detail at the same time
you could plug these both up and now if
i just ctrl shift and click on the noise
texture i can scale this value and it's
going to change the value for both the
42:58
scale and the detail because again
instead of it using their own scale and
their own detail i'm plugging these up
and so now it's only using this value
instead so this is very useful for a lot
of things if you want to animate values
this is really useful and also if you
want to change multiple values at the
same time this is very useful so i'm
just going to delete that now let's
press shift a and i'll go back to the
input and there's another cool one i
want to show you the layer weight node
so i'm just going to click on this and
add it in now you can see that unlike
this one this one actually does have
43:29
some inputs so you can actually input
stuff into the layer weight and then
output it so for instance if you want to
take the object plug that into the
normal then you could plug these into
the noise texture so let me just ctrl
shift and click on it so you can see
what it's doing so basically what the
layer weight node does is it makes the
parts on the edges here when you are
looking at the object more from a side
view like when you're looking at the
faces from side view it makes that
lighter and then the faces that you are
looking on more straight forward that's
going to be a grayer color so there's
44:01
the fresnel and then you can also
control shift and click on this and
there's the facing and then there is a
blend value that you can change that so
you can make it lighter or darker so if
you want to make it more contrasty you
can do that so how might this be useful
well it might be useful for instance on
like an atmosphere on a planet this
would be very useful because maybe if
you're making a procedural planet i
actually have a tutorial on how to
create a procedural planet you might
want to have an atmosphere and just have
like some blue on the edges so you could
use this and then you would of course
need to change it so you need to edit
44:32
the colors to make it kind of blue and
then you could maybe plug that through
an emission so that it's a glowing
atmosphere that's just an example you
could definitely watch my procedural
planet tutorial link will be in the
description so that is the layer weight
node i'm just going to delete this now
and again there are a bunch of them but
i'm just going to show you one more
common one so the last one that i want
to show you is the object info node so
let's just add this in and just put it
down here so this is a pretty cool one
especially the random value this is
really cool so if i take the random i
45:03
can plug the random into the base color
so it looks a little bit complicated
here let me just control shift and click
on the principle so let me just move
these out of the way so i just want to
plug the random into the base color i
don't need to go into this one so i'm
just going to plug the random into the
base color and then what i can do let me
just scale this down move it over the
side if i press shift d to duplicate
this you can see that they're actually
different colors so this one's a little
bit lighter this one is a bit darker i
can press shifty again oh it's a lighter
one and there's another one i'll press
45:34
shift d you can see that one's very
light so basically this has a random
value and what it does is it makes each
object that has the material a random
color slightly different now right now
it is only black and white it's kind of
just like white and gray but you can
actually play around with this by adding
nodes in here to edit the colors so all
we need is this white and black value
and we can edit the colors and we could
just make like different colors and this
is going to lead me into the next group
of nodes which is the converter nodes so
i'm just going to press shift a and you
46:05
can see right down here there is
converter now there's a bunch of
different things here i'm just going to
show you the most common ones so there
is this color ramp let's click on this
and then you can see that if i just drag
over this wire turns a white color and i
can just drop it and you can see that
it's automatically going to connect it
up so now i can control shift and click
on this color ramp now you also may have
noticed that this is another color it is
blue so when i press shift a i go to
converter you can see that all of the
converter nodes are blue so that is very
46:35
helpful i'm just going to delete these
so with the color ramp if i control
shift and click on that you can see that
here is what we're seeing so this is the
random value and the color amp right now
it's not really doing anything if we had
color data it would convert it to black
and white because it's a converter node
but what i can do is i can actually
change the colors in between this value
so we can take the random value we can
convert it through the color ramp node
the coloramp node is a converter node
and then we can change the colors and
then that can go into the base color so
you can see that the color ramp node has
47:07
a black tab and a white tab and you can
actually drag these tabs around you can
also click on the plus here if you want
to add a new tab in between and you can
also click on the minus if you want to
delete it now each tab has a color that
you can change so you can see right here
there is this color and if you click on
this then it will give you this color
palette and you can change the color so
i can just change this to for instance
like a green color and then i can also
drag this and you can see that when i
drag these two together it's going to be
more and more contrasty because you can
think of this random as being all of
47:39
these different objects they're going to
randomly be dropped in here and so if
these are closer and closer together
there's a more likely chance that
they're going to be green or white and
not in between so it's going to make it
more and more contrasty if you drag them
together if you drag them out if you
drag them really far apart there's a lot
more of a fade in between the green and
the white and so you can see some of
them are sort of like a light green so
this one i can also change so if i click
on the white tab i can click right here
to change the color so maybe this one i
want to make it blue and now you can see
48:10
it's blending between green and blue i
can also click on the plus here to add a
new one and so this one i could make
another color maybe like red and you can
see that now we have a bunch of
different colors because if you're
mixing red and green there's going to be
yellow and orange in between and now if
i just start to duplicate these you can
see that randomly they're going to be
generated as different colors now if i
take away or remove the random then
that's not going to happen you can see
that it's just going to be whichever one
is in the middle so if i turn this to
green now it's going to be green or i
can just drag the blue over now it's
48:42
going to be blue so you need that random
data because this is an input node the
input node is going into the color ramp
and then the color ramp is converting it
to these different colors and then
that's going to go right through here to
the base color so i can just control
shift and click on that and you can see
that now we have a bunch of different
colored balls and when i press shift d
to duplicate them they're all different
colors so that is the color ramp node
it's very cool and it's a very common
node so let's press shift a i'm going to
go down here to converter and another
49:12
common one a very useful one is rgb to
black and white so if i click on this i
can just drop it in and then i want to
drop it like right in here because you
can see yellow going to yellow and then
the gray that's fine if it goes in there
because this is color so it's yellow and
then the gray one that is just black and
white so it's converting it from color
to just black and white so i can just
drop it in here and then if i control
shift and click on this you can see it's
color and then if i control shift and
click on this you can see now it's just
black and white so that's a super useful
one i'm just going to press x to delete
49:44
that if i press shift a and go to
converter there also is another common
one and it's the math node so i'm just
going to drop the math node right here
so the math node is sort of like a
calculator it basically does math for us
so it's super useful in many cases let
me just give you an example so i'm just
going to move these three nodes out of
the way and then i'm just going to take
the noise texture and bring it over here
then i'm going to take the factor and
i'm going to plug that into the first
value so i can now control shift and
click on this and you can see here's the
50:14
noise texture going into the first value
and then if you click right here there's
a bunch of different things you can tell
the math node to do so the main ones
that you're probably going to use are
add subtract multiply and divide so
let's say that i want to add a value
from a texture into another texture so
i'm going to press shift a and i'm going
to go to texture and i'm just going to
add the checkered texture i'm just going
to drop it down here and then what i
want to do is make this one the top one
fully white and then the black one fully
dark so i'm just going to ctrl shift and
50:45
click on the checker texture so for
instance let's say that i only want to
show the noise texture where the black
part is on the checker texture so i only
want to add the noise texture to the
black parts of the checker texture what
i can do is i can take the factor plug
that into the bottom one and then the
factor of this one i can plug it into
the top one so instead of using these
number values we're actually using the
data from these textures if i control
shift and click on this now you can see
because this is set to add the math node
51:16
is going to add the noise texture
wherever the checker texture is black so
you can see right here is the noise
texture here's the checker texture it's
black right here if i ctrl shift click
on this you can see it's only adding the
noise texture where it's black and then
where it's white it's just staying the
same and then you can change this so for
instance you could change it to subtract
instead and now you can see that the
white squares are going to be black
instead of white and then there are of
course a bunch of ones here i'm not
going to go into all of them but you can
see how that could be used and then this
value could be plugged into the base
51:47
color and now you have that so that is
the math node super useful i'm just
going to click on this and press x to
delete it and click on this one and
press x to delete it and i'll just move
these a bit back into place i'm also
just going to select all the extra balls
and i will just delete them because all
we need is this one so let me just scale
this up and put it back into place
alright so that's the basics of these
blue converter nodes i'm just going to
delete the color ramp and i'm going to
delete the object info and then let me
just set up this basic setup so i'm just
going to set the object to the vector
52:20
and then i'm going to set the factor to
the base color so now we can just
preview the noise texture so for
instance what if we want to scale or
transform this noise texture well this
leads me into my next group of nodes
which are the vector nodes so if you
press shift a you can go right down here
to vector and you can see that there are
some different vector nodes what i'm
going to do is add a very common one
which is the mapping node and then i'm
just going to drop this down here so
this mapping node is going to allow you
to change the location rotation or scale
52:53
of whatever it's plugging through so we
want to use the object so the object is
going through the vector and then that
vector is going into the noise texture
so the vector is going to tell it where
the noise texture is going to be placed
on the object so for instance there's
location so we could change the x
location let me just go into the
material preview so you can see this a
little bit better so you can change the
x location you can see now it's kind of
moving along there we could change the y
one that's going back and forth or the z
one you can see now it's moving up and
down there's also the rotation so you
can see that now i'm rotating it and it
looks like i'm rotating the sphere but
53:24
actually i'm just rotating the texture
on the sphere so that's super cool if
for some reason you just want to change
where it is you could do that and then
there's also scale so you could kind of
squish it down you could change the y
one that's going back and forth or the z
one you could squish it down if you
wanted to so the mapping node is going
to change how the noise texture is
placed on the object let's press shift a
and i want to show you one more there
are quite a few here but the second most
common one that you're probably going to
be using is the bump so let's just add
the bump in so the bump is a little
53:55
different it doesn't quite work like
back here behind the noise texture what
the bump node does is it actually
converts the input so if you input
something it's going to convert that to
normal data so you can see there is a
gray height one right here and there
also is some other ones but the height
one here is what we're going to be using
in this video so there's a height one
going in here and then it converts it
and it comes out as purple which is the
normal data you can see it says normal
so if you're watching in the earlier
part of this video i was talking about
how you don't want to mix these like for
54:26
instance this factor the gray one you
don't want to mix that with purple
because there are some shading issues
well if you take the bump node and plug
it in here and then what you want to do
because you don't want to mix these you
don't want to mix gray and purple so you
want to take the gray one plug that into
the height and then unplug this you can
now see that it's actually converting
that to normal data so it's basically
now acting like a normal texture map if
you've downloaded a texture pack if
you've downloaded some textures you may
have seen that there's like a normal one
54:56
and if you plug that through this is
adding that fake bump that i talked
about earlier in the video and that way
we can use the data from the noise
texture and actually plug it into the
normal because normally without this if
you just plug the gray into the purple
that wouldn't work it wouldn't work
because you can see now there's all that
shading issue so this converts it from
the gray values so this black and white
it converts it to normal data if you
plug it into the height and then the
purple can go to the purple and this is
really great for creating procedural
55:27
rocks so if you want to create a
procedural rock shader this works really
well i have a tutorial on how to create
that link will be in the description so
these two ones are the main vector nodes
that you're probably going to be using
the mapping and the bump at least these
are the main ones that i use alright so
now let's talk about the last big
category of nodes if i press shift a
they are the color nodes so the color
nodes is going to allow you to add
colors and edit colors in your
procedural setup so there's a bunch of
really cool ones here and these are
55:57
really easy to use let's just go over
the main ones so the rgb curves is the
main one that i use so let's click on it
and we can just for instance drop it
right here and you will notice that once
again it has a color so all of the color
nodes are yellow and that actually makes
a lot of sense because the outputs and
inputs are also yellow and these ones
are colors so all of these color nodes
are yellow so you can see these ones are
all yellow so that is very useful i'm
just going to delete these so let me
just show you the rgb curves so if i
56:28
just ctrl shift and click on this
you can see what it looks like now this
is just gray and so there actually isn't
any color so i just want to take this
color right here and instead plug it
into the color and that way we're
actually using the color of the noise
texture instead of just the factor
there's the c1 there's the r and the g
and the b so the c1 this is going to
change how bright or dark it is so you
can see if i click and drag it's going
to add the dot and then the dot is going
to move the curve and the curve will
edit the colors so if i drag it down
56:59
more over to this corner it's going to
be darker and if i drag it up over to
this corner it's going to be a lighter
and you can also click and drag and make
more dots so if you want to make it more
contrasty or something you could like
make it dark here and like pull this up
you can see that's that's almost like a
tie-dye look that's actually really cool
and then if you want to delete these you
could just click on them and then you
can click on the x here to delete it so
the c changes the brightness or the
darkness let's go to the next one
actually i'm going to make this a little
bit brighter and then let's go to the
next one which is the red values so r is
57:30
for red g is for green and then b is for
blue so on the red values if i drag it
more towards here or more down here it's
going to make the reds stronger or make
them less strong it's going to add more
red or remove more red so i can just
drag this up you can see now it has a
lot more red i can click on the g1 for
green i can drag this up if i want more
green or maybe i want less green so now
it's kind of more purplish and then if i
click on the b that is for blue i could
drag it up more if i want more blue and
you can see now it's more like a pink
because red and blue together make like
58:01
a pinkish purplish and if i want to
remove the blue i could just remove a
bunch of it and now it almost looks like
lava colors because the blue is almost
gone there's almost no blue so that is
very useful i use the rgb curves node
all the time let me just show you some
other common ones so i'll just press x
to delete this and then i'll press shift
a let's go to color there also is the
brightness and contrast this is super
useful so i can take the color plug it
into the color and then the color into
the base color so we can actually
preview it or you could just ctrl shift
58:31
and click on the brightness and contrast
so this is pretty self-explanatory the
brightness is going to make it brighter
and the contrast is going to make it
more contrasty so there we go very cool
this time i'm going to press ctrl x and
ctrl x will delete the node but keep it
plugged up let's just press shift a
again
and let's go to color the next one i'm
going to add is the mix rgb so we're
going to add this in so this one sort of
works like the math note it's similar
because you can see it has these
different things here and there are some
other things here like color dodge and
59:03
screen and overlay things like that so
what this will allow you to do is is it
will allow you to mix different colors
together in different ways so there's
color one there's color two and then
there's a factor so if i just take color
two and i make it maybe like a bright
red color now if i control shift and
click on this you can see that as i
change these if i change it all the way
to zero it's only going to use the noise
texture but if i change it all the way
up to one it's only gonna use color two
so color one and color two and then
right now it's set to mix that's gonna
59:34
be evenly mixing them together but you
could also change it to different things
like darken or lighten and you can also
add values into the factor so for
instance what i could do is i could take
this factor and plug it into the factor
so instead of using just an even value
back and forth we're actually going to
use the factor of the noise texture so
we're going to use this data to tell it
to make it color 1 or color 2. so i just
need to change this back to mix because
mix is just the default and then if i
control shift and click on this you can
01:00:04
see that it's kind of just gray it isn't
very strongly white or strongly black so
what i could do is i could press shift a
and i could search for the brightness
and contrast now i can drop the
brightness and contrast right in here so
what i want to do sorry this is getting
a little bit complex is the factor needs
to go to the color and then the color
needs to go to the factor so what we're
doing is we're using this as our factor
to tell it where it's going to be color
1 and where it's going to be color 2. so
i can just turn up the brightness just
like a little bit and then i can turn
01:00:35
the contrast way up so it's very strong
so you can see now the brightness and
contrast has made that very bright and
contrasty so now instead of using the
factor number instead of just evenly
blending in between them plugging the
brightness and contrast into the factor
is going to tell it where it's going to
be color 2 which is red and where it's
going to be color one which is this and
to make this even simpler i could unplug
this and then just change this to maybe
like a blue color now you can see that
it's using this data to tell it where
it's going to be color one and where
01:01:05
it's going to be color to so that is
super helpful the mix node very useful
i'm just going to delete this and delete
this one as well so i'll go over here to
color you can of course try these all
out but i'm going to show you another
common one which is the invert node so
i'm just going to drop this in here so
it's really basic it literally just
inverts whatever data you give it so if
i take this factor plug it into the
color here then i can control shift and
click on this you can see if i control
shift and click on this here it is
before and then i can control shift and
click on this and it inverts it so this
01:01:37
part here you can see there's a little
white patch it inverts it and now it's
going to be a bit of a dark patch so
pretty simple it just inverts whatever
value you give it all right so we're
getting towards the end of the video but
there's just a few more things that i
want to show you and these are ways that
you can better organize your nodes so if
i just press shift a right here you can
see that right down here there is a
layout and there is this reroute so if
you add the reroute we talked about this
in the beginning of the video but if you
hold down the shift key and right click
and drag you can add these reroutes so
01:02:07
for instance if you didn't like how this
is kind of going over maybe you want to
go down and then over you could hold
down the shift key and right click and
drag over and then you could just like
drag this down maybe like that maybe add
another reroute move it up here and then
you could like pull this down and you
can see that now it looks a lot nicer so
if you like this better you could do
that this is really just personal
preference though because this reroute
is just a duplicate of whatever this
output is so the output just continues
to go down here and then it just goes in
there so you could hold down the shift
01:02:38
key and then right click and drag to add
the reroute you could also just press
shift a and then go to layout and add a
reroute and it's going to add that
little dot there now you can also see
under a layout there is this frame and
the frames are super useful if you add
them in basically you can add frames to
different groups of nodes so for
instance if you wanted to add all these
to a frame you could then move them
around and they'd all be connected in
the frame so i can drag this and bring
it over and then i can just click and
drag and drop it into the frame and you
can see now when i drag the frame the
01:03:09
nodes in the frame are gonna move along
with it so i can box select these and
drop them both in the frame drop it in
and then if i drag this over you can see
now i can move the frame so once you get
really really complex procedural setups
like for instance in my procedural
planet tutorial that was a pretty
complex node setup the most complex one
i've ever done it's really complex and
so i use these frames to help me
organize the nodes you could also just
delete this frame and if i just select
all of these nodes you can press ctrl j
01:03:40
and that's going to add a frame so just
like in the 3d side of blender if you
want to join objects together you press
ctrl j well it's the same here you can
just like box select these press ctrl j
and now it's going to add these all in
and then if you want to delete the frame
you can just click on it and press x to
delete it and it won't actually delete
the nodes inside the frame unless you
have the node selected as well if you
have the nodes and the frame selected
and press x to delete it'll delete all
of them or you can just press x on the
frame and delete the frame now the
frames can be used to organize the nodes
01:04:10
so you can actually name the frame
so if you press n that's going to open
up this side panel and you can see that
there is a name and a label when you
select the frame so for instance i could
just call this noise hit enter and then
the label you also need to change that
so noise and you can see now it actually
says noise right there there also is a
color right here so if you turn on the
color you could actually change it so if
you want to be like blue that's pretty
cool all right i'm just going to delete
the frame so using frames is a super
easy and effective way to organize your
nodes now there's just one more way that
01:04:41
i want to show you on how to organize
your nodes what you can do is you can
actually join nodes together and then
create a node out of those nodes so how
you do this is you can just select the
nodes so for instance i'm just going to
select these two and then you can press
ctrl g now when you press ctrl g it's
going to add these into their own nodes
so you're sort of like creating your own
node it's pretty cool you can basically
create your own node now when you do
this it automatically plugs up these
group inputs and the group outputs so
01:05:12
what you do now to get out of this is
you press tab so if you press tab with
this selected it's going to go inside
the node and then if you press tab again
that's going to go outside of the node
so you can actually create your own
nodes so it's really cool now if you
press n you can also rename this so i
can call this maybe noise and then the
label is going to be noise and then
there also is this node group here i
could also call this one noise so that
is super cool and then just like edit
mode if you press tab you're going to go
into edit mode if you tab into this
01:05:43
you're basically going to go into an
edit mode of the node so it's pretty
cool and then you can see here's the
mapping and the noise texture and then
the object is being plugged into the
vector now let's say that i wanted to
plug this into the color so maybe i just
take the factor and i plug that into the
base color but you can see if i control
shift and click on it it's only the
black and white in this case i actually
want to plug the color value right here
this color value into the principle i'm
not actually able to access this color
right here so what you can do is if i
01:06:14
tab right here what you can actually do
is you can actually plug the inputs and
the outputs into these empty sockets
right here and then when you tab back
into object mode or go back out here to
the node it'll actually be right here so
let me just show you so for instance i
could just take this one plug it into
here and then it's going to add another
one plug this one to here it's going to
add an extra one and plug this one to
here so these ones are all the inputs so
if i tab back into object mode you can
see that now this noise node that we
01:06:44
created actually has a location rotation
and scale
in this case i don't really want them so
i'm just going to unplug them so let me
just unplug all of these and then you
can see that for some reason it still
keeps it even though i unplugged it so
what you're going to have to do if you
want to get rid of that is just tab into
the node and then click on the node
input and then you're going to have to
click right over here on a group and you
can see that there's the vector location
rotation scale you just need to click on
this and then press minus and then press
minus and then press minus and it'll get
rid of that so that is really cool and
01:07:15
you can also do that for the outputs so
if you want certain outputs of the
custom node that you created you can
take the color and plug that in here and
you can also do whatever you want so if
you have more outputs you can plug them
up and then if you tab out of the node
you can see that now it has a color so
if i control shift and click on this
there we go there is the color data that
we're looking for and i can just take
the color plug it into the base color
and now you can see that it has that
color right there let me just turn down
the strength of the bump so that you can
see that so now you can see that we
01:07:46
actually have our own custom made node
and with that said this is going to wrap
it up for my beginner tutorial on how to
use procedural nodes in blender now i
would highly recommend checking out the
playlist where i have a bunch of
different procedural material tutorials
so if you want to check out that
playlist you can watch some different
procedural material tutorials and all of
those tutorials are created for
beginners so they're all in real time
and step by step and i add each node and
i explain why i'm using them so watching
those tutorials is a great next step to
learning procedural nodes in blender so
01:08:18
again you can check out the playlist
with the link in the description and
also if you'd like to help support this
channel a great way to do that is by
purchasing my procedural material packs
so i'll be creating more procedural
material packs as i make more but for
the time being i have two procedural
material packs and each one has 10
procedural materials created with
blender and you can purchase those on my
gumroad store as well as some other 3d
model sites and also if you join my
patreon then you can get those over
there so if you join my patreon you'll
01:08:49
be getting those procedural materials
and you'll also help to support the
channel each month so that's gonna be it
for this tutorial thank you so much for
watching and i hope the tutorial was
helpful and i hope to see you in a
future video
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