Materials

Tutorial Notes

Having created a plane and moved the light around, etc, next is materials for the plane. I mean, everything's getting a new material. Icing, for instance.

  • Base color: Self-explanatory. Doesn't affect reflected colors, presumably?
  • Roughness: How reflective/shiny is it? (Don't touch Specular options.)
    • .34-ish, for icing, maybe.
  • Normal: Requires stuff we don't have knowledge for yet, leave alone.
  • Subsurface: Good for foods and skin, dial it up a bit.
    • Also, the Subsurface Radius values. R, G, and B.
    • Advise? .25/.15/.15 apparently. Reddish tint, just a skosh.

Donut material, temporary:

  • Tinier bit of subsurface, bread-yellow-ish, .1/.1/.1 radius values.

Coffee Cup notes

  • It's not in the tutorial itself but set the "coffee" material's IOR to 1.33 down from the default a bit. Andrew confirms this in a comment downthread.

Oz Pillar Scope notes

We're trying to get the ring-light to do its thing, this may be useful: https://blender.stackexchange.com/questions/39471/using-an-emission-shader-with-textures-without-affecting-the-color-of-the-mesh

Yeah, Eevee can't "do" objects-light-up-other-objects thing with emissions, you have to "bake" in every change you make. Never mind, Cycles it is.

  • Node chain is: Value Input -> Multiply Converter (Math) (second Value is your multiplication factor) -> Emission -> Material Output.

Duck Making

The stock plastic texture from P-gon is too shiny. Find the InvertGloss node attached to Roughness and take the Factor down from 1.0 to around .4 maybe.

Page last modified on July 03, 2020, at 12:12 PM
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