- [Instructor] Now that we have an understanding
of how highlights and shadows are used
to create the foundation of a material,
we can now discover how color
and surface texture work together
to perform the realistic qualities found in all materials.
So we have our Photoshop Shaders file open still,
and we're going to dissect this a little bit further.
And if you look at the the layer stack,
we've got some color coding going on that,
as we build up these textures,
we can see the different layers.
And this is kind of a simplified version
of what we're going to be exploring
for the rest of the project.
Eventually, the whole point of material is being able
to break them down into a few different categories
to simplify them for us to recreate them.
And if we don't do this, then we'll be kind of mystified
by what materials are actually doing
within a realistic environment.
And so the first one we're going
to take a look at is our rust shader.
So if we zoom up on this little shader,
we've got some metallic spectularity in there,
and we're going to apply a rust texture.
Now this is set to a Soft Light.
If I switch this over to Normal, we see
that it is very close to the original texture
we pulled from our other file,
but if we switch this over to Soft Light,
we're seeing that it allows that shadow
and highlight to come through underneath.
But this doesn't do it alone.
Yes, it creates this nice believability
that there's a shadow and a highlight,
but we need all these little raised areas
of the texture to come through.
So the color alone isn't going to do the job.
So we have this other layer, which is going
to be the rust spec.
And what this is, if we disable the layer mask,
we can see that this texture is just a series
of dimensions, and this is a levels adjustment
to this texture, which creates these
really harsh highlights.
And we turn the mask back on, we can see
that all it's doing is just kind of grabbing
some of this information and adding a little bit
of highlight to it.
So if I turn it off and on,
you can see that the bounce light underneath,
on the back side of the shader, and this area
where that main light source is coming in,
are just picking up a little bit more of that detail
and it's making
that shader look a little bit more realistic.
So the next shader we're going to take a look at is
our metal shader, and very similar foundation
to what we see on the rust.
We've got a texture that's wrapped over the top
and this is set to Soft Light.
And then we, once again, have some surface texture
on the bottom and top, just to kind of play around.
And this is as that light source hits,
it's going to have a main hot spot,
but it's also going to have these other areas
where the surface texture's going to be raised.
It's going to kick back a
little bit more information for us.
And if we look at our metal ball,
this is going to be the most intense metal sphere
that we have.
And so I've got a little bit of a texture on there.
Not too much, because we know
that this is a pretty clean material.
So if it has too much texture
then that's going to interfere with the believability
of how that light responds to that texture.
And we've also got a little bit of a reflection
on there, because as it becomes more specular,
the reflectivity tends to dial up a little bit,
and we start to see a little bit more of the sky
and maybe the ground level starting to come through
on the color layover.
And that one is set to Overlay.
The next two we're going to look at is leather
and our wood shader.
And for our leather, we've got our base.
Okay, now we do have a little bit of specularity,
but as we saw in the previous video,
when we took a look at leather,
because of the roughness,
it actually took down any intense hot spots.
So, it's kind of a unique combination.
It's a really unique material.
And so we have our shader influence,
which means I made a layer and painted over the top
so it wasn't as intense because I'm going
to add that intensity later, from the reflectivity.
And then I've got a leather texture
that's a Soft Light, very similar to the other two.
And I have another layer, which is going
to be set to Screen.
This is very similar to the other textures we have,
it just has a little bit more of an intensity,
so if we turn that off and on, we're starting
to see a little bit more of that specularity come through
on the texture itself.
And it looks a little bit more
like a nice clean leather texture.
And the last one we're going to take a look at
for this video is the wood grain.
So we've got a little bit of an adjustment in here,
just so we can get a little bit more dimension
out of it, and a lot of that has to do
with the way my texture is overlaid on top.
So we've got a texture, it's wrapped, similar to the others.
This one is set to Overlay,
because Soft Light was a little bit too subdued
for my taste, and I want a little bit more of an intensity.
And that has a lot to do with the type of texture
that I have and the types of adjustments
that I made on it.
We also have a specularity.
This one is a little bit different
in that the reason why we're pay attention
to this is because this is how we're
actually going to use highlights
in the other videos, once we start getting these textures,
or producing these materials in our scene.
And so we're using Hard Light,
and we've just barely grabbing the edge
of those wood grains as that light source hits.
Notice I'm not doing any of that down on this back side
because the light wouldn't be catching
any of these little raised areas.
So this is, once again, the roughness,
how the light comes in and scatters
throughout the surface of an object.
And I'm just barely hitting the edges of this.
So all of these textures react a little bit differently,
based off of their foundational elements.
And you can see though, by just adding this color
and surface texture to all of these shaders,
it becomes something quite a bit different.
And if we do little bit of a compare and contrast,
this is very simplified,
but we have to have this foundation
before we start to understand
how these other textures are starting
to work with each other.
Perfect.
Now that we have some color and surface texture
on the materials, let's take a closer look
at skin and the concept of subsurface scattering
to further enhance our materials.