[flow_default] Transcription for 002 Textures.wav
Browse files- 002 Textures.json +12 -0
002 Textures.json
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{
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"file": "002 Textures.wav",
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"transcription": {
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"audio_file": "002%20Textures.wav",
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"text": "Alright you guys, today I'm going to show you how to use textures with your materials to give them character and added realism. Now to begin, we want to edit this texture that we were working on yesterday. Now it's really simple for me to go into my content drawer and find it, however, just because I want to find it as quickly as possible and I don't want to be looking through files. There's another way that I'm going to show you to find your materials easily. That is, select the item with the material that you want to edit, go over to the Details panel on the right, scroll down to Materials, and you can see right here that the material that you are using is shown. Now I can either open the material directly by double clicking right there. It takes me to the material editor over here. Or if I want to find it in my content drawer, I can actually hit this little browse button with the magnifying glass icon right here. So I'm actually going to do that. Double click, open my material. And here we are, back at my unumptanium material. Now, a texture, unlike a material, is a simple 2D image that can be used with a material to add realism, add depth, add texture in a sense. Now, there are a lot of textures on the internet, but for now I'm just going to use the default textures that are included in the starter pack. So I'm going to go down here to start a content, scroll down a bit, and here I'm going to look up Perlin Noise and drag it into my Material Graph. Now I can also open and edit this texture by double clicking it. As you can see here. Make sure that your alpha channel is either disabled or is on alpha controls opacity. So sometimes you'll load a texture and it won't be there because, well, you're completely opaque or completely transparent, I should say. I'm just close this. this. Awesome. So here is my Perlin noise texture. And what I'm going to do is I'm going to replace my roughness constant with this Perlin noise texture to change the roughness depending on what level of darkness is in this texture. So essentially it's going to allow me to vary my roughness of the object is changing depending on which areas in this texture are darker or lighter. It's really cool stuff. Now, let's say I want to make this look even more worn down. No one is paying attention to this ball anymore, which is very sad, but it happens. Let's say that it's dirty. Now, how would we go about doing that? Well, luckily, we can use textures just like we did before to add that effect. Now, the first thing I'm going to need is a dirt texture. So I'm going to pull up my command drawer, content drawer, excuse me. And I'm going to look up, what should we use? What should we use? Let's go with this rust. It looks like dirt. Or maybe we'll go with concrete grind. Let's see how this looks. So I'm going to drag it into my sample or into my material graph. Now, what I really want to do here is use this texture in conjunction with this color. Almost like this texture or this grime is on top of this color. So what I'm gonna do is I'm actually gonna bring it up over here. Now you can see I can actually use the Alt key if I hold it down to click on the pins of any of the nodes in my graph and delete that is to go and right click or to hit your command palette although I prefer right click and look up linear interpolate. Linear interpolate will basically allow us to use both these textures in conjunction depending on a third texture. So I'm going to get rid of this. What I'm going to do is I'm going to put my color into the A input of the linear interpolate, my texture into the B input of my linear interpolate. And then if you remember, I said that this is going to combine them together based on another texture. So just like the roughness is going to be rougher based on where this is black versus where it's white, we can actually make it. So this new grime texture will be placed on top of this texture depending on where this is black or this is white. So I'm going to pull from RGB into the alpha channel over here. And then I'm going to pull from the output to base color. And there we go. Now if you look, you can see that it almost looks like these two textures have been combined. This is very interesting. It almost looks now like some sort of geode. Very strange mineral. Maybe it's just been mined out of the ground. All right, now there we go. Let's compile or save. give you a ton more control over how exactly your materials look. There are tons of textures, materials, and parameters to explore. So take your time, be curious, and don't be afraid to experiment. In the next tutorial, I'm going to show you how to use parameters and material instances to easily edit the different inputs of your materials without having to recompile every time. Alright, see you soon.",
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"language": "en",
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"duration": 491.86,
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"timestamp": "2025-11-26T13:54:34.147872"
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},
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"timestamp": "2025-11-26T13:54:34.157084",
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"processing_time_seconds": 81.28137612342834
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}
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