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[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/7 - Materials/5 - Analysis and corrections of imported materials.wav

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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_7 - Materials_5 - Analysis and corrections of imported materials.json ADDED
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+ {
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+ "file": "5 - Analysis and corrections of imported materials.wav",
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+ "transcription": {
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+ "audio_file": "5%20-%20Analysis%20and%20corrections%20of%20imported%20materials.wav",
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+ "text": "First, we'll analyze the material of the lamp that we imported. It's moving so fast there that to better analyze this frame and improve the visibility of the lamp, I rotated it a bit. Soon rotation in the world settings. Let's start with the lamp. While I like the material of the metal used for the end caps, the shade, and the materials of the wires that the lamp is mounted on, I'm not entirely satisfied with it. I like the material of the shade itself. I would like it to be a glossy material. At this moment, it has a matte material, as indicated by the Ron's value of 0.5. First, I would like to gently increase its brightness from a grey color to a white color. I'm not pushing that value all the way to the top, because materials and colors should never be perfectly white or perfectly black. It is always a good idea to have this value slightly below the top of that line or above the bottom. I'll start by changing the run value from 0.5 to 0.1. At this point we can already notice a difference because our material has gained a pretty nice gloss. I would like this material to be slightly translucent. Not completely, but very subtly. For this I need to play around with the value alpha. I don compare it to a value of 1, we really achieve that effect here. It won't be clearly visible in every frame, in every shot, and under every lighting angle, because that's important too. The angle of lighting has a strong impact on the perception of individual materials in different frames. A value of around 0.85, maybe 0.8, by the way, I see that I still have one height left from my base, which I'm removing right now. When it comes to the chairs, I think they're too dark and nothing is happening on them at all. I would like to achieve some visible wood texture here as well as some reflections. I'll start by lightening the black color a little, which is the color very black, perfectly black I would even say. Next I'll lower the metallic's value from the intermediate value to a value of 1. This black can slightly darken. We can also immediately notice that these chairs have quite angular reflections. I would say it looks very unappealing. The problem is probably in the shading. We need to set shade Auto Smooth, which makes these chairs become a bit more, a bit better. We can also check the geometry itself and in the place where the geometry data is, certain settings can be defined. It's always best if such a situation arises to use clear custom split normal data on the model. And then in most cases, if there are any errors, everything should straighten out here. And the chair, or in this case, the chair, but generally speaking, the model should fix itself and should look quite okay. In the case of this chair, we can still notice that this model, even though it seemed to be of good quality, is not quite like that. Here on the seat, we can see that there is practically no rounding, or it's so minimal that it's almost invisible. A lot of the river basin also leaves this, I will use the appropriate textures. This will be a normal texture and a texture linked in Ronest. The base color will remain as just black without any texture. I will open a folder called Upload at the table, which is located in the course files in folder number 3 for textures. In this folder we have PBR wood textures and we will choose the Rones texture and the Norma texture. We drag the textures into our windows with materials in Blender. Let's remember to change the color space to non-color. And then we will connect everything properly. You already know the layout because it's exactly the same as for the materials we created. So we connect all the elements together, we change the normal map value to 01, and we add the mapping. We connect the mapping with our textures and at the end we will also add a texture coordinate. Linking UV with Vector. Thanks to this, if we zoom in on our chair, we'll see that something has happened to it. There are noticeable bumps when it comes to the wood texture that were created with the normal map. And we also see some more interesting reflections that came from the Rhone's texture. I mean be fine. Now let's focus on the lamp above. Our kitchen island. The lamp is currently white. I would like it to be black, but I lamps are black, so I want it to have exactly the same color. I like the color of the lamps on the ceiling, so I won't create a new material here. I'll just use the existing material. This is a material called ceiling lamp, and it's the same material. I'll assign this to the model. I'll simply replace the Inot S material with a material called ceiling lamp. The same goes for Inot S steel, because this is the material that is responsible for mounting this lamp. Let's also set this as the ceiling lamp. From the bottom we can see that the lamp has the In light material which makes it look like the lamp is turned on. This lamp will actually be turned on because at the lighting stage we'll set parameters so that it lights up every time. So in the daytime shots the light it generates will be visible so we won't be dealing with this material here. If we wanted this material to symbolize a lamp that is not turned on, we would just need to add node principle BSCF. With basic parameters, just as a plain white color, then the lamp is clearly turned off. We'll undo this operation, but we'll literally leave the material as it is. The WinsiltyBSDF gives a glowing effect because we have the Emission option turned on. This option has a value of 100, and that's why the material glows. We can achieve a similar situation if we create a material, simply an emission, and we'll connect it this way, adding a parameter, for example, 10, also 50. We're getting exactly the same effect. As for the other models and their materials, I don't have any major suggestions here. I like everything, and generally nothing needs improvement, in my opinion. I see that there are still no materials for the floor lists. I'll create a very simple, very quick material, a floor list, and it will be a material that will simply be gray. Close to the color of the wall, so that this list doesn't stand out or draw attention. I'm not getting into any deeper parameters here. That's it. As for discussing materials, that's it for this lesson.",
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+ "language": "en",
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+ "duration": 576.2,
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+ "timestamp": "2025-12-10T17:49:29.797782"
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+ },
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+ "timestamp": "2025-12-10T17:49:30.418340",
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+ "processing_time_seconds": 204.48362374305725
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+ }