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[flow_default] Transcription: 01_car_base_materials_part_1.json

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transcriptions/01_car_base_materials_part_1.json ADDED
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+ {
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+ "audio_file": "01_car_base_materials_part_1.wav",
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+ "text": "In this video, we will prepare the car for the shading process, add the first material and learn how to apply materials to different phases of a model. All right, before we start to add materials to our car, let's switch over to the look dev mode. The cool thing of the look dev mode is if you click on shading, you can easily switch between different lighting conditions. So for now, let's pick this one here. This has a pretty natural lighting so we can see the true colors of the materials better. Then let's move this up a bit, go to the render settings and let's enable ambient occlusion. So we have this nice ambient occlusion shadows in the gaps and corners, which helps us to understand the shape a bit better. And let's also enable screen space reflections to have more realistic reflections. So now let's select the car, go to the material settings and add a new material. Let's call this car main color. I add the car in front here because later on if we for example add the rocks to this scene and maybe other objects then we know exactly which materials belongs to which objects. So down here the principle shader is enabled. Let's click on the base color and change it to, in my case, a greenish-blueish color. Let's make it a bit darker. And please don't use these over-saturated colors. Add a little bit of gray so it's much more convenient for the eyes to look at these objects. So and as you can see since all these different objects here are merged into one object, the material will be added to everything here, except the separated objects like the nozzles and the cable stone here. But first of all, let's take care of the car. Let's select the car, hit slash on the numpad or click on view, local view, toggle local view to isolate only the selected car object. Let's create a new material by hitting the plus button. Click on new. Let's call this car secondary color. And to have a foundation for the color, let's go to car main color. Hover the mouse about this color field, click control C to copy this. And then move your mouse over here, click control V to paste the color. The secondary color should be a bit darker and maybe also a bit more bluish. So right now you can see we have two materials, but we can only see the first material up here because we have to define on which surfaces the second material should be displayed. And this we can do in edit mode. So tap into edit mode, press three for the face selection. And now let's select for example the hood here with a box selection and now you can see if I switch between added and object mode these buttons here will be added in edit mode. That means here I can assign a selected area to this selected material. So I hit assign and then you can see if I tap out of edit mode that this area is now colored in the second material. If I change the color, you can see it pretty good. So in this way, I can basically quickly add different colors to different objects. So for example, let's select the door, click on the sign, hit alt, left click on this line here. So the loop will be selected, click on the sign. Then let's select the backlit here, hit assign and the same thing over here. So, and this easy we can add a second and certainly even more materials to this car.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 242.11
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+ }