In this lesson, we're going to talk about procedural texturing and texture, the other side of this
door panel with a procedural texture, I'm just going to hide this light for now or actually, I can
go to show and turn off lights.
If I was to use control to hide the light, then in the render it would also hide it and we would have
no lights in our scene.
So I'm going to click this door panel and again assign a new shader by right clicking going to assign
a material, go to Arnold tab and go down to a standard surface.
Now in the color option, when I click this, instead of choosing a file like we did when we want to
type in a texture, we can use really anything we could use a fractal we could use any of these.
All of these are procedural textures.
Right.
And we could actually isolate these by using the texture option here, which Arnold has their own noize
textures.
We could use the 2D textures from Myia.
We don't have to we're not isolated just to Arnold textures here.
We could use anything.
And what I want to use here is a ramp.
So when I click a ramp and we can see that if we click and drag these top little circles, that it is
indeed working.
And this is a V ramp.
So it's going up and down.
It looks like if we click on this and go to the movie editor, which we know all about UVs now, I just
close that.
We can kind of see which direction it's going in.
And the movie editor as well, we can see it's kind of going up and down here.
And that's the V ramp.
If you remember from the previous lessons, V is vertical, so.
There's a couple different ways we could adjust this.
I'm just going to delete the history on this as well, because we have a lot of history still left over
from the previous lessons.
And now we can get to the Shater a lot quicker, so if I go back to the ramp here.
I can change this to a new ramp and now it's going up and down, but we want a diagonal ramp somewhere
to choose diagonal and it's a very soft transition here.
You can see how this is kind of a gradient.
We can change that by going to none so that there's no interpretation between the two.
And we're getting a little bit of us here.
But that's just because of the viewport.
Hopefully when we render this, that should be gone.
And we can also check that real quick just by going into the Arnold render view and hitting play.
And now you can see this is a very hard line as a straight line.
So don't be deceived by what you see here.
Exactly, because in the final render, it might be slightly different based on because this is the
high resolution kind of render that we're going for.
So close that down that I know that's acting in the way that I want it to.
And I'm going to change this color to a yellow.
I could actually.
So I'm clicking on this selected color.
I'm clicking on the white area here, and that'll bring up the color history.
And I can use the picture and actually match this color here that we already have so that I'm being
consistent.
I can move the position with these.
I can add new color here by clicking anywhere and it'll add another color of itself, which I could
change if I wanted to.
But I want to keep that the same and start repeating these pieces here so you can see how very quickly
I can just add new lines.
I can change the thickness of them.
I could even animate these things positions if I wanted to, so the ramp itself would animate.
But very quickly, you can see, you know what?
If you change your mind, you don't have to go to a new program.
You can procedurally change this so that it will update as you want it to.
And so that's quite powerful.
When you compare the two, you can also combine them in certain ways and you can do a little more advanced
things.
But just for now, it's important to understand the concept between using a file which is kind of baked
down and you cannot adjust.
And Maya.
Right.
It's just using this file and the difference between a procedural texture, which if you click on this
and go to, there's all these options that we can actually change it.
We can actually add noise to it.
We could do all these different types of things to it.
And I just want to show you the power of that and encourage you to explore the different procedural
textures, the 2D textures, the fractals.
And we're going to dig a little deeper into those in the next lessons as we refine the shape.
But in the meantime, I'm going to encourage you to finish out the texture here one way or the other.
And let me just show you one real quick trick.
So I'm going to go with the procedural for this example, and I'm going to go assign it real quick.
So I'm just going off of the assigned existing material and we're going I'm just going off the screen.
Just a touch to get that one.
So this is an accurate to the reference.
They should be going in the same direction like this.
So what I could do is actually change the moves.
So if I open the movie, Ed.
And I can just grab the UV tool kit and Dockett here on the side and I'm going to reduce this down so
I can see it what's happening and we can use the transform attributes to rotate this around.
And see where it needs to be to line up.
So I can just drag this to try to get this to the correct.
Length and lines that it lines up with.
So it appears.
That this one may get cut off at the bottom here because it's diagonal doesn't continue.
Exactly right.
So what we need to do is tile this image in a different way so that these will line up exactly as we
need them.
So want to introduce you to another component of texture's, which is the texture placement.
If I go to the object mode, select this and we select these one of these two.
This is basically the input and output of this node so we can go to the ramp and see its place to add
texture here so we can see the placement of the texture.
And instead of adjusting the IVs, we can actually adjust it from here.
But because they're using the same.
Texture, we can't really rotate because it rotate both of them, so we move the moves, but we still
have this problem and that's just because it's wrapping it the wrong way, we want to mirror that.
So now we have that one's done and it we no longer have it where it's cutting it off because it's mirroring
the bottom instead of repeating it, because you can see what it's trying to do is start back up from
the top, basically, and instead of repeating or sorry, mirroring the bottom.
So we mirror the bottom, we'll get rid of that little thing.
But so this is how we can procedurally texture the door panels to have the same file texture.
And we can adjust this through the shader.
We can also, you know, tweak the UVs of this thing so d line up or they don't line up.
You know, however you want to be kind of add realism by offsetting some things a little bit, not making
it look too perfect.
But yeah, that's kind of a good introduction to procedural texturing.
Why that's important.
And we're going to look at using procedural textures more in the next lessons to add a little more realism
to the shaders that we have already assigned.
Thanks for watching.