WEBVTT
X-TIMESTAMP-MAP=LOCAL:00:00:00.000,MPEGTS:0

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Our particles are using

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the same texture that we have for the ground floor.

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That means it's going to be using

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the dirt texture and

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that's not going to look good at all.

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It's going to look like dead grass.

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So let's create a new material

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so the grass actually is green.

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We're gonna do this by coming over to the top

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right and splitting this view and

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switching it over to the shader editor

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over in the material tab,

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we're going to hit that plus

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sign to create a new material.

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Then click on New.

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And remember, we're going to need to name our materials.

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So we're going to call this one grass.

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I'm going to press N to close up

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that panel because we don't really need it.

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So the first node that I'm going to add is a hair info.

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Note, if we press Shift a,

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we can go underneath input and then add in the hair info.

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Node B is intercept option is the one that we want.

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This, this allows us to set where

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the color is on the bottom and the top.

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We can do this with a color ramp.

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So press Shift a and add in

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a converter colorRamp and place it here.

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We'll take the intercept and plug it into the factor

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than the color into

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the base color of the principled shader.

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To see what we're doing, we can open up the preview.

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And instead of using the circle,

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we're going to use the strands right here.

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As you can see, this is actually working.

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It starts out dark on

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the bottom and then it becomes white.

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So now what we're gonna do is hit that

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plus sign to add in a new handle.

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And this handle is going to be a nicer green color.

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So bring it over to a green and drag it down.

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Then we're going to hit that plus sign one more time.

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And this time we're going to bring it over here.

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And I'm going to switch this one over to a lighter green.

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And I think I might drag this one actually to

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a darker green, something like that.

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And drag it this way.

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I'm also leaving a little bit of white at

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the very top because that is

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what actual grass looks like.

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There's a little bit of white at

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the very top of the grass.

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The next thing that we're going to add is

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a little bit of translucency.

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This will allow light to pass through the grass.

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Because if you take a look at grants one more time,

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you can see there is a little bit

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of light that can go through it.

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To add this in, we're going to press Shift a and add an,

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a shader and then a mix shader and place it here.

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We're then going to press Shift a and add

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in a translucent shader.

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We're gonna take the BSD f and plug it into the shader.

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And then you can see here in the preview

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that light is actually passing through it.

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Now, you can control

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how much light is by setting the factor value.

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We're going to set this a little bit lower, 2.25 n Enter.

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And then for the color,

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we're going to drag it down just slightly.

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And there we go.

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That is our result.

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To actually see this in action,

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we're going to drag this window out a little

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bit and then press Z and go into rendered view.

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At the moment you won't see anything.

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And that's because we need to actually assign

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those particles do have that material.

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And to do that, we can go over

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to the particle system tab,

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scroll down until we see the render panel.

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You can see them.

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It's current material is set to dirt and

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we need to set it over two graphs.

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So switch it over to grass.

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And then there is the effect that we have.

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I'm going to press Control B and box selected

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just a small portion of the grass and then

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zoom in on it to see what it looks like.

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We also have a problem over

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here about some of the particles

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are actually going through the ground right here.

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And the reason that's happened is because

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we extended the walkway.

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So let's go ahead and fix that by going into

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edit mode and just selecting that part.

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So I'll just click on those vertices.

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I'll press C for circle select and draw a box around.

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All of those will go along the back here,

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then press X and just delete them.

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Now if we go out of edit mode,

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that should fix the issue.

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There we go.

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So now if we go back into camera view Z

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and go into rendered view,

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there are no particles peeking

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through and that looks pretty good.

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Let's take a look at the entire thing

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by closing this window,

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by clicking in the top right, closing that.

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And then press Control B and draw

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box outside the camera view.

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And there we go, Look at that.

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We now have grass in our scene

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in and is looking pretty good.

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The reason you can't really see a lot of

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the strands is because of the de-noising.

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Once we do a final render is

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going to look a lot better because we're going

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to add more samples and

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the shadows and everything and

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some other render settings.

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We will cover all that in a later video.

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For now though, we've completed this section.

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The next section after this is the final section

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where we're actually going to be jumping

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into the Render Settings,

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learning how to render in

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cycles and making it look really good.
