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

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Next up on our list, we're going to work on

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creating some blinds for our house.

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At the moment, you can see everywhere

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all of the windows are completely open.

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So let's add in a couple of blinds

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in the second floor and over here

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on the right side to add in

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a little bit of privacy to a house.

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To do this, we're going to use the cloth simulation.

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Over on the right side. We're going to

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right-click and create a new collection.

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And we'll call this collection by double-clicking.

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It will call it blinds,

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will jump to that collection by

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hating six on our keyboard,

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or actually five on our keyboard.

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And then we're going to add in a couple of objects.

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First, let's add an a ground

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for the clot to actually fall on.

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I'm going to press Shift a and add in a plane object.

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We'll scale it up a little bit.

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I'll press Shift a and add in another plane.

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This time we're going to rotate it

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along the x by 90 degrees.

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This is going to be the actual blinds.

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Will drag it up and then press S

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and Z and skill it out this way.

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Maybe make it a bit skinnier,

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something like that will look pretty good.

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Just like that.

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Maybe a bit taller as well, just like that.

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Next up for the cloth simulation to actually work,

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we need geometry on our object.

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If we go into edit mode,

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you're gonna notice we only have

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four vertices along the corners.

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That's not going to work at all for a cloth simulation.

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So let's add in a bunch of luke cuts

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and subdivisions and make this better.

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And just like the displacement modifier,

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you want to have square faces

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for the cloth simulation to look good.

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So for this we're going to press

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Control R and we're going to add in.

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Let's go with six loop cuts,

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like this, left-click and then right-click.

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And then we'll add in to loop, cuts down the middle.

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So Control R to loop cuts,

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left-click and then right-click.

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And there you go. We now have square faces.

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At this point we can press a to select everything,

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Right-click and then sub-divide.

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It, will do this one more time.

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And now to actually create the look of lines,

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we're going to select every other one

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and then move them forward.

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So for example, I'm going to hold Alt and

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select that loop holding Shift.

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I'll select this loop, this loop,

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and then every other one, just like this.

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And then we're going to move these forward.

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So press G and then y and drag them forward

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until we get the look of blinds somewhere around there.

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At this point we can press S and then x and scale it in.

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So it's a bit skinnier,

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something like that will look good.

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Now let's actually create the cloth simulation.

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So over on the right side,

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we're gonna go over to the Physics panel

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and then click on the cloth simulation.

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We're going to select a V ground floor

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and add in a collision.

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So this actually collides with it.

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Now we're going to just

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play it and see what it looks like.

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So if I hit the spacebar,

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we can see this is the effect and that's pretty bad.

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So let's go ahead and fix that.

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We're going to restart.

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And first off, we need to add in

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a pin group so the top vertices do not move.

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Jump over to the object data panel

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and create a new vertex group,

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and then go into edit mode.

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Holding the Alt key, Let's select

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the top vertices and then click Assign.

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I'm also going to sub-divide everything.

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So press a to select everything,

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Right-click and sub-divide it so

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we have more geometry to work with.

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Then we'll go out of edit mode and then jump

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over to the Physics panel once again.

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And to assign it

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that vertex group to the top where the painting is,

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we need to open up the shape panel right here.

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And then for the pin group,

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select the group that we just created.

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Now, those vertices should not move.

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Let's restart our animation

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and hit the spacebar to play it.

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And you can see it's working.

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Now what we need to do is just create

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a cool look for our currents.

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I'm going to drag this plane down.

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And then we'll press the space bar once again.

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And if we grab the plane and move this up,

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we can actually move the blinds around.

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So something like this will look pretty good.

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Just like that.

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I want them to just be like on the ground.

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And another thing you're going to notice is that it's

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colliding and going through itself.

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To fix that, select your cloth and we'll scroll

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down to the collision and then turn on self collision.

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So check that box right there

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and that will fix the issue.

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Let's restart and do it again.

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And there we go. That is looking pretty good.

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We now have some nice cloth,

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but I wanted to go in the other direction.

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I don't want it to go on the front.

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I actually want it to go in the back.

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Restart and we'll drag this below,

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will hit the spacebar once again

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and then just move this around,

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kind of bounce it a little bit

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until you get the shape that you want.

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Something like that actually might look pretty good.

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And there we go, Actually like that.

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Look, let's select our object.

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And before we do anything else,

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and let's duplicate this and place it in

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another layer just in case we want to go back.

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So with this object selected,

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I'm going to press Shift D and then right-click.

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I'm going to hit M and move it to a new collection.

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And we'll just call this collection backups just in

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case we want to use that frame

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another simulation later or something,

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we should always have a backup just in case.

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Then you can turn that off by

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clicking that little checkbox.

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Now that we're happy with the look of our cloth,

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we can select it,

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go over to the Modifier Tab,

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and then apply the cloth simulation.

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Now we can see if we go into edit mode,

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those vertices are now stuck in place.

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To smooth this out a bit more,

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we're going to add in

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another subdivision surface modifier,

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right-click and then shade it smooth.

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And there we go.

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That is looking really good.

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Let's scale this on the x just slightly so it's

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a bit skinnier like that.

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And then also we're going to add in

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a solidify modifier because

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at the moment you can see it's paper then.

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So click Add Modifier and then select solidify,

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press Control a and apply the scale

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just so it applies it correctly.

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And that's basically it.

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We might need to change the thickness and just

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slightly something like that.

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And that looks really good.

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Let's go ahead and delete this plane.

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We don't need it anymore.

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And then for the material, for this object,

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we want to create a material that

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line actually passes through it.

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It's going to be similar to the grass material.

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We're going to use a translucent.

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So we'll jump over to the Material tab

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and create a new one.

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Will come up to the top menu end split

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this view and then switch it over to the shader editor,

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then press N to close off that panel.

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So for this material,

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we're going to press Shift a and add in a new shader

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and then a mix shader.

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We'll place it right here

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and then shift a and we'll add an,

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a translucent shader and place it here.

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We'll take the translucent and

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plug it into the mix shader.

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And then we'll open up the preview.

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And this is the result that we're getting.

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You can see light is passing

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through it just a little bit.

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If the factor is all the way up at 100%,

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that means it's going to be full translucent.

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We don't really want that.

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We only want it to be about halfway.

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So around a value of 0.5 or so,

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or 0.4 will be pretty good.

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As for the color of this,

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we're going to set it over to

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a nice yellow somewhere around here,

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like a tan color.

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That looks pretty good. And it

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to create the look of a fabric material,

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we're going to add an a for null node.

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So go over to input and then

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select it for now, right here.

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We're going to take this and plug it directly

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into the roughness of this shader.

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We'll add in one more node to control this,

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we'll add in a converter math node and place it here,

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and then switch it over to the multiply mode.

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As for the value right here,

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we're going to set it all the way up to four.

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We'll take a look at this now if we

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go into rendered view,

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here is the result.

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Will be able to see this a bit better once we add it to

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the house and actually

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see how the light interacts with it.

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So with that done, we're gonna go ahead and close

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off this panel by clicking and dragging over.

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And make sure you're constantly saving

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your project just in case blender crashes.

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So to do that, press Control S.

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And now let's place this inside our house.

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I'm going to hit Shift 1,

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2, 3, and 4.

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To bring back the entire scene.

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We'll go into front view,

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z, go into wire-frame,

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scale this down and then place it in

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the second floor right

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about there and then line it up

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properly, something like that.

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We'll go into top view and place this in the right spot.

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So drag it over to the front. Right about there.

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Looks good.

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Maybe rotate it a bit and place it right about there.

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Next I'm going to press

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Alt D and place it over in this location.

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Will rotate it around and place it right about there.

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Looks pretty good.

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And make sure that it's not

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peeking through the windows at all,

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that it's right on the edge.

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And then we'll go into top you once again,

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we'll place it on the other side.

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So Alt D, we'll place it over here.

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And then finally, I will select this one,

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alt D and place it on this side.

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Right about there is good.

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And also just to make it a little bit different,

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we're going to mirror this along the x location.

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So press Control M and then select x,

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and then it'll mirror it just so it's different

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from this one on the left, like that.

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And that looks pretty good.

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Let's go into camera view and take a look at it.

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I'll zoom in and press Z and go into

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rendered view just to make sure everything looks good.

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And then Togo overlays.

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And as you can see, it does look pretty

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good if you want there to be more transparency.

00:09:38.300 --> 00:09:40.115
So you can see the back just a little bit.

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You can bring up the translucency even higher.

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So probably around a value of 0.5 is probably good.

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And then double-check that the curtains aren't floating,

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so make sure they're on the ground just like that.

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And then also double-check that they're a

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pretty high and close to the ceiling,

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or it's going to look a bit weird from the camera view.

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So I'll go into edit mode.

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I'll select that top bit and just move them

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up just a little bit so

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they're right next to the ceiling.

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And since we all did that,

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that should apply to the rest

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of the object as you can see.

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So we'll grab this one will actually move it

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along the y so it's closer

00:10:15.830 --> 00:10:18.110
to the corner and

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it is a little bit further away from the window.

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So I'll drag it this way as well.

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We'll drag this one this way.

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There we go, that's better.

00:10:25.955 --> 00:10:27.485
And then we'll double-check this one.

00:10:27.485 --> 00:10:29.270
We can drag it actually closer to

00:10:29.270 --> 00:10:31.400
the right wall and

00:10:31.400 --> 00:10:33.530
then we'll drag it closer to the window.

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So gn, so G and X and drag it right about.

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There is good.

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And there we go.

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That is looking really nice.

00:10:42.935 --> 00:10:44.810
And before this video ends,

00:10:44.810 --> 00:10:46.790
and let's duplicate those objects and place

00:10:46.790 --> 00:10:49.025
it on the bottom floor next to the stairs.

00:10:49.025 --> 00:10:50.540
So I will select this one,

00:10:50.540 --> 00:10:52.235
go into top view.

00:10:52.235 --> 00:10:54.200
And this time I'm going to press shift D

00:10:54.200 --> 00:10:55.880
Just in case I want to edit it.

00:10:55.880 --> 00:10:57.170
So then we'll rotate it this

00:10:57.170 --> 00:11:00.420
way and place it right about there.

00:11:01.170 --> 00:11:03.070
Drag it underneath.

00:11:03.070 --> 00:11:05.035
So press G and Z and drag it underneath

00:11:05.035 --> 00:11:07.600
until its resting right on the floor.

00:11:07.600 --> 00:11:10.720
Right about there is good will go into

00:11:10.720 --> 00:11:12.610
edit mode and drag all of

00:11:12.610 --> 00:11:15.040
those vertices up just other past the window,

00:11:15.040 --> 00:11:17.785
just in case the camera can see it.

00:11:17.785 --> 00:11:20.095
And there we go.

00:11:20.095 --> 00:11:21.250
That looks pretty good to me and we'll

00:11:21.250 --> 00:11:23.440
duplicate it and place it on the other side.

00:11:23.440 --> 00:11:26.395
So we'll press Alt D Then why?

00:11:26.395 --> 00:11:28.210
And drag it over here.

00:11:28.210 --> 00:11:29.890
Let's take a look at that from

00:11:29.890 --> 00:11:31.600
the camera view will present

00:11:31.600 --> 00:11:34.855
Z and go into rendered view. And there we go.

00:11:34.855 --> 00:11:37.210
That is looking really nice.

00:11:37.210 --> 00:11:39.370
In the next video, we're going to set up

00:11:39.370 --> 00:11:43.040
the Render Settings and then render out an image.
