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Now let's create the materials for our couch.

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To do this,

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I'm going to select one of the objects and then go over to the material tab.

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You can name this material fabric or couch fabric,

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whatever you want,

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and then we'll open up the node editor.

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So drag out a window,

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come up to this menu,

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includes on a shader editor,

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then press and to close off that panel.

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The first thing will add is a mixed note to go ahead and go color and then mixed note and

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will place that here and for this first color,

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this is going to be a white color.

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So dragged the color up.

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And for the second color,

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weaken,

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drag this down to about here or so and how we're going to mix these together is using a

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friend.

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L note suppressed ship Day will go to input and for now,

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right here,

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take the factor.

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Hold on,

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take the factor and plug it into the mix shader,

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and then take the color and plug it into here.

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So basically what this is doing is it's taking the gray values and applying that to the

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edges of our spear right here or in this case,

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our couch.

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I might make this just a little bit darker and the roughness on the principle Chatur.

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I'll drag this up to a value of 0.9.

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Let's go ahead and go into rendered view on our couch right here to see what it looks like

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.

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And I think all of these have that fabric material.

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Yes,

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they do.

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Let's go ahead and apply that to this.

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This frame right here.

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So go here and click on fabric,

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and I'll duplicate this material and we'll just call it of base.

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So we know that this material is the base of the couch,

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and what I'll do is I'll just get rid of both of these and just change the base color to be

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a darker gray Somewhere around there are,

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so I think that would look pretty good,

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and I'll drag the roughness down to a value of 0.6.

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Now,

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let's go ahead and apply that material to our stands right here,

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so so like that.

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Click on this and apply it to the base,

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and there we go.

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So we have a good looking materialist to see if we want to do anything else.

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If you want to,

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you could add a little bit of bump to this.

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And to do that I'll be adding in a texture and noise texture.

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Then brush.

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If they will go to Vector and then bump,

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take the color plug into the height and the normal into the normal of the principal shader

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,

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and you can kind of see what this is doing.

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So this is looking pretty terrible.

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What we need to do is change up the scale.

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So probably for this couch I'll go with a scale of 1500 and we'll see how that looks.

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You can zoom in and that's still too big.

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So all go with 2500.

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Let's try that.

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And there you go.

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You can see that looks a little bit better and actually kind of like how that looks.

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I think that looks pretty interesting.

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Let's turn off the detail and there we go play around with the strength of you.

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Get something that you like.

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I'm probably going to go with a value of 0.3.

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Let's actually go point to and the distance we could go to a value of 0.5 now that we've

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done that.

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Let's go ahead and set up a quick scene and then render this out.

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Okay?

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I have set up a quick scene right here with a sun lamp with the strength of two,

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and I set up a plane right here with a black colors.

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We can see the couch pretty clearly in camera view.

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If we go into rendered,

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we can see what this is looking like.

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I'll go ahead and talk,

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go overlays to get rid of the grid.

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And there we go.

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We can see it that is looking pretty good.

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Let's go ahead and render this out.

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So come up here and click on Render Image.

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Our render has finished and this is our results,

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and I think it looks pretty good now.

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What we need to do to import this into different blender files is we need to group all of

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the objects for our couch together.

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So let's go ahead and crazy,

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go into solid view and I'll go talk over late so we can see what we're doing.

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And what I'll do is I'll select this plane right here also like the lamp and the camera,

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then a breast em and move them to a new collection.

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And I'll just call this collection old because that's all the old stuff.

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And now if we press one,

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we should only see our couch,

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which we did next.

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What we'll do is all had in an empty and then parent all of these objects to that empty.

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To do that,

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I'm gonna press shift a go over to empty and playing axes,

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going to front view by pressing one and all position.

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That's right in the middle of our couch right here,

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and I'll scale it up and then going to top view and just make sure it's right in the middle

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.

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So about their looks.

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Good next box.

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Select everything in your scene and make sure the empty is the active object.

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And the active object is the one that has the letter orange.

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Then press control P and go parent.

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So now if we press G on this empty right here,

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you'll notice it moves all of the objects together.

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Next.

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Let's go ahead and name this collection.

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Modern couch.

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Now we have to do is save this blunder file,

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so hit control s and I'll call it Modern House recorded and then go State blunder file.

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So now if we open up a new blender file,

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we can go ahead and import this into the scene.

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And once it opens,

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I'll go up to file hit append.

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Once you have found your blender file,

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just go ahead and click on it.

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Go to collections and you should see the old and the modern house collection click on the

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modern couch and go a pen from library.

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And there we go.

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We can see it in our scene.

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So there you go,

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guys.

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That is how you create a modern couch in blender.

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If you enjoy this section or you created something cool,

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I would love to see it,

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to make sure to post it in the assignment after this video.

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Also,

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if you are interested in learning about how to render your modern housing in E.

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V,

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go ahead and view the next section to learn about that.

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Thanks again for watching and also you guys in the next one

