JR: Local images
DS: So yes the last bit of the puzzle last night was getting into SL
DS: i can do that i think if you want to try
JR: sure let’s, i want to see what this new texture i made looks like
DS: yes ok open the blend file
JR: yes i am in the shading layout
DS: ok
JR: i should think one could “just” wire the normals to some kind of output thing
DS: on the menu at top select World yes thats what we will do
JR: World??
JR: in blender?
DS:
DS: top left of node window there is Object, world, linestyle
DS: select world
JR: yes found it
DS: we are going to set up a simple backgrond illumination
JR: hm ok
DS: you should have two of these
JR: i have nothing
DS: mm
DS:
JR: they were hiding. there must be some keystroke to bring it into view. i have two things not three
DS: yes we need to add the HUe/stat its a colour node
JR: ok added and hooked up
DS: wire it like this
DS: ok so go back to object veiw
DS: on the node window
JR: yes
DS: we are going to add two image textures as output
JR: ok
DS:
DS: create two textures as 1k x 1k and name then texture and bump using new on the selector
JR: whoa
DS: they dont connect to anything
JR: wait for yes please
JR: how did you name them
DS: dooulbe clicked on the untitled name
JR: the nodes
DS: yes
JR: where is this untitled name of which you speak
DS: ok let me screeshot it when you click new on the node it looks like this
JR: yeah. alpha or no alpha?
DS: none
JR: yours is checked
DS: doesnt really matter
JR: should color space be sRGB or none?
DS: may need to set alpha to none in SL if you do sRGB i think
JR: hm ok i guess i have the two things there then
DS: ok so in the top right menu theres a drop down beside the last circle called “shading
”
JR: yes
DS: select scene world
JR: yes
JR: new view
DS: so then the background is white
JR: yes whiteish
DS: yes ok
JR: hue 1.8 i suppose, whatever that is
DS: yes its really just a white light that illuminates from all sides
JR: yes
DS: the next thing if find the renedr tab
JR: the one with cycles / eveee
DS: and open it yes
JR: ok yes
DS: make sure you are in cycles
JR: yes
DS: i use the GPU but you can use CPU too
JR: yes they cannot use my GPU they are too stupid
DS: so CPU
JR: yes
DS: ok now we are going to bake the colour texture fist
DS: first
JR: ok
DS: select the cube and also select the texture output node
DS:
JR: ok i guess
DS: you need both or it will error and say not selected
JR: yes
DS: ok in the render tab open bake
DS: and set combined
JR: yes
DS: now hit bake your fans will run
DS: as it renders the texture for the object
JR: i have no fans. done
DS: ok
JR: and it appeared on the left
DS:
DS: yes looks like that
?
JR: yes
DS: greate
JR: looks okish
DS: -e yes should see the scratches etc
JR: has all the shapes on it
JR: yes
DS: yes
JR: just drawn on of course
DS: ok
JR: i imagine i want to save this somehow?
DS: yes hambuger image/save as
DS: i usually use TGA but PNG or Jpg is ok
JR: used PNG. done
DS: now select the lower output node
DS: the bump
JR: yes
DS: and select Normal in the bake window
DS:
JR: ok
DS: hit bake should get this
DS:
JR: yes. save that?
DS: yes so the last thing we need is to export the cube
DS: as a DAe
JR: hm ok
DS: because we modified the cube with a different UV we need to use that cube
JR: the unwrap?
DS: not a standard yes
JR: so now i just build it?
DS: we want the cubes mesh with the unwraps we made
JR: so upload all three and apply?
DS: just upload the mesh as a collada and bring into SL
DS: 2m cube
DS: :)
JR: f’g 2 meter cubes
DS: so now just put the texture and bump into the cube
JR: don’t i have to upload them first?
DS: so youll need to bring them in yes
JR: ok got em
DS: so we can do it as none PCR first load the texture and bumpiness
JR: ?
DS: edit cube tesxture
JR: in the edit ok
JR: not PBR?
JR: BlinnPhong?
DS: yes we can then make a PBR too
DS: same files
JR: so diffuse gets the regular texture?
DS: yes
JR: hm drag works that’s nice
DS: then bump into bumpiness mm
JR: ok so that worked as expected
JR: looks ok to you?
DS: yes i gave it a little shinyness
DS:
JR: interesting fact: the numbers there are the S values on the gray scale i drew with
DS: then the embosing stands out
JR: seem to have no effect on the depth
DS: no that seems to have worked fine
JR: also those flat panels on the one side with the rivet things?
JR: those were gradients. i was kind of expecting a wedge shape but got that
DS: ok
JR: the other stuff worked nicely tho
DS: yes so now you can make a PBR material
DS: using the two textures and copy that cube and aplly it
JR: i’m not clear where the textures go in PBR
DS: ns told us one sec
JR: it is showing me 5 squares
DS: ok i get 4? texture goes in base color
DS: bump goes in normal
JR: i tried dragging texture into base color and nothing happened
DS: and a blank texture in Metalic have you created a new material
?
JR: only if someone told me to
DS: DS: so now you can make a PBR material
DS: using the two textures
DS: so material folder
JR: oh that
DS: make new materail create new
JR: and drag those guys in or ?
DS: hees one i made for leather
DS: base colour is the texture, normal is the bump metalic just create a blank texture
JR: ok i think i did it
DS: emmisive leave
JR: didn’t change when i set blank on metallic
DS: so its metal so set to 1.000 in metalic
JR: probably ok
DS: and rougness 0.3 then save
JR: yes
JR: now i can just slam that onto the white cube?
DS: then drag it to a face bosh
JR: i love that dent
DS: hehe
JR: not sure how i did that
DS: i think that works :)
JR: yes, thank you
DS: far better than the other cube
JR: i almost know how to do it
JR: yes it is, even in my weak sauce viewer
DS: now you can get more complex with the nodes like adding in a logo onto the texture as a separate image then baking all together
JR: yes clearly one can stack them sim to the two we have
DS: yes now NS only has one output
JR: now the limits are back to my inherently weak artistic ability :)
DS: but i prefer making the outputs into separate images so they dont overwrite but you can bake all and save then bake normal then save
JR: oh somehow she baked out just one file?
DS: yes
JR: oh you mean she till saved two but didn’t make a new image
JR: still*
DS: i just discovered that way this afternoon thats right
JR: baked to X saved X backed normal to X saved again
JR: we baked to X and Y
JR: this is better IMO
DS: this way it will prompt you to save both if you exit yes
DS: its simpler for my brain
DS: :)
JR: yes thanks, i nearly know how to do it
DS: yes
DS: :) its very powerful isnt it
JR: it is. and it’s kind of like assembler or something. no way to just do what you want, you build it up out of 19 tiny unit operations
DS: yes
JR: i suppose, however, one could build an add-on
DS: but then you can save node trees of combine into a black box
JR: yes i suppose you can and then bring them in and edit
JR: yes interesting idea
DS: yes NS made me a node tree for shiny metal and i just cut and pasted that for all the garrat
JR: i’ll brb, short break
DS: ok inn loo ill
JR: back
DS: wb
JR: t
DS: i just added this
DS:
JR: can’t really read the gyazo but ok
DS: added in the logos
JR: yes
DS: so there are other tricks NS uses like adding a bevel to edges
JR: with texture?
DS: no she calculates it in nodes
JR: in the model side
DS: and mixes it into the normals yes
JR: hm, no not if she’s mixing it. i guess i’d have to see the network
DS: yes the nextwork is using the mesh to determine the edges neading to bevel
DS: needing is nice for stuff like the crankshafts
JR: be nice to have a library of networks
DS: yes
JR: i just ate a piece of leftover prime rib and think i may regret it
DS: aww
JR: probably won’t kill me but fridge isn’t as cold as it might be
DS: no
JR: oh if i don’t show up tuesday i’m probably dealing with installers. no telling what time they’ll come.
DS: so when is new fridge coming? yes
DS: a week on tuesday ill be out until late
JR: i am hopeful that it’ll go smoothly
JR: ah?
DS: theres a “meet the examiner” meeting in York at 730pm
JR: what does the examiner examine?
DS: and its 30 mins away IAM
DS: the things im learning sooner or later they test you
DS: and you get the Intitute of Advanced Motorists test cert useful for insurance companies
JR: ah cool :)
JR: so you get a few exams along the way?
DS: apparently you can do a masters too its continual assesment
DS: and when you are ready they say do the test
JR: ah
DS: but you have to do stuff to a good sdtandard so i will have to improve my braking
DS: i brake to early so i need to stop at yeild lines more exactly
JR: maybe find an empty parking lot and practice a bunch
DS: yes he told me a trick that helped
JR: close eyes and scream SCREEEEE?
DS: on the way back from the cattery i had to emerge from a blind sideroad i managed that without halting
DS: since all was clear but im on 3rd lesson
JR: yes. mosty a matter of thinking and practice
DS: they say its about 14 lessons average yes
DS: planing
JR: but an assessment week after next?
DS: Information, Position, Speed, Gear, Acceleration no
DS: just a meet and greet with an examiner and the rest of the people doing the course
JR: ah i see
DS: so we can see hes human
DS: :) so i may not get back in time
DS: ill probably stay out for less stress timewise
JR: ok. remind us that monday :)
DS: ill have to drive back around york bypass i will
DS: so was pleasing that the free street charging worked ok and the car took charge at a rate of 7kw
DS: must be for people visiting pock
JR: yes that’s good
DS: park up and go shopping get charge to go home
DS: was cahrging at about 30 miles per hour
JR: yes
DS: was just thinking, i bet that clock behind us would look great in PBR
JR: probably would, yes
JR: a lot of stuff would
DS: the thin i also did today was to use that hue and saturation node to set a colour rathe than using a texture NS made which had 3 lights for the world
DS: since PBR now calculates all the shadows and reflections
JR: what would have happened without that background light?
DS: i just wanted illumination from all angles the texture would be black
JR: k
DS: if you added a light source that would be baked in like a spot lamp
DS: i did that on shallots bed i knew where the bedside lamps were
DS: so i maked in the shadows baked
DS: we dont need to do that in PBR
JR: ok
JR: so i am supposing one just used PBR from here on out?
DS: i think so but as you saw its same two files
JR: although i guess legacy people see grey or something?
DS: use old way or new
JR: but the object has to be one or the other?
DS: yes yes legacy sees grey
DS: like you did
JR: well * ‘em
DS: yes
JR: i should log, i guess
DS: This stereo record cannot be played on old tin boxes no matter what thay are fitted with. If you are in possession of such equipment please hand it into the nearest police station.