shading and blender is a very important part of look development
in order to get beautiful colors and lighting,
you're going to have to understand schrader's
let's start with the shading workspace.
This workspace already tells us a lot about the shading workflow.
To start off the workspace automatically brings us into look DEV mode
and the view port a mode that approximates lighting with an environment texture
to give the user a general idea of what
their shader will look like without fully rendering it.
The shader editor will display whatever shader knows you have
for the material of the object you have selected.
You will notice that by default if you select your default cube,
there is already a basic Shader notes set up for you on your default cubes.
Current material
Changing the values on this note set up should affect
how your object looks in the 3D view port above.
To change which materials you are editing
simply go here to the slot number. Drop down.
This is sink to your material list in the materials tab in the Properties Editor
simply select a different material slot in the list
to change the material you are editing in the shader editor,
you can also replace the material in the current
slot with an existing material using the material.
Drop down to the right of it.
If you only have one material here,
you can actually add more materials by pressing the plus icon.
You can then either select an existing material through this.
Drop down menu or click new to create a brand new material.
Another way to create new materials is by duplicating existing materials
to do that, you can press the new material button which looks like a stack of papers
besides materials. The world also has a shader that affects the scene.
To edit the world trader simply change this drop down menu from object to world.
The file Explorer here can be used at any
time to navigate your hard drive for images and textures
to bring an image into your scene,
simply left click, drag the file from the Explorer
into any one of the three adjacent editors,
Dragging an image file into the three D View port
imports the image as a reference object.
Dragging the image file into the Shader Editor
will automatically add it as an image texture node
and dragging it into the image editor will display
it for easy reference annotation and basic editing.
One important thing about the shading workflow is the different render engines.
If you go into the render tab in the Properties editor,
you'll notice there is a render engine.
Drop down menu
under this menu, you'll find Evie
cycles and Workbench.
These are blenders three different kinds of render engines and
they will affect how your shoulders will look at render.
Evie is blunders real time render engine.
It is extremely powerful and can render physically based traders in real time
similar to a game engine.
However
cycles is a powerful render engine that while slower
has slightly more accurate lighting when compared to Eve,
luckily blunder shares nodes between Evian cycles,
allowing you to work seamlessly between the two without converting any shakers
that being said. Keep in mind that the lighting will still be slightly different.
Workbench is blunders preview render engine.
Let's say you're working on an animation and you want to quickly
render a preview animation instead of calculating all the lighting and shakers
to do this, you can simply switch your render engine to work bench
and hit render animation.
There is another way to do a preview render which is
to render your view port regardless of your render engine selected,
you can simply go to vieux vieux port, render
these options will render your view port exactly as you see it.
Now, some of you may notice that the view port, render output and the work Benjamin,
our output look very similar.
This is because Workbench is the same engine that drives solid view.
Some of you may be wondering now why the Workbench engine
is an option when we already have vieux port rendering available.
Well,
the reason why Workbench exists as a selectable render engine is
to separate the solid view options and the render output options
for your preview renders
that way you can set a specific look for your preview renders
but change whatever you want while working in the view port.
The Workbench render engine also automatically hides display
overlays and renders through your active camera.
Quick note if you want to change the color of a material and Workbench,
you won't be using nodes.
Instead,
you can go to the materials tab of the object and change its view port display color.