Fundamentals of Applying Textures
Core texturing concepts including how to apply, manipulate, and visualize materials on 3D models using Painter's non- destructive layer workflow
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Transcript
[00:00:00] Talking about this cover material and
[00:00:00] its layer stack, there is a fundamental
[00:00:00] thing to understand with the types of
[00:00:00] layers you create in Substance Painter.
[00:00:00] There are two types, a paintable layer
[00:00:00] and a fill layer. So, with this cover,
[00:00:00] you'll see that the layer stack
[00:00:00] automatically has a layer that has this
[00:00:00] little paintbrush icon. And this is
[00:00:00] what's referred to as a paintable layer.
[00:00:00] It just means that you can paint
[00:00:00] directly on this layer. So, for example,
[00:00:00] if I come over to where the cover is and
[00:00:00] I start to paint, I can now paint
[00:00:00] directly on this cover. Now, I can paint
[00:00:00] on any surface that has this cover
[00:00:00] applied. However, if I move my mouse
[00:00:00] over to an area of the 3D model that has
[00:00:00] the mesh applied to the case material,
[00:00:00] as you can see here with the cover
[00:00:00] selected, notice I can't paint here. So,
[00:00:00] in this instance, you can't paint across
[00:00:00] materials. Now, Painter does have a more
[00:00:00] advanced feature set called UDIM, which
[00:00:00] does allow you to paint across these
[00:00:00] texture sets. However, that is a more
[00:00:00] complex topic that's not covered in this
[00:00:00] course. So, for now, just know that you
[00:00:00] have your material or texture set
[00:00:00] selected, you have a layer stack, and
[00:00:00] you can paint within that texture set.
[00:00:00] Now, with the layer selected, I'll have
[00:00:00] my properties panel that gives me my
[00:00:00] little brush stroke, and I have a
[00:00:00] material preview. And then I have these
[00:00:00] little buttons. And these buttons allow
[00:00:00] me to make changes to things like the
[00:00:00] brush and the material. That's another
[00:00:00] thing to understand about Painter.
[00:00:00] Whenever you have a brush, you're going
[00:00:00] to have a material associated with it.
[00:00:00] So with the brush tab, you can see I can
[00:00:00] scroll down through here and I can
[00:00:00] change all kinds of things. So for
[00:00:00] example, here, let me just undo this
[00:00:00] stroke. And if I add some things like
[00:00:00] the size jitter, and we'll say angle and
[00:00:00] position, you can see it's giving me a
[00:00:00] brush preview. And if I go into here and
[00:00:00] say like uh let's do something like
[00:00:00] adjust the size. We'll make it a little
[00:00:00] bit smaller. And I go to paint. You can
[00:00:00] see I'm basically creating a different
[00:00:00] type of brush that I'm using. Now, if we
[00:00:00] come over here to the material tab, this
[00:00:00] is going to be the material that I set
[00:00:00] up. And you'll see that there's some
[00:00:00] buttons here for the channels. These
[00:00:00] channels are set based on the template
[00:00:00] that you use when you create the
[00:00:00] project. So if you recall at the
[00:00:00] beginning of the video, we used the
[00:00:00] template ASM or Adobe standard material
[00:00:00] metallic roughness. So that's why we
[00:00:00] have color rough and metal channels. And
[00:00:00] if I want to change the color, I can
[00:00:00] just come over to the color. We'll click
[00:00:00] this swatch and I'll choose like say
[00:00:00] this red. And now if I come over here
[00:00:00] and I start to paint, I'm now painting
[00:00:00] with a red color. Now Painter excels at
[00:00:00] not just painting color, but painting a
[00:00:00] full material. So let's just undo these
[00:00:00] strokes that I have here and let's go to
[00:00:00] the color. Let's scroll down and let's
[00:00:00] take a look at this roughness. Now if I
[00:00:00] move this slider towards black, which
[00:00:00] means smooth here in my material
[00:00:00] preview, you can see I'm getting what
[00:00:00] looks like a glossy or reflective
[00:00:00] surface. And then if I take this
[00:00:00] metalness, this metal slider, and I pull
[00:00:00] it towards white, I'm telling the
[00:00:00] surface that, hey, this is a metal I
[00:00:00] want to create. And again, my material
[00:00:00] preview now looks like this metallic
[00:00:00] reflective sphere, kind of like a
[00:00:00] Christmas ornament. So, if I come over
[00:00:00] here and I start to paint now, you can
[00:00:00] see that I'm getting, and I'll zoom in
[00:00:00] so you can really see it. I'm now
[00:00:00] starting to get this metallic looking
[00:00:00] surface as I paint. And that is what a
[00:00:00] paint layer is. I set a material. I have
[00:00:00] a paintbrush. And now I can start to
[00:00:00] paint with it. Now, if I want to create
[00:00:00] some different brushes or use a set of
[00:00:00] different brushes, kind of like you'd
[00:00:00] pick a brush in Photoshop, I can come
[00:00:00] over here to my assets panel, this
[00:00:00] little asset tab here, and I can click
[00:00:00] here on this brush. Now, there's a
[00:00:00] little filter here saying base material.
[00:00:00] I'm just going to close that out. And
[00:00:00] now I can see I've got all types of
[00:00:00] brushes here. So, if I just grab a
[00:00:00] brush, and I'm just going to randomly
[00:00:00] pick one. Let's do this one here. Uh you
[00:00:00] can see this is a concept brush. So,
[00:00:00] we'll grab it. And now I have another
[00:00:00] brush that I can work with. And as I
[00:00:00] start to paint, uh, I get a brush here.
[00:00:00] And as I grab another one, let's see, I
[00:00:00] don't know, this one here, you can see I
[00:00:00] get again another brush. I can use the
[00:00:00] control or command key with the right
[00:00:00] mouse button and drag left and right to
[00:00:00] change the brush size. I could also use
[00:00:00] the left and right bracket keys. So
[00:00:00] those are some quick shortcuts to be
[00:00:00] able to change the size of the brush.
[00:00:00] So, why don't you take just a few
[00:00:00] moments here just kind of play around
[00:00:00] with this paint layer. Try uh come over
[00:00:00] here to the assets panel, grab some
[00:00:00] different brushes, maybe play around
[00:00:00] with just a few of these settings here.
[00:00:00] Uh, another thing that's pretty cool is
[00:00:00] I can even come over here to this height
[00:00:00] and increase this into a positive value.
[00:00:00] And then when I go to paint, this is
[00:00:00] actually going to look like uh a bit of
[00:00:00] a kind of a more of a 3D look to it. And
[00:00:00] again, I can just have fun by trying out
[00:00:00] these different brushes here. And if you
[00:00:00] want to try some of the uh you know
[00:00:00] changing or tweaking some of the brushes
[00:00:00] again you can do that here with your
[00:00:00] size flow and so on and so forth. And
[00:00:00] you can just kind of have fun use the
[00:00:00] cover of this phone as kind of like a
[00:00:00] blank canvas and just take a little bit
[00:00:00] to get yourself familiar with picking
[00:00:00] different brushes and choosing different
[00:00:00] values here for your material. Okay. So
[00:00:00] I hope you had some fun playing around
[00:00:00] with some brushes and material colors.
[00:00:00] And so what you're seeing here, this is
[00:00:00] what we're going to be doing in the next
[00:00:00] step. So now that you see where we're
[00:00:00] going, let me show you how to get there.
[00:00:00] Now, we're going to apply a material, a
[00:00:00] pre-made material to this cover. Now,
[00:00:00] over here in the assets, we have lots of
[00:00:00] materials that ship with Substance
[00:00:00] Painter, and you can start with any of
[00:00:00] these, but I want to show you how to use
[00:00:00] Substance 3D assets, which is going to
[00:00:00] go out and grab uh from the huge
[00:00:00] collection of the Substance 3D assets
[00:00:00] library. It's a super useful tool and I
[00:00:00] use it a lot. So, what I'm going to do
[00:00:00] here is in my search category, I'm going
[00:00:00] to grab a silicone material. So, let me
[00:00:00] just type this in. I'll hit enter. And
[00:00:00] this is the one that I want to use here.
[00:00:00] So, if I just leftclick on it, you can
[00:00:00] get some information on what this
[00:00:00] material is going to look like. Now,
[00:00:00] it's not the color that I want, but
[00:00:00] that's no problem. With Substance 3D
[00:00:00] assets, the materials are parametric,
[00:00:00] which means I can change them after the
[00:00:00] fact. Super cool. All right. So, we
[00:00:00] could download it here or if I want to
[00:00:00] be quick about it, I could just click
[00:00:00] this quick download button. And so, this
[00:00:00] is going to download. I've already done
[00:00:00] it, but you would see like a progress
[00:00:00] bar show up down here. So, now if I jump
[00:00:00] over to my assets, it's going to
[00:00:00] automatically select it. So, I can see I
[00:00:00] have this little blue outline here in my
[00:00:00] assets. This is the material, and this
[00:00:00] is what I want to use. So, like I said,
[00:00:00] this is a pre-made material, and we want
[00:00:00] to assign this. So, here's how we do it.
[00:00:00] I can just simply leftclick on the
[00:00:00] material and I can drag and drop it. And
[00:00:00] you can see that this little wireframe
[00:00:00] selection view comes over the 3D model.
[00:00:00] And this is giving me like kind of like
[00:00:00] what I call a quick drop. So I could
[00:00:00] drop it right on the case which is
[00:00:00] actually going to be I'm excuse me the
[00:00:00] cover which is actually going to drop it
[00:00:00] on the cover material. Or if I mouse
[00:00:00] over into this section you can see it's
[00:00:00] already highlighting it. So if I let go
[00:00:00] at this stage, it would drop the
[00:00:00] material into the case materials layer
[00:00:00] stack. But like I said, in my case, I
[00:00:00] want to apply it here. Now, another
[00:00:00] option is that instead of just dropping
[00:00:00] it on the model, since I already have
[00:00:00] the cover material selected, I can drag
[00:00:00] and drop it right here into the layer
[00:00:00] stack. So, as I had shown you earlier,
[00:00:00] we have this kind of default paint
[00:00:00] layer. Uh here I'm gonna drag this and
[00:00:00] I'm gonna hit above that paint layer and
[00:00:00] I'll let go of my mouse. And now it
[00:00:00] drops the material down. And now I can
[00:00:00] see some color in my 3D view. And I have
[00:00:00] this new layer. This new layer is called
[00:00:00] a fill layer. This is that second type
[00:00:00] of material or excuse me second type of
[00:00:00] layer that I had mentioned earlier
[00:00:00] before we got into deep into the brush
[00:00:00] material settings here. So we have our
[00:00:00] paintable layer and now we have this new
[00:00:00] material called a fill layer. And
[00:00:00] essentially what it does is it takes our
[00:00:00] material channels and just fills them
[00:00:00] with information whether it be like a
[00:00:00] uniform color or some kind of data or a
[00:00:00] texture map just as long as it makes a
[00:00:00] material. That's all we really care
[00:00:00] about. So now I have this fill layer.
[00:00:00] Now what's interesting about this is I
[00:00:00] can start to work with this. Like I said
[00:00:00] this is a a procedural material in the
[00:00:00] sense that I can change parameters. So,
[00:00:00] first things first, if I come over here
[00:00:00] to my properties, you can see there's a
[00:00:00] couple options. We have this fill
[00:00:00] properties, which handles things like
[00:00:00] projection and tiling. So, for example,
[00:00:00] when you apply a material, you need to
[00:00:00] let Substance Painter know how you want
[00:00:00] that material projected onto the 3D
[00:00:00] model. And by default, it starts with
[00:00:00] this mode here called UV projection.
[00:00:00] Now, we talked a little bit about UVs
[00:00:00] when we first started the course. So
[00:00:00] again, I'm going to jump up here to the
[00:00:00] top of my toolbar, my little dropdown.
[00:00:00] I'm going to temporarily switch this to
[00:00:00] the 3D 2D view. And then if we zoom out,
[00:00:00] you can see this is that UV layout that
[00:00:00] this model had. So in this case, what's
[00:00:00] happening with the projection set to UV
[00:00:00] is I have presented painter. I said,
[00:00:00] "Hey, I have this material." And
[00:00:00] painter's like, "Oh, okay. I have this
[00:00:00] material. I'd like to apply it based on
[00:00:00] these UVs." So we could do that. Another
[00:00:00] option, let me quickly set that back to
[00:00:00] 3D view, would be to use this option
[00:00:00] here called tripplaner. So most of the
[00:00:00] time you're either going to use one of
[00:00:00] two things, UV or tripler. There's lots
[00:00:00] of other options. I don't even cover
[00:00:00] them in this course, but uh the like I
[00:00:00] said, the two main ones are going to use
[00:00:00] UV and triplaner. So if I drop here into
[00:00:00] tripplaner, what this does, and you can
[00:00:00] see if I zoom out, we have this
[00:00:00] manipulator with this box and tripplaner
[00:00:00] takes the material and it projects it
[00:00:00] onto the 3D surface across the X, Y, and
[00:00:00] Z axes. So basically projects it in 3D
[00:00:00] space. And then what's interesting is I
[00:00:00] can grab this little manipulator and you
[00:00:00] can see I can move this around to change
[00:00:00] the perspective. Now the difference is
[00:00:00] this. I would use tripplaner when I want
[00:00:00] to project a 3D object onto a surface
[00:00:00] and not have to worry about any seams.
[00:00:00] So in something like this where we've
[00:00:00] got, you know, kind of more of a
[00:00:00] rectangle kind of cube, it works
[00:00:00] perfect. If I had something like a
[00:00:00] complete round sphere, then it might
[00:00:00] give a little bit of issue. You'd see
[00:00:00] some blending around where the material
[00:00:00] is trying to blend itself. So in stuff
[00:00:00] like this, it works really well.
[00:00:00] However, if I jump over to my UVs, this
[00:00:00] also works really well, too. And the
[00:00:00] reason it does is because if I look at
[00:00:00] my 2D view, and I'm the one who did the
[00:00:00] unwrap, so I did it specifically so that
[00:00:00] I, you know, if I were to map something
[00:00:00] on the front or back of this cover, I
[00:00:00] could do so very easily. So, in this
[00:00:00] particular case, uh, of this 3D model,
[00:00:00] it doesn't really matter. And that's
[00:00:00] kind of one of the interesting uh topics
[00:00:00] about 3D is sometimes you don't know
[00:00:00] what you're going to get with 3D models
[00:00:00] and sometimes the UVs are not going to
[00:00:00] be in a good spot. They're going to be
[00:00:00] distorted or not look very well and it
[00:00:00] might make the textures look kind of
[00:00:00] weird on the surface. And if that
[00:00:00] happens, what I usually do in that
[00:00:00] scenario is I just quickly pop this down
[00:00:00] into trip planer. And like I said, most
[00:00:00] the time that's going to, you know, fix
[00:00:00] the situation. And of course you have
[00:00:00] this little manipulator. But at the top
[00:00:00] of my toolbar here I have some transform
[00:00:00] tools. So you'll see that I have like
[00:00:00] trans translate rotate and scale. So
[00:00:00] just to show you that really quickly. If
[00:00:00] I was in trip planer mode I could grab
[00:00:00] this rotation tool grab a 3D axis like
[00:00:00] like the Yaxis and I could rotate this
[00:00:00] guy. And now let's say if I want this
[00:00:00] material grain to kind of follow this
[00:00:00] direction. I can just quickly do that.
[00:00:00] And you can see I'm kind of using this
[00:00:00] very visual. But what you see is what
[00:00:00] you get kind of approach to texturing.
[00:00:00] So that's one way to work with
[00:00:00] triplaner. Let's pop this back over here
[00:00:00] to our UV and I could do the same thing.
[00:00:00] So again, if I look at this UV or excuse
[00:00:00] me 2D view and I have this manipulator,
[00:00:00] I could move this guy around and you can
[00:00:00] see how the projection is controlling
[00:00:00] again like I said how this material is
[00:00:00] showing up on the 3D surface. And if I
[00:00:00] move my mouse here outside of the little
[00:00:00] manipulator, I get these two little arc
[00:00:00] arrows. And if I just rotate, I could do
[00:00:00] the same thing. I'm holding down shift,
[00:00:00] do a little snap, and now this is
[00:00:00] aligning here as well. So, I'm kind of
[00:00:00] jumping into this a little bit of a deep
[00:00:00] dive just so you can kind of understand
[00:00:00] how this is uh overall. Let's say if I
[00:00:00] just go back and undo this to what we
[00:00:00] had at default. Let's close this back
[00:00:00] here to our 3D view. This is what we had
[00:00:00] by default. This is going to work pretty
[00:00:00] well. Now if I look at the scale of
[00:00:00] things and again this is just kind of
[00:00:00] how 3D is like the the material is
[00:00:00] designed so that hey it's seamless
[00:00:00] meaning that it can repeat across the
[00:00:00] surface and you know sometimes the 3D
[00:00:00] object size might be different than the
[00:00:00] material size and what do you do there?
[00:00:00] Well there's some specific scenarios
[00:00:00] where you can use something called
[00:00:00] physical size which could be really cool
[00:00:00] and again little bit of a complex topic.
[00:00:00] We won't cover it here but in my case I
[00:00:00] just want to be visual and just get
[00:00:00] things working. So we can, you know,
[00:00:00] it's a beginner level course, you know,
[00:00:00] let's just get something that looks
[00:00:00] pretty cool quick. We're going to leave
[00:00:00] it at UV. And here you'll see the
[00:00:00] section here for tiling. If I just come
[00:00:00] over here and I set this to, I'm just
[00:00:00] going to guess and say four. And we'll
[00:00:00] hit enter. There you go. I'm repeating
[00:00:00] that across the surface. Now it looks a
[00:00:00] little bit better, uh, more fine detail.
[00:00:00] And now I have something more in line of
[00:00:00] what I wanted to work with. Perfect. Now
[00:00:00] also like I said this is a procedural
[00:00:00] material so I can do some neat things
[00:00:00] here with some of the parameters like
[00:00:00] this particular material has some
[00:00:00] settings for like the grain. So if we
[00:00:00] look at this I can see there's some
[00:00:00] grain here on this surface. Now I can
[00:00:00] take this grain intensity. So just for
[00:00:00] me my my take on it is this is a little
[00:00:00] too intense. So I'm just going to drag
[00:00:00] this slider and push it down here closer
[00:00:00] to zero. And look at that. If I zoom in
[00:00:00] really close, I am seeing some detail
[00:00:00] here, but it's it's not, you know, super
[00:00:00] in my face, too intense. And maybe I
[00:00:00] maybe it's too too mellow right now. So,
[00:00:00] let's just intensify it a little bit.
[00:00:00] But this is what's cool about Painter is
[00:00:00] I can just take a visual kind of, you
[00:00:00] know, visual guess or tour of what I
[00:00:00] want to do with this material and just
[00:00:00] dial things up and down and make changes
[00:00:00] as I go. So, now we have our color. And
[00:00:00] if I click this color, it grabs this
[00:00:00] color picker and I can choose a color,
[00:00:00] which is pretty good. But Painter has
[00:00:00] this really neat feature with the color
[00:00:00] picker. Uh, so of course I could pick
[00:00:00] anywhere in the document. Like if I
[00:00:00] wanted to pick maybe this yellow, I
[00:00:00] could do that. Don't want that. So I'm
[00:00:00] going to undo it. But what's cool about
[00:00:00] Painter uh that I really like about the
[00:00:00] picker is that you can use this color
[00:00:00] picker and pick outside of the
[00:00:00] application. So, for example, I have a
[00:00:00] web page open using and I'm using Adobe
[00:00:00] color and I've created this little
[00:00:00] swatch here that I want to use. Now, if
[00:00:00] you want to have access to this, I've
[00:00:00] saved this in color themes. It's in the
[00:00:00] there's a color themes folder in the
[00:00:00] project files as a JPEG. So, you can
[00:00:00] have access to the these hexadimal
[00:00:00] numbers. So, if I wanted to, you know,
[00:00:00] of course, you could copy the value. I
[00:00:00] could come over here to the pick and I
[00:00:00] could paste it into here or this is what
[00:00:00] I use all the time. Like I said, I love
[00:00:00] this feature is I could grab here the
[00:00:00] color pick and I can move outside of the
[00:00:00] application and then choose whatever
[00:00:00] value I want. So in this case, I want to
[00:00:00] go with this orange. I'm just going to
[00:00:00] leftclick here and boom, you can see
[00:00:00] that it updates. Okay. So the next thing
[00:00:00] that we want to talk about is we have
[00:00:00] our material, but what really helps us
[00:00:00] to see our material is the lighting here
[00:00:00] that we have in our viewport. So, if I
[00:00:00] come over here to this bar, which is the
[00:00:00] display settings, we're going to open
[00:00:00] this up. And you'll see there's a
[00:00:00] section here in this window for
[00:00:00] environment map. Now, if I take this
[00:00:00] opacity, let me just increase this all
[00:00:00] the way to 100. Let's take this blur
[00:00:00] down. You can see there's this sphere
[00:00:00] mapped around the scene. And there is a
[00:00:00] texture map mapped to it. And this
[00:00:00] texture map is what's called a high
[00:00:00] dynamic range image. And all of the
[00:00:00] lighting in Substance Painter is coming
[00:00:00] from this HDR image. Now, if I want to
[00:00:00] change the lighting direction, what I
[00:00:00] need to do is change this environment
[00:00:00] rotation. So, if I move the slider, as I
[00:00:00] start to rotate the environment, you can
[00:00:00] see that the lighting is changing. Now,
[00:00:00] the way you're going to work with this
[00:00:00] every time is let's just take this
[00:00:00] opacity. Let's set it back to zero.
[00:00:00] We'll close this out. And I'm going to
[00:00:00] use a keyboard shortcut. So, if I hold
[00:00:00] down the shift key and use my right
[00:00:00] mouse button and I move left to right,
[00:00:00] you can see I'm now rotating that
[00:00:00] environment and thus changing the
[00:00:00] lighting direction. So, if I zoom in
[00:00:00] here on the cover and then I move my
[00:00:00] light around, now these little details I
[00:00:00] was talking about, they start to show up
[00:00:00] as the lighting direction changes. So,
[00:00:00] usually you'll do a tweak to your
[00:00:00] material. You'll hit shift right mouse
[00:00:00] button, move it around, get a good feel
[00:00:00] for how the lighting is interacting with
[00:00:00] the surface or more accurately said how
[00:00:00] the material is interacting with the
[00:00:00] light. And that'll help you gauge things
[00:00:00] like, you know, what do I set for this
[00:00:00] intensity value? You know what? I will
[00:00:00] just drop that grain intensity down a
[00:00:00] little bit.
[00:00:00] Now, another tip for working with the
[00:00:00] environment light. So, we have this
[00:00:00] cover and we want to maybe look at the
[00:00:00] other side. So, right now it's flipped
[00:00:00] open. Uh we need to use our navigation,
[00:00:00] our viewport. Let's flip around to the
[00:00:00] other side. However, it looks really
[00:00:00] dark. We're looking underneath the
[00:00:00] device and it looks really dark. And
[00:00:00] this is something you'll do a lot.
[00:00:00] You're kind of pivoting and moving
[00:00:00] around the 3D object and this is super
[00:00:00] annoying because of how dark it is.
[00:00:00] Well, what you can do is come over here
[00:00:00] to your display settings once again, and
[00:00:00] there's an option here for right
[00:00:00] underneath the rotation called
[00:00:00] environment alignment, and it's set to
[00:00:00] world by default. But what I usually do,
[00:00:00] or almost always do, is I just keep this
[00:00:00] set to camera. And what this means now,
[00:00:00] if we just go back and I adjust my
[00:00:00] light,
[00:00:00] the environment is going to align to the
[00:00:00] camera. So, if I'm here at the top,
[00:00:00] let's go ahead and set my light so that
[00:00:00] I can really see what I'm doing. and I
[00:00:00] flip around to the back side. Look, it's
[00:00:00] aligned to the camera. So, no matter
[00:00:00] which way I rotate, I'm gonna be able to
[00:00:00] see my details with the proper lighting
[00:00:00] angle. And this is what you're going to
[00:00:00] work with most of the time. Okay, one
[00:00:00] last thing. If we jump over here to
[00:00:00] display, when we're talking about our
[00:00:00] environment map, uh we can actually
[00:00:00] change this as well. So, if I click this
[00:00:00] button, this mini window pops up and I
[00:00:00] have lots of different options here. So,
[00:00:00] for example, if I change the environment
[00:00:00] map here, let's do a couple of these.
[00:00:00] Let's do cave entry forest. you're going
[00:00:00] to get different looks. So, again, I can
[00:00:00] move my lighting around. We'll click
[00:00:00] this button. Let's try something like
[00:00:00] this uh bus garage. Again, you're just
[00:00:00] going to get different looks. So, I'm
[00:00:00] going to set this back to this uh
[00:00:00] panorama, which is the default settings
[00:00:00] so that we're all on the same page. You
[00:00:00] could also, if you wanted to enable
[00:00:00] shadows, and this is going to uh appear
[00:00:00] or render some shadows in the scene. You
[00:00:00] might want to toggle this on and off
[00:00:00] every now and then, but but mostly I
[00:00:00] really don't use this because as you're
[00:00:00] working, it's just kind of flickering
[00:00:00] and getting in the way. So, I typically
[00:00:00] just uh turn this off here. All right.
[00:00:00] So, now we have everything set up. Let's
[00:00:00] take a look at the next thing we're
[00:00:00] going to do, which is add a metal
[00:00:00] material here for this hinge.