Level 2 Flashcards

1
Q

What are the ‘specs’ of a sprinkle sphere?

A

1mm x 6 rings x 12 segments

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2
Q

How do you flatten the ends of the sprinkle?

A

z to select z axis and then scale.

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3
Q

what feature do you use to generate loads of sprinkles from the one? (referencing one object and then duplicating it over the top of a surface of another object).

A

particle instances

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4
Q

how do you use particle instances to duplicate the sprinkles?

A

particle tab/+ button/hair/render as:object/instance object eyedropper: click reference object

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5
Q

What’s the difference between emitter and hair particles/

A

emitter are animated, hair are static.

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6
Q

how do you create random rotations for the sprinkles?

A

tick the ‘advanced’ tab in the particle instances menu, then check rotation, then set orientation axis to ‘normal’. then set randomise phase to something and a tiny little bit of randomise.

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7
Q

how do you access the weight paint mode?

A

control + tab to bring up wheel, then select it from there.

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8
Q

what do the colours mean on the weight paint mode?

A

blue = 0, red = 1, other colours = values inbetween.

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9
Q

how do you stop the sprinkles from slowing down weight paint mode?

A

click the little monitor next to the camera icon in the particle settings pane thing.

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10
Q

how do you control where the sprinkles land on the doughnut?

A

use weight paint mode.

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11
Q

how do you go back to object mode when you’re finished with weight paint mode?

A

control + tab, select object mode.

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12
Q

how do you tell the particle system to use the weight painting you’ve done?

A

Select that particular particle instance reference in the particle properties tab, then vertex groups > density > group.

a weight paint is essentially grouping vertices together, hence ‘vertex group’.

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13
Q

where will you find your weight painting after you’ve started to paint it?

A

object data properties pane (green triangle) then you can see ‘group’ under ‘vertex groups’. Delete it if you want and add a new one to create a new weight paint map.

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14
Q

What’s the best way to make randomised colours on the sprinkles?

A

mess around with the material nodes.

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15
Q

how do you randomise the sprinkle colours with material nodes? (Stage 1 - black and white sprinkles)

(2/2/1:30)

A

top bar > shading, select the original sprinkle (the original reference for the particle instances) on the top right main pane thing, shift + a to add a node, input > object info, random node bit to base colour node bit.

always make sure the object you’re applying material nodes to ACTUALLY has a material applied.

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16
Q

What’s the difference between the nodes screen and the and the standard settings pane to the right?

A

they have the same settings, but the nodes screen is more advanced.

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17
Q

what can you insert into the material node?

A

anything, you can even insert images.

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18
Q

what do nodes basically do?

A

allow you to reverence values for different things in other places

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19
Q

how do you randomise the sprinkle colours with material nodes? (Stage 2 - changing black and white sprinkles to multicoloured sprinkles)

(2/2/5:00)

A

shift + a > converter > colour ramp, +, click fac colour, choose colour, adjust that slider point on slider, again +, click fac colour, choose colour, adjust that slider point on slider, repeat a few more times. Change gradient type from linear to constant, otherwise it’ll choose all of the colours in between those colours too.

As an aside, you can then change the roughness of the sprinkles in the Principled BSDF node to whatever you like.

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20
Q

Why didn’t weight painting work when I tried to do it on a flat plane?

A

There were no vertices on the plane to paint onto. After I subdivided the plane, it worked.

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21
Q

What’s a good way to find objects you’ve ‘lost’ (inexplicably vanished from the viewport)?

A

Select the object in the top right pane, then press /

22
Q

Why did I have problems with the zoom getting stuck before getting anywhere near the object?

A

The zoom has a limited range (in the same way a camera’s zoom lens does). I’d started from miles away. When I selected the object and pressed / to get the camera to look at at, then started from there, it was fine.

23
Q

How do you set the origin to the middle of an object?

A

Right click the object, click on set origin, then set origin to geometry.

24
Q

How do you change that particular random sprinkle pattern?

A

Change the seed value in the emission tab. It’s literally just re-generating them from the same data.

25
Q

How can you change the ratio that objects in a collection are referenced for particles?

A

Use count.

26
Q

What enjoyable activity can you perform in input boxes?

A

Maths.

27
Q

What does a purple/pink object usually mean?

A

That it’s missing a texture (looking for a material that it can’t find)

28
Q

How do you reference a texture painting for an object’s material?

A

Shading tab > new node > texture > image texture > colour goes to base colour * > select the texture you just created in the texture painting mode.

  • on the whole, colour info is connected to colour info in the compositors.
29
Q

what do you need to remember to do when doing texture painting?

A

save the image while you’re working. It’s saved separately to the blender file, and referenced.

30
Q

how do you bring up the texture painting panel?

A

the ‘N’ key.

31
Q

In texture painting mode, what’s the hotkey to flip between the two colours in your pallet?

A

X

32
Q

How do you add a brush when texture painting?

A

Texture mask in the N-menu.

Don’t use ‘texture’ - it’ll just use the colour of the texture that you put in there.

33
Q

What’s the most common type of procedural texture in Blender?

A

clouds.

34
Q

How do you add a new texture mask when texture painting?

A

In the N-menu on the left portion of the screen, click texture mask and then ‘New’.

On the panel on the right side of the screen, texture properties tab at the bottom, then brush mask, new, then choose anything you like from the ‘image or movie’ dropdown.

35
Q

How do you randomise the texture brush rather than have it tile?

A

Change it from ‘tile’ to ‘random’ under ‘mask mapping’.

36
Q

How do you add more detail to the rest of the doughnut?

A

Blend mode: overlay in the brush settings, black brush.

37
Q

How would you paint on roughness?

A

Do a texture painting and plug it into the roughness value of the object in the shading compositor.

38
Q

What is LookDev mode?

A

using the Evee engine to preview your materials. Uses a template light, means you don’t have to set anything up to quickly see what things are looking like. (globe with the slice taken out).

39
Q

What’s the included-in-blender add-on for previewing what’s going on in different nodes in the shading compositor, and how do you use it? (2/4/5:00)

A

Node Wrangler. Control + Shift + Click the node you want to take a look at.

40
Q

What nodes do you use in the shading compositor to do the doughnut procedural displacement? (First stage)

A

Texture Coordinate* (Object) >
(Vector) Noise Texture (Fac) >
(Height) Displacement (Displacement) >
(Displacement) Material Output (this is an existing node)

*this makes sure the texture wraps properly around the object - not stretched or anything.

41
Q

How do you change the displacement bump from fake bump to real bump (actually changing the shape of the mesh)? (2/4/6:26)

A

Material > SETTINGS* > Displacement > Displacement and Bump

  • NOT the displacement tab
42
Q

What’s another factor that affects the displacement of the doughnut, apart from setting the scale on the ‘noise texture’ and ‘displacement’ nodes? (around 2/4/8:00)

A

The number of vertices in the mesh. If you want to add more detail, or less spikes, add another subsurf modifier.

43
Q

On the RGB mix node, which value does the Fac apply to (colour 1 or 2)?

A

Colour 2

44
Q

What can you do if you want to tone down the white bit of the texture map without actually repainting the texture?

A

Add another RGB mix and mix in a standard bread colour (with overlay? I can’t remember).

45
Q

What nodes do you use in the shading compositor to do the doughnut procedural displacement? (Second stage - big bumps mixed with small bumps)

A

Add another noise texture (this one with a different scale value) +

Mix the two noise textures with a RGB mixer (one with higher scale number one goes in the bottom, so you can control it with the Fac dial) +

You can use a colour ramp on on the larger one to control the frequency of smaller vs bigger bumps on that particular map. (colour output from colour ramp) (talks about this last bit at 2/5/3:40).

46
Q

How do you apply the bump map to the colour (to get kinda overcooked bits)?

A

Add an RBG mix, the bump goes to the Fac input and the other texture image goes to colour one, then that goes into the base colour as usual. Set the mode to overlay.

47
Q

What node is used a lot and is great for tweaking values?

A

Colour ramp. I think it’s kinda like editing the curves in photographs.

48
Q

How do you stop objects from appearing in a render?

A

Click on the filter in the top right menu (the funnel picture), and add that as a selectable point.

49
Q

How do you stop the emitter of particles from being seen?

A

Unclick the ‘show emitter’ check box in the particle/ render/ settings

50
Q

What other things can you tweak to get the doughnut to look more realistic?

A

The size, mixture, and scatter of the sprinkles (add holes in the weight map), the subsurface scatter value of the icing (says he’s still not totally sure about that).