WEBVTT

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Shading in Blender is a very important part of look development.

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In order to get beautiful colors and lighting, you're going to have to understand shaders.

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Let's start with the shading workspace.

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This workspace already tells us a lot about the shading workflow.

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To start off, the workspace automatically brings us into Look Dev mode in the viewport,

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a mode that approximates lighting with an environment texture

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to give the user a general idea of what their shader will look like without fully rendering it.

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The shader editor will display whatever shader nodes you have

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for the material of the object you have selected.

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You will notice that by default, if you select your default cube,

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there is already a basic shader node setup for you on your default cube's current material.

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Changing the values on this node setup should affect how your object looks in the 3D viewport above.

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To change which materials you are editing, simply go here to the slot number dropdown.

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This is synced to your material list in the Materials tab in the Properties Editor.

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Simply select a different material slot in the list to change the material you are editing in the shader editor.

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You can also replace the material in the current slot with an existing material

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using the material dropdown to the right of it.

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If you only have one material here, you can actually add more materials by pressing the plus icon.

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You can then either select an existing material through this dropdown menu

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or click New to create a brand new material.

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Another way to create new materials is by duplicating existing materials.

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To do that, you can press the New Material button, which looks like a stack of papers.

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Besides materials, the world also has a shader that affects the scene.

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To edit the world shader, simply change this dropdown menu from Object to World.

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The file explorer here can be used at any time to navigate your hard drive for images and textures.

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To bring an image into your scene, simply left-click drag the file from the explorer into any one of the three adjacent editors.

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Dragging an image file into the 3D viewport imports the image as a reference object.

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Dragging the image file into the shader editor will automatically add it as an image texture node.

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And dragging it into the image editor will display it for easy reference, annotation, and basic editing.

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One important thing about the shading workflow is the different render engines.

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If you go into the Render tab in the Properties Editor, you'll notice there is a Render Engine dropdown menu.

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Under this menu, you'll find Eevee, Cycles, and Workbench.

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These are Blender's three different kinds of render engines, and they will affect how your shaders will look at render.

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Eevee is Blender's real-time render engine.

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It is extremely powerful and can render physically-based shaders in real time, similar to a game engine.

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However, Cycles is a powerful render engine that, while slower, has slightly more accurate lighting when compared to Eevee.

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Luckily, Blender shares nodes between Eevee and Cycles, allowing you to work seamlessly between the two without converting any shaders.

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That being said, keep in mind that the lighting will still be slightly different.

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Workbench is Blender's preview render engine.

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Let's say you're working on an animation, and you want to quickly render a preview animation instead of calculating all of the lighting and shaders.

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To do this, you can simply switch your render engine to Workbench and hit Render Animation.

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There is another way to do a preview render, which is to render your viewport, regardless of your render engine selected.

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You can simply go to View, Viewport Render.

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These options will render your viewport exactly as you see it.

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Now, some of you may notice that the Viewport Render Output and the Workbench Render Output look very similar.

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This is because Workbench is the same engine that drives Solid View.

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Some of you may be wondering now why the Workbench engine is an option when we already have Viewport Rendering available.

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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.

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That way, you can set a specific look for your preview renders, but change whatever you want while working in the viewport.

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The Workbench render engine also automatically hides display overlays and renders through your active camera.

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Quick note, if you want to change the color of a material in Workbench, you won't be using nodes.

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Instead, you can go to the Materials tab of the object and change its viewport display color.

