up so my head's not blocking everything and i will add a new material okay now we'll get more into materials later on but you can see there's a lot of settings here a lot now this is the principled shader it's actually based off of disney's principal bsdf uh paper they put out it's it's it's basic it's pretty high tech it makes it actually makes things very simple to create a realistic material you used to have to for any material like add nodes like diffuse and then i want some reflection i have to add some reflection i have to do this this this this and then tweak it with the fresnel and it was really complex really complex this is one of the key things that's enabled a lot of beginners and people to start making things faster because it's now built into one shader and it automatically adjusts to the like correct measurements like roughness and reflection and everything depending on what other values are so it's really good the one that you're probably looking for for just color is base color so i'll just set that to a nice pink color all right then the other big one you change a lot is roughness down here and this is the glossiness it's often yeah roughness and glossy values uh different renderers call them different things um glossy yeah is what other renders called roughness they're inverts of each other basically glossy is the invert of roughness but they do the it's the same sort of thing so i want a you know this is like how wet like how freshly iced do you want your doughnut to look i find it like okay realizing it's probably more of a roundabout like a NUMBER_TOKEN or something like that but i like it to look a little wet it looks in my opinion more delicious when it's got some wetness to it we'll get more into it as we do other things later on but just as a basics then for my donut i'll add another material let's just add a basic color to it and again we'll do more with this later on and then why not just make it interesting we're not even going to use this plane in the final render this is just so that we've got something nice to look at right now and let's hit a render okay cool now oh by the way i didn't even mention this but there's slots so when you're rendering if you just want to like quickly preview two different things you could change slots like up to eight um so if you want to open up a new slot you just switch to that slot first and then you hit render and then you'll it'll save it into that slot in my case i'm going to put it in slot NUMBER_TOKEN again to override my cycles one and i'll switch back to cycles okay now the plot thickens we have true reflections with our cycles rendering engine okay um it's it's ray tracing okay so it's calculating the reflection of the end of our plane here and you can see you've got some got some shine there now you can do that with ev thank goodness by turning it on so again some things you have to turn on screen space reflections um and now you can see i've got a little bit of reflections coming off it okay something
NO_SEGMENT_TOKEN