Hey guys welcome back to another blender 2.8tutorial and today I'm going to be showing you how to make acoustic foam all inside blender. So acoustic foam as you know is this sound-proofingon walls which kind of looks like spiky foam, is what we're aiming for. So we're going to start off with modeling,so this tutorial is going to cover modeling, shading, and also a bit of uv unwrapping. So starting off with modeling we want to selecteverything a, x, delete.
So we got rid of everything. Keyboard shortcuts up here by the way. So we got rid of the default cube just sowe can add it back in. That's what the professionals do apparently. So shift a, mesh, cube. So efficient. Ok so now that we have this cube, we wantto flatten it down. So s for scale and then z. And then we'll do something like 10% so .1. And now what we want to do is add some spikescoming out of this. So easiest way to add spikes, tab for editmode, control r for adding some loop cuts, and then we're just going to scroll up. And we want an odd number because that's whatis going to let it work out when we pick every other edge to become a spike.
So I'm going to go with 13 as my odd number. Click and then right click to center. Go into edge mode which is 2 or hit this button. And then we're just going to select everyother edge. And these are the edges that are going toform our spikes. So we want to bring them up, so g for graband then z. Something like that. And then when we still have them selectedwe can bevel them, so control b to bevel. And it seems like I already have the rightamount of segments but generally you want to scroll up until you have the right numberof segments. And then just make sure that everything looksabout right. Going to add a couple more, there we go.
So now we have these rounded out spikes. This is already pretty much looking like acousticfoam. Couple more adjustments we need to bring down,or bring up this area right here. So 3 for face mode, I'm going to click thisand then control click this. And this is the shortest path. Or you can just do a bunch of shift clicksbut this is the fastest way to do it with the control click. And then I'm just going to bring this up likethat. Ok that's already looking pretty good althoughit is flat shaded technically.
As you can see when we come up really close. To fix this I'm going to hit search, for methat's spacebar depends on your hotkey. And I'm going to type in shade smooth whichfixes the issue except it makes everything else a lot worse. So to fix this go into object mode, normals,and enable autosmooth. And this fixes the issue and it really dependson your angle value right here. Our default 30 does the trick. If we bring this up a lot you see that itbreaks again. So 30 is a good number. Ok so I think we are done with the modeling. You might want to bevel this face right here,this side area. But we're going to do a trick in shading tosmooth that out. So let me actually save our project, controls, desktop, and then we will call this acoustic foam. Make sure to save just in case we have a crashor something.
Hopefully not, we're not doing anything toointense here. Ok so now we have done the modeling and I'mgoing to do a bit of uv unwrapping and I will tell you why this is important. So uv editing. And now what we want to do is mark our seams. So I'm thinking one area can be the spikystuff up here. Then we can have this base and then we canalso have some stuff on the sides. So 2 for edge mode. Let's block off this area right here. And then control click to bring this all theway here. And then same thing on this side. And then control click, spacebar, mark seam. If you don't want to do that you can alsogo into uv and then mark seam over here. And then we also want to separate the sides. Now let's see, will control clicking go aroundthis bend? It seems not what if I go up here, there wego. So this is going to take a bit so let me actuallyexplain why we're doing this.
So we're going to be using a lot of proceduralshading. We're going to be using a lot of noises. And generally noises work out best when wedo some unwrapping. We want to use uv coordinates so everythingkind of looks even and nothing looks stretched out. You can make generated coordinates kind ofwork out but this is a sure-fire method to get the best results. So we're going to keep going along here. I'm control clicking to make sure I'm notselecting everything, like that. And then mark seam. And then we need to do the same thing on thisside. So as I mentioned all this shading is goingto be completely procedural. Which means we don't need to have any texturefiles and we can zoom in a lot further without getting any loss of quality. Which is always a good thing. Plus the shading for this isn't going to betoo complicated. We're going to have basically a color andthis, if you ever look very closely at acoustic foam you're going to notice that there issome little shiny bits.
Kind of like if you look at a rock there isthese shiny little gem area, is a way to describe them. Same thing with acoustic foam. So here we're going to mark seam, perfect. And now let's just select our object and applyobject transform. This is important to do before you unwrapto get the correct results. Back into edit mode, select all your faces,u, unwrap. And there we go we have a, honestly this isprobably one of the best ways to unwrap this object, but we have a unwrap. Perfect I'm going to save. Back into layout, so now we have our unwrapand we want to do some shading. So I'm going to go into shading and zoom inhere. So we're going to start off by changing ourenvironment. So we're going to go into world. Delete this background with x. Shift a to add texture, environment texture.
I'm going to be using an HDRI you can justuse a fancy lighting system but I find HDRI's work best. And I'm going to leave a link in the descriptionfor free HDRI's. You can even get this same one that I use. So environment texture, we're going to openand then let's see, I have a HDRI. And then this one. And I think I will also make the project filesfor this available. So link in the description to actually downloadthis project and hopefully I can actually put this HDRI in it. Ok so now we have our HDRI set up. Go into rendered mode and you can see perfect.
We're going to do cycles just so we can getthe most accurate results during this. There we go, we have our ambient occlusionall all this. Going to save. So now we're going to get into the shadingof the object. So in cycles I'm going to hit film, transparencyto hide that. I'm going to go into the object shading. Add a new material and I'm just going to callthis acoustic foam and then in this case orange. We're going to make an orange and black version. Ok so we don't need this we'll just deleteit. We'll start off with a diffuse. So diffuse, connect that in and we want tostart off by getting the right color. Which is this redish orange type thing. Something like that with a whole bunch lesssaturation. That's looking pretty accurate at least tothe foam that I have at my house. So now we have this foam. I'm not going to play around with the roughnessthat's fine. Let's take care of this beveling issue I alreadytalked about. So fancy node in blender is the bevel node. So shift a, we're going to add a bevel.
And you take this bevel and you just feedit into the normal slot of whatever you're using. So I'm using diffuse. And you can see there is a very subtle smoothingof you know this side right here and same thing on the other side. We can up the quality by maybe bringing thisup to 6 and we can also change the radius but I think this is fine. Ok so now we have a bit of bevel. And now we want to add the sparkly stuff Iwas talking about which again is the whole reason we did this uv unwrapping in the firstplace. So shift a to add a noise which I think isinside texture. Is it In here? Ya, I want the voronoi noise so I'm goingto add that. And make sure you have node wrangler enabled. So that's edit, preferences, add-ons, andthen node wrangler. Make sure this is enabled. This is probably the most common add-on thateverybody uses. And one thing that it let's us do is controlshift click any node to see what it looks like on the mesh. So if we make this a bigger scale you're goingto see that we have our voronoi on this.
But it's also very stretched. Which again is why we did this uv unwrappingin the first place. So now let's actually use our uv unwrap. So shift a, input, texture coordinates. So right now I think it's using generatedby default. Ya, so we want to change this to uv and allof the sudden everything looks a lot better. Of course we need to make it bigger. But everything is not distorted at all, whichis why we did this. Ok so now we have basically what looks likea bunch of dots which is going to help define where we have our little spark-lies. But we have way too many dots. So let's do a shift a, or you know what let'snot do that quite yet. So another thing I want to do is have thisfoam be, woops, I want this foam be bumpy. Because foam is kind of, pretty much likea sponge it's very porous. So here is what I'm going to do, I'm goingto select this node, this node, and back them up with g. And I want to turn this into a normal mapso easiest way is shift a and then add a bump right there. It's found in vector, bump. And we can take this black and white image,this voronoi and plug it into height. So not into normal but into height. And then it converts this into a normal whichwe can feed into the bevel.
And we'll see the results. Ya, it's a bit hard to see with the noisefrom the cycles but you see that there is definitely a lot of noise here now. And it looks a lot more spongy and foamy. So what do we have so far? We have our uv coordinates in our voronoitexture which we turn into a normal map, feed through the bevel. So now we have the bevel normal and this normalcombined. And we bring it into this diffuse bsdf. So next we want to add spark-lies. So I'm going to have that be a glossy, a glossybsdf. And then we want to mix these two togetherso shift a, shader, mix. And that's going to mix these two together. Like that, you see that it's actually mixingthem everywhere and making this shiny mess. We only want to mix them wherever we havethese dots. So we take, we take our voronoi and bringit into our factor. And that kind of solved the issue but againwe have way too many, or too much of this is shiny. So how are we going to solve this? The first thing we are going to do is we'regoing to add a subtraction. Add a subtraction that's pretty weird. But either way, shift a, math, put that inhere.
And we're going to change this into, intosubtract. So now we are treating this black and whiteimage as kind of like a map between 0 and 1. And at each point we subtract in this case,you see we subtract .5 like that. Ok so we can actually subtract a bit moremaybe .7. And now you see wherever this map is whitethe glossy is actually going to come through.So let me bring that back in. Like that and now our little spark-lies area lot less frequent. And we also want to take this normal map andmake it a lot less intense. So take the strength in this bump, bring itdown to let's say .25. Make it a little less, or a little more subtle,.2. Let's zoom out a little just to see what wehave going on. I am liking the look of that, ok. So this should be our node set up. So we have our, one part of this voronoi textureis going into the bump and it's basically turning into a normal map, and then the otherstuff is being subtracted so there is a lot less of it. Only little bits and pieces everywhere. And that is going to be the factor for wherewe want this glossy bsdf. Which we can make a bit shinier so somethinglike .3. So the areas that show up are going to beshinier. Feed that in, there we go. Ok I am happy with that so let's do a save. And now we want some variation once we'rehappy with this. So click this, let's go into layout. Actually no we can go back into shading itwill be faster. So click this, shift d to duplicate. And then right click to center it. And then we're going to hit g, and then it'seither x or y let's see, x yes. And we're going to bring this 2 to the side. And then we're going to rotate it with respectto z by 90 degrees. And then for this one I'm going to make anythinggoing vertically black and everything that's going horizontally orange. So select this one, and notice that if wetake this and change the color it's going to change both of them. Which is not what we want. So to make this kind of independent of thisone you're going to see this little number two up here. You click this, this is display number ofusers of this data block blah blah blah.
Click it, and that's basically going to makeit independent for this. So now we can make this a lot darker and it'sonly affecting this one. So in fact I want 0 saturation. And it's kind of this gray black color youwant. And then everything else we can actually leavethe same. Ok there we go. And I actually, I'll go into developer moderight here so it's not taking as long to render. I actually want every other one to be alternating. So I'm going to select these 2, shift d, rightclick. And then g, x to move them, 4 meters. And then select all of them, shift d duplicate,g, y, and then move them down here by 2. Or I guess I moved them up but that's fine. And we want this kind of to be a checkerboardso we're going to offset this by 1 tile.
So g, x, by 2. And then of course we need to take this oneand bring it back. G, x, and that is 8, no that is definitelynot 8, that is g, x, -8. There we go. And then we just select everything, shiftd, right click. And now it's going to play nicely, it's goingto tile automatically. There we go, so now if we go into cycles. We have this grid of foam that you see onevery commentator's wall, every singer's wall. So we are, so once we're happy with this Iguess we can select all of them and then join them. So now they are one object which I can callfoam. Just going to save that. And we want to center right here.
So the cursor is already in the world origin. So for this we're going to take the originof this object. So object, set origin, and we're going toput it in the center. So origin to geometry. And you see the origin is now centered here. Actually let me use the draw feature likethat. That was horrible, whatever you get the pointit's there. Ok so now we want to center this to the worldorigin or basically to the cursor. So shift s, and then selection to cursor,there we go. And that did the trick. Ok so now in terms of rendering we're prettymuch there because an HDRI really takes care of all the lighting for us. One thing I would say is that everything looksa bit dark so cycles, render setting. Going to change this to GPU actually it willbe faster. There we go. Color management and let's bring up the exposureby .5. Something like that. Maybe use this angle instead. And then we can also play with the contrast. See if a higher contrast makes it look betteror worse. So let's try high contrast, that's a bit intense. Let's do something in-between, medium-high. And I really like the look of that, let'shide all this. And there you go you've made acoustic foamin blender. Really quickly, the modeling was easy. A lot of the beveling was kind of outsourcedinto the shading. And if you go into the geometry here.
Let's go to solid view. The geometry is very sparse. Overall we have, let' see does it say it downhere? We have 3616 for 16 of these. So let's actually bust out the calculatorhere. 3616 divided by 16. Each one has 226 faces. Which is really, I guess it's really not thatbad all told. So let's go back into cycles rendered view. And there you go that is how you make acousticfoam, at least my version of it in blender 2.8. So hopefully you found this tutorial helpful. Thank you guys for watching and I'll see youguys in the next one.