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So far, our wall has been looking pretty stylized
and cartoony, but now we're at the turning point
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where we'll start pushing the realism more
and more with each chapter. We already added
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some variation, but this is where we start
texturing the wall, and randomizing more stuff.
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Another thing that we can randomize,
is the bevel distance of the bricks.
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This is great for making
the edge look old and worn.
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We can control the bevel with the
From Max value in this Map Range.
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The closer it is to From
Min, the sharper the edge.
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We already have a Noise Texture here, that we can
reuse. The Noise parameters for the corner radii
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are not really that critical, so we can always
tweak this Noise to fit our needs for the bevel.
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Let's add a Separate RGB node, so that we
can use another random channel for the bevel.
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And let's plug the R channel into our
existing Map Range, just for clarity,
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as the R channel is the same as the Factor output.
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Now we can duplicate the Map Range, and
connect it to the next available channel.
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Let's initialize both output values to
15, which is our current bevel distance.
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Plugging it in, nothing changes, but now
we can start playing with the output range,
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to get some interesting distortion.
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We can also adjust the input
range, to increase the contrast.
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We can push it very far, to the point that
it really starts eating into our bricks.
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But if we clamp the input range too
much, we get these sharp corners where
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the bevel transitions from the
lowest value to a higher value.
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To fix this, we can change the interpolation to
smooth step, which creates a nicer transition.
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To get some more realistic texture, let's make
this a bit more rough, by increasing the detail.
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Bricks often have a streaky horizontal
texture, so let's reproduce that,
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by adding a Vector Math node before the
Noise Texture, and setting it to multiply.
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Let's set X to one, so that the
horizontal scale doesn't change,
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but now we can increase Y, to control how much
we want to compress the texture vertically.
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Let's also check how it looks in Cycles, to make
sure everything is still working properly there.
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The displacement seems fine, but
now that we're adding more detail,
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it's starting to look a bit blocky,
so let's go over to the modifiers tab,
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and increase our viewport
subdivision level. That's better!
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Lastly, let's not forget to
re-enable the distortion.
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