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Our bricks are nice and rough, and the
edges are looking good, but to really
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sell this as an old wall, the surface of the
bricks also needs some deeper imperfections.
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Let's create a texture to make the bricks
look chipped. We'll need another Noise,
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and we can make this one a bit less detailed
and rough, and also quite a bit bigger.
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But unlike last time, when we applied a texture
to the whole surface of the bricks, here we just
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want to create some local features in limited
places. For that, we can use a Map Range node.
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If we bump up the from min, making sure that
Clamp is enabled, we start clamping the values,
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such that most areas are just zero, and we only
see the very peaks of the noise come through.
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Now that we have these spots, let's actually make
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them a bit more stretched, by copying
the vector multiply node we used before,
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un-parenting it from the Frame with Alt+P,
and connecting it to the Vector input.
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Then we can change the scaling factors in
each axis to create this more stretched look.
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Now, to apply this to the displacement, we
want to subtract it from our height map,
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as we actually want the higher values
to be deeper in the displacement.
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To avoid long connections, we can
actually subtract the new texture
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from the main surface texture here, before
we add it to the complete brick texture,
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and that will have the same effect as
placing the subtraction onto the bricks
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themselves after the addition, as order
of operations doesn't matter in this case.
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Let's take a look at the output. In
Eevee the effect is relatively subtle,
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but we can see some of these streaks on
the bricks. Now, if we switch to Cycles,
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we get a clearer view of what it's doing, with
some chunks of the bricks getting cut out. And
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especially if we set the surface noise to
zero, then we can see the effect by itself.
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If we lower the minimum threshold, it
really creates a more bumpy surface,
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and increasing the upper end of the
range also intensifies the effect.
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But we don't actually want to overdo it, because
with too low a threshold, it ends up having a
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strong effect on all the bricks, which reduces the
visual variation, and makes it look more uniform.
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So we can actually get more out of an
effect like this by using it sparingly.
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Now let's snap these nodes
into the Brick Texture Frame.
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The texture that we just created
has a good amount of variation,
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but the streaks are completely straight as
we are stretching undistorted coordinates,
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so to make it a bit more natural, let's
distort the coordinates before stretching them.
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We already made a handy node group to
generate a distortion pattern before,
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so let's add it here. Then we can connect
it to the input coordinates of our texture,
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and take a look at the texture output, to
have a better view of what we're doing.
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Then we can connect a Vector Math
node to the input coordinates as well,
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and plug that into our texture, removing the
other link that got moved to the second socket.
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Now, if we plug the Distortion into the
addition, the texture gets a bit wavy.
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Then it's a matter of adjusting the
parameters, to get a look we like.
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If we toggle the addition with the M key,
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we can see the difference with
and without the distortion.
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Here we have a good opportunity to
create another convenient node group.
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Every time we want to distort some coordinates,
we need to add the distortion with a Vector
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Math node, and more often than not, the
coordinates that we are distorting are
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the same that we plug into the Noise, to
generate the distortion pattern itself.
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So let's add a Reroute
here, and group these nodes.
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Then let's organize them
and expose all the controls.
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Tabbing out, we now have a group that we can
just drop anywhere to distort the coordinates,
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without having to manually
add the Vector Math node.
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This group distorts whatever
vectors you input into it,
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while the other group just
generated the distortion pattern,
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to differentiate between these behaviors, I like
to name groups with a verb whenever they modify
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something, and use a noun whenever the group
generates something. So as the other group
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is already following this rule, being called
Distortion2D, let's call this one Distort2D.
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Then we can drag this into the Frame as
well. And take a look at the final output.
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One last tweak that we can make, is to set
the Map Range interpolation to Smooth Step.
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This is barely noticeable in this
case, but it makes sure that we are
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not creating unnaturally sharp edges
where we are clipping the noise.
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This is a good moment to switch to
Cycles, and admire our creation so far,
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before moving on to the next chapter.
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