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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,320 --> 00:00:04,080 Our bricks are nice and rough, and the  edges are looking good, but to really   2 00:00:04,080 --> 00:00:08,320 sell this as an old wall, the surface of the  bricks also needs some deeper imperfections. 3 00:00:09,120 --> 00:00:13,600 Let's create a texture to make the bricks  look chipped. We'll need another Noise,   4 00:00:13,600 --> 00:00:17,440 and we can make this one a bit less detailed  and rough, and also quite a bit bigger. 5 00:00:20,720 --> 00:00:25,600 But unlike last time, when we applied a texture  to the whole surface of the bricks, here we just   6 00:00:25,600 --> 00:00:31,760 want to create some local features in limited  places. For that, we can use a Map Range node. 7 00:00:31,760 --> 00:00:36,720 If we bump up the from min, making sure that  Clamp is enabled, we start clamping the values,   8 00:00:36,720 --> 00:00:41,440 such that most areas are just zero, and we only  see the very peaks of the noise come through. 9 00:00:42,320 --> 00:00:44,400 Now that we have these spots, let's actually make   10 00:00:44,400 --> 00:00:48,400 them a bit more stretched, by copying  the vector multiply node we used before,   11 00:00:48,400 --> 00:00:52,960 un-parenting it from the Frame with Alt+P,  and connecting it to the Vector input.   12 00:00:52,960 --> 00:00:57,840 Then we can change the scaling factors in  each axis to create this more stretched look. 13 00:01:00,080 --> 00:01:04,400 Now, to apply this to the displacement, we  want to subtract it from our height map,   14 00:01:04,400 --> 00:01:07,760 as we actually want the higher values  to be deeper in the displacement.  15 00:01:08,720 --> 00:01:12,000 To avoid long connections, we can  actually subtract the new texture   16 00:01:12,000 --> 00:01:16,320 from the main surface texture here, before  we add it to the complete brick texture,   17 00:01:16,320 --> 00:01:19,760 and that will have the same effect as  placing the subtraction onto the bricks   18 00:01:19,760 --> 00:01:24,160 themselves after the addition, as order  of operations doesn't matter in this case. 19 00:01:24,880 --> 00:01:29,120 Let's take a look at the output. In  Eevee the effect is relatively subtle,   20 00:01:29,120 --> 00:01:33,520 but we can see some of these streaks on  the bricks. Now, if we switch to Cycles,   21 00:01:33,520 --> 00:01:38,640 we get a clearer view of what it's doing, with  some chunks of the bricks getting cut out. And   22 00:01:38,640 --> 00:01:43,120 especially if we set the surface noise to  zero, then we can see the effect by itself.   23 00:01:44,800 --> 00:01:48,400 If we lower the minimum threshold, it  really creates a more bumpy surface,   24 00:01:49,280 --> 00:01:53,840 and increasing the upper end of the  range also intensifies the effect. 25 00:01:54,800 --> 00:01:59,520 But we don't actually want to overdo it, because  with too low a threshold, it ends up having a   26 00:01:59,520 --> 00:02:05,040 strong effect on all the bricks, which reduces the  visual variation, and makes it look more uniform.   27 00:02:05,040 --> 00:02:08,960 So we can actually get more out of an  effect like this by using it sparingly. 28 00:02:17,040 --> 00:02:19,760 Now let's snap these nodes  into the Brick Texture Frame. 29 00:02:21,600 --> 00:02:24,800 The texture that we just created  has a good amount of variation,   30 00:02:24,800 --> 00:02:28,960 but the streaks are completely straight as  we are stretching undistorted coordinates,   31 00:02:28,960 --> 00:02:32,880 so to make it a bit more natural, let's  distort the coordinates before stretching them. 32 00:02:33,520 --> 00:02:37,520 We already made a handy node group to  generate a distortion pattern before,   33 00:02:37,520 --> 00:02:42,160 so let's add it here. Then we can connect  it to the input coordinates of our texture,   34 00:02:42,160 --> 00:02:45,600 and take a look at the texture output, to  have a better view of what we're doing. 35 00:02:48,800 --> 00:02:52,080 Then we can connect a Vector Math  node to the input coordinates as well,   36 00:02:52,880 --> 00:02:57,440 and plug that into our texture, removing the  other link that got moved to the second socket.   37 00:02:58,960 --> 00:03:03,360 Now, if we plug the Distortion into the  addition, the texture gets a bit wavy. 38 00:03:03,360 --> 00:03:06,640 Then it's a matter of adjusting the  parameters, to get a look we like.   39 00:03:14,560 --> 00:03:16,720 If we toggle the addition with the M key,   40 00:03:16,720 --> 00:03:19,520 we can see the difference with  and without the distortion. 41 00:03:20,640 --> 00:03:24,080 Here we have a good opportunity to  create another convenient node group.   42 00:03:24,640 --> 00:03:28,880 Every time we want to distort some coordinates,  we need to add the distortion with a Vector   43 00:03:28,880 --> 00:03:32,560 Math node, and more often than not, the  coordinates that we are distorting are   44 00:03:32,560 --> 00:03:36,400 the same that we plug into the Noise, to  generate the distortion pattern itself. 45 00:03:37,120 --> 00:03:39,680 So let's add a Reroute  here, and group these nodes.   46 00:03:41,920 --> 00:03:45,840 Then let's organize them  and expose all the controls.   47 00:03:52,400 --> 00:03:56,640 Tabbing out, we now have a group that we can  just drop anywhere to distort the coordinates,   48 00:03:56,640 --> 00:04:00,240 without having to manually  add the Vector Math node. 49 00:04:00,240 --> 00:04:03,120 This group distorts whatever  vectors you input into it,   50 00:04:03,120 --> 00:04:06,000 while the other group just  generated the distortion pattern,   51 00:04:06,560 --> 00:04:11,360 to differentiate between these behaviors, I like  to name groups with a verb whenever they modify   52 00:04:11,360 --> 00:04:15,840 something, and use a noun whenever the group  generates something. So as the other group   53 00:04:15,840 --> 00:04:21,040 is already following this rule, being called  Distortion2D, let's call this one Distort2D. 54 00:04:21,920 --> 00:04:27,840 Then we can drag this into the Frame as  well. And take a look at the final output. 55 00:04:31,440 --> 00:04:35,680 One last tweak that we can make, is to set  the Map Range interpolation to Smooth Step.   56 00:04:40,160 --> 00:04:43,120 This is barely noticeable in this  case, but it makes sure that we are   57 00:04:43,120 --> 00:04:55,840 not creating unnaturally sharp edges  where we are clipping the noise. 58 00:04:58,880 --> 00:05:02,960 This is a good moment to switch to  Cycles, and admire our creation so far,   59 00:05:02,960 --> 00:05:09,840 before moving on to the next chapter. 7142

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