All language subtitles for 14 FineMortarTexture

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,200 --> 00:00:07,760 At this point, our bricks are  starting to look pretty good,   2 00:00:07,760 --> 00:00:10,800 so let's take a moment to bring  the mortar up to the same level. 3 00:00:11,600 --> 00:00:15,760 Our viewport is a bit slow, because we took  the subdivisions up in the last chapter,   4 00:00:15,760 --> 00:00:20,640 so let's set the viewport levels a couple of  steps lower. Remember that the subdivisions are   5 00:00:20,640 --> 00:00:25,520 only relevant for the displacement in Cycles,  so this doesn't change anything here in Eevee. 6 00:00:27,120 --> 00:00:31,360 Currently, our mortar is just a completely  flat plane, whose displacement level is   7 00:00:31,360 --> 00:00:35,280 defined by this single Value node.  Instead of just a constant value,   8 00:00:35,280 --> 00:00:39,120 we can create a texture to vary the height  of the mortar, like we did with the bricks. 9 00:00:39,680 --> 00:00:43,840 This time, let's see how we can combine different  patterns to create a more complex texture.   10 00:00:44,800 --> 00:00:48,080 Mortar often has a kinda blobby  characteristic, and for that,   11 00:00:48,080 --> 00:00:50,240 a good starting point is the Voronoi Texture. 12 00:00:51,120 --> 00:00:55,920 Now we need to feed it a reasonable texture  coordinate. For the mortar, we want a continuous   13 00:00:55,920 --> 00:01:00,640 texture throughout the plane, so we don't  want to use our tiled coordinates. Rather,   14 00:01:00,640 --> 00:01:04,960 we can just add a new Texture Coordinate node,  and plug in the plain Object coordinates.   15 00:01:05,680 --> 00:01:10,560 Then we can use Ctrl+H to hide the unused  sockets, to keep everything more compact. 16 00:01:11,520 --> 00:01:15,360 The Voronoi Texture has a few outputs.  If we take a look at the first one,   17 00:01:15,360 --> 00:01:20,880 we see some radial gradients in cells. The cells  are spawned from points scattered in space,   18 00:01:20,880 --> 00:01:24,160 and the gradient color within each  cell, tells us the distance from   19 00:01:24,160 --> 00:01:28,800 the cell's seed point. This means that at  the seed point, the value should be zero,   20 00:01:29,360 --> 00:01:34,080 however, we don't see a black dot at the center  of each cell here. That's because the points   21 00:01:34,080 --> 00:01:39,840 are being evaluated in 3D space, so not all  points are located on the surface of the plane. 22 00:01:40,400 --> 00:01:43,760 In this case, we just want to  compute a 2D texture, on the plane,   23 00:01:43,760 --> 00:01:48,320 so let's set the Voronoi to evaluate in  2D. This makes it ignore the Z channel   24 00:01:48,320 --> 00:01:54,080 in the coordinate space, and now we  see a black dot inside every cell. 25 00:01:54,080 --> 00:01:58,800 Now let's add a Reroute after the Value node,  which allows us to easily plug other values into   26 00:01:58,800 --> 00:02:04,640 both the Greater Than and Maximum nodes at once.  Then we can plug our new texture into the Reroute,   27 00:02:04,640 --> 00:02:08,720 and taking a look at the Maximum, we see  the bricks and the Voronoi texture combined. 28 00:02:09,600 --> 00:02:12,880 Now let's see what this does to our  shader, by looking at the final output.   29 00:02:15,280 --> 00:02:18,640 One thing we can notice is that the  Voronoi texture is causing the mortar   30 00:02:18,640 --> 00:02:22,960 to poke through the bricks in some places, as  the texture is going higher than the bricks. 31 00:02:23,600 --> 00:02:27,360 Our texture is also a bit too big for  the concrete look that we are going for,   32 00:02:27,360 --> 00:02:32,320 so let's adjust the scale a bit. Now,  taking a closer look, these seem like cones,   33 00:02:32,320 --> 00:02:36,320 pointing inwards towards the wall, and  indeed that's exactly what's happening here. 34 00:02:37,840 --> 00:02:43,440 We want our blobs to come out of the wall instead,  so let's invert these cones with a subtraction.   35 00:02:43,440 --> 00:02:47,920 Subtracting them from a value will invert  them, and also allow us to offset them at once.   36 00:02:48,800 --> 00:02:52,800 As the range of distance values from the  Voronoi tends to be between zero and one   37 00:02:52,800 --> 00:02:56,640 (though they can also go above  one), let's subtract it from 0.5,   38 00:02:56,640 --> 00:03:03,840 that way, our range will be around -0.5 to 0.5,  and therefore centered around the zero plane. 39 00:03:03,840 --> 00:03:06,640 Now the cones are pointing away  from the wall, like we wanted,   40 00:03:06,640 --> 00:03:11,120 and they are also poking through the bricks less  often, as we offset them a bit into the wall.   41 00:03:11,840 --> 00:03:15,760 But now we still have a texture that looks  like a field of cones, with these sharp points,   42 00:03:15,760 --> 00:03:19,840 which is not exactly what we want.  But we can easily round the points,   43 00:03:19,840 --> 00:03:22,880 using the same technique that we used  to round the edges of the bricks. 44 00:03:23,680 --> 00:03:28,480 If we look at the values before the subtraction,  the points of the cones have a value of zero,   45 00:03:28,480 --> 00:03:32,160 and as we saw when we beveled the  bricks, a power plot has a smooth curve,   46 00:03:32,160 --> 00:03:38,080 and is tangent to the horizontal axis at zero. So  it's perfect to completely round over our points.   47 00:03:38,880 --> 00:03:43,280 Adding a Math node, setting it to power,  and using an exponent of, perhaps, two,   48 00:03:43,280 --> 00:03:45,840 the points in the center  of the cells get smoothed. 49 00:03:47,760 --> 00:03:51,600 Now looking at the final output, we get  the blobby texture we were looking for,   50 00:03:51,600 --> 00:03:56,480 rather than the sharp pointy texture we had.  But at the base of the blobs, where they touch   51 00:03:56,480 --> 00:04:01,280 each other, we still have a completely sharp  line. Basically nothing in the real world has   52 00:04:01,280 --> 00:04:06,560 such sharp lines, so it'd be nice to soften  that. Luckily, we can easily achieve this,   53 00:04:06,560 --> 00:04:12,160 by changing the Voronoi mode from F1 to Smooth  F1. This immediately softens the transition. 54 00:04:12,880 --> 00:04:17,600 Changing the mode also exposed a new Smoothness  input, which we can use to control how soft we   55 00:04:17,600 --> 00:04:23,360 want the transition to be. One is probably a bit  too much, so let's set it to something like 0.5. 56 00:04:24,400 --> 00:04:30,240 The texture is smooth now, but it's unnaturally  neat. We want to make these blobs noisy. We could   57 00:04:30,240 --> 00:04:34,400 just add a noise texture on top of this, but  then the shapes of the blobs would still be the   58 00:04:34,400 --> 00:04:39,840 same. Instead, we can actually distort the blob  texture itself, to make it more noisy and natural.   59 00:04:40,560 --> 00:04:44,720 For that we can again use our handy Distort  group, that we made in the previous chapter. 60 00:04:45,520 --> 00:04:48,560 Let's increase the Scale a bit,  to make the noise slightly finer,   61 00:04:48,560 --> 00:04:52,560 but not too much, as we still want it to have  a broad effect on the shape of the cells.   62 00:04:53,280 --> 00:04:56,960 Then let's increase the Detail and  Roughness to get that rough concrete look.   63 00:05:01,520 --> 00:05:08,480 Now, increasing the intensity, we see the blobs  get a lot more fuzzy. At higher values like this,   64 00:05:08,480 --> 00:05:13,200 it's difficult to see the individual cells, but  the Voronoi still contributes to the specific   65 00:05:13,200 --> 00:05:17,440 look of this texture, which is something we  wouldn't be able to achieve with just a Noise. 66 00:05:18,960 --> 00:05:22,080 Let's take a look at the new texture  in Cycles, with the displacement.   67 00:05:23,280 --> 00:05:27,360 To get a good look, let's crank up the  viewport subdivisions to seven again.   68 00:05:30,560 --> 00:05:35,440 It looks like the mortar texture might be a bit  too intense with the displacement, so let's add   69 00:05:35,440 --> 00:05:40,000 a Math node after this whole setup, so that we  can multiply the texture to make it less intense.   70 00:05:48,640 --> 00:05:51,840 Something like 0.3 seems more reasonable. 71 00:05:53,600 --> 00:05:56,720 Changing the distortion intensity  allows us to set how much of the   72 00:05:56,720 --> 00:06:00,160 blobbiness we want to show through,  versus how noisy it should look. 73 00:06:05,440 --> 00:06:08,240 Switching back to Eevee we can  lower the subdivisions again.   74 00:06:10,080 --> 00:06:19,840 Then we can frame the new nodes, and call it  Mortar. And then just align everything nicely. 75 00:06:22,960 --> 00:06:27,600 Now just to recap what's going on here, for the  mortar, we are generating a texture that covers   76 00:06:27,600 --> 00:06:32,480 the entire plane continuously. Then we have a  texture for the bricks, which leaves the gaps   77 00:06:32,480 --> 00:06:38,240 at a very low value, well below zero. Then, to  combine the two, we use a Maximum. Because the   78 00:06:38,240 --> 00:06:42,000 mortar texture has lower values than the  brick texture wherever there's a brick,   79 00:06:42,000 --> 00:06:46,960 but higher values in the gaps, this causes the  mortar texture to only show through in the gaps.   80 00:06:47,520 --> 00:06:50,800 And finally, to create a mask that  differentiates between the bricks   81 00:06:50,800 --> 00:06:54,880 and mortar at the exact boundary where  they meet, we are using a Greater Than,   82 00:06:54,880 --> 00:06:58,960 which just tells us where the brick  texture is higher than the mortar texture. 83 00:06:58,960 --> 00:07:00,400 The great thing about this setup,   84 00:07:00,400 --> 00:07:03,600 is that no matter what texture we  use for the bricks, or the mortar,   85 00:07:03,600 --> 00:07:08,080 they'll always join nicely, without the need  for us to manually make a mask to combine them. 86 00:07:08,720 --> 00:07:12,080 That brings us to the shader  output. And now we can delete   87 00:07:12,080 --> 00:07:15,840 the Value node that we were using as  a placeholder for the mortar texture. 10923

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.