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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,200 --> 00:00:10,160 So far, all the variation we added was completely  random, and only driven by noise textures.   2 00:00:10,160 --> 00:00:14,880 But a lot of things follow more specific  patterns. A common problem with old walls   3 00:00:14,880 --> 00:00:19,280 is mold caused by infiltration at the bottom  of the wall, due to rain and ground moisture. 4 00:00:19,840 --> 00:00:24,880 Let's emulate this effect. First, we'll need a  way to tell the top and bottom of the wall apart,   5 00:00:24,880 --> 00:00:27,360 so let's add another Texture Coordinate node here,   6 00:00:27,360 --> 00:00:29,840 that way we don't need a long  connection from somewhere else. 7 00:00:30,480 --> 00:00:35,520 Then let's select the Object coordinates, and add  a Separate XYZ node, so that we can use just the Y   8 00:00:35,520 --> 00:00:41,280 channel. Then, with a Map Range, we can set  where we want the gradient for the infiltration.   9 00:00:41,840 --> 00:00:45,920 Let's lower the Min and Max input values, so  that the gradient is a bit lower on the wall.   10 00:00:51,840 --> 00:00:53,920 And let's set the interpolation to Smooth Step. 11 00:00:54,640 --> 00:00:57,840 Then let's invert the output range, so  that it affects the bottom of the wall,   12 00:00:57,840 --> 00:01:02,400 rather than the top. And let's make some  space here, so that we can alter the color.   13 00:01:04,320 --> 00:01:08,720 Now we can add a Hue Saturation node, for our  color manipulation. Note that we are adding   14 00:01:08,720 --> 00:01:13,200 this after we mix in the mortar color, so that  it affects the whole wall, including the mortar. 15 00:01:13,760 --> 00:01:17,840 We could also use a color mix node instead,  to mix in the color of the mold, but the Hue   16 00:01:17,840 --> 00:01:22,320 Saturation is nice in this case, as it let's us  shift the color, while preserving the texture. 17 00:01:23,360 --> 00:01:26,960 Then let's take a look at the Color output,  and plug the Map Range into the factor.   18 00:01:28,640 --> 00:01:32,400 Now, if we start lowering the value, the  bottom of the wall starts getting darker.   19 00:01:33,600 --> 00:01:38,880 Let's also shift the hue a bit, to get a green  tint, to simulate some mossy moldy kind of thing.   20 00:01:38,880 --> 00:01:40,640 And let's really darken this quite a bit. 21 00:01:44,800 --> 00:01:46,640 Then, taking a look at the shader output,   22 00:01:46,640 --> 00:01:50,960 it looks OK, but that completely straight  transition doesn't look natural at all.   23 00:01:50,960 --> 00:01:56,400 So let's randomize the gradient. To get some  randomness, as always, we'll need a Noise node.   24 00:01:59,360 --> 00:02:02,880 We want the height of the infiltration  to vary along the length of the wall,   25 00:02:02,880 --> 00:02:05,440 so we'll need a Noise that  varies along the X axis. 26 00:02:06,080 --> 00:02:12,000 So let's set the Noise to 1D, and connect it to  the X output. Now we have these random streaks,   27 00:02:12,000 --> 00:02:15,360 which are probably a bit too fine, so  let's make the texture a bit bigger.   28 00:02:17,280 --> 00:02:21,200 Then, to use this as an offset for  the height, let's again subtract 0.5,   29 00:02:21,200 --> 00:02:23,760 and add a multiply node, to  scale the amount of distortion. 30 00:02:28,080 --> 00:02:35,840 Now we can add this onto the  Y channel, to vary the height.   31 00:02:37,040 --> 00:02:40,320 Then let's increase the intensity quite  a bit, and tune our Noise parameters,   32 00:02:40,320 --> 00:02:53,680 to find a shape that looks suitable. And let's  take a look to see what it does to the output. 33 00:02:55,200 --> 00:02:59,440 This gradient now has some randomness,  but these streaks are still very smooth,   34 00:02:59,440 --> 00:03:02,880 so let's add another layer of randomness,  by distorting this whole texture,   35 00:03:02,880 --> 00:03:05,920 using our handy Distort2D  node on the input coordinates. 36 00:03:07,520 --> 00:03:10,480 Let's zoom in here, and start  tuning the distortion parameters.   37 00:03:12,000 --> 00:03:15,680 let's increase the Intensity, perhaps  make the texture a bit bigger,   38 00:03:16,560 --> 00:03:20,800 and increase the Detail and Roughness.  This is looking a lot better. 39 00:03:22,640 --> 00:03:24,800 Now let's organize the nodes, and frame them.   40 00:03:26,160 --> 00:03:31,840 Let's call this Frame something  like Water Infiltration.   41 00:03:42,080 --> 00:03:45,120 Lastly, perhaps this texture  is looking a bit too intense,   42 00:03:45,120 --> 00:03:56,080 so let's lower the maximum influence a  bit, to get a slightly more subtle effect. 5009

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