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So far, all the variation we added was completely
random, and only driven by noise textures.
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But a lot of things follow more specific
patterns. A common problem with old walls
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is mold caused by infiltration at the bottom
of the wall, due to rain and ground moisture.
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Let's emulate this effect. First, we'll need a
way to tell the top and bottom of the wall apart,
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so let's add another Texture Coordinate node here,
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that way we don't need a long
connection from somewhere else.
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Then let's select the Object coordinates, and add
a Separate XYZ node, so that we can use just the Y
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channel. Then, with a Map Range, we can set
where we want the gradient for the infiltration.
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Let's lower the Min and Max input values, so
that the gradient is a bit lower on the wall.
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And let's set the interpolation to Smooth Step.
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Then let's invert the output range, so
that it affects the bottom of the wall,
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rather than the top. And let's make some
space here, so that we can alter the color.
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Now we can add a Hue Saturation node, for our
color manipulation. Note that we are adding
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this after we mix in the mortar color, so that
it affects the whole wall, including the mortar.
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We could also use a color mix node instead,
to mix in the color of the mold, but the Hue
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Saturation is nice in this case, as it let's us
shift the color, while preserving the texture.
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Then let's take a look at the Color output,
and plug the Map Range into the factor.
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Now, if we start lowering the value, the
bottom of the wall starts getting darker.
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Let's also shift the hue a bit, to get a green
tint, to simulate some mossy moldy kind of thing.
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And let's really darken this quite a bit.
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Then, taking a look at the shader output,
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it looks OK, but that completely straight
transition doesn't look natural at all.
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So let's randomize the gradient. To get some
randomness, as always, we'll need a Noise node.
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We want the height of the infiltration
to vary along the length of the wall,
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so we'll need a Noise that
varies along the X axis.
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So let's set the Noise to 1D, and connect it to
the X output. Now we have these random streaks,
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which are probably a bit too fine, so
let's make the texture a bit bigger.
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Then, to use this as an offset for
the height, let's again subtract 0.5,
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and add a multiply node, to
scale the amount of distortion.
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Now we can add this onto the
Y channel, to vary the height.
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Then let's increase the intensity quite
a bit, and tune our Noise parameters,
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to find a shape that looks suitable. And let's
take a look to see what it does to the output.
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This gradient now has some randomness,
but these streaks are still very smooth,
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so let's add another layer of randomness,
by distorting this whole texture,
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using our handy Distort2D
node on the input coordinates.
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Let's zoom in here, and start
tuning the distortion parameters.
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let's increase the Intensity, perhaps
make the texture a bit bigger,
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and increase the Detail and Roughness.
This is looking a lot better.
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Now let's organize the nodes, and frame them.
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Let's call this Frame something
like Water Infiltration.
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Lastly, perhaps this texture
is looking a bit too intense,
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so let's lower the maximum influence a
bit, to get a slightly more subtle effect.
5009
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