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These are the user uploaded subtitles that are being translated: 1 00:00:02,720 --> 00:00:07,200 So let's find ourselves a space on the node  graph i'm going to bring these up here and   2 00:00:07,200 --> 00:00:11,920 let's start with some texture coordinates.  Input, Texture Coordinates and we'll use the   3 00:00:12,480 --> 00:00:18,480 uv coordinates for this and rather than using a  linear gradient what we're going to do is create   4 00:00:18,480 --> 00:00:23,840 that gradient ourselves using a breakdown of the  vector information that we're given, so let's start   5 00:00:23,840 --> 00:00:30,400 off with a converter, separate x y and z, so let's  plug our uvs in and Control Shift-click on this   6 00:00:30,400 --> 00:00:35,920 x-axis now, it's not immediately obvious what's  happening here with the gradient which would be   7 00:00:35,920 --> 00:00:41,520 much more obvious if we just plugged our generated  coordinates in, but bear with us, let's re-plug in   8 00:00:41,520 --> 00:00:48,400 our uvs and what we're going to do is now create a  Math node and all we need to do really is just set   9 00:00:48,400 --> 00:00:53,840 this to sign under the trigonometric area, actually  initially just to demonstrate what's actually   10 00:00:53,840 --> 00:00:58,080 happening with this, i think it's probably going to  be a good idea just to switch that to Generated so   11 00:00:58,080 --> 00:01:04,080 without the sine node if we just mute that you  can see almost nothing looks to be happening   12 00:01:04,080 --> 00:01:09,920 this node is going to come alive a lot more if we  duplicate one place it beforehand and turn this   13 00:01:09,920 --> 00:01:15,440 to multiply and then start to turn this up then  we'll start to see what happens so the generated   14 00:01:15,440 --> 00:01:21,040 coordinates that we're getting plugged in here...  so let's click on this x is going from zero to   15 00:01:21,040 --> 00:01:25,440 one and now we're multiplying that so that instead  of going from zero to one we're going from zero to   16 00:01:25,440 --> 00:01:32,000 32 and the sine function is going to take these  the numbers coming out of this and remap them   17 00:01:32,000 --> 00:01:38,640 to minus 1 to 1 which is why we get these kind  of dark areas, it's not just hitting zero there   18 00:01:38,640 --> 00:01:43,680 it's actually going deep into minus one, if we  set this down to one we see we've not got values   19 00:01:43,680 --> 00:01:48,320 coming out of here high enough to have this really  take much of an effect, but as soon as we start to   20 00:01:48,320 --> 00:01:54,080 increase this, as soon as we hit what looks like pi  we've circled right back around again down to zero   21 00:01:54,080 --> 00:01:58,800 and then around double pi which i think is  called tau although don't quote me on that :) 22 00:01:58,800 --> 00:02:03,920 uh we're getting back to that zero point and  then so on and so on what we can do next is   23 00:02:03,920 --> 00:02:08,960 create another math node, so i'm going to duplicate  that one and set this one to Absolute which we   24 00:02:08,960 --> 00:02:13,200 can find under the functions area and now what's  happening is that's going to throw away all the   25 00:02:13,200 --> 00:02:18,960 negative numbers basically, so if minus 0.5 comes  out of here, the Absolute node is going to output   26 00:02:18,960 --> 00:02:24,560 0.5 instead it's just going to throw that negative  number away, only positive values, this is a super   27 00:02:24,560 --> 00:02:31,200 positive node. next what we want to do is set the  actual size of the hatched lines that we're going   28 00:02:31,200 --> 00:02:37,120 to have which is fairly simple to do, we just need  to grab a map range node and the closer we bring   29 00:02:37,120 --> 00:02:42,800 these numbers together, the smaller, the thinner i  should say the black lines are going to become. so   30 00:02:42,800 --> 00:02:48,800 i'm going to set this down to something like 0.4  just give it a slight little bit of falloff at   31 00:02:48,800 --> 00:02:54,640 the edge. so with that what we'll do is we'll press  F2 on this and we'll label this Thickness but to   32 00:02:54,640 --> 00:02:59,920 be fair that isn't the full story there because  on our multiply node if we press F2 here this is   33 00:02:59,920 --> 00:03:06,000 kind of our frequency or amount of lines, which is  in turn going to affect the overall thickness, so   34 00:03:06,000 --> 00:03:12,080 this node is important and this node is important  and we've labeled them away from their defaults   35 00:03:12,080 --> 00:03:16,320 this Sine math node isn't really doing anything  for us that we need to see, i can just press H   36 00:03:16,320 --> 00:03:21,520 on that and same on the Absolute, so now those two  nodes kind of stand out we could of course color   37 00:03:21,520 --> 00:03:26,240 them something, but i'm just going to leave this  at defaults for the moment and that is it for the   38 00:03:26,240 --> 00:03:33,280 general backbone of our lines that we need. let's  take a look at our uv output again now and our uvs   39 00:03:33,280 --> 00:03:38,960 are way scaled up, so we can change our frequency  now, so i'm going to turn that right up between 2 40 00:03:38,960 --> 00:03:44,880 and 3 hundred somewhere and then what we need to do is  decide on one of the inputs or one of these light   41 00:03:44,880 --> 00:03:49,360 drivers i've kind of called it. i'm going to raise  this up a little bit to here and then let's just   42 00:03:49,360 --> 00:03:54,560 use the texture so we're going to need to set up  some way of combining these, so i'm going to use a   43 00:03:54,560 --> 00:04:00,560 color mix rgb node and drop that in at the end and  then let's use this in the first socket and then   44 00:04:00,560 --> 00:04:06,160 we have these lines in the second socket, so let's  Control Space to take a look and currently we're   45 00:04:06,160 --> 00:04:12,800 just mixing between the two, but what i'd like to  do is actually multiply the lines onto our lighter   46 00:04:12,800 --> 00:04:16,240 areas that we've got there and i'm going to do  that completely, so i'm going to make sure that's   47 00:04:16,240 --> 00:04:21,520 at 1. all right so let's walk through a little on  exactly how we're going to go about this, i'm going   48 00:04:21,520 --> 00:04:26,960 to take this quite faded area on the back here  just to demonstrate and i'm going to take a map   49 00:04:26,960 --> 00:04:32,000 range node here, converter, map range and drop it  in here and we're just going to Control Shift   50 00:04:32,000 --> 00:04:37,680 click this to see only the results of our texture  coming into this map range node and then i'm going   51 00:04:37,680 --> 00:04:42,240 to change this to Stepped Linear and actually  four steps is exactly what i want to see which   52 00:04:42,240 --> 00:04:48,560 essentially gives us five shades, so from black  there's one shade, white as another shade and then   53 00:04:48,560 --> 00:04:53,280 three other shades in between, in fact let's come  over to our color management let's just raise this   54 00:04:53,280 --> 00:04:58,880 up a second, so we can see so i'm going to change  it from Filmic to Standard so that the white kind   55 00:04:58,880 --> 00:05:03,280 of pops and looks a little bit more like white  on the screen here, instead of being dynamically   56 00:05:03,280 --> 00:05:08,640 rescaled on the fly, as is beautiful for our Filmic  color management but we don't need it to do that   57 00:05:08,640 --> 00:05:14,720 in this instance, so what exactly is happening  here is values in the texture between 0 and 0.2   58 00:05:14,720 --> 00:05:20,320 are just going to get clamped out as black values  between 0.2 and 0.4 are going to come out as this   59 00:05:20,320 --> 00:05:28,080 dark gray, 0.4 to 0.6 mid-gray, light gray is going  to be 0.6 to 0.8 and then anything above 0.8 is   60 00:05:28,080 --> 00:05:33,120 gonna just get clamped as white, so if we mute this  node a second with the M key and come back over   61 00:05:33,120 --> 00:05:38,960 to here, we don't really want this fade, we want  everything from 0 to 0.2 to be black so i'm going   62 00:05:38,960 --> 00:05:42,880 to unmute this again and to achieve that we're  going to switch this back to Linear i'm going to   63 00:05:42,880 --> 00:05:47,760 crank this up to 0.2 and now what i'm going to  need to do is squeeze this right down to almost   64 00:05:47,760 --> 00:05:53,680 0.2 as well and we'll just round that off to 0.21,  so again we get a very slight kind of gradient and   65 00:05:53,680 --> 00:05:58,800 not a harsh cutoff but, we could make that finer  by reducing the distance between these two values   66 00:05:58,800 --> 00:06:04,480 so now we have our hatched lines which i'm going  to make more numerous with this multiply node take   67 00:06:04,480 --> 00:06:09,680 that into the 500s instead why not, but we don't  want those hatched lines going everywhere, we want   68 00:06:09,680 --> 00:06:15,440 obviously we still want to preserve our pure white,  so we need to cut out of this the very highest   69 00:06:15,440 --> 00:06:20,160 values between 0.8 and 1. now it's easy enough  to do that again with the map range node, so i'm   70 00:06:20,160 --> 00:06:25,200 just going to create some space and take this node  and go Ctrl Shift and D to duplicate the node and   71 00:06:25,200 --> 00:06:30,560 the incoming noodle into this and then what we're  going to do is just take what's coming out of here   72 00:06:30,560 --> 00:06:36,080 and if we add this to it so let's go and grab  that Math node that we need and throw that in   73 00:06:36,080 --> 00:06:40,640 there Ctrl Shift click this i'm going to clamp the  results of this though see now we're going to add   74 00:06:40,640 --> 00:06:45,200 some things here i don't want to get values above  one, so i'm going to keep things simple by adding   75 00:06:45,200 --> 00:06:50,720 the results of this map range. now we haven't  shifted these values they're still set on 0.2 so   76 00:06:50,720 --> 00:06:56,880 we're going to set them right up to say 0.8 and  0.81 and now we're essentially cutting out the   77 00:06:56,880 --> 00:07:02,480 values that are very bright out of our hatching  and then we're going to multiply in the dark areas   78 00:07:02,480 --> 00:07:09,680 of our 0 to 0.2 range, so to complete the effect  we want more hatching lines to go from 0.2 all the   79 00:07:09,680 --> 00:07:17,040 way up to 0.6 and again another hatching pattern  to go between 0.2 and 0.4, we'll come to all that   80 00:07:17,040 --> 00:07:23,760 in a moment, so all we need now is to multiply on  additional lines that go from the darkest areas   81 00:07:23,760 --> 00:07:29,200 and 0.2 beyond the borders of our single hatching  and then again another pattern to make like we   82 00:07:29,200 --> 00:07:34,480 get more and more hatching to make it look darker  and darker towards our very darkest area, our zero   83 00:07:34,480 --> 00:07:40,000 range. but with these notes we have everything  we need to essentially set that up. let's just   84 00:07:40,000 --> 00:07:45,840 name a couple of these first i'm going to select  this one f2 and then what this one is doing is   85 00:07:45,840 --> 00:07:52,400 setting our darkest values and this one here is  basically just cutting out the brightest parts   86 00:07:52,400 --> 00:07:57,840 or setting our brightest parts, if we were naming  consistent between these two nodes, they're also   87 00:07:57,840 --> 00:08:02,800 uh swapping over wires here so let's just swap  these around and let's go full screen on these   88 00:08:02,800 --> 00:08:07,360 for a second, i'm going to take this over here  Shift and right click across those there and   89 00:08:07,360 --> 00:08:13,040 then what we can do is create another set of  hatching lines. so let's duplicate all of these   90 00:08:13,040 --> 00:08:18,320 Ctrl Shift D to raise them up and then Shift and  right click across these two lines and put them   91 00:08:18,320 --> 00:08:23,440 over there and then what i'm going to do is daisy  chain the results of our original hatching into   92 00:08:23,440 --> 00:08:29,520 our new hatching, so let's take this node and  plug that into the first socket so let's Ctrl   93 00:08:29,520 --> 00:08:34,320 Shift click and take a look at this and of course  we're not now using this, we don't need to set our   94 00:08:34,320 --> 00:08:39,680 darkest parts anymore so we can delete that and  the lines are in exactly the same position, so   95 00:08:39,680 --> 00:08:44,240 what we could do is change the frequency or we  can actually change the rotation or maybe even   96 00:08:44,240 --> 00:08:48,800 both but for now let's just drop in a vector  rotate node and then we'll give this some angle   97 00:08:48,800 --> 00:08:53,360 we'll go the most extreme angle for now 90 degrees  so completely perpendicular from our original   98 00:08:53,360 --> 00:08:58,400 angle but that also reminds us to give ourselves  that same control on those original hatching   99 00:08:58,400 --> 00:09:03,600 lines, we should probably duplicate this and add it  there too, so i'm going to set that to zero in fact   100 00:09:03,600 --> 00:09:07,600 let's not be so grid-like here as we're looking  at it i'm going to set that to something like   101 00:09:07,600 --> 00:09:14,000 30.5 and then this one at the top, let's take it  90 degrees away from that so like 30 plus 90.   102 00:09:14,000 --> 00:09:18,320 although mental arithmetic, we could have done  that 120 and now to complete this we just need   103 00:09:18,320 --> 00:09:23,120 to change the range of what we're cutting out here,  so we need to cut out more, so let's take that down   104 00:09:23,120 --> 00:09:29,680 to 0.6 and 0.61 and now we can see it's starting  to take shape. with that process fresh in the mind   105 00:09:29,680 --> 00:09:34,160 let's take these again and drag these up, actually  this line here is getting a little bit sloppy   106 00:09:34,160 --> 00:09:39,840 let's take from this point and drag this into the  value input there, Shift and right click across   107 00:09:39,840 --> 00:09:45,040 that bit and direct it like this and then again we  want to change our range, so we're going to lower   108 00:09:45,040 --> 00:09:50,640 that even further to cut out even more, 0.4 to 0.41  and we can't see the results of this because we   109 00:09:50,640 --> 00:09:55,200 need to Control Shift click here and then also we  need to daisy chain this so let's take the results   110 00:09:55,200 --> 00:09:59,760 of our previous hatching and plug that into the  first socket and then also we need to change our   111 00:09:59,760 --> 00:10:05,200 rotation, so let's take a look at what we've got  so far and then as we start to rotate this we can   112 00:10:05,200 --> 00:10:10,080 see we're just altering the parts that we've got  in the very very darkest areas or second to last   113 00:10:10,080 --> 00:10:16,160 darkest area i suppose. with that we've essentially  done the the core part of our hatching design, i've   114 00:10:16,160 --> 00:10:21,680 just chosen to go 5 values of color from black  these three mid-grays and this white but we could   115 00:10:21,680 --> 00:10:28,240 add, say, seven instead or even more it just means  creating even more of these and then setting this   116 00:10:28,240 --> 00:10:33,920 value appropriately. all right so we're essentially  done on that, what we can do now is just add a   117 00:10:33,920 --> 00:10:38,400 little bit of polish starting with not making  our lines look so mathematically perfect   118 00:10:38,400 --> 00:10:43,440 all we need to do to achieve that kind of effect  is to introduce some chaos. that is to say some   119 00:10:43,440 --> 00:10:49,120 noise into our vector coordinates. another way of  putting it is let's just create some wobbly lines.   120 00:10:49,120 --> 00:10:54,960 let's isolate this top bit of hatching, so Ctrl  Shift and click on this last add node here, that's   121 00:10:54,960 --> 00:10:59,760 just going to show us these lines and the chaos  that we need to introduce is right here. so let's   122 00:10:59,760 --> 00:11:04,960 create a texture, Noise texture and then what  we're going to do is add that onto the already   123 00:11:04,960 --> 00:11:10,240 existing coordinates, so with the mix rgb node  we have our already existing coordinates coming   124 00:11:10,240 --> 00:11:15,760 through and now we're going to set this to Add and  we're going to add our noise. now this effect is   125 00:11:15,760 --> 00:11:20,960 mega strong at the moment, so i'm going to  turn that right down and hold Shift while   126 00:11:20,960 --> 00:11:26,400 left clicking on here just to add a touch, just  a tiny amount like this. now they're quite large   127 00:11:26,400 --> 00:11:31,200 wobbly lines and what i'd like to do instead  is make that much smaller, so i'm going to go   128 00:11:31,200 --> 00:11:37,360 20 and also add a little bit more extra detail in  there and create even more chaos by increasing the   129 00:11:37,360 --> 00:11:42,080 roughness. now this is all personal taste at this  point, but i think i'm actually going to take that   130 00:11:42,080 --> 00:11:47,120 even lower, because we still want to essentially  keep the general straight line nature of it   131 00:11:47,120 --> 00:11:52,880 but now it looks a lot more organic and less  mathematical. that's for these lines anyway, now   132 00:11:52,880 --> 00:11:58,160 we need to just add what we're doing here on to  the other lines as well, right before doing that   133 00:11:58,160 --> 00:12:02,480 i'm just going to alter something about this  or at least add an extra detail into this, but   134 00:12:02,480 --> 00:12:08,320 it's only going to be subtle and that's just to  offset our noise, so our positive values out of   135 00:12:08,320 --> 00:12:12,960 here or in other words our zero to one values  that we're getting out of this noise texture   136 00:12:12,960 --> 00:12:18,400 mean that all the addition is going to be in the  positive, whereas if we offset that by subtracting   137 00:12:18,400 --> 00:12:24,000 0.5 which is what this is already set to and let's  take that all the way up we'll see when we start   138 00:12:24,000 --> 00:12:30,880 to increase this, it doesn't actually move the line  any further, so if we mute this subtract node again   139 00:12:30,880 --> 00:12:35,120 and show the difference, well in this case the  lines look like they're starting to move downwards,   140 00:12:35,120 --> 00:12:39,920 when we unmute that again with the M key we can  see we're just adjusting them in place so with   141 00:12:39,920 --> 00:12:44,160 that now done we've got the three nodes that we  know we can duplicate, so i'm going to take these   142 00:12:44,160 --> 00:12:49,520 left click and drag across them, Control C control  V, G to move them down let's go full screen on this   143 00:12:49,520 --> 00:12:54,320 with Control Space, i'm actually going to grab  these and Shift select all these as well and   144 00:12:54,320 --> 00:12:59,520 let's bring them right over here, so we've got tons  of space, bring those back into the fold, left click   145 00:12:59,520 --> 00:13:05,760 and drag that in here and all we need for this is  for the uv coordinates to be in our first socket   146 00:13:05,760 --> 00:13:11,520 of this node and then let's plug that into there  now that one will be done let's take these again   147 00:13:11,520 --> 00:13:16,800 Shift D, this time bring them down left click and  drag that over, let's plug those into the first   148 00:13:16,800 --> 00:13:23,440 socket and this into the vector mapping node and  then Ctrl Shift click the final node in the tree   149 00:13:23,440 --> 00:13:29,520 there and then everything should have noise or a  little bit more of an organic feel to it. currently   150 00:13:29,520 --> 00:13:35,440 this is using three-dimensional noise which  might not be the most performant way to go   151 00:13:35,440 --> 00:13:40,720 about it, slightly more optimal is if we just plug  in our uv coordinates and set that to 2d and then   152 00:13:40,720 --> 00:13:45,760 we've reduced an entire dimension. how's that for  performance? ;) so then it's just a matter of carrying   153 00:13:45,760 --> 00:13:51,120 that over to the other instances, where we're  using that noise, so let's take that over into 2d   154 00:13:51,120 --> 00:13:54,960 with that, that alters the scale of the noise a  little bit so i'm going to turn this back up to   155 00:13:54,960 --> 00:14:00,480 kind of compensate take that to around 30 on each  of these, something else i'll do is just collapse   156 00:14:00,480 --> 00:14:05,440 a few of these nodes, that we don't really need  to play with, so for example like this one this   157 00:14:05,440 --> 00:14:10,960 one so i'm pressing H to essentially hide  those, same with these additions at the end   158 00:14:10,960 --> 00:14:16,400 everything else we've got, we could kind of use to  change how this looks apart from maybe these guys   159 00:14:16,400 --> 00:14:21,680 so thank you kindly you've served as well, but we  are going to collapse you down for readability.   160 00:14:21,680 --> 00:14:27,040 one extra thing that we can do to this is add a  little bit more natural nature into the stroke   161 00:14:27,040 --> 00:14:32,720 itself, so we've done some shape variation but,  what about some value variation, so to do that it   162 00:14:32,720 --> 00:14:38,080 might actually be better to affect all of these  lines at the same time, which means it would be   163 00:14:38,080 --> 00:14:44,560 great for example to add some noise into the end  right here, but if we were to do that right now   164 00:14:44,560 --> 00:14:49,040 we're going to affect everything including this  dark space, but it wouldn't be very tricky for   165 00:14:49,040 --> 00:14:55,280 us to just flip this, so that instead we add the  dark space that we have down here at the bottom   166 00:14:55,280 --> 00:15:02,080 that that was just at the top instead, so let's  just reorganize this slightly... so here i'm going to   167 00:15:02,080 --> 00:15:07,280 actually delete this multiply node and i'm going  to plug the results of our first hatching lines   168 00:15:07,280 --> 00:15:13,520 into this color mix rgb node here so we have the  two hatching lines now let's just bring this one   169 00:15:13,520 --> 00:15:19,120 right up to the top, shift right click across that  to redirect it and actually we can just plug in   170 00:15:19,120 --> 00:15:24,800 from here to clean that up a little bit as well,  so now as we are at the moment we should only   171 00:15:24,800 --> 00:15:31,040 see our hatching lines, because this is setting the  very very darkest areas, as we can see here setting   172 00:15:31,040 --> 00:15:37,040 our darkest values, so let's take a look at how  that has changed things and then what we can do is   173 00:15:37,040 --> 00:15:42,880 duplicate this multiply node here, hook that  up and then we can set our darkest values and   174 00:15:42,880 --> 00:15:47,520 multiply them as we did at the start and now  we're basically back to where we were, only the   175 00:15:47,520 --> 00:15:53,680 difference is now we can slot in something here  in between these two nodes and that will affect   176 00:15:53,680 --> 00:15:57,760 all of these hatching lines at once and that's  just exactly what i'm going to do. so let's just   177 00:15:57,760 --> 00:16:02,800 bring ourselves a little bit more space and  add in a Noise node. i'm going to set this to   178 00:16:02,800 --> 00:16:07,840 use some uv coordinates, just the standard uv  coordinates that we get by default, now what   179 00:16:07,840 --> 00:16:13,120 i'm going to do is to get the most out of  this noise texture is to break down the rgb   180 00:16:13,120 --> 00:16:18,000 channels, so we're going to separate them and now  if we Ctrl Shift click on this and let's turn up   181 00:16:18,000 --> 00:16:23,440 our noise a little bit, we can Control Shift click  through these just allow it to buffer into memory   182 00:16:23,440 --> 00:16:28,240 and now as we switch through these, you can see we  can get three different noise patterns just from   183 00:16:28,240 --> 00:16:34,480 one noise node. so what i'm going to do now is add  a little bit more space actually at the very end   184 00:16:34,480 --> 00:16:38,480 so where these multiply nodes are i'm just going  to drag these over a little bit, that gives us a   185 00:16:38,480 --> 00:16:43,280 chance to just be able to space this out a little  bit better and now what i'm going to do is add in   186 00:16:43,280 --> 00:16:48,560 a map range node, just here actually let's start  with the red channel and what we want to do   187 00:16:48,560 --> 00:16:54,320 is add this just here and all we need to do is  plug this into the second socket and now we can   188 00:16:54,320 --> 00:17:00,000 control how much we want to multiply into this, so  let's Control Shift click here, Ctrl Space to take   189 00:17:00,000 --> 00:17:05,520 a look and in fact we don't want to multiply there,  we want to add of course and i'm going to set this   190 00:17:05,520 --> 00:17:10,960 to clamp, so again we don't get any values above  one, which might mess up with further calculations   191 00:17:10,960 --> 00:17:18,560 and here i'm going to set this up to about 0.5 and  also increase this way higher actually, turn up the   192 00:17:18,560 --> 00:17:23,360 detail while we're at it, turn up the roughness,  zoom in a little bit further and we can see now   193 00:17:23,360 --> 00:17:28,000 that's giving a lot more interesting variation  to the value, so with that let's Control Shift   194 00:17:28,000 --> 00:17:33,680 click on this to add back in our darkest area and  we're almost good to go to increase the contrast   195 00:17:33,680 --> 00:17:39,120 even further we could start bringing this lower to  bring these two values closer together, maybe 0.5   196 00:17:39,120 --> 00:17:44,720 and 0.8 look pretty good not too pronounced but  just gives a subtle variation. while we're at it   197 00:17:44,720 --> 00:17:50,160 seeing how we do have these other noise variations  that we can play with, let's Shift D to duplicate   198 00:17:50,160 --> 00:17:56,320 this node and we'll perhaps add some of this  noise let's put that into the second socket onto   199 00:17:56,320 --> 00:18:01,360 our darkest area so we're going to slot that into  the first socket only here, i think, i'm going to   200 00:18:02,160 --> 00:18:07,200 yeah... increase this a little bit further, maybe  somewhere around 0.55 for that just to give it a   201 00:18:07,200 --> 00:18:12,960 little bit of texture, can also reduce the contrast  a little by dropping this a little bit lower, maybe   202 00:18:12,960 --> 00:18:20,080 0.2 there and with that we can pretty much just  try whatever values that sit nicely for the kind   203 00:18:20,080 --> 00:18:24,400 of effect that we're going for, how pronounced  that we might want this kind of effect to be   204 00:18:24,400 --> 00:18:29,280 but we're largely done at this point, but just  before we go it might be worth giving just a   205 00:18:29,280 --> 00:18:35,040 slight recap on what we've created here, so if we  zoom in a little bit we have the widths of our   206 00:18:35,040 --> 00:18:41,360 lines themselves, those are going to be controlled  with this area here, so right now we have it 0.2, we   207 00:18:41,360 --> 00:18:48,080 could try instead for example to go 0.1 to 0.8 for  much softer falloff at the end there or we could   208 00:18:48,080 --> 00:18:53,760 raise that much higher so the values so we get  much thicker lines, if these were closer to one,   209 00:18:53,760 --> 00:19:00,640 somewhere around 0.4 to 0.6 or 0.2 to 0.4 gives some  pretty good effects though for my personal tastes   210 00:19:00,640 --> 00:19:05,840 anyway, something else to bear in mind is that we  have this cutting out the brightest parts linear   211 00:19:05,840 --> 00:19:12,400 node now what we can do here is just separate the  distance, so for example 0.9 instead and we can   212 00:19:12,400 --> 00:19:17,600 see now we get much more of a faded falloff  at the end of the suggested pen stroke, but   213 00:19:17,600 --> 00:19:22,560 something else we can do with this is actually  i'm going to set this a little bit closer, 0.85   214 00:19:22,560 --> 00:19:27,760 we can try a different uh... interpolation type  here for example Smoother Step and i think that   215 00:19:27,760 --> 00:19:34,080 just gives a nicer falloff at the end there so  switching from Linear to Smoother Step so i might   216 00:19:34,080 --> 00:19:41,280 make this adjustment on the others, so here would  be 0.65 and we just set that to Smoother Step   217 00:19:41,280 --> 00:19:46,720 and then there's one more, here would be 0.45  though and then again set to Smoother Step the   218 00:19:46,720 --> 00:19:53,680 general frequency is controlled here, a value node  here to set this so it's around 550 at the moment   219 00:19:53,680 --> 00:20:00,320 let's just plug this into all three of these and  now let's take a look and then it becomes way   220 00:20:00,320 --> 00:20:05,760 easier to just change the frequency depending  on the resolution that you're going for, but   221 00:20:05,760 --> 00:20:12,080 otherwise our node tree is basically complete and  we can feel free to continue to paint on here and   222 00:20:12,080 --> 00:20:17,520 if we've got a nice bit of falloff somewhere  we can make best use of all our little hatching   223 00:20:17,520 --> 00:20:24,720 combinations and one last thing, let's just instead  of using our painted texture let's use this shader   224 00:20:24,720 --> 00:20:29,680 instead, the Shader to Rgb instead, the light  in the scene which we have up here and then we   225 00:20:29,680 --> 00:20:35,040 can see from this light here we're getting this  nice gradient here, just working out pretty well   226 00:20:35,040 --> 00:20:40,640 and finally let's actually just test it with  a quick gradient texture, plug that in and it   227 00:20:40,640 --> 00:20:45,760 seems to be working pretty nicely there, showing  us very easily the various different tones in   228 00:20:45,760 --> 00:20:50,800 value that we've got maybe a nice touch might  be to make these lines here a little bit thicker   229 00:20:50,800 --> 00:20:55,440 and make them thinner as they go, to emulate  the brightness in value, but hopefully you're   230 00:20:55,440 --> 00:20:57,260 feeling fairly confident to be able to make  that tweak for yourself, if you desired it. 32865

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