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So let's find ourselves a space on the node
graph i'm going to bring these up here and
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let's start with some texture coordinates.
Input, Texture Coordinates and we'll use the
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uv coordinates for this and rather than using a
linear gradient what we're going to do is create
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that gradient ourselves using a breakdown of the
vector information that we're given, so let's start
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off with a converter, separate x y and z, so let's
plug our uvs in and Control Shift-click on this
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x-axis now, it's not immediately obvious what's
happening here with the gradient which would be
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much more obvious if we just plugged our generated
coordinates in, but bear with us, let's re-plug in
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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
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this to sign under the trigonometric area, actually
initially just to demonstrate what's actually
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happening with this, i think it's probably going to
be a good idea just to switch that to Generated so
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without the sine node if we just mute that you
can see almost nothing looks to be happening
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this node is going to come alive a lot more if we
duplicate one place it beforehand and turn this
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to multiply and then start to turn this up then
we'll start to see what happens so the generated
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coordinates that we're getting plugged in here...
so let's click on this x is going from zero to
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one and now we're multiplying that so that instead
of going from zero to one we're going from zero to
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32 and the sine function is going to take these
the numbers coming out of this and remap them
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to minus 1 to 1 which is why we get these kind
of dark areas, it's not just hitting zero there
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it's actually going deep into minus one, if we
set this down to one we see we've not got values
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coming out of here high enough to have this really
take much of an effect, but as soon as we start to
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increase this, as soon as we hit what looks like pi
we've circled right back around again down to zero
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and then around double pi which i think is
called tau although don't quote me on that :)
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uh we're getting back to that zero point and
then so on and so on what we can do next is
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create another math node, so i'm going to duplicate
that one and set this one to Absolute which we
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can find under the functions area and now what's
happening is that's going to throw away all the
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negative numbers basically, so if minus 0.5 comes
out of here, the Absolute node is going to output
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0.5 instead it's just going to throw that negative
number away, only positive values, this is a super
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positive node. next what we want to do is set the
actual size of the hatched lines that we're going
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to have which is fairly simple to do, we just need
to grab a map range node and the closer we bring
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these numbers together, the smaller, the thinner i
should say the black lines are going to become. so
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i'm going to set this down to something like 0.4
just give it a slight little bit of falloff at
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the edge. so with that what we'll do is we'll press
F2 on this and we'll label this Thickness but to
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be fair that isn't the full story there because
on our multiply node if we press F2 here this is
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kind of our frequency or amount of lines, which is
in turn going to affect the overall thickness, so
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this node is important and this node is important
and we've labeled them away from their defaults
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this Sine math node isn't really doing anything
for us that we need to see, i can just press H
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on that and same on the Absolute, so now those two
nodes kind of stand out we could of course color
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them something, but i'm just going to leave this
at defaults for the moment and that is it for the
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general backbone of our lines that we need. let's
take a look at our uv output again now and our uvs
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are way scaled up, so we can change our frequency
now, so i'm going to turn that right up between 2
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and 3 hundred somewhere and then what we need to do is
decide on one of the inputs or one of these light
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drivers i've kind of called it. i'm going to raise
this up a little bit to here and then let's just
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use the texture so we're going to need to set up
some way of combining these, so i'm going to use a
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color mix rgb node and drop that in at the end and
then let's use this in the first socket and then
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we have these lines in the second socket, so let's
Control Space to take a look and currently we're
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just mixing between the two, but what i'd like to
do is actually multiply the lines onto our lighter
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areas that we've got there and i'm going to do
that completely, so i'm going to make sure that's
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at 1. all right so let's walk through a little on
exactly how we're going to go about this, i'm going
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to take this quite faded area on the back here
just to demonstrate and i'm going to take a map
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range node here, converter, map range and drop it
in here and we're just going to Control Shift
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click this to see only the results of our texture
coming into this map range node and then i'm going
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to change this to Stepped Linear and actually
four steps is exactly what i want to see which
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essentially gives us five shades, so from black
there's one shade, white as another shade and then
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three other shades in between, in fact let's come
over to our color management let's just raise this
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up a second, so we can see so i'm going to change
it from Filmic to Standard so that the white kind
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of pops and looks a little bit more like white
on the screen here, instead of being dynamically
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rescaled on the fly, as is beautiful for our Filmic
color management but we don't need it to do that
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in this instance, so what exactly is happening
here is values in the texture between 0 and 0.2
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are just going to get clamped out as black values
between 0.2 and 0.4 are going to come out as this
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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
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gonna just get clamped as white, so if we mute this
node a second with the M key and come back over
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to here, we don't really want this fade, we want
everything from 0 to 0.2 to be black so i'm going
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to unmute this again and to achieve that we're
going to switch this back to Linear i'm going to
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crank this up to 0.2 and now what i'm going to
need to do is squeeze this right down to almost
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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
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not a harsh cutoff but, we could make that finer
by reducing the distance between these two values
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so now we have our hatched lines which i'm going
to make more numerous with this multiply node take
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that into the 500s instead why not, but we don't
want those hatched lines going everywhere, we want
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obviously we still want to preserve our pure white,
so we need to cut out of this the very highest
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values between 0.8 and 1. now it's easy enough
to do that again with the map range node, so i'm
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just going to create some space and take this node
and go Ctrl Shift and D to duplicate the node and
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the incoming noodle into this and then what we're
going to do is just take what's coming out of here
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and if we add this to it so let's go and grab
that Math node that we need and throw that in
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there Ctrl Shift click this i'm going to clamp the
results of this though see now we're going to add
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some things here i don't want to get values above
one, so i'm going to keep things simple by adding
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the results of this map range. now we haven't
shifted these values they're still set on 0.2 so
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we're going to set them right up to say 0.8 and
0.81 and now we're essentially cutting out the
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values that are very bright out of our hatching
and then we're going to multiply in the dark areas
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of our 0 to 0.2 range, so to complete the effect
we want more hatching lines to go from 0.2 all the
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way up to 0.6 and again another hatching pattern
to go between 0.2 and 0.4, we'll come to all that
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in a moment, so all we need now is to multiply on
additional lines that go from the darkest areas
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and 0.2 beyond the borders of our single hatching
and then again another pattern to make like we
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get more and more hatching to make it look darker
and darker towards our very darkest area, our zero
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range. but with these notes we have everything
we need to essentially set that up. let's just
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name a couple of these first i'm going to select
this one f2 and then what this one is doing is
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setting our darkest values and this one here is
basically just cutting out the brightest parts
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or setting our brightest parts, if we were naming
consistent between these two nodes, they're also
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uh swapping over wires here so let's just swap
these around and let's go full screen on these
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for a second, i'm going to take this over here
Shift and right click across those there and
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then what we can do is create another set of
hatching lines. so let's duplicate all of these
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Ctrl Shift D to raise them up and then Shift and
right click across these two lines and put them
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over there and then what i'm going to do is daisy
chain the results of our original hatching into
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our new hatching, so let's take this node and
plug that into the first socket so let's Ctrl
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Shift click and take a look at this and of course
we're not now using this, we don't need to set our
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darkest parts anymore so we can delete that and
the lines are in exactly the same position, so
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what we could do is change the frequency or we
can actually change the rotation or maybe even
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both but for now let's just drop in a vector
rotate node and then we'll give this some angle
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we'll go the most extreme angle for now 90 degrees
so completely perpendicular from our original
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angle but that also reminds us to give ourselves
that same control on those original hatching
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lines, we should probably duplicate this and add it
there too, so i'm going to set that to zero in fact
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let's not be so grid-like here as we're looking
at it i'm going to set that to something like
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30.5 and then this one at the top, let's take it
90 degrees away from that so like 30 plus 90.
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although mental arithmetic, we could have done
that 120 and now to complete this we just need
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to change the range of what we're cutting out here,
so we need to cut out more, so let's take that down
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to 0.6 and 0.61 and now we can see it's starting
to take shape. with that process fresh in the mind
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let's take these again and drag these up, actually
this line here is getting a little bit sloppy
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let's take from this point and drag this into the
value input there, Shift and right click across
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that bit and direct it like this and then again we
want to change our range, so we're going to lower
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that even further to cut out even more, 0.4 to 0.41
and we can't see the results of this because we
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need to Control Shift click here and then also we
need to daisy chain this so let's take the results
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of our previous hatching and plug that into the
first socket and then also we need to change our
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rotation, so let's take a look at what we've got
so far and then as we start to rotate this we can
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see we're just altering the parts that we've got
in the very very darkest areas or second to last
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darkest area i suppose. with that we've essentially
done the the core part of our hatching design, i've
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just chosen to go 5 values of color from black
these three mid-grays and this white but we could
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add, say, seven instead or even more it just means
creating even more of these and then setting this
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value appropriately. all right so we're essentially
done on that, what we can do now is just add a
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little bit of polish starting with not making
our lines look so mathematically perfect
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all we need to do to achieve that kind of effect
is to introduce some chaos. that is to say some
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noise into our vector coordinates. another way of
putting it is let's just create some wobbly lines.
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let's isolate this top bit of hatching, so Ctrl
Shift and click on this last add node here, that's
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just going to show us these lines and the chaos
that we need to introduce is right here. so let's
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create a texture, Noise texture and then what
we're going to do is add that onto the already
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existing coordinates, so with the mix rgb node
we have our already existing coordinates coming
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through and now we're going to set this to Add and
we're going to add our noise. now this effect is
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mega strong at the moment, so i'm going to
turn that right down and hold Shift while
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left clicking on here just to add a touch, just
a tiny amount like this. now they're quite large
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wobbly lines and what i'd like to do instead
is make that much smaller, so i'm going to go
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20 and also add a little bit more extra detail in
there and create even more chaos by increasing the
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roughness. now this is all personal taste at this
point, but i think i'm actually going to take that
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even lower, because we still want to essentially
keep the general straight line nature of it
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but now it looks a lot more organic and less
mathematical. that's for these lines anyway, now
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we need to just add what we're doing here on to
the other lines as well, right before doing that
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i'm just going to alter something about this
or at least add an extra detail into this, but
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it's only going to be subtle and that's just to
offset our noise, so our positive values out of
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here or in other words our zero to one values
that we're getting out of this noise texture
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mean that all the addition is going to be in the
positive, whereas if we offset that by subtracting
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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
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to increase this, it doesn't actually move the line
any further, so if we mute this subtract node again
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and show the difference, well in this case the
lines look like they're starting to move downwards,
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when we unmute that again with the M key we can
see we're just adjusting them in place so with
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that now done we've got the three nodes that we
know we can duplicate, so i'm going to take these
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left click and drag across them, Control C control
V, G to move them down let's go full screen on this
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with Control Space, i'm actually going to grab
these and Shift select all these as well and
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let's bring them right over here, so we've got tons
of space, bring those back into the fold, left click
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and drag that in here and all we need for this is
for the uv coordinates to be in our first socket
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of this node and then let's plug that into there
now that one will be done let's take these again
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Shift D, this time bring them down left click and
drag that over, let's plug those into the first
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socket and this into the vector mapping node and
then Ctrl Shift click the final node in the tree
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there and then everything should have noise or a
little bit more of an organic feel to it. currently
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this is using three-dimensional noise which
might not be the most performant way to go
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about it, slightly more optimal is if we just plug
in our uv coordinates and set that to 2d and then
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we've reduced an entire dimension. how's that for
performance? ;) so then it's just a matter of carrying
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that over to the other instances, where we're
using that noise, so let's take that over into 2d
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with that, that alters the scale of the noise a
little bit so i'm going to turn this back up to
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kind of compensate take that to around 30 on each
of these, something else i'll do is just collapse
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a few of these nodes, that we don't really need
to play with, so for example like this one this
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one so i'm pressing H to essentially hide
those, same with these additions at the end
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everything else we've got, we could kind of use to
change how this looks apart from maybe these guys
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so thank you kindly you've served as well, but we
are going to collapse you down for readability.
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one extra thing that we can do to this is add a
little bit more natural nature into the stroke
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itself, so we've done some shape variation but,
what about some value variation, so to do that it
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might actually be better to affect all of these
lines at the same time, which means it would be
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great for example to add some noise into the end
right here, but if we were to do that right now
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we're going to affect everything including this
dark space, but it wouldn't be very tricky for
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us to just flip this, so that instead we add the
dark space that we have down here at the bottom
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that that was just at the top instead, so let's
just reorganize this slightly... so here i'm going to
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actually delete this multiply node and i'm going
to plug the results of our first hatching lines
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into this color mix rgb node here so we have the
two hatching lines now let's just bring this one
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right up to the top, shift right click across that
to redirect it and actually we can just plug in
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from here to clean that up a little bit as well,
so now as we are at the moment we should only
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see our hatching lines, because this is setting the
very very darkest areas, as we can see here setting
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our darkest values, so let's take a look at how
that has changed things and then what we can do is
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duplicate this multiply node here, hook that
up and then we can set our darkest values and
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multiply them as we did at the start and now
we're basically back to where we were, only the
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difference is now we can slot in something here
in between these two nodes and that will affect
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all of these hatching lines at once and that's
just exactly what i'm going to do. so let's just
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bring ourselves a little bit more space and
add in a Noise node. i'm going to set this to
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use some uv coordinates, just the standard uv
coordinates that we get by default, now what
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i'm going to do is to get the most out of
this noise texture is to break down the rgb
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channels, so we're going to separate them and now
if we Ctrl Shift click on this and let's turn up
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our noise a little bit, we can Control Shift click
through these just allow it to buffer into memory
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and now as we switch through these, you can see we
can get three different noise patterns just from
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one noise node. so what i'm going to do now is add
a little bit more space actually at the very end
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so where these multiply nodes are i'm just going
to drag these over a little bit, that gives us a
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chance to just be able to space this out a little
bit better and now what i'm going to do is add in
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a map range node, just here actually let's start
with the red channel and what we want to do
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is add this just here and all we need to do is
plug this into the second socket and now we can
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control how much we want to multiply into this, so
let's Control Shift click here, Ctrl Space to take
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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
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to clamp, so again we don't get any values above
one, which might mess up with further calculations
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and here i'm going to set this up to about 0.5 and
also increase this way higher actually, turn up the
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detail while we're at it, turn up the roughness,
zoom in a little bit further and we can see now
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that's giving a lot more interesting variation
to the value, so with that let's Control Shift
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click on this to add back in our darkest area and
we're almost good to go to increase the contrast
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even further we could start bringing this lower to
bring these two values closer together, maybe 0.5
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and 0.8 look pretty good not too pronounced but
just gives a subtle variation. while we're at it
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seeing how we do have these other noise variations
that we can play with, let's Shift D to duplicate
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this node and we'll perhaps add some of this
noise let's put that into the second socket onto
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our darkest area so we're going to slot that into
the first socket only here, i think, i'm going to
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yeah... increase this a little bit further, maybe
somewhere around 0.55 for that just to give it a
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little bit of texture, can also reduce the contrast
a little by dropping this a little bit lower, maybe
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0.2 there and with that we can pretty much just
try whatever values that sit nicely for the kind
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of effect that we're going for, how pronounced
that we might want this kind of effect to be
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but we're largely done at this point, but just
before we go it might be worth giving just a
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slight recap on what we've created here, so if we
zoom in a little bit we have the widths of our
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lines themselves, those are going to be controlled
with this area here, so right now we have it 0.2, we
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could try instead for example to go 0.1 to 0.8 for
much softer falloff at the end there or we could
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raise that much higher so the values so we get
much thicker lines, if these were closer to one,
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somewhere around 0.4 to 0.6 or 0.2 to 0.4 gives some
pretty good effects though for my personal tastes
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anyway, something else to bear in mind is that we
have this cutting out the brightest parts linear
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node now what we can do here is just separate the
distance, so for example 0.9 instead and we can
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see now we get much more of a faded falloff
at the end of the suggested pen stroke, but
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something else we can do with this is actually
i'm going to set this a little bit closer, 0.85
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we can try a different uh... interpolation type
here for example Smoother Step and i think that
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just gives a nicer falloff at the end there so
switching from Linear to Smoother Step so i might
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make this adjustment on the others, so here would
be 0.65 and we just set that to Smoother Step
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and then there's one more, here would be 0.45
though and then again set to Smoother Step the
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general frequency is controlled here, a value node
here to set this so it's around 550 at the moment
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let's just plug this into all three of these and
now let's take a look and then it becomes way
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easier to just change the frequency depending
on the resolution that you're going for, but
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otherwise our node tree is basically complete and
we can feel free to continue to paint on here and
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if we've got a nice bit of falloff somewhere
we can make best use of all our little hatching
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combinations and one last thing, let's just instead
of using our painted texture let's use this shader
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instead, the Shader to Rgb instead, the light
in the scene which we have up here and then we
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can see from this light here we're getting this
nice gradient here, just working out pretty well
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and finally let's actually just test it with
a quick gradient texture, plug that in and it
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seems to be working pretty nicely there, showing
us very easily the various different tones in
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value that we've got maybe a nice touch might
be to make these lines here a little bit thicker
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and make them thinner as they go, to emulate
the brightness in value, but hopefully you're
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feeling fairly confident to be able to make
that tweak for yourself, if you desired it.
32865
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