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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,320 --> 00:00:04,320 The lichens give the wall a lot of character,  but we can still push them a bit further.   2 00:00:04,880 --> 00:00:08,560 Currently they have a solid color, without  any texture, so let's work on that. 3 00:00:09,600 --> 00:00:13,280 As lichens age, they seem to get  darker, and as they grow outwards,   4 00:00:13,280 --> 00:00:17,360 the center of the lichens tends to be darker  than the edges, so let's replicate that. 5 00:00:18,080 --> 00:00:21,600 It just so happens, that we already  have such a gradient for the lichens,   6 00:00:21,600 --> 00:00:25,520 as their shape is basically being  defined as a threshold on a gradient.   7 00:00:25,520 --> 00:00:29,920 So let's duplicate this Map Range, leaving  it connected to the same Noise channel. 8 00:00:29,920 --> 00:00:32,720 Then let's make some space  here, for a MixRGB node.   9 00:00:36,480 --> 00:00:38,720 Let's take a look at it, and set it to multiply.   10 00:00:39,600 --> 00:00:44,400 In this mode, the second color input essentially  works like the Value input in the Hue Saturation   11 00:00:44,400 --> 00:00:49,200 node, but without requiring the extra  computations for the hue and saturation. 12 00:00:49,200 --> 00:00:52,880 So let's connect the Map Range to the  second color, and set the factor to one,   13 00:00:52,880 --> 00:00:57,120 so that it takes full effect. This makes  everything outside the lichens black,   14 00:00:57,120 --> 00:01:01,920 as right now this Map Range is the same as the  lichen mask, which is zero outside the lichens. 15 00:01:02,560 --> 00:01:06,160 But now we can tweak the range to  get a gradient over the lichens.   16 00:01:06,160 --> 00:01:11,920 If we increase the maximum input, we extend the  edge fade farther into the lichens. But now we can   17 00:01:11,920 --> 00:01:16,800 see this sharp edge where the fade ends, so let's  set the interpolation to Smooth Step to fix that. 18 00:01:17,360 --> 00:01:21,520 Now let's invert the output range, as we  actually want the center to be darker, rather   19 00:01:21,520 --> 00:01:26,800 than the edges. And let's set the darkest color to  something like 0.5, rather than completely black. 20 00:01:28,240 --> 00:01:30,480 Then, if we take a look at  the combined color output,   21 00:01:30,480 --> 00:01:33,520 we can better visualize how this  gradient looks on the lichens.   22 00:01:36,560 --> 00:01:40,080 So let's adjust the ranges a bit, and  check how it looks on different lichens.   23 00:01:53,120 --> 00:01:54,720 And let's organize these nodes a bit. 24 00:01:58,000 --> 00:02:02,320 Additionally to the color gradient, lichens  also have a complex and detailed texture,   25 00:02:02,320 --> 00:02:05,440 but since we want to keep it simple,  as the lichens are just a detail,   26 00:02:05,440 --> 00:02:09,600 it'll be enough to use a generic Noise,  just so they don't look completely flat. 27 00:02:09,600 --> 00:02:15,440 So let's duplicate this Noise, and make it a  lot finer. Then let's make some space here,   28 00:02:15,440 --> 00:02:19,040 so that we can combine this noise into  our darkening factor with a Math node.   29 00:02:20,720 --> 00:02:23,040 Let's set it to multiply, and connect the Noise. 30 00:02:24,000 --> 00:02:28,560 Then, if we take a look, we can see it together  with the gradient. And looking at the wall color,   31 00:02:28,560 --> 00:02:32,720 the noise starts making it a bit more  organic. But let's make it even a bit finer.   32 00:02:35,040 --> 00:02:38,240 And let's drop a Map Range here, so  that we can make it a bit less dark. 33 00:02:41,840 --> 00:02:45,840 Now let's tweak the Noise a bit more.  We could use some more roughness.   34 00:02:45,840 --> 00:02:49,840 And perhaps we can reduce the detail a bit,  as this amount of detail doesn't even seem   35 00:02:49,840 --> 00:02:54,240 to be visible at this scale, so reducing it  just makes the Noise a bit more efficient. 36 00:02:55,440 --> 00:03:03,840 And that's our lichen texture. So  let's snap the nodes into place.   37 00:03:09,680 --> 00:03:13,840 And now that we have multiple noises here, let's  color code them to keep track of their relative   38 00:03:13,840 --> 00:03:19,520 scales. This is the high frequency noise, so  let's copy the yellow color with Ctrl+Shift+C.   39 00:03:21,520 --> 00:03:26,240 And these nodes are all about the low frequency  lichen shape, so let's copy the red node color. 40 00:03:29,520 --> 00:03:31,760 And finally, let's look at the shader output,   41 00:03:31,760 --> 00:03:42,240 and see how much more natural the lichens  look with this extra gradient and noise. 4973

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