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These are the user uploaded subtitles that are being translated: 1 00:00:00,160 --> 00:00:03,360 hey everyone this is ryan king and in 2 00:00:01,839 --> 00:00:06,160 this blender tutorial we're going to be 3 00:00:03,360 --> 00:00:08,400 creating this procedural brick material 4 00:00:06,160 --> 00:00:10,639 in blender and we're even going to be 5 00:00:08,400 --> 00:00:11,519 using displacements to actually make the 6 00:00:10,639 --> 00:00:13,679 bricks pop 7 00:00:11,519 --> 00:00:15,440 out of the mesh so if i just go into 8 00:00:13,679 --> 00:00:16,400 rendered mode here i can show you so if 9 00:00:15,440 --> 00:00:18,560 you zoom in here 10 00:00:16,400 --> 00:00:20,640 you can see that the bricks are actually 11 00:00:18,560 --> 00:00:21,680 being displaced and they're actually 12 00:00:20,640 --> 00:00:23,760 popping out the mesh 13 00:00:21,680 --> 00:00:25,279 now this displacement is adaptable you 14 00:00:23,760 --> 00:00:26,880 can see that i've turned on the adaptive 15 00:00:25,279 --> 00:00:28,160 subdivision and i'll show you how to set 16 00:00:26,880 --> 00:00:29,519 this up in the tutorial 17 00:00:28,160 --> 00:00:31,359 but you can see this is a little bit low 18 00:00:29,519 --> 00:00:31,760 quality so i just need to update this so 19 00:00:31,359 --> 00:00:34,000 i'll just 20 00:00:31,760 --> 00:00:35,600 double tap on the tab key and that'll 21 00:00:34,000 --> 00:00:37,040 just kind of update it because we went 22 00:00:35,600 --> 00:00:38,559 into edit mode and then we went back 23 00:00:37,040 --> 00:00:39,120 into object mode and you can see there 24 00:00:38,559 --> 00:00:40,879 we go 25 00:00:39,120 --> 00:00:42,239 so you can see with this displacement 26 00:00:40,879 --> 00:00:43,920 here it's actually 27 00:00:42,239 --> 00:00:46,079 displacing the mesh and so we're going 28 00:00:43,920 --> 00:00:47,360 to use this procedural brick texture 29 00:00:46,079 --> 00:00:49,280 and it's going to go through here and 30 00:00:47,360 --> 00:00:50,079 then it's going to actually displace the 31 00:00:49,280 --> 00:00:51,840 mesh so 32 00:00:50,079 --> 00:00:53,120 that is super cool just a couple quick 33 00:00:51,840 --> 00:00:54,239 things before we get started 34 00:00:53,120 --> 00:00:55,920 if you'd like to help support this 35 00:00:54,239 --> 00:00:57,680 channel and also get the project files 36 00:00:55,920 --> 00:00:59,600 for this procedural material 37 00:00:57,680 --> 00:01:01,600 as well as other project files then you 38 00:00:59,600 --> 00:01:03,359 can do that over on my gumroad store and 39 00:01:01,600 --> 00:01:04,239 my patreon page the links are in the 40 00:01:03,359 --> 00:01:05,920 description 41 00:01:04,239 --> 00:01:09,119 and i'd also like to give a huge thanks 42 00:01:05,920 --> 00:01:11,360 to sketchfab for sponsoring this video 43 00:01:09,119 --> 00:01:12,640 on sketchfab you can upload your own 3d 44 00:01:11,360 --> 00:01:14,720 models and preview them 45 00:01:12,640 --> 00:01:16,080 in your browser you can even view them 46 00:01:14,720 --> 00:01:18,640 in ar vr 47 00:01:16,080 --> 00:01:20,479 or on a phone or tablet you can also 48 00:01:18,640 --> 00:01:22,320 purchase 3d models and assets from 49 00:01:20,479 --> 00:01:24,159 sketchfab's model store 50 00:01:22,320 --> 00:01:25,680 you can even apply to sell your own 51 00:01:24,159 --> 00:01:27,360 models on the platform 52 00:01:25,680 --> 00:01:29,600 check out sketchfab with the link in the 53 00:01:27,360 --> 00:01:31,280 description all right so real quick 54 00:01:29,600 --> 00:01:32,240 before we actually start doing the 55 00:01:31,280 --> 00:01:33,759 material setup 56 00:01:32,240 --> 00:01:35,280 i just wanted to show you the setup that 57 00:01:33,759 --> 00:01:37,280 i have so what i did 58 00:01:35,280 --> 00:01:39,360 is i press shift a and i just added an 59 00:01:37,280 --> 00:01:40,320 ico sphere because this is a part of my 60 00:01:39,360 --> 00:01:42,880 procedural 61 00:01:40,320 --> 00:01:44,240 series of tutorials on youtube i just 62 00:01:42,880 --> 00:01:45,680 want to use a sphere 63 00:01:44,240 --> 00:01:47,600 but of course you could just make like a 64 00:01:45,680 --> 00:01:48,079 brick wall or whatever object you want 65 00:01:47,600 --> 00:01:50,159 to use 66 00:01:48,079 --> 00:01:51,840 the important thing is that the geometry 67 00:01:50,159 --> 00:01:53,439 is pretty even so you can see that all 68 00:01:51,840 --> 00:01:55,119 these faces are about the same 69 00:01:53,439 --> 00:01:56,719 and that's because we'll be using the 70 00:01:55,119 --> 00:01:58,880 subdivision surface modifier and then 71 00:01:56,719 --> 00:02:00,399 we'll be using the adaptive subdivision 72 00:01:58,880 --> 00:02:02,000 and that way it'll add the extra 73 00:02:00,399 --> 00:02:04,000 geometry that we need 74 00:02:02,000 --> 00:02:05,360 to actually displace the mesh so it 75 00:02:04,000 --> 00:02:06,079 doesn't have to be super detailed but 76 00:02:05,360 --> 00:02:08,319 just make sure 77 00:02:06,079 --> 00:02:09,759 it has even topology and then i added a 78 00:02:08,319 --> 00:02:10,560 camera and i just pointed it right at 79 00:02:09,759 --> 00:02:12,319 the sphere 80 00:02:10,560 --> 00:02:14,239 and then i also just used this plain 81 00:02:12,319 --> 00:02:15,120 light so it just adds some nice lighting 82 00:02:14,239 --> 00:02:17,120 on the sphere 83 00:02:15,120 --> 00:02:18,360 and then also to get some nice lighting 84 00:02:17,120 --> 00:02:22,120 i added this 85 00:02:18,360 --> 00:02:23,360 aerodynamics workshop 1k and this is on 86 00:02:22,120 --> 00:02:24,319 polyhaven.com 87 00:02:23,360 --> 00:02:25,840 so i'll leave the link in the 88 00:02:24,319 --> 00:02:27,360 description if you'd like to download it 89 00:02:25,840 --> 00:02:29,440 it's a free hdri 90 00:02:27,360 --> 00:02:31,280 and so i just added this in as an 91 00:02:29,440 --> 00:02:32,080 environment textures to get some nice 92 00:02:31,280 --> 00:02:34,080 lighting 93 00:02:32,080 --> 00:02:36,080 all right so let's go over to the 94 00:02:34,080 --> 00:02:37,519 shading tab and we can get started 95 00:02:36,080 --> 00:02:38,800 so i'm just going to go into rendered 96 00:02:37,519 --> 00:02:40,480 mode just so that we can see it right up 97 00:02:38,800 --> 00:02:42,160 here i'll just click on the sphere right 98 00:02:40,480 --> 00:02:44,640 here and then we can just click on new 99 00:02:42,160 --> 00:02:45,840 and i can just call this procedural 100 00:02:44,640 --> 00:02:47,680 brick procedural 101 00:02:45,840 --> 00:02:49,440 brick just like that and then one more 102 00:02:47,680 --> 00:02:51,200 thing real quick before we get started 103 00:02:49,440 --> 00:02:53,200 i'm going to be using the node wrangler 104 00:02:51,200 --> 00:02:54,879 add-on while we're setting this up so if 105 00:02:53,200 --> 00:02:56,000 you don't have the node wrangler enabled 106 00:02:54,879 --> 00:02:58,319 you can just click on 107 00:02:56,000 --> 00:03:00,000 edit and then go to the preferences and 108 00:02:58,319 --> 00:03:01,440 then right over here on the add-ons you 109 00:03:00,000 --> 00:03:03,200 can just start to type in 110 00:03:01,440 --> 00:03:04,800 node right over here on the search and 111 00:03:03,200 --> 00:03:06,560 you can just check mark the node 112 00:03:04,800 --> 00:03:07,760 wrangler add-on it's built into blender 113 00:03:06,560 --> 00:03:09,200 so it will be there 114 00:03:07,760 --> 00:03:10,879 so just check mark it and then right 115 00:03:09,200 --> 00:03:11,360 behind me there's the save preferences 116 00:03:10,879 --> 00:03:12,720 button 117 00:03:11,360 --> 00:03:14,480 you can click on the save preferences 118 00:03:12,720 --> 00:03:16,159 button if you want the node wrangler 119 00:03:14,480 --> 00:03:16,879 add-on to be in all your future blender 120 00:03:16,159 --> 00:03:18,239 projects 121 00:03:16,879 --> 00:03:20,000 it's a really useful add-on and i'll 122 00:03:18,239 --> 00:03:22,000 show you how we're going to use it so we 123 00:03:20,000 --> 00:03:23,599 can just close the user preferences now 124 00:03:22,000 --> 00:03:25,519 all right so let's get started with this 125 00:03:23,599 --> 00:03:26,159 procedural setup so i'm going to press 126 00:03:25,519 --> 00:03:27,760 shift a 127 00:03:26,159 --> 00:03:29,440 and i'm going to go to the search and we 128 00:03:27,760 --> 00:03:31,280 are going to start with a 129 00:03:29,440 --> 00:03:33,200 brick texture so the brick texture is 130 00:03:31,280 --> 00:03:34,879 going to be the base of our material 131 00:03:33,200 --> 00:03:36,400 now we just turned on the node wrangler 132 00:03:34,879 --> 00:03:38,400 add-on so what you can do 133 00:03:36,400 --> 00:03:39,680 is you can hold down the control and 134 00:03:38,400 --> 00:03:41,519 shift key and then 135 00:03:39,680 --> 00:03:43,200 click on a node and what that's going to 136 00:03:41,519 --> 00:03:45,040 do is going to add the viewer node and 137 00:03:43,200 --> 00:03:45,519 then you'll be able to preview different 138 00:03:45,040 --> 00:03:46,879 nodes 139 00:03:45,519 --> 00:03:48,239 so you can hold down the control and 140 00:03:46,879 --> 00:03:49,920 shift key and click on different nodes 141 00:03:48,239 --> 00:03:51,840 and it'll preview them here's the 142 00:03:49,920 --> 00:03:53,280 brick texture but you can see that it's 143 00:03:51,840 --> 00:03:54,799 rotated a little bit weird 144 00:03:53,280 --> 00:03:55,920 you can of course set this up however 145 00:03:54,799 --> 00:03:57,120 you like you probably aren't going to 146 00:03:55,920 --> 00:03:59,200 use a sphere you're probably going to 147 00:03:57,120 --> 00:04:00,879 use a brick wall or something like that 148 00:03:59,200 --> 00:04:02,480 but i'm just using a sphere what i'm 149 00:04:00,879 --> 00:04:03,360 going to do is just select this node and 150 00:04:02,480 --> 00:04:05,920 then i'm going to press 151 00:04:03,360 --> 00:04:07,120 ctrl t and that's using another feature 152 00:04:05,920 --> 00:04:08,480 from the node wrangler 153 00:04:07,120 --> 00:04:10,239 and what's going to do is going to add 154 00:04:08,480 --> 00:04:10,879 this texture coordinate and mapping 155 00:04:10,239 --> 00:04:12,319 nodes 156 00:04:10,879 --> 00:04:14,159 then what i want to do is i just want to 157 00:04:12,319 --> 00:04:15,599 use object i'm going to use object 158 00:04:14,159 --> 00:04:17,440 of course if you're making a brick wall 159 00:04:15,599 --> 00:04:18,880 you might want to like uv unwrap it 160 00:04:17,440 --> 00:04:20,560 really just set that up however you like 161 00:04:18,880 --> 00:04:22,160 i'm just going to use object and then 162 00:04:20,560 --> 00:04:23,440 the object shouldn't be in the location 163 00:04:22,160 --> 00:04:25,840 it needs to be right up here on the 164 00:04:23,440 --> 00:04:27,040 vector so on the top one just like that 165 00:04:25,840 --> 00:04:29,520 all right and then we can use this 166 00:04:27,040 --> 00:04:31,840 mapping node to rotate the texture 167 00:04:29,520 --> 00:04:34,160 so right here on the rotation we need to 168 00:04:31,840 --> 00:04:35,120 rotate the x value by 90 degrees so i'm 169 00:04:34,160 --> 00:04:38,720 just going to click on it 170 00:04:35,120 --> 00:04:41,040 type in 9 0 and enter and there we go 171 00:04:38,720 --> 00:04:42,479 now it's rotated over by 90 degrees and 172 00:04:41,040 --> 00:04:44,240 then also we can play around with the 173 00:04:42,479 --> 00:04:45,440 size because it's a little bit high 174 00:04:44,240 --> 00:04:46,960 detail right now so 175 00:04:45,440 --> 00:04:48,639 right here on the brick texture i'm 176 00:04:46,960 --> 00:04:49,440 going to turn the scale down a little 177 00:04:48,639 --> 00:04:51,600 bit 178 00:04:49,440 --> 00:04:53,520 and that way there will be less bricks 179 00:04:51,600 --> 00:04:53,919 you can just set this to whatever you 180 00:04:53,520 --> 00:04:56,160 like 181 00:04:53,919 --> 00:04:57,040 so now we can go ahead and set up the 182 00:04:56,160 --> 00:04:59,199 colors 183 00:04:57,040 --> 00:05:00,320 so color one i want this to be like a 184 00:04:59,199 --> 00:05:02,320 red color not 185 00:05:00,320 --> 00:05:03,360 super saturated if you bring it way down 186 00:05:02,320 --> 00:05:04,960 here it's going to be extremely 187 00:05:03,360 --> 00:05:06,960 saturated just kind of like this 188 00:05:04,960 --> 00:05:08,000 um a bright red something like that and 189 00:05:06,960 --> 00:05:09,919 then color two 190 00:05:08,000 --> 00:05:11,840 is going to be kind of a darker red a 191 00:05:09,919 --> 00:05:13,360 little bit brown kind of like a reddish 192 00:05:11,840 --> 00:05:14,320 brown something like that is pretty good 193 00:05:13,360 --> 00:05:15,840 so you can see now 194 00:05:14,320 --> 00:05:17,520 the bricks just kind of have random 195 00:05:15,840 --> 00:05:19,759 colors and then the mortar 196 00:05:17,520 --> 00:05:21,280 that is the stuff in between i just want 197 00:05:19,759 --> 00:05:22,560 to make this actually a little bit of a 198 00:05:21,280 --> 00:05:24,240 lighter brown 199 00:05:22,560 --> 00:05:26,240 not super light but just kind of like a 200 00:05:24,240 --> 00:05:27,600 brown color and probably a little bit 201 00:05:26,240 --> 00:05:28,960 less saturated 202 00:05:27,600 --> 00:05:31,199 all right something like that is pretty 203 00:05:28,960 --> 00:05:31,919 good and we can change these later if we 204 00:05:31,199 --> 00:05:33,919 need to 205 00:05:31,919 --> 00:05:35,520 so that is looking pretty good now let's 206 00:05:33,919 --> 00:05:36,639 take the color and we're going to put it 207 00:05:35,520 --> 00:05:39,440 into the color of the 208 00:05:36,639 --> 00:05:41,120 base color on the principle bsdf and i 209 00:05:39,440 --> 00:05:43,039 can now hold down the control and shift 210 00:05:41,120 --> 00:05:43,840 key and click on the principled and we 211 00:05:43,039 --> 00:05:45,680 can see it 212 00:05:43,840 --> 00:05:47,440 starting to look like bricks we need to 213 00:05:45,680 --> 00:05:48,160 add a lot more realism though so let's 214 00:05:47,440 --> 00:05:50,080 do that 215 00:05:48,160 --> 00:05:51,600 so first i just want to add some basic 216 00:05:50,080 --> 00:05:52,880 bump with this normal here 217 00:05:51,600 --> 00:05:54,800 so what i'm going to do is i'm going to 218 00:05:52,880 --> 00:05:55,440 take the factor and plug that into the 219 00:05:54,800 --> 00:05:57,680 normal 220 00:05:55,440 --> 00:05:59,440 now this doesn't work because this is 221 00:05:57,680 --> 00:06:00,960 gray and this is purple so we need to 222 00:05:59,440 --> 00:06:02,319 convert it to normal data 223 00:06:00,960 --> 00:06:04,319 so to convert it we're going to press 224 00:06:02,319 --> 00:06:06,560 shift a and i'm going to search 225 00:06:04,319 --> 00:06:08,160 for a bump node we're just going to drop 226 00:06:06,560 --> 00:06:09,600 the bump node right here and then we 227 00:06:08,160 --> 00:06:09,919 just want to put the factor up to the 228 00:06:09,600 --> 00:06:12,000 height 229 00:06:09,919 --> 00:06:13,440 and then the normal into the normal so 230 00:06:12,000 --> 00:06:14,080 now if you kind of go on side view here 231 00:06:13,440 --> 00:06:15,759 and look at it 232 00:06:14,080 --> 00:06:17,199 you can see it's kind of popping out but 233 00:06:15,759 --> 00:06:18,720 it's actually the wrong way 234 00:06:17,199 --> 00:06:20,319 so you can just click on the invert 235 00:06:18,720 --> 00:06:22,000 button and it's going to flip that 236 00:06:20,319 --> 00:06:23,360 and then we might as well set up the 237 00:06:22,000 --> 00:06:25,199 displacement now so 238 00:06:23,360 --> 00:06:26,639 the displacement is optional if you 239 00:06:25,199 --> 00:06:27,440 don't want to use the displacement you 240 00:06:26,639 --> 00:06:29,120 don't have to 241 00:06:27,440 --> 00:06:30,639 but i think it does make the bricks look 242 00:06:29,120 --> 00:06:32,160 a lot more realistic because these 243 00:06:30,639 --> 00:06:34,560 bricks are actually going to 244 00:06:32,160 --> 00:06:35,840 pop out of the mesh so let's set that up 245 00:06:34,560 --> 00:06:37,280 so the first thing that i'm going to do 246 00:06:35,840 --> 00:06:39,600 is click right up here 247 00:06:37,280 --> 00:06:40,639 bring this out what i need to do is on 248 00:06:39,600 --> 00:06:42,560 the feature 249 00:06:40,639 --> 00:06:43,759 set right here i need to set this to 250 00:06:42,560 --> 00:06:45,680 experimental 251 00:06:43,759 --> 00:06:47,120 so we'll change it to experimental then 252 00:06:45,680 --> 00:06:48,720 what we need to do is we need to click 253 00:06:47,120 --> 00:06:49,520 right over here on the material 254 00:06:48,720 --> 00:06:51,919 properties 255 00:06:49,520 --> 00:06:52,720 and let's just go right down here to the 256 00:06:51,919 --> 00:06:54,880 settings 257 00:06:52,720 --> 00:06:56,639 and then right here under surface you 258 00:06:54,880 --> 00:06:59,120 can see that there is a displacement 259 00:06:56,639 --> 00:07:00,960 so on default set to bump only i want to 260 00:06:59,120 --> 00:07:02,000 use displacement and bump so we're going 261 00:07:00,960 --> 00:07:03,680 to turn that on so 262 00:07:02,000 --> 00:07:05,520 it's telling it to actually use the 263 00:07:03,680 --> 00:07:07,039 displacement so now we just need to do 264 00:07:05,520 --> 00:07:08,960 two more things we need to give it more 265 00:07:07,039 --> 00:07:11,039 detail so more geometry 266 00:07:08,960 --> 00:07:12,319 and then we also need to give it data to 267 00:07:11,039 --> 00:07:14,000 actually displace it 268 00:07:12,319 --> 00:07:15,680 so let's click click right over here on 269 00:07:14,000 --> 00:07:16,720 the modifiers we're going to click on 270 00:07:15,680 --> 00:07:18,800 add modifier 271 00:07:16,720 --> 00:07:20,319 and we want to add the subdivision 272 00:07:18,800 --> 00:07:21,840 surface and 273 00:07:20,319 --> 00:07:23,440 it might be a little bit laggy at first 274 00:07:21,840 --> 00:07:24,800 when we're adding it all right and there 275 00:07:23,440 --> 00:07:26,960 we go we added the subsurf 276 00:07:24,800 --> 00:07:28,479 now we want to turn on the adaptive 277 00:07:26,960 --> 00:07:29,199 subdivision because this is really 278 00:07:28,479 --> 00:07:30,880 helpful 279 00:07:29,199 --> 00:07:32,800 and this way it's only going to add 280 00:07:30,880 --> 00:07:33,039 geometry where we're actually looking at 281 00:07:32,800 --> 00:07:34,880 it 282 00:07:33,039 --> 00:07:36,400 so if we zoom close up here like if 283 00:07:34,880 --> 00:07:36,880 you're doing an animation or something 284 00:07:36,400 --> 00:07:38,960 like that 285 00:07:36,880 --> 00:07:41,280 and you zoom the camera up it's going to 286 00:07:38,960 --> 00:07:43,599 subdivide it and make it higher detail 287 00:07:41,280 --> 00:07:45,280 where you're looking at it but then on a 288 00:07:43,599 --> 00:07:46,000 part that's farther away or a part that 289 00:07:45,280 --> 00:07:48,000 you can't see 290 00:07:46,000 --> 00:07:49,440 it'll make that lower detail so that is 291 00:07:48,000 --> 00:07:51,919 going to be really helpful for 292 00:07:49,440 --> 00:07:52,960 performance and making it higher detail 293 00:07:51,919 --> 00:07:54,639 where you actually see 294 00:07:52,960 --> 00:07:56,080 it and then i thought i'd just add this 295 00:07:54,639 --> 00:07:56,960 in the video because it might be helpful 296 00:07:56,080 --> 00:07:58,720 to some people 297 00:07:56,960 --> 00:08:00,720 so if you want to make like a brick wall 298 00:07:58,720 --> 00:08:02,720 what i did is i just made this simple 299 00:08:00,720 --> 00:08:03,759 object and then i added the finished 300 00:08:02,720 --> 00:08:05,120 brick material 301 00:08:03,759 --> 00:08:07,280 but you can see because we have this 302 00:08:05,120 --> 00:08:07,919 adaptive subdivision it is a subdivision 303 00:08:07,280 --> 00:08:09,599 surface 304 00:08:07,919 --> 00:08:11,280 and so it smooths it out and so it 305 00:08:09,599 --> 00:08:13,199 almost looks like kind of like a pillow 306 00:08:11,280 --> 00:08:14,560 shape and for a brick wall you want it 307 00:08:13,199 --> 00:08:16,240 to be sharp on the edges 308 00:08:14,560 --> 00:08:18,160 now you could add bevels but that's 309 00:08:16,240 --> 00:08:18,639 going to add a lot more geometry to your 310 00:08:18,160 --> 00:08:20,639 mesh 311 00:08:18,639 --> 00:08:22,240 and you already have this subdivision so 312 00:08:20,639 --> 00:08:22,720 what you can do instead to fix this 313 00:08:22,240 --> 00:08:24,879 issue 314 00:08:22,720 --> 00:08:26,720 right now it's set to catmull clark if 315 00:08:24,879 --> 00:08:28,400 you just change it to simple 316 00:08:26,720 --> 00:08:30,400 now it's still going to subdivide the 317 00:08:28,400 --> 00:08:30,879 mesh but it's going to keep the edges 318 00:08:30,400 --> 00:08:32,479 sharp 319 00:08:30,879 --> 00:08:33,839 just thought i'd throw that in the video 320 00:08:32,479 --> 00:08:34,320 for anyone who wants to make a brick 321 00:08:33,839 --> 00:08:35,680 wall 322 00:08:34,320 --> 00:08:37,919 and then you can see here that there is 323 00:08:35,680 --> 00:08:39,919 a dicing scale what you do 324 00:08:37,919 --> 00:08:41,039 if you want more detail is you turn it 325 00:08:39,919 --> 00:08:42,399 down so 326 00:08:41,039 --> 00:08:43,680 you could just leave it at one you could 327 00:08:42,399 --> 00:08:45,440 also turn it down to like point one 328 00:08:43,680 --> 00:08:47,120 that's going to be really high detail 329 00:08:45,440 --> 00:08:48,800 or if you want to be less detailed you 330 00:08:47,120 --> 00:08:51,120 could turn it up to like 10. 331 00:08:48,800 --> 00:08:52,959 so the smaller it is the more detailed 332 00:08:51,120 --> 00:08:54,320 it is so i'm just gonna set to one i 333 00:08:52,959 --> 00:08:56,320 think one is pretty good 334 00:08:54,320 --> 00:08:57,920 just note that the higher detail it is 335 00:08:56,320 --> 00:08:59,440 so the smaller you make this 336 00:08:57,920 --> 00:09:00,959 the more processing power it's going to 337 00:08:59,440 --> 00:09:01,920 take and the longer it's going to take 338 00:09:00,959 --> 00:09:04,000 to actually 339 00:09:01,920 --> 00:09:05,680 process it so you may not want to turn 340 00:09:04,000 --> 00:09:07,440 this down super low because it might get 341 00:09:05,680 --> 00:09:09,200 laggy or maybe crash blender 342 00:09:07,440 --> 00:09:10,880 depending on how powerful your computer 343 00:09:09,200 --> 00:09:12,720 is so i'm just going to leave it at one 344 00:09:10,880 --> 00:09:14,399 that works pretty well for me all right 345 00:09:12,720 --> 00:09:15,839 so now we just need to actually give it 346 00:09:14,399 --> 00:09:17,680 data to displace 347 00:09:15,839 --> 00:09:19,440 so if i go back into rendered mode i can 348 00:09:17,680 --> 00:09:21,519 control shift and click 349 00:09:19,440 --> 00:09:23,519 twice on the brick texture and you can 350 00:09:21,519 --> 00:09:24,160 see that the brick texture has a factor 351 00:09:23,519 --> 00:09:25,839 value 352 00:09:24,160 --> 00:09:27,440 and this is exactly what we want it to 353 00:09:25,839 --> 00:09:28,560 displace because the bricks we want it 354 00:09:27,440 --> 00:09:30,000 to be popping out 355 00:09:28,560 --> 00:09:32,480 and then the rest of it we want to be 356 00:09:30,000 --> 00:09:33,040 going back in so let's take this factor 357 00:09:32,480 --> 00:09:34,160 right here 358 00:09:33,040 --> 00:09:36,399 and we're going to plug it into the 359 00:09:34,160 --> 00:09:38,320 displacement on the material output 360 00:09:36,399 --> 00:09:40,480 now it doesn't actually really work well 361 00:09:38,320 --> 00:09:42,160 right now you can see it has a really 362 00:09:40,480 --> 00:09:42,959 weird thing happening that's definitely 363 00:09:42,160 --> 00:09:45,279 not what we want 364 00:09:42,959 --> 00:09:47,279 and this is because we didn't convert it 365 00:09:45,279 --> 00:09:49,440 to displacement data 366 00:09:47,279 --> 00:09:50,880 so what we need to do is press shift a 367 00:09:49,440 --> 00:09:52,560 and we need to search for the 368 00:09:50,880 --> 00:09:53,680 displacement node 369 00:09:52,560 --> 00:09:55,680 and then we can just drop the 370 00:09:53,680 --> 00:09:56,880 displacement node right here and we can 371 00:09:55,680 --> 00:09:58,640 just bring this down 372 00:09:56,880 --> 00:10:00,240 and then we don't actually want the 373 00:09:58,640 --> 00:10:02,880 factor to be going into the normal 374 00:10:00,240 --> 00:10:04,959 because that's gray to purple so we want 375 00:10:02,880 --> 00:10:06,640 to actually put this into the height 376 00:10:04,959 --> 00:10:08,320 so the factor from the brick texture 377 00:10:06,640 --> 00:10:09,680 needs to be going into the height 378 00:10:08,320 --> 00:10:11,279 and then the displacement on the 379 00:10:09,680 --> 00:10:12,720 displacement needs to be going over to 380 00:10:11,279 --> 00:10:14,160 the material output here on the 381 00:10:12,720 --> 00:10:16,160 displacement value 382 00:10:14,160 --> 00:10:17,920 so there we go now if you look around 383 00:10:16,160 --> 00:10:18,640 you can see it's definitely doing 384 00:10:17,920 --> 00:10:20,720 something 385 00:10:18,640 --> 00:10:22,160 although it's popping out the mortar and 386 00:10:20,720 --> 00:10:25,040 it's not popping out 387 00:10:22,160 --> 00:10:25,440 the bricks so what we need to do first 388 00:10:25,040 --> 00:10:27,680 of all 389 00:10:25,440 --> 00:10:28,480 is this mid level we need to turn this 390 00:10:27,680 --> 00:10:30,480 to zero 391 00:10:28,480 --> 00:10:32,480 because we don't want any of that and 392 00:10:30,480 --> 00:10:33,839 then also we need to turn this scale way 393 00:10:32,480 --> 00:10:34,880 down so i'm going to change it down to 394 00:10:33,839 --> 00:10:36,160 like a 0.1 395 00:10:34,880 --> 00:10:37,760 and that's definitely better but it's 396 00:10:36,160 --> 00:10:40,800 still way too strong so i'm going to 397 00:10:37,760 --> 00:10:42,079 change it down to like a .008 398 00:10:40,800 --> 00:10:44,640 and you can see there that is a lot 399 00:10:42,079 --> 00:10:46,640 better that scale is much more realistic 400 00:10:44,640 --> 00:10:48,480 but you can see it's still reversed so 401 00:10:46,640 --> 00:10:49,200 the mortar is going out instead of the 402 00:10:48,480 --> 00:10:51,440 bricks 403 00:10:49,200 --> 00:10:53,279 so to switch this we need to press shift 404 00:10:51,440 --> 00:10:55,279 a and we can just search 405 00:10:53,279 --> 00:10:56,720 for an invert node so we're just going 406 00:10:55,279 --> 00:10:58,560 to drop the invert node 407 00:10:56,720 --> 00:11:00,079 right before the displacement and 408 00:10:58,560 --> 00:11:01,600 that'll flip the values 409 00:11:00,079 --> 00:11:03,200 and then if we control shift and click 410 00:11:01,600 --> 00:11:04,480 on the principled it does take a moment 411 00:11:03,200 --> 00:11:05,360 to load up because it's doing that 412 00:11:04,480 --> 00:11:07,040 displacement 413 00:11:05,360 --> 00:11:08,720 but now you can see if you look on the 414 00:11:07,040 --> 00:11:10,640 side here this is actually 415 00:11:08,720 --> 00:11:12,160 real bump now you can see that this is 416 00:11:10,640 --> 00:11:13,360 pretty low quality you can see how 417 00:11:12,160 --> 00:11:15,040 glitchy that is 418 00:11:13,360 --> 00:11:16,800 and that's because we zoomed really 419 00:11:15,040 --> 00:11:18,320 close up to it so when you render this 420 00:11:16,800 --> 00:11:20,000 with the camera it's always going to 421 00:11:18,320 --> 00:11:20,480 reset so depending on where the camera 422 00:11:20,000 --> 00:11:22,480 is 423 00:11:20,480 --> 00:11:23,839 it will displace it correctly using the 424 00:11:22,480 --> 00:11:25,519 adaptive subdivision 425 00:11:23,839 --> 00:11:27,600 but it'll actually do this in our view 426 00:11:25,519 --> 00:11:29,440 as well so we just need to update it and 427 00:11:27,600 --> 00:11:30,079 then it's going to update from where our 428 00:11:29,440 --> 00:11:32,240 view is 429 00:11:30,079 --> 00:11:33,279 so a really easy way to update it is to 430 00:11:32,240 --> 00:11:35,360 just tap 431 00:11:33,279 --> 00:11:37,200 twice on the tab key and that'll go into 432 00:11:35,360 --> 00:11:38,959 edit mode and it will go back into 433 00:11:37,200 --> 00:11:39,200 object mode and that'll kind of update 434 00:11:38,959 --> 00:11:40,720 it 435 00:11:39,200 --> 00:11:42,560 so you can see it is taking a moment to 436 00:11:40,720 --> 00:11:44,000 update it is taking a little while 437 00:11:42,560 --> 00:11:45,680 we'll just wait for this to finish there 438 00:11:44,000 --> 00:11:48,399 we go it finished you can see that is 439 00:11:45,680 --> 00:11:50,160 way higher detail so that is much better 440 00:11:48,399 --> 00:11:51,680 so i can just move to a different area 441 00:11:50,160 --> 00:11:53,360 actually i can just go into the camera 442 00:11:51,680 --> 00:11:54,000 and then i can just double tap the tab 443 00:11:53,360 --> 00:11:56,079 key 444 00:11:54,000 --> 00:11:57,760 just to reset it and of course if you do 445 00:11:56,079 --> 00:11:59,600 anything in here like if you change the 446 00:11:57,760 --> 00:12:00,560 nodes or anything that'll update it as 447 00:11:59,600 --> 00:12:02,560 well and it'll 448 00:12:00,560 --> 00:12:04,160 re-render all right and then just to 449 00:12:02,560 --> 00:12:05,839 make this look a little bit nicer what 450 00:12:04,160 --> 00:12:08,560 i'm going to do is hold down the shift 451 00:12:05,839 --> 00:12:10,000 key and then right click and drag and 452 00:12:08,560 --> 00:12:11,600 it's going to add this little reroute 453 00:12:10,000 --> 00:12:13,760 right here so i can just drag this up 454 00:12:11,600 --> 00:12:15,760 and then shift right click and drag 455 00:12:13,760 --> 00:12:17,440 add another reroute just that it looks a 456 00:12:15,760 --> 00:12:18,880 little bit nicer this is totally 457 00:12:17,440 --> 00:12:20,000 optional you don't have to do this if 458 00:12:18,880 --> 00:12:21,519 you don't want to 459 00:12:20,000 --> 00:12:23,040 but i do think it makes it just a little 460 00:12:21,519 --> 00:12:24,639 bit easier to see 461 00:12:23,040 --> 00:12:25,600 and then also we can reroute both of 462 00:12:24,639 --> 00:12:26,160 these so i'm going to hold down the 463 00:12:25,600 --> 00:12:28,160 shift key 464 00:12:26,160 --> 00:12:29,920 right click and drag and it'll reroute 465 00:12:28,160 --> 00:12:30,639 that so there we go i can just move this 466 00:12:29,920 --> 00:12:32,480 down 467 00:12:30,639 --> 00:12:34,320 all right that looks a little bit nicer 468 00:12:32,480 --> 00:12:36,079 alright so that is the displacement done 469 00:12:34,320 --> 00:12:37,519 so now let's go ahead and make this look 470 00:12:36,079 --> 00:12:38,399 really nice and make it a much more 471 00:12:37,519 --> 00:12:40,160 photorealistic 472 00:12:38,399 --> 00:12:42,079 if i zoom in here you can see all these 473 00:12:40,160 --> 00:12:44,079 bricks are very very straight 474 00:12:42,079 --> 00:12:45,760 and that's not really realistic because 475 00:12:44,079 --> 00:12:47,440 bricks are somewhat organic they're a 476 00:12:45,760 --> 00:12:49,360 little bit bumpy and rough so what i 477 00:12:47,440 --> 00:12:50,000 want to do is add a texture and use that 478 00:12:49,360 --> 00:12:52,079 texture 479 00:12:50,000 --> 00:12:53,279 to make the bricks a little bit bumpy so 480 00:12:52,079 --> 00:12:54,000 i'm going to press shift a and i'm going 481 00:12:53,279 --> 00:12:56,720 to search here 482 00:12:54,000 --> 00:12:57,519 for a noise texture we'll just drop it 483 00:12:56,720 --> 00:12:58,639 right down here 484 00:12:57,519 --> 00:13:00,160 and then i'm going to move the texture 485 00:12:58,639 --> 00:13:01,519 coordinate and mapping back a little bit 486 00:13:00,160 --> 00:13:03,360 and then plug the vector 487 00:13:01,519 --> 00:13:05,040 into the vector of the noise texture and 488 00:13:03,360 --> 00:13:07,200 then what i can do is i can take this 489 00:13:05,040 --> 00:13:09,839 factor here and i can plug it into the 490 00:13:07,200 --> 00:13:10,560 mortar smooth so now if i control shift 491 00:13:09,839 --> 00:13:12,240 and click on this 492 00:13:10,560 --> 00:13:14,000 this will be a little bit easier to see 493 00:13:12,240 --> 00:13:16,320 and you can see it kind of took a while 494 00:13:14,000 --> 00:13:17,519 for it to load up so what we can do 495 00:13:16,320 --> 00:13:19,440 while we're just playing around with 496 00:13:17,519 --> 00:13:20,240 this is we can just go over here to the 497 00:13:19,440 --> 00:13:22,160 subdivision 498 00:13:20,240 --> 00:13:23,760 and we can click on this little icon 499 00:13:22,160 --> 00:13:25,519 right here it looks like a monitor 500 00:13:23,760 --> 00:13:27,040 and that will hide the adaptive 501 00:13:25,519 --> 00:13:28,959 subdivision so it'll 502 00:13:27,040 --> 00:13:30,720 process a lot quicker and then at the 503 00:13:28,959 --> 00:13:32,959 end we can just turn it back on 504 00:13:30,720 --> 00:13:34,480 and then it will render the displacement 505 00:13:32,959 --> 00:13:35,839 so let's just zoom in here and you can 506 00:13:34,480 --> 00:13:37,440 kind of see what it's doing 507 00:13:35,839 --> 00:13:38,720 i want to turn the scale up on the noise 508 00:13:37,440 --> 00:13:39,680 texture so i'm going to turn up to maybe 509 00:13:38,720 --> 00:13:41,120 like a 40 510 00:13:39,680 --> 00:13:43,360 and you can see there it's just adding 511 00:13:41,120 --> 00:13:44,560 little lumps and bumps and that looks 512 00:13:43,360 --> 00:13:45,839 much more realistic 513 00:13:44,560 --> 00:13:47,760 i'm also going to turn the detail all 514 00:13:45,839 --> 00:13:48,480 the way up to 16 so it's nice and 515 00:13:47,760 --> 00:13:49,920 detailed 516 00:13:48,480 --> 00:13:51,839 so there we go you can play around with 517 00:13:49,920 --> 00:13:53,680 the scale you can play around with the 518 00:13:51,839 --> 00:13:55,279 detail really just get to how you like 519 00:13:53,680 --> 00:13:57,199 because you can see if i turn this down 520 00:13:55,279 --> 00:13:57,920 there's going to be like not as many 521 00:13:57,199 --> 00:14:00,639 bumps 522 00:13:57,920 --> 00:14:02,000 um i do like this at about 40 i think 40 523 00:14:00,639 --> 00:14:02,800 looks pretty good all right so i'm just 524 00:14:02,000 --> 00:14:05,040 going to ctrl 525 00:14:02,800 --> 00:14:06,560 shift and click back on this now i also 526 00:14:05,040 --> 00:14:08,399 just want to add a little bit of dirt 527 00:14:06,560 --> 00:14:10,160 and grunge and things like that 528 00:14:08,399 --> 00:14:12,079 on the bricks so i'm going to press 529 00:14:10,160 --> 00:14:14,240 shift a and i'm going to search for a 530 00:14:12,079 --> 00:14:16,160 another noise texture we're just going 531 00:14:14,240 --> 00:14:18,000 to drop another noise texture right here 532 00:14:16,160 --> 00:14:18,800 and then we can also plug the vector 533 00:14:18,000 --> 00:14:21,199 from the mapping 534 00:14:18,800 --> 00:14:22,399 up to this vector so let's control shift 535 00:14:21,199 --> 00:14:23,040 and click on the noise texture to 536 00:14:22,399 --> 00:14:24,320 preview it 537 00:14:23,040 --> 00:14:25,920 i'm going to turn the scale up to 538 00:14:24,320 --> 00:14:27,760 something like an 8 and then i'll turn 539 00:14:25,920 --> 00:14:29,279 the detail all the way up to 16. 540 00:14:27,760 --> 00:14:31,199 and then i'll turn the roughness up to 541 00:14:29,279 --> 00:14:33,519 like a .68 542 00:14:31,199 --> 00:14:34,959 so it has a bit more roughness so now 543 00:14:33,519 --> 00:14:36,800 what i want to do is i want to use this 544 00:14:34,959 --> 00:14:38,320 noise texture and mix it together with 545 00:14:36,800 --> 00:14:39,600 the brick texture and then we'll put 546 00:14:38,320 --> 00:14:41,120 that into the base color 547 00:14:39,600 --> 00:14:42,720 so it'll look like it has a little bit 548 00:14:41,120 --> 00:14:43,199 more grunge and dirt and things like 549 00:14:42,720 --> 00:14:44,800 that 550 00:14:43,199 --> 00:14:46,880 so to mix these together i'm going to 551 00:14:44,800 --> 00:14:47,199 press shift a and i'm going to search 552 00:14:46,880 --> 00:14:49,199 for 553 00:14:47,199 --> 00:14:51,120 a mix rgb and we're just going to drop 554 00:14:49,199 --> 00:14:52,639 the mix rgb right down here and then 555 00:14:51,120 --> 00:14:54,320 we're going to take the factor of the 556 00:14:52,639 --> 00:14:55,199 noise texture and plug it into this 557 00:14:54,320 --> 00:14:57,120 factor 558 00:14:55,199 --> 00:14:59,760 and then from mix we're going to change 559 00:14:57,120 --> 00:15:01,360 this to darken so here it is darken 560 00:14:59,760 --> 00:15:03,040 and then we can control shift and click 561 00:15:01,360 --> 00:15:04,160 on it to see what it's doing so we have 562 00:15:03,040 --> 00:15:06,000 this set to darken 563 00:15:04,160 --> 00:15:08,079 and then the brick texture is going into 564 00:15:06,000 --> 00:15:10,240 color one so color two 565 00:15:08,079 --> 00:15:12,560 let's just make this a dark brown so i'm 566 00:15:10,240 --> 00:15:13,600 gonna make it very dark and you can see 567 00:15:12,560 --> 00:15:15,040 that now it's adding 568 00:15:13,600 --> 00:15:17,120 that noise there and it just looks a 569 00:15:15,040 --> 00:15:19,199 little bit dirty and old and worn 570 00:15:17,120 --> 00:15:20,399 so that looks really great now i also 571 00:15:19,199 --> 00:15:22,480 want this noise texture 572 00:15:20,399 --> 00:15:24,160 to be contributing to the bump so that 573 00:15:22,480 --> 00:15:24,720 it just has some little bits of bumps 574 00:15:24,160 --> 00:15:26,399 and stuff 575 00:15:24,720 --> 00:15:27,920 because bricks are pretty rough and 576 00:15:26,399 --> 00:15:29,199 bumpy so i'm going to click on this bump 577 00:15:27,920 --> 00:15:31,199 and i'm going to press shift d 578 00:15:29,199 --> 00:15:32,959 and just drop it down here and then i 579 00:15:31,199 --> 00:15:34,720 kind of need to move everything over 580 00:15:32,959 --> 00:15:36,880 okay that is better we have more room 581 00:15:34,720 --> 00:15:38,560 now so we have this second bump here 582 00:15:36,880 --> 00:15:40,639 and we have the height going into the 583 00:15:38,560 --> 00:15:41,600 first one and the normal is just going 584 00:15:40,639 --> 00:15:44,079 into the normal 585 00:15:41,600 --> 00:15:46,160 so now we have this extra height input 586 00:15:44,079 --> 00:15:46,880 and we can put things into it and add to 587 00:15:46,160 --> 00:15:48,639 the bump 588 00:15:46,880 --> 00:15:50,160 so i'm going to take the factor from 589 00:15:48,639 --> 00:15:51,040 this noise texture and i'm going to plug 590 00:15:50,160 --> 00:15:53,120 it way down here 591 00:15:51,040 --> 00:15:54,639 on the height right here and now you can 592 00:15:53,120 --> 00:15:56,639 see look at that it's making it all 593 00:15:54,639 --> 00:15:57,680 super super bumpy and then we can also 594 00:15:56,639 --> 00:15:59,199 turn off the invert 595 00:15:57,680 --> 00:16:00,959 because we don't really need to use that 596 00:15:59,199 --> 00:16:02,240 on this one and then we can also play 597 00:16:00,959 --> 00:16:03,920 around with the strength so 598 00:16:02,240 --> 00:16:05,519 right now it is pretty strong so i'm 599 00:16:03,920 --> 00:16:07,120 going to turn it down because i do want 600 00:16:05,519 --> 00:16:08,279 it to be more subtle so i think i'll 601 00:16:07,120 --> 00:16:10,880 turn this to like a 602 00:16:08,279 --> 00:16:12,240 .25 just look at that there we go that 603 00:16:10,880 --> 00:16:14,000 looks a lot better so you can see 604 00:16:12,240 --> 00:16:15,519 it is rough but it's not super super 605 00:16:14,000 --> 00:16:17,360 rough that looks pretty good all right 606 00:16:15,519 --> 00:16:18,800 now i also want to add some more grungy 607 00:16:17,360 --> 00:16:19,120 stuff and i also want to make it look 608 00:16:18,800 --> 00:16:21,440 like 609 00:16:19,120 --> 00:16:23,199 there are some pieces of the brick wall 610 00:16:21,440 --> 00:16:24,880 that have kind of been crumbling so what 611 00:16:23,199 --> 00:16:26,079 i'm going to do is press shift a and i'm 612 00:16:24,880 --> 00:16:28,320 going to search for a 613 00:16:26,079 --> 00:16:29,360 another mix rgb and i will just drop 614 00:16:28,320 --> 00:16:31,519 this mix rgb 615 00:16:29,360 --> 00:16:33,519 right here so what i want to do is use 616 00:16:31,519 --> 00:16:34,160 this noise texture and plug it into the 617 00:16:33,519 --> 00:16:36,000 mix 618 00:16:34,160 --> 00:16:38,399 but i only want to use some certain 619 00:16:36,000 --> 00:16:40,320 areas and make that the crumbling older 620 00:16:38,399 --> 00:16:42,240 parts so i'm going to press shift a and 621 00:16:40,320 --> 00:16:44,240 i'm going to search for a color ramp 622 00:16:42,240 --> 00:16:45,759 just drop the color amp right here and 623 00:16:44,240 --> 00:16:47,279 then this noise texture right here it's 624 00:16:45,759 --> 00:16:49,440 going to go into the factor 625 00:16:47,279 --> 00:16:50,399 of the factor of the noise texture so i 626 00:16:49,440 --> 00:16:52,240 can now control 627 00:16:50,399 --> 00:16:53,600 shift and click on the noise texture and 628 00:16:52,240 --> 00:16:54,959 we can preview it 629 00:16:53,600 --> 00:16:56,720 so i want to make it a lot more 630 00:16:54,959 --> 00:16:58,959 contrasty just that we have 631 00:16:56,720 --> 00:17:00,639 some areas but not all the areas so i'm 632 00:16:58,959 --> 00:17:02,079 going to bring this way over and then 633 00:17:00,639 --> 00:17:02,800 i'm also going to bring the white tab 634 00:17:02,079 --> 00:17:04,559 way over 635 00:17:02,800 --> 00:17:06,480 so you can see that now we just have 636 00:17:04,559 --> 00:17:07,600 some bits that are white but then most 637 00:17:06,480 --> 00:17:09,839 of it is black 638 00:17:07,600 --> 00:17:11,520 so i can now use this color amp as the 639 00:17:09,839 --> 00:17:12,480 factor for this mix so we're going to 640 00:17:11,520 --> 00:17:14,480 take the color 641 00:17:12,480 --> 00:17:16,319 and put that into the factor and then i 642 00:17:14,480 --> 00:17:17,919 can control shift and click on this 643 00:17:16,319 --> 00:17:20,000 so i don't want it to be white i want it 644 00:17:17,919 --> 00:17:21,439 to be kind of like a yellowish kind of 645 00:17:20,000 --> 00:17:23,679 tannish brownish color 646 00:17:21,439 --> 00:17:24,880 so i'm going to take color 2 and i'm 647 00:17:23,679 --> 00:17:26,720 going to make that kind of like a 648 00:17:24,880 --> 00:17:28,000 brownish or tannish color 649 00:17:26,720 --> 00:17:29,760 something like this whatever you want to 650 00:17:28,000 --> 00:17:31,760 do kind of like a light brown and then 651 00:17:29,760 --> 00:17:33,360 this other mix rgb it's set to dark and 652 00:17:31,760 --> 00:17:35,120 that's going to be going into color one 653 00:17:33,360 --> 00:17:36,559 so let's control shift and click on that 654 00:17:35,120 --> 00:17:38,000 so that does look pretty good but 655 00:17:36,559 --> 00:17:39,760 doesn't really make any sense right now 656 00:17:38,000 --> 00:17:40,240 because it's not contributing to the 657 00:17:39,760 --> 00:17:42,400 bump 658 00:17:40,240 --> 00:17:43,840 so it's not like cutting in where that 659 00:17:42,400 --> 00:17:45,520 extra detail is 660 00:17:43,840 --> 00:17:47,200 so i actually want to put this into the 661 00:17:45,520 --> 00:17:48,559 bump as well and that way 662 00:17:47,200 --> 00:17:50,080 where these parts are it's going to be 663 00:17:48,559 --> 00:17:50,880 cutting in and it's kind of going to 664 00:17:50,080 --> 00:17:52,640 look like 665 00:17:50,880 --> 00:17:54,559 that part of the brick wall is kind of 666 00:17:52,640 --> 00:17:54,960 crumbling away so i'm going to take a 667 00:17:54,559 --> 00:17:56,480 bump 668 00:17:54,960 --> 00:17:58,080 press shift d we'll just drop it down 669 00:17:56,480 --> 00:17:59,679 here and we'll make a third bump 670 00:17:58,080 --> 00:18:01,840 and then i want to take the color ramp 671 00:17:59,679 --> 00:18:02,640 here and take the color and plug it into 672 00:18:01,840 --> 00:18:03,919 the height 673 00:18:02,640 --> 00:18:05,600 and there you go you can see that 674 00:18:03,919 --> 00:18:07,360 definitely looks better i do want to 675 00:18:05,600 --> 00:18:08,240 turn on the invert because i want it to 676 00:18:07,360 --> 00:18:09,679 look like it's going 677 00:18:08,240 --> 00:18:11,280 in instead of out so we're going to turn 678 00:18:09,679 --> 00:18:12,799 on the invert and then i also want to 679 00:18:11,280 --> 00:18:14,400 turn the strength up quite a bit 680 00:18:12,799 --> 00:18:16,080 all right and then let's also put a 681 00:18:14,400 --> 00:18:17,280 value into the roughness 682 00:18:16,080 --> 00:18:19,039 so what i'm going to do is just take 683 00:18:17,280 --> 00:18:20,960 this mix here and we'll put the color 684 00:18:19,039 --> 00:18:21,360 into the roughness value now when we do 685 00:18:20,960 --> 00:18:23,120 this 686 00:18:21,360 --> 00:18:24,799 it's super super shiny you can see how 687 00:18:23,120 --> 00:18:25,280 shiny that is it almost looks like it's 688 00:18:24,799 --> 00:18:27,440 wet 689 00:18:25,280 --> 00:18:29,520 um i don't want this i want more control 690 00:18:27,440 --> 00:18:30,880 over how shiny i want to be 691 00:18:29,520 --> 00:18:32,720 so i'm going to press shift a we're 692 00:18:30,880 --> 00:18:34,480 going to search for a color ramp and 693 00:18:32,720 --> 00:18:36,240 we'll drop the color amp right here 694 00:18:34,480 --> 00:18:38,080 so now what i can do is i can click on 695 00:18:36,240 --> 00:18:39,120 this black tab here which is going 696 00:18:38,080 --> 00:18:40,559 through the roughness 697 00:18:39,120 --> 00:18:42,320 and i can just turn this up and make it 698 00:18:40,559 --> 00:18:43,840 more and more white and you can see that 699 00:18:42,320 --> 00:18:45,440 as i turn it up it's going to make the 700 00:18:43,840 --> 00:18:47,280 bricks more and more rough 701 00:18:45,440 --> 00:18:48,720 so i don't want them to be that rough 702 00:18:47,280 --> 00:18:50,720 because that's super rough but then if i 703 00:18:48,720 --> 00:18:52,559 turn it down that's definitely too shiny 704 00:18:50,720 --> 00:18:53,919 so just kind of like a light gray 705 00:18:52,559 --> 00:18:55,760 something like that is pretty good 706 00:18:53,919 --> 00:18:58,000 alright so we are almost done with this 707 00:18:55,760 --> 00:19:00,480 material let's just go back over here 708 00:18:58,000 --> 00:19:02,320 to the modifiers and then we can turn on 709 00:19:00,480 --> 00:19:03,280 the subdivision so that it'll actually 710 00:19:02,320 --> 00:19:05,679 preview it 711 00:19:03,280 --> 00:19:07,039 and check out that final material now i 712 00:19:05,679 --> 00:19:08,799 just want to update it again so i'm just 713 00:19:07,039 --> 00:19:10,400 going to select it and then double tap 714 00:19:08,799 --> 00:19:12,000 on the tab so it'll go into edit mode 715 00:19:10,400 --> 00:19:13,520 and then go back into object mode 716 00:19:12,000 --> 00:19:15,520 and that'll just update it we'll just 717 00:19:13,520 --> 00:19:17,760 wait for that to load up and there we go 718 00:19:15,520 --> 00:19:20,080 super nice and the displacement is super 719 00:19:17,760 --> 00:19:22,160 cool as well because the bricks actually 720 00:19:20,080 --> 00:19:24,400 pop out of the mesh so there we go there 721 00:19:22,160 --> 00:19:25,360 it is there is the finished procedural 722 00:19:24,400 --> 00:19:27,679 brick material 723 00:19:25,360 --> 00:19:29,440 with actual displacement you can see 724 00:19:27,679 --> 00:19:31,200 here over on the side it's using real 725 00:19:29,440 --> 00:19:32,960 displacement and it's actually popping 726 00:19:31,200 --> 00:19:34,400 out those bricks in the material 727 00:19:32,960 --> 00:19:35,919 so that's going to be it for this video 728 00:19:34,400 --> 00:19:37,280 thank you for watching and i hope you 729 00:19:35,919 --> 00:19:38,799 enjoyed the tutorial 730 00:19:37,280 --> 00:19:40,000 and if you'd like to help support this 731 00:19:38,799 --> 00:19:41,120 channel i'm trying to make blender 732 00:19:40,000 --> 00:19:42,240 content for a living 733 00:19:41,120 --> 00:19:44,240 so if you'd like to help support the 734 00:19:42,240 --> 00:19:45,280 channel as well as get the project files 735 00:19:44,240 --> 00:19:47,120 for my tutorials 736 00:19:45,280 --> 00:19:49,200 then you can do that on my gumroad store 737 00:19:47,120 --> 00:19:50,960 and my patreon page the links are 738 00:19:49,200 --> 00:19:52,400 in the description but thanks for 739 00:19:50,960 --> 00:19:56,160 watching and i hope to see you 740 00:19:52,400 --> 00:19:56,160 in a future video52759

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