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hey everyone this is ryan king and in
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this blender tutorial we're going to be
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creating this procedural brick material
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in blender and we're even going to be
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using displacements to actually make the
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bricks pop
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out of the mesh so if i just go into
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rendered mode here i can show you so if
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you zoom in here
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you can see that the bricks are actually
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being displaced and they're actually
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popping out the mesh
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now this displacement is adaptable you
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can see that i've turned on the adaptive
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subdivision and i'll show you how to set
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this up in the tutorial
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but you can see this is a little bit low
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quality so i just need to update this so
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i'll just
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double tap on the tab key and that'll
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just kind of update it because we went
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into edit mode and then we went back
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into object mode and you can see there
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we go
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so you can see with this displacement
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here it's actually
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displacing the mesh and so we're going
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to use this procedural brick texture
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and it's going to go through here and
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then it's going to actually displace the
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mesh so
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that is super cool just a couple quick
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things before we get started
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if you'd like to help support this
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channel and also get the project files
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for this procedural material
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as well as other project files then you
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can do that over on my gumroad store and
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my patreon page the links are in the
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description
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and i'd also like to give a huge thanks
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to sketchfab for sponsoring this video
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on sketchfab you can upload your own 3d
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models and preview them
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in your browser you can even view them
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in ar vr
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or on a phone or tablet you can also
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purchase 3d models and assets from
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sketchfab's model store
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you can even apply to sell your own
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models on the platform
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check out sketchfab with the link in the
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description all right so real quick
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before we actually start doing the
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material setup
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i just wanted to show you the setup that
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i have so what i did
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is i press shift a and i just added an
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ico sphere because this is a part of my
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procedural
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series of tutorials on youtube i just
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want to use a sphere
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but of course you could just make like a
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brick wall or whatever object you want
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to use
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the important thing is that the geometry
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is pretty even so you can see that all
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these faces are about the same
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and that's because we'll be using the
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subdivision surface modifier and then
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we'll be using the adaptive subdivision
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and that way it'll add the extra
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geometry that we need
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to actually displace the mesh so it
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doesn't have to be super detailed but
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just make sure
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it has even topology and then i added a
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camera and i just pointed it right at
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the sphere
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and then i also just used this plain
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light so it just adds some nice lighting
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on the sphere
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and then also to get some nice lighting
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i added this
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aerodynamics workshop 1k and this is on
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polyhaven.com
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so i'll leave the link in the
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description if you'd like to download it
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it's a free hdri
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and so i just added this in as an
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environment textures to get some nice
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lighting
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all right so let's go over to the
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shading tab and we can get started
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so i'm just going to go into rendered
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mode just so that we can see it right up
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here i'll just click on the sphere right
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here and then we can just click on new
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and i can just call this procedural
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brick procedural
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brick just like that and then one more
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thing real quick before we get started
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i'm going to be using the node wrangler
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add-on while we're setting this up so if
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you don't have the node wrangler enabled
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you can just click on
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edit and then go to the preferences and
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then right over here on the add-ons you
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can just start to type in
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node right over here on the search and
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you can just check mark the node
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wrangler add-on it's built into blender
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so it will be there
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so just check mark it and then right
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behind me there's the save preferences
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button
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you can click on the save preferences
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button if you want the node wrangler
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add-on to be in all your future blender
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projects
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it's a really useful add-on and i'll
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show you how we're going to use it so we
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can just close the user preferences now
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all right so let's get started with this
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procedural setup so i'm going to press
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shift a
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and i'm going to go to the search and we
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are going to start with a
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brick texture so the brick texture is
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going to be the base of our material
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now we just turned on the node wrangler
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add-on so what you can do
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is you can hold down the control and
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shift key and then
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click on a node and what that's going to
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do is going to add the viewer node and
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then you'll be able to preview different
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nodes
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so you can hold down the control and
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shift key and click on different nodes
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and it'll preview them here's the
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brick texture but you can see that it's
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rotated a little bit weird
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you can of course set this up however
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you like you probably aren't going to
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use a sphere you're probably going to
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use a brick wall or something like that
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but i'm just using a sphere what i'm
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going to do is just select this node and
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then i'm going to press
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ctrl t and that's using another feature
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from the node wrangler
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and what's going to do is going to add
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this texture coordinate and mapping
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nodes
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then what i want to do is i just want to
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use object i'm going to use object
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of course if you're making a brick wall
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you might want to like uv unwrap it
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really just set that up however you like
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i'm just going to use object and then
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the object shouldn't be in the location
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it needs to be right up here on the
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vector so on the top one just like that
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all right and then we can use this
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mapping node to rotate the texture
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so right here on the rotation we need to
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rotate the x value by 90 degrees so i'm
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just going to click on it
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type in 9 0 and enter and there we go
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now it's rotated over by 90 degrees and
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then also we can play around with the
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size because it's a little bit high
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detail right now so
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right here on the brick texture i'm
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going to turn the scale down a little
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bit
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and that way there will be less bricks
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you can just set this to whatever you
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like
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so now we can go ahead and set up the
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colors
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so color one i want this to be like a
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red color not
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super saturated if you bring it way down
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here it's going to be extremely
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saturated just kind of like this
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um a bright red something like that and
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then color two
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is going to be kind of a darker red a
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little bit brown kind of like a reddish
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brown something like that is pretty good
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so you can see now
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the bricks just kind of have random
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colors and then the mortar
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that is the stuff in between i just want
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to make this actually a little bit of a
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lighter brown
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not super light but just kind of like a
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brown color and probably a little bit
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less saturated
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all right something like that is pretty
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good and we can change these later if we
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need to
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so that is looking pretty good now let's
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take the color and we're going to put it
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into the color of the
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base color on the principle bsdf and i
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can now hold down the control and shift
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key and click on the principled and we
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can see it
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starting to look like bricks we need to
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add a lot more realism though so let's
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do that
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so first i just want to add some basic
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bump with this normal here
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so what i'm going to do is i'm going to
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take the factor and plug that into the
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normal
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now this doesn't work because this is
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gray and this is purple so we need to
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convert it to normal data
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so to convert it we're going to press
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shift a and i'm going to search
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for a bump node we're just going to drop
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the bump node right here and then we
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just want to put the factor up to the
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height
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and then the normal into the normal so
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now if you kind of go on side view here
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and look at it
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you can see it's kind of popping out but
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it's actually the wrong way
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so you can just click on the invert
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button and it's going to flip that
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and then we might as well set up the
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displacement now so
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the displacement is optional if you
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don't want to use the displacement you
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don't have to
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but i think it does make the bricks look
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a lot more realistic because these
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bricks are actually going to
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pop out of the mesh so let's set that up
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so the first thing that i'm going to do
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is click right up here
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bring this out what i need to do is on
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the feature
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set right here i need to set this to
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experimental
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so we'll change it to experimental then
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what we need to do is we need to click
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right over here on the material
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properties
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and let's just go right down here to the
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settings
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and then right here under surface you
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can see that there is a displacement
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so on default set to bump only i want to
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use displacement and bump so we're going
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to turn that on so
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it's telling it to actually use the
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displacement so now we just need to do
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two more things we need to give it more
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detail so more geometry
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and then we also need to give it data to
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actually displace it
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so let's click click right over here on
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the modifiers we're going to click on
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add modifier
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and we want to add the subdivision
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surface and
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it might be a little bit laggy at first
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when we're adding it all right and there
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we go we added the subsurf
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now we want to turn on the adaptive
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subdivision because this is really
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helpful
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and this way it's only going to add
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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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