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in this blender tutorial i will show you
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how to create this procedural tree bark
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material in blender so about a year ago
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i made another tutorial on how to make
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procedural tree bark but i really wasn't
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too happy with the result and ever since
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then i've been wanting to create a
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really nice tree bark material but it's
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been a year of creating procedural
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materials and i really think i've
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improved my skills over the year and so
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just recently i created this really cool
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procedural tree bark and i really like
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this result so that's what i'm going to
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show you how to create in this video if
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you'd like to purchase this procedural
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material and help to support this
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channel then you can do that over on my
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gumroad store and my patreon page i'll
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have the links in the description and
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you can also check out my blender
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procedural material packs if you'd like
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to purchase more of my materials and if
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you'd like to learn how to create all of
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my procedural materials you can also
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check out my blender procedural material
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tutorial playlist on youtube all the
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links are in the description so real
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quick i'm just going to show you what i
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have set up in the 3d space so i like to
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preview my procedural materials on
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spheres so i just added this icosphere
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and i subdivided the icosphere so it's
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nice and round but then i also wanted to
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preview this material on a cylinder
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because it is a tree bark material so
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it's going to be added on a tree stump
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or a tree trunk so i just added this
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cylinder here and then i just kind of
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extruded and inserted the faces here and
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i also gave it a lot of loop cuts and
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that is because we are going to be using
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the displacements in the node editor to
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actually displace the mesh so i do want
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it to be somewhat subdivided so that's
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what i did in the 3d scene with these
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two objects just to preview the
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materials and then i also added a camera
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and pointed the camera at the objects
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now for the lighting i added in these
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two plane lights so i added a big plane
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light right here on the side and this
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object has an emission material with a
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strength of 30 and also it just has a
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very light blue color just to give some
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natural light blue lighting and then
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also i added in this plane right here
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and this plane just has a subsurf
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modifier so that it is round and then i
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also gave this an emission material with
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a strength of 30 and it's shining down
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on the objects to just get some nice
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bright lighting and then also to get
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some really nice realistic lighting and
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reflections i added in an hdri so this
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is the loppenheim04
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1k hdri this is a free hdri from
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polyhaven.com link is in the description
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if you'd like to download it so i
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downloaded the 1k version and the hdr
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version and then right here in the world
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settings you can click on the new button
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to add a new world and then right here
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on the color you can click on the yellow
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dot and you can choose environment
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texture and then just click on the open
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button and you can just add in the
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downloaded hdri and then to make it a
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little bit brighter i just turned the
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strength up to like a 1.5
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so this will give some nice realistic
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lighting and reflections on the object
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now i am going to be using the
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displacements in the node editor to
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actually make the bark bump out and i
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would highly recommend that because it
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is really going to make the tree bark
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look much more realistic so right up
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here on the render properties you need
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to make sure this is set to cycles
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because the displacements in the node
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editor only work in the cycles rendering
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engine so make sure you're using cycles
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and then i am also going to be using the
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adaptive displacements so if you want to
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use the adaptive displacements you're
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going to need to change the feature set
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here to experimental and this is again
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right over here on the render properties
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so i'm going to change that to
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experimental so then right over here on
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the modifier properties i just added the
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subdivision surface modifier so you can
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click on add modifier and just add the
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subdivision surface and i added the
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subdivision surface modifier onto both
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of these objects and then because we set
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the feature set to experimental now that
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it's set to experimental right back here
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on the modifier properties we have the
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adaptive subdivision setting so i just
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turned that on and this way where you're
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closer up it's going to add more detail
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but then if you're farther away it'll
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add less detail so on this tree trunk
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object right here on the cylinder i
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turned on the adaptive subdivision and i
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just set the dicing scale to one i think
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that's pretty good and then on this
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object right here i turned on the
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adaptive subdivision and i just turned
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the dicing scale to five and that's just
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because this object is already pretty
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detailed that already has a lot of
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geometry so i didn't need to turn the
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detail up too high alright so now i'm
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gonna click on this object and then
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right over here i have the shader editor
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so i'm going to click on new to add a
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new material and i can just rename this
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material to procedural tree bark and
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then i want this object to be on the
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other object so i can just click and
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drag and drag this material and drop it
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onto this object as well alright and
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then there is one more thing that we're
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going to need to do to get the
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displacements to work you need to go
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right over here to the material
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properties and then in the material
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properties you need to open up the
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settings tab so you can see right here
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on the displacement it just says bump
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only but i want to click on this and i
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want to change it to displacement and
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bump so this is going to tell the
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material that it can use the
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displacements so i can just make this
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smaller and we can start making the
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procedural material just one more thing
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though before we start i am going to be
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using the node wrangler add-on to
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preview the different nodes so if you
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don't have the node wrangler enabled you
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can just click right here on edit and
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then you can open up the preferences and
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then right over there on the add-ons tab
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you can go over to the search and you
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can search for nodewrangler and just
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checkmark the nodewrangler add-on and
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i'll show you how to use it in the video
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so let's start by creating the base
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texture for the tree bark so i'm going
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to press shift a and i'm going to go
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here to the search and i'm going to add
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a voronoi texture so you can just search
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for the voronoi and i'm going to add the
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voronoi texture and drop it here and
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then i want to preview it so i'm going
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to hold down the ctrl and shift key and
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select the voronoi texture that's using
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the feature from the node wrangler and
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it's going to preview that texture now i
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don't want this material to look like a
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bunch of little circles here or a bunch
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of little dots so i'm going to click on
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this drop down and i'm going to change
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this to the chebyshev and now by
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changing it to the chebyshev you can see
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that we have a bunch of squares and that
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is kind of what i want because if you've
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looked at bark materials it kind of
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looks like there's a bunch of squares or
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a bunch of rectangles but the rectangles
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are kind of scaled upwards or stretched
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upwards but then of course they're very
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natural and organic and random and they
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have a bunch of noise and they're kind
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of bumpy so this is what i'm going to
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use for the base of the texture and then
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also on the scale here i'm just going to
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turn the scale to like an 8 so it is
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smaller now also with the voronoi
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texture selected i'm going to press ctrl
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t and that is going to add the texture
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coordinate and mapping now i want to use
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the object coordinates so i'm going to
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take the object and we're going to plug
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that up to the vector now as i said
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earlier the main texture of tree bark
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seems to be stretched up so i want to
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use this mapping node to actually
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stretch the texture up so right here on
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the mapping node on the very bottom one
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right here on the scale i'm going to
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turn the z scale to just like a 0.2 and
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now you can see that all those squares
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are actually going up and down and that
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is starting to look a bit like tree bark
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of course it isn't very natural or
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organic it is very straight and so i
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want to add much more randomness and add
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more noise so what i can do is i can add
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another texture here in between the
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texture coordinate and the mapping to
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actually distort the voronoi texture so
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i'm going to press shift a let's go to
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the search and i'm going to search for a
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noise texture and i'm just going to drop
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the noise texture right here between the
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texture chord and the mapping so it's
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going through the vector and so now the
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noise texture is actually distorting the
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displacement of the voronoi now i want
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to turn the detail all the way up to the
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max which is 15 so there's lots of
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detail and then i also want to turn the
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scale up to like eight now there is a
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problem with this and that is that it's
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distorting it way too much so you can't
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even see those square shapes at all so
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what i want to do is make the effect
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less strong so i'm going to press shift
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a let's go to the search and i'm going
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to search for the mix rgb and i'm just
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going to drop the mix rgb right here
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after the noise texture so i can now
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bring the noise texture down and then i
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want to take the object from the texture
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coordinate and i want to put that into
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color 1 so then this noise texture is
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going to go into color 2. and make sure
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you put the color into color 2 not the
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factor so now if i change the factor you
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can see it's going to change how much is
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being affected now i actually want to
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click on the mix here and i want to
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change the mix to the linear light so
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change it to linear light and now when i
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drag the factor you can see that the
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texture isn't being moved around as much
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and so we can actually kind of preview
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what it's doing better so if i turn this
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factor value all the way to zero it's
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just using the object coordinates but if
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i turn the factor all the way up to one
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it's just using the noise texture so i
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mostly wanted to just use the object
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coordinates and i just wanted to use the
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noise texture a little bit so i'm going
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to drag the factor way down and make it
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very small and i'm going to be using a
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value of 0.08
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so in the factor right there you can
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type in .08 and now if you look at that
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texture you can see that it is mostly
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keeping the shape it is keeping the
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shape of those squares or those
269
00:09:11,120 --> 00:09:14,640
rectangles but there's a little bit of
270
00:09:13,120 --> 00:09:16,959
noise here and there which is kind of
271
00:09:14,640 --> 00:09:19,360
distorting it so now it looks much more
272
00:09:16,959 --> 00:09:21,440
random and organic and we have a really
273
00:09:19,360 --> 00:09:23,600
cool texture here now right here on this
274
00:09:21,440 --> 00:09:25,279
noise texture we also have a roughness
275
00:09:23,600 --> 00:09:27,120
value and i do want to turn the
276
00:09:25,279 --> 00:09:28,959
roughness value up because if i turn it
277
00:09:27,120 --> 00:09:30,800
up it's going to add even more detail
278
00:09:28,959 --> 00:09:32,560
and roughness and i think it just makes
279
00:09:30,800 --> 00:09:34,640
it look more like bark but i don't want
280
00:09:32,560 --> 00:09:36,240
to just turn the roughness up evenly so
281
00:09:34,640 --> 00:09:38,320
that there's more roughness all over the
282
00:09:36,240 --> 00:09:40,160
place i want some parts to have more
283
00:09:38,320 --> 00:09:42,160
roughness and then other parts to have
284
00:09:40,160 --> 00:09:44,240
less roughness so i'm going to take the
285
00:09:42,160 --> 00:09:46,000
texture coordinate and bring it over and
286
00:09:44,240 --> 00:09:47,680
then i'm going to select this noise
287
00:09:46,000 --> 00:09:49,760
texture here and i'm going to press
288
00:09:47,680 --> 00:09:51,839
shift d to duplicate it and we're going
289
00:09:49,760 --> 00:09:53,680
to stick it down here so i can now take
290
00:09:51,839 --> 00:09:55,519
the object from the texture coordinate
291
00:09:53,680 --> 00:09:57,920
and i'm going to put that into the
292
00:09:55,519 --> 00:09:59,920
vector so i can now take the color from
293
00:09:57,920 --> 00:10:01,839
this noise texture and i'm going to put
294
00:09:59,920 --> 00:10:03,760
that into the roughness so this way
295
00:10:01,839 --> 00:10:06,160
instead of just evenly changing this
296
00:10:03,760 --> 00:10:08,560
with this factor value by using the
297
00:10:06,160 --> 00:10:09,920
color from this noise texture some parts
298
00:10:08,560 --> 00:10:11,440
are going to have more roughness and
299
00:10:09,920 --> 00:10:13,680
then other parts are going to have less
300
00:10:11,440 --> 00:10:15,680
roughness now on the scale here on this
301
00:10:13,680 --> 00:10:18,079
noise texture i'm just going to turn the
302
00:10:15,680 --> 00:10:20,399
scale to like a 3 and then i will leave
303
00:10:18,079 --> 00:10:22,240
the detail at the max which is 15 so
304
00:10:20,399 --> 00:10:24,480
it's very detailed now i want to have
305
00:10:22,240 --> 00:10:26,160
more control over this so to have more
306
00:10:24,480 --> 00:10:29,200
control over the colors i'm going to
307
00:10:26,160 --> 00:10:31,600
press shift a let's go to the search and
308
00:10:29,200 --> 00:10:33,120
i'm going to search for the color ramp
309
00:10:31,600 --> 00:10:35,040
and we're going to stick the color ramp
310
00:10:33,120 --> 00:10:37,200
right here in between both of these
311
00:10:35,040 --> 00:10:38,880
noise textures so i now want to take the
312
00:10:37,200 --> 00:10:40,720
black tab and i'm going to drag the
313
00:10:38,880 --> 00:10:42,800
black tab out and i'm going to bring it
314
00:10:40,720 --> 00:10:44,480
out to about here and then i can take
315
00:10:42,800 --> 00:10:46,959
the white tab and i'm going to drag that
316
00:10:44,480 --> 00:10:48,800
over as well so now if i zoom in here
317
00:10:46,959 --> 00:10:50,800
you can see most of this doesn't have
318
00:10:48,800 --> 00:10:52,800
any roughness but then some parts here
319
00:10:50,800 --> 00:10:54,480
and there have lots of roughness now i
320
00:10:52,800 --> 00:10:56,560
don't want it to be that contrasty
321
00:10:54,480 --> 00:10:58,240
because that's very contrasty i do want
322
00:10:56,560 --> 00:11:00,399
to have some amount of roughness all
323
00:10:58,240 --> 00:11:02,399
over the texture so to do this i can
324
00:11:00,399 --> 00:11:04,480
click on the black tab and i can make
325
00:11:02,399 --> 00:11:05,680
the black tab lighter so i'm going to
326
00:11:04,480 --> 00:11:07,839
click on the color and i'm going to make
327
00:11:05,680 --> 00:11:09,120
this lighter and as i make it lighter
328
00:11:07,839 --> 00:11:10,880
you can see there's more and more
329
00:11:09,120 --> 00:11:13,440
roughness and if you want to use the
330
00:11:10,880 --> 00:11:15,279
exact same color that i'm using you can
331
00:11:13,440 --> 00:11:17,279
click on this tab and you can go here to
332
00:11:15,279 --> 00:11:22,000
the color and if you click over on the
333
00:11:17,279 --> 00:11:23,760
hex value you can type in b1 b1 b1 so
334
00:11:22,000 --> 00:11:25,279
that is the exact color that i'll be
335
00:11:23,760 --> 00:11:27,200
using and then i do want to take the
336
00:11:25,279 --> 00:11:29,600
white tab right here and i just want to
337
00:11:27,200 --> 00:11:31,440
make this white tab a little bit darker
338
00:11:29,600 --> 00:11:33,600
and again if you want to use the exact
339
00:11:31,440 --> 00:11:36,399
same color that i'm using right over
340
00:11:33,600 --> 00:11:39,040
here on the hex value you can type in c
341
00:11:36,399 --> 00:11:40,640
e c e c
342
00:11:39,040 --> 00:11:42,079
so now if you zoom out here you can see
343
00:11:40,640 --> 00:11:44,399
some parts definitely have more
344
00:11:42,079 --> 00:11:46,399
roughness but then other parts have less
345
00:11:44,399 --> 00:11:48,720
roughness so it just makes the texture a
346
00:11:46,399 --> 00:11:50,560
bit more random and organic now i want
347
00:11:48,720 --> 00:11:52,880
to organize my nodes very well just so
348
00:11:50,560 --> 00:11:54,720
that they're very easy to understand so
349
00:11:52,880 --> 00:11:57,440
i'm going to be putting these nodes in a
350
00:11:54,720 --> 00:11:59,279
frame so i'm going to press b for the
351
00:11:57,440 --> 00:12:01,360
box select and i'm just going to box
352
00:11:59,279 --> 00:12:03,600
select all these nodes here but not the
353
00:12:01,360 --> 00:12:04,880
texture coordinate and not be principled
354
00:12:03,600 --> 00:12:09,360
so just all these nodes here in the
355
00:12:04,880 --> 00:12:10,880
middle i can now press ctrl j so ctrl j
356
00:12:09,360 --> 00:12:12,399
is going to join them together into a
357
00:12:10,880 --> 00:12:13,680
frame and then i can just kind of push
358
00:12:12,399 --> 00:12:15,920
them together just so that they're
359
00:12:13,680 --> 00:12:17,839
compacted a bit more so something like
360
00:12:15,920 --> 00:12:18,959
that maybe even bring these down a
361
00:12:17,839 --> 00:12:20,800
little bit so they're a bit more
362
00:12:18,959 --> 00:12:23,120
compacted all right so i can now click
363
00:12:20,800 --> 00:12:25,279
on the frame and i want to rename the
364
00:12:23,120 --> 00:12:27,760
frame i want to add a label so i'm going
365
00:12:25,279 --> 00:12:30,079
to press the f2 button and that is going
366
00:12:27,760 --> 00:12:32,560
to change the node label and i'm just
367
00:12:30,079 --> 00:12:35,360
going to rename this to like bark
368
00:12:32,560 --> 00:12:37,600
texture all right bark texture so that
369
00:12:35,360 --> 00:12:39,839
is the base of our bark texture so what
370
00:12:37,600 --> 00:12:41,920
i'm going to do now is take the distance
371
00:12:39,839 --> 00:12:43,920
from the voronoi and i'm going to plug
372
00:12:41,920 --> 00:12:46,399
this up to the base color of the
373
00:12:43,920 --> 00:12:48,959
principled and then i can also control
374
00:12:46,399 --> 00:12:51,120
shift and select the principled bsdf and
375
00:12:48,959 --> 00:12:52,800
that is going to preview the shader now
376
00:12:51,120 --> 00:12:54,560
of course that doesn't look very much
377
00:12:52,800 --> 00:12:56,800
like bark because it is just black and
378
00:12:54,560 --> 00:12:58,800
white so i want to add a color ramp in
379
00:12:56,800 --> 00:13:00,560
here to change the different colors and
380
00:12:58,800 --> 00:13:03,360
make it look like bark so i'm going to
381
00:13:00,560 --> 00:13:05,120
press shift a and let's go to the search
382
00:13:03,360 --> 00:13:06,560
and i'm going to search for the color
383
00:13:05,120 --> 00:13:08,880
ramp node and i'm going to stick the
384
00:13:06,560 --> 00:13:10,800
color amp right here between the voronoi
385
00:13:08,880 --> 00:13:12,480
and the principle so i can now change
386
00:13:10,800 --> 00:13:14,639
the colors in here and that'll change
387
00:13:12,480 --> 00:13:16,480
the bark color so i'm going to click on
388
00:13:14,639 --> 00:13:18,480
this black tab right here and then i'm
389
00:13:16,480 --> 00:13:20,160
going to click on the color and for this
390
00:13:18,480 --> 00:13:22,000
first color i'm going to make this a
391
00:13:20,160 --> 00:13:25,120
very light color and then kind of a
392
00:13:22,000 --> 00:13:27,360
brown color so a very light brown and if
393
00:13:25,120 --> 00:13:29,200
you'd like to use the same exact color
394
00:13:27,360 --> 00:13:32,959
that i'm using you can go over to the
395
00:13:29,200 --> 00:13:32,959
hex value and you can punch in
396
00:13:33,040 --> 00:13:37,600
seven 96775 nine so that is the exact
397
00:13:36,079 --> 00:13:39,360
color that i'll be using and then i
398
00:13:37,600 --> 00:13:41,600
wanna add a color in the middle so i'm
399
00:13:39,360 --> 00:13:43,440
gonna hold down the ctrl key and click
400
00:13:41,600 --> 00:13:45,360
right in here and that is gonna add
401
00:13:43,440 --> 00:13:47,519
another tab and then i wanna bring this
402
00:13:45,360 --> 00:13:48,880
tab over a little bit so it's over here
403
00:13:47,519 --> 00:13:50,639
and then this one i'm going to click on
404
00:13:48,880 --> 00:13:52,720
the color and i'm going to make this a
405
00:13:50,639 --> 00:13:55,040
brown color as well so something like
406
00:13:52,720 --> 00:13:56,959
this and it's going to be a bit darker
407
00:13:55,040 --> 00:13:59,120
and again if you want to use the exact
408
00:13:56,959 --> 00:14:02,399
same color that i'm using over here on
409
00:13:59,120 --> 00:14:05,279
the hex you can punch in five nine three
410
00:14:02,399 --> 00:14:06,959
f two nine so that is the exact color
411
00:14:05,279 --> 00:14:08,880
that i'll be using and then for this
412
00:14:06,959 --> 00:14:11,040
last one here i want this to be brown as
413
00:14:08,880 --> 00:14:13,120
well so let's make this a brown color
414
00:14:11,040 --> 00:14:15,120
but this one is going to be very very
415
00:14:13,120 --> 00:14:17,199
dark and right over here on the hex
416
00:14:15,120 --> 00:14:19,360
value if you want to use the same color
417
00:14:17,199 --> 00:14:22,360
i'm going to be using a hex value of
418
00:14:19,360 --> 00:14:22,360
0d0905
419
00:14:23,040 --> 00:14:27,920
so just a very nice dark brown color and
420
00:14:26,320 --> 00:14:29,839
i'm also going to just drag the black
421
00:14:27,920 --> 00:14:32,240
tab over a little bit so that it's just
422
00:14:29,839 --> 00:14:33,920
a little bit more contrasty so now we
423
00:14:32,240 --> 00:14:35,839
have some really nice colors there for
424
00:14:33,920 --> 00:14:37,680
the bark now if you zoom in here you can
425
00:14:35,839 --> 00:14:39,920
see the bark is kind of shiny and i do
426
00:14:37,680 --> 00:14:42,399
want it to be pretty rough because bark
427
00:14:39,920 --> 00:14:44,800
is very rough so i'm going to take the
428
00:14:42,399 --> 00:14:46,399
distance from this voronoi texture and
429
00:14:44,800 --> 00:14:48,399
i'm going to plug a wire into the
430
00:14:46,399 --> 00:14:50,880
roughness and that way this texture here
431
00:14:48,399 --> 00:14:52,720
is going to control how rough it is now
432
00:14:50,880 --> 00:14:54,720
i want more control over this because i
433
00:14:52,720 --> 00:14:57,040
really don't have much control so i'm
434
00:14:54,720 --> 00:14:59,040
going to press shift a let's go to the
435
00:14:57,040 --> 00:15:01,360
search and i'm going to search for
436
00:14:59,040 --> 00:15:03,440
another color ramp and let's just stick
437
00:15:01,360 --> 00:15:05,680
the color amp right in here between the
438
00:15:03,440 --> 00:15:07,600
voronoi and the roughness so just stick
439
00:15:05,680 --> 00:15:08,880
it right there so i can now change the
440
00:15:07,600 --> 00:15:11,120
colors of the color ramp and that's
441
00:15:08,880 --> 00:15:13,839
going to change how rough or shiny the
442
00:15:11,120 --> 00:15:16,079
actual bark is so if i make the colors
443
00:15:13,839 --> 00:15:17,680
lighter then it's going to be more rough
444
00:15:16,079 --> 00:15:19,199
so i can click on the black tab right
445
00:15:17,680 --> 00:15:21,040
here and i can make this brighter and
446
00:15:19,199 --> 00:15:22,880
brighter and you can see that now it is
447
00:15:21,040 --> 00:15:25,120
much more rough and if you want to use
448
00:15:22,880 --> 00:15:27,279
the exact same color that i'm using you
449
00:15:25,120 --> 00:15:29,360
can click on this tab right here and go
450
00:15:27,279 --> 00:15:31,759
to the color and i'm going to be using a
451
00:15:29,360 --> 00:15:34,959
hex value of b3
452
00:15:31,759 --> 00:15:37,199
b3 b3 and then also right over here on
453
00:15:34,959 --> 00:15:38,800
this white tab over on the other side if
454
00:15:37,199 --> 00:15:41,120
you want to use the same color that i'm
455
00:15:38,800 --> 00:15:42,800
using you can go to the hex and you can
456
00:15:41,120 --> 00:15:46,320
punch in e d
457
00:15:42,800 --> 00:15:48,480
e d e d so this is basically just a
458
00:15:46,320 --> 00:15:50,720
white color but it's very very slightly
459
00:15:48,480 --> 00:15:52,560
gray so now you can see that tree bark
460
00:15:50,720 --> 00:15:54,560
is very rough and that looks much more
461
00:15:52,560 --> 00:15:57,120
realistic so the next thing that i want
462
00:15:54,560 --> 00:15:59,199
to create is the moss so i'm going to be
463
00:15:57,120 --> 00:16:01,199
creating the moss right up here so i'm
464
00:15:59,199 --> 00:16:03,440
going to press shift a let's go to the
465
00:16:01,199 --> 00:16:05,600
search and i'm going to search for a
466
00:16:03,440 --> 00:16:07,680
noise texture and let's stick the noise
467
00:16:05,600 --> 00:16:09,360
texture right up here and then i want to
468
00:16:07,680 --> 00:16:11,120
use the object coordinate so on the
469
00:16:09,360 --> 00:16:12,800
texture coordinate i'm going to take the
470
00:16:11,120 --> 00:16:15,199
object and let's put that into the
471
00:16:12,800 --> 00:16:17,440
vector and then i can control shift and
472
00:16:15,199 --> 00:16:19,199
select the noise texture to preview it
473
00:16:17,440 --> 00:16:21,680
now on the scale i just want to turn
474
00:16:19,199 --> 00:16:23,360
this up to like a 7 and then i do also
475
00:16:21,680 --> 00:16:25,279
want to have lots of detail so let's
476
00:16:23,360 --> 00:16:27,519
turn the detail all the way to the max
477
00:16:25,279 --> 00:16:29,040
which is 15. and then i do want to add
478
00:16:27,519 --> 00:16:31,079
quite a bit of roughness so i'm going to
479
00:16:29,040 --> 00:16:35,120
turn the roughness up to like
480
00:16:31,079 --> 00:16:36,800
8.65 so 8.65 and now that has a lot more
481
00:16:35,120 --> 00:16:38,480
detail and then i do think the moss
482
00:16:36,800 --> 00:16:41,040
looks pretty cool if it has a bit of
483
00:16:38,480 --> 00:16:42,399
distortion so on the distortion value
484
00:16:41,040 --> 00:16:44,480
i'm just going to turn this up to like a
485
00:16:42,399 --> 00:16:46,480
0.3 so there's a little bit of
486
00:16:44,480 --> 00:16:48,639
distortion now what i want to do is
487
00:16:46,480 --> 00:16:50,560
create a mask to tell the texture where
488
00:16:48,639 --> 00:16:53,199
the moss is going to be so i need to
489
00:16:50,560 --> 00:16:55,279
make this more contrasty so to do this i
490
00:16:53,199 --> 00:16:58,079
can just press shift a let's go to the
491
00:16:55,279 --> 00:16:59,440
search and i can search for a color ramp
492
00:16:58,079 --> 00:17:01,040
and let's click on the color ramp and
493
00:16:59,440 --> 00:17:03,360
i'm just going to drop it right in here
494
00:17:01,040 --> 00:17:04,959
in this wire and just make sure you ctrl
495
00:17:03,360 --> 00:17:07,360
shift and select the color ramp to
496
00:17:04,959 --> 00:17:09,039
preview it so i can now bring these two
497
00:17:07,360 --> 00:17:11,120
tabs together and that is going to make
498
00:17:09,039 --> 00:17:13,600
it more contrasty so i'm going to drag
499
00:17:11,120 --> 00:17:15,280
this black tab to about here and then
500
00:17:13,600 --> 00:17:18,000
i'm going to drag the white tab out so
501
00:17:15,280 --> 00:17:20,000
that the actual white parts are brighter
502
00:17:18,000 --> 00:17:22,160
so just bring it to about there so
503
00:17:20,000 --> 00:17:24,000
wherever the white parts are that is
504
00:17:22,160 --> 00:17:25,679
where there's going to be moss so you
505
00:17:24,000 --> 00:17:27,199
can play around with this if you want
506
00:17:25,679 --> 00:17:28,480
very little moss you could just bring
507
00:17:27,199 --> 00:17:30,320
these over here and now there's not
508
00:17:28,480 --> 00:17:32,240
going to be very much moss or if you
509
00:17:30,320 --> 00:17:34,000
want a lot of moss you can drag this
510
00:17:32,240 --> 00:17:35,840
over so this way there would be a lot of
511
00:17:34,000 --> 00:17:37,840
moss i don't really want that much moss
512
00:17:35,840 --> 00:17:40,080
so i'm going to drag this over to about
513
00:17:37,840 --> 00:17:42,000
there so let's zoom out here and i want
514
00:17:40,080 --> 00:17:44,160
to join these together into a frame just
515
00:17:42,000 --> 00:17:45,919
to organize them very well so i'll press
516
00:17:44,160 --> 00:17:48,080
b for the box select i'm just going to
517
00:17:45,919 --> 00:17:51,360
box select these two nodes and then i
518
00:17:48,080 --> 00:17:53,360
can press ctrl j and ctrl j is going to
519
00:17:51,360 --> 00:17:56,160
join them together into a frame and then
520
00:17:53,360 --> 00:17:57,840
with this frame selected i can press f2
521
00:17:56,160 --> 00:17:59,760
and that's going to bring up the node
522
00:17:57,840 --> 00:18:02,559
label and i'm just going to rename this
523
00:17:59,760 --> 00:18:04,640
to moss so just rename that to moss all
524
00:18:02,559 --> 00:18:06,799
right so i now want to add the moss into
525
00:18:04,640 --> 00:18:08,720
the base color so i can actually see it
526
00:18:06,799 --> 00:18:11,679
so to do this i want to mix this color
527
00:18:08,720 --> 00:18:13,360
ramp in with the color of the texture so
528
00:18:11,679 --> 00:18:15,200
i'm going to select this color amp hold
529
00:18:13,360 --> 00:18:18,480
down the shift key and select this color
530
00:18:15,200 --> 00:18:20,320
ramp and then i can press ctrl 0 and
531
00:18:18,480 --> 00:18:22,240
that is using a feature from the node
532
00:18:20,320 --> 00:18:24,640
wrangler add-on and it's going to add a
533
00:18:22,240 --> 00:18:26,559
mix rgb so i'm just going to open up the
534
00:18:24,640 --> 00:18:28,480
mix rgb just click on the arrow to open
535
00:18:26,559 --> 00:18:30,000
it up and then i'm going to just box
536
00:18:28,480 --> 00:18:31,520
select these nodes right here and i'm
537
00:18:30,000 --> 00:18:33,840
just going to bring these nodes over so
538
00:18:31,520 --> 00:18:35,679
we have a bit more space so i actually
539
00:18:33,840 --> 00:18:37,440
want to take the color from the mix and
540
00:18:35,679 --> 00:18:39,280
i'm going to put that into the base
541
00:18:37,440 --> 00:18:41,360
color all right so then i want to
542
00:18:39,280 --> 00:18:43,200
control shift and select this mix to
543
00:18:41,360 --> 00:18:44,880
preview it so right now you can see that
544
00:18:43,200 --> 00:18:47,280
it is adding the moss but the moss is
545
00:18:44,880 --> 00:18:48,880
all white so what i want to do instead
546
00:18:47,280 --> 00:18:50,880
is take the color ramp here from the
547
00:18:48,880 --> 00:18:52,960
moss and i want to put this into the
548
00:18:50,880 --> 00:18:54,960
factor and the factor is going to tell
549
00:18:52,960 --> 00:18:56,240
it what parts are going to be color one
550
00:18:54,960 --> 00:18:58,320
and then what parts are going to be
551
00:18:56,240 --> 00:19:00,960
color two so then we can take this color
552
00:18:58,320 --> 00:19:04,000
ramp here with the brown colors and i'm
553
00:19:00,960 --> 00:19:06,880
gonna put that into color one so now
554
00:19:04,000 --> 00:19:08,799
color two is going to be the moss color
555
00:19:06,880 --> 00:19:10,400
because this color ramp right here is
556
00:19:08,799 --> 00:19:12,240
telling it where it's going to be moss
557
00:19:10,400 --> 00:19:14,160
and where it's going to be the bark so
558
00:19:12,240 --> 00:19:15,919
right back over here on color 2 i can
559
00:19:14,160 --> 00:19:18,320
just click on this color and i'm going
560
00:19:15,919 --> 00:19:20,320
to make this kind of a greenish brownish
561
00:19:18,320 --> 00:19:22,640
mossy color and if you want to use the
562
00:19:20,320 --> 00:19:25,200
same exact color that i'm using on color
563
00:19:22,640 --> 00:19:27,360
2 you can go to the hex value and you
564
00:19:25,200 --> 00:19:31,200
can punch in 4 3
565
00:19:27,360 --> 00:19:33,520
6 c 2 8. so that is the exact color that
566
00:19:31,200 --> 00:19:35,679
i'll be using so i can now control shift
567
00:19:33,520 --> 00:19:37,919
and select the principled shader alright
568
00:19:35,679 --> 00:19:40,240
so this is definitely looking more like
569
00:19:37,919 --> 00:19:42,960
a bark material but it doesn't really
570
00:19:40,240 --> 00:19:44,960
have any bump it's very very smooth so i
571
00:19:42,960 --> 00:19:46,960
want to add some bump into the normal to
572
00:19:44,960 --> 00:19:49,280
make it look like it's bumpy so i want
573
00:19:46,960 --> 00:19:51,120
to add three layers of bump so the first
574
00:19:49,280 --> 00:19:52,880
layer of bump that i want to add is the
575
00:19:51,120 --> 00:19:55,039
voronoi texture because this is the
576
00:19:52,880 --> 00:19:57,120
actual bark texture so i'm going to take
577
00:19:55,039 --> 00:19:58,640
the distance from the voronoi and i'm
578
00:19:57,120 --> 00:20:01,039
going to pull out a wire and i'm going
579
00:19:58,640 --> 00:20:02,880
to stick that into the normal now
580
00:20:01,039 --> 00:20:04,799
there's some weird shading issues and
581
00:20:02,880 --> 00:20:07,440
that is because we need to convert this
582
00:20:04,799 --> 00:20:09,200
data into normal data because this is
583
00:20:07,440 --> 00:20:10,880
just black and white data but this
584
00:20:09,200 --> 00:20:12,960
actually needs to be normal data you can
585
00:20:10,880 --> 00:20:14,960
see that as a purple dot there so to
586
00:20:12,960 --> 00:20:17,600
convert this to normal data i can press
587
00:20:14,960 --> 00:20:19,280
shift a let's go to the search and i can
588
00:20:17,600 --> 00:20:21,600
search for the bump node and we're going
589
00:20:19,280 --> 00:20:23,840
to stick the bump node right here
590
00:20:21,600 --> 00:20:25,760
so then the distance can actually go
591
00:20:23,840 --> 00:20:27,840
into the height value of the bump and
592
00:20:25,760 --> 00:20:30,480
then the bump normal can go into the
593
00:20:27,840 --> 00:20:32,159
normal of the principal shader and this
594
00:20:30,480 --> 00:20:34,080
way it's going to convert it to normal
595
00:20:32,159 --> 00:20:36,240
data so now you can see that looks very
596
00:20:34,080 --> 00:20:38,400
bumpy and that looks really nice and
597
00:20:36,240 --> 00:20:40,559
also i can rename the bump node so if i
598
00:20:38,400 --> 00:20:43,520
click on the bump node to select it i
599
00:20:40,559 --> 00:20:47,039
can press f2 and i want to rename this
600
00:20:43,520 --> 00:20:49,280
to bark bump so just rename that to bark
601
00:20:47,039 --> 00:20:51,120
bun now this is a bit too strong and i
602
00:20:49,280 --> 00:20:52,799
want to make it a bit more subtle so
603
00:20:51,120 --> 00:20:56,640
let's turn the strength value on this
604
00:20:52,799 --> 00:20:58,960
bump node to just like a 0.35 i think at
605
00:20:56,640 --> 00:21:00,960
0.35 is pretty good so now that's not
606
00:20:58,960 --> 00:21:02,799
quite as strong alright now i also just
607
00:21:00,960 --> 00:21:04,320
want to add some noise all over the
608
00:21:02,799 --> 00:21:06,400
texture just to make it look more
609
00:21:04,320 --> 00:21:08,480
organic and natural so i'm going to
610
00:21:06,400 --> 00:21:10,880
press shift a let's go to the search
611
00:21:08,480 --> 00:21:12,400
here and i'm going to search for a noise
612
00:21:10,880 --> 00:21:14,480
texture and we're just going to stick
613
00:21:12,400 --> 00:21:16,080
the noise texture right down here now i
614
00:21:14,480 --> 00:21:18,080
want to use the object coordinates so
615
00:21:16,080 --> 00:21:19,200
we're going to take the texture
616
00:21:18,080 --> 00:21:21,120
coordinate we're going to take the
617
00:21:19,200 --> 00:21:23,120
object let's pull out a wire and i'm
618
00:21:21,120 --> 00:21:25,280
going to drag this all the way over and
619
00:21:23,120 --> 00:21:27,760
we're going to plug this into the vector
620
00:21:25,280 --> 00:21:29,600
of the noise texture and then i can ctrl
621
00:21:27,760 --> 00:21:31,679
shift and select the noise texture to
622
00:21:29,600 --> 00:21:33,120
preview it so let's take the scale here
623
00:21:31,679 --> 00:21:35,200
on the noise texture and i'm just going
624
00:21:33,120 --> 00:21:36,720
to turn that to like 4 and then i'm
625
00:21:35,200 --> 00:21:39,120
going to turn the detail here all the
626
00:21:36,720 --> 00:21:41,200
way up to the max which is 15 so it is
627
00:21:39,120 --> 00:21:42,960
very detailed and then i do want a
628
00:21:41,200 --> 00:21:45,760
little bit more roughness so let's turn
629
00:21:42,960 --> 00:21:47,360
the roughness up to like a 0.6 so it has
630
00:21:45,760 --> 00:21:48,720
even more detail
631
00:21:47,360 --> 00:21:50,400
all right so i now want to take this
632
00:21:48,720 --> 00:21:52,559
noise texture and i want to plug it into
633
00:21:50,400 --> 00:21:54,320
the bump just to give the entire texture
634
00:21:52,559 --> 00:21:55,919
a little bit of bump so i'm going to
635
00:21:54,320 --> 00:21:58,320
take this bark bump i'm going to take
636
00:21:55,919 --> 00:22:00,080
this node and i'm going to press shift d
637
00:21:58,320 --> 00:22:02,240
to duplicate it and i'm going to drop it
638
00:22:00,080 --> 00:22:03,600
right here so the normal can just go
639
00:22:02,240 --> 00:22:05,520
through the normal because it's already
640
00:22:03,600 --> 00:22:07,679
been converted to normal data from this
641
00:22:05,520 --> 00:22:09,840
one so we now have this extra height
642
00:22:07,679 --> 00:22:11,840
value that we can add data into
643
00:22:09,840 --> 00:22:13,360
so i'm going to take the factor from the
644
00:22:11,840 --> 00:22:15,840
noise texture and i'm going to plug that
645
00:22:13,360 --> 00:22:18,159
into the height and then i can control
646
00:22:15,840 --> 00:22:20,000
shift and select the principled shader
647
00:22:18,159 --> 00:22:21,919
to preview it so now it's just adding
648
00:22:20,000 --> 00:22:24,720
some procedural noise all over the
649
00:22:21,919 --> 00:22:27,440
texture now if i click on this bump node
650
00:22:24,720 --> 00:22:29,120
i can also press f2 to rename this and
651
00:22:27,440 --> 00:22:31,360
instead of it being bark bump i just
652
00:22:29,120 --> 00:22:33,120
want to rename it to a noise bump so now
653
00:22:31,360 --> 00:22:34,880
it says noise bump and then i do want to
654
00:22:33,120 --> 00:22:36,799
make it a bit more strong so on the
655
00:22:34,880 --> 00:22:39,840
strength value let's just turn this up
656
00:22:36,799 --> 00:22:42,080
to like 8.4 so it's a bit more strong
657
00:22:39,840 --> 00:22:43,919
and actually if you ctrl shift and
658
00:22:42,080 --> 00:22:45,520
select the different bump nodes you can
659
00:22:43,919 --> 00:22:47,120
actually preview what they're doing so
660
00:22:45,520 --> 00:22:49,200
that's what the first one is doing and
661
00:22:47,120 --> 00:22:50,880
then control shift and select this bump
662
00:22:49,200 --> 00:22:52,960
node and that's what the second one is
663
00:22:50,880 --> 00:22:55,039
doing now i want to add one more layer
664
00:22:52,960 --> 00:22:56,799
of bump and that's going to be the moss
665
00:22:55,039 --> 00:22:59,039
because if i control shift and select
666
00:22:56,799 --> 00:23:00,640
the principled shader if i zoom into the
667
00:22:59,039 --> 00:23:02,400
moss you can see the moss isn't really
668
00:23:00,640 --> 00:23:04,320
popping out but i do want the moss to
669
00:23:02,400 --> 00:23:05,919
look like it's bumping out so i'm going
670
00:23:04,320 --> 00:23:07,600
to take the color ramp here from the
671
00:23:05,919 --> 00:23:08,960
moss and i'm going to put that into the
672
00:23:07,600 --> 00:23:10,799
normal as well
673
00:23:08,960 --> 00:23:12,799
so let's take this bump node and i'm
674
00:23:10,799 --> 00:23:14,640
going to press shift d to duplicate it
675
00:23:12,799 --> 00:23:16,799
and i'm just going to drop it right here
676
00:23:14,640 --> 00:23:18,720
so again the normal can just go through
677
00:23:16,799 --> 00:23:20,960
the normal so we now have this extra
678
00:23:18,720 --> 00:23:22,640
height value that we can plug data into
679
00:23:20,960 --> 00:23:24,000
so i'm going to take the color from the
680
00:23:22,640 --> 00:23:26,000
color ramp and i'm going to bring this
681
00:23:24,000 --> 00:23:28,080
way down and i'm going to stick it right
682
00:23:26,000 --> 00:23:30,400
there into the height value and then if
683
00:23:28,080 --> 00:23:33,280
i click on this last bump right here i
684
00:23:30,400 --> 00:23:35,200
can press f2 to rename this and i don't
685
00:23:33,280 --> 00:23:37,760
want to rename it to noise bump i want
686
00:23:35,200 --> 00:23:40,080
to rename it to moss bump because it is
687
00:23:37,760 --> 00:23:42,000
the bump for the moss and then i do want
688
00:23:40,080 --> 00:23:43,600
it to be popping out quite a bit so i'm
689
00:23:42,000 --> 00:23:46,240
going to turn the strength value all the
690
00:23:43,600 --> 00:23:48,159
way up to 1. so now if you zoom in there
691
00:23:46,240 --> 00:23:50,320
the moss is popping out and that is
692
00:23:48,159 --> 00:23:52,720
looking very good so this is definitely
693
00:23:50,320 --> 00:23:54,240
looking like tree bark but there is one
694
00:23:52,720 --> 00:23:56,320
really important thing that i want to do
695
00:23:54,240 --> 00:23:58,400
here at the end and that is to add the
696
00:23:56,320 --> 00:24:00,400
displacements and this is really going
697
00:23:58,400 --> 00:24:01,440
to make it look like actual tree bark
698
00:24:00,400 --> 00:24:03,600
because it's actually going to be
699
00:24:01,440 --> 00:24:06,000
displacing the mesh so what i want to do
700
00:24:03,600 --> 00:24:08,000
is i want to take the bark texture and i
701
00:24:06,000 --> 00:24:10,640
want to put that into the displacement
702
00:24:08,000 --> 00:24:12,240
to actually displace the mesh so i can
703
00:24:10,640 --> 00:24:14,080
take the distance from the voronoi
704
00:24:12,240 --> 00:24:15,760
texture and i'm going to pull out a wire
705
00:24:14,080 --> 00:24:18,640
and i'm going to plug this into the
706
00:24:15,760 --> 00:24:20,640
displacement here on the material output
707
00:24:18,640 --> 00:24:21,840
now it's going to do something but you
708
00:24:20,640 --> 00:24:23,600
can see that that's really weird and
709
00:24:21,840 --> 00:24:26,080
that's all messed up it's like shooting
710
00:24:23,600 --> 00:24:27,840
out in a random direction and so that is
711
00:24:26,080 --> 00:24:30,400
because this is just black and white
712
00:24:27,840 --> 00:24:32,720
data but this needs to be displacement
713
00:24:30,400 --> 00:24:35,120
data so just like we did with the bump
714
00:24:32,720 --> 00:24:38,000
nodes i need a node in here to actually
715
00:24:35,120 --> 00:24:40,320
convert it to displacement data so to do
716
00:24:38,000 --> 00:24:42,400
this i'm going to press shift a let's go
717
00:24:40,320 --> 00:24:44,880
to the search and i'm going to search
718
00:24:42,400 --> 00:24:46,640
for the displacement node and i want to
719
00:24:44,880 --> 00:24:48,720
drop the displacement node right here in
720
00:24:46,640 --> 00:24:50,400
this wire and then i can just drag this
721
00:24:48,720 --> 00:24:52,640
down and i'm going to stick this right
722
00:24:50,400 --> 00:24:54,480
down here underneath the principle and
723
00:24:52,640 --> 00:24:56,880
then also you can see that this wire is
724
00:24:54,480 --> 00:24:59,440
kind of overlapping so to make it not
725
00:24:56,880 --> 00:25:02,640
overlapping i can hold down the shift
726
00:24:59,440 --> 00:25:04,559
key and i can right click and drag and
727
00:25:02,640 --> 00:25:06,559
i'm going to drag a line over the wire
728
00:25:04,559 --> 00:25:08,400
and then let go and what that's going to
729
00:25:06,559 --> 00:25:10,080
do is going to add this little reroute
730
00:25:08,400 --> 00:25:12,080
and then i can just drag the reroute
731
00:25:10,080 --> 00:25:13,520
over this is optional you don't need to
732
00:25:12,080 --> 00:25:15,360
do it if you don't want to but i just
733
00:25:13,520 --> 00:25:16,799
want to organize my nodes very well so
734
00:25:15,360 --> 00:25:18,960
i'm going to bring that over and that
735
00:25:16,799 --> 00:25:20,559
way it's not overlapping all right now
736
00:25:18,960 --> 00:25:22,320
if i zoom in here you can see it's not
737
00:25:20,559 --> 00:25:23,840
really doing anything and that is
738
00:25:22,320 --> 00:25:25,760
because i actually need to take this
739
00:25:23,840 --> 00:25:28,640
wire and i want to put it into the
740
00:25:25,760 --> 00:25:31,200
height value instead so the voronoi
741
00:25:28,640 --> 00:25:32,720
texture from the bark texture needs to
742
00:25:31,200 --> 00:25:34,880
be going into the height value of the
743
00:25:32,720 --> 00:25:36,640
displacement and now you can see that is
744
00:25:34,880 --> 00:25:39,200
actually working so that is looking
745
00:25:36,640 --> 00:25:41,200
pretty cool but it is way too strong so
746
00:25:39,200 --> 00:25:43,799
i'm going to take the scale value and
747
00:25:41,200 --> 00:25:47,760
i'm going to turn this way down to like
748
00:25:43,799 --> 00:25:49,360
8.14 so just change it to like a 0.14 i
749
00:25:47,760 --> 00:25:51,440
think that is a good size we'll just
750
00:25:49,360 --> 00:25:53,039
wait for that to load up and there we
751
00:25:51,440 --> 00:25:54,640
have it so i'm just going to zoom into
752
00:25:53,039 --> 00:25:56,480
this object here make this a little bit
753
00:25:54,640 --> 00:25:58,320
bigger so you can see it's actually
754
00:25:56,480 --> 00:26:00,720
displacing the mesh and so that looks
755
00:25:58,320 --> 00:26:02,559
very cool and it really does look like
756
00:26:00,720 --> 00:26:04,159
procedural bark you can see those little
757
00:26:02,559 --> 00:26:05,840
bits there are kind of popping out here
758
00:26:04,159 --> 00:26:07,679
and there and it looks good from all
759
00:26:05,840 --> 00:26:09,440
sides so even if you look at this on the
760
00:26:07,679 --> 00:26:11,679
side of the cylinder or the back of the
761
00:26:09,440 --> 00:26:13,039
cylinder it has a really nice texture
762
00:26:11,679 --> 00:26:15,120
there and i really like how that is
763
00:26:13,039 --> 00:26:17,440
actually popping out of the mesh and
764
00:26:15,120 --> 00:26:19,600
that is it so that is the procedural
765
00:26:17,440 --> 00:26:22,320
tree bark material so i'll just give
766
00:26:19,600 --> 00:26:24,640
this a final render so i hope you found
767
00:26:22,320 --> 00:26:26,400
this tutorial helpful and thank you for
768
00:26:24,640 --> 00:26:28,480
watching and if you'd like to help
769
00:26:26,400 --> 00:26:30,640
support me and this channel then you can
770
00:26:28,480 --> 00:26:32,799
purchase this procedural material on my
771
00:26:30,640 --> 00:26:34,559
gumroad store and my patreon page i'll
772
00:26:32,799 --> 00:26:36,159
have the links in the description and
773
00:26:34,559 --> 00:26:38,080
you can also check out my blender
774
00:26:36,159 --> 00:26:40,320
procedural material packs if you'd like
775
00:26:38,080 --> 00:26:42,320
to purchase more of my materials and if
776
00:26:40,320 --> 00:26:44,480
you'd like to watch more procedural
777
00:26:42,320 --> 00:26:46,880
tutorials then you can check out my
778
00:26:44,480 --> 00:26:49,440
blender procedural material tutorial
779
00:26:46,880 --> 00:26:51,520
playlist on youtube all the links are in
780
00:26:49,440 --> 00:26:52,480
the description so i hope you enjoyed
781
00:26:51,520 --> 00:26:55,840
this tutorial
782
00:26:52,480 --> 00:26:55,840
and thank you for watching60347
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