Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Our bricks and mortar are looking good, and the basis of the displacement texture is done. Now
it's time to really start cranking up the visual interest, by adding more and more variation.
Let's create some gaps in the mortar, as if pieces of it had broken away.
For that, we'll need yet another Noise Texture.
This time, just like with the chipped texture we made for the bricks, we don't want it to apply
everywhere, but just in some spots. So let's add a Map Range, to clamp the lower end of the texture.
Let's also compress the range a bit from the upper end, to create that extra contrast,
and to avoid sharp edges while clamping, let's set the interpolation to Smooth Step.
Now we can add a Math node at the end of our mortar chain, and set it to subtract,
just like we did with the chipped texture. In fact,
this setup is practically identical to the one we made for the chipped brick texture.
Connecting the Map Range to the subtraction, we see some gaps appear in the mortar texture.
We can take a moment just to organize these nodes a bit.
Looking at the output, the gaps are again hard to see in Eevee,
as it doesn't really display differences in depth.
Though we do at least see how it affects the shading, if we crank up the depth.
Switching to Cycles is when we really see the effect properly.
The gaps that we made go much deeper, and the shadows cast by the bricks really emphasize them.
Now, the higher we set the lower bound of the range, the fewer gaps there will be,
as we are taking just the very top part of the texture.
If we go very low, almost our entire mortar disappears, and that wall probably wouldn't
even stand at all. So let's go back to some intermediate range.
Basically, the size of the noise determines the frequency of the gaps,
while the range determines how much coverage they have on the wall.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.