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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,800 Our bricks and mortar are looking good, and the  basis of the displacement texture is done. Now   2 00:00:04,800 --> 00:00:09,120 it's time to really start cranking up the visual  interest, by adding more and more variation. 3 00:00:10,000 --> 00:00:14,480 Let's create some gaps in the mortar,  as if pieces of it had broken away.   4 00:00:14,480 --> 00:00:17,120 For that, we'll need yet another Noise Texture. 5 00:00:17,120 --> 00:00:21,200 This time, just like with the chipped texture we  made for the bricks, we don't want it to apply   6 00:00:21,200 --> 00:00:29,840 everywhere, but just in some spots. So let's add a  Map Range, to clamp the lower end of the texture.   7 00:00:31,200 --> 00:00:35,520 Let's also compress the range a bit from the  upper end, to create that extra contrast,   8 00:00:36,320 --> 00:00:40,320 and to avoid sharp edges while clamping,  let's set the interpolation to Smooth Step. 9 00:00:42,640 --> 00:00:46,720 Now we can add a Math node at the end of  our mortar chain, and set it to subtract,   10 00:00:46,720 --> 00:00:49,440 just like we did with the  chipped texture. In fact,   11 00:00:49,440 --> 00:00:53,280 this setup is practically identical to the  one we made for the chipped brick texture. 12 00:00:54,160 --> 00:00:58,400 Connecting the Map Range to the subtraction,  we see some gaps appear in the mortar texture.   13 00:01:00,000 --> 00:01:02,560 We can take a moment just to  organize these nodes a bit.   14 00:01:08,000 --> 00:01:11,120 Looking at the output, the gaps  are again hard to see in Eevee,   15 00:01:11,120 --> 00:01:13,600 as it doesn't really display differences in depth.   16 00:01:13,600 --> 00:01:17,360 Though we do at least see how it affects  the shading, if we crank up the depth. 17 00:01:20,640 --> 00:01:23,920 Switching to Cycles is when we  really see the effect properly.   18 00:01:23,920 --> 00:01:28,880 The gaps that we made go much deeper, and the  shadows cast by the bricks really emphasize them. 19 00:01:29,520 --> 00:01:33,600 Now, the higher we set the lower bound of  the range, the fewer gaps there will be,   20 00:01:33,600 --> 00:01:36,320 as we are taking just the  very top part of the texture.   21 00:01:39,280 --> 00:01:43,440 If we go very low, almost our entire mortar  disappears, and that wall probably wouldn't   22 00:01:43,440 --> 00:01:48,000 even stand at all. So let's go  back to some intermediate range.   23 00:01:50,480 --> 00:01:53,760 Basically, the size of the noise  determines the frequency of the gaps,   24 00:01:53,760 --> 00:02:04,080 while the range determines how much  coverage they have on the wall. 2871

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