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Our bricks and mortar are looking good, and the
basis of the displacement texture is done. Now
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it's time to really start cranking up the visual
interest, by adding more and more variation.
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Let's create some gaps in the mortar,
as if pieces of it had broken away.
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For that, we'll need yet another Noise Texture.
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This time, just like with the chipped texture we
made for the bricks, we don't want it to apply
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everywhere, but just in some spots. So let's add a
Map Range, to clamp the lower end of the texture.
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Let's also compress the range a bit from the
upper end, to create that extra contrast,
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and to avoid sharp edges while clamping,
let's set the interpolation to Smooth Step.
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Now we can add a Math node at the end of
our mortar chain, and set it to subtract,
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just like we did with the
chipped texture. In fact,
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this setup is practically identical to the
one we made for the chipped brick texture.
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Connecting the Map Range to the subtraction,
we see some gaps appear in the mortar texture.
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We can take a moment just to
organize these nodes a bit.
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Looking at the output, the gaps
are again hard to see in Eevee,
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as it doesn't really display differences in depth.
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Though we do at least see how it affects
the shading, if we crank up the depth.
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Switching to Cycles is when we
really see the effect properly.
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The gaps that we made go much deeper, and the
shadows cast by the bricks really emphasize them.
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Now, the higher we set the lower bound of
the range, the fewer gaps there will be,
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as we are taking just the
very top part of the texture.
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If we go very low, almost our entire mortar
disappears, and that wall probably wouldn't
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even stand at all. So let's go
back to some intermediate range.
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Basically, the size of the noise
determines the frequency of the gaps,
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while the range determines how much
coverage they have on the wall.
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