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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,360 --> 00:00:09,360 The wall itself is pretty much done, and at  this point we're just adding stuff onto it,   2 00:00:09,360 --> 00:00:13,360 to get all the visual appeal we can.  It's always good to break up repetitive   3 00:00:13,360 --> 00:00:17,040 textures by overlaying different  patterns, to make it less uniform.   4 00:00:17,040 --> 00:00:20,400 So thinking of things with different  shapes and frequencies than the bricks,   5 00:00:20,400 --> 00:00:25,120 which might be found on old walls, lichens  come to mind as an interesting possibility. 6 00:00:25,680 --> 00:00:29,680 So let's see how we can approach  this. Lichens are incredibly complex,   7 00:00:29,680 --> 00:00:33,680 and we could probably dedicate a whole  shader as big as this one just to lichens,   8 00:00:33,680 --> 00:00:37,040 but since our shader is already getting  pretty big and heavy, and seeing as the   9 00:00:37,040 --> 00:00:40,880 lichens are not the main subject, let's  try to keep it as simple as possible. 10 00:00:41,520 --> 00:00:47,360 Lichens can have all sorts of shapes, so first  we'll need a way to generate those. So let's get   11 00:00:47,360 --> 00:00:57,840 a Texture Coordinate node in here, and yet another  one of those incredibly versatile Noise Textures.   12 00:01:00,720 --> 00:01:07,440 Then we can add a Map Range node, and push the  minimum input way up. This is a cool trick,   13 00:01:07,440 --> 00:01:11,280 to cut off most of a noise, and keep only  the very peaks, so that you get little   14 00:01:11,280 --> 00:01:14,960 islands of different shapes, similarly  to what we did for the mortar gaps. 15 00:01:15,520 --> 00:01:22,080 Then we can also lower the maximum input to get  a sharper edge. We don't want this many lichens,   16 00:01:22,080 --> 00:01:25,840 so let's make the texture a bit bigger so  that the distribution is a bit more sparse.   17 00:01:26,960 --> 00:01:29,840 Then, to make them a bit smaller,  we can raise the threshold more. 18 00:01:33,120 --> 00:01:38,000 Let's set the Noise to 2D, and tweak the  parameters a bit. Right now, the shapes are   19 00:01:38,000 --> 00:01:41,920 looking a bit too smooth, so let's increase  the detail, to get more interesting shapes. 20 00:01:44,960 --> 00:01:47,440 Now that we have our mask,  let's create some space here,   21 00:01:47,440 --> 00:01:53,840 and add a Mix RGB node to mix  in the color of our lichens.   22 00:01:57,200 --> 00:01:59,360 And then we can connect the mask to the factor.   23 00:02:00,320 --> 00:02:02,880 Now if we take a look at the  color, we see all these spots.   24 00:02:04,720 --> 00:02:09,040 So let's adjust the color to something  more "licheny". For instance a pale green. 25 00:02:11,520 --> 00:02:16,560 But actually, lichens exist in many different  colors, so let's get some variation here.   26 00:02:16,560 --> 00:02:19,920 We'll need a distinct texture  pattern to drive our color variation,   27 00:02:19,920 --> 00:02:24,000 so let's add a Separate RGB node, to get  access to the other texture channels,   28 00:02:24,000 --> 00:02:27,760 and let's connect the Map Range to  the R channel, just for consistency. 29 00:02:27,760 --> 00:02:30,480 Then, let's add a color ramp, and  connect it to another channel.   30 00:02:31,760 --> 00:02:35,440 This allows us to map different  brightness values to different colors.   31 00:02:35,440 --> 00:02:39,680 Let's bring these handles a bit closer, and  copy the green color into the first one.   32 00:02:43,360 --> 00:02:45,360 We can also use it as a starting point for the   33 00:02:45,360 --> 00:02:49,840 second one. But let's adjust  it to be a more yellow color. 34 00:02:53,840 --> 00:02:58,800 Now if we look at the Color output, we see that a  bunch of the lichens became yellow. We can adjust   35 00:02:58,800 --> 00:03:03,680 the proportion of green and yellow lichens, by  shifting the handles left or right. The amount   36 00:03:03,680 --> 00:03:08,080 of coverage of each color will be proportional to  the amount of space they take on the color ramp. 37 00:03:08,720 --> 00:03:12,960 If we take a look at the output of the color  ramp, we see that it creates a similar texture   38 00:03:12,960 --> 00:03:17,200 to the Map Range below, except that the  islands are now colored. Note that this   39 00:03:17,200 --> 00:03:21,840 trick for coloring the lichens only works because  the texture we're using to feed the color ramp   40 00:03:21,840 --> 00:03:26,400 is distinct from the texture we're feeding the Map  Range, otherwise, their respective islands would   41 00:03:26,400 --> 00:03:31,840 map exactly onto each other, and all the lichens  would have the same color, in this case yellow. 42 00:03:33,120 --> 00:03:36,560 Let's adjust the ramp a bit, to dial  in our desired color distribution.   43 00:03:40,880 --> 00:03:47,040 Now let's take a look at the shader. The lichens  are definitely breaking up the uniformity of the   44 00:03:47,040 --> 00:03:50,960 wall, but if we look a bit closer, we see  that they are just flat spots on the wall,   45 00:03:50,960 --> 00:03:56,000 as if they were painted on. This  is especially obvious in Cycles,   46 00:03:56,000 --> 00:03:59,760 where the displacement just helps to  highlight how flat these lichens are. 47 00:03:59,760 --> 00:04:03,760 So to make them a bit more believable, let's  raise them off the surface of the bricks a bit.   48 00:04:04,320 --> 00:04:08,400 Since our mask already has a little fade  around the edges, it's as simple as just   49 00:04:08,400 --> 00:04:13,840 adding it to the displacement texture. So let's  get a Math node in here, and plug in the mask.   50 00:04:16,640 --> 00:04:21,360 Immediately they pop out of the wall, but it's a  bit hard to see with this low res displacement,   51 00:04:21,360 --> 00:04:23,120 so let's bump up the subdivisions. 52 00:04:25,360 --> 00:04:27,840 Now it's clear that the  displacement is a bit too intense,   53 00:04:29,040 --> 00:04:32,800 so let's add a Math node set to multiply  onto the lichen displacement, so that we   54 00:04:32,800 --> 00:04:38,080 can reduce the intensity a bit. We want them to  be just ever so slightly raised off the surface,   55 00:04:38,080 --> 00:04:43,600 so let's set the intensity to something like 0.1.  Just enough to give them that slight 3D feel. 56 00:04:48,240 --> 00:04:51,920 Note how this helps in Eevee as well,  as it causes the slightest outline,   57 00:04:51,920 --> 00:04:55,840 making it feel like they are that  little bit raised off the wall. 58 00:04:57,840 --> 00:05:00,320 Now let's frame these nodes,  and name them appropriately.   59 00:05:08,560 --> 00:05:12,000 All these nodes are being used to  mix in colors of different elements,   60 00:05:12,000 --> 00:05:14,720 so let's frame them as well,  and name it Color Components. 61 00:05:18,240 --> 00:05:21,520 Then we can just maximize the  node editor with Ctrl+Space,   62 00:05:21,520 --> 00:05:38,000 so that the viewport is not constantly  refreshing while we organize the node tree. 63 00:05:38,000 --> 00:05:41,520 Finally, we can give the Lichen Frame  an appropriate background color.   64 00:05:41,520 --> 00:05:44,160 Perhaps based on the green  we used in the shader itself.   65 00:05:46,800 --> 00:05:51,840 And then just copy it over to the other Lichen  Frame, and the corresponding Color Mix node. 66 00:05:55,280 --> 00:06:05,680 And then let's just admire the newly  added texture variety in Cycles! 8046

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