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Now we can actually make the brick shape.
Firstly, these corners are way too sharp,
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so let's round them. For this we can use
a Smooth Minimum. This will do the same as
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the Minimum operation, but wherever the two values
are closer to each other than this distance value,
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it will smoothly interpolate between them.
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We can also scale the coordinates so that
it becomes easier to input dimensions.
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This horizontal distance is our reference, so
it spans one unit in our coordinate system,
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and the vertical distance spans a
proportional amount based on the ratio,
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in this case, a third. So if we multiply
these values by the actual physical horizontal
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dimension in whatever unit we want, we
can keep using that unit down the line.
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As we are modeling this based on standard UK
bricks, we know they should be 215mm long,
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but our tiling also includes one mortar
width, which we know is normally 10mm,
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so we can just multiply everything by 225, and
then we can input measurements in millimeters.
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So say we want to use that standard 10mm mortar,
we calculate that half of that surrounds each
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brick, so we just input five into our Less Than,
and that's our 10mm mortar gap. This works,
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as we now scaled the values such that the gradient
along the width of the bricks no longer spans a 0
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to 1 range, but rather a 0 to 225 range. And
the gradient along the height of the bricks
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also got scaled proportionately to 75, which
is indeed the height of a row of these bricks.
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Note that with these dimensions we could go up
to 37.5, which is half the height of the bricks,
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at which point the mortar would meet in the
middle, as the height is the shortest dimension.
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Now let's finally move from the realm of plotting
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black and white shapes on a plane
into the realm of actual shading!
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Let's get our trusty Principled BSDF in here,
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and for now we can just quickly
set up a temporary color.
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We want this shader to be 3D and
actually break free from this flatness,
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so we'll be using a Displacement node (not to
be confused with the Vector Displacement node).
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Now we can use the values that we calculated
before, to drive the Height of the Displacement,
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and connect it to the
Displacement Material Output.
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Now we see the bricks emerge in our shader,
but it still looks like a very flat plane,
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and this brick outline is always one
pixel wide, regardless of our zoom level.
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This is because at the moment Eevee
does not support actual displacement,
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so it is instead treating our input as
a bump map, and changing the normals,
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and the thin outline is because we don't
have any falloff in our height map.
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But if we switch to rendered mode, we see
that Cycles actually does displace our mesh.
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Maybe this is a bit of an extreme depth
for bricks, so let's turn it down a bit.
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And we also see that our map is actually
inverted, and the bricks are sticking inwards,
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so let's change our Less Than to
a Greater Than, to invert that.
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That's better, but everything is very harsh, with
our displacement consisting of just two levels,
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the surface of the bricks, and the deeper
mortar. There is no falloff, or rounding
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to smooth things out. This also emphasizes the
low resolution of our mesh in these corners.
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So instead of just using a
binary Greater Than operation,
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let's use a Map Range node, where instead of a
hard cutoff we can set a start and an end point,
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and set which heights they should map to. So let's
set the start point to the five of the mortar,
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and then give it five or ten more millimeters
of gradient. Now we actually have something
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usable in Eevee, and if we look at Cycles,
the whole thing looks much smoother as well.
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If we were going for a kind of beveled
brick look, we could stop here,
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but let's give these edges a nice rounded
profile. For this we can use a Power operation.
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The nice thing about power is that
it keeps zero and one unchanged,
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but remaps everything in between onto a curve.
And this curve has the great property of being
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tangent to the horizontal axis at zero, for
any power greater than one, and this becomes
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especially visible with a power of two or more, so
it is ideal to create a smooth easing in effect.
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This is smoothing our shape,
but on the side closest to zero,
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making the other side sharper. But we actually
want to round over the edge of the brick,
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So we should first invert this zero to one range,
and we can do this by subtracting it from one.
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In fact, we'll be using this a lot, so let's
Ctrl+G it into a more convenient group.
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We don't need this other value, as
we are always subtracting from one,
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so let's remove it, and then
let's just name the group.
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Now our height map is smoothed in the proper
place, but we still need to un-invert it,
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and then it becomes very apparent
how much smoother this looks.
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We can change the power to change
how much smoothing to apply.
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Note that higher powers will push the edge of the
brick closer and closer to the edge of the mortar.
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As we're starting to actually work on the shading,
it is good to properly see how the lighting works,
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and as most walls stand upright, let's set ours
up like that as well, so that it is lit by the
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HDRI from the proper angles. There is also a big
difference in brightness between Eevee and Cycles,
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and that's because the lookdev view is ignoring
our sun lamp. So let's turn that on over here.
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Now we have a good view of our wall. Let's
perhaps make it a bit less shiny. Let's also
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not forget to tidy our tree up a bit. We can move
this down to keep the tree from getting too long,
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and with Shift right click and
drag, we can add a few Reroutes,
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and snap them into place by holding down Ctrl,
so that this connection becomes more readable.
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One more thing we can do, is
select all these nodes that we
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are using to create the shape of the
bricks, and frame them with Ctrl+J.
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Then we can name it with F2, so that we still
know what is what as our tree gets bigger.
8958
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