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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,160 --> 00:00:04,640 Now we can actually make the brick shape.  Firstly, these corners are way too sharp,   2 00:00:04,640 --> 00:00:09,760 so let's round them. For this we can use  a Smooth Minimum. This will do the same as   3 00:00:09,760 --> 00:00:14,560 the Minimum operation, but wherever the two values  are closer to each other than this distance value,   4 00:00:14,560 --> 00:00:16,400 it will smoothly interpolate between them. 5 00:00:18,400 --> 00:00:22,400 We can also scale the coordinates so that  it becomes easier to input dimensions.   6 00:00:23,600 --> 00:00:28,400 This horizontal distance is our reference, so  it spans one unit in our coordinate system,   7 00:00:28,400 --> 00:00:32,000 and the vertical distance spans a  proportional amount based on the ratio,   8 00:00:32,000 --> 00:00:37,280 in this case, a third. So if we multiply  these values by the actual physical horizontal   9 00:00:37,280 --> 00:00:41,360 dimension in whatever unit we want, we  can keep using that unit down the line. 10 00:00:42,000 --> 00:00:47,840 As we are modeling this based on standard UK  bricks, we know they should be 215mm long,   11 00:00:47,840 --> 00:00:51,680 but our tiling also includes one mortar  width, which we know is normally 10mm,   12 00:00:52,880 --> 00:00:57,840 so we can just multiply everything by 225, and  then we can input measurements in millimeters.   13 00:00:59,520 --> 00:01:04,720 So say we want to use that standard 10mm mortar,  we calculate that half of that surrounds each   14 00:01:04,720 --> 00:01:11,280 brick, so we just input five into our Less Than,  and that's our 10mm mortar gap. This works,   15 00:01:11,280 --> 00:01:16,800 as we now scaled the values such that the gradient  along the width of the bricks no longer spans a 0   16 00:01:16,800 --> 00:01:22,720 to 1 range, but rather a 0 to 225 range. And  the gradient along the height of the bricks   17 00:01:22,720 --> 00:01:27,680 also got scaled proportionately to 75, which  is indeed the height of a row of these bricks.   18 00:01:28,560 --> 00:01:34,000 Note that with these dimensions we could go up  to 37.5, which is half the height of the bricks,   19 00:01:34,000 --> 00:01:39,840 at which point the mortar would meet in the  middle, as the height is the shortest dimension. 20 00:01:40,640 --> 00:01:42,880 Now let's finally move from the realm of plotting   21 00:01:42,880 --> 00:01:46,560 black and white shapes on a plane  into the realm of actual shading! 22 00:01:46,560 --> 00:01:49,200 Let's get our trusty Principled BSDF in here,   23 00:01:49,200 --> 00:01:53,840 and for now we can just quickly  set up a temporary color. 24 00:01:55,360 --> 00:01:59,120 We want this shader to be 3D and  actually break free from this flatness,   25 00:01:59,120 --> 00:02:04,080 so we'll be using a Displacement node (not to  be confused with the Vector Displacement node).   26 00:02:04,080 --> 00:02:08,720 Now we can use the values that we calculated  before, to drive the Height of the Displacement,   27 00:02:08,720 --> 00:02:11,120 and connect it to the  Displacement Material Output. 28 00:02:12,000 --> 00:02:16,240 Now we see the bricks emerge in our shader,  but it still looks like a very flat plane,   29 00:02:16,240 --> 00:02:20,240 and this brick outline is always one  pixel wide, regardless of our zoom level.   30 00:02:20,800 --> 00:02:24,560 This is because at the moment Eevee  does not support actual displacement,   31 00:02:24,560 --> 00:02:28,720 so it is instead treating our input as  a bump map, and changing the normals,   32 00:02:28,720 --> 00:02:32,800 and the thin outline is because we don't  have any falloff in our height map. 33 00:02:32,800 --> 00:02:37,040 But if we switch to rendered mode, we see  that Cycles actually does displace our mesh.   34 00:02:37,680 --> 00:02:41,440 Maybe this is a bit of an extreme depth  for bricks, so let's turn it down a bit.   35 00:02:42,720 --> 00:02:47,040 And we also see that our map is actually  inverted, and the bricks are sticking inwards,   36 00:02:47,040 --> 00:02:49,840 so let's change our Less Than to  a Greater Than, to invert that. 37 00:02:50,480 --> 00:02:55,600 That's better, but everything is very harsh, with  our displacement consisting of just two levels,   38 00:02:55,600 --> 00:02:59,680 the surface of the bricks, and the deeper  mortar. There is no falloff, or rounding   39 00:02:59,680 --> 00:03:04,720 to smooth things out. This also emphasizes the  low resolution of our mesh in these corners. 40 00:03:05,360 --> 00:03:08,640 So instead of just using a  binary Greater Than operation,   41 00:03:08,640 --> 00:03:13,280 let's use a Map Range node, where instead of a  hard cutoff we can set a start and an end point,   42 00:03:13,280 --> 00:03:18,400 and set which heights they should map to. So let's  set the start point to the five of the mortar,   43 00:03:18,400 --> 00:03:22,800 and then give it five or ten more millimeters  of gradient. Now we actually have something   44 00:03:22,800 --> 00:03:26,880 usable in Eevee, and if we look at Cycles,  the whole thing looks much smoother as well. 45 00:03:31,200 --> 00:03:34,640 If we were going for a kind of beveled  brick look, we could stop here,   46 00:03:34,640 --> 00:03:40,240 but let's give these edges a nice rounded  profile. For this we can use a Power operation.   47 00:03:42,320 --> 00:03:45,920 The nice thing about power is that  it keeps zero and one unchanged,   48 00:03:45,920 --> 00:03:51,200 but remaps everything in between onto a curve.  And this curve has the great property of being   49 00:03:51,200 --> 00:03:56,320 tangent to the horizontal axis at zero, for  any power greater than one, and this becomes   50 00:03:56,320 --> 00:04:01,600 especially visible with a power of two or more, so  it is ideal to create a smooth easing in effect. 51 00:04:02,160 --> 00:04:05,600 This is smoothing our shape,  but on the side closest to zero,   52 00:04:05,600 --> 00:04:10,960 making the other side sharper. But we actually  want to round over the edge of the brick,   53 00:04:10,960 --> 00:04:16,320 So we should first invert this zero to one range,  and we can do this by subtracting it from one.   54 00:04:19,520 --> 00:04:23,840 In fact, we'll be using this a lot, so let's  Ctrl+G it into a more convenient group.   55 00:04:24,400 --> 00:04:27,840 We don't need this other value, as  we are always subtracting from one,   56 00:04:27,840 --> 00:04:30,320 so let's remove it, and then  let's just name the group. 57 00:04:32,880 --> 00:04:37,120 Now our height map is smoothed in the proper  place, but we still need to un-invert it,   58 00:04:39,680 --> 00:04:42,560 and then it becomes very apparent  how much smoother this looks.   59 00:04:46,000 --> 00:04:49,040 We can change the power to change  how much smoothing to apply.   60 00:04:50,960 --> 00:04:55,840 Note that higher powers will push the edge of the  brick closer and closer to the edge of the mortar. 61 00:04:57,280 --> 00:05:02,080 As we're starting to actually work on the shading,  it is good to properly see how the lighting works,   62 00:05:02,080 --> 00:05:06,720 and as most walls stand upright, let's set ours  up like that as well, so that it is lit by the   63 00:05:06,720 --> 00:05:13,920 HDRI from the proper angles. There is also a big  difference in brightness between Eevee and Cycles,   64 00:05:13,920 --> 00:05:18,480 and that's because the lookdev view is ignoring  our sun lamp. So let's turn that on over here. 65 00:05:19,680 --> 00:05:25,360 Now we have a good view of our wall. Let's  perhaps make it a bit less shiny. Let's also   66 00:05:25,360 --> 00:05:30,800 not forget to tidy our tree up a bit. We can move  this down to keep the tree from getting too long,   67 00:05:30,800 --> 00:05:33,840 and with Shift right click and  drag, we can add a few Reroutes,   68 00:05:33,840 --> 00:05:38,240 and snap them into place by holding down Ctrl,  so that this connection becomes more readable. 69 00:05:39,120 --> 00:05:41,600 One more thing we can do, is  select all these nodes that we   70 00:05:41,600 --> 00:05:44,880 are using to create the shape of the  bricks, and frame them with Ctrl+J.   71 00:05:46,800 --> 00:05:51,840 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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