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Now that the brick shape is somewhat defined,
let's add the actual mortar in between.
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We want to fill the space between the bricks,
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so we can use a Maximum operation to introduce
a plane along the height of the displacement.
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This is giving us the greatest
value among the inputs,
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so wherever this value is higher than the
brick displacement, it is used instead.
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This allows us to intersect a
plane, similarly to a waterline,
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and in fact this is generally how you
would fill a procedural terrain with water.
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And it is also generally useful whenever you
want to intersect two different textures.
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If we look at Cycles, we see that the depth is
actually changing in the displaced mesh as well.
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But we have a limitation, which is that the
floor of the displacement is set to zero,
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and with the Maximum we cannot go below
that, as Maximum returns the greatest value,
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which in this case, any
value below zero cannot be.
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It would be useful to be able to go deeper
with the mortar, as we'll be adding a Noise
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Texture to displace it later, as well
as gaps where it has been chipped away.
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So we need to lower the level
of the gaps between the bricks.
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For this, let's first create a mask that selects
only the gaps all the way at the bottom of the
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displacement. We can add a Math node, and take
the value that we are passing to the Map Range.
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Then with a Less Than operation,
we can create a hard mask.
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In the Map Range we had input five as the
start of where the bricks get displaced,
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so if we input the same into the Less Than, we get
only the very bottom of the displacement texture.
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Then we have a mask that is zero
at the bricks, and one in the gaps.
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Now we can multiply this by
some larger value, say ten.
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And finally, subtract it
from the displacement map,
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before the Maximum, pushing the
gaps deeper in the displacement.
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This doesn't visibly change anything in Eevee,
as the normals stay the same, but the new values
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are there, and if we look at Cycles, we see
that the gaps are being displaced much deeper.
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This looks similar to just
increasing the Displacement Scale,
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however, note that the profile
of the bricks is unchanged here.
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But if we plug the original map
back, and just increase the scale,
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the profile of the bricks gets stretched, because
the scale is just multiplying the height map,
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while our subtraction is specifically offsetting
the gaps, while leaving the bricks untouched.
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Now we can plug this new height map into the
Maximum, and remember to break the other link
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that automatically gets made. Plugging this into
the Displacement, and taking a look at Cycles,
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we can see that we have a much wider
range of depths to use with our mortar.
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One last thing we need, is a mask to differentiate
the brick and the mortar shaders. For this we can
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use a Greater Than operation. This will give us a
binary mask of where the bricks are sticking out
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above a certain value. So if this threshold
is set to the same value as the Maximum,
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it will tell us exactly where one or the
other of the Maximum inputs is being used.
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This is not the same as the mask we calculated
before, for the gaps between bricks, as that one
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only took the lowest part in the brick height
map, regardless of what level the mortar is at.
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So to keep the Greater Than at
the same value as the Maximum,
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let's add a Value node and connect it to both
nodes. Then we can set it to 0, as we had before.
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Then we can use this mask to mix two different
colors. So let's add a Color Mix node,
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connect the Greater Than to the factor, and copy
the base color from our shader into the second
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color socket. To copy the color, we just need to
press Ctrl+C while hovering the field we want,
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then we can Ctrl+V over our destination field.
This actually works for any value in Blender.
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Let's take a look at this, and
select a color for the mortar.
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Now, connecting it to the shader, and looking at
the output, we can properly adjust the color, and
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we see that the colors do indeed align perfectly
with the transition between the bricks and mortar
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in the height map. And looking at Cycles, we can
see this in action with the displacement as well.
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Finally, let's organize these new nodes, by
framing the different clusters with Ctrl+J,
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and naming them with F2. This one is where we
are applying the mortar to the brick texture.
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A useful tip is to first snap the frame to
the grid, and then snap the nodes inside,
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that way, if you move the frame later,
the nodes stay aligned to the grid.
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This other cluster of nodes
is used for masking the gaps,
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so let's name it, and snap everything to the grid.
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And that's the basic mortar!
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