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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,200 --> 00:00:09,440 Now that the brick shape is somewhat defined,  let's add the actual mortar in between. 2 00:00:11,120 --> 00:00:13,280 We want to fill the space between the bricks,   3 00:00:13,280 --> 00:00:17,840 so we can use a Maximum operation to introduce  a plane along the height of the displacement. 4 00:00:19,360 --> 00:00:22,240 This is giving us the greatest  value among the inputs,   5 00:00:22,240 --> 00:00:26,080 so wherever this value is higher than the  brick displacement, it is used instead. 6 00:00:26,720 --> 00:00:30,320 This allows us to intersect a  plane, similarly to a waterline,   7 00:00:30,320 --> 00:00:34,560 and in fact this is generally how you  would fill a procedural terrain with water.   8 00:00:34,560 --> 00:00:38,800 And it is also generally useful whenever you  want to intersect two different textures. 9 00:00:39,520 --> 00:00:43,840 If we look at Cycles, we see that the depth is  actually changing in the displaced mesh as well.   10 00:00:44,400 --> 00:00:48,400 But we have a limitation, which is that the  floor of the displacement is set to zero,   11 00:00:48,400 --> 00:00:53,280 and with the Maximum we cannot go below  that, as Maximum returns the greatest value,   12 00:00:53,280 --> 00:00:56,080 which in this case, any  value below zero cannot be. 13 00:00:56,720 --> 00:01:00,720 It would be useful to be able to go deeper  with the mortar, as we'll be adding a Noise   14 00:01:00,720 --> 00:01:04,400 Texture to displace it later, as well  as gaps where it has been chipped away. 15 00:01:05,120 --> 00:01:07,920 So we need to lower the level  of the gaps between the bricks.   16 00:01:08,480 --> 00:01:13,120 For this, let's first create a mask that selects  only the gaps all the way at the bottom of the   17 00:01:13,120 --> 00:01:18,000 displacement. We can add a Math node, and take  the value that we are passing to the Map Range.   18 00:01:19,360 --> 00:01:22,320 Then with a Less Than operation,  we can create a hard mask.   19 00:01:22,960 --> 00:01:27,120 In the Map Range we had input five as the  start of where the bricks get displaced,   20 00:01:27,120 --> 00:01:32,720 so if we input the same into the Less Than, we get  only the very bottom of the displacement texture. 21 00:01:32,720 --> 00:01:36,320 Then we have a mask that is zero  at the bricks, and one in the gaps.   22 00:01:37,120 --> 00:01:40,320 Now we can multiply this by  some larger value, say ten.   23 00:01:44,320 --> 00:01:46,720 And finally, subtract it  from the displacement map,   24 00:01:46,720 --> 00:01:49,920 before the Maximum, pushing the  gaps deeper in the displacement.   25 00:01:52,880 --> 00:01:57,520 This doesn't visibly change anything in Eevee,  as the normals stay the same, but the new values   26 00:01:57,520 --> 00:02:01,760 are there, and if we look at Cycles, we see  that the gaps are being displaced much deeper. 27 00:02:04,000 --> 00:02:07,200 This looks similar to just  increasing the Displacement Scale,   28 00:02:07,200 --> 00:02:10,400 however, note that the profile  of the bricks is unchanged here.   29 00:02:11,760 --> 00:02:15,120 But if we plug the original map  back, and just increase the scale,   30 00:02:15,120 --> 00:02:19,760 the profile of the bricks gets stretched, because  the scale is just multiplying the height map,   31 00:02:20,880 --> 00:02:25,280 while our subtraction is specifically offsetting  the gaps, while leaving the bricks untouched. 32 00:02:27,920 --> 00:02:32,480 Now we can plug this new height map into the  Maximum, and remember to break the other link   33 00:02:32,480 --> 00:02:38,080 that automatically gets made. Plugging this into  the Displacement, and taking a look at Cycles,   34 00:02:38,080 --> 00:02:42,080 we can see that we have a much wider  range of depths to use with our mortar. 35 00:02:45,440 --> 00:02:50,720 One last thing we need, is a mask to differentiate  the brick and the mortar shaders. For this we can   36 00:02:50,720 --> 00:02:55,680 use a Greater Than operation. This will give us a  binary mask of where the bricks are sticking out   37 00:02:55,680 --> 00:03:00,720 above a certain value. So if this threshold  is set to the same value as the Maximum,   38 00:03:00,720 --> 00:03:04,720 it will tell us exactly where one or the  other of the Maximum inputs is being used. 39 00:03:05,600 --> 00:03:10,400 This is not the same as the mask we calculated  before, for the gaps between bricks, as that one   40 00:03:10,400 --> 00:03:14,800 only took the lowest part in the brick height  map, regardless of what level the mortar is at.   41 00:03:16,800 --> 00:03:20,000 So to keep the Greater Than at  the same value as the Maximum,   42 00:03:20,000 --> 00:03:25,120 let's add a Value node and connect it to both  nodes. Then we can set it to 0, as we had before. 43 00:03:28,080 --> 00:03:32,880 Then we can use this mask to mix two different  colors. So let's add a Color Mix node,   44 00:03:32,880 --> 00:03:37,760 connect the Greater Than to the factor, and copy  the base color from our shader into the second   45 00:03:37,760 --> 00:03:43,200 color socket. To copy the color, we just need to  press Ctrl+C while hovering the field we want,   46 00:03:43,200 --> 00:03:48,560 then we can Ctrl+V over our destination field.  This actually works for any value in Blender.   47 00:03:50,160 --> 00:03:52,960 Let's take a look at this, and  select a color for the mortar. 48 00:03:56,160 --> 00:04:01,120 Now, connecting it to the shader, and looking at  the output, we can properly adjust the color, and   49 00:04:01,120 --> 00:04:05,760 we see that the colors do indeed align perfectly  with the transition between the bricks and mortar   50 00:04:05,760 --> 00:04:13,840 in the height map. And looking at Cycles, we can  see this in action with the displacement as well. 51 00:04:16,080 --> 00:04:20,080 Finally, let's organize these new nodes, by  framing the different clusters with Ctrl+J,   52 00:04:20,640 --> 00:04:25,840 and naming them with F2. This one is where we  are applying the mortar to the brick texture.   53 00:04:27,600 --> 00:04:32,320 A useful tip is to first snap the frame to  the grid, and then snap the nodes inside,   54 00:04:32,320 --> 00:04:35,760 that way, if you move the frame later,  the nodes stay aligned to the grid. 55 00:04:36,800 --> 00:04:39,760 This other cluster of nodes  is used for masking the gaps,   56 00:04:39,760 --> 00:04:42,080 so let's name it, and snap everything to the grid.   57 00:04:47,280 --> 00:04:51,920 And that's the basic mortar! 7060

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