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Original subtitles

So far, our wall has been looking pretty stylized and cartoony, but now we're at the turning point

where we'll start pushing the realism more and more with each chapter. We already added

some variation, but this is where we start texturing the wall, and randomizing more stuff.

Another thing that we can randomize, is the bevel distance of the bricks.

This is great for making the edge look old and worn.

We can control the bevel with the From Max value in this Map Range.

The closer it is to From Min, the sharper the edge.

We already have a Noise Texture here, that we can reuse. The Noise parameters for the corner radii

are not really that critical, so we can always tweak this Noise to fit our needs for the bevel.

Let's add a Separate RGB node, so that we can use another random channel for the bevel.

And let's plug the R channel into our existing Map Range, just for clarity,

as the R channel is the same as the Factor output.

Now we can duplicate the Map Range, and connect it to the next available channel.

Let's initialize both output values to 15, which is our current bevel distance.

Plugging it in, nothing changes, but now we can start playing with the output range,

to get some interesting distortion.

We can also adjust the input range, to increase the contrast.

We can push it very far, to the point that it really starts eating into our bricks.

But if we clamp the input range too much, we get these sharp corners where

the bevel transitions from the lowest value to a higher value.

To fix this, we can change the interpolation to smooth step, which creates a nicer transition.

To get some more realistic texture, let's make this a bit more rough, by increasing the detail.

Bricks often have a streaky horizontal texture, so let's reproduce that,

by adding a Vector Math node before the Noise Texture, and setting it to multiply.

Let's set X to one, so that the horizontal scale doesn't change,

but now we can increase Y, to control how much we want to compress the texture vertically.

Let's also check how it looks in Cycles, to make sure everything is still working properly there.

The displacement seems fine, but now that we're adding more detail,

it's starting to look a bit blocky, so let's go over to the modifiers tab,

and increase our viewport subdivision level. That's better!

Lastly, let's not forget to re-enable the distortion.

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