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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 --> 00:00:04,800 So far, our wall has been looking pretty stylized  and cartoony, but now we're at the turning point   2 00:00:04,800 --> 00:00:09,680 where we'll start pushing the realism more  and more with each chapter. We already added   3 00:00:09,680 --> 00:00:14,400 some variation, but this is where we start  texturing the wall, and randomizing more stuff. 4 00:00:15,520 --> 00:00:19,280 Another thing that we can randomize,  is the bevel distance of the bricks.   5 00:00:19,280 --> 00:00:21,680 This is great for making  the edge look old and worn. 6 00:00:24,080 --> 00:00:27,440 We can control the bevel with the  From Max value in this Map Range.   7 00:00:28,000 --> 00:00:30,720 The closer it is to From  Min, the sharper the edge. 8 00:00:35,280 --> 00:00:40,560 We already have a Noise Texture here, that we can  reuse. The Noise parameters for the corner radii   9 00:00:40,560 --> 00:00:44,960 are not really that critical, so we can always  tweak this Noise to fit our needs for the bevel. 10 00:00:45,840 --> 00:00:50,400 Let's add a Separate RGB node, so that we  can use another random channel for the bevel.   11 00:00:50,400 --> 00:00:54,160 And let's plug the R channel into our  existing Map Range, just for clarity,   12 00:00:54,160 --> 00:00:56,560 as the R channel is the same as the Factor output. 13 00:00:57,280 --> 00:01:01,200 Now we can duplicate the Map Range, and  connect it to the next available channel.   14 00:01:03,280 --> 00:01:07,520 Let's initialize both output values to  15, which is our current bevel distance.   15 00:01:08,880 --> 00:01:13,200 Plugging it in, nothing changes, but now  we can start playing with the output range,   16 00:01:13,200 --> 00:01:14,800 to get some interesting distortion. 17 00:01:17,120 --> 00:01:25,840 We can also adjust the input  range, to increase the contrast. 18 00:01:26,960 --> 00:01:30,960 We can push it very far, to the point that  it really starts eating into our bricks.   19 00:01:30,960 --> 00:01:34,640 But if we clamp the input range too  much, we get these sharp corners where   20 00:01:34,640 --> 00:01:37,600 the bevel transitions from the  lowest value to a higher value.   21 00:01:38,240 --> 00:01:42,960 To fix this, we can change the interpolation to  smooth step, which creates a nicer transition. 22 00:01:48,000 --> 00:01:53,840 To get some more realistic texture, let's make  this a bit more rough, by increasing the detail. 23 00:01:55,760 --> 00:01:59,680 Bricks often have a streaky horizontal  texture, so let's reproduce that,   24 00:01:59,680 --> 00:02:03,600 by adding a Vector Math node before the  Noise Texture, and setting it to multiply.   25 00:02:07,200 --> 00:02:10,640 Let's set X to one, so that the  horizontal scale doesn't change,   26 00:02:10,640 --> 00:02:15,120 but now we can increase Y, to control how much  we want to compress the texture vertically. 27 00:02:19,040 --> 00:02:23,200 Let's also check how it looks in Cycles, to make  sure everything is still working properly there.   28 00:02:24,400 --> 00:02:27,280 The displacement seems fine, but  now that we're adding more detail,   29 00:02:27,280 --> 00:02:31,200 it's starting to look a bit blocky,  so let's go over to the modifiers tab,   30 00:02:31,200 --> 00:02:37,280 and increase our viewport  subdivision level. That's better! 31 00:02:38,080 --> 00:02:46,320 Lastly, let's not forget to  re-enable the distortion. 3692

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