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Now we have this texture on the edges, but the surface of the bricks is still completely flat,
so let's start adding some finer texture, to emulate a grainy or sandy look.
Here, at the end of this node chain in the Brick Shape Frame, we have the brick height map,
so this is where we want to add our grain texture.
Let's add a Noise Texture node, and connect it to the same scaled coordinate that we used last time,
so that we have the horizontal streaking effect here as well.
Then we can use a Math node to add the noise onto our height map.
We want to add it immediately after the brick shape computations,
and before we apply the mortar texture, so that it only affects the bricks.
Plugging the Noise into the Math node, we see the displacement on the brick surface.
Now we can add a Math node on the link, and set it to multiply,
so that we can scale the noise displacement intensity.
But if we look at Cycles, we see that changing the intensity, also moves the bricks along the
height of the displacement. Because we are only displacing in the positive direction.
So let's subtract 0.5 before multiplying, so that we displace equally in the positive and
negative directions. Now the bricks stay on the same level regardless of the noise intensity.
Now let's configure our Noise. Firstly, let's set it to 2D.
We want a very fine noise, to make this grainy texture, and for that, we could increase the
scale, however, the more we increase the scale, the more uniform it starts looking,
as there is only high frequency detail, but no broader variation. This makes it look artificial.
So instead, let's go back to a bigger scale, and increase the detail. Each unit of detail adds an
extra layer of noise, with each layer being half the size of the previous one. This creates a much
richer noise, with variation at multiple scale levels. But be careful not to set this higher than
you need, as each extra layer of noise also makes the computation proportionately more expensive.
Setting this to a higher value, like five, gives us five layers of noise,
and we see some smaller detail, while still preserving the lower frequency variation.
But unlike with the increased scale, this is not really looking as grainy as we'd like,
and that's because the high frequency noise is too faint.
This is controlled by the roughness setting, which controls the intensity of each layer of noise.
While the size of each layer is always half of the previous layer, the intensity is multiplied by the
roughness value, so with the default of 0.5, each consecutive layer is also half as intense as the
previous one. Setting this to a higher value, will bring out a lot more of the high frequency detail.
Now we see that maybe we need a bit more detail in the texture.
Note that increasing the roughness makes the low frequency variation less obvious,
but it's not actually reducing it at all, it's just getting visually overpowered by the high
frequency detail. But that doesn't reduce the importance of the low frequency detail,
as it still serves it's purpose of breaking up the uniformity and repetitiveness of the texture.
We can compare it with a plain high frequency texture, by just duplicating the Noise Texture,
and setting this one to a fine noise with low detail, eliminating the low frequency variation.
Then the difference in richness becomes quite clear, and the
noise with the added low frequency variation looks much more natural.
Let's get rid of this Noise, and frame our new nodes, and name this Frame Brick Texture.
Then we can snap it to the grid, and organize the nodes.
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