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