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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,320 Now we have this texture on the edges, but the  surface of the bricks is still completely flat,   2 00:00:04,320 --> 00:00:08,080 so let's start adding some finer texture,  to emulate a grainy or sandy look. 3 00:00:08,960 --> 00:00:13,440 Here, at the end of this node chain in the  Brick Shape Frame, we have the brick height map,   4 00:00:13,440 --> 00:00:15,920 so this is where we want to add our grain texture. 5 00:00:18,480 --> 00:00:23,200 Let's add a Noise Texture node, and connect it to  the same scaled coordinate that we used last time,   6 00:00:23,200 --> 00:00:26,000 so that we have the horizontal  streaking effect here as well. 7 00:00:27,760 --> 00:00:31,120 Then we can use a Math node to  add the noise onto our height map.   8 00:00:31,680 --> 00:00:34,720 We want to add it immediately  after the brick shape computations,   9 00:00:34,720 --> 00:00:38,400 and before we apply the mortar texture,  so that it only affects the bricks. 10 00:00:39,200 --> 00:00:42,800 Plugging the Noise into the Math node, we  see the displacement on the brick surface. 11 00:00:43,520 --> 00:00:46,560 Now we can add a Math node on  the link, and set it to multiply,   12 00:00:46,560 --> 00:00:49,120 so that we can scale the  noise displacement intensity. 13 00:00:50,240 --> 00:00:54,480 But if we look at Cycles, we see that changing  the intensity, also moves the bricks along the   14 00:00:54,480 --> 00:00:58,560 height of the displacement. Because we are  only displacing in the positive direction.   15 00:01:01,200 --> 00:01:06,160 So let's subtract 0.5 before multiplying, so  that we displace equally in the positive and   16 00:01:06,160 --> 00:01:12,640 negative directions. Now the bricks stay on the  same level regardless of the noise intensity. 17 00:01:18,560 --> 00:01:22,160 Now let's configure our Noise.  Firstly, let's set it to 2D. 18 00:01:23,040 --> 00:01:27,680 We want a very fine noise, to make this grainy  texture, and for that, we could increase the   19 00:01:27,680 --> 00:01:32,160 scale, however, the more we increase the  scale, the more uniform it starts looking,   20 00:01:32,160 --> 00:01:37,520 as there is only high frequency detail, but no  broader variation. This makes it look artificial. 21 00:01:37,520 --> 00:01:44,080 So instead, let's go back to a bigger scale, and  increase the detail. Each unit of detail adds an   22 00:01:44,080 --> 00:01:49,520 extra layer of noise, with each layer being half  the size of the previous one. This creates a much   23 00:01:49,520 --> 00:01:54,800 richer noise, with variation at multiple scale  levels. But be careful not to set this higher than   24 00:01:54,800 --> 00:01:59,520 you need, as each extra layer of noise also makes  the computation proportionately more expensive. 25 00:02:00,240 --> 00:02:03,920 Setting this to a higher value, like  five, gives us five layers of noise,   26 00:02:03,920 --> 00:02:08,320 and we see some smaller detail, while still  preserving the lower frequency variation.   27 00:02:08,880 --> 00:02:13,200 But unlike with the increased scale, this is  not really looking as grainy as we'd like,   28 00:02:13,200 --> 00:02:15,760 and that's because the high  frequency noise is too faint.   29 00:02:16,320 --> 00:02:21,440 This is controlled by the roughness setting, which  controls the intensity of each layer of noise. 30 00:02:21,440 --> 00:02:26,320 While the size of each layer is always half of the  previous layer, the intensity is multiplied by the   31 00:02:26,320 --> 00:02:32,400 roughness value, so with the default of 0.5, each  consecutive layer is also half as intense as the   32 00:02:32,400 --> 00:02:37,760 previous one. Setting this to a higher value, will  bring out a lot more of the high frequency detail. 33 00:02:42,160 --> 00:02:44,960 Now we see that maybe we need a  bit more detail in the texture.   34 00:02:47,920 --> 00:02:52,240 Note that increasing the roughness makes  the low frequency variation less obvious,   35 00:02:52,240 --> 00:02:56,560 but it's not actually reducing it at all, it's  just getting visually overpowered by the high   36 00:02:56,560 --> 00:03:01,280 frequency detail. But that doesn't reduce  the importance of the low frequency detail,   37 00:03:01,280 --> 00:03:05,920 as it still serves it's purpose of breaking up  the uniformity and repetitiveness of the texture. 38 00:03:06,720 --> 00:03:11,040 We can compare it with a plain high frequency  texture, by just duplicating the Noise Texture,   39 00:03:11,040 --> 00:03:15,760 and setting this one to a fine noise with low  detail, eliminating the low frequency variation.   40 00:03:16,480 --> 00:03:19,360 Then the difference in richness  becomes quite clear, and the   41 00:03:19,360 --> 00:03:22,640 noise with the added low frequency  variation looks much more natural. 42 00:03:31,680 --> 00:03:36,160 Let's get rid of this Noise, and frame our  new nodes, and name this Frame Brick Texture.   43 00:03:38,240 --> 00:03:45,840 Then we can snap it to the  grid, and organize the nodes. 5439

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