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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,200 --> 00:00:07,760 At this point, our bricks are  starting to look pretty good,   2 00:00:07,760 --> 00:00:10,800 so let's take a moment to bring  the mortar up to the same level. 3 00:00:11,600 --> 00:00:15,760 Our viewport is a bit slow, because we took  the subdivisions up in the last chapter,   4 00:00:15,760 --> 00:00:20,640 so let's set the viewport levels a couple of  steps lower. Remember that the subdivisions are   5 00:00:20,640 --> 00:00:25,520 only relevant for the displacement in Cycles,  so this doesn't change anything here in Eevee. 6 00:00:27,120 --> 00:00:31,360 Currently, our mortar is just a completely  flat plane, whose displacement level is   7 00:00:31,360 --> 00:00:35,280 defined by this single Value node.  Instead of just a constant value,   8 00:00:35,280 --> 00:00:39,120 we can create a texture to vary the height  of the mortar, like we did with the bricks. 9 00:00:39,680 --> 00:00:43,840 This time, let's see how we can combine different  patterns to create a more complex texture.   10 00:00:44,800 --> 00:00:48,080 Mortar often has a kinda blobby  characteristic, and for that,   11 00:00:48,080 --> 00:00:50,240 a good starting point is the Voronoi Texture. 12 00:00:51,120 --> 00:00:55,920 Now we need to feed it a reasonable texture  coordinate. For the mortar, we want a continuous   13 00:00:55,920 --> 00:01:00,640 texture throughout the plane, so we don't  want to use our tiled coordinates. Rather,   14 00:01:00,640 --> 00:01:04,960 we can just add a new Texture Coordinate node,  and plug in the plain Object coordinates.   15 00:01:05,680 --> 00:01:10,560 Then we can use Ctrl+H to hide the unused  sockets, to keep everything more compact. 16 00:01:11,520 --> 00:01:15,360 The Voronoi Texture has a few outputs.  If we take a look at the first one,   17 00:01:15,360 --> 00:01:20,880 we see some radial gradients in cells. The cells  are spawned from points scattered in space,   18 00:01:20,880 --> 00:01:24,160 and the gradient color within each  cell, tells us the distance from   19 00:01:24,160 --> 00:01:28,800 the cell's seed point. This means that at  the seed point, the value should be zero,   20 00:01:29,360 --> 00:01:34,080 however, we don't see a black dot at the center  of each cell here. That's because the points   21 00:01:34,080 --> 00:01:39,840 are being evaluated in 3D space, so not all  points are located on the surface of the plane. 22 00:01:40,400 --> 00:01:43,760 In this case, we just want to  compute a 2D texture, on the plane,   23 00:01:43,760 --> 00:01:48,320 so let's set the Voronoi to evaluate in  2D. This makes it ignore the Z channel   24 00:01:48,320 --> 00:01:54,080 in the coordinate space, and now we  see a black dot inside every cell. 25 00:01:54,080 --> 00:01:58,800 Now let's add a Reroute after the Value node,  which allows us to easily plug other values into   26 00:01:58,800 --> 00:02:04,640 both the Greater Than and Maximum nodes at once.  Then we can plug our new texture into the Reroute,   27 00:02:04,640 --> 00:02:08,720 and taking a look at the Maximum, we see  the bricks and the Voronoi texture combined. 28 00:02:09,600 --> 00:02:12,880 Now let's see what this does to our  shader, by looking at the final output.   29 00:02:15,280 --> 00:02:18,640 One thing we can notice is that the  Voronoi texture is causing the mortar   30 00:02:18,640 --> 00:02:22,960 to poke through the bricks in some places, as  the texture is going higher than the bricks. 31 00:02:23,600 --> 00:02:27,360 Our texture is also a bit too big for  the concrete look that we are going for,   32 00:02:27,360 --> 00:02:32,320 so let's adjust the scale a bit. Now,  taking a closer look, these seem like cones,   33 00:02:32,320 --> 00:02:36,320 pointing inwards towards the wall, and  indeed that's exactly what's happening here. 34 00:02:37,840 --> 00:02:43,440 We want our blobs to come out of the wall instead,  so let's invert these cones with a subtraction.   35 00:02:43,440 --> 00:02:47,920 Subtracting them from a value will invert  them, and also allow us to offset them at once.   36 00:02:48,800 --> 00:02:52,800 As the range of distance values from the  Voronoi tends to be between zero and one   37 00:02:52,800 --> 00:02:56,640 (though they can also go above  one), let's subtract it from 0.5,   38 00:02:56,640 --> 00:03:03,840 that way, our range will be around -0.5 to 0.5,  and therefore centered around the zero plane. 39 00:03:03,840 --> 00:03:06,640 Now the cones are pointing away  from the wall, like we wanted,   40 00:03:06,640 --> 00:03:11,120 and they are also poking through the bricks less  often, as we offset them a bit into the wall.   41 00:03:11,840 --> 00:03:15,760 But now we still have a texture that looks  like a field of cones, with these sharp points,   42 00:03:15,760 --> 00:03:19,840 which is not exactly what we want.  But we can easily round the points,   43 00:03:19,840 --> 00:03:22,880 using the same technique that we used  to round the edges of the bricks. 44 00:03:23,680 --> 00:03:28,480 If we look at the values before the subtraction,  the points of the cones have a value of zero,   45 00:03:28,480 --> 00:03:32,160 and as we saw when we beveled the  bricks, a power plot has a smooth curve,   46 00:03:32,160 --> 00:03:38,080 and is tangent to the horizontal axis at zero. So  it's perfect to completely round over our points.   47 00:03:38,880 --> 00:03:43,280 Adding a Math node, setting it to power,  and using an exponent of, perhaps, two,   48 00:03:43,280 --> 00:03:45,840 the points in the center  of the cells get smoothed. 49 00:03:47,760 --> 00:03:51,600 Now looking at the final output, we get  the blobby texture we were looking for,   50 00:03:51,600 --> 00:03:56,480 rather than the sharp pointy texture we had.  But at the base of the blobs, where they touch   51 00:03:56,480 --> 00:04:01,280 each other, we still have a completely sharp  line. Basically nothing in the real world has   52 00:04:01,280 --> 00:04:06,560 such sharp lines, so it'd be nice to soften  that. Luckily, we can easily achieve this,   53 00:04:06,560 --> 00:04:12,160 by changing the Voronoi mode from F1 to Smooth  F1. This immediately softens the transition. 54 00:04:12,880 --> 00:04:17,600 Changing the mode also exposed a new Smoothness  input, which we can use to control how soft we   55 00:04:17,600 --> 00:04:23,360 want the transition to be. One is probably a bit  too much, so let's set it to something like 0.5. 56 00:04:24,400 --> 00:04:30,240 The texture is smooth now, but it's unnaturally  neat. We want to make these blobs noisy. We could   57 00:04:30,240 --> 00:04:34,400 just add a noise texture on top of this, but  then the shapes of the blobs would still be the   58 00:04:34,400 --> 00:04:39,840 same. Instead, we can actually distort the blob  texture itself, to make it more noisy and natural.   59 00:04:40,560 --> 00:04:44,720 For that we can again use our handy Distort  group, that we made in the previous chapter. 60 00:04:45,520 --> 00:04:48,560 Let's increase the Scale a bit,  to make the noise slightly finer,   61 00:04:48,560 --> 00:04:52,560 but not too much, as we still want it to have  a broad effect on the shape of the cells.   62 00:04:53,280 --> 00:04:56,960 Then let's increase the Detail and  Roughness to get that rough concrete look.   63 00:05:01,520 --> 00:05:08,480 Now, increasing the intensity, we see the blobs  get a lot more fuzzy. At higher values like this,   64 00:05:08,480 --> 00:05:13,200 it's difficult to see the individual cells, but  the Voronoi still contributes to the specific   65 00:05:13,200 --> 00:05:17,440 look of this texture, which is something we  wouldn't be able to achieve with just a Noise. 66 00:05:18,960 --> 00:05:22,080 Let's take a look at the new texture  in Cycles, with the displacement.   67 00:05:23,280 --> 00:05:27,360 To get a good look, let's crank up the  viewport subdivisions to seven again.   68 00:05:30,560 --> 00:05:35,440 It looks like the mortar texture might be a bit  too intense with the displacement, so let's add   69 00:05:35,440 --> 00:05:40,000 a Math node after this whole setup, so that we  can multiply the texture to make it less intense.   70 00:05:48,640 --> 00:05:51,840 Something like 0.3 seems more reasonable. 71 00:05:53,600 --> 00:05:56,720 Changing the distortion intensity  allows us to set how much of the   72 00:05:56,720 --> 00:06:00,160 blobbiness we want to show through,  versus how noisy it should look. 73 00:06:05,440 --> 00:06:08,240 Switching back to Eevee we can  lower the subdivisions again.   74 00:06:10,080 --> 00:06:19,840 Then we can frame the new nodes, and call it  Mortar. And then just align everything nicely. 75 00:06:22,960 --> 00:06:27,600 Now just to recap what's going on here, for the  mortar, we are generating a texture that covers   76 00:06:27,600 --> 00:06:32,480 the entire plane continuously. Then we have a  texture for the bricks, which leaves the gaps   77 00:06:32,480 --> 00:06:38,240 at a very low value, well below zero. Then, to  combine the two, we use a Maximum. Because the   78 00:06:38,240 --> 00:06:42,000 mortar texture has lower values than the  brick texture wherever there's a brick,   79 00:06:42,000 --> 00:06:46,960 but higher values in the gaps, this causes the  mortar texture to only show through in the gaps.   80 00:06:47,520 --> 00:06:50,800 And finally, to create a mask that  differentiates between the bricks   81 00:06:50,800 --> 00:06:54,880 and mortar at the exact boundary where  they meet, we are using a Greater Than,   82 00:06:54,880 --> 00:06:58,960 which just tells us where the brick  texture is higher than the mortar texture. 83 00:06:58,960 --> 00:07:00,400 The great thing about this setup,   84 00:07:00,400 --> 00:07:03,600 is that no matter what texture we  use for the bricks, or the mortar,   85 00:07:03,600 --> 00:07:08,080 they'll always join nicely, without the need  for us to manually make a mask to combine them. 86 00:07:08,720 --> 00:07:12,080 That brings us to the shader  output. And now we can delete   87 00:07:12,080 --> 00:07:15,840 the Value node that we were using as  a placeholder for the mortar texture. 10923

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