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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,280 --> 00:00:08,560 In this chapter, we won't be  adding anything new to our shader.   2 00:00:08,560 --> 00:00:12,080 Our tree is really going to start  growing quickly in the coming chapters,   3 00:00:12,080 --> 00:00:16,320 so let's take some time to make everything more  readable, for the sake of our sanity later on. 4 00:00:16,960 --> 00:00:19,040 As we're not changing any shading properties,   5 00:00:19,040 --> 00:00:22,400 we don't need to see the viewport, so  with the mouse in the shader graph,   6 00:00:22,400 --> 00:00:26,880 let's press Ctrl+Space, to maximize it, so  that we can focus only on the node tree. 7 00:00:28,960 --> 00:00:32,160 So far, this upper left part has  been dedicated to the bricks,   8 00:00:32,160 --> 00:00:35,280 and this lower right bit is  responsible for the mortar.   9 00:00:35,280 --> 00:00:39,680 So to be able to tell the different sections  apart at a glance, let's do some color coding. 10 00:00:40,960 --> 00:00:45,200 With the Mortar Frame selected, let's press  N to open the side bar, where we can find the   11 00:00:45,200 --> 00:00:50,880 node properties. Making sure that we are in the  item tab, let's enable the node color checkbox.   12 00:00:50,880 --> 00:00:53,760 This allows us to set a custom  background color for any node. 13 00:00:54,400 --> 00:00:58,480 Different people have different color coding  systems, and you can come up with your own as   14 00:00:58,480 --> 00:01:02,960 well, but what I like to do is make the node  colors related to the corresponding colors   15 00:01:02,960 --> 00:01:08,080 in the shader. So for the mortar background,  let's just copy the mortar color itself, by   16 00:01:08,080 --> 00:01:12,800 pressing Ctrl+C while hovering the field, and then  pasting it into the background color with Ctrl+V. 17 00:01:14,880 --> 00:01:17,520 The colors look much darker  on the node backgrounds,   18 00:01:17,520 --> 00:01:22,480 so I like to brighten them up quite a bit.  Something like .6 works well in this case,   19 00:01:22,480 --> 00:01:26,160 and I also like to lower the saturation a  bit, so that the colors are not distracting. 20 00:01:26,880 --> 00:01:31,440 Now we can easily copy the same color to the other  related nodes, with the shortcut we configured   21 00:01:31,440 --> 00:01:36,640 in the Blender setup video. It works by copying  the color from the active node to all the other   22 00:01:36,640 --> 00:01:41,680 selected nodes, so let's select the mortar related  nodes, making sure the one we already colored is   23 00:01:41,680 --> 00:01:46,640 selected last. Then, pressing Ctrl+Shift+C  the colors automatically get transferred. 24 00:01:48,560 --> 00:01:52,160 All the other frames are dealing with the  bricks themselves, and as that is the main   25 00:01:52,160 --> 00:01:55,840 part of the shader, it makes sense to just  leave them with the default background,   26 00:01:55,840 --> 00:01:59,200 as we really just want to be able to  easily tell the different sections apart. 27 00:01:59,760 --> 00:02:04,080 Now we can do some more localized color  coding. In a Frame like the Mortar Frame,   28 00:02:04,080 --> 00:02:08,960 we have multiple chains of related nodes,  responsible for different things. These nodes on   29 00:02:08,960 --> 00:02:14,960 the top make the main gritty bubbly texture, these  nodes make the medium scale surface bumpiness,   30 00:02:14,960 --> 00:02:19,840 and these nodes create a the gaps in the mortar.  We can follow these chains of nodes, by looking   31 00:02:19,840 --> 00:02:24,000 at their connections, but it would be much  easier to tell, if they were grouped by color. 32 00:02:25,440 --> 00:02:30,720 One way I like to classify sections is by the  scale or frequency of the texture. When we combine   33 00:02:30,720 --> 00:02:35,360 different textures into a compound texture,  more often than not, each of the sub-textures   34 00:02:35,360 --> 00:02:40,320 is responsible for a different scale of detail.  So if we take a quick look, we see that the gaps   35 00:02:40,320 --> 00:02:46,240 texture is the biggest, the bumpy texture has a  medium size, and the main texture is quite fine. 36 00:02:48,400 --> 00:02:53,840 So starting with the lowest frequency, I like  to use a saturation of .2 and a value of .7,   37 00:02:53,840 --> 00:02:58,640 while leaving the hue at zero, but you can, of  course, use whatever parameters look nice to you.   38 00:02:59,280 --> 00:03:03,200 Then we can copy this to the other node  in the chain, again with Ctrl+Shift+C. 39 00:03:04,240 --> 00:03:08,000 Now let's use this same color as the  basis for the medium frequency texture.   40 00:03:08,640 --> 00:03:13,120 Leaving the same saturation and value, let's  set it to a hue that is just different enough   41 00:03:13,120 --> 00:03:17,840 that we can easily tell them apart. And  again, copy it to the related nodes. 42 00:03:18,560 --> 00:03:23,440 Then copying the color for the last chain,  let's step the hue a bit further again.   43 00:03:24,480 --> 00:03:26,240 And copy it to the other related nodes. 44 00:03:28,880 --> 00:03:33,680 With these consistent steps in hue, we get a nice  sequence of colors to indicate the scale of the   45 00:03:33,680 --> 00:03:39,120 texture. And now we can see each section at a  glance, so if we would want to adjust something   46 00:03:39,120 --> 00:03:43,520 in, say, the fine texture, we know that  it must be one of the yellow nodes.   47 00:03:43,520 --> 00:03:47,920 This really cuts down on the time spent  trying to follow the web of node connections,   48 00:03:47,920 --> 00:03:50,480 especially as the tree gets  more and more complicated. 49 00:03:52,480 --> 00:03:57,840 Another thing I like to do, for extra clarity is  to name the most important nodes in each chain.   50 00:03:57,840 --> 00:04:02,160 It's usually the first node in the chain, and  it gives extra context to all the other nodes.   51 00:04:02,880 --> 00:04:08,080 So for this one let's name it Gaps. Let's  call the next one something like Bumpiness.   52 00:04:09,520 --> 00:04:14,080 Let's call the Voronoi Blobs, and in this chain,  the distortion is also a significant node,   53 00:04:14,080 --> 00:04:16,800 so let's name it as well.  Something like Grit will do. 54 00:04:19,520 --> 00:04:25,920 Over at the brick texture, we also have a couple  of different chains. Taking a quick look at them,   55 00:04:25,920 --> 00:04:29,920 we can see that the top one is more high  frequency than the bottom, one, but neither   56 00:04:29,920 --> 00:04:34,480 of them really has big features. So I'd say  that the top one is high frequency, and the   57 00:04:34,480 --> 00:04:39,920 bottom one is medium frequency. So let's copy the  colors we previously assigned, with Ctrl+Shift+C. 58 00:04:41,040 --> 00:04:45,280 Note that this is all subjective, and there isn't  really a specific threshold on the noise scale   59 00:04:45,280 --> 00:04:50,000 that makes it high or low frequency, as there  are a bunch of parameters that affect this,   60 00:04:50,000 --> 00:04:53,920 like the detail and roughness, as  well as the context they are used in.   61 00:04:53,920 --> 00:04:58,880 It's all relative, I just try to classify them  based on how they look in that specific texture,   62 00:04:58,880 --> 00:05:02,720 and what we might call low frequency for  the mortar, might not be low frequency   63 00:05:02,720 --> 00:05:06,400 for the bricks, if we add much lower  frequency features there, for example. 64 00:05:07,280 --> 00:05:12,400 Then let's name the nodes. The bottom one is  used for breaking some chips out of the bricks,   65 00:05:13,040 --> 00:05:15,360 and the top one is just some general grittiness. 66 00:05:20,240 --> 00:05:24,560 In the Random Rotation Frame there aren't  really separate identifiable chains of nodes,   67 00:05:24,560 --> 00:05:30,320 as it really is more of a single unit, so nothing  to color code there. Now in the Brick Shape Frame,   68 00:05:30,320 --> 00:05:33,920 there's this main chain on the top  where we're calculating the brick shape,   69 00:05:33,920 --> 00:05:37,760 but we also have this bit at the bottom,  where we're using a Noise to compute   70 00:05:37,760 --> 00:05:42,640 different aspects of the brick shape. But this  Noise is being used for multiple functions,   71 00:05:42,640 --> 00:05:47,360 like the corner radius, and the bevel width,  so we can't really name it something specific. 72 00:05:47,360 --> 00:05:50,560 But we can still color code all the  nodes that are related to the noise.   73 00:05:51,440 --> 00:05:55,200 I'd call it a medium frequency noise,  so let's copy the medium color.   74 00:05:57,760 --> 00:06:00,800 Then we can still name these nodes  that are using the noise values.   75 00:06:01,360 --> 00:06:06,160 This one is computing the rounded  corners, and this one the bevel.   76 00:06:08,000 --> 00:06:12,160 Then, to make it even easier to follow, we  can also copy these names to the nodes that   77 00:06:12,160 --> 00:06:16,240 we are using to compute their inputs.  Just like with the background colors,   78 00:06:16,240 --> 00:06:20,640 if we select the nodes, we can copy the name  from the active node, this time, using Shift+V. 79 00:06:27,280 --> 00:06:30,320 And there we have it. It's  still exactly the same tree,   80 00:06:30,320 --> 00:06:35,200 but with the extra visual separation it's much  easier to follow and see which parts are related.   81 00:06:35,200 --> 00:06:39,760 And now we are ready to add a  lot more complexity to our tree! 10267

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