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In this chapter, we won't be
adding anything new to our shader.
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Our tree is really going to start
growing quickly in the coming chapters,
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so let's take some time to make everything more
readable, for the sake of our sanity later on.
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As we're not changing any shading properties,
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we don't need to see the viewport, so
with the mouse in the shader graph,
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let's press Ctrl+Space, to maximize it, so
that we can focus only on the node tree.
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So far, this upper left part has
been dedicated to the bricks,
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and this lower right bit is
responsible for the mortar.
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So to be able to tell the different sections
apart at a glance, let's do some color coding.
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With the Mortar Frame selected, let's press
N to open the side bar, where we can find the
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node properties. Making sure that we are in the
item tab, let's enable the node color checkbox.
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This allows us to set a custom
background color for any node.
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Different people have different color coding
systems, and you can come up with your own as
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well, but what I like to do is make the node
colors related to the corresponding colors
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in the shader. So for the mortar background,
let's just copy the mortar color itself, by
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pressing Ctrl+C while hovering the field, and then
pasting it into the background color with Ctrl+V.
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The colors look much darker
on the node backgrounds,
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so I like to brighten them up quite a bit.
Something like .6 works well in this case,
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and I also like to lower the saturation a
bit, so that the colors are not distracting.
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Now we can easily copy the same color to the other
related nodes, with the shortcut we configured
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in the Blender setup video. It works by copying
the color from the active node to all the other
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selected nodes, so let's select the mortar related
nodes, making sure the one we already colored is
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selected last. Then, pressing Ctrl+Shift+C
the colors automatically get transferred.
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All the other frames are dealing with the
bricks themselves, and as that is the main
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part of the shader, it makes sense to just
leave them with the default background,
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as we really just want to be able to
easily tell the different sections apart.
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Now we can do some more localized color
coding. In a Frame like the Mortar Frame,
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we have multiple chains of related nodes,
responsible for different things. These nodes on
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the top make the main gritty bubbly texture, these
nodes make the medium scale surface bumpiness,
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and these nodes create a the gaps in the mortar.
We can follow these chains of nodes, by looking
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at their connections, but it would be much
easier to tell, if they were grouped by color.
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One way I like to classify sections is by the
scale or frequency of the texture. When we combine
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different textures into a compound texture,
more often than not, each of the sub-textures
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is responsible for a different scale of detail.
So if we take a quick look, we see that the gaps
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texture is the biggest, the bumpy texture has a
medium size, and the main texture is quite fine.
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So starting with the lowest frequency, I like
to use a saturation of .2 and a value of .7,
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while leaving the hue at zero, but you can, of
course, use whatever parameters look nice to you.
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Then we can copy this to the other node
in the chain, again with Ctrl+Shift+C.
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Now let's use this same color as the
basis for the medium frequency texture.
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Leaving the same saturation and value, let's
set it to a hue that is just different enough
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that we can easily tell them apart. And
again, copy it to the related nodes.
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Then copying the color for the last chain,
let's step the hue a bit further again.
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And copy it to the other related nodes.
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With these consistent steps in hue, we get a nice
sequence of colors to indicate the scale of the
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texture. And now we can see each section at a
glance, so if we would want to adjust something
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in, say, the fine texture, we know that
it must be one of the yellow nodes.
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This really cuts down on the time spent
trying to follow the web of node connections,
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especially as the tree gets
more and more complicated.
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Another thing I like to do, for extra clarity is
to name the most important nodes in each chain.
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It's usually the first node in the chain, and
it gives extra context to all the other nodes.
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So for this one let's name it Gaps. Let's
call the next one something like Bumpiness.
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Let's call the Voronoi Blobs, and in this chain,
the distortion is also a significant node,
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so let's name it as well.
Something like Grit will do.
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Over at the brick texture, we also have a couple
of different chains. Taking a quick look at them,
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we can see that the top one is more high
frequency than the bottom, one, but neither
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of them really has big features. So I'd say
that the top one is high frequency, and the
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bottom one is medium frequency. So let's copy the
colors we previously assigned, with Ctrl+Shift+C.
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Note that this is all subjective, and there isn't
really a specific threshold on the noise scale
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that makes it high or low frequency, as there
are a bunch of parameters that affect this,
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like the detail and roughness, as
well as the context they are used in.
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It's all relative, I just try to classify them
based on how they look in that specific texture,
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and what we might call low frequency for
the mortar, might not be low frequency
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for the bricks, if we add much lower
frequency features there, for example.
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Then let's name the nodes. The bottom one is
used for breaking some chips out of the bricks,
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and the top one is just some general grittiness.
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In the Random Rotation Frame there aren't
really separate identifiable chains of nodes,
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as it really is more of a single unit, so nothing
to color code there. Now in the Brick Shape Frame,
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there's this main chain on the top
where we're calculating the brick shape,
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but we also have this bit at the bottom,
where we're using a Noise to compute
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different aspects of the brick shape. But this
Noise is being used for multiple functions,
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like the corner radius, and the bevel width,
so we can't really name it something specific.
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But we can still color code all the
nodes that are related to the noise.
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I'd call it a medium frequency noise,
so let's copy the medium color.
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Then we can still name these nodes
that are using the noise values.
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This one is computing the rounded
corners, and this one the bevel.
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Then, to make it even easier to follow, we
can also copy these names to the nodes that
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we are using to compute their inputs.
Just like with the background colors,
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if we select the nodes, we can copy the name
from the active node, this time, using Shift+V.
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And there we have it. It's
still exactly the same tree,
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but with the extra visual separation it's much
easier to follow and see which parts are related.
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And now we are ready to add a
lot more complexity to our tree!
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