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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,440 --> 00:00:09,280 So far, we have been focusing almost  exclusively on the displacement texture,   2 00:00:09,280 --> 00:00:11,520 and haven't given much attention to the shading.   3 00:00:12,160 --> 00:00:15,920 Our colors are completely flat so  far, so let's work on that a bit. 4 00:00:17,440 --> 00:00:22,080 Here we made a texture with streaks, and it would  be nice to have something similar in the color as   5 00:00:22,080 --> 00:00:26,640 well. So let's make use of the waviness that  we already made with the displacement here,   6 00:00:26,640 --> 00:00:30,880 and let's duplicate this Noise while  maintaining the inputs, using Ctrl+Shift+D.   7 00:00:31,680 --> 00:00:36,000 Then we can un-parent it from the Frame with  Alt+P, and drag it over to our color setup. 8 00:00:37,520 --> 00:00:43,120 Let's take a look at the color. Here we  are calculating the HSV Value offset,   9 00:00:43,120 --> 00:00:48,080 which is a good place to add some texture. So  let's duplicate this multiplication, and add it   10 00:00:48,080 --> 00:00:53,280 into the node chain as well. Note that it doesn't  matter in which order we do these multiplications   11 00:00:53,280 --> 00:00:58,720 as multiplication is commutative, meaning that  the order of operations doesn't change the result,   12 00:00:58,720 --> 00:01:02,080 so let's just place them in the most  convenient order for the node layout. 13 00:01:03,360 --> 00:01:06,800 Now we can see the texture appear in  the color. But this texture is still   14 00:01:06,800 --> 00:01:09,280 identical to the one we used for the displacement,   15 00:01:09,280 --> 00:01:13,600 so let's change some settings to make it more  interesting for the color. Let's make it a bit   16 00:01:13,600 --> 00:01:17,520 smaller, and also increase the detail and  roughness, to get a more gritty texture. 17 00:01:21,680 --> 00:01:26,080 Let's also remove the node label that was  carried along with the copy, as it isn't relevant   18 00:01:26,080 --> 00:01:31,280 here. Then let's add another Map Range, and put it  after the texture, to increase the contrast a bit. 19 00:01:33,040 --> 00:01:36,400 Let's compress the input range  a bit more, and set the outputs.   20 00:01:36,400 --> 00:01:40,320 A max value of one means that the  texture won't lighten the color anywhere,   21 00:01:40,320 --> 00:01:44,640 and a minimum of .5 should probably be  enough darkening. Then let's set the   22 00:01:44,640 --> 00:01:48,880 interpolation to Smooth Step for that extra  contrast, to really make the texture pop. 23 00:01:51,680 --> 00:01:56,000 Since we made this texture much finer, let's  color code it with the high frequency yellow,   24 00:01:56,000 --> 00:02:00,800 by copying it from another node. Then let's  also copy this color to the connected Map Range. 25 00:02:02,080 --> 00:02:06,400 Now that we are adding more stuff to the color  setup, let's also color code the parts responsible   26 00:02:06,400 --> 00:02:11,600 for the per-brick colors, so that we don't lose  track of things. Since these are using a discrete   27 00:02:11,600 --> 00:02:16,240 texture, it would make sense to use another color  scheme here. Let's use a color that we haven't   28 00:02:16,240 --> 00:02:21,840 used yet, like green. And then set the saturation  and value to the more faded values we used before.   29 00:02:23,440 --> 00:02:26,000 Then let's copy this color  to the other related nodes. 30 00:02:31,200 --> 00:02:32,960 Let's also move these nodes over a bit,   31 00:02:32,960 --> 00:02:35,840 so that we can neaten this long  connection with some Reroutes.   32 00:02:48,240 --> 00:02:50,640 Then let's also organize  the rest of the tree a bit,   33 00:02:50,640 --> 00:02:53,360 and move the color setup closer  to the principled shader. 34 00:03:00,960 --> 00:03:03,280 Now, finally taking a look at the shader output,   35 00:03:03,280 --> 00:03:07,600 we can see how the color variation made  it look a bit more grungy. And toggling   36 00:03:07,600 --> 00:03:11,520 this multiply with the M key shows the  difference with and without the noise. 37 00:03:12,160 --> 00:03:15,520 But other than color, we haven't really  textured any other shading parameters.   38 00:03:16,240 --> 00:03:21,360 One parameter that is especially significant  for realism, is the roughness. If we look at   39 00:03:21,360 --> 00:03:26,720 the wall at a grazing angle we see the effect of  the roughness very clearly. Basically, we can see   40 00:03:26,720 --> 00:03:30,800 that the wall is equally shiny everywhere,  but that's rarely the case in real life. 41 00:03:31,360 --> 00:03:35,920 So let's add another Map Range, and take the  same texture output. That way we can couple   42 00:03:35,920 --> 00:03:40,880 the color variation and roughness together. We  could imagine that the darker parts are dirtier,   43 00:03:40,880 --> 00:03:45,120 or have some slightly different clay, making  them less shiny, or in other words, more rough. 44 00:03:45,760 --> 00:03:49,680 So let's again compress the input  range a bit, and set it to Smooth Step.   45 00:03:49,680 --> 00:03:56,880 Then, taking our current roughness of .7 as a  basis, let's set our output around that. The   46 00:03:56,880 --> 00:04:01,920 minimum output corresponds to the darker parts in  our color here, so let's set a higher roughness,   47 00:04:04,080 --> 00:04:08,160 and the max corresponds to the lighter  parts, so let's set a lower roughness here. 48 00:04:09,840 --> 00:04:13,840 Plugging this into the roughness, we  get much richer and more varied shading.   49 00:04:20,560 --> 00:04:27,840 We can also check it in Cycles, to see all  the shading combined with our displacement. 50 00:04:32,400 --> 00:04:41,840 Then let's just organize this last  bit, and it's on to the next chapter. 6234

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