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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.