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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,880 --> 00:00:02,560 Now we have some texture in the color,   2 00:00:02,560 --> 00:00:05,920 but let's make it more grungy by  darkening low spots in the displacement,   3 00:00:05,920 --> 00:00:09,760 to emulate something like a fake ambient  occlusion, or just dirt stuck in the crevices. 4 00:00:10,320 --> 00:00:13,920 So let's start by taking the displacement  texture we used for the brick surface.   5 00:00:14,800 --> 00:00:17,520 Then let's add a Map Range to put  the texture in the range we need.   6 00:00:18,560 --> 00:00:23,040 We actually have this Reroute of the same value  much closer, so let's connect it here instead. 7 00:00:24,400 --> 00:00:28,560 Now let's set the input range so that we're  not clipping at either side of the texture.   8 00:00:28,560 --> 00:00:32,480 Basically we want to lower the min until  we no longer see large black areas.   9 00:00:35,440 --> 00:00:39,440 Then we also want to lower the max until  we are filling the zero to one range.   10 00:00:39,440 --> 00:00:42,080 Here it's more difficult to  see when we start clipping,   11 00:00:42,080 --> 00:00:45,520 so a good trick for finding the  upper bound is to invert the output,   12 00:00:45,520 --> 00:00:50,400 so that the maximum value maps to zero. Now we  can easily see when we start clipping to black. 13 00:00:52,240 --> 00:00:57,840 This seems good enough, so let's switch the  output range back. Then let's make some space   14 00:00:57,840 --> 00:01:01,040 in the Color Frame so that we can fit  this new texture component in there. 15 00:01:07,920 --> 00:01:11,120 We want to affect the value  again, to darken the low spots,   16 00:01:11,120 --> 00:01:14,480 so let's duplicate one of these  multiplications, and connect it in there.   17 00:01:17,360 --> 00:01:21,600 Now, if we take a look at the color, we see that  the chipped bits in particular, get a lot darker. 18 00:01:23,760 --> 00:01:26,880 Then we can also take a look at the  shader output, to see it in context.   19 00:01:27,680 --> 00:01:29,840 And let's just tidy these nodes a bit as well. 20 00:01:31,360 --> 00:01:34,960 Maybe going completely to black at  the darkest spots is a bit extreme,   21 00:01:34,960 --> 00:01:36,720 so let's increase the Min output a bit. 22 00:01:37,680 --> 00:01:40,400 We can also include this texture  in the roughness computation,   23 00:01:40,400 --> 00:01:45,440 so that the parts darkened by this texture  also get less shiny. Let's add a Math node,   24 00:01:45,440 --> 00:01:50,800 and we can just multiply this texture into the  input of our roughness mapping. Then the darker   25 00:01:50,800 --> 00:01:55,280 parts will have lower values, which in turn get  mapped to a higher roughness by the Map Range. 26 00:01:57,440 --> 00:02:00,960 Toggling this multiplication with the M  key, reveals the difference this makes. 27 00:02:03,360 --> 00:02:06,720 Now that we are using multiple nodes to  compute the roughness, let's not leave   28 00:02:06,720 --> 00:02:11,040 them floating there, so let's frame them  with Ctrl+J, and let's label it Roughness. 29 00:02:17,440 --> 00:02:20,800 And then we can give this node a distinct  color, to indicate that it's a different   30 00:02:20,800 --> 00:02:25,600 component in our color texture. We haven't  used blue yet, so that should work. 31 00:02:26,880 --> 00:02:31,440 Now, just for fun, we can toggle the two nodes  that multiply the textures into the color value,   32 00:02:31,440 --> 00:02:34,320 to see the difference before and  after these two past chapters.   33 00:02:34,880 --> 00:02:38,160 The bricks are really starting to look a  lot more interesting with the textures,   34 00:02:38,160 --> 00:02:41,120 but we've darkened it considerably,  so let's tweak the color a bit. 35 00:02:47,120 --> 00:02:49,840 And that's another chapter down. 4127

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