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Now we have some texture in the color,
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but let's make it more grungy by
darkening low spots in the displacement,
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to emulate something like a fake ambient
occlusion, or just dirt stuck in the crevices.
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So let's start by taking the displacement
texture we used for the brick surface.
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Then let's add a Map Range to put
the texture in the range we need.
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We actually have this Reroute of the same value
much closer, so let's connect it here instead.
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Now let's set the input range so that we're
not clipping at either side of the texture.
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Basically we want to lower the min until
we no longer see large black areas.
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Then we also want to lower the max until
we are filling the zero to one range.
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Here it's more difficult to
see when we start clipping,
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so a good trick for finding the
upper bound is to invert the output,
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so that the maximum value maps to zero. Now we
can easily see when we start clipping to black.
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This seems good enough, so let's switch the
output range back. Then let's make some space
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in the Color Frame so that we can fit
this new texture component in there.
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We want to affect the value
again, to darken the low spots,
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so let's duplicate one of these
multiplications, and connect it in there.
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Now, if we take a look at the color, we see that
the chipped bits in particular, get a lot darker.
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Then we can also take a look at the
shader output, to see it in context.
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And let's just tidy these nodes a bit as well.
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Maybe going completely to black at
the darkest spots is a bit extreme,
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so let's increase the Min output a bit.
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We can also include this texture
in the roughness computation,
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so that the parts darkened by this texture
also get less shiny. Let's add a Math node,
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and we can just multiply this texture into the
input of our roughness mapping. Then the darker
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parts will have lower values, which in turn get
mapped to a higher roughness by the Map Range.
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Toggling this multiplication with the M
key, reveals the difference this makes.
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Now that we are using multiple nodes to
compute the roughness, let's not leave
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them floating there, so let's frame them
with Ctrl+J, and let's label it Roughness.
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And then we can give this node a distinct
color, to indicate that it's a different
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component in our color texture. We haven't
used blue yet, so that should work.
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Now, just for fun, we can toggle the two nodes
that multiply the textures into the color value,
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to see the difference before and
after these two past chapters.
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The bricks are really starting to look a
lot more interesting with the textures,
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but we've darkened it considerably,
so let's tweak the color a bit.
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And that's another chapter down.
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