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Now, if we take a look at the cracks,
they look pretty good in Cycles,
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as they get a lot of contrast from the
strong path traced shadow. But in Eevee,
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they don't really stand out, due to the
lack of real displacement. So to make it
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look better in both render engines, we can fake
some ambient occlusion, to boost the contrast.
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So let's make some space, here at the color setup.
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Then let's duplicate one of these Map Range nodes,
so that we can compute the amount of darkening
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we want. Let's connect the masked cracks, as we
only want to darken the cracks within the bricks.
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And then let's copy the background
color to this node as well.
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Let's get another multiply in here,
for our new texture, and plug it in.
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Now let's reset the input range, and then
we see that the bricks get much darker.
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This is the opposite of what we want,
as we want to keep the brick color,
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and only darken the cracks. So
let's invert the output range.
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This makes the cracks stand out a lot more,
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and even if we zoom out, they are still clearly
visible, and don't just fade into the bricks.
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Then let's name this Cracks, and copy it to
the corresponding multiplication, with Shift+V.
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While we're at it, let's also name this other node
that we used for the general ambient occlusion.
1942
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