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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,400 --> 00:00:04,560 Now we have this infiltration, but we are applying  it with one solid mask here at the bottom.   2 00:00:05,760 --> 00:00:10,560 In reality, there would be a lot more variation as  the moisture wouldn't affect every part equally. 3 00:00:11,280 --> 00:00:15,440 One interesting thing that we can do, is apply  the pattern of the bricks themselves onto the   4 00:00:15,440 --> 00:00:20,240 infiltration, in such a way that it is stronger  at the mortar. This could represent moisture   5 00:00:20,240 --> 00:00:24,400 accumulating in the crevices, or just the  different permeability of different materials. 6 00:00:25,120 --> 00:00:29,200 Here we have the distance field of the bricks,  which we can use to apply a gradient onto the   7 00:00:29,200 --> 00:00:33,440 infiltration. Remember that the part that  looks white is not actually constant,   8 00:00:33,440 --> 00:00:37,680 but just goes much above one, as each unit  represents one millimeter of distance. 9 00:00:38,400 --> 00:00:41,040 So let's add a Map Range,  to create the gradient mask.   10 00:00:43,200 --> 00:00:47,840 If we set the maximum to a much higher value, we  can actually see the gradient into the bricks.   11 00:00:48,560 --> 00:00:52,720 Let's set the minimum to where the bricks start,  so that the texture is fully active at the mortar,   12 00:00:52,720 --> 00:00:56,880 and fades into the bricks. If we take a look  at the node where we set the brick bevel,   13 00:00:56,880 --> 00:00:59,680 we see that we have set the edge  of the brick to start at five.   14 00:01:03,520 --> 00:01:05,200 So let's set the same minimum here. 15 00:01:09,520 --> 00:01:12,640 Now, because we want the texture  to be at its maximum in the mortar,   16 00:01:12,640 --> 00:01:19,680 and fade down into the bricks, let's invert  the output. Then, with a lower maximum input,   17 00:01:19,680 --> 00:01:25,840 we see the texture fade all the way  to black in the middle of the bricks. 18 00:01:26,960 --> 00:01:30,400 Let's make some space here, and add  this node to our infiltration setup.   19 00:01:31,120 --> 00:01:39,840 And as always, let's improve  the layout of this node link.   20 00:01:43,280 --> 00:01:47,600 Now let's add a Math node so that we can combine  these textures by just multiplying them together. 21 00:01:53,280 --> 00:01:56,960 This gives us the basic pattern, so let's  take a look at what it does to our shader.   22 00:01:57,520 --> 00:02:01,520 This does make the infiltration fade away in  the bricks, but it still looks very uniform,   23 00:02:01,520 --> 00:02:07,760 so let's get some variation in here. For the  brick bevel, we modulated the Max input with   24 00:02:07,760 --> 00:02:12,720 a noise texture, which creates a very nice  effect. So let's try the same thing here.   25 00:02:13,280 --> 00:02:16,880 We can even reuse the same Noise, as  it seems to have a suitable pattern. 26 00:02:17,440 --> 00:02:21,360 But since we don't want the pattern to  actually match the one we used for the bevel,   27 00:02:21,360 --> 00:02:26,240 let's use this last free output we have from  this Noise. So let's add a Map Range to set   28 00:02:26,240 --> 00:02:35,840 the noise influence, and connect it to the third  channel. And let's drop it next to the new mask. 29 00:02:40,560 --> 00:02:44,160 Let's look at this output, and connect  the new Map Range to the Maximum input.   30 00:02:44,720 --> 00:02:49,920 Then we can set the range appropriately. We'll  need a much higher value for the maximum.   31 00:02:49,920 --> 00:02:53,840 And increasing it, we see that the pattern  immediately starts looking a lot more organic.   32 00:02:54,480 --> 00:02:58,080 We can also increase the Min, to push the  whole texture a bit more into the bricks. 33 00:03:00,000 --> 00:03:03,520 With this extra bit of variation,  the wall looks a lot more grungy.   34 00:03:03,520 --> 00:03:07,920 We can compare it to the wall without this  gradient mask, by setting both outputs to one,   35 00:03:07,920 --> 00:03:10,240 and we see that this makes all the difference. 36 00:03:10,240 --> 00:03:14,640 But there is still one more thing that we can do  to really push this to the next level. Currently,   37 00:03:14,640 --> 00:03:19,280 the infiltration has a constant intensity from the  bottom of the wall, all the way to where it ends   38 00:03:19,280 --> 00:03:24,720 in the middle. In reality, the infiltration would  gradually fade as we get farther from the bottom.   39 00:03:24,720 --> 00:03:29,040 To get this effect, we could just apply a gradient  as a fade, but we can do better than that! 40 00:03:29,680 --> 00:03:33,760 Since we are considering that the bricks are  absorbing less moisture than the mortar, we can   41 00:03:33,760 --> 00:03:38,320 exploit this, and modulate how far into the bricks  the moisture infiltrates, based on the height.   42 00:03:38,880 --> 00:03:43,200 We already have the vertical coordinates here,  so let's add a Map Range to control the gradient. 43 00:03:45,680 --> 00:03:49,040 Let's set the input parameters roughly  to where we want the fade to happen.   44 00:03:52,080 --> 00:03:54,320 And what we can do now, is multiply this with the   45 00:03:54,320 --> 00:03:57,920 texture that we are using to determine  the infiltration depth into the bricks. 46 00:03:59,280 --> 00:04:02,640 Let's take a look at what's happening  here. We have this texture that we are   47 00:04:02,640 --> 00:04:06,720 using to determine the infiltration depth.  The dark values in the texture map to a   48 00:04:06,720 --> 00:04:10,640 lower infiltration and the brighter  parts map to a higher infiltration.   49 00:04:10,640 --> 00:04:14,720 So by multiplying it with the gradient, we  are making the infiltration less deep at   50 00:04:14,720 --> 00:04:19,280 the dark parts of the gradient, while keeping  it the same where the gradient clamps to one. 51 00:04:19,280 --> 00:04:23,920 So if we now take a look at the mask output, we  see that indeed the depth changes dynamically,   52 00:04:23,920 --> 00:04:26,800 based on the gradient. But  the texture is upside down,   53 00:04:26,800 --> 00:04:31,280 as we want the lower parts to be more covered,  so let's invert the output range of the gradient.   54 00:04:34,800 --> 00:04:41,840 Then we can also tweak the gradient range, and  perhaps set the interpolation to Smooth Step. 55 00:04:42,720 --> 00:04:45,360 Let's take a look at the output  with the cutoff mask as well,   56 00:04:45,360 --> 00:04:48,240 and tweak the range properly,  now that we see it in context.   57 00:04:51,840 --> 00:04:55,200 We can also compress the input range  where we set the amount of infiltration,   58 00:04:55,200 --> 00:04:57,680 to give it a bit more contrast,  and make it look more rough.   59 00:04:58,880 --> 00:05:09,840 And maybe even increase the maximum infiltration  depth, to really get good coverage at the bottom. 60 00:05:12,400 --> 00:05:18,000 Now let's take a look at the result! It  looks much nicer and more dynamic than   61 00:05:18,000 --> 00:05:22,000 with a constant intensity over the whole  surface, but it's looking a bit faint.   62 00:05:23,440 --> 00:05:27,280 Now that we broke up the pattern, we can  increase the effect to full intensity. 63 00:05:32,800 --> 00:05:37,040 Now, if we compare it with what we had in the  last chapter, by setting the intensity to one   64 00:05:37,040 --> 00:05:42,880 everywhere, we can see just how much more  natural it looks. And comparing it with the   65 00:05:42,880 --> 00:05:48,240 plain wall without any of this reveals how much  this effect contributes to that nice grungy look. 66 00:05:50,000 --> 00:06:05,680 All that remains now, is organizing  the new nodes and connections we added. 8331

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