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Continuing in the same theme of
adding weathering onto the wall,
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now that we have the bottom of the wall
done, let's do something similar at the top.
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Something like water dripping and running
down the wall could be interesting.
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To make this wet look, we can use the same
Hue Saturation node as we used at the bottom.
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Let's take a look at the mask we made
for the infiltration without the bricks.
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This already looks kinda like a
drip pattern, so we can reuse it,
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and adjust the parameters to
get the look we're going for.
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So let's make some space here, and
then we can duplicate this whole setup,
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though we can keep the coordinate
input and just reuse it.
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Then let's remove it from the Frame with
Alt+P, and reconnect the missing connections.
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And let's take a look at the output, so
that we can adjust it for this new effect.
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Firstly, we want the dripping to come
from the top, so let's invert the outputs.
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Then we can increase the noise
multiplier, to stretch the streaks more.
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Let's also make them look more like
drips, by making the noise a bit smaller.
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And perhaps lower the Roughness a bit, to
get more of that low frequency variation.
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But of course, this is all subjective, and it's
just about finding a pattern that looks good.
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This seems alright, so let's adjust
the range, to move the texture up,
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and let's also widen the range, so that we
don't get all this solid white at the top,
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but rather a more interesting looking texture.
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Then let's move these nodes over to a
more convenient spot, and frame them.
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We can call it something like Dripping.
And now that we are using these distorted
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coordinates for multiple things, let's
remove them from the Frame with Alt+P,
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and we can place it below, to have better access
with the connection to the dripping texture.
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Now we have the infiltration texture at the
bottom, and the drip texture at the top,
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but we want to combine them so that we can feed
both into the Hue Saturation node. So let's add
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a Math node onto the infiltration output, set
it to Maximum, and connect the drip pattern.
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This will take the highest values from each and
combine them. This is better than an addition in
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this case, as an addition could push the values
above one, wherever both textures overlap,
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which is undesirable for something
that we are using as a factor.
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Now let's take a look at the shader output.
This is already looking pretty cool,
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but while at the bottom we were emulating
some moisture infiltrating inside the wall,
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at the top it's meant more as water
actually running down the surface
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of the wall, so it would be cool
to actually make it look wet.
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So we don't want this texture to affect only
the color, but also the shading parameters.
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Namely, we are interested in the Roughness,
as we'd want to make it look more shiny.
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We're already computing some
roughness variation here,
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so let's drop another Map Range node
onto this link, to add our wetness mask.
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Let's take a look at this node, and connect the
existing roughness to the min output. Now let's
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take the dripping mask only, without the combined
infiltration mask, and connect it to the Value
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input. What this will do, is map any part of
the mask that is zero to the existing roughness,
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and any part of the mask that is one,
to the max output that we put in here.
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We want it to have a lower roughness here,
to make it more shiny, so let's lower this
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value quite a bit. And let's take a look at
the output. Already, it looks much more wet.
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Let's also take a look in Cycles, with all
the displacement. Maybe we want to lower
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the roughness even more, to really make it
look wet, and get those sharper reflections.
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Let's zoom in to take a closer look. And so that
we don't have to wait for the whole thing to
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render, let's set a render border with Ctrl+B,
to render only the part we're interested in.
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Something like this looks pretty good to me.
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Then, as usual, it's just a matter
of organizing the node tree.
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