All language subtitles for 28-DrippingWater

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,400 --> 00:00:03,520 Continuing in the same theme of  adding weathering onto the wall,   2 00:00:03,520 --> 00:00:07,040 now that we have the bottom of the wall  done, let's do something similar at the top.   3 00:00:07,760 --> 00:00:10,960 Something like water dripping and running  down the wall could be interesting. 4 00:00:11,680 --> 00:00:16,320 To make this wet look, we can use the same  Hue Saturation node as we used at the bottom.   5 00:00:16,320 --> 00:00:19,840 Let's take a look at the mask we made  for the infiltration without the bricks.   6 00:00:21,440 --> 00:00:24,560 This already looks kinda like a  drip pattern, so we can reuse it,   7 00:00:24,560 --> 00:00:27,040 and adjust the parameters to  get the look we're going for. 8 00:00:28,480 --> 00:00:32,240 So let's make some space here, and  then we can duplicate this whole setup,   9 00:00:33,040 --> 00:00:35,840 though we can keep the coordinate  input and just reuse it.   10 00:00:38,400 --> 00:00:43,840 Then let's remove it from the Frame with  Alt+P, and reconnect the missing connections. 11 00:00:44,720 --> 00:00:47,840 And let's take a look at the output, so  that we can adjust it for this new effect.   12 00:00:48,480 --> 00:00:52,160 Firstly, we want the dripping to come  from the top, so let's invert the outputs.   13 00:00:53,280 --> 00:00:56,480 Then we can increase the noise  multiplier, to stretch the streaks more.   14 00:00:57,760 --> 00:01:01,360 Let's also make them look more like  drips, by making the noise a bit smaller.   15 00:01:01,360 --> 00:01:05,280 And perhaps lower the Roughness a bit, to  get more of that low frequency variation.   16 00:01:05,840 --> 00:01:09,760 But of course, this is all subjective, and it's  just about finding a pattern that looks good. 17 00:01:10,400 --> 00:01:13,520 This seems alright, so let's adjust  the range, to move the texture up,   18 00:01:14,720 --> 00:01:18,640 and let's also widen the range, so that we  don't get all this solid white at the top,   19 00:01:18,640 --> 00:01:20,880 but rather a more interesting looking texture. 20 00:01:24,400 --> 00:01:27,840 Then let's move these nodes over to a  more convenient spot, and frame them.   21 00:01:31,280 --> 00:01:37,760 We can call it something like Dripping.  And now that we are using these distorted   22 00:01:37,760 --> 00:01:41,840 coordinates for multiple things, let's  remove them from the Frame with Alt+P,   23 00:01:41,840 --> 00:01:45,840 and we can place it below, to have better access  with the connection to the dripping texture. 24 00:01:52,720 --> 00:01:56,880 Now we have the infiltration texture at the  bottom, and the drip texture at the top,   25 00:01:56,880 --> 00:02:02,560 but we want to combine them so that we can feed  both into the Hue Saturation node. So let's add   26 00:02:02,560 --> 00:02:09,040 a Math node onto the infiltration output, set  it to Maximum, and connect the drip pattern.   27 00:02:11,200 --> 00:02:16,000 This will take the highest values from each and  combine them. This is better than an addition in   28 00:02:16,000 --> 00:02:20,720 this case, as an addition could push the values  above one, wherever both textures overlap,   29 00:02:20,720 --> 00:02:23,600 which is undesirable for something  that we are using as a factor. 30 00:02:24,640 --> 00:02:28,720 Now let's take a look at the shader output.  This is already looking pretty cool,   31 00:02:28,720 --> 00:02:32,960 but while at the bottom we were emulating  some moisture infiltrating inside the wall,   32 00:02:32,960 --> 00:02:36,160 at the top it's meant more as water  actually running down the surface   33 00:02:36,160 --> 00:02:39,120 of the wall, so it would be cool  to actually make it look wet.   34 00:02:39,680 --> 00:02:44,000 So we don't want this texture to affect only  the color, but also the shading parameters. 35 00:02:44,560 --> 00:02:48,400 Namely, we are interested in the Roughness,  as we'd want to make it look more shiny.   36 00:02:49,360 --> 00:02:52,320 We're already computing some  roughness variation here,   37 00:02:52,320 --> 00:02:56,560 so let's drop another Map Range node  onto this link, to add our wetness mask. 38 00:02:57,120 --> 00:03:03,040 Let's take a look at this node, and connect the  existing roughness to the min output. Now let's   39 00:03:03,040 --> 00:03:07,520 take the dripping mask only, without the combined  infiltration mask, and connect it to the Value   40 00:03:07,520 --> 00:03:14,160 input. What this will do, is map any part of  the mask that is zero to the existing roughness,   41 00:03:14,160 --> 00:03:17,840 and any part of the mask that is one,  to the max output that we put in here. 42 00:03:18,880 --> 00:03:22,720 We want it to have a lower roughness here,  to make it more shiny, so let's lower this   43 00:03:22,720 --> 00:03:28,240 value quite a bit. And let's take a look at  the output. Already, it looks much more wet.   44 00:03:30,000 --> 00:03:35,520 Let's also take a look in Cycles, with all  the displacement. Maybe we want to lower   45 00:03:35,520 --> 00:03:39,520 the roughness even more, to really make it  look wet, and get those sharper reflections. 46 00:03:40,960 --> 00:03:45,280 Let's zoom in to take a closer look. And so that  we don't have to wait for the whole thing to   47 00:03:45,280 --> 00:03:49,840 render, let's set a render border with Ctrl+B,  to render only the part we're interested in.   48 00:03:59,040 --> 00:04:00,800 Something like this looks pretty good to me. 49 00:04:01,600 --> 00:04:13,840 Then, as usual, it's just a matter  of organizing the node tree. 6045

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.