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