Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
The wall itself is pretty much done, and at this point we're just adding stuff onto it,
to get all the visual appeal we can. It's always good to break up repetitive
textures by overlaying different patterns, to make it less uniform.
So thinking of things with different shapes and frequencies than the bricks,
which might be found on old walls, lichens come to mind as an interesting possibility.
So let's see how we can approach this. Lichens are incredibly complex,
and we could probably dedicate a whole shader as big as this one just to lichens,
but since our shader is already getting pretty big and heavy, and seeing as the
lichens are not the main subject, let's try to keep it as simple as possible.
Lichens can have all sorts of shapes, so first we'll need a way to generate those. So let's get
a Texture Coordinate node in here, and yet another one of those incredibly versatile Noise Textures.
Then we can add a Map Range node, and push the minimum input way up. This is a cool trick,
to cut off most of a noise, and keep only the very peaks, so that you get little
islands of different shapes, similarly to what we did for the mortar gaps.
Then we can also lower the maximum input to get a sharper edge. We don't want this many lichens,
so let's make the texture a bit bigger so that the distribution is a bit more sparse.
Then, to make them a bit smaller, we can raise the threshold more.
Let's set the Noise to 2D, and tweak the parameters a bit. Right now, the shapes are
looking a bit too smooth, so let's increase the detail, to get more interesting shapes.
Now that we have our mask, let's create some space here,
and add a Mix RGB node to mix in the color of our lichens.
And then we can connect the mask to the factor.
Now if we take a look at the color, we see all these spots.
So let's adjust the color to something more "licheny". For instance a pale green.
But actually, lichens exist in many different colors, so let's get some variation here.
We'll need a distinct texture pattern to drive our color variation,
so let's add a Separate RGB node, to get access to the other texture channels,
and let's connect the Map Range to the R channel, just for consistency.
Then, let's add a color ramp, and connect it to another channel.
This allows us to map different brightness values to different colors.
Let's bring these handles a bit closer, and copy the green color into the first one.
We can also use it as a starting point for the
second one. But let's adjust it to be a more yellow color.
Now if we look at the Color output, we see that a bunch of the lichens became yellow. We can adjust
the proportion of green and yellow lichens, by shifting the handles left or right. The amount
of coverage of each color will be proportional to the amount of space they take on the color ramp.
If we take a look at the output of the color ramp, we see that it creates a similar texture
to the Map Range below, except that the islands are now colored. Note that this
trick for coloring the lichens only works because the texture we're using to feed the color ramp
is distinct from the texture we're feeding the Map Range, otherwise, their respective islands would
map exactly onto each other, and all the lichens would have the same color, in this case yellow.
Let's adjust the ramp a bit, to dial in our desired color distribution.
Now let's take a look at the shader. The lichens are definitely breaking up the uniformity of the
wall, but if we look a bit closer, we see that they are just flat spots on the wall,
as if they were painted on. This is especially obvious in Cycles,
where the displacement just helps to highlight how flat these lichens are.
So to make them a bit more believable, let's raise them off the surface of the bricks a bit.
Since our mask already has a little fade around the edges, it's as simple as just
adding it to the displacement texture. So let's get a Math node in here, and plug in the mask.
Immediately they pop out of the wall, but it's a bit hard to see with this low res displacement,
so let's bump up the subdivisions.
Now it's clear that the displacement is a bit too intense,
so let's add a Math node set to multiply onto the lichen displacement, so that we
can reduce the intensity a bit. We want them to be just ever so slightly raised off the surface,
so let's set the intensity to something like 0.1. Just enough to give them that slight 3D feel.
Note how this helps in Eevee as well, as it causes the slightest outline,
making it feel like they are that little bit raised off the wall.
Now let's frame these nodes, and name them appropriately.
All these nodes are being used to mix in colors of different elements,
so let's frame them as well, and name it Color Components.
Then we can just maximize the node editor with Ctrl+Space,
so that the viewport is not constantly refreshing while we organize the node tree.
Finally, we can give the Lichen Frame an appropriate background color.
Perhaps based on the green we used in the shader itself.
And then just copy it over to the other Lichen Frame, and the corresponding Color Mix node.
And then let's just admire the newly added texture variety in Cycles!
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.