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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,200 --> 00:00:07,360 To add that extra bit of life to our wall,   2 00:00:07,360 --> 00:00:11,200 we'll spend the last few chapters  incorporating moss into the shader. 3 00:00:11,200 --> 00:00:16,000 Moss tends to grow in the cracks and crevices, so  we can use a similar approach to what we did with   4 00:00:16,000 --> 00:00:20,720 the mortar, with the idea of mixing shaders  based on displacement depth. And in fact,   5 00:00:20,720 --> 00:00:24,720 the texture that we made for the mortar  works as a good starting point for the moss,   6 00:00:24,720 --> 00:00:27,600 as moss also has this clumpy kind of texture. 7 00:00:27,600 --> 00:00:30,480 So let's copy these few nodes,  and remove them from the Frame.   8 00:00:33,360 --> 00:00:37,840 Then, taking a look at the output of the Power  node, we can adjust the texture parameters.   9 00:00:37,840 --> 00:00:40,560 We can make the blobs a bit  bigger in the Voronoi Texture,   10 00:00:40,560 --> 00:00:43,840 and maybe also make the distortion texture  bigger, and increase the intensity.   11 00:00:49,920 --> 00:00:50,960 This is fine for now. 12 00:00:51,680 --> 00:00:55,920 Now, to combine this with the wall, we can do  the same thing we did with the mortar, but this   13 00:00:55,920 --> 00:01:00,800 time even simpler. For the mortar, we had to  combine it with the bricks before adding cracks,   14 00:01:00,800 --> 00:01:04,720 and then use it to mask the cracks, so  that they don't get filled with mortar.   15 00:01:04,720 --> 00:01:07,840 But this time, we do want the moss  to grow in the cracks as well,   16 00:01:07,840 --> 00:01:12,400 so we can just plainly combine the moss after  everything else, without any special handling. 17 00:01:12,960 --> 00:01:16,880 So let's add a Math node onto the  displacement map, set it to Maximum,   18 00:01:16,880 --> 00:01:18,240 and plug in the moss texture.   19 00:01:22,080 --> 00:01:23,440 Then, if we take a look at it,   20 00:01:23,440 --> 00:01:26,480 we see that the low spots on the wall  got filled with the moss texture. 21 00:01:27,040 --> 00:01:31,360 We also want a mask of the moss, so just like  with the mortar, let's duplicate this node,   22 00:01:31,360 --> 00:01:37,040 and set it to Less Than. And this gives  us a binary mask of where the moss is. 23 00:01:37,680 --> 00:01:41,840 So far, we've been using a single Principled  shader for everything, by just plugging   24 00:01:41,840 --> 00:01:46,800 different textures into it's parameters. While  we could do the same with the moss, its shader   25 00:01:46,800 --> 00:01:51,600 is different enough that it's more practical to  just use a new shader, and mix them together.   26 00:01:51,600 --> 00:01:55,680 In a later chapter, we'll also be using some  shading techniques which are not provided   27 00:01:55,680 --> 00:02:00,400 by the Principled shader, so this setup  will make that easier when the time comes. 28 00:02:00,400 --> 00:02:05,360 So for now, let's just add a diffuse shader. Then  let's make a bit of space here, and we'll also   29 00:02:05,360 --> 00:02:10,560 need a Mix shader, not to be confused with the  MixRGB node which we use for combining colors. 30 00:02:10,560 --> 00:02:15,120 Then let's plug our shaders into the Mix  shader, and plug the moss mask into the factor.   31 00:02:16,560 --> 00:02:20,160 And let's take a look at the  result. There's our moss,   32 00:02:20,160 --> 00:02:23,840 though it's not exactly the right color, so  let's tweak it to something more reasonable.   33 00:02:28,480 --> 00:02:29,200 That's better. 34 00:02:30,160 --> 00:02:34,080 One thing that sticks out is that all the  rows that were offset deeper into the wall   35 00:02:34,080 --> 00:02:38,560 are practically completely filled with moss, as  the moss is totally flat, while the wall is not.   36 00:02:39,120 --> 00:02:43,680 We do want the moss to grow in the low spots, but  that should probably happen on a smaller scale,   37 00:02:43,680 --> 00:02:47,280 while the moss should generally follow  the larger depth variations in the wall. 38 00:02:47,920 --> 00:02:51,280 Luckily, we already solved this  same problem before, for the mortar.   39 00:02:51,280 --> 00:02:55,760 So let's combine these two links with a Reroute.  And then we can take the smooth variant of the   40 00:02:55,760 --> 00:02:59,840 brick row offset, which we added onto the  mortar, and add it onto the moss as well.   41 00:03:01,360 --> 00:03:04,080 All we need is a Math node,  and we can plug the offset in.   42 00:03:08,720 --> 00:03:11,120 Now the moss follows the  general shape of the wall,   43 00:03:11,120 --> 00:03:13,680 and we can only see it in  the smaller scale low spots. 44 00:03:15,360 --> 00:03:20,160 Now looking at this displacement, perhaps the moss  texture is a bit too intense, so let's duplicate   45 00:03:20,160 --> 00:03:24,080 this Math node, and set it to multiply, so  that we can control the texture intensity.   46 00:03:29,360 --> 00:03:31,280 And now that we can see the moss on the wall,   47 00:03:31,280 --> 00:03:35,360 we can do some final tweaking of the texture  parameters, like making it a bit finer.   48 00:03:38,640 --> 00:03:42,000 And maybe increasing the exponent,  to make the clumps a bit chunkier. 49 00:03:44,640 --> 00:03:48,240 That's looking good, so let's organize  the node tree, and frame these nodes.   50 00:03:53,520 --> 00:03:59,840 Let's not forget to give it a clear name, and we  can also color code it, based on the moss color.   51 00:04:08,160 --> 00:04:12,320 Then let's also frame these two nodes, like  we did with the corresponding mortar nodes.   52 00:04:12,320 --> 00:04:13,840 And copy over the node color. 53 00:04:14,960 --> 00:04:26,800 Then we can snap everything into place,  and our initial moss setup is done. 6252

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