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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,320 --> 00:00:04,800 With the moss in place, let's add some color  variation. This will mostly be similar to   2 00:00:04,800 --> 00:00:09,440 what we already did in other parts of the shader,  without much in the way of unexplored techniques,   3 00:00:09,440 --> 00:00:12,160 but we get to apply it in a  slightly different context. 4 00:00:12,800 --> 00:00:17,600 So let's drag our moss shader somewhere with a  bit more space. And to start we will yet again   5 00:00:17,600 --> 00:00:21,840 add a Texture Coordinate node and a Noise  node. You might see a trend emerging here. 6 00:00:23,040 --> 00:00:29,280 Let's take a look at the Noise, and set it to 2D.  Then, just like we did for the brick colors, let's   7 00:00:29,280 --> 00:00:34,320 add a Hue Saturation node, to manipulate the moss  color. And let's copy our existing color over. 8 00:00:35,840 --> 00:00:38,640 Then we can start by modulating  the Value with the noise.   9 00:00:40,320 --> 00:00:45,520 And again, we can use a Map Range to adjust the  Value range. Let's raise the minimum output,   10 00:00:45,520 --> 00:00:48,160 and compress the range a bit,  to get some more contrast.   11 00:00:51,040 --> 00:00:54,320 Let's also make the Noise bigger,  to get some medium scale variation.   12 00:00:55,920 --> 00:00:59,680 And let's set the interpolation to  Smooth Step, to avoid ugly sharp edges. 13 00:01:00,560 --> 00:01:03,680 The Noise is looking a bit too  smooth, so let's increase the Detail.   14 00:01:04,960 --> 00:01:09,440 And maybe we could use a bit of a higher Roughness  as well, to push those high frequency layers up   15 00:01:09,440 --> 00:01:14,160 a bit. Increasing the Roughness shows that we  could probably still use a bit higher Detail. 16 00:01:15,600 --> 00:01:20,800 This is looking pretty good, so let's modulate the  Hue next. We'll need another channel, so let's add   17 00:01:20,800 --> 00:01:26,560 a Separate RGB node here and connect the color.  Then let's connect the second output to the Map   18 00:01:26,560 --> 00:01:31,200 Range, because the Hue is above the Value, and  this way we avoid crossing links over each other. 19 00:01:31,760 --> 00:01:36,880 Then let's connect it to the Hue, and add another  Map Range in there. Let's set it to Smooth Step as   20 00:01:36,880 --> 00:01:41,840 well, and let's set the range to something around  0.5, so that we're not changing the Hue too much.   21 00:01:43,760 --> 00:01:46,560 And compressing the input range  a bit doesn't hurt either. 22 00:01:52,800 --> 00:01:55,520 Comparing the color with and  without the Hue modulation,   23 00:01:55,520 --> 00:01:59,520 we can see that it's kinda subtle, but it  definitely makes it a bit more natural. 24 00:01:59,520 --> 00:02:03,200 What we can also do, is modulate  the Hue based on the Value channel.   25 00:02:03,200 --> 00:02:07,200 Currently the Hue and Value have completely  independent noise patterns, which is good,   26 00:02:07,200 --> 00:02:12,080 but we might also want to, say, make the  lighter parts more green than the darker parts. 27 00:02:12,080 --> 00:02:17,280 So let's duplicate the Value Map Range with  Ctrl+Shift+D, to keep the input connection. Then,   28 00:02:17,280 --> 00:02:21,200 we can use this to offset the Hue that  we computed with the other noise channel.   29 00:02:21,200 --> 00:02:24,720 So let's add a Math node onto the Hue  link, and connect our new Map Range.   30 00:02:25,360 --> 00:02:29,360 Now, if we set both outputs to zero,  it doesn't do anything. But then,   31 00:02:29,360 --> 00:02:35,840 higher output values shift the Hue clockwise,  and lower values shift it counter-clockwise. 32 00:02:37,920 --> 00:02:42,560 So if we want to push the dark parts a bit more  towards red, perhaps to make it look like older   33 00:02:42,560 --> 00:02:47,680 slightly dried moss, we can just put a lower  value in the min output. The result is that   34 00:02:47,680 --> 00:02:52,320 the Hue is still decoupled from the Value, as  we're feeding it an independent noise channel,   35 00:02:52,320 --> 00:02:56,000 but because we're additionally also  feeding it the same channel as the Value,   36 00:02:56,000 --> 00:02:58,480 we're biasing the darker parts more towards red. 37 00:02:59,280 --> 00:03:03,840 At this point the color is looking a  bit dark, so let's brighten it up a bit.   38 00:03:06,080 --> 00:03:08,720 And now we can plug it into the  shader, and look at the result.   39 00:03:12,880 --> 00:03:16,880 It's definitely looking more natural, now  that it doesn't have a single flat color.   40 00:03:16,880 --> 00:03:21,600 But if we look more closely, on an individual  level, the moss clumps are still very uniform. 41 00:03:22,240 --> 00:03:25,920 Conveniently, the Voronoi, which we  are using to create this clumpy effect,   42 00:03:25,920 --> 00:03:30,480 gives us a random value for each cell, which  we can now use to modulate the color as well.   43 00:03:31,600 --> 00:03:35,200 So let's add a Separate RGB again,  and connect it to the color output. 44 00:03:36,800 --> 00:03:41,520 Now we can bring this to our moss color setup,  and if we just plug this directly into the Value,   45 00:03:41,520 --> 00:03:46,560 we see how each clump gets a different brightness.  But we'll want to control this better with a Map   46 00:03:46,560 --> 00:03:52,880 Range. So let's raise the lower output a bit,  so that it doesn't go all the way to black. 47 00:03:52,880 --> 00:03:56,480 That's good, but we still want the  big noise to affect our Value as well,   48 00:03:56,480 --> 00:03:59,840 so let's plug it back, and combine  them with a multiplication.   49 00:04:07,840 --> 00:04:12,160 This creates a really nice and mossy effect,  with variation at different scale levels. 50 00:04:12,880 --> 00:04:16,880 Finally, let's also play a bit with the  Saturation. Since we defined that the   51 00:04:16,880 --> 00:04:21,280 brighter moss parts are supposed to be more fresh,  let's also make them a bit more saturated than the   52 00:04:21,280 --> 00:04:26,400 dark parts, so that they pop a bit more. We can  do that by getting another Map Range in here,   53 00:04:26,400 --> 00:04:29,920 and using it to map the combined  brightness onto the Saturation. 54 00:04:29,920 --> 00:04:35,760 So let's connect it up. Then everything  becomes desaturated, as we're even feeding   55 00:04:35,760 --> 00:04:41,840 it negative Saturation values. So let's  set this back up to one, and go from there.   56 00:04:42,800 --> 00:04:46,560 We can really desaturate it if we push  it down a lot, but let's keep it subtle.   57 00:04:49,200 --> 00:04:53,760 We can also tweak the input range a bit, to  bias it more towards the saturated parts. 58 00:04:55,040 --> 00:04:59,720 Then let's take a look at the shader, to  confirm that it's looking a lot nicer. And   59 00:05:06,400 --> 00:05:11,280 then it's time to maximize the node editor to  tidy everything up. Let's frame this and call it   60 00:05:11,280 --> 00:05:17,200 Moss Color. And let's also copy the node color  over. Then we can snap everything into place.   61 00:05:23,200 --> 00:05:37,840 Lastly, let's not forget to color code our  different patterns based on their frequency. 7750

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