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These are the user uploaded subtitles that are being translated: 1 00:00:00,590 --> 00:00:04,730 The moss is looking good, but there is one final touch to really sell this. 2 00:00:04,730 --> 00:00:08,850 Right now the moss is composed of pretty solid chunks, but it would be nice to also have 3 00:00:08,850 --> 00:00:12,670 some fine moss sprouts sprinkled over the wall, to blend the boundaries of the moss 4 00:00:12,670 --> 00:00:14,050 chunks. 5 00:00:14,050 --> 00:00:17,940 Here in the moss texture, we defined the shapes of the moss clusters, using low and medium 6 00:00:17,940 --> 00:00:19,670 frequency textures. 7 00:00:19,670 --> 00:00:23,880 So let's continue in the same way, and add a high frequency texture. 8 00:00:23,880 --> 00:00:29,199 Let's duplicate this Noise, and copy the high frequency color. 9 00:00:29,199 --> 00:00:33,590 Then let's make it much smaller, and take a look. 10 00:00:33,590 --> 00:00:37,090 Let's also drop the detail, so that we basically get little dots. 11 00:00:37,090 --> 00:00:44,920 Then let's add a subtraction to center the noise around zero, like with the other noises. 12 00:00:44,920 --> 00:00:58,489 Now let's try adding this onto the displacement texture, as usual, and see what happens. 13 00:00:58,489 --> 00:01:02,570 We can see that it added a fine texture throughout the moss, and it made the edges of the moss 14 00:01:02,570 --> 00:01:05,120 more fuzzy, with these little dots. 15 00:01:05,120 --> 00:01:09,579 If we want more of this sparse spotty moss throughout the wall, we can just increase 16 00:01:09,579 --> 00:01:12,770 the intensity, and it will poke through the wall in more places. 17 00:01:12,770 --> 00:01:19,289 So let's multiply this value. 18 00:01:19,289 --> 00:01:28,810 Now, the more we increase the value, the more we see this spotty texture, which creates 19 00:01:28,810 --> 00:01:34,409 a nice effect for a slightly different type of moss. 20 00:01:34,409 --> 00:01:38,810 Let's also check this out in Cycles, remembering to enable the displacement. 21 00:01:38,810 --> 00:01:43,119 Immediately it looks very weird, and everything seems to become a big shadow. 22 00:01:43,119 --> 00:01:47,729 If we take a closer look, especially if we look from the side, we see that we have huge 23 00:01:47,729 --> 00:01:49,850 spikes sticking out of the wall. 24 00:01:49,850 --> 00:01:53,479 This isn't really what we want, but it makes sense, since we are multiplying this noise 25 00:01:53,479 --> 00:01:55,459 by such a large value. 26 00:01:55,459 --> 00:01:58,989 This makes the texture poke through the wall in more places, which looks good in our moss 27 00:01:58,989 --> 00:02:04,079 mask, but it's a total failure for our displacement, as it is going way too far. 28 00:02:04,079 --> 00:02:09,079 As we saw before, just reducing the multiplication isn't a solution, as we lose most of the nice 29 00:02:09,079 --> 00:02:10,340 spotty effect. 30 00:02:10,340 --> 00:02:14,730 So let's try to come up with a solution that let's us use the intense texture for the mask, 31 00:02:14,730 --> 00:02:17,599 but the more subtle texture for the displacement. 32 00:02:17,599 --> 00:02:19,700 Let's first deal with the mask. 33 00:02:19,700 --> 00:02:24,140 Here we are feeding the moss displacement texture into two components, the mask being 34 00:02:24,140 --> 00:02:29,430 computed by the Less Than, and the general displacement texture being computed just above. 35 00:02:29,430 --> 00:02:33,459 So the fist thing we can do, is add this new noise only to the mask component, and not 36 00:02:33,459 --> 00:02:35,379 the displacement component. 37 00:02:35,379 --> 00:02:39,519 So let's bring the addition over here, and connect it just before the Less Than, without 38 00:02:39,519 --> 00:02:45,410 also feeding this value to the other nodes above. 39 00:02:45,410 --> 00:02:46,950 Then we can plug the texture back in. 40 00:02:46,950 --> 00:02:52,720 Now, if we look at the mask, we see the spotty texture. 41 00:02:52,720 --> 00:02:58,709 But if we look at the displacement texture, it doesn't have any sign of this texture at 42 00:02:58,709 --> 00:02:59,879 all. 43 00:02:59,879 --> 00:03:03,829 So let's check the result in Cycles. 44 00:03:03,829 --> 00:03:08,870 Indeed we got rid of the big spikes, but the spotty texture doesn't seem to be very visible. 45 00:03:08,870 --> 00:03:11,940 Let's take a closer look. 46 00:03:11,940 --> 00:03:15,590 Here we see that the spots are there, but because they are not being displaced, we only 47 00:03:15,590 --> 00:03:19,890 see them as a difference in the shading, which is much less noticeable, and looks very strange 48 00:03:19,890 --> 00:03:22,349 being completely flat on the bricks. 49 00:03:22,349 --> 00:03:26,890 So let's see how we can implement the displacement as well, without getting the big spikes again. 50 00:03:26,890 --> 00:03:30,209 Firstly, we'll need a less intense version of the texture. 51 00:03:30,209 --> 00:03:35,319 So let's duplicate the multiplication and set it to a lower value. 52 00:03:35,319 --> 00:03:41,359 Like we saw before, if we would add this to the moss displacement now, this texture wouldn't 53 00:03:41,359 --> 00:03:43,999 be strong enough to poke through the wall surface. 54 00:03:43,999 --> 00:03:48,230 What we can do instead, is add this to the whole displacement texture, after we combine 55 00:03:48,230 --> 00:03:49,889 the moss with the wall. 56 00:03:49,889 --> 00:03:53,519 So let's add a Math node all the way at the end of the displacement texture, and connect 57 00:03:53,519 --> 00:03:57,549 our new Noise. 58 00:03:57,549 --> 00:04:01,609 If we look at the render now, we see the texture applied to the whole surface, as it's being 59 00:04:01,609 --> 00:04:05,489 added to everything, rather than being combined with the Maximum operation. 60 00:04:05,489 --> 00:04:10,370 Of course, this isn't the result we're going for, however, it doesn't have those spikes, 61 00:04:10,370 --> 00:04:14,580 as the texture is much less intense, and it looks much closer to what we'd want. 62 00:04:14,580 --> 00:04:19,859 Now, all we need is a way to limit this displacement, only to the places where there is moss. 63 00:04:19,859 --> 00:04:23,620 It just so happens that we already have a mask to do exactly that! 64 00:04:23,620 --> 00:04:27,620 Our moss mask has the same spotty texture that matches exactly with the displacement 65 00:04:27,620 --> 00:04:32,490 texture, so we can use it to mask this displacement. 66 00:04:32,490 --> 00:04:37,880 So let's just add a multiplication to the displacement texture, and plug in the mask. 67 00:04:37,880 --> 00:04:43,330 If we take a look at the result, we now have the same displacement texture, but only in 68 00:04:43,330 --> 00:04:50,199 the spots with moss. 69 00:04:50,199 --> 00:04:53,570 So now if we look at the final shader, we finally have the result that we are looking 70 00:04:53,570 --> 00:04:54,910 for. 71 00:04:54,910 --> 00:04:59,430 The spotty texture is diffusing our moss, like we wanted, but without creating big spikes 72 00:04:59,430 --> 00:05:00,430 in the displacement. 73 00:05:00,430 --> 00:05:04,540 And the best part is that now we can control the texture intensity for the mask and for 74 00:05:04,540 --> 00:05:07,150 the displacement completely independently. 75 00:05:07,150 --> 00:05:11,340 So if we consider that this displacement is still too intense, we can just lower this 76 00:05:11,340 --> 00:05:15,580 multiplication, and it doesn't affect the texture distribution at all, only the displacement 77 00:05:15,580 --> 00:05:16,699 amount. 78 00:05:16,699 --> 00:05:22,599 Now that this is working, we have a new type of moss, with more diffuse blended boundaries, 79 00:05:22,599 --> 00:05:27,350 but it would be nice to also have some of that more chunky moss we had before, in some 80 00:05:27,350 --> 00:05:28,350 spots. 81 00:05:28,350 --> 00:05:31,500 So let's modulate the moss spottiness with a noise. 82 00:05:31,500 --> 00:05:35,550 We already happen to have a low frequency Noise here that is perfect for this situation. 83 00:05:35,550 --> 00:05:40,780 We are using the first channel for the general moss distribution, and the last channel for 84 00:05:40,780 --> 00:05:45,569 the color, but luckily, we still have one independent channel free to use for this. 85 00:05:45,569 --> 00:05:49,190 So let's make some space here for a Map Range node. 86 00:05:49,190 --> 00:05:54,690 And then we can connect the second noise channel to it. 87 00:05:54,690 --> 00:05:58,169 Let's use it to modulate the amount of spottiness in the mask. 88 00:05:58,169 --> 00:06:03,120 We had a value of five there, which was working nicely, so let's use that for the max output, 89 00:06:03,120 --> 00:06:05,220 and let's try something like two for the min. 90 00:06:05,220 --> 00:06:10,240 But it's best to take a look a the mask itself, to see how these values affect it. 91 00:06:10,240 --> 00:06:14,210 There doesn't seem to be that much variation right now, so let's compress the input range 92 00:06:14,210 --> 00:06:19,039 to get some more noticeable differences in the distribution. 93 00:06:19,039 --> 00:06:22,629 A min of zero let's us really see the texture distribution. 94 00:06:22,629 --> 00:06:27,389 We can also invert the order of the outputs, to invert which parts get spots and which 95 00:06:27,389 --> 00:06:28,389 don't. 96 00:06:28,389 --> 00:06:33,009 I think something like this looks pretty good, as we get some nice chunky bits over here. 97 00:06:33,009 --> 00:06:36,750 Now let's set the lowest output back up to two, so that we don't completely turn off 98 00:06:36,750 --> 00:06:37,970 the effect. 99 00:06:37,970 --> 00:06:42,070 This is only modulating the distribution, but not the displacement intensity, as that 100 00:06:42,070 --> 00:06:43,990 is controlled by the other multiplication. 101 00:06:43,990 --> 00:06:48,803 So let's duplicate this Map Range, and then we can also modulate the intensity, so that 102 00:06:48,803 --> 00:06:53,130 parts with less of the spotty texture also get less of this displacement. 103 00:06:53,130 --> 00:06:58,000 We had a value of .5, so let's set something around that range. 104 00:06:58,000 --> 00:07:02,400 And let's perhaps change the input distribution a bit as well. 105 00:07:02,400 --> 00:07:06,090 But as usual this is all subjective. 106 00:07:06,090 --> 00:07:13,099 Since we are clipping the noise, let's set the interpolation to Smooth Step. 107 00:07:13,099 --> 00:07:16,500 And finally let's take a look at the result. 108 00:07:16,500 --> 00:07:22,220 Now we can see that we have some parts with this diffused spotty moss, and some parts 109 00:07:22,220 --> 00:07:25,040 with a more chunky and defined moss. 110 00:07:25,040 --> 00:07:36,850 Now, all that remains is to organize this last bit of the node tree. 111 00:07:36,850 --> 00:07:48,460 Finally, we can sit back, and admire the final result that we created after all this work, 112 00:07:48,460 --> 00:07:51,979 while we start thinking about all the new things we can make next with the techniques 113 00:07:51,979 --> 00:07:52,879 that we explored. 11754

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