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One last thing i'd like to add to this is to
just give a little bit of variety a little
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bit of variation in the transitions between the
shades since it's pretty easy to set up. so i'm
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going to come down here to just before the diffuse
shader and i'm going to add in a vector bump node
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and plug that in. now we need something to
drive the height and to get a kind of cross
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hatching type style transition we can use a
texture, a Wave texture and we can plug that
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into the height, now that's going to be
seen a little bit on the extreme side
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initially, but kind of interesting i suppose
first of all i'm going to set the scale
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much higher around 50. we can turn down the
extreme shadows that is kind of trying to cast
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here by taking the distance right down and also
the strength, but just to make it even easier i'm
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going to give ourselves a third way to kind
of lessen the effect, so i'm going to use a
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Converter, Math node for that and i'm going
to multiply what we're getting out of there
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by some value less than 1 and the closer this
gets to zero, the more we're going to get results
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coming out of this wave texture that are almost
black which is going to do nothing to our height
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so let's take that down even further... somewhere
around there, and then these values become a little
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bit easier to manage. and actually that's it aside
from adding this normal output to the other shader
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for example the glossy shader here, so let's
plug that in, now we can see even the highlight
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is getting that same effect, we've also got a
layer weight node, so i'm going to Shift click
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on this notice how it becomes highlighted,
this is useful if you've got a large node tree,
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and then i'm going to shift click on this one
and then just press F to fill the distance
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there, now it's a little bit awkward the way it's
shooting across there, so what i'm going to do is
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left click and drag across these, drag these
to the left, hold Shift and right click across
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all three just to group them together like that
and then again Shift and right click across just
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this one to just direct it above our highlight.
one last thing i'd like to mention about this
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particular effect is that by default this wave
texture is using generated coordinates, let's throw
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in some texture coordinates just to show this, so
i'm going to plug in the generated coordinates and
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then unplug them again and we see no change and
while we do have some settings here that are going
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to help us control this, the ultimate control
in direction anyway would be to use the uvs
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so if i plug them in, we're going to get a very
different effect, because i don't think some of
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these objects actually have uvs, so let's quickly
set that up, let's left click and drag across
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all of these objects and then Tab into edit mode,
press A to select everything and then let's just
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quickly jump over to uv editing workspace and then
zoom in a little bit here and full stop on the
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numpad to just zoom into our stuff here and then
now we can go U and then just Smart Uv Project
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and then click on ok. let's just use all defaults.
left click and take a look at the rendered view
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and we can see now it doesn't look as good and
that generally boils down to the scale, now there's
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two things we could do here, we could actually
change the size of the lines there by scaling them
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up which i'll do in this case, but of course we
could increase the value in our scale on the wave
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texture node itself, now jumping back to uv editing,
the reason i wanted to mention this really is
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because we can now control different areas to have
different directions, this is quite a reasonable
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direction, quite like this horizontal look that
we're getting on those parts, this bit is a little
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bit separated in an unusual way or maybe that's
quite cool, but let's say we wanted to change it
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i'm going to select a face here and then go up to
the select menu, select linked and then linked flat
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faces and then let's open up our little menu down
here and increase our threshold, our sharpness of
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how many more faces we want connecting to this, i
feel like we've probably got all the faces we need
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with this value 43 degrees and i'm just going
to make sure that face is selected as well
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just make sure we're not missing anything there,
in fact we can press Z and take a look at this in
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solid shading view just to make it a little bit
more obvious and then just finding a view like
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this, it doesn't have to be exact, i'm just going
to try and look straight down on this geometry
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that we've got selected though and then just
press U and then Project From View and now we've
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got a new uv island for that take a look back in
rendered view and we can see now all the lines are
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facing this way, sort of more vertical, but it does
mean that we can now rotate this with R in our uv
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editor and we can change that to be however we
like and then once we've set any directions that
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we wanted in particular, we can jump back over
to our shading workspace and consider this done :)
7298
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