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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,920 One last thing i'd like to add to this is to  just give a little bit of variety a little   2 00:00:03,920 --> 00:00:09,680 bit of variation in the transitions between the  shades since it's pretty easy to set up. so i'm   3 00:00:09,680 --> 00:00:16,320 going to come down here to just before the diffuse  shader and i'm going to add in a vector bump node   4 00:00:16,320 --> 00:00:20,720 and plug that in. now we need something to  drive the height and to get a kind of cross   5 00:00:20,720 --> 00:00:26,880 hatching type style transition we can use a  texture, a Wave texture and we can plug that   6 00:00:26,880 --> 00:00:30,720 into the height, now that's going to be  seen a little bit on the extreme side   7 00:00:30,720 --> 00:00:35,200 initially, but kind of interesting i suppose  first of all i'm going to set the scale   8 00:00:35,200 --> 00:00:41,040 much higher around 50. we can turn down the  extreme shadows that is kind of trying to cast   9 00:00:41,040 --> 00:00:46,400 here by taking the distance right down and also  the strength, but just to make it even easier i'm   10 00:00:46,400 --> 00:00:51,040 going to give ourselves a third way to kind  of lessen the effect, so i'm going to use a   11 00:00:51,040 --> 00:00:55,280 Converter, Math node for that and i'm going  to multiply what we're getting out of there   12 00:00:55,280 --> 00:00:59,840 by some value less than 1 and the closer this  gets to zero, the more we're going to get results   13 00:00:59,840 --> 00:01:04,320 coming out of this wave texture that are almost  black which is going to do nothing to our height   14 00:01:04,320 --> 00:01:08,880 so let's take that down even further... somewhere  around there, and then these values become a little   15 00:01:08,880 --> 00:01:15,680 bit easier to manage. and actually that's it aside  from adding this normal output to the other shader   16 00:01:15,680 --> 00:01:21,200 for example the glossy shader here, so let's  plug that in, now we can see even the highlight   17 00:01:21,200 --> 00:01:27,360 is getting that same effect, we've also got a  layer weight node, so i'm going to Shift click   18 00:01:27,360 --> 00:01:32,320 on this notice how it becomes highlighted,  this is useful if you've got a large node tree,   19 00:01:32,320 --> 00:01:36,640 and then i'm going to shift click on this one  and then just press F to fill the distance   20 00:01:36,640 --> 00:01:40,960 there, now it's a little bit awkward the way it's  shooting across there, so what i'm going to do is   21 00:01:40,960 --> 00:01:45,840 left click and drag across these, drag these  to the left, hold Shift and right click across   22 00:01:45,840 --> 00:01:50,320 all three just to group them together like that  and then again Shift and right click across just   23 00:01:50,320 --> 00:01:55,760 this one to just direct it above our highlight.  one last thing i'd like to mention about this   24 00:01:55,760 --> 00:02:01,920 particular effect is that by default this wave  texture is using generated coordinates, let's throw   25 00:02:01,920 --> 00:02:07,280 in some texture coordinates just to show this, so  i'm going to plug in the generated coordinates and   26 00:02:07,280 --> 00:02:11,920 then unplug them again and we see no change and  while we do have some settings here that are going   27 00:02:11,920 --> 00:02:17,360 to help us control this, the ultimate control  in direction anyway would be to use the uvs   28 00:02:17,360 --> 00:02:21,920 so if i plug them in, we're going to get a very  different effect, because i don't think some of   29 00:02:21,920 --> 00:02:27,920 these objects actually have uvs, so let's quickly  set that up, let's left click and drag across   30 00:02:27,920 --> 00:02:32,560 all of these objects and then Tab into edit mode,  press A to select everything and then let's just   31 00:02:32,560 --> 00:02:38,720 quickly jump over to uv editing workspace and then  zoom in a little bit here and full stop on the   32 00:02:38,720 --> 00:02:45,280 numpad to just zoom into our stuff here and then  now we can go U and then just Smart Uv Project   33 00:02:45,280 --> 00:02:50,160 and then click on ok. let's just use all defaults.  left click and take a look at the rendered view   34 00:02:50,160 --> 00:02:56,000 and we can see now it doesn't look as good and  that generally boils down to the scale, now there's   35 00:02:56,000 --> 00:03:00,720 two things we could do here, we could actually  change the size of the lines there by scaling them   36 00:03:00,720 --> 00:03:07,040 up which i'll do in this case, but of course we  could increase the value in our scale on the wave   37 00:03:07,040 --> 00:03:11,920 texture node itself, now jumping back to uv editing,  the reason i wanted to mention this really is   38 00:03:11,920 --> 00:03:17,200 because we can now control different areas to have  different directions, this is quite a reasonable   39 00:03:17,200 --> 00:03:22,000 direction, quite like this horizontal look that  we're getting on those parts, this bit is a little   40 00:03:22,000 --> 00:03:26,560 bit separated in an unusual way or maybe that's  quite cool, but let's say we wanted to change it   41 00:03:26,560 --> 00:03:31,680 i'm going to select a face here and then go up to  the select menu, select linked and then linked flat   42 00:03:31,680 --> 00:03:37,840 faces and then let's open up our little menu down  here and increase our threshold, our sharpness of   43 00:03:37,840 --> 00:03:43,120 how many more faces we want connecting to this, i  feel like we've probably got all the faces we need   44 00:03:43,120 --> 00:03:48,320 with this value 43 degrees and i'm just going  to make sure that face is selected as well   45 00:03:48,320 --> 00:03:52,240 just make sure we're not missing anything there,  in fact we can press Z and take a look at this in   46 00:03:52,240 --> 00:03:56,960 solid shading view just to make it a little bit  more obvious and then just finding a view like   47 00:03:56,960 --> 00:04:01,440 this, it doesn't have to be exact, i'm just going  to try and look straight down on this geometry   48 00:04:01,440 --> 00:04:05,440 that we've got selected though and then just  press U and then Project From View and now we've   49 00:04:05,440 --> 00:04:10,320 got a new uv island for that take a look back in  rendered view and we can see now all the lines are   50 00:04:10,320 --> 00:04:16,240 facing this way, sort of more vertical, but it does  mean that we can now rotate this with R in our uv   51 00:04:16,240 --> 00:04:21,440 editor and we can change that to be however we  like and then once we've set any directions that   52 00:04:21,440 --> 00:04:24,280 we wanted in particular, we can jump back over  to our shading workspace and consider this done :) 7298

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