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