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How to Texture in Blender — Transcript

by Blender Guru · 22,305 words · 3,187 segments · language en · Watch on YouTube

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  1. 0:00In this video, you'll learn the basics
  2. 0:01of texturing in Blender. The very same
  3. 0:04techniques that are used in AAA games
  4. 0:06and Hollywood movies. You'll finish with
  5. 0:08a practical customized brick wall and a
  6. 0:11set of skills that can be used for
  7. 0:12virtually any 3D surface. And best of
  8. 0:15all, this tutorial requires no plugins
  9. 0:17and no paid products. Just a default
  10. 0:20Blender 4.2 installation and two
  11. 0:22textures which are both free. So, if
  12. 0:24you're ready to level up your skills,
  13. 0:26fire up Blender and let's begin.
  14. 0:34So, with a brand new scene opened up,
  15. 0:36let's begin. Now, if you have already
  16. 0:39seen my donut tutorial, which I
  17. 0:42recommend if you haven't already, um
  18. 0:43then you will know that a texture is
  19. 0:45part of your material. And your material
  20. 0:48is found right down here in your
  21. 0:50material properties, right? And you've
  22. 0:52got some, you know, you can change the
  23. 0:53color of your material. And if you want
  24. 0:55to see it in your viewport, you have to
  25. 0:57go to your look dev mode, um and then
  26. 0:59you can adjust this here. Um but to do
  27. 1:02texturing seriously, we can't use this
  28. 1:04because it's too simplified, right? We
  29. 1:06need to see the nodes, the node layout.
  30. 1:09So, we need to go to our shading tab at
  31. 1:10the top there, which is just the exact
  32. 1:12same values, but it's in a node layout
  33. 1:15here.
  34. 1:16Um now, I've never been a big fan of
  35. 1:17this on the left-hand side, so I'm going
  36. 1:19to right click, join area, and then just
  37. 1:22collapse it. Okay. Also, I actually
  38. 1:24don't want to do it on a cube. I don't
  39. 1:26want the light, don't want this. I'm
  40. 1:27going to select everything with A,
  41. 1:29delete it, and I'm going to replace it
  42. 1:31with a plane. And then I'm going to
  43. 1:33rotate this. So, R, X, and 90. Just type
  44. 1:38in 90.
  45. 1:39Um and it's now 90° flat on so that we
  46. 1:42can create a brick wall eventually. All
  47. 1:44right, new material and let's begin.
  48. 1:47Now, before you can talk about textures,
  49. 1:49you have to talk about the shader.
  50. 1:51Because the shader, this thing right
  51. 1:53here, is like the operating system for
  52. 1:57your material. Every single property,
  53. 1:59everything that goes on on the
  54. 2:01appearance
  55. 2:03of your object happens in here.
  56. 2:05Everything has to be plugged in through
  57. 2:07here, okay? So, as I just said before,
  58. 2:09right? You can adjust these values here.
  59. 2:11You can make it look like a mirror. You
  60. 2:14can make it look like chalk, right? By
  61. 2:17adjusting the roughness slider there.
  62. 2:19You can make it look like metal or
  63. 2:21nonmetal, etc. I'm sure you're already
  64. 2:23familiar with this, right? So, what
  65. 2:24we're doing, just turn all this junk
  66. 2:26off, is we're defining a constant value
  67. 2:30across the entire surface for this
  68. 2:32roughness amount here, right? So, from
  69. 2:34the very top of our mesh all the way to
  70. 2:36the bottom, all the way across it, it's
  71. 2:38getting a flat value of whatever we
  72. 2:40define right here.
  73. 2:42And importantly, a texture is doing the
  74. 2:45exact same thing, but on a pixel level.
  75. 2:49All right.
  76. 2:50Let me show you. You don't have to
  77. 2:51follow this. I'm just going to show you
  78. 2:52as an example.
  79. 2:53Um I'm going to add in an image texture.
  80. 2:57And rather than open something on my
  81. 2:58computer, I'm going to create a new
  82. 3:00image, which you can do. Um and I'm
  83. 3:03going to give it a flat color of a gray
  84. 3:06at .2, okay? Like this. Hit new.
  85. 3:11Um and importantly, I'm going to change
  86. 3:13my color space to non-color data, which
  87. 3:16um is just important so it doesn't apply
  88. 3:17like a gamma correction on top of it. Um
  89. 3:19so, this is what we've got. That's what
  90. 3:21the image is that I'm going to use. It's
  91. 3:23a completely flat gray shape peg, right?
  92. 3:26Let's say. Now, if I with a roughness of
  93. 3:29.2,
  94. 3:30if I take my output of my image and I
  95. 3:33override my roughness, so it's now going
  96. 3:35to be using my texture instead of this
  97. 3:37value, can you guess what will happen?
  98. 3:41Nothing.
  99. 3:43Absolutely nothing. As I flip between
  100. 3:45them, there is no change because this is
  101. 3:48a .2 value and this roughness is a flat
  102. 3:51.2 value. It's just doing it on a pixel
  103. 3:55level, per pixel level. But importantly,
  104. 3:58because this is a texture, of course, I
  105. 4:00can go into texture paint mode and I
  106. 4:02could do a bunch of fancy stuff in here,
  107. 4:05right? And what this is doing, looking
  108. 4:07at our texture over here, you can see
  109. 4:10it's adding in extra values. So, the
  110. 4:12white is like a value of one for our
  111. 4:15roughness. So, it becomes like chalk on
  112. 4:17that point. A value of sorry, a black
  113. 4:20value is like a value of zero. So, it
  114. 4:22becomes like a mirror on those values,
  115. 4:24right? So, at a per pixel level, it is
  116. 4:27changing those values. And where it gets
  117. 4:30interesting is, of course, you can use
  118. 4:31that not just for one value. You could
  119. 4:33take this and, you know, plug it into
  120. 4:35the base color, right? So, it now
  121. 4:37becomes the actual color of your mesh.
  122. 4:40You could also
  123. 4:42add in a bump node like this. Take the
  124. 4:45color, use it as height, which is going
  125. 4:47to be fed into the shader normal. It's
  126. 4:50just like a
  127. 4:51It's like fake fake bump. We'll get to
  128. 4:52it later. Um
  129. 4:54right? And I could give this something
  130. 4:56like this. Disconnect this, right? So,
  131. 4:58now I'm just adjusting the bump of this
  132. 5:01and I'm painting in
  133. 5:03what looks like
  134. 5:05height information into my mesh, right?
  135. 5:08That's the joy of texturing, right? And
  136. 5:10by the way, don't worry about this
  137. 5:11stepping issue. That's just It's because
  138. 5:13of
  139. 5:14uh it's an 8-bit image, right? You can
  140. 5:16Anyways, we're not we're not talking
  141. 5:18about that. We'll we'll We'll get into
  142. 5:19bump later. But this is the fundamental
  143. 5:21principle of texturing, right? It's
  144. 5:24converting these flat boring numerical
  145. 5:28values into varied values, which are
  146. 5:31more complex and interesting, just like
  147. 5:34the real world is.
  148. 5:35And all of the properties in your
  149. 5:37shader, right? Your your scattering,
  150. 5:39your you know, all this stuff that's
  151. 5:41hidden, that's like advanced, all of
  152. 5:43that can be driven by a texture and add
  153. 5:46to the complexity and the realism of a
  154. 5:49material. All right, now let's talk
  155. 5:50about the types of textures. There are
  156. 5:52two types of textures. There are image
  157. 5:55textures like this, like using a JPEG or
  158. 5:57a PNG or something like that.
  159. 5:59Um and then there are procedural
  160. 6:02textures, right? These guys right here.
  161. 6:04Um some of these, by the way, I just
  162. 6:06used in like the world
  163. 6:08setting, like the environment one. IES
  164. 6:10is only used for lamps. I don't know
  165. 6:12why, but they're all here even though
  166. 6:13they couldn't be used for a mesh. But
  167. 6:15anyways, I'm talking about stuff like
  168. 6:17the noise texture, okay? If we uh
  169. 6:19control, shift, and left click on any
  170. 6:22node, by the way, that will let you
  171. 6:23preview it on your mesh. Um we can see
  172. 6:25what it is generating here. It is
  173. 6:27generating, just like before, just like
  174. 6:30on our thing here, it's generating
  175. 6:32values from zero to one. Black's a zero,
  176. 6:35white's a one, and it's doing it on like
  177. 6:38a like a noise base. It's using math and
  178. 6:41it's being generated by Blender um just
  179. 6:44for our shader here. So, you get like
  180. 6:46some simple values here that you can
  181. 6:47play with um and very quickly um adjust
  182. 6:51the look of a texture, and that can be
  183. 6:53used in a shader just like anything
  184. 6:55else, right? Use it across here, and now
  185. 6:58we've got some interesting looking uh
  186. 7:02like a
  187. 7:03Yeah, I don't know what it is. It's just
  188. 7:05It's just like a speckle the like a
  189. 7:07dirty mirror, I guess, is what it looks
  190. 7:09like right now. Um or you could also use
  191. 7:11it to create, for example,
  192. 7:14um
  193. 7:14like stucco, right? By adding it as a
  194. 7:17bump map. And I'll just turn this like
  195. 7:19way down.
  196. 7:21Um
  197. 7:22Why am I not seeing it? Oh, there we go.
  198. 7:24Right?
  199. 7:27Something like that, and then I turn
  200. 7:29that up. And then I'm going to go a
  201. 7:30little bit higher now, right? And that
  202. 7:32starts to look like a like stucco, like
  203. 7:34plaster on an exterior of a building or
  204. 7:37something. Or even plaster in an
  205. 7:39interior. Yeah, anyways. It's a It's
  206. 7:42Procedural textures are very simple.
  207. 7:44They're They're adding patterns and
  208. 7:47they're very good for adding, yeah, like
  209. 7:49subtle amounts of detail. They're also
  210. 7:51good for blending with other textures.
  211. 7:54Um but generally speaking, you're not
  212. 7:56using a procedural texture by itself to
  213. 7:58create a realistic-looking
  214. 8:00surface. Now, I've actually seen a lot
  215. 8:02of beginners get led astray because they
  216. 8:04look on ArtStation or they look on
  217. 8:05forums and things, and they see people
  218. 8:07do amazing, realistic-looking materials
  219. 8:11with like node layouts with hundreds of
  220. 8:13nodes, and they're creating through math
  221. 8:16and combining this one with this one
  222. 8:18with this one with this one
  223. 8:19something that looks like a real complex
  224. 8:23material. But in practice, that is
  225. 8:26almost never done in production. That's
  226. 8:29controversial. It depends on the
  227. 8:31product. If it's if it's a game and they
  228. 8:32need custom materials for part of a
  229. 8:34pipeline, then yes, they will. But if
  230. 8:36you're working on like a VFX shot or an
  231. 8:38animation or something, you're not
  232. 8:40spending days, sometimes weeks, creating
  233. 8:43one material for one surface. It's just
  234. 8:45impractical. So, understanding
  235. 8:47procedural textures is definitely a
  236. 8:49valuable skill, but I think there's
  237. 8:51really a limit. I don't think people
  238. 8:52need to know that much about them. to
  239. 8:54know how to combine them and the math
  240. 8:56behind them and things like that. But
  241. 8:58most of the time, you're going to be
  242. 8:59using an image texture for your base.
  243. 9:01Most of the detail is going to be in
  244. 9:03there, and then you're using procedural
  245. 9:04on top of it. So, image textures. Let's
  246. 9:08talk about it. Let's say we want to make
  247. 9:10a brick wall, and to make this
  248. 9:12interesting and not just like a simple,
  249. 9:14easy tutorial,
  250. 9:16let's make it realistic for what you
  251. 9:18probably need. Not a square wall, which
  252. 9:21you would never have in a scene.
  253. 9:24You want it to look like a maybe the
  254. 9:25side of a warehouse, let's say. So, I'm
  255. 9:28going to select this edge here on the
  256. 9:30edge. I'm going to hit E to extrude it,
  257. 9:33and then X just for its X axis, holding
  258. 9:36down control to snap it to 2 m, right?
  259. 9:40And then I'm just going to hit shift R,
  260. 9:42which will repeat your last action. That
  261. 9:44is shift R.
  262. 9:46Um to do it twice, and then I'm going to
  263. 9:48select this edge along the top here as
  264. 9:49well. E, Z, holding down control, make
  265. 9:53it 2 m taller. So, now we should have,
  266. 9:56when we hit N to bring this up, an 8 by
  267. 9:584 m wall. Okay, so I want it to look
  268. 10:01like brick. What do you do? Well, what a
  269. 10:03lot of beginners do in their journey of
  270. 10:053D, they go to Google and they go brick
  271. 10:09texture, right? And they go to the
  272. 10:10images and they go, "Ooh, what sort of
  273. 10:12brick do I want?" Right? And then they,
  274. 10:14you know, they find a texture that they
  275. 10:15want and they go, "Perfect, that's the
  276. 10:18brick. I'll download it." And by the
  277. 10:20way, don't do this. I'm just going to
  278. 10:21use this as an example. Um, add an image
  279. 10:23texture, set this to
  280. 10:25the one we just downloaded and I connect
  281. 10:27it to my base color, right? Cuz that's
  282. 10:29where the color is. And okay, this is
  283. 10:31not the fault of the texture. Um, this
  284. 10:33is because we haven't UV unwrapped this.
  285. 10:35So let's quickly do that. I'm going to
  286. 10:36select my entire mesh, select everything
  287. 10:39and then I'm going to hit U and then
  288. 10:41select unwrap. By the way, if you don't
  289. 10:43understand UV unwrapping, it's not going
  290. 10:45to be part of this tutorial. Sorry to
  291. 10:46break the news to you. Uh, it was going
  292. 10:48to be like 3 hours long if I was going
  293. 10:49to do like UV unwrapping as a proper
  294. 10:51topic. Um, anyways, going to go to the
  295. 10:53UV editing tab here. Basically, this
  296. 10:55aligns with this. So we just have to
  297. 10:57rotate this so that it matches like the,
  298. 11:00you know, the it's in the correct
  299. 11:02direction, right? Which you can tell cuz
  300. 11:04there's a little line there. That's the
  301. 11:05edge. Right? Okay, now this is a 8 by 4
  302. 11:09m uh wall, right? So how big is that
  303. 11:13brick wall? Probably about 2 m, right?
  304. 11:16So I'm just going to scale that up
  305. 11:18like so and that's it. So that's the all
  306. 11:21the UV unwrapping we're going to do for
  307. 11:22this tutorial.
  308. 11:23Um, just to just to cover the bases, all
  309. 11:25right? So that doesn't look like brick.
  310. 11:29That barely looks like brick. Um, a
  311. 11:32number of problems. The first, as you
  312. 11:34can see, is there's noticeable seams.
  313. 11:37And that's because textures that you get
  314. 11:39online were not designed for 3D. They're
  315. 11:42usually designed for websites or for
  316. 11:44throwing into the back of a Photoshop
  317. 11:46file or something, right? And what we've
  318. 11:49done is we've tiled it. And it doesn't
  319. 11:51matter how perfectly they take the
  320. 11:53photograph if it's overcast and they
  321. 11:54even get the bricks to be perfectly
  322. 11:56aligned, it will never work. It'll just
  323. 11:59never work without some form of cleanup.
  324. 12:02So you can take it into Photoshop, you
  325. 12:04can do an offset and then you can use
  326. 12:05the clone brush and you can try to blend
  327. 12:07it that way. Um, it takes about an hour
  328. 12:10to 2 hours. At least that's what our
  329. 12:11artists spend on at Polygon. Um, and
  330. 12:14it's it's time-consuming. It's it's not
  331. 12:16fun. But even if you did that, the other
  332. 12:18issue you would notice is that this
  333. 12:21looks like it was printed on cardboard.
  334. 12:24It doesn't look like real brick because
  335. 12:26looking at our shader, of course, it's
  336. 12:29not. It's just going straight into the
  337. 12:31base color and it's just using a flat
  338. 12:34continuous roughness value. It doesn't
  339. 12:36have any bump information in its normal
  340. 12:38input. And you could certainly try. You
  341. 12:41could plug that into the roughness input
  342. 12:44and go, "Ooh, well, I've got some
  343. 12:46information there. It's the wrong
  344. 12:47information." Um, you could also plug it
  345. 12:50into a bump map, right? And it'll just
  346. 12:53like basically do a grayscale operation
  347. 12:56um to try to guess what that information
  348. 12:59um should be for the bump. And it's
  349. 13:02definitely better than nothing, but it's
  350. 13:04not the best. You can see it's assuming
  351. 13:08because the mortar is lighter than the
  352. 13:10brick that that is sticking way further
  353. 13:13out than the brick when it's probably
  354. 13:14the opposite is true, right? So that's
  355. 13:18why most artists realize very quickly
  356. 13:20you don't usually use a texture that you
  357. 13:23get from Google. What you need are
  358. 13:25seamless PBR textures. PBR textures are
  359. 13:30simply textures that were designed for
  360. 13:323D usage. And rather than downloading
  361. 13:34one image, PBR textures are a set of
  362. 13:37images, usually like five to 10 images
  363. 13:40that each do different things to the
  364. 13:42shader. And there are a number of places
  365. 13:44that you can get PBR textures from, but
  366. 13:46I'm going to be biased and recommend
  367. 13:48Polygon. And I'm biased because it's my
  368. 13:50own website. So over the last 9 years,
  369. 13:53my team and I have invested hundreds of
  370. 13:55thousands of dollars in perfecting the
  371. 13:58art of texture capture. So we've created
  372. 14:01a set of hardware and pipeline solutions
  373. 14:04to accurately capture real surfaces in
  374. 14:06the real world, which means we don't
  375. 14:08take a single photograph of pretty much
  376. 14:10anything. We use specialized rigs with
  377. 14:13like a polarized ring flash so it
  378. 14:16doesn't have reflections and we take
  379. 14:18hundreds of photographs of every
  380. 14:20surface. Then we use photogrammetry
  381. 14:22software to rebuild the surface so you
  382. 14:25get all the accurate height information
  383. 14:27that's really there in the real world.
  384. 14:29We bake that out into PBR maps, then we
  385. 14:32clean them up, we standardize the
  386. 14:34values, and it is the only way to
  387. 14:37accurately capture surfaces. It is
  388. 14:39expensive, it is time-consuming, and it
  389. 14:41is a very specialized skill that most
  390. 14:44artists should not waste their time
  391. 14:46doing. Honestly speaking, from somebody
  392. 14:48who's tried it, it's not really that
  393. 14:50useful for anything else besides
  394. 14:51building a texture library.
  395. 14:54As you can probably guess, Polygon is a
  396. 14:56paid product. We have a number of plans
  397. 14:57available. You can also buy packs of
  398. 15:00downloads if you just want to download a
  399. 15:02few things.
  400. 15:03Um, but for this tutorial, we are going
  401. 15:05to be using a free texture. This guy
  402. 15:08right here. So you need a account at
  403. 15:11Polygon, just a free account, and then
  404. 15:13you can download this. And this is the
  405. 15:14only texture we are going to be using
  406. 15:16for this tutorial. You do not need to
  407. 15:18buy anything from me in order to follow
  408. 15:20along, but if at the end of this
  409. 15:21tutorial, you want to start building a
  410. 15:23scene, you want to really take texturing
  411. 15:25seriously, you can come and subscribe
  412. 15:27and then download more textures. Okay,
  413. 15:29so click the link in the description to
  414. 15:30get to this page and then what you're
  415. 15:32going to be downloading is your 8K
  416. 15:34resolution because we're going to need
  417. 15:36all that juicy detail because of the
  418. 15:37size of our wall.
  419. 15:39Um, you can, if you wanted to, change
  420. 15:41your settings from JPEG to be PNG.
  421. 15:44There's not really going to be much of a
  422. 15:45difference, really. It's a much more
  423. 15:47lightweight format, JPEG. The only one
  424. 15:49that really matters for is displacement
  425. 15:51to be TIFF, which the default is already
  426. 15:53set at. So just hit download and then
  427. 15:55you will get a zip file like this, which
  428. 15:57you can then just extract and then
  429. 15:59you'll get a folder, which inside of
  430. 16:01that folder, you will see 8K and then
  431. 16:03here you have all of your PBR maps. Um,
  432. 16:07and we're going to use most of these.
  433. 16:09The only one that we're not going to be
  434. 16:10using is ORM. If you're curious what
  435. 16:13that map is, you've never seen it
  436. 16:14before, um, it's occlusion, roughness,
  437. 16:17and metallic and it's only used for real
  438. 16:20time. So it's this map, this map, and
  439. 16:23this map, but it's stored in the RGB
  440. 16:25channel, which is just more lightweight
  441. 16:27for real-time engines like Unreal Engine
  442. 16:29and Unity. Um, but we are not going to
  443. 16:31be using it for Blender. We're also not
  444. 16:33going to be using the material X file
  445. 16:34because you only use that if you know
  446. 16:35what you're doing, which we don't need
  447. 16:37it. So, yeah. Okay, so back at Blender,
  448. 16:40you don't need to have uh this. You just
  449. 16:41need to have a shader set up, but you do
  450. 16:43need to have a plane, which as I
  451. 16:45mentioned before, needs to be 8 by 4 m.
  452. 16:48So make sure you've done that. All
  453. 16:49right, so I'm going to show you how to
  454. 16:51set up a PBR material inside of Blender.
  455. 16:55Um, and I'm going to do it the slow way.
  456. 16:56There is a plugin for Polygon which does
  457. 16:58it in one click and I'm going to show
  458. 17:00you that at the end, but I want this
  459. 17:02tutorial to be helpful for people who
  460. 17:03are using textures from anywhere because
  461. 17:06PBR shader set up is really important to
  462. 17:08understand. So there's a few ways to add
  463. 17:10an image texture. One is to do the way
  464. 17:12that I've been doing it so far, shift A,
  465. 17:14texture, and then go image texture, and
  466. 17:16then click on open. And this first one
  467. 17:19that we're going to be importing is the
  468. 17:21base color JPEG, okay? So make sure it's
  469. 17:23underscore ending in that and then hit
  470. 17:25open.
  471. 17:27Okay, and I'm going to drag this, as you
  472. 17:28can probably guess, into the base color
  473. 17:31input. Pretty self-explanatory. All
  474. 17:33right, now you probably won't see
  475. 17:35anything as good as this so far because
  476. 17:37your UV unwrapping is not potentially
  477. 17:38set up. So just go to your UV editing
  478. 17:42tab at the top there,
  479. 17:44um, and we're going to on the mesh hit U
  480. 17:47and then click unwrap. And as I
  481. 17:49mentioned, this isn't a UV unwrapping
  482. 17:50tutorial, but just, you know, basically
  483. 17:52getting it set up for a wall. Uh, we
  484. 17:54need to rotate it, right? So that it's
  485. 17:56the correct orientation um and scale it
  486. 17:58up. The other thing that Blender doesn't
  487. 18:00really make it very easy to spot, but
  488. 18:03you can get to a point where the up on
  489. 18:06your UV editor is not the up on your
  490. 18:09mesh and it's often not easy to tell
  491. 18:11which is which. So if you click the
  492. 18:12little sync at the top there, top
  493. 18:15left-hand corner, that little icon, that
  494. 18:17will mean that when you are selecting
  495. 18:19parts of your mesh, you will see the uh
  496. 18:22selection over here on your UV image
  497. 18:24editor. And you can see that I have
  498. 18:26rotated it the wrong way. So I'm going
  499. 18:28to select everything, rotate this in my
  500. 18:31editor, and then holding down control so
  501. 18:33it snaps to 5° increments, get it to
  502. 18:35minus 180°, and now you can see, as I
  503. 18:38click across it, the correct vertice
  504. 18:41corresponding over there is selected.
  505. 18:44All right, the other thing I need to do
  506. 18:45is to scale this to a sensible uh
  507. 18:48amount.
  508. 18:49Now out on Polygon, we publish the exact
  509. 18:53sizes of our textures and you can see
  510. 18:55the physical size, 2.5 by 2.5 m. Now I
  511. 18:58know, because of we started with a plane
  512. 19:01that was 2 by 2 m, that's the default,
  513. 19:04um, I know that each of these squares
  514. 19:05here represents 2 m. So if I want to get
  515. 19:09this like really bang on accurate, what
  516. 19:11I would do is I would set it so that
  517. 19:12it's, you know, the size of a square,
  518. 19:14roughly speaking, and then because it
  519. 19:16actually needs to be 2.5 m, I'm going to
  520. 19:19scale it up by 1
  521. 19:23.25,
  522. 19:25okay? .25 because it's half what
  523. 19:292 m?
  524. 19:30You have to That that's the exact
  525. 19:32amount. It's like 25% is what you have
  526. 19:34to scale it by. I was going to try to
  527. 19:35explain it and then I'm like, "Ah, I
  528. 19:36can't explain it." Anyways.
  529. 19:38But it's a small thing, but it just
  530. 19:40means that now our texture matches the
  531. 19:43exact physical dimensions of the real
  532. 19:46texture in the real world. And just,
  533. 19:48yeah, it just helps when you start
  534. 19:50adding other things to the scene. Quick
  535. 19:52interjection. Actually not quite. It's
  536. 19:56only if you scale this then in the 3D
  537. 19:58view. So with the plane selected, scale
  538. 20:01that by the exact same amount 1.25
  539. 20:05which would mean that your plane would
  540. 20:07then be 10 by 5 which is correct. And
  541. 20:11then just make sure you apply the scale
  542. 20:13so that these values here become one.
  543. 20:16But then
  544. 20:17that is correct and it will be the
  545. 20:18physical correct
  546. 20:21dimensions for anything else you add to
  547. 20:22the scene. All right, back to my shading
  548. 20:24tab over here. I'm going to show you
  549. 20:25another way to add a texture here for
  550. 20:27the next map. If you got Windows
  551. 20:29Explorer or whatever opened up, if you
  552. 20:31just go and click on the map you want to
  553. 20:33import and I'm going to be importing the
  554. 20:35roughness
  555. 20:36roughness map next. I'm going to click
  556. 20:39and then just holding it down just drag
  557. 20:41over and then alt tab to blender and
  558. 20:44then just release it inside of your
  559. 20:45shader over here. Release it and it
  560. 20:48should appear.
  561. 20:49All right. And by the way, something
  562. 20:51you'll probably notice is that when you
  563. 20:52click on another node, there's like it
  564. 20:55stalls Blender stalls for like 2
  565. 20:57seconds. You can see before it before it
  566. 20:59appears. Very annoying and it's doing
  567. 21:01that because we have on the left hand
  568. 21:03side our image viewer opened which is
  569. 21:05why I don't like the image viewer being
  570. 21:07opened. So I'm going to right click and
  571. 21:09then go join areas and then just drag it
  572. 21:11across so it's gone. So now we don't
  573. 21:13have that delay when we click on
  574. 21:14something.
  575. 21:15Awesome. Okay. So your roughness map,
  576. 21:18can you guess which part of our shader
  577. 21:19it goes into? Haha, it goes into the
  578. 21:22roughness of course. And
  579. 21:24excuse me. Now you can see
  580. 21:27as we look at our mesh that there is
  581. 21:29some slight differences in the
  582. 21:31reflection, right? It looks a little bit
  583. 21:33more shiny here and less shiny there.
  584. 21:36But actually this is not correct.
  585. 21:39So the color space of your texture
  586. 21:42basically means Blender's expecting it
  587. 21:44to be like a standard camera photo which
  588. 21:47is sRGB 2.2 gamma.
  589. 21:50Without getting too much into the color
  590. 21:51science, it means it's doing an
  591. 21:52operation on this map that shouldn't be
  592. 21:55there because a roughness map and
  593. 21:56actually every single PBR map except
  594. 22:00your base color will almost always not
  595. 22:03be in 2.2 gamma. It will be in what is
  596. 22:05called raw or in Blender's case a non
  597. 22:09color space. Okay, so we're just going
  598. 22:11to click it and then select our color
  599. 22:13space as non color. And now it's
  600. 22:15actually correct. I know it looks worse.
  601. 22:17It looks like all that detail is gone.
  602. 22:19But it's at it's not about what looks
  603. 22:20better or what you can see. It's what's
  604. 22:22actually correct and this is actually
  605. 22:24what's correct because this brick here
  606. 22:26is actually quite a porous brick and
  607. 22:28this mortar is also porous and there's
  608. 22:31not really much difference between the
  609. 22:32roughness. And that's not the bit that
  610. 22:34matters. What matters though is that the
  611. 22:36overall roughness value. We don't have
  612. 22:38to guess what it is based on this here.
  613. 22:40It's defined for us in our PBR map.
  614. 22:43That's the bit that matters here.
  615. 22:45All right, let's do another texture and
  616. 22:47I'm going to show you the third way I
  617. 22:48like to add image textures.
  618. 22:50Rather than doing this and then
  619. 22:51selecting it which is annoying, I just
  620. 22:53hit shift D and just duplicate that node
  621. 22:56there and then just click open on that
  622. 22:57new node. All right, so this one I'm
  623. 22:59going to be importing the underscore
  624. 23:01ambient occlusion map. This black and
  625. 23:03white
  626. 23:04texture there.
  627. 23:06Okay, if I control shift left click on
  628. 23:08this, you'll see what it is. Mostly
  629. 23:10white but with very very small amounts
  630. 23:13of dark detail there. And this is a
  631. 23:16cavity map. It's basically wherever
  632. 23:18there's like deep pockets inside of the
  633. 23:22the brick, it's creating shadow there.
  634. 23:25And why is it doing that? Well, because
  635. 23:27when we photographed the textures, we
  636. 23:29used a flash which is is designed to
  637. 23:31flatten and remove all shadows from it.
  638. 23:34And then that can result in textures
  639. 23:36that feel a little bit like they're
  640. 23:38lacking something. So the ambient
  641. 23:40occlusion map is adding in some of that
  642. 23:42detail. And you actually don't always
  643. 23:44need it because if you're using physical
  644. 23:46displacement, it might not be needed
  645. 23:49because there will be you know real
  646. 23:51shadows and and whatever in the the
  647. 23:53cavities of your mesh. But we're going
  648. 23:55to add it and I'll show you how to do
  649. 23:56it. So
  650. 23:57I'm just going to drag this out a little
  651. 23:59bit so that we got more room.
  652. 24:00And also
  653. 24:03yeah, it needs to be up here. So
  654. 24:04actually I'm going to with the roughness
  655. 24:05and the ambient occlusion node there
  656. 24:07selected, I'm going to rotate. Look at
  657. 24:09that. You might not know that you can do
  658. 24:11that but like the hot keys of Blender,
  659. 24:12they work everywhere which is kind of
  660. 24:14crazy. So I'm just rotating it up
  661. 24:17because what I'm going to do, selecting
  662. 24:19our shader here again, I need to combine
  663. 24:21it to add into the color information
  664. 24:25that we've got here. So I need this to
  665. 24:27be combined with this. So when you're
  666. 24:29working in texturing, when you're
  667. 24:30working with materials inside of
  668. 24:32Blender, the node that you use to
  669. 24:33combine thing combine things is shift A
  670. 24:38color mix color. Okay. So this you use
  671. 24:42all the time and in fact we're going to
  672. 24:44use it all the time in this tutorial. So
  673. 24:46what I can do with this is now I can
  674. 24:49combine any two color inputs together.
  675. 24:51So I'm going to take my color and put
  676. 24:52that into the bottom input.
  677. 24:55And now this you can see it's now
  678. 24:57spitting them out into one single output
  679. 25:00combined together. And this factor
  680. 25:02amount controls whether I see all of the
  681. 25:04one on the right or all of the one on
  682. 25:07the left. But that's not what we want.
  683. 25:10We don't want to see one or the other.
  684. 25:11We want to see them combined. And which
  685. 25:14way we combine it depends on the
  686. 25:15texture. This is a mostly white texture.
  687. 25:19The only information that we care about
  688. 25:21is the dark values. So if we look at our
  689. 25:25mix shader node here, you've got a
  690. 25:26number of blending modes. And if you use
  691. 25:28Photoshop or other image editing
  692. 25:30softwares, you probably I just realized
  693. 25:33I got my webcam stuck up here. Don't
  694. 25:34need that. Blocking my view a little
  695. 25:36bit.
  696. 25:37But
  697. 25:38if you work with Photoshop or other
  698. 25:39imaging applications, you know the
  699. 25:40blending modes already. They work across
  700. 25:42all of them. The one that we're looking
  701. 25:44for is multiply. So multiply means it's
  702. 25:47just going to ignore all of the light
  703. 25:49values and it's going to only use the
  704. 25:51darker value. So anything over a
  705. 25:53basically 255 completely white value is
  706. 25:57going to be used there. And now this
  707. 25:59factor amount here,
  708. 26:01it can be all the way to one. Okay,
  709. 26:03because that means that we're using 100%
  710. 26:05of that cavity like the the shadows over
  711. 26:08the top of it. If you wanted less, you
  712. 26:09could have somewhere in between. But
  713. 26:11crank it all the way up to one almost
  714. 26:12always. The other thing that we need to
  715. 26:15account for
  716. 26:16is again the color space should not be
  717. 26:18sRGB. It should be non color data
  718. 26:21because there's no gamma correction,
  719. 26:23there's nothing on it. It's just linear
  720. 26:25information that is stored inside of
  721. 26:27that texture.
  722. 26:28Okay, so very small like from here, you
  723. 26:31can't tell the difference. But sometimes
  724. 26:33you can and this tutorial is designed to
  725. 26:36help you with no matter what texture
  726. 26:38you're adding into Blender, an ambient
  727. 26:39occlusion, that is how you combine them.
  728. 26:41All right, now the next texture I'm
  729. 26:43going to be adding, shift D and then
  730. 26:45click on open. You don't have to do
  731. 26:47this. You can skip this part but I need
  732. 26:48to show you because other times it makes
  733. 26:50sense. Underscore metallic map. And the
  734. 26:53reason you don't need to worry about
  735. 26:54this now
  736. 26:55is that I'm going to drag out and put
  737. 26:57this into the metallic input. And you
  738. 27:00will see
  739. 27:01absolutely nothing. Okay, because
  740. 27:04there's no metal on our mesh at all
  741. 27:06obviously because it's a brick wall. But
  742. 27:09if it if it was a metallic map, you
  743. 27:10would also want to set your color space
  744. 27:12to non color data.
  745. 27:14But absolutely no difference whether
  746. 27:16it's there or not. It's just going to be
  747. 27:18adding to our render if there's no
  748. 27:19information that's valuable so you can
  749. 27:21just delete it. Okay, so far haven't
  750. 27:24really got realistic looking brick. It
  751. 27:25looks much the same. But it is
  752. 27:28physically accurate. The next two maps
  753. 27:30are the ones that really matter and that
  754. 27:32is your bump detail. Okay, so I'm going
  755. 27:34to hit shift D, duplicate this and then
  756. 27:36click on open. So this purple looking
  757. 27:39image here is your underscore normal
  758. 27:42map. Let's hit open.
  759. 27:45Again, make sure your color space
  760. 27:46because it is PBR map, it needs to be
  761. 27:49set to non color data because it's not
  762. 27:50the base color. Okay.
  763. 27:52So this is going to add bump. And the
  764. 27:55the place that it is used in your shader
  765. 27:58is your normal input over here. Okay,
  766. 28:01when we've done that, it looks terrible
  767. 28:03and that is because Blender needs
  768. 28:06another node in between there to there
  769. 28:07because you can see the color of this
  770. 28:10output here. That's kind of a clue in
  771. 28:12Blender if you've connected something
  772. 28:13incorrectly
  773. 28:15is when the color doesn't match where
  774. 28:16it's going in. Okay, so yellow to
  775. 28:18purple, not good. So what we need to add
  776. 28:20in is a vector
  777. 28:22normal map node. Make sure it's not
  778. 28:24normal but normal map. Okay, so click
  779. 28:27and drop that in. And now you can see it
  780. 28:29is correct and it looks way more
  781. 28:32interesting than it did before. Strength
  782. 28:34of zero, you can see how it looks and a
  783. 28:36strength of well, should be strength of
  784. 28:37one, right?
  785. 28:39So that is your bump detail. Very
  786. 28:42interesting. All right, now the next map
  787. 28:45is also some bump detail. So I'm going
  788. 28:47to hit shift D, duplicate that down and
  789. 28:50then I'm going to add in finally
  790. 28:53oops, which one is it? Underscore
  791. 28:54displacement. Make sure it's the correct
  792. 28:56one cuz they look similar, roughness,
  793. 28:58ambient occlusion. It's underscore
  794. 29:00displacement.tif.
  795. 29:02And just like before, it needs to be set
  796. 29:04to you guessed it, non color data.
  797. 29:07So
  798. 29:08to use the displacement, it needs to
  799. 29:11actually go not in our shader. It's the
  800. 29:13only one that actually exists outside
  801. 29:14the shader. It goes directly into the
  802. 29:17displacement input of our material
  803. 29:20output node there. It's all the way down
  804. 29:23there. Let's just move it up all the way
  805. 29:25over here just so it's closer. So I'm
  806. 29:26going to take that and put that into the
  807. 29:28displacement input just to show you that
  808. 29:30that's the wrong way to do it.
  809. 29:33It's yellow to purple which means there
  810. 29:35needs to be another node in between it.
  811. 29:37So it's vector displacement. That is the
  812. 29:40node that drops in here.
  813. 29:42And make sure this goes into your height
  814. 29:45input. Okay. And then this scale slider
  815. 29:48here will define the strength
  816. 29:51of of this displacement basically.
  817. 29:54Okay. Now, here is something that I have
  818. 29:57just learned recently and it's something
  819. 30:00that I think almost every single artist
  820. 30:02is getting wrong
  821. 30:04because even the node wrangler that
  822. 30:07comes with Blender gets this wrong.
  823. 30:10So, the normal map and the displacement
  824. 30:13map should not be used together. You
  825. 30:16should be using one or the other. Okay?
  826. 30:19And the reason for that is that assuming
  827. 30:22they are authored correctly and they are
  828. 30:25the same then it is doubling the
  829. 30:27information because the normal map, if
  830. 30:29we have a look at that, it is bump
  831. 30:31information and if we look at our
  832. 30:33displacement map, uh we actually can't
  833. 30:34look at it through that point, um but it
  834. 30:36is the exact same information but it's
  835. 30:38just represented in a grayscale form.
  836. 30:41So, if you use them both together, you
  837. 30:43are just doubling the intensity of the
  838. 30:45bump when it's usually not authored in
  839. 30:48that way. It's not designed to be used
  840. 30:50in that way.
  841. 30:51Um the other reason to not use it like
  842. 30:53this um is because displacement can be
  843. 30:56used to physically displace a mesh,
  844. 30:58which is what we're actually going to do
  845. 30:59in a second. Um and when you do that, it
  846. 31:02actually a normal map on top of that
  847. 31:04kind of breaks it. Um and I noticed this
  848. 31:06issue and so I I emailed Brecht, who is
  849. 31:09the lead developer of Cycles, and I
  850. 31:11said, "Look, I think I've found maybe a
  851. 31:12bug or something with this." And he said
  852. 31:14like, "No, when you have physical
  853. 31:16displacement, which we're going to set
  854. 31:17up in a second, um you shouldn't be
  855. 31:19using a normal on top of it because it's
  856. 31:21just going to wreck it." And I was like,
  857. 31:22"What? That's crazy. Like the node
  858. 31:25wrangler does this. Uh Megascans
  859. 31:27importer does this. Is everybody doing
  860. 31:29it wrong?" And he said, "Well, we could
  861. 31:30add an extra option." So, apparently
  862. 31:32they're going to add in some support so
  863. 31:34that you could potentially use both a
  864. 31:36normal map and a displacement, but you
  865. 31:38still shouldn't because if they're the
  866. 31:39same information, there's no point in
  867. 31:40using both of them together. So, what
  868. 31:43that means is we have imported the
  869. 31:46normal map here cuz I wanted to show you
  870. 31:47what it is for, but in most cases I
  871. 31:49actually no longer recommend using it
  872. 31:53because as I said, they're the same
  873. 31:55information and the displacement map is
  874. 31:57actually a much more versatile map of
  875. 31:59the two
  876. 32:00um because you can do true displacement.
  877. 32:04All right. So, this, as you can see
  878. 32:05looking at it, right? We've got some
  879. 32:07bump, right?
  880. 32:09Okay? But you'll see that if you look at
  881. 32:12it flat on, like, "Hey, our wall is
  882. 32:14paper thin there." Okay? So, it's not
  883. 32:16physically displacing. We're not
  884. 32:18actually getting any real brick and
  885. 32:19that's part of the reason why this kind
  886. 32:21of looks pretty bad. It doesn't look
  887. 32:23like a nice brick wall yet. Um so,
  888. 32:27the way you change this is down here.
  889. 32:29I'll have to move my head out the way,
  890. 32:31but uh underneath your material settings
  891. 32:33you'll see displacement and the option
  892. 32:35is bump only or displacement only or
  893. 32:39displacement and bump. Okay. So, let's
  894. 32:41use displacement just to show you what
  895. 32:42happens. Nothing. Absolutely nothing
  896. 32:45happens.
  897. 32:46Um And And by the way, I have to assume
  898. 32:48this is a a little bug here. 4.2 only
  899. 32:51just came out today um and it says
  900. 32:53unsupported displacement method, but it
  901. 32:54is displacing it so I have to assume
  902. 32:56that is a bug. It only appears when
  903. 32:58you're in Eevee mode anyway, but
  904. 32:59anyways, ignore that if you see it. Um
  905. 33:01it is actually working. The reason that
  906. 33:04this is not uh seemingly doing anything
  907. 33:07is because what this is looking for is
  908. 33:09to physically displace the geometry and
  909. 33:12the geometry is this. So, each of these
  910. 33:14little points is getting altered ever so
  911. 33:17slightly in relation to the grayscale
  912. 33:20information that it's being fed um in
  913. 33:22this map here. And because of that, it's
  914. 33:24basically like it's working with How
  915. 33:26many pixels is that? 1 2 3 4
  916. 33:2915 pixels.
  917. 33:31Right? 15 little tiny pieces to move.
  918. 33:34So, we need to add a lot more um detail
  919. 33:37basically. So, your add modifier, go to
  920. 33:40your modifier stack, sorry. Yeah. Click
  921. 33:41the wrench, modifier, generate,
  922. 33:44subdivision surface.
  923. 33:46Um and you'll see by the way when you do
  924. 33:47this, you get these rounded corners,
  925. 33:49which are very ugly. So, change it to
  926. 33:51simple and then it won't round the
  927. 33:52corners for you. And then we're going to
  928. 33:54change uh if you crank it all the way up
  929. 33:57to six, it will be better, but it still
  930. 34:00won't be visible. So, let's crank it to
  931. 34:01eight and then you will finally start to
  932. 34:04see something. Uh and this by the way is
  933. 34:06just a new feature of Eevee. Um it's the
  934. 34:08first Eevee like cuz of Eevee next, it's
  935. 34:10the new version of Eevee. It's actually
  936. 34:12got true displacement for the first ever
  937. 34:14release. So, be excited that we can do
  938. 34:16this now. Um it used to just be a Cycles
  939. 34:18only feature. Anyways, so with this,
  940. 34:21look.
  941. 34:22Have a look, right? Physically
  942. 34:24displacing our mesh, right? So, each of
  943. 34:28those bricks, because that height
  944. 34:29information was recorded and it was done
  945. 34:31correctly with photogrammetry software,
  946. 34:33not using some cheap process like
  947. 34:35Substance Sampler that just guessed it.
  948. 34:37These are the real brick heights that
  949. 34:39are being um yeah, basically used on our
  950. 34:42on our mesh here.
  951. 34:44Um and the value that Polygon authors to
  952. 34:46uh for new textures is 0.2 for the
  953. 34:49scale.
  954. 34:50Anyways, so what's the difference
  955. 34:52between
  956. 34:53uh bump? So, you bump, you know,
  957. 34:54obviously is not displacing the mesh at
  958. 34:56all, okay? So, should you use then
  959. 34:59displacement or displacement and
  960. 35:01displacement bump? You should be using
  961. 35:03both.
  962. 35:04Okay. And the reason for this, it's all
  963. 35:06that that little message disappears cuz
  964. 35:07it's it's was doing displacement and now
  965. 35:09displacement bump. Anyway.
  966. 35:11Um
  967. 35:12but it's uh
  968. 35:14this is the fake bump. So, it's just
  969. 35:16applying this to the normals of it,
  970. 35:18right? Which is just the same as using a
  971. 35:20normal map. Um so, it's without getting
  972. 35:22too technical, it's a shader fake
  973. 35:24operation to pretend like the light is
  974. 35:26creating shadows where there isn't any.
  975. 35:28That's what bump only is. Displacement
  976. 35:30is the true bump, but unless you've got
  977. 35:33like an ultra high res mesh to like like
  978. 35:36atomic level or whatever or like as in
  979. 35:38the number of pixels you've got in it,
  980. 35:40you will always be missing information,
  981. 35:42which is why you need displacement and
  982. 35:44bump and then you're getting the best of
  983. 35:45both worlds. Um it just might not be
  984. 35:48visible uh when you're looking at
  985. 35:51uh like from from this level basically.
  986. 35:53It might be a little bit invisible.
  987. 35:56Um
  988. 35:57Yeah, in fact, if anything, I think
  989. 35:58that's the one that's unsupported maybe.
  990. 36:01Maybe they got the error messages messed
  991. 36:03up. I think they did. I think it looks
  992. 36:05like for Eevee uh displacement and bump
  993. 36:07doesn't actually work together. But
  994. 36:09anyways, for the rest of this tutorial
  995. 36:11we're going to be using Cycles
  996. 36:12regardless. So, we're going to swap to
  997. 36:14Cycles and then
  998. 36:16if you're in look dev mode, it's always
  999. 36:18going to be using Eevee. So, to see
  1000. 36:20Cycles, you have to go to your rendered
  1001. 36:23view mode at the top right hand corner
  1002. 36:24there and then wait for it.
  1003. 36:27And you will see black because there's
  1004. 36:29nothing in our scene except a plane. So,
  1005. 36:31we're going to go to the world settings
  1006. 36:32now and then change the color, this this
  1007. 36:35little yellow dot here. Going to click
  1008. 36:37it and then I'm going to say sky
  1009. 36:39texture. All right. So, this is that
  1010. 36:41fake
  1011. 36:42you know, just a fake world thing with a
  1012. 36:44little sun. Anyway. So, I'm going to
  1013. 36:46rotate it around. Sorry, adjust the
  1014. 36:48rotation here just so that I've got it
  1015. 36:50sort of like coming from
  1016. 36:52that kind of angle, like that. Um it's
  1017. 36:55always way too hot. Um so, I'm going to
  1018. 36:58adjust the strength here to be 0.15.
  1019. 37:01Like so. And now look at that. Look at
  1020. 37:04our glorious wall in all of its detail.
  1021. 37:08Beautiful. Um
  1022. 37:10All right. Now, the other thing I'm
  1023. 37:11going to do is I'm going to right click
  1024. 37:12cuz you'll see you get these like little
  1025. 37:13lumps here, right? And what it's doing
  1026. 37:15there is um
  1027. 37:17uh it's doing flat shading, right? Cuz
  1028. 37:19we started with a plane, right? So, it's
  1029. 37:20just treating this like it is a flat
  1030. 37:22shade. And if you follow the uh donut
  1031. 37:23tutorial, you know there's such a thing
  1032. 37:25as smooth and hard uh sorry, smooth and
  1033. 37:28flat shading. So, what we need to do is
  1034. 37:30swap it to smooth shading because it's
  1035. 37:32now creating all this extra geometry we
  1036. 37:34need to add it. So, let's add that and
  1037. 37:36you'll see it looks a lot better, a lot
  1038. 37:38cleaner and a lot nicer. And now you
  1039. 37:41should be able to see if we go back
  1040. 37:42here, I'll swap to displacement only,
  1041. 37:44right? That's just the geometry by
  1042. 37:47itself. Right? Crazy. So, now we switch
  1043. 37:49to displacement and bump. And it looks
  1044. 37:53marvelous, really marvelous. The only
  1045. 37:55thing by the way, and some people will
  1046. 37:57probably call this out in the comments
  1047. 37:58if they haven't watched this far,
  1048. 37:59they've already written the comment. Um
  1049. 38:01there is one advantage to normal maps
  1050. 38:03and it's also part of the reason that
  1051. 38:04they are used in games is that a normal
  1052. 38:07map you can get away with an 8-bit image
  1053. 38:09and it can still look quite clean.
  1054. 38:12Um and what I mean by that is it doesn't
  1055. 38:14have any stepping issues. So, a
  1056. 38:17displacement map, because it is
  1057. 38:19grayscale data, it's not angling it at a
  1058. 38:22I actually asked this question on
  1059. 38:23Twitter and somebody answered with a
  1060. 38:24very great visual that shows the
  1061. 38:26difference between them, but uh a an a
  1062. 38:2916-bit TIFF is is needed
  1063. 38:32um because it's using gray It's like
  1064. 38:35binary steps of height. And what it
  1065. 38:38means is is that you can see very If you
  1066. 38:41zoomed right in there, you can see like
  1067. 38:43slight stepping. It's actually really
  1068. 38:46not that apparent here, but you can see
  1069. 38:47like tiny little squares here. They're
  1070. 38:49basically invisible. Well, actually,
  1071. 38:52there is something you can even do to uh
  1072. 38:54prevent that and that's to switch to
  1073. 38:56cubic interpolation, which actually the
  1074. 38:58Blender documentation uh suggests and
  1075. 39:00you can see it's slightly um less
  1076. 39:02visible there. The stepping is actually,
  1077. 39:04oddly enough, it was most visible um we
  1078. 39:07were when we were looking uh in the uh
  1079. 39:10Eevee look dev mode. So, see these
  1080. 39:11little Yeah, see these little like like
  1081. 39:13looks like topology like little
  1082. 39:15mountains or whatever. That's what that
  1083. 39:16is. Um and oddly enough, it kind of
  1084. 39:19looks more obvious in cubic mode inside
  1085. 39:21of Eevee.
  1086. 39:22I don't know, but it is the correct say
  1087. 39:24it's supposed to be uh cubic. Anyways,
  1088. 39:26jumping around here, but I just want to
  1089. 39:29explain it. So, when you're using a
  1090. 39:30displacement, set it to cubic um and
  1091. 39:33it's great. And that's it.
  1092. 39:35So, you should have for your shader
  1093. 39:38displacement and bump, a scale of 0.2.
  1094. 39:41This should be non-color data. This
  1095. 39:43should be going into your displacement
  1096. 39:44input and I will put it up on the screen
  1097. 39:46here.
  1098. 39:47This is a PBR shader that is correctly
  1099. 39:50set up and you will see we are not using
  1100. 39:52the normal map. It is there. It's always
  1101. 39:54downloaded with with files because some
  1102. 39:57people want might want it for real time.
  1103. 39:59And also if you were never going to use
  1104. 40:01this displacement, you weren't even
  1105. 40:02going to be combining it with other
  1106. 40:04textures which is the other reason for
  1107. 40:06using displacement. Makes it very easy
  1108. 40:08to combine stuff is what we're going to
  1109. 40:10use later on. Then a normal map could be
  1110. 40:12useful. We're not going to be using it
  1111. 40:14for the rest of this tutorial. We're
  1112. 40:15just going to be using base color,
  1113. 40:16ambient occlusion, roughness, and
  1114. 40:19displacement. Okay, so this is the
  1115. 40:21manual way to set up a texture and it's
  1116. 40:25important to know this because you need
  1117. 40:26to understand how things will go
  1118. 40:27together. But I want you to also know
  1119. 40:29that this is not normal. You don't when
  1120. 40:30you're building a scene manually
  1121. 40:32dragging four, five, six maps just to
  1122. 40:36create one material. That's just a waste
  1123. 40:38of everyone's time. Um so I want to show
  1124. 40:41you that although it's not required for
  1125. 40:42this tutorial, you can just watch this
  1126. 40:44next part. Most artists when they're
  1127. 40:46building a scene, they aren't manually
  1128. 40:48building it. They are using plugins to
  1129. 40:51automate it. So there are two which I'll
  1130. 40:53show you right now. You just watch this
  1131. 40:55next part basically. Okay, so the first
  1132. 40:58way to do it by the way we'll keep this,
  1133. 41:00right? We'll keep this up here and we'll
  1134. 41:02call this brick, all right? And then I'm
  1135. 41:04going to click this little shield icon
  1136. 41:06to create a fake user which by the way
  1137. 41:08is how you save something. So that if
  1138. 41:10you then delete this material, right?
  1139. 41:13And then add a new one,
  1140. 41:14um it's still there, right? It's not
  1141. 41:16going to disappear cuz it's got a little
  1142. 41:17F which means
  1143. 41:19fake user. They should have called
  1144. 41:21There's one criticism that a lot of
  1145. 41:22people have of Blender that's not very
  1146. 41:24clear. It's a very annoying thing. You
  1147. 41:26save a file and it's disappeared. But
  1148. 41:28anyways, so I'll show you that this way.
  1149. 41:30Okay, so one way to automate this
  1150. 41:32process that we've just done is to use
  1151. 41:36edit preferences, go to your add-ons and
  1152. 41:38enable the node wrangler, okay? Um it's
  1153. 41:43underneath add-ons node wrangler. It
  1154. 41:45should come with Blender automatically.
  1155. 41:46You just have to enable it. And then
  1156. 41:48when you select your shader, you have to
  1157. 41:50have it selected, you hit N in your
  1158. 41:52properties and then underneath down here
  1159. 41:55on the tabs, you've got node wrangler.
  1160. 41:58And then you should see a button. You
  1161. 41:59won't see it if it's not selected, but
  1162. 42:01you have to have the shader selected and
  1163. 42:02you'll see add principled setup. Then
  1164. 42:05you just select the files that you want
  1165. 42:07to add and then hit principled texture
  1166. 42:10setup. And then you just have to wait
  1167. 42:12like, you know, 2 seconds and then it
  1168. 42:14will have done most of the dirty work
  1169. 42:17for you. Now as I mentioned, it has got
  1170. 42:19something wrong which is that it's using
  1171. 42:21the displacement map and the normal map
  1172. 42:22together. And as I mentioned, you should
  1173. 42:24only be using one or the other. But
  1174. 42:26that's pretty simple. Just holding down
  1175. 42:27control and then right click dragging
  1176. 42:29across will disconnect that setup for
  1177. 42:32you. Okay, so now it's using that.
  1178. 42:34You will have to then change it to
  1179. 42:37whatever bump you want, displacement and
  1180. 42:39bump in this case. The scale is
  1181. 42:42automatically set at one which it almost
  1182. 42:44never needs to be.
  1183. 42:45So set it to 0.2 if it's a polygon
  1184. 42:47texture, but otherwise just adjust it to
  1185. 42:50suit.
  1186. 42:51You will also they've also got the
  1187. 42:52setting wrong. It shouldn't be linear.
  1188. 42:53It should be cubic, okay?
  1189. 42:56But that is roughly the setup that we
  1190. 42:58just created. It's added in some maps
  1191. 43:00that we don't need. We don't need the
  1192. 43:01metallic map. It also hasn't done the
  1193. 43:04ambient occlusion for us. So it's it did
  1194. 43:06like half of it, right? There's still a
  1195. 43:09lot of like fiddling around. Um but you
  1196. 43:12know, pretty good and that is a method
  1197. 43:13that works for all texture types. One
  1198. 43:16major downside to this method that I
  1199. 43:18don't like is that you still need to use
  1200. 43:20your browser. You have to go to Google,
  1201. 43:22type in textures, find the textures,
  1202. 43:24download a zip file, then unzip the zip
  1203. 43:26file, and then bring it in. So the
  1204. 43:29second method that I'm going to show you
  1205. 43:30is the polygon add-on which obviously
  1206. 43:33only works for polygon assets,
  1207. 43:35but does it all inside of Blender. So
  1208. 43:38you can browse, search, download, and
  1209. 43:41one click import and setup without
  1210. 43:44needing to go to any other software. So
  1211. 43:46first click the link in the description
  1212. 43:48and then download this zip file. Very
  1213. 43:50small size. Don't unzip it. Instead go
  1214. 43:53to edit preferences add-ons and then
  1215. 43:56click the little it's not clear in 4.2,
  1216. 43:59but there's a little drop down arrow in
  1217. 44:01the top right. And then in there you'll
  1218. 44:03see install from disk. Then just locate
  1219. 44:05that zip file and hit install from disk.
  1220. 44:08Give it a second and then it will appear
  1221. 44:10right here. For this I am using version
  1222. 44:121.7. Yours might look different if
  1223. 44:14you're watching this later on. But
  1224. 44:15anyways, once it is installed, you don't
  1225. 44:17need to have your shader opened at all.
  1226. 44:20Just hit N in your properties
  1227. 44:23and you'll see a little polygon tab.
  1228. 44:25It'll first time you use it ask you to
  1229. 44:26log in via the browser. So you click
  1230. 44:28that. It'll open up this and then that's
  1231. 44:30it. So now the way it works is if I've
  1232. 44:33got credits, if I've got a subscription,
  1233. 44:35then basically I can just buy directly
  1234. 44:38from here
  1235. 44:40and it'll then just download everything
  1236. 44:41you need
  1237. 44:42and then once that's finished, you just
  1238. 44:44click apply.
  1239. 44:45Then if I go to my
  1240. 44:47go to my render view mode, you can see
  1241. 44:49that it's just applied it. One click,
  1242. 44:50super easy. The other thing is you don't
  1243. 44:52even have to have credits, but you can
  1244. 44:54preview materials. So this little eye
  1245. 44:56dropper, sorry not eye dropper, eye icon
  1246. 44:59there will let you just download a quick
  1247. 45:01preview of it. It's got watermarking,
  1248. 45:03but
  1249. 45:04yeah, you can see you can get an idea of
  1250. 45:05what the texture is going to look like
  1251. 45:07to make sure that it's going to be a fit
  1252. 45:08for your scene before you download it.
  1253. 45:10Um so yeah, the reason I like it, I mean
  1254. 45:12obviously I'm biased, but it means I
  1255. 45:13don't have to open up the browser,
  1256. 45:16download a zip file, and then unzip it
  1257. 45:18because that does take a lot of time
  1258. 45:19when you're building a whole scene of
  1259. 45:21things.
  1260. 45:22But anyways, that's there if you want
  1261. 45:23it. We're not going to use it for the
  1262. 45:24rest of this tutorial. So I'm going to
  1263. 45:25go back to the one that we just created,
  1264. 45:27the one called brick. Bring this up and
  1265. 45:29here we are again. Okay, we are 45
  1266. 45:32minutes into this video and we haven't
  1267. 45:33even got to the fun stuff yet. We've
  1268. 45:35really just talked about shaders. We've
  1269. 45:37talked about PBR textures and some of
  1270. 45:39you watching this were like, when we
  1271. 45:40going to actually make this thing look
  1272. 45:42cool? That is right now. Okay.
  1273. 45:45So we can finally now talk about
  1274. 45:47manipulation. Manipulating a texture to
  1275. 45:50work for us, to work for our scene
  1276. 45:52because not only is that like just super
  1277. 45:55important to make the scene actually
  1278. 45:57feel real like so where you've got, you
  1279. 45:59know, a wall and another wall meeting,
  1280. 46:01you've got like black mold that builds
  1281. 46:02up there like how it does in real world.
  1282. 46:05But it's also solving another problem
  1283. 46:07for us, right? Breaking up repetition
  1284. 46:09because even though this is a seamless
  1285. 46:11texture, there's a limit to how many
  1286. 46:13times you can tile something before your
  1287. 46:15eye will be able to spot repeating
  1288. 46:17elements, right? You can see you've got
  1289. 46:18three rows of these bricks that are
  1290. 46:21different and therefore your eye is
  1291. 46:22spotting it.
  1292. 46:23So there's always a limit to, yeah, a
  1293. 46:25seamless texture and you can spot that
  1294. 46:28pretty quickly, right? So
  1295. 46:30tweaking a texture does that. But it's
  1296. 46:32also just super fun. This is what being
  1297. 46:34an artist is about is being able to
  1298. 46:36control it and be creative and like, you
  1299. 46:38know, really have fun. So this is the
  1300. 46:40bit that I enjoy the most and you
  1301. 46:41probably will as well. All right, so
  1302. 46:43let's talk about the basics. Basic
  1303. 46:45manipulation of a texture.
  1304. 46:47And the simplest thing that a lot of
  1305. 46:49people want to do is they want to alter
  1306. 46:51the color of a texture, right? Like
  1307. 46:53maybe you're working with like wood and
  1308. 46:54like it's just it's a great grain of
  1309. 46:57wood, but it's the wrong shade. You want
  1310. 46:58something darker or lighter. Like being
  1311. 47:00able to manipulate the color is super
  1312. 47:02important, right? So to do that, you
  1313. 47:05know, you could take your base color
  1314. 47:08into an image editor like Photoshop and
  1315. 47:10then do some operations there. But that
  1316. 47:12would be silly because that would be
  1317. 47:13destructive. You'd have to be saving
  1318. 47:15files and then, you know, transporting
  1319. 47:17it back and forth
  1320. 47:18because you can do that inside of
  1321. 47:20Blender and it would be non-destructive
  1322. 47:22so you can tweak it later on. So that's
  1323. 47:24what we're going to do. But you don't do
  1324. 47:25it on this node here. You do it in your
  1325. 47:27node setup, this node tree that we've
  1326. 47:29got here. You place in extra nodes to
  1327. 47:32manipulate things between there and our
  1328. 47:35shader. So let's make some space. So I'm
  1329. 47:37going to just drag over this and hit G
  1330. 47:41to just move it across like that.
  1331. 47:44And the place that we're going to put if
  1332. 47:46we want to manipulate our texture is
  1333. 47:48basically between here and where the
  1334. 47:49shader starts. And you know, you could
  1335. 47:51really do it if you wanted to on just
  1336. 47:53this row here. But yeah, the ambient
  1337. 47:56occlusion is just adding in shadows. You
  1338. 47:57might as well just do it after our
  1339. 47:59multiply. So between here and here.
  1340. 48:01Okay. So the node to do a really simple
  1341. 48:05basic operation to the color is shift A
  1342. 48:08and you're looking underneath color the
  1343. 48:10hue saturation value node. I love this
  1344. 48:13node because super simple and you can do
  1345. 48:15a lot with it. Um
  1346. 48:18So you can see by default the values
  1347. 48:200.511 and 1.
  1348. 48:21They have no effect and we can see that
  1349. 48:23by disabling our node which you can do
  1350. 48:26with a node selected if you hit M M for
  1351. 48:30mute. It will mute the node. And you can
  1352. 48:32see as I flip back and forth, there is
  1353. 48:33no change, okay? So saturation of one is
  1354. 48:36just as it is. So if I increase this,
  1355. 48:38I'm obviously making it more saturated.
  1356. 48:40And if I go the other way, it's, hey,
  1357. 48:41more desaturated, right? Um the value is
  1358. 48:44just like almost like brightness, like
  1359. 48:46like how kind of luminant pixels are,
  1360. 48:49right? I think you can actually go above
  1361. 48:51the the value there of two if you just
  1362. 48:54like click it and then type in another
  1363. 48:55value. You can go even brighter if you
  1364. 48:57really want to break things. Um but you
  1365. 49:00can do a lot with just just these three
  1366. 49:03values here. So the top one is hue and
  1367. 49:04that's for really like so that's
  1368. 49:06shifting the hue, okay? And you can see
  1369. 49:08if you just play with it, you can
  1370. 49:10quickly make this look
  1371. 49:12very funky. Normally what you want to do
  1372. 49:14is just change it ever so slightly. So
  1373. 49:16if I was to
  1374. 49:18Actually, let's just increase the
  1375. 49:19brightness just so we can see it a
  1376. 49:21little bit better. Um if I just shift
  1377. 49:23the hue holding down shift,
  1378. 49:26shifting the hue with shift, that'll
  1379. 49:28enable me to just move it left and right
  1380. 49:30with subtle values holding down shift.
  1381. 49:32And as I go to the right, you can see it
  1382. 49:33becomes a little bit yellow.
  1383. 49:35If if too far, it starts to look green,
  1384. 49:37but you can get just a little bit of a
  1385. 49:38yellow tint to it just by moving it to
  1386. 49:41like a, you know,
  1387. 49:42.04 values that way. Um, and then if I
  1388. 49:45went the other way, obviously, it starts
  1389. 49:46to look a little bit more like a richer
  1390. 49:49red color, almost getting into like a
  1391. 49:50pinky purple. Um, so this is something I
  1392. 49:53do a lot. So, if I go like this, and
  1393. 49:56then I desaturate it a little bit, and
  1394. 49:58then I bring down the uh so the value of
  1395. 50:01one is where we started.
  1396. 50:03Right? If I go like that, that has
  1397. 50:05completely changed the appearance of the
  1398. 50:07brick with just some very slight
  1399. 50:08changes. So, if I hit M, that's going to
  1400. 50:10mute it. So, this is how it looked
  1401. 50:12originally, and then this is how it
  1402. 50:13looks with some uh saturation. Maybe
  1403. 50:16that doesn't look like a lot to you, but
  1404. 50:18to me that that's a fairly big change,
  1405. 50:20all right?
  1406. 50:21All right, but let's say also with this
  1407. 50:23that um maybe I didn't want this this
  1408. 50:27color shift this color change to happen
  1409. 50:30to the entire um brick that I've got
  1410. 50:33going on here. And actually, let's just
  1411. 50:34make it a little bit brighter. So, let's
  1412. 50:35say instead of it being a like a darker
  1413. 50:37uh change, it's now just make it a
  1414. 50:39little bit brighter.
  1415. 50:40Um, and let's go
  1416. 50:44yeah, something like
  1417. 50:46yeah, something like that, right? That's
  1418. 50:48Yeah, that that's a pretty That's
  1419. 50:50transformative enough that we our eye
  1420. 50:51can kind of spot the difference there.
  1421. 50:53So, let's say yeah, I want to make it to
  1422. 50:55just certain parts of I want to make
  1423. 50:56this look almost like a like there's
  1424. 50:58patches to it where maybe the sun has
  1425. 51:00hit different parts of it, and it's just
  1426. 51:02faded in those patches.
  1427. 51:04So, this is where we talk about masking.
  1428. 51:07So, a mask is just a general term for
  1429. 51:09whenever we want to have um certain
  1430. 51:11effects in just certain areas, okay? And
  1431. 51:15the way we would do this is by using
  1432. 51:18another texture and then putting that
  1433. 51:20into this node. And the place that you
  1434. 51:22would want to put that in is down here
  1435. 51:24where it says fac. It's not clear, I
  1436. 51:26don't know why they went with fac. I
  1437. 51:28guess it's it's short for factor, but
  1438. 51:30it's not obvious that that's what that
  1439. 51:32does. But it's it's a val It's a
  1440. 51:34numerical value for now, um and it's
  1441. 51:37going from zero to one. So, a a value of
  1442. 51:39one just means it's
  1443. 51:41all of this, right? 100%. If I go all
  1444. 51:43the way to zero, it's now none of this.
  1445. 51:46So, if I hit M to mute it, there's no
  1446. 51:48difference between before and after
  1447. 51:50because this is having zero effect. So,
  1448. 51:52I could if I wanted to, let's say I like
  1449. 51:54the look of this, but I just went too
  1450. 51:56far and I wanted to quickly change it, I
  1451. 51:57could do that. But because this has an
  1452. 51:59input, I can put anything into that. Any
  1453. 52:02black and white texture will now control
  1454. 52:05where this kicks in, okay? So, as you
  1455. 52:09remember from the start, we created a
  1456. 52:10noise texture, and that was black and
  1457. 52:11white. So, let's do that. Let's use a
  1458. 52:13noise texture to control this. So, I'm
  1459. 52:15going to hit shift A, texture, and go
  1460. 52:18noise texture. The most versatile of all
  1461. 52:21procedural textures that artists use a
  1462. 52:23lot. I know I do.
  1463. 52:25Um, okay. So, if I take the factor of
  1464. 52:27this and put that into my factor of my
  1465. 52:31uh hue saturation value node, watch what
  1466. 52:33happens.
  1467. 52:35Doesn't seem like a lot, but this is the
  1468. 52:37original texture, and this is it now.
  1469. 52:39And you can see there's a little bit
  1470. 52:41kind of patchiness, but it's subtle. So,
  1471. 52:44let's control shift left click on the
  1472. 52:46noise texture. And this is showing us
  1473. 52:48how our noise texture looks. Now, you
  1474. 52:50might notice that it looks kind of
  1475. 52:52stretched, and this is because we are
  1476. 52:54now working with a um a surface which is
  1477. 52:57not 1 by 1 by 1. And it's without
  1478. 52:59getting too technical on uh coordinates,
  1479. 53:02by default, it's using a generated
  1480. 53:03coordinate system which is just looking
  1481. 53:05for
  1482. 53:06objects that are 1 by 1 by 1. And if
  1483. 53:08they're not, you have to do an operation
  1484. 53:10in there to like make it so that it's
  1485. 53:12that. But in our case, we've actually
  1486. 53:14got UV coordinates that make sense for
  1487. 53:16this. So, we we can actually just use
  1488. 53:18that. So, this vector, if I drag out
  1489. 53:20from here, and then I just click on
  1490. 53:22texture coordinate, which is uh one of
  1491. 53:24the suggested ones there, um I can just
  1492. 53:26click that, and you can see it's texture
  1493. 53:28coordinate plugged into the UV, and it's
  1494. 53:29now fixed that problem. The other way to
  1495. 53:31bring that in, if you didn't see it in
  1496. 53:33your pop-up, shift A, and then go to
  1497. 53:35input. Don't know why it's in input,
  1498. 53:37doesn't make sense, but uh texture
  1499. 53:38coordinate is in there, and then you
  1500. 53:40could just drag it in um like that.
  1501. 53:43Okay. So, it's now using that. So, that
  1502. 53:45means that now the scale is a bit wrong,
  1503. 53:47but let's say yeah, I want some big, you
  1504. 53:49know, black and white patches across it.
  1505. 53:51All right. So, I've changed the scale of
  1506. 53:52it. So, now if I look at it, I should
  1507. 53:54see, hopefully,
  1508. 53:56some little patches. The reason I can't
  1509. 53:59though is that this is
  1510. 54:01it your eye is able to spot these value
  1511. 54:03differences, the zeros here to the uh to
  1512. 54:05the ones, but it's it's mostly, if you
  1513. 54:08could see the values on I wish there was
  1514. 54:10a way to actually see like the like the
  1515. 54:11numerical values of areas, but it's like
  1516. 54:14it's very so it's all areas of gray.
  1517. 54:17There might not actually be one section
  1518. 54:19in here which is pure one or pure zero,
  1519. 54:22like pure um white or pure black. It's
  1520. 54:25all just shades of it across it, and
  1521. 54:28it's very subtle. So, what you often
  1522. 54:30want to do is to increase the contrast,
  1523. 54:32and uh one node that a lot of artists
  1524. 54:34love for this purpose is shift A,
  1525. 54:37converter,
  1526. 54:39color ramp. Okay. So, let's just drop
  1527. 54:41this in, and I'm going to drop it in
  1528. 54:44between our noise texture and our hue
  1529. 54:45saturation, okay? So, this is our mask,
  1530. 54:48right? And then this is our uh
  1531. 54:50operation. Okay.
  1532. 54:52I'm going to control shift left click on
  1533. 54:53the color and just to see what we're
  1534. 54:54looking at. So, if I drag in these
  1535. 54:57handles here,
  1536. 54:58what you'll notice as I drag in the
  1537. 55:00white the white handle, you can see that
  1538. 55:02it's like it starts to like almost clip
  1539. 55:04the white guys, it's very subtle. So,
  1540. 55:06let's drag in the uh the black handle
  1541. 55:09all the way to the middle there, right?
  1542. 55:13And this is like it's it's it starts to
  1543. 55:16like clamp, like where does the
  1544. 55:19Yeah, like where does the true black
  1545. 55:21values start in our texture there. So,
  1546. 55:24we're now just increasing it to like the
  1547. 55:25middle points. So, those areas that were
  1548. 55:27around yeah, .4 in value are now getting
  1549. 55:31a a value of pure black. And this value
  1550. 55:34here, the values that were around .5
  1551. 55:37beyond as well are now being clipped in
  1552. 55:39at one. So, it's just a a very easy way
  1553. 55:41to control how harsh this this mask is.
  1554. 55:45So, now when we look at our shader, you
  1555. 55:47should be able to spot now
  1556. 55:49those differences. And actually, let's
  1557. 55:50just increase it so you can see it,
  1558. 55:52right?
  1559. 55:53So, it's now a lot more obvious um
  1560. 55:56where those those values end. So, it's
  1561. 55:58really just a matter of like like now
  1562. 56:00these handles become like the feather of
  1563. 56:03my mask as I drag out.
  1564. 56:05Right? And you sort of maybe want it to
  1565. 56:07be
  1566. 56:08like I don't know, maybe let's go here.
  1567. 56:11And then for my noise texture,
  1568. 56:13because by default, this is very looks
  1569. 56:15kind of low res, very kind of mushy. But
  1570. 56:18if I increase the detail to four, I get
  1571. 56:20like more detail on these edges here.
  1572. 56:23And then I can increase the roughness,
  1573. 56:24which is just kind of like
  1574. 56:26See, I don't really know what the
  1575. 56:27roughness does. I should probably uh
  1576. 56:29look that up. Yeah, okay, that's not
  1577. 56:30helpful. Blend between smooth and noise
  1578. 56:32pattern and rougher with sharper peaks.
  1579. 56:35Yeah, I mean, it just feels sharper a
  1580. 56:37little bit. That's kind of it. I mean,
  1581. 56:39it doesn't really You don't have to
  1582. 56:40understand it, um but that's the
  1583. 56:42explanation we've got. Um, but yeah, it,
  1584. 56:45you know, just adds, makes it look a
  1585. 56:46little bit sharper.
  1586. 56:48Um, but yeah, you you can play with
  1587. 56:50that, and you can get some more
  1588. 56:51interesting patterns there. One thing
  1589. 56:53I'd caution, by the way, is a lot of
  1590. 56:54people just go like really ham on this
  1591. 56:57detail amount here, right? Um, because
  1592. 57:00it feels like oh yeah, like more more
  1593. 57:02detail is better. But something I
  1594. 57:04learned from uh a course uh that
  1595. 57:07actually the Blender Institute put out,
  1596. 57:09um is that this drastically increases
  1597. 57:13shader computation time. Like a value of
  1598. 57:16uh I think it's it's on like
  1599. 57:18logarithmic. So, a value of two I'm
  1600. 57:21sorry, three, I think is like twice as
  1601. 57:24computationally expensive, and a value
  1602. 57:26of four is twice more than three was.
  1603. 57:28So, basically, if you're using like six,
  1604. 57:30it's something like
  1605. 57:32what is that? From what two was, it's
  1606. 57:35like twice four
  1607. 57:39it's like 16 times as computationally
  1608. 57:42expensive as what two is. I could be
  1609. 57:43wrong on that, but anyways, the point is
  1610. 57:44is I wouldn't go over like five or six
  1611. 57:47in your detail cuz you can very quickly
  1612. 57:48blow out your shader computation time
  1613. 57:50when you hit render. Anyways, just want
  1614. 57:52to caution that cuz I have seen a lot of
  1615. 57:54artists just go like, "Yeah, more
  1616. 57:56detail." Not realizing, as I didn't,
  1617. 57:59that that is drastically increasing uh
  1618. 58:01stuff. Anyways. All right. So, that's,
  1619. 58:03you know, that's okay. It's all right.
  1620. 58:05It looks a little bit too harsh there,
  1621. 58:07but yeah, that that's We've got some
  1622. 58:09like patchinesses. I mean, I would
  1623. 58:11almost call this just like breaking up
  1624. 58:13repetition. Um
  1625. 58:15but yeah, that's it's it's a it's an
  1626. 58:17okay effect. So, what I will do, and
  1627. 58:19this is something that I would
  1628. 58:20definitely suggest to people because a
  1629. 58:22lot of people find nodes overwhelming,
  1630. 58:24and it's because they they build this,
  1631. 58:25and then they go, "Oh, now I want to add
  1632. 58:27some black mold." And then they do more,
  1633. 58:28and then they do more, and then they
  1634. 58:29they zoom out, and they go, "Oh my gosh,
  1635. 58:32I can't understand this. There's so much
  1636. 58:33going on." So, you have to label what
  1637. 58:35you're building as you build it, okay?
  1638. 58:38So, if I select these four here, if I
  1639. 58:40hit shift P, which you can do if you've
  1640. 58:42got the node wrangler um add-on
  1641. 58:45installed, right? Make sure you just uh
  1642. 58:47enable that, and you will see it. Um,
  1643. 58:49you hit shift P, and then you will
  1644. 58:51everything selected gets a frame. You
  1645. 58:53can also just go group, and then go Oh,
  1646. 58:55sorry. Layout, and then say frame, and
  1647. 58:57then put your nodes inside that frame.
  1648. 59:01Anyways, uh I'm going to hit N to bring
  1649. 59:03up the properties on this frame that is
  1650. 59:05selected, and then for the label, I'm
  1651. 59:07going to type in
  1652. 59:09sun fade, right? Just so that I know
  1653. 59:11what it is. Okay. Great. Our first
  1654. 59:13manipulation. Baby's first manipulation
  1655. 59:17by Fisher-Price. Anyways, um
  1656. 59:19let's now add another effect, which is
  1657. 59:23uh black mold. Okay. And actually, it
  1658. 59:26might help at this point uh to bring in
  1659. 59:28some image reference. I'll put a link to
  1660. 59:30this, um but it's, uh, reference that I
  1661. 59:32found.
  1662. 59:33This guy right here. Okay. Um, and you
  1663. 59:36can see this is this is what real brick
  1664. 59:38brick looks like on the side of a
  1665. 59:39building. It's obviously, uh, seen some
  1666. 59:42better days, um, but you can see as we
  1667. 59:44zoom in here we've got like some just
  1668. 59:46black patches, right? They kind of build
  1669. 59:48up on some of the brick. We've also got
  1670. 59:50some white patches that's, uh, kind of
  1671. 59:52like efflorescence is what they call it.
  1672. 59:54Kind of like where like the minerals
  1673. 59:56from water the water disappears and that
  1674. 59:58leaves minerals behind. That's my
  1675. 59:59understanding. Uh, and then we've also
  1676. 1:00:01got like desaturated brick in here,
  1677. 1:00:03right? So, those three elements, black
  1678. 1:00:05mold, desaturated elements, and
  1679. 1:00:07efflorescence that can really help, uh,
  1680. 1:00:09make this look like an interesting
  1681. 1:00:11texture, okay? Um, but let's say I don't
  1682. 1:00:13want to do like just a simple value
  1683. 1:00:14adjustment and make the brick look
  1684. 1:00:16darker. I want to actually make like act
  1685. 1:00:18feel like elements on top of it that are
  1686. 1:00:19just like a purely black on those parts.
  1687. 1:00:23So, for that I'm going to make some
  1688. 1:00:24space here.
  1689. 1:00:26And again, between here, my last
  1690. 1:00:28operation, and here I can add in another
  1691. 1:00:31operation, okay?
  1692. 1:00:33Now, if I want to introduce another
  1693. 1:00:34color, um, the way I would do that is by
  1694. 1:00:37using shift A, the node that we used
  1695. 1:00:40before to blend in our, um, ambient,
  1696. 1:00:42sorry, yes, ambient occlusion is the,
  1697. 1:00:45uh, mix color node. Okay, super common
  1698. 1:00:49node as I mentioned before, um, that is
  1699. 1:00:51very versatile and it's used a lot for
  1700. 1:00:53masking. It's actually really just
  1701. 1:00:55convenient that we've got this factor
  1702. 1:00:57input here for this hue saturation
  1703. 1:00:59because most nodes don't have that,
  1704. 1:01:00right? If you use like the, uh,
  1705. 1:01:02brightness and contrast and you wanted
  1706. 1:01:04to do a factor operation, you couldn't.
  1707. 1:01:06You have to use it through one of these
  1708. 1:01:07nodes. So, a mix shader is what you
  1709. 1:01:10often use when you want to like combine
  1710. 1:01:11two things, um, together because it has
  1711. 1:01:14two inputs and it has a factor here,
  1712. 1:01:17right? So, that's where your mask goes
  1713. 1:01:18and then you've got two, uh, effects
  1714. 1:01:20here, your original and then your
  1715. 1:01:22affected thing. That's generally the the
  1716. 1:01:24the setup there. Okay, so what I'm going
  1717. 1:01:26to do is I'm going to take my output
  1718. 1:01:28from my sun fade and I'm going to put
  1719. 1:01:29that into the top input, okay? And let's
  1720. 1:01:31have a look at this.
  1721. 1:01:33Okay. So, what this is enabling us to
  1722. 1:01:35do, the factor is, as I mentioned
  1723. 1:01:38before, a a value of zero is just using
  1724. 1:01:40100% of the texture without any
  1725. 1:01:42influence of the bottom and then as I
  1726. 1:01:44drag this up it's more and more and more
  1727. 1:01:45until it's 100% of the bottom influence,
  1728. 1:01:48okay? So, I want this to look like,
  1729. 1:01:50yeah, like let's say some black mold
  1730. 1:01:52that's kind of building up on our brick
  1731. 1:01:54there. So, I'm going to go with a solid
  1732. 1:01:56black texture. But, you know, you could
  1733. 1:01:58put green in there, make it look like
  1734. 1:02:00sludge or slime or whatever that's kind
  1735. 1:02:02of built up, but I'm just going with,
  1736. 1:02:03uh, solid black, okay? And now I'm going
  1737. 1:02:06to connect this with my shader over
  1738. 1:02:08here, right? And this is, uh, what we've
  1739. 1:02:10got so far. Basically, this is also how
  1740. 1:02:12you would make painted, uh, brick.
  1741. 1:02:14That's literally it. This color now
  1742. 1:02:16becomes whatever color you want your
  1743. 1:02:18brick to be, um, cuz we've just
  1744. 1:02:20overridden what we have as the base
  1745. 1:02:22color. Um, in fact, actually, if you
  1746. 1:02:23just had solid brick like that, you'd
  1747. 1:02:25actually just get rid of the color input
  1748. 1:02:27and then just use this as your color of
  1749. 1:02:29your brick. Exact same thing as, uh,
  1750. 1:02:31what we've got going on here. Um,
  1751. 1:02:32anyways, so this this is going to be
  1752. 1:02:34black and then this is going to be what
  1753. 1:02:37wherever we want this black mold to
  1754. 1:02:39appear. Now, we could use a noise
  1755. 1:02:42texture, right? We could take, you know,
  1756. 1:02:43the output of this color ramp if we were
  1757. 1:02:44really lazy, just put in the exact same
  1758. 1:02:46spot as where you've got this, right?
  1759. 1:02:49And that would give us this kind of
  1760. 1:02:50look, but, you know, assuming we're
  1761. 1:02:52working on a scene with like a building
  1762. 1:02:53and maybe we've just got a flat wall.
  1763. 1:02:55We've also got windows on the wall,
  1764. 1:02:57right? And wherever there's a window,
  1765. 1:02:59right? There's maybe more moisture build
  1766. 1:03:01up in the corners, uh, wherever there's
  1767. 1:03:02a door there might be another type,
  1768. 1:03:04right? Um, there's going to be white
  1769. 1:03:06efflorescence in different parts. These
  1770. 1:03:08kind of things you have to choose where
  1771. 1:03:10that goes. So, you need to actually have
  1772. 1:03:12an option to paint, to actually choose I
  1773. 1:03:16want this part of the mesh to have this
  1774. 1:03:18thing. And for that you need to do
  1775. 1:03:20painting, okay? Now, there are two types
  1776. 1:03:23of painting, um, and one of them I'm
  1777. 1:03:25actually very new at, but I love it. Um,
  1778. 1:03:28the first type is the one that I've I've
  1779. 1:03:30used for years and years and it's, yeah,
  1780. 1:03:32it's it's very common and it's very
  1781. 1:03:34useful, um, and it's just called image
  1782. 1:03:36painting. So, you go shift A and then
  1783. 1:03:38you go texture, image texture, right?
  1784. 1:03:41And then just like before at the start
  1785. 1:03:43when I created a new texture, you go new
  1786. 1:03:45texture. And by the way, don't do this
  1787. 1:03:47cuz we're actually going to use the
  1788. 1:03:48second method in a second, um, but I
  1789. 1:03:49want to show you this as a viable way to
  1790. 1:03:52paint, um, but why I don't actually
  1791. 1:03:55recommend it for a lot of environment
  1792. 1:03:57textures because it's, um, it's really
  1793. 1:03:59only useful for like if you're taking a
  1794. 1:04:01model and then you're going to be using
  1795. 1:04:02it externally like in a real-time engine
  1796. 1:04:04or something, you might do your
  1797. 1:04:05texturing this way, um, because then
  1798. 1:04:07you've got the image texture, um, but
  1799. 1:04:09anyways, so I'm going to hit new.
  1800. 1:04:11Um, I would have to make it non-color
  1801. 1:04:13data because I'm going to be using it as
  1802. 1:04:15a mask and then I would take this and I
  1803. 1:04:16put this into my factor input over here.
  1804. 1:04:19And now because this is a black image,
  1805. 1:04:21we are now seeing 100% of this over
  1806. 1:04:24here, our original texture. So, now I
  1807. 1:04:26could go to texture paint, control tab,
  1808. 1:04:28and then, uh, go to texture paint over
  1809. 1:04:30here. And I could paint. But what you
  1810. 1:04:33would notice straight away is that, uh,
  1811. 1:04:35it's not painting where you would expect
  1812. 1:04:36it to paint, but it's not a bug, it's
  1813. 1:04:38not something wrong. It's because it's
  1814. 1:04:40using our UV coordinates, which we
  1815. 1:04:43configured not for painting, but for,
  1816. 1:04:46um, uh, tiling a brick. So, that's why
  1817. 1:04:49we've got a tiling effect on our texture
  1818. 1:04:51cuz it's putting it that brush stroke on
  1819. 1:04:53like all of these coordinates at the
  1820. 1:04:54same time because it's tiled, right? So,
  1821. 1:04:57this is the first issue that I don't
  1822. 1:04:59like is you now have to make a separate
  1823. 1:05:00UV map and I will call this one, uh,
  1824. 1:05:03mask, right? And then I have to create
  1825. 1:05:05another input, uh, UV map actually and
  1826. 1:05:09then define which UV map use this
  1827. 1:05:12instead of that and then I will, uh,
  1828. 1:05:14create UV unwrap.
  1829. 1:05:17Uh, oh, I have to go the UV image
  1830. 1:05:19editor, not the image editor, UV image
  1831. 1:05:21editor.
  1832. 1:05:22And then like this. Oh, sorry. No,
  1833. 1:05:25actually, no, it was correct the first
  1834. 1:05:26time. Yeah, I'm not I'm not tiling it,
  1835. 1:05:28okay? Um, and now that I've done that,
  1836. 1:05:30let's go back to texture paint mode and
  1837. 1:05:34fill it with the color black, right?
  1838. 1:05:38Cuz that's what I'm painting into,
  1839. 1:05:40right? And now I can paint where that
  1840. 1:05:43goes. Right.
  1841. 1:05:45But something that you will notice with
  1842. 1:05:47this is, uh, one, that was very fiddly,
  1843. 1:05:49but two, it's only using half of our
  1844. 1:05:51image here. And this is the big issue
  1845. 1:05:53with this is that you've often got
  1846. 1:05:55something that is long, like a long
  1847. 1:05:57road, a long wall, or, uh, a a model
  1848. 1:06:00that's right like got UVs in different
  1849. 1:06:02different place and it has to fill has
  1850. 1:06:04to abide by UV coordinates. And as I
  1851. 1:06:06mentioned this isn't a UV unwrapping
  1852. 1:06:08tutorial, but you can see that it's it's
  1853. 1:06:11using half of our space here. The other
  1854. 1:06:13big issue is is that if I did all my
  1855. 1:06:15painting exactly how I wanted it and
  1856. 1:06:17then let's say I'm working with a client
  1857. 1:06:19and the client says, "Hey, move that
  1858. 1:06:20door that is modeled here and move it to
  1859. 1:06:22the the left or the right or maybe
  1860. 1:06:24extend the building, right?" Well, now
  1861. 1:06:26this UV map doesn't work anymore and I
  1862. 1:06:29have to repaint it. Have to delete
  1863. 1:06:31everything, re-UV unwrap it, and then
  1864. 1:06:33repaint it. And that is very annoying
  1865. 1:06:36and fiddly. And we're only using half
  1866. 1:06:38the space and it's just it's it's a
  1867. 1:06:39waste. It's not the most ideal, uh, way
  1868. 1:06:43to do this. So, I'm going to delete my
  1869. 1:06:45UV map here. So, we've just got the
  1870. 1:06:46original and I'm going to delete this.
  1871. 1:06:49And I'm going to delete my image because
  1872. 1:06:52we are going to be using vertex
  1873. 1:06:54painting. So, control tab, hold that
  1874. 1:06:57down, and you should see vertex painting
  1875. 1:06:59at the top. Um, now in order to paint
  1876. 1:07:01into it cuz we're looking at the shader
  1877. 1:07:03mode, look dev mode, it's not referenced
  1878. 1:07:05in here yet. So, let's just go to the,
  1879. 1:07:07uh,
  1880. 1:07:07what is that? What's the mode called?
  1881. 1:07:09It's just called solid view mode, right?
  1882. 1:07:11I always forget. I know the icon.
  1883. 1:07:12Anyways, um,
  1884. 1:07:14so, this is vertex paint mode, um, but
  1885. 1:07:17by default there's not really anything
  1886. 1:07:18to paint into. So, at the top here
  1887. 1:07:20you've got attribute. So, just click
  1888. 1:07:21down. I'm not sure this face corner
  1889. 1:07:23thing, uh, it just did a, I don't know,
  1890. 1:07:25defaults as that. So, I'm going to
  1891. 1:07:27delete that, um, and instead create a
  1892. 1:07:29new vertex, uh, sorry, color attribute.
  1893. 1:07:33I just think of it as a vertex paint
  1894. 1:07:35layer, really. Um, and let's just give
  1895. 1:07:37it a name. Let's call it, uh, I'm going
  1896. 1:07:38to call it black because we're going to
  1897. 1:07:39be painting into some black areas. We're
  1898. 1:07:42going to create black mold using this.
  1899. 1:07:43I'm just going to call it black. Haha.
  1900. 1:07:46All right, um, so, with this I can, with
  1901. 1:07:49a brush added with a white, uh,
  1902. 1:07:53paint selected, I can paint
  1903. 1:07:55onto my mesh. Now, it's not working as
  1904. 1:07:59you would hope. Uh, and the reason for
  1905. 1:08:01this is that vertex paint uses your
  1906. 1:08:03vertices, okay? So, just like an image
  1907. 1:08:06has pixels, right? You let's say you've
  1908. 1:08:08got 1,024 by 1,024, those are pixels. In
  1909. 1:08:12this case, it we've got vertices and
  1910. 1:08:15although we have a subsurf modifier
  1911. 1:08:17here, um, it's not using that. It's
  1912. 1:08:20using the actual mesh that we've got
  1913. 1:08:22here. So, we it's like we're working
  1914. 1:08:24with an image that has what is that? 5
  1915. 1:08:27by 3? So, we've got 15 pixels to work
  1916. 1:08:30with. So, we don't have enough
  1917. 1:08:32resolution to to paint into. Um, so,
  1918. 1:08:35we're going to subdivide this mesh here.
  1919. 1:08:37But before we do that, because we've got
  1920. 1:08:39a subdivision enabled over here, if we
  1921. 1:08:42were to subdivide it we might
  1922. 1:08:43accidentally crash Blender. So, uh,
  1923. 1:08:45first of all, because we're going to be
  1924. 1:08:47subdividing it, we don't need this
  1925. 1:08:49higher res eventually. So, let's just
  1926. 1:08:50set this to four and four. Um, and then
  1927. 1:08:53I'm actually just going to turn it off
  1928. 1:08:55from my viewport for now because we
  1929. 1:08:57won't need it until we start to, uh, get
  1930. 1:08:58to the pretty render stage. All right,
  1931. 1:09:01so now with this, selecting everything,
  1932. 1:09:03I'm going to right click and say
  1933. 1:09:04subdivide.
  1934. 1:09:06Then in this little, um,
  1935. 1:09:07what do you even call it? The last last
  1936. 1:09:10step tool.
  1937. 1:09:12Um, I'm going to increase this. It maxes
  1938. 1:09:15out at 10, but if you type in 20, you
  1939. 1:09:17can type in any number over the top to
  1940. 1:09:19override it. So, I'm going to go with,
  1941. 1:09:20uh, 20. So, that sounds like a lot, but
  1942. 1:09:23remember this is like pixels that we're
  1943. 1:09:25working with, um, and Blender's actually
  1944. 1:09:27gotten really good. Um, like I think
  1945. 1:09:29when I started like 20 years ago, like
  1946. 1:09:31Blender like really struggled with
  1947. 1:09:33resolute like mesh uh density. And this
  1948. 1:09:36would like really throw render times.
  1949. 1:09:37Nowadays, this is like it it almost adds
  1950. 1:09:40nothing to the render time. It's that
  1951. 1:09:41it's that lightweight. So, that's good.
  1952. 1:09:43So, now that we've got that, now when we
  1953. 1:09:45go back into vertex paint mode, uh and
  1954. 1:09:48we're in solid view mode, provided this
  1955. 1:09:50is selected at the top there, we should
  1956. 1:09:51see us being able to paint onto our
  1957. 1:09:54mesh. Um, and that's great. Now, you can
  1958. 1:09:56actually use colors, you know, it's it's
  1959. 1:09:59just it's almost like uh
  1960. 1:10:01you know, an image that has a an RGB
  1961. 1:10:03channel or whatever. So, you can if you
  1962. 1:10:05wanted to paint colors and then actually
  1963. 1:10:07reference that in your base color over
  1964. 1:10:09there if you wanted to do some
  1965. 1:10:10painting like that. But in our case, of
  1966. 1:10:12course, we are um we're just creating uh
  1967. 1:10:15a mask. So, let me just turn the
  1968. 1:10:16saturation off. Okay. So, uh I also want
  1969. 1:10:19to now just clear it cuz I've done a
  1970. 1:10:20bunch of stuff. So, if you go paint and
  1971. 1:10:22then say uh set vertex colors, that's
  1972. 1:10:25going to fill it with your foreground.
  1973. 1:10:27So, I don't want that. So, I'm going to
  1974. 1:10:28do it again uh flipping it, control X.
  1975. 1:10:30By the way, so I'm uh hitting X to flip
  1976. 1:10:32between those two um like that. So,
  1977. 1:10:34that's a very important one to remember.
  1978. 1:10:36All right. Okay. So, let's just do um
  1979. 1:10:39yeah, I don't know. Let's just do some
  1980. 1:10:40quick little painting. Just pretend
  1981. 1:10:42there's like some mold at the top. We'll
  1982. 1:10:43uh we'll make it look pretty in a sec.
  1983. 1:10:45Uh first, I want to reference it in my
  1984. 1:10:47shader over here.
  1985. 1:10:49So, we don't have like an image to bring
  1986. 1:10:51in or anything to load. Instead, we go
  1987. 1:10:52shift A and then go input and then at
  1988. 1:10:55the very top, if you don't see it there,
  1989. 1:10:57uh attributes, you should see it
  1990. 1:10:59referenced there as uh the one that we
  1991. 1:11:01created. Okay? If you don't, you can
  1992. 1:11:03also just add in an attribute node and
  1993. 1:11:05then just type it in. But yeah, say
  1994. 1:11:07attributes black and it should appear
  1995. 1:11:09right there. And now, if we go to look
  1996. 1:11:11dev mode, what I'm going to do is
  1997. 1:11:13control shift and left click on this.
  1998. 1:11:16Um, it's going to default to the color
  1999. 1:11:17input, but we're going to look at just
  2000. 1:11:18the factor input. By the way, if you see
  2001. 1:11:20color and factor together, you'll notice
  2002. 1:11:22they're like the same. But color will
  2003. 1:11:24show you like in a case of an image like
  2004. 1:11:26the R G and B together. And then uh
  2005. 1:11:28factor is just going to be like a
  2006. 1:11:29grayscale version. So, we're just using
  2007. 1:11:31grayscale, so that's what we're looking
  2008. 1:11:32at.
  2009. 1:11:33Okay. So, that's it. So, then basically,
  2010. 1:11:34if I want to reference that on my uh
  2011. 1:11:37mask, I'm just just like before with my
  2012. 1:11:39image, I'm dragging it into the factor
  2013. 1:11:40input. And look at that. So, now in
  2014. 1:11:43vertex paint mode, I can just
  2015. 1:11:46paint like this. And it's really cool.
  2016. 1:11:49I've also got like a smear brush, right?
  2017. 1:11:50If I wanted to create like a leaking
  2018. 1:11:52kind of
  2019. 1:11:53uh pattern, I could kind of create some
  2020. 1:11:55I don't know why it it does like a
  2021. 1:11:56pretty severe
  2022. 1:11:58like it almost adds opacity to it when
  2023. 1:12:00you smear down with like too strong of a
  2024. 1:12:03strength. It's very very weird. But
  2025. 1:12:04anyways, like a low strength, you could
  2026. 1:12:05make like some pretty simple like
  2027. 1:12:07smudges, you know, that kind of look to
  2028. 1:12:09it. Um,
  2029. 1:12:11and that's pretty good. But you'll know
  2030. 1:12:13looking at this that it's still
  2031. 1:12:15low res, right? It's kind of soft,
  2032. 1:12:18right? And that's because, you know,
  2033. 1:12:20we're we're work it's it's really just
  2034. 1:12:22referencing the brush, right? Which has,
  2035. 1:12:24you know, a standard falloff. You could
  2036. 1:12:26I mean, when I first tried to like when
  2037. 1:12:28I was getting used to texture paint, I'm
  2038. 1:12:30like, "It's all about the falloff. I got
  2039. 1:12:31to make an interesting stroke and an
  2040. 1:12:33interesting texture I got to put in my
  2041. 1:12:35brush." But remember, we're we're
  2042. 1:12:36limited to the resolution that we've got
  2043. 1:12:38of our mesh there. We don't want to go
  2044. 1:12:41too high, too crazy. Um, but you you
  2045. 1:12:44think that's probably what you need to
  2046. 1:12:45do. If you need if you want to create
  2047. 1:12:47like uh interesting um
  2048. 1:12:49you know, like a black mold that appears
  2049. 1:12:51in like the crevices like in our
  2050. 1:12:53reference photo, it keeps disappearing.
  2051. 1:12:57This guy, here we go. And I'll put a
  2052. 1:12:58little thing on it and I'll pin it so it
  2053. 1:13:00doesn't disappear. Um, if you want to
  2054. 1:13:01create something like this where you can
  2055. 1:13:03see it kind of like builds up on the
  2056. 1:13:05individual bricks.
  2057. 1:13:06Um, if you want to create that, well
  2058. 1:13:08then you might think, "Yeah, I need that
  2059. 1:13:09resolution." But actually, you don't.
  2060. 1:13:11You just need to understand
  2061. 1:13:13uh shaders and and math, really.
  2062. 1:13:16So, I discovered this by accident during
  2063. 1:13:19um
  2064. 1:13:20uh my tutorial that I made on The Last
  2065. 1:13:22of Us Abandoned Style House. Um, I had
  2066. 1:13:24this exact problem and I was just
  2067. 1:13:26fooling around and I stumbled on it. So,
  2068. 1:13:29okay, to add detail to this, essentially
  2069. 1:13:31what we want to do is between here and
  2070. 1:13:33here, we're going to add basically like
  2071. 1:13:35another mask. So, it's going to be a
  2072. 1:13:37mask on top of a mask. So, this is our
  2073. 1:13:40original mask going into here where it's
  2074. 1:13:41doing the black effect. But then between
  2075. 1:13:43here and here, I'm going to add in
  2076. 1:13:45another
  2077. 1:13:46color mix color node like this, drop it
  2078. 1:13:49in.
  2079. 1:13:51And then here, I can reference another
  2080. 1:13:53texture to do some sort of operation. I
  2081. 1:13:55could subtract, multiply, do whatever.
  2082. 1:13:57And I can reference something down
  2083. 1:13:58there.
  2084. 1:13:59Um, and originally, I was like blending
  2085. 1:14:01it with a noise texture just like, you
  2086. 1:14:02know, just add some kind of random edge
  2087. 1:14:04to it. Um, and it definitely looks
  2088. 1:14:06better, but I started to realize looking
  2089. 1:14:08at more and more reference that, you
  2090. 1:14:09know, the texture's influenced like by
  2091. 1:14:12the texture, the brick, right? It builds
  2092. 1:14:14up on individual bricks. It gets into
  2093. 1:14:16the crevices of the brick. That's really
  2094. 1:14:19what you need to do. And we have our
  2095. 1:14:21texture here. Why not reference it? Um,
  2096. 1:14:25and we also, because we've got a PBR
  2097. 1:14:27texture, we don't just have like the
  2098. 1:14:28color information of the brick. We've
  2099. 1:14:29got the actual geometry of our brick
  2100. 1:14:32using the displacement map. Okay? So,
  2101. 1:14:35this guy here, right? Just to have a
  2102. 1:14:36look at that for a brief second, it's
  2103. 1:14:38mostly middle gray value. Um, but I can
  2104. 1:14:41grab that and I can put this into my
  2105. 1:14:43bottom input um over here. All right.
  2106. 1:14:45So, let's just have a look at this. This
  2107. 1:14:47is, you know, it's just using a mix at
  2108. 1:14:49the moment.
  2109. 1:14:51Um, the first thing I want to do,
  2110. 1:14:53actually, you know, let's just yeah,
  2111. 1:14:54talk about this. So, with with a mix
  2112. 1:14:56blending mode, that's not what we need.
  2113. 1:14:58Um, you could do like a multiply and use
  2114. 1:15:00the dark values to subtract from it,
  2115. 1:15:02right? And that would be better. You can
  2116. 1:15:04see some of the bricks starting to show
  2117. 1:15:05in our mask there. That's good. Um, but
  2118. 1:15:08the thing that I stumbled on
  2119. 1:15:09accidentally was color burn.
  2120. 1:15:12Okay, when you do this, look what
  2121. 1:15:13happens. It's it's almost like it's
  2122. 1:15:15doing that that multiply thing, but it's
  2123. 1:15:17doing something else with it. Um, and
  2124. 1:15:19it's quite
  2125. 1:15:21uh
  2126. 1:15:21it it's hard to understand. So, I've
  2127. 1:15:23actually got a demonstration here. Okay,
  2128. 1:15:25so this is just to show you what color
  2129. 1:15:26burn does. So, I've got a painted mask
  2130. 1:15:28here with a solid black, a middle gray,
  2131. 1:15:31and then a pure white on the right-hand
  2132. 1:15:33side here. So, three kind of paint
  2133. 1:15:34colors. And then I've got a noise
  2134. 1:15:36texture, which is going to be uh blended
  2135. 1:15:39using a color burn operation. Okay? So,
  2136. 1:15:41that's what it's doing there, okay?
  2137. 1:15:43Um, so it's it's you can see the edge of
  2138. 1:15:46this pure white value there, it's now
  2139. 1:15:48taking in some of the detail of the
  2140. 1:15:51noise texture, and it's feeding it um
  2141. 1:15:54it's it's just sort of adding detail to
  2142. 1:15:56that edge there. So, even though this is
  2143. 1:15:58like a pretty low res um
  2144. 1:16:00looking mesh, we've got added detail in
  2145. 1:16:03this edge there. Um, and what it's
  2146. 1:16:05doing, according to the manual, is it's
  2147. 1:16:07first inverting the noise texture. So,
  2148. 1:16:09it's taking a noise texture like that,
  2149. 1:16:11it's inverting it, it's then dividing it
  2150. 1:16:13by the top input, and then it's
  2151. 1:16:15inverting it back again, which gives you
  2152. 1:16:18this edge there. I don't know if that
  2153. 1:16:20helps you understand it. It didn't
  2154. 1:16:21really help me.
  2155. 1:16:23But frankly, you don't really need to
  2156. 1:16:24know it. You don't really need to
  2157. 1:16:25understand exactly how it's working. You
  2158. 1:16:27just
  2159. 1:16:28the more you play with it, that's how
  2160. 1:16:29you're going to really get to come to
  2161. 1:16:31grips with it.
  2162. 1:16:33But anyways, the first thing we need to
  2163. 1:16:34do is because we've got some influence
  2164. 1:16:36there, but it's but it's not quite
  2165. 1:16:38enough. And the reason for that is that
  2166. 1:16:39this displacement value, it's mostly in
  2167. 1:16:42the middle grays. And the reason for
  2168. 1:16:43that is that the
  2169. 1:16:45uh displacement map is not normalized.
  2170. 1:16:48So, it's not zero to one, which is what
  2171. 1:16:50you expect from most grayscale. It's
  2172. 1:16:52using a 20 cm and I know this cuz
  2173. 1:16:56Polygon is my company and that's how we
  2174. 1:16:57author it. So, it's assuming that
  2175. 1:16:59there's a maximum amount of displacement
  2176. 1:17:01of 20 cm for all types of textures. And
  2177. 1:17:03because brick is a very small amount of
  2178. 1:17:05displacement, we're using mostly middle
  2179. 1:17:07gray values. But then if you were using
  2180. 1:17:09like like cliffs or rocks or something,
  2181. 1:17:11then you would be getting that full
  2182. 1:17:12range there. But what it means is that
  2183. 1:17:14it's there's not really enough detail in
  2184. 1:17:16there for it to get the full effect of
  2185. 1:17:17the color burn. So, what we need to do
  2186. 1:17:19is add in a color ramp node to bring
  2187. 1:17:22those values closer together. So,
  2188. 1:17:24looking at this, I'm going to bring this
  2189. 1:17:26in to get it basically just more
  2190. 1:17:28contrasted than it is currently.
  2191. 1:17:30So, just drag this in.
  2192. 1:17:33Something like
  2193. 1:17:35this.
  2194. 1:17:37Right? So, I've got like a lot of like
  2195. 1:17:39gray values in there.
  2196. 1:17:41Okay? And then now if we look at this,
  2197. 1:17:43look at that effect now.
  2198. 1:17:45And look, if I do a uh some painting
  2199. 1:17:48effects now, look what happens.
  2200. 1:17:50Like we we're using a pretty low
  2201. 1:17:51resolution, right? That many pixels to
  2202. 1:17:54paint into, but we've got all the detail
  2203. 1:17:56from the brick coming through in our
  2204. 1:17:59mask. Isn't that cool? And then looking
  2205. 1:18:02at it through the eyes of our proper
  2206. 1:18:04shader with the with the black effect
  2207. 1:18:06there, you could see we're now able to
  2208. 1:18:08paint onto the individual bricks. But in
  2209. 1:18:11my case, I actually wanted to paint um
  2210. 1:18:13although this reference photo does kind
  2211. 1:18:15of look like this, I want to paint into
  2212. 1:18:16the crevices and kind of invert it. So,
  2213. 1:18:18that's quite easy to do just by taking
  2214. 1:18:20this color ramp here and just inverting
  2215. 1:18:21it, dragging it to the left, and then
  2216. 1:18:23dragging this one out. And now,
  2217. 1:18:27I am able to paint
  2218. 1:18:29primarily
  2219. 1:18:30into the crevices, into the uh the grout
  2220. 1:18:33of
  2221. 1:18:35my brick there.
  2222. 1:18:36And so, this is how you get interesting
  2223. 1:18:39textures
  2224. 1:18:41in Blender. It's really, you know, this
  2225. 1:18:43tutorial's called texturing. As you can
  2226. 1:18:45probably tell, it's mostly understanding
  2227. 1:18:48shaders.
  2228. 1:18:49Um, because
  2229. 1:18:51if you're using something like Substance
  2230. 1:18:53Painter, right? You're painting into
  2231. 1:18:55images, which are then, you know, it's
  2232. 1:18:56an interoperable format, an image, and
  2233. 1:18:59so it's designed to be used in external
  2234. 1:19:02uh software packages. So, it's, you
  2235. 1:19:03know, it's putting all this data into
  2236. 1:19:05images. Um, but it, you know, for
  2237. 1:19:08something this size, if you wanted to
  2238. 1:19:10bake that into an image, it would be
  2239. 1:19:12ginormous. Images wouldn't make sense.
  2240. 1:19:14So, for games and most cases, VFX,
  2241. 1:19:17everything like that, you do your detail
  2242. 1:19:19um by by understanding a shader, right?
  2243. 1:19:22So, this kind of effect happens all
  2244. 1:19:26inside of your shader here like this.
  2245. 1:19:29Um but there you go. That's kind of the
  2246. 1:19:30gist of it. And if the black value is a
  2247. 1:19:32little bit too strong, you can set this
  2248. 1:19:34to multiply.
  2249. 1:19:37Right, which won't change anything. It
  2250. 1:19:38looks exactly the same as it did with
  2251. 1:19:40mix. But now this black value here, if
  2252. 1:19:43because multiply will only take a darker
  2253. 1:19:46it'll only take the dark value and it
  2254. 1:19:48will ignore the lighter value. Now this
  2255. 1:19:50black value here almost becomes the
  2256. 1:19:52strength of my mask. Um which would be
  2257. 1:19:55the same by the way as adding in another
  2258. 1:19:57mix node
  2259. 1:19:58color mix node with like two black and
  2260. 1:20:00white colors and then like just using
  2261. 1:20:02the factor as the opacity. But it just
  2262. 1:20:03saves us this node cuz we can now take
  2263. 1:20:05this and now if I increase this
  2264. 1:20:08you can see if I go all the way to one
  2265. 1:20:10side it's disappeared entirely. And now
  2266. 1:20:12this yeah, it just becomes the opacity
  2267. 1:20:14of this this darkening effect there.
  2268. 1:20:17So, that's basically it.
  2269. 1:20:19Um and if you want more or less of this,
  2270. 1:20:21you can play around with these sliders
  2271. 1:20:23as well.
  2272. 1:20:24You know.
  2273. 1:20:25Um
  2274. 1:20:26But yeah, that's kind of the gist of it.
  2275. 1:20:30Um and if you want to see
  2276. 1:20:32that's the mask that we've got. That's
  2277. 1:20:34what we're painting into. And you can
  2278. 1:20:35see like there's not a lot of detail in
  2279. 1:20:37there.
  2280. 1:20:38The color burn effect really works in
  2281. 1:20:40low strengths. Like very subtle like
  2282. 1:20:43again going back to the example, it's
  2283. 1:20:44these middle values here. That's where
  2284. 1:20:46all the detail needs to go in there. Um
  2285. 1:20:48so just keep that in mind if you're
  2286. 1:20:50using like a strength of one, um you
  2287. 1:20:52will find that this doesn't really have
  2288. 1:20:54much of an effect. Like the mask just
  2289. 1:20:55comes in super strong. It's those small
  2290. 1:20:58subtle strength values
  2291. 1:21:00um that that it really starts to shine.
  2292. 1:21:03Um but really at this stage this to get
  2293. 1:21:05a good effect, you're going to have to
  2294. 1:21:07look at reference. Understand reference.
  2295. 1:21:09We're using just a wall at the moment,
  2296. 1:21:11but understand and see how it builds up
  2297. 1:21:13and how it you know, you get little
  2298. 1:21:14patches of things um
  2299. 1:21:16and you get like yeah, like chunks
  2300. 1:21:19missing and you got big shapes and small
  2301. 1:21:21shapes and medium shapes and that's
  2302. 1:21:24really it it that's what really good
  2303. 1:21:26texturing is about is understanding
  2304. 1:21:29uh design um but yeah, also
  2305. 1:21:30understanding reference and how to make
  2306. 1:21:32it work for your scene.
  2307. 1:21:35All right. I think I've made that worse.
  2308. 1:21:37Anyways, let me pause just while I clean
  2309. 1:21:39this up. Anyways, there you go. Um but
  2310. 1:21:41you can see my uh my mistake was trying
  2311. 1:21:43to paint into the mask uh without seeing
  2312. 1:21:46the effect that it's having on it. So,
  2313. 1:21:47it definitely helps to look at the
  2314. 1:21:49shader while you're painting so that you
  2315. 1:21:51can truly understand how it's going to
  2316. 1:21:52be affecting it. Um but there we go. All
  2317. 1:21:54right. So, now all we need to do is
  2318. 1:21:56label it. So, just like before, I'm
  2319. 1:21:58going to drag this out. I'm going to
  2320. 1:21:59select the uh the nodes which are
  2321. 1:22:02relating to this effect. I'm going to
  2322. 1:22:04hit shift P which you can do when you've
  2323. 1:22:06got the node wrangler installed. Click
  2324. 1:22:08on the frame, hit N and then I'm going
  2325. 1:22:10to give it a name. And I'm going to call
  2326. 1:22:11this black mold.
  2327. 1:22:14All right. Now let me full screen this
  2328. 1:22:16so that you can get a gander of uh where
  2329. 1:22:18we're up to. We've created a sun fade.
  2330. 1:22:21Um we've done a simple black mold
  2331. 1:22:23operation. And uh now the final really
  2332. 1:22:27common thing that you need to learn is
  2333. 1:22:29how to compile one image on top of
  2334. 1:22:32another that has alpha. Okay. So, what
  2335. 1:22:36we're going to do is we're going to add
  2336. 1:22:37some graffiti to our wall. So, I've
  2337. 1:22:39included a link in the description where
  2338. 1:22:41you can download this tag that was made
  2339. 1:22:44by someone
  2340. 1:22:46um that we are going to use to put on
  2341. 1:22:48our wall. So, it is a PNG and it's just
  2342. 1:22:52simple black on top of a transparent
  2343. 1:22:55background. So, super common thing that
  2344. 1:22:57you might need to do.
  2345. 1:22:59So, we need to add it to our node setup
  2346. 1:23:01first of all. So, we're going to hit
  2347. 1:23:02shift A then go texture image texture
  2348. 1:23:04and we're just going to click open. Here
  2349. 1:23:06is our PNG. I'm going to hit open.
  2350. 1:23:09And uh now we need to find a way to add
  2351. 1:23:12it. So, essentially it's going into our
  2352. 1:23:13base color, right? That's the color that
  2353. 1:23:15is uh I mean yeah, graffiti is color,
  2354. 1:23:17right? So, it wouldn't wouldn't add
  2355. 1:23:19anything else. Um so uh yeah, how would
  2356. 1:23:21we how would we do that? Uh we do it
  2357. 1:23:23with a mix color node. So, again as I've
  2358. 1:23:27said before super common color mix
  2359. 1:23:29color. Pretty much whenever you're
  2360. 1:23:31thinking like I got to combine
  2361. 1:23:32something, it's mix color. It's always
  2362. 1:23:33mix color. So, you just drop it in here.
  2363. 1:23:37And there we go. Now you would think
  2364. 1:23:39like okay, I put this into the bottom
  2365. 1:23:42input, right? Okay, you do that and then
  2366. 1:23:44you go oh this this didn't work. What's
  2367. 1:23:47happened, right? So, you have to think
  2368. 1:23:49about it, right? So,
  2369. 1:23:50what we are taking is something that is
  2370. 1:23:52on a transparent background, okay? So,
  2371. 1:23:54we need to use the transparency of it.
  2372. 1:23:57And if we have a look at this image
  2373. 1:23:59here, we can see that it's it doesn't
  2374. 1:24:02have like the color information is just
  2375. 1:24:05pure color it's just black essentially.
  2376. 1:24:07It's pure I mean there's like a I don't
  2377. 1:24:08know a faint outline or something, but
  2378. 1:24:09it's pure black. But underneath that
  2379. 1:24:11there is an alpha output. So, if we
  2380. 1:24:13control shift left click again, it'll
  2381. 1:24:15then just show that. And now we can see
  2382. 1:24:17we have got black and white, okay? What
  2383. 1:24:20do you know about black and white? It
  2384. 1:24:21can be used as a mask, okay? So, going
  2385. 1:24:24back to here, what we want to do is
  2386. 1:24:26actually just sever this. So, I'm going
  2387. 1:24:27to control and then right click drag
  2388. 1:24:29over that to just knife it away. Knife
  2389. 1:24:31it away.
  2390. 1:24:32Um and then instead of taking the color
  2391. 1:24:33output, I'm going to take the alpha.
  2392. 1:24:36And then you would think oh yeah, put
  2393. 1:24:37that into the uh you know, the base at
  2394. 1:24:40the bottom there. But then this is again
  2395. 1:24:41is not what we need to do.
  2396. 1:24:43You can probably guess what we're going
  2397. 1:24:44to do. It's not putting into the B
  2398. 1:24:46input. We're going to put it into the
  2399. 1:24:48factor input. Like so. And that is how
  2400. 1:24:52we're able to get that um that look
  2401. 1:24:54there. Now if you're working with a
  2402. 1:24:56graffiti tag or some sort of alpha that
  2403. 1:24:58had an actual color information, you
  2404. 1:25:00would then take the color of this and
  2405. 1:25:01then put this into the B input. So, it's
  2406. 1:25:04then taking the color and then it's
  2407. 1:25:05using that with the alpha that it
  2408. 1:25:08uh yeah, that we've used as the factor.
  2409. 1:25:10But in our case, doesn't matter. It's
  2410. 1:25:11just pure black. So, actually we could
  2411. 1:25:14get rid of that and we can then make
  2412. 1:25:15this color here be whatever color we
  2413. 1:25:17want our graffiti to be. Um because
  2414. 1:25:20really the although it is black and
  2415. 1:25:21white, um we're really just using the
  2416. 1:25:23alpha information. That's really where
  2417. 1:25:25the key information is. Um and because
  2418. 1:25:28we're using it you know, in this way, we
  2419. 1:25:30can choose and make this color whatever
  2420. 1:25:32we want. Make it a hot pink, right?
  2421. 1:25:34Whatever we whatever we want. Um but now
  2422. 1:25:36let's fix the the next problem, right?
  2423. 1:25:37Like why is it tiling like this? Well,
  2424. 1:25:39it's tiling because the default way that
  2425. 1:25:41we do uh texture coordinates is using
  2426. 1:25:43our UV
  2427. 1:25:45uh sorry, the the UV map, right? And the
  2428. 1:25:47UV map was set up for tiling of our
  2429. 1:25:50brick. Now you could create a separate
  2430. 1:25:52UV map just for this, but actually we
  2431. 1:25:55don't need to do that.
  2432. 1:25:56Okay, we can keep our existing UV map.
  2433. 1:25:58We just need to manipulate the
  2434. 1:25:59coordinates that we've got currently.
  2435. 1:26:02Um first though, we can fix the
  2436. 1:26:04repeating issue here um not by doing any
  2437. 1:26:07sort of like extra node setups. That
  2438. 1:26:08used to be the way you had to do it in
  2439. 1:26:09Blender. Add like a whole thing and set
  2440. 1:26:12it to clip and all this stuff. Now on
  2441. 1:26:14your image texture node, there is an
  2442. 1:26:16option here for repeat. So, we just need
  2443. 1:26:18to change that from repeat to clip. And
  2444. 1:26:20that's it. So, we've now got just one
  2445. 1:26:22instance of it which is the instance
  2446. 1:26:25that was used
  2447. 1:26:27I'll unpin this.
  2448. 1:26:30Wherever
  2449. 1:26:31I can't even see it. There's so many
  2450. 1:26:33vertices.
  2451. 1:26:34Basically yeah, wherever the actual UV
  2452. 1:26:36grid floor is, it will appear there cuz
  2453. 1:26:38it's basically like yeah, it's like
  2454. 1:26:41having the tag right there on that that
  2455. 1:26:43square. So,
  2456. 1:26:45yeah, anyways, you you get the idea.
  2457. 1:26:47Man, that's really hard to see. Okay.
  2458. 1:26:50Anyways, it's it's it's appearing right
  2459. 1:26:51there. But let's say this is too big,
  2460. 1:26:53right? It's it's too big. In fact
  2461. 1:26:55actually, I was going to mention this as
  2462. 1:26:56well. It can help to texture things and
  2463. 1:26:59when you're building a scene to actually
  2464. 1:27:01use some sort of scale reference. So, I
  2465. 1:27:03have this CC0 man which I've added into
  2466. 1:27:06my asset browser
  2467. 1:27:08and then saved it as part of my Blender
  2468. 1:27:10install. So, I'll include a link to this
  2469. 1:27:12as well, but it's just a scale reference
  2470. 1:27:15that is
  2471. 1:27:17uh can be helpful to understand what
  2472. 1:27:18what scale we're actually working with
  2473. 1:27:20here.
  2474. 1:27:21Okay. Um why is that he's still so far
  2475. 1:27:24away?
  2476. 1:27:25Let's put him over here.
  2477. 1:27:27And then let's move this wall up.
  2478. 1:27:29Okay, there we go. All right. So, the
  2479. 1:27:31that's a pretty big tag. Pretty big tag.
  2480. 1:27:33All right. So, let's say we want to uh
  2481. 1:27:35change the scale of that and maybe the
  2482. 1:27:37position as well. So, what we need to do
  2483. 1:27:39is first of all bring in the texture
  2484. 1:27:41coordinates
  2485. 1:27:42and set this to UV which will change
  2486. 1:27:45nothing. Should change absolutely
  2487. 1:27:47nothing um because that's what it's
  2488. 1:27:49using by default already. But then
  2489. 1:27:51between here and here we need to
  2490. 1:27:52manipulate that. And we do that by
  2491. 1:27:54adding in a vector mapping node. And by
  2492. 1:27:57the way, don't feel bad if you're like
  2493. 1:27:59how would I know that that's like you
  2494. 1:28:01just learn it from watching tutorials
  2495. 1:28:03like this. And then next time you're
  2496. 1:28:05thinking of doing something like that,
  2497. 1:28:06you're like yeah, that's how I do it. I
  2498. 1:28:07whoops, I do a mapping operation. Okay.
  2499. 1:28:10So, I can change the scale of this by
  2500. 1:28:12dragging down on all these inputs here.
  2501. 1:28:14And then I can just drag left or right.
  2502. 1:28:16It's too far so I'm going to hold down
  2503. 1:28:18shift to make it smaller. And then I'm
  2504. 1:28:19just going to increase it. So, as I
  2505. 1:28:21increase it, it's like it's increasing
  2506. 1:28:23the times that it's tiling of the UV
  2507. 1:28:27coordinates, right? If that's the
  2508. 1:28:28easiest way to imagine it. So,
  2509. 1:28:29increasing the scale makes it appear
  2510. 1:28:30smaller.
  2511. 1:28:31Um and then the location here changes
  2512. 1:28:33the position on the wall.
  2513. 1:28:35Right? So, I can change this.
  2514. 1:28:38Oh no, that was too quick.
  2515. 1:28:40But uh you get the idea, right? Oh,
  2516. 1:28:42maybe it's a little bit too low now.
  2517. 1:28:44Let's make it a little bit higher. So,
  2518. 1:28:45it's like the height that somebody might
  2519. 1:28:48you know, tag something. And yeah, where
  2520. 1:28:50wherever you want to put it. Wherever
  2521. 1:28:52you want to put it.
  2522. 1:28:53Um and also the order in which you want
  2523. 1:28:55to put it. If you wanted this to look
  2524. 1:28:57like old graffiti that had been there a
  2525. 1:28:59while, very decrepit thing and then the
  2526. 1:29:01black mold appear on top of it, then you
  2527. 1:29:03would put this over here before
  2528. 1:29:05um the black mold operation. But in our
  2529. 1:29:07case, I think it makes sense for it to
  2530. 1:29:08be after it. All right. Before we move
  2531. 1:29:11on, what's the one thing we need to do
  2532. 1:29:13always? Label our work, right? So, we've
  2533. 1:29:17got four nodes here that just directly
  2534. 1:29:19relate to the graffiti. So, I'm going to
  2535. 1:29:21hit shift P on those, then select the
  2536. 1:29:23frame, hit N, and I'm going to type in
  2537. 1:29:26graffiti. And that simple little thing
  2538. 1:29:29will just make life a bit easier when
  2539. 1:29:31you're zooming out and reading um
  2540. 1:29:33everything. Okay. Well, so far, what
  2541. 1:29:35we've been focusing on is adding into
  2542. 1:29:38our color map here. But, it's also very
  2543. 1:29:41common to want to add and change uh a
  2544. 1:29:45roughness map, which is, as you might
  2545. 1:29:47remember, a completely well, in our
  2546. 1:29:49case, it's almost completely
  2547. 1:29:50white-looking map, but it's it's a
  2548. 1:29:52grayscale, right? So, black values is
  2549. 1:29:55shiny, and then white values is dull.
  2550. 1:29:57And often, you've got a scene maybe it's
  2551. 1:29:59a rainy scene, right? Everything's just
  2552. 1:30:01wet, and it's like this wall here, it
  2553. 1:30:04needs to be more wet. Um right? And if
  2554. 1:30:07you look at this, you go down to your,
  2555. 1:30:09you know, you got your map over here,
  2556. 1:30:11and you look over it, and you go,
  2557. 1:30:13"Ah, that's annoying, right? My sli-
  2558. 1:30:15lider is gone." And this was what I used
  2559. 1:30:17to do when I started. I'm like, "Ah, I
  2560. 1:30:19need to change it. Well, I'll just
  2561. 1:30:20remove it." And then I've got my slider
  2562. 1:30:22here, right?
  2563. 1:30:23And this does, you know, it solves the
  2564. 1:30:26problem, but the detail that you have in
  2565. 1:30:28that map is now lost. Now, um granted,
  2566. 1:30:30in our case, it's probably not going to
  2567. 1:30:32be that much of a difference because
  2568. 1:30:33there's not a lot of detail in there.
  2569. 1:30:35There is some, but uh it's it's
  2570. 1:30:38important to understand how can you do
  2571. 1:30:39that? How can you retain the detail in a
  2572. 1:30:41map, but still be able to change it? Um
  2573. 1:30:44and really, it's just a simple image
  2574. 1:30:47operation to make that grayscale image
  2575. 1:30:51here that we've got, make it look darker
  2576. 1:30:53or make it look lighter. Um so really,
  2577. 1:30:56what you need to do between here and
  2578. 1:30:58there is to just add in another node.
  2579. 1:31:00And there's a number of nodes that could
  2580. 1:31:02do it. You could do a brightness and
  2581. 1:31:04contrast. You could do an RGB curves.
  2582. 1:31:07You could even do like a color ramp
  2583. 1:31:09operation if you wanted to. But, the
  2584. 1:31:11simplest I found um that I would
  2585. 1:31:13recommend for most people is just the
  2586. 1:31:15hue saturation value node. Um so, drop
  2587. 1:31:18it in there.
  2588. 1:31:19Obviously, you don't need to touch hue
  2589. 1:31:21or saturation. That's not going to do
  2590. 1:31:22anything with the grayscale image, but
  2591. 1:31:24the value node there. So, if you keep it
  2592. 1:31:26at one, that's going to be obviously
  2593. 1:31:28unchanged. But, if you wanted to make it
  2594. 1:31:30shinier, you just change the value, and
  2595. 1:31:33you reduce that. If you wanted to make
  2596. 1:31:34it uh look more dull than what you've
  2597. 1:31:37got, then you just increase it like
  2598. 1:31:38that. And so, this value here just
  2599. 1:31:41becomes almost like, you know, having a
  2600. 1:31:43slider over here. But, because we
  2601. 1:31:47figured out how to do it smartly, um we
  2602. 1:31:50are not just deleting all the data that
  2603. 1:31:52we can have in this roughness map. Cuz
  2604. 1:31:54these little These little details that
  2605. 1:31:56come in these PBR maps, it helps. It
  2606. 1:31:58adds complexity to a material um that
  2607. 1:32:01can just it it'll help the material feel
  2608. 1:32:03more realistic if you can retain that
  2609. 1:32:05that data. So, that is how to do that
  2610. 1:32:07very simple um operation. Now, in our
  2611. 1:32:11case, actually, I don't think this
  2612. 1:32:14um
  2613. 1:32:15I don't think we actually want to adjust
  2614. 1:32:16it. So, I'm actually going to delete
  2615. 1:32:18that. I'm going to hit control X, which
  2616. 1:32:20is how you delete something, but retain
  2617. 1:32:21its connection. But, what I do want to
  2618. 1:32:23do
  2619. 1:32:24is I want to do something that will
  2620. 1:32:26really help this wall um
  2621. 1:32:28look nice. And that is to have the black
  2622. 1:32:30mold that we've got here influence our
  2623. 1:32:33roughness map, okay? So, rather than do
  2624. 1:32:35a, you know, broad strokes change to the
  2625. 1:32:37roughness for the whole thing, I want it
  2626. 1:32:39to just appear where we've got our um
  2627. 1:32:43uh grunge our our black uh thing. So,
  2628. 1:32:46basically, wherever I've got this
  2629. 1:32:48control shift left click on that, that's
  2630. 1:32:50my mask, I want to influence my
  2631. 1:32:52roughness map. So, have a think about
  2632. 1:32:54that first. How would you do that? How
  2633. 1:32:55could you have that mask influence our
  2634. 1:32:58grayscale map here?
  2635. 1:33:00Um
  2636. 1:33:01and the answer is shift A, mix color,
  2637. 1:33:04the most overused um not overused, the
  2638. 1:33:07most used. It's It's not overused
  2639. 1:33:10because it's so versatile, and it's used
  2640. 1:33:12for so many things. But, yeah,
  2641. 1:33:14basically, you want to alter something,
  2642. 1:33:16bring it in. Your handy trusty mix color
  2643. 1:33:18node.
  2644. 1:33:20Uh I'm taking my roughness, I'm putting
  2645. 1:33:22it into my top input, and then I'm going
  2646. 1:33:24to take my output. Let's just move this
  2647. 1:33:26over, and I'll Yeah, what the hell, I'll
  2648. 1:33:28close that. I don't think I need that
  2649. 1:33:29now.
  2650. 1:33:30Um and I'm going to take my output from
  2651. 1:33:32my mask, and I'm going to put that into
  2652. 1:33:35my factor
  2653. 1:33:36on my mix node down here, okay? So, it's
  2654. 1:33:39going from there all the way down to the
  2655. 1:33:41mix node. All right.
  2656. 1:33:43And now, what is that doing? That means
  2657. 1:33:45that wherever there is uh the white
  2658. 1:33:48values in that mask there, it's going to
  2659. 1:33:51use the B, whatever is in our B input.
  2660. 1:33:54And wherever there is the black values,
  2661. 1:33:56it's going to use the initial uh
  2662. 1:33:58roughness map. So, if we have a look at
  2663. 1:34:00our shader, you can see. And now, this
  2664. 1:34:03here becomes what roughness do you want
  2665. 1:34:06that leaky pattern
  2666. 1:34:08to leave behind. And isn't that really
  2667. 1:34:10cool, right? So, you can make it look
  2668. 1:34:12more dull, like more diffuse than the
  2669. 1:34:14rest of the wall by making it uh
  2670. 1:34:16basically yeah, like it seems like
  2671. 1:34:18around .7 is where the initial um
  2672. 1:34:21uh roughness map exists. So, if I wanted
  2673. 1:34:23to, yeah, make it look more dull, I
  2674. 1:34:25could have that effect. Or, I could make
  2675. 1:34:27it look more wet than the rest of the
  2676. 1:34:29wall. But, really, any change whatsoever
  2677. 1:34:32is going to make this material just feel
  2678. 1:34:35more realistic. These little details
  2679. 1:34:37like this, um they really do add visual
  2680. 1:34:41interest to the material. And it's how
  2681. 1:34:43you get um awesome-looking materials
  2682. 1:34:46that actually work for a scene. Um
  2683. 1:34:49and just just feel real. Like, when you
  2684. 1:34:50play a game, the reason these these
  2685. 1:34:52environments just feel like amazing is
  2686. 1:34:54because they got stuff like this
  2687. 1:34:55everywhere. Every material has the
  2688. 1:34:58different properties driven by different
  2689. 1:34:59parts um and different textures and
  2690. 1:35:02things. And by the way, this process
  2691. 1:35:04here, using a mix node with a roughness
  2692. 1:35:05map, and then having something drive um
  2693. 1:35:08an extra roughness uh alteration here,
  2694. 1:35:11that's exactly how you use uh surface
  2695. 1:35:14imperfection maps. So, Polygon has some,
  2696. 1:35:16but other sites do as well. But,
  2697. 1:35:17essentially, it's just masks. It's just
  2698. 1:35:20masks essentially. They're designed to
  2699. 1:35:22be used um on top of another shader. So,
  2700. 1:35:25it's probably not actually going to be
  2701. 1:35:27useful um for our uh shader here, but
  2702. 1:35:29you can imagine like if I took this uh
  2703. 1:35:31stains liquid generic, um and then I
  2704. 1:35:33downloaded this. Inside of that
  2705. 1:35:35download, I'd get a map that looks
  2706. 1:35:37basically like this, black and white,
  2707. 1:35:39right? So, how would you use that,
  2708. 1:35:41right? You drag it down here, and then
  2709. 1:35:43instead of it being, you know, if I
  2710. 1:35:45wanted to just have broad strokes over
  2711. 1:35:47the cross the whole surface, you take
  2712. 1:35:48that and use that like a mask over the
  2713. 1:35:52the whole surface. And now, I got to set
  2714. 1:35:53that to non-color data. By the way, I'm
  2715. 1:35:55just showing you this. This is not
  2716. 1:35:56something that's part of the tutorial
  2717. 1:35:57you have to download, but it's just an
  2718. 1:35:59example. Um you can see that now we've
  2719. 1:36:02got this like liquid uh
  2720. 1:36:05yeah, this kind of pattern over the
  2721. 1:36:07entire wall, and that is one effect,
  2722. 1:36:10right? It's probably not the best case.
  2723. 1:36:12I think uh you know, for our scene, it
  2724. 1:36:14makes more sense to have the actual uh
  2725. 1:36:17leaky pattern affect it, but that's you
  2726. 1:36:19you get the idea, right? It These just
  2727. 1:36:21become masks, which can be used across
  2728. 1:36:24um a material. All right, but I'm going
  2729. 1:36:26to set this to be an almost
  2730. 1:36:29almost the same as the rest of the wall,
  2731. 1:36:31but just a very slight amount there.
  2732. 1:36:33Awesome. Okay, so this is where we're
  2733. 1:36:35at. This is the current node layout that
  2734. 1:36:37I've got from my end if you want to
  2735. 1:36:39check yours with it. Um but now, I want
  2736. 1:36:41to give you a challenge. I want you to
  2737. 1:36:43try to add two more effects to your
  2738. 1:36:45material, okay? So, having a look at
  2739. 1:36:48some uh reference image, you can see
  2740. 1:36:51that we we've done the black mold, but
  2741. 1:36:52what about this white uh effect, this
  2742. 1:36:55white sort of build-up? Um and it
  2743. 1:36:57actually has a name. It's called uh
  2744. 1:36:58efflorescence, right? And it's where uh
  2745. 1:37:01the salt inside bricks is drawn to the
  2746. 1:37:04surface through moisture, and the
  2747. 1:37:06moisture evaporates, and then you just
  2748. 1:37:07get this salt build-up on the bricks.
  2749. 1:37:10Um so, how could you How could you have
  2750. 1:37:13that effect in our setup over here?
  2751. 1:37:16Um the other effect I want you to try to
  2752. 1:37:18add is uh des- uh
  2753. 1:37:21yeah,
  2754. 1:37:22uh vertex-painted
  2755. 1:37:26Look at these bricks, right? This kind
  2756. 1:37:28of yellowy pale-looking bricks look
  2757. 1:37:30totally different to the red bricks
  2758. 1:37:32around it, right? So, have a think about
  2759. 1:37:34how you could add those two effects,
  2760. 1:37:37okay? Have a think about it.
  2761. 1:37:39Have a think about it. How would you do
  2762. 1:37:42that? So, pause it now. I want to give
  2763. 1:37:44you the challenge to cuz this is how you
  2764. 1:37:46learn things. If you follow a tutorial,
  2765. 1:37:47you can end up with almost like false
  2766. 1:37:49confidence that you're understanding
  2767. 1:37:50things, and then the tutorial stops, and
  2768. 1:37:51then you go, "Ah, I don't know how to do
  2769. 1:37:53it myself." So, have a try now at trying
  2770. 1:37:55to do those two things. Pause the video,
  2771. 1:37:58and then I'm going to show you the
  2772. 1:37:59answer that I come up with, um and then
  2773. 1:38:01you can just compare it and see how you
  2774. 1:38:02go. So, pause it now, and then I will
  2775. 1:38:04see you once you've given it a try. All
  2776. 1:38:07right, hopefully you took a shot at it.
  2777. 1:38:08Now, I'll show you the answer that I
  2778. 1:38:10would come up with. Essentially, to
  2779. 1:38:12create the efflorescence and the
  2780. 1:38:14desaturation, I would duplicate this
  2781. 1:38:17little group of four nodes that we've
  2782. 1:38:19got there, and just duplicate it twice,
  2783. 1:38:21um and paint in and create separate
  2784. 1:38:24vertex colors for those things. So, I
  2785. 1:38:26would uh duplicate this.
  2786. 1:38:28Um the graffiti I'm going to still going
  2787. 1:38:30to have the graffiti happen after it.
  2788. 1:38:32So, I'm just going to disconnect that,
  2789. 1:38:34and I'll put that over there. Then, um I
  2790. 1:38:37would call this
  2791. 1:38:39white efflorescent,
  2792. 1:38:41which I'm sure is the wrong spelling.
  2793. 1:38:43Doesn't matter though. Then, I need to
  2794. 1:38:46create another uh separate vertex color.
  2795. 1:38:49So, I'm going to call this uh I'll just
  2796. 1:38:51call it white, and then go into vertex
  2797. 1:38:54paint mode, add a new vertex color,
  2798. 1:38:57and call it white. Um and when you're
  2799. 1:38:59typing in the names by yourself, just
  2800. 1:39:01remember it's it has to be exact. If
  2801. 1:39:03this is If there's a space in there, if
  2802. 1:39:05it's the wrong caps as well, if you've
  2803. 1:39:07got a capital letter and you don't have
  2804. 1:39:08it up there, it's not going to find it.
  2805. 1:39:10So, just keep that in mind. Um and then
  2806. 1:39:12I also need to make sure I connect my
  2807. 1:39:14displacement, just like I have over
  2808. 1:39:16there, so that it's being used um across
  2809. 1:39:18it. Uh and the graffiti, I'll just keep
  2810. 1:39:20that over here. And then I'll take this,
  2811. 1:39:22put this down here. And now we should be
  2812. 1:39:25able to
  2813. 1:39:26paint
  2814. 1:39:28into
  2815. 1:39:29oops
  2816. 1:39:30over here.
  2817. 1:39:31Um and let's just have a look, make sure
  2818. 1:39:33this is coming through. Yep.
  2819. 1:39:35Excellent. All right, so this can be our
  2820. 1:39:37efflorescence. Um but what I want to do
  2821. 1:39:40is actually make it not appear in the uh
  2822. 1:39:42crevices of the material, because if we
  2823. 1:39:44look at reference photos
  2824. 1:39:47it kind of builds up on the front of the
  2825. 1:39:49brick, right? It does sometimes go into
  2826. 1:39:51the crevices, but it's mostly on the
  2827. 1:39:53front. And it'll just be nice to have
  2828. 1:39:54two things in our material, one building
  2829. 1:39:56in the crevices, the black, and then one
  2830. 1:39:58building on the top, which would be the
  2831. 1:39:59white. Um so, I'm just going to flip
  2832. 1:40:01those around
  2833. 1:40:03like that. And that's how you invert it.
  2834. 1:40:05You don't have to add an invert node or
  2835. 1:40:07anything like that. You just flip it
  2836. 1:40:08around inside your uh color ramp over
  2837. 1:40:11there. Okay? And now this value here,
  2838. 1:40:14it's set to multiply, so we won't see it
  2839. 1:40:16unless we set it to screen. And now
  2840. 1:40:19screen is like the invert of multiply,
  2841. 1:40:22similar to add, by the way, but add can
  2842. 1:40:23give you values over one, which we don't
  2843. 1:40:25want. Um but yeah, so now if you set
  2844. 1:40:28this to black, it's basically nothing,
  2845. 1:40:29because there's no light values in there
  2846. 1:40:31that are going to show through. So, then
  2847. 1:40:33this just becomes how yeah, how extreme
  2848. 1:40:36do you want that efflorescence um effect
  2849. 1:40:38there. And then I would just paint in
  2850. 1:40:40here wherever I want that effect to uh
  2851. 1:40:44to appear. Right? How do you want it to
  2852. 1:40:46look? Now yeah, you could go super
  2853. 1:40:48advanced with that, but you get the
  2854. 1:40:49idea. So, that's the efflorescence. And
  2855. 1:40:51then I would just do the exact same
  2856. 1:40:53thing again um but for my desaturation,
  2857. 1:40:57right? We've already got the sun fade
  2858. 1:40:59effect, you remember we did that from
  2859. 1:41:00the start, but this is going to be a
  2860. 1:41:02more Yeah, it's going to be painted in,
  2861. 1:41:04essentially. And we're going to tell it
  2862. 1:41:06where do we want um where do we want
  2863. 1:41:08that effect? And actually, we don't need
  2864. 1:41:10this screen node. So,
  2865. 1:41:12I'll just do it one by one. So, I'm
  2866. 1:41:13going to call this desat desaturation
  2867. 1:41:16and then I'll call my attribute desat
  2868. 1:41:19and then I will add another vertex group
  2869. 1:41:22and I'll call this desat, exact same
  2870. 1:41:24spelling, no spaces, nothing else. And
  2871. 1:41:27then I'll just do Yeah, I'll just do
  2872. 1:41:28like a simple
  2873. 1:41:30quick little thing here.
  2874. 1:41:32So, I'm not using my screen node, I am
  2875. 1:41:33using a hue saturation value node
  2876. 1:41:36instead. And I'm going to take the
  2877. 1:41:38output of the uh the color burn, that's
  2878. 1:41:41going to be the mask. Right, so this is
  2879. 1:41:43going to go into my factor input, cuz
  2880. 1:41:45this is a black and white mask. And by
  2881. 1:41:47the way, I know I'm going a little bit
  2882. 1:41:48fast here,
  2883. 1:41:50um but I'm hoping you can follow I'm
  2884. 1:41:52going to show you the final node setup
  2885. 1:41:53at the end. Um but I'm hoping you can
  2886. 1:41:55follow it. This needs to go into the
  2887. 1:41:57color, yep, which we've already got. And
  2888. 1:41:59then this goes into our base color,
  2889. 1:42:00oops. Down here.
  2890. 1:42:03It's very hard to uh
  2891. 1:42:56we're able to paint wherever we want
  2892. 1:42:58this little desaturation pass.
  2893. 1:43:01And this is, you know
  2894. 1:43:04this tutorial is mostly technical but
  2895. 1:43:06you'll find that the how you do
  2896. 1:43:09texturing depends on the scene. Now,
  2897. 1:43:11we've got a wall, so there's no relation
  2898. 1:43:14of where this stuff goes, but if you've
  2899. 1:43:15got a scene, you've got trees, you've
  2900. 1:43:17got doorways, you've got windows, you've
  2901. 1:43:19got all this stuff, which will influence
  2902. 1:43:21where your texture goes, because you
  2903. 1:43:23look at reference and you go like, hey,
  2904. 1:43:24around a window, there's black mold. And
  2905. 1:43:27then hey, in the corners or up this the
  2906. 1:43:29middle of the buildings, right? We've
  2907. 1:43:30got this white efflorescence. In our
  2908. 1:43:33case, I'm just making it up, um but I'm
  2909. 1:43:35just trying to create the appearance of
  2910. 1:43:37something like maybe this I can see
  2911. 1:43:39there's this whole section here where
  2912. 1:43:41there was like blank uh like there was a
  2913. 1:43:44building here and now it's been removed.
  2914. 1:43:46So, maybe there's like a whole square
  2915. 1:43:49section on this thing. Anyway, I'm not
  2916. 1:43:51trying to create a pretty image, cuz
  2917. 1:43:53it's a simple wall but I'm trying to
  2918. 1:43:55create some of it. I can see there's
  2919. 1:43:57like rows of bricks which get
  2920. 1:43:59desaturated.
  2921. 1:44:01Um
  2922. 1:44:02and it's something that you notice
  2923. 1:44:05good art has big, medium, and small
  2924. 1:44:08shapes, noticeable patterns um
  2925. 1:44:13but little things like just trying to
  2926. 1:44:14capture some of that chaos that we've
  2927. 1:44:15got in our texture there and painting it
  2928. 1:44:17in.
  2929. 1:44:18All right, and then the final thing, we
  2930. 1:44:19got to have our graffiti back, right?
  2931. 1:44:21So, I'm going to take my output, my
  2932. 1:44:22final output there, drag that into my
  2933. 1:44:25mix, and then take that and put that
  2934. 1:44:27into the base color, and we should see
  2935. 1:44:29our graffiti back on the wall.
  2936. 1:44:31Okay, so this is our node setup and
  2937. 1:44:33we're coming to the end, um but I want
  2938. 1:44:35to show you one final trick, one final
  2939. 1:44:37technique that you can really use to uh
  2940. 1:44:40make something look good. Because so
  2941. 1:44:41far, all the stuff that we've done, all
  2942. 1:44:42these extra textures, you know, we made
  2943. 1:44:44a sun fade, black mold, a lot of that's
  2944. 1:44:46just going into the color, right? The
  2945. 1:44:48base color here. And then the other one
  2946. 1:44:49that we did was we influenced the
  2947. 1:44:51roughness map by making that uh you
  2948. 1:44:53know, that water leak kind of thing, so
  2949. 1:44:55that's going in there. The third way, um
  2950. 1:44:58the third really, the big influence for
  2951. 1:44:59this type of texture is to have
  2952. 1:45:01something influence the bump, the height
  2953. 1:45:03of our texture, right? So, I want to
  2954. 1:45:06show you that. Quickly, before I do
  2955. 1:45:08though, I want to call out uh I'm
  2956. 1:45:10working on a Blender for beginners
  2957. 1:45:12course. So, um it's currently in
  2958. 1:45:14progress. If you want to join the wait
  2959. 1:45:16list for that course, click the link in
  2960. 1:45:17the description, enter your email here,
  2961. 1:45:19and then I'll notify you once it's
  2962. 1:45:20ready. And it's just going to be for
  2963. 1:45:21beginners. Um if you enjoy this style of
  2964. 1:45:24teaching, where it's like long
  2965. 1:45:25explanations for how to, you know,
  2966. 1:45:27really fully understand something, and
  2967. 1:45:30you want to do that for modeling,
  2968. 1:45:31lighting, all that stuff, um that's what
  2969. 1:45:33this course is going to be about. So, if
  2970. 1:45:35you want to be notified, click the link
  2971. 1:45:36in the description and then just join
  2972. 1:45:37this list. So, looking at reference of
  2973. 1:45:39the brick again the one way that we
  2974. 1:45:40could really use um bump height
  2975. 1:45:43information in our texture is uh you can
  2976. 1:45:46see up here
  2977. 1:45:48we've got some of the brick is missing.
  2978. 1:45:50This is known as spalling, okay? So,
  2979. 1:45:52where some of the bricks kind of like
  2980. 1:45:54break off and then it's just kind of
  2981. 1:45:56like held together by broken brick and
  2982. 1:45:58mortar whatever, right? And so, some of
  2983. 1:46:00this desaturation look that we've put in
  2984. 1:46:02there is actually bricks that are
  2985. 1:46:04missing from the wall, they've snapped
  2986. 1:46:05off or they've broken off, whatever. And
  2987. 1:46:07so it's it's very hard to see cuz it's
  2988. 1:46:09blurry, but those bricks would be sunken
  2989. 1:46:11in, basically, right? So, what we're
  2990. 1:46:13going to do is I know this node setup is
  2991. 1:46:15getting crazy, but with our desaturation
  2992. 1:46:19mask there, control shift left clicking
  2993. 1:46:20on that we're going to use that. So,
  2994. 1:46:22wherever there is this desaturation,
  2995. 1:46:24we're going to make that look like
  2996. 1:46:25spalling. In fact, before I forget, we
  2997. 1:46:27might as well just rename this little
  2998. 1:46:29group here and I'm going to call this
  2999. 1:46:31spalling, okay? Um because it's already
  3000. 1:46:33working pretty well, like we've got like
  3001. 1:46:35some light pattern that's appearing
  3002. 1:46:36there. Let's just use that to influence
  3003. 1:46:38the displacement. So, come down to our
  3004. 1:46:40displacement down here. And just as a
  3005. 1:46:42recap, right? The displacement is being
  3006. 1:46:44driven by a displacement PBR map, okay?
  3007. 1:46:48And it is grayscale, okay? So, when
  3008. 1:46:50you're thinking of combining something
  3009. 1:46:52together and having an an impact, you
  3010. 1:46:53first want to understand how is that
  3011. 1:46:55existing like in this shader, how is it
  3012. 1:46:59using it? And the key piece of
  3013. 1:47:00information is that lighter values are
  3014. 1:47:02higher in height and darker values are
  3015. 1:47:05lower in height, they're indented uh
  3016. 1:47:07cavities, which is why in this brick
  3017. 1:47:09here, you could I mean, it's very, very
  3018. 1:47:10subtle. Um but the cavities are darker,
  3019. 1:47:13right?
  3020. 1:47:15So, if we want to make this this part of
  3021. 1:47:18our mesh, oops, control shift left click
  3022. 1:47:20on that. If you want to make that look
  3023. 1:47:22indented then we have to combine it with
  3024. 1:47:25our displacement map down here. And how
  3025. 1:47:27do we combine something? Our trusty
  3026. 1:47:28node, shift A, color mix color node, the
  3027. 1:47:32most versatile of all nodes. So, we're
  3028. 1:47:34going to drop it in here before it goes
  3029. 1:47:36into our displacement input. Okay, so
  3030. 1:47:37the top input is going to be the PBR
  3031. 1:47:39map, that's fine. And then I'm going to
  3032. 1:47:40take my output, let's just make this
  3033. 1:47:42bigger so we can really see it. The
  3034. 1:47:44output from my color burn right there,
  3035. 1:47:47I'm going to drag that all the way down
  3036. 1:47:48to the bottom there and put that into my
  3037. 1:47:50bottom input down there, okay? All
  3038. 1:47:53right, now let's just control shift left
  3039. 1:47:55click on that mix color node, just to
  3040. 1:47:57see what we've got. Okay, so on the
  3041. 1:47:59left-hand side, that is 100% of the PBR
  3042. 1:48:02map, and then this is our mask, okay?
  3043. 1:48:03So, the key then, if we want to make
  3044. 1:48:05them influence each other, this has to
  3045. 1:48:07be something that will uh take the light
  3046. 1:48:10values and use that as a subtraction on
  3047. 1:48:13uh this value here. And previously, I I
  3048. 1:48:16did it like complicated way, I'm like,
  3049. 1:48:17okay, so you can only take the dark
  3050. 1:48:19values, you have to like first of all
  3051. 1:48:20invert it and then use a multiply thing
  3052. 1:48:23and that would do it but there is an
  3053. 1:48:24easier way, and that's just to set this
  3054. 1:48:27to Where is it? Subtract, okay? So,
  3055. 1:48:30subtract, unlike a multiply node that
  3056. 1:48:33only takes the dark values subtract will
  3057. 1:48:35take the light values and it will then
  3058. 1:48:37subtract the luminance from this one,
  3059. 1:48:40the the top input. So, basically now
  3060. 1:48:42this factor amount here, you can see has
  3061. 1:48:44done it. So, it's basically it's like
  3062. 1:48:45it's inverted and made it multiply. But
  3063. 1:48:47so, the light values in the bottom input
  3064. 1:48:49are now being used just like a
  3065. 1:48:51mathematical calculation, it's saying
  3066. 1:48:52subtract the luminance um in those
  3067. 1:48:55areas, okay? So, now this becomes
  3068. 1:48:57uh it's impacting the height. And this
  3069. 1:49:00factor becomes Yeah, like how how deep
  3070. 1:49:02do you want those crevices? So, going
  3071. 1:49:04back to our shader
  3072. 1:49:06and by the way, you might want to, uh,
  3073. 1:49:07enable,
  3074. 1:49:08uh, the subsurface so that you can see
  3075. 1:49:10it a little bit better.
  3076. 1:49:12Let's just zoom in here.
  3077. 1:49:15Like that.
  3078. 1:49:16So, obviously, we don't want to go too
  3079. 1:49:17deep.
  3080. 1:49:18But, so with a value of zero, right?
  3081. 1:49:21It's just using It's doing nothing. No
  3082. 1:49:23subtraction whatsoever. And then as you
  3083. 1:49:25slowly increase it, it is subtracting in
  3084. 1:49:27just those areas.
  3085. 1:49:29Which is super cool. And you can see
  3086. 1:49:31it's it's a it's a simple effect. Like
  3087. 1:49:32it's not it's not complicated, right?
  3088. 1:49:35But, it just means those little tiny
  3089. 1:49:36bricks that we've painted in there are
  3090. 1:49:37now going to be subtracted. Um, and if
  3091. 1:49:39you want to make it look even more like
  3092. 1:49:41spalling, you'd go up to here where
  3093. 1:49:43we've got our, uh, hue saturation value.
  3094. 1:49:46And we can say, "Let's make it brighter
  3095. 1:49:48so that it looks like like concrete
  3096. 1:49:50underneath."
  3097. 1:49:51All right, like bright
  3098. 1:49:53concrete in just those areas, right?
  3099. 1:49:55Where it's the it's broken away and
  3100. 1:49:57we've got like gray. And And it's
  3101. 1:49:59probably newer, right? Cuz it's maybe
  3102. 1:50:00happened later on. So, all the grunge
  3103. 1:50:02that's on the top here, um, hasn't
  3104. 1:50:04fallen yet into these parts, right? So,
  3105. 1:50:06you can do a pretty simple effect like
  3106. 1:50:08that. And then the one other thing you
  3107. 1:50:10might want to impact is which parts of
  3108. 1:50:13this does it impact, right? Like how
  3109. 1:50:14sharp is those areas, right? Because
  3110. 1:50:17this is, uh, sorry, going back to here.
  3111. 1:50:19This is the area. So, I can just like
  3112. 1:50:22tweak that and say more or less.
  3113. 1:50:27You know.
  3114. 1:50:28You get the idea, right? Uh, let's just
  3115. 1:50:31go back to here.
  3116. 1:50:33Oh, yeah, that actually looks way worse.
  3117. 1:50:35Let's drag that over. It's just a fine
  3118. 1:50:37balance, but really it's just it's
  3119. 1:50:38controlling
  3120. 1:50:40just controlling which parts
  3121. 1:50:43come into it.
  3122. 1:50:46Anyways, you get the idea. You can play
  3123. 1:50:48around with it, have some fun. You can
  3124. 1:50:50increase the amount of height,
  3125. 1:50:53right? Of this part. Um, you can
  3126. 1:50:55actually help if you, uh, shift P on
  3127. 1:50:57just a single node just to help you
  3128. 1:50:59understand in the future what it's for.
  3129. 1:51:01So, you could say spalling
  3130. 1:51:04height
  3131. 1:51:06subtraction.
  3132. 1:51:08Do you call it dip?
  3133. 1:51:09Crevice height? I don't know. Something
  3134. 1:51:12like that. But, that's that's basically
  3135. 1:51:14it. So, that's we we've done a bunch.
  3136. 1:51:16We've influenced the color. We've
  3137. 1:51:17influenced the leaks, the the roughness,
  3138. 1:51:19and now we've influenced the height
  3139. 1:51:21information.
  3140. 1:51:22And that's really it. So, I'll show you
  3141. 1:51:24one final thing cuz when you get to this
  3142. 1:51:25stage, it's like, "Ah, too much going
  3143. 1:51:27on." And with this like the cables, they
  3144. 1:51:30can kind of like overlap each other and
  3145. 1:51:32it's hard to see like where is that
  3146. 1:51:35connecting? And you can kind of get
  3147. 1:51:36here. So, what a lot of artists do is
  3148. 1:51:38they use, um, what's called rerouting.
  3149. 1:51:41So, if you hold down shift and then is
  3150. 1:51:44it right? Yeah, right click. Hold down
  3151. 1:51:46shift and right mouse drag across, uh,
  3152. 1:51:49one of these lines and that will put a
  3153. 1:51:51little point there. And then you can
  3154. 1:51:53just hit G to move that point. And you
  3155. 1:51:55can just reshape it a little bit. So,
  3156. 1:51:57now it's easier to see that black mold
  3157. 1:51:58goes down. It goes over here. Um, and
  3158. 1:52:01then you can just like clean it up
  3159. 1:52:03essentially. You can have that go down
  3160. 1:52:05there. Some people do stuff like this.
  3161. 1:52:08Right? Um, spalling going straight down,
  3162. 1:52:12I guess. I mean, I don't know if you can
  3163. 1:52:13really clean that up any better. Um,
  3164. 1:52:16maybe this.
  3165. 1:52:18Pull that over to there so it's easier
  3166. 1:52:20to see what's going on. You get the
  3167. 1:52:22idea. You can clean it up as, uh, as
  3168. 1:52:24much as you want. But, just really the
  3169. 1:52:26important thing is to shift P and just
  3170. 1:52:28label these. Um, leak.
  3171. 1:52:32Leak.
  3172. 1:52:33Uh,
  3173. 1:52:35wetness.
  3174. 1:52:37Right? So, that I know that this is
  3175. 1:52:39going to be influencing the leak pattern
  3176. 1:52:41and where that is, uh, making it look
  3177. 1:52:43wet. Um, but there you go. So, that is
  3178. 1:52:46it, guys. I hope that you found this
  3179. 1:52:48tutorial useful. If you did, hit like
  3180. 1:52:51and subscribe. And if you want to, uh,
  3181. 1:52:53join the waitlist for that Blender
  3182. 1:52:55course, click the link in the
  3183. 1:52:56description as well. Hope to see you
  3184. 1:52:57there.
  3185. 1:52:58Thank you for watching.
  3186. 1:52:59I'll see you next time.
  3187. 1:53:06Woo!

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