WEBVTT

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Welcome to illusion of detail using bump maps in this video you will use a text to control how light

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is interacting with a surface.

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We'll see how to use texture as a bump map him blend render and use generated textures rather than hamade

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just to speed the process up.

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If you want more control of course you can make the texture by hand.

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So before we hop in a blender Let's have a quick overview of bump maps in general.

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Now normal and height or displacement maps are both types of bump map the term but maps often thrown

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about.

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But it does in Corpus.

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Both of those because they both change how light interacts with a surface.

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We're going to use a displacement map in this particular example.

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We'll move onto normal maps later on.

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Now what they do is they tell a shader how to interact with light so as a light ray goes across a completely

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blank surface.

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It usually just bounces off in a certain way.

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However what we can do is use a texture and this can give the illusion of detail on a surface.

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It fakes highs and lows so we get some detail on our surface.

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They can increase render speeds versus using geometry alone and not only that they can speed up construction

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speeds as you'll see in a few moments.

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There's absolutely no way that without using a texture would ever be able to make a brick look a bit

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more brick like.

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So let's have a quick look at hite's Maps vs. a normal map and see the difference.

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Here we have a very simple jagged surface.

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And as you can see the low points of the surface is dark and the high point is white and you can see

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there that they drift from one level to a mid grey then to a black again and then to wide as it reaches

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the highest point down to mid grey and up again.

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Now that is showing the height differences not necessarily the direction of the faces.

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With a normal map they don't display any height information.

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They simply show the direction that the faces when we fake them would be facing so we can see here that

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despite the fact that the faces themselves are higher up there's no change in the normal direction of

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that particular face.

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And of course we'll cover normal maps in a bit.

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So let's go play with displacement maps now or height maps over and blend up.

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Okay so we're back over in blender and I'm going to apply these bump maps.

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This displacement map to my wall piece.

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First of all for testing and I just want to show you here.

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The textures does look slightly different.

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I went in and spent about another half hour 45 minutes or so just adding a bit more detail to my my

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base colour there and I think that's turned out rather well.

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It's obviously not super detailed but I like the way it's come out.

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Am I am going to switch to blend render.

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Must blend again blend a render.

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Okay I'm just going to sort out my windows here so we can see what's going on.

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On a turn on rendered mode in the viewport shading and we don't see anything and the reason we don't

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see anything is because we are still using the node setups on so and toggle that of course you can use

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nodes for Blender and I've just elected not to so I can switch between these two setups to move across

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to the texture's tab and add in a new texture.

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Now we have a list of textures at the top here in blender render which we can use within our model and

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for the moment what I'm going to do is go down to the next text just slots.

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And add a new texture.

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I will change the type of texture to something I'm going to choose.

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Clouds I think that's going to work out pretty well.

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We can see over in the viewport.

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It's gone a bit odd and I'll explain what's happening there in a moment and this texture here is not

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very well named so I'm going to call that displacement.

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All very badly displacement.

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There you go.

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And this one here I'm going to call block work not block block work but just block work.

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Okay so we've got this texture underneath this one and it does work in is it the order here does matter

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it does work its way down so if something is.

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Here in the second position.

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If we move it to the first position we can see it's overwritten with block work.

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If we can't see this other texture and that's because both of these are trying to control the colour

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they're trying to influence the colour.

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If I scroll down here until we get to where it says influence we can see that they're both trying to

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control the colour and in this case the texture itself the black and white texture is saying where it

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is black.

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I don't want it to control any of the colour and where it is white.

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I would like it to control the colour based upon this colour down here so if I changed this to blue

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it'll be the cream and blue if I change it's any other colour it will be there.

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Green and cream.

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Now I don't want those clouds to control the colour.

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I would rather they controlled something else and I can have them control the secularity and if I turn

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the intensity down a little.

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Let's go for point eight let's say.

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Now when I move around you can see that this particular wall piece is reflective in certain places and

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not in others.

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And that's to do you do with that texture it's saying where there is reflection and where there is not

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reflection.

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Now since we're working with displacement maps you may think that's the right one to pick here.

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Under geometry is displace.

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You've probably been reading down here.

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Gone are about to click on displays.

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Well let's do it and we can see there.

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It doesn't do anything.

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The reason for that is for in order for a displacement map to actually display something it has to have

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something to splice.

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Now that does sound like a tongue twister that basically there's not enough geometry in this model currently

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for anything to be moved about.

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I would actually discuss actually using textures to control geometry later on not in this particular

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section.

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This is all about the illusion of detail not creating detail so I will want to put a tick in the normal

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box.

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Now even though that black and white image isn't a normal image blender render can work with it.

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And here we see that we end up with a bumpy surface based upon those clouds that it's generated over

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going too far we see that it's it's not perfect.

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We see the squares going on here of the pixel changes so we might require something a bit more high

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rez at some point but for this stage it's absolutely fine.

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Now we control the normal amounts.

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Obviously if we bump up the maximum five it looks really really bumpy.

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Now that is no good for a wall but that might be good for some muddy floor or something along those

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lines that has a lot of bumps ridges in it.

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If we set it to something like point five then we get a much more subtle effect.

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If we decide to go negative it simply inverts the colours so the highs become lows and the lows become

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highs.

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Now that is going to produce a different pattern to this.

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If I whack it all the way back up again.

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But essentially it is the same pattern just where it's fakin going in and out.

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Now one thing to bear in mind with the illusion of detail is where it breaks down is the edges.

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If I rotate this round and see that there aren't any bumps there are no bumps in this model at all.

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And that's where this illusion can break down especially around the edges.

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So that's something to bear in mind.

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Now I've been playing with this.

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And I think a normal value of point five is actually about right and that comes out pretty good.

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And there we go the displacement maps in a nut shell using Benda render.

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And I have got a challenge for you guys.

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I would like you to create a cycles based bump map so render yourself a nice example of the blender

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and a set up and use it as reference material.

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See you've got some guidance to how you want the new cycle's render to look like.

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Use a bump node to control your diffuse shaders normal impact.

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Experiment with the nodes to get a similar appearance.

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Now do bear in mind there is no correct method.

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So remember there is no right way of doing this.

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There will be multiple solutions however you can use a minimum of two nodes a generated textured node

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and a bump node.

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In order to do this.

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Being creative can end up with awesome results.

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Sometimes the unexpected can end up being better than what you planned.

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So remember to play around with these settings and remember to think through your nodes logically at

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the end.

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I'll go through some alternatives and the pros and cons of using those as well.

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Couple of hints for you.

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There is no cloud texture in cycle so you're going to have to use something else and there is lots of

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choice.

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And I'd like you to plug the texture into the diffuse colour inputs to see what it looks like.

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You don't have to do that but it's a great idea to get an understanding of how that texture that you're

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using to control actually looks so you can just plug it into the colour input of the few shader and

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see what it looks like and then you can replug everything Backhouse in as well.

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Pause video now and give that a go.

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Okay so let's go ahead and set up this in cycles so I'm going to go to my materials and enable nodes

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and switch over to cycles render.

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Now I'm not going to have my reference image on the screen because I've got it quite busy as it is at

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the moment.

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I'm just going to try and create myself a little more space on here.

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And well this is one of these examples where a floor would be quite useful on our model so we can see

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it a bit more in situ.

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So I am literally I hope that's on the ground.

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I'm going to go into object mode create a circle.

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Just for it to exist on and scale that up or it's way over there that's not gonna work quite as I expected

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it to.

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Let's just add another circle and delete the other circle in a moment.

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Too many circles.

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Now can I add a circle.

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Scale that up.

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Well that's an invisible circle at the moment.

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It's kind of cool Why is that invisible.

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That's very good question because it's not filled.

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There we go.

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So that's roughly on the base of this.

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Just to give it a bit of presence and I'm going to make I am going to make that in fact slightly glossy.

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I'm going to go for glossy So it looks like it's reflecting and increase the roughness.

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So a rough glossy material that's looking good.

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This sun isn't looking particularly bright is a sunlamp the strength to turn up a little.

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Okay so now we need to set this up in cycles which of course will be slightly different.

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So first of all let's switch across to cycles and make sure we're now using nodes for our material use

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nodes.

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There we go.

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So we've got our base to fuse texture back again.

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Now I've got a reference image off to one side that can't for everything on my screen Unfortunately

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if I bring everything on here I'll just get confusing.

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So I need to modify this.

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Let's zoom in a little and see how this is laid out so the output is what we're seeing.

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And we've got a diffuse shader based on here and the colour is being controlled from that image.

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Great.

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So that's.

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But that bit's set up so we need a nother texture to use for control.

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So we need to go ahead and add in texture.

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Now if I had an image texture that was appropriate I could use that.

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That's no problem at all.

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I can pick one of his other textures unfortunately clouds isn't there.

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So we're going to have to play with a couple of these and see what we get so I'm going oh I've just

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slipped off the menu there.

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I'm going to.

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First of all start with all brick texture.

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Does that work.

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So I'm going to plug in the colour to the few shader and just see what happens when I try this.

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Well it doesn't seem to be producing any sort of textures at the moment.

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Anyway I don't think that one's going to help us.

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It might do actually if we have the vector plugged in so none of these at the moment are being told

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none of these textures are being told how they are to be mapped so let's go and add in an input texture

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coordinate and say you are being matched with unique award let's say let's map in the spirit texture

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and see what happens.

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Oh okay that's that's interesting.

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That may that may help us.

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I'm not sure I think I'd have to match up the two blocks really well in order to hear that.

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But I don't think in this case that's going to help.

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If we had an already blank wall that might actually be helpful if we wanted those Square style bricks.

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I don't I want my other one.

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So let's find a different texture.

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So let's go ahead and add in texture.

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I'm going to try.

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Noise.

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So the vector that's been mapped out via u v and the colour.

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That's plug colour into colour.

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Okay so this one's got colour noise and it lets let's plug in the factor into colour.

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Theirs are black and white channel brilliant.

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So now we can go ahead and using the colour the original diffuse texture as the diffuse colour.

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And let's see what happens if we plug factor into normal.

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No that's not done what we want to so let's pull that out again.

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By the way when you're doing this there is a preview over in the materials side as well so we can open

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up the preview that's here and see how that's looking on different types of objects so this is what

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it looks like on a sphere.

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This is what it looks like on a plane.

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This is what it looks like on a cube Suzanne etc quite powerful options there.

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Well see what it's going to look like on other shapes.

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So let's try to factor into their Again narrow.

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It doesn't help at all.

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All it does is make our image rather dark.

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So we need something to convert to that.

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So it's compatible with this normal inputs and we use a bump no to do that so let's go ahead and find

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bumped node.

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Well it's under vector of course you could search for bump.

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So I'm going to add the bump node in there and using the fact I'm not going to control the normal angle

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much control the height.

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And then the output here I'm going to plug into that normal.

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That is starting to look much better.

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Starting get that bumpy feeling again.

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Of course it's not going to change the edges or the actual geometry at this point in time.

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Is only controlling how flight looks so we can change this distance here and set it up one.

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And in terms of strength how well no one's a bit too much.

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I think I would rather have it with a distance and maybe point to but slightly stronger.

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That's up that's okay.

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I would like it to be a bit more subtle than that so that's try point three and point five.

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Yeah they're starting to look much better.

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Of course we can tweak these to our hearts content.

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And you know be happy with one one moment and the next.

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We can also change the texture itself so I can make it a bit more bumpy.

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Ah.

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That is start.

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That's starting to look a bit more interesting.

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I'm liking how Suzanne is looking at this point in time.

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So that's more of a kind of a rendered finish if I bump this scale up.

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What does the detail though.

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Well let's let's lower that down.

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I think I am going to boost it up to maybe 20 or so.

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This detail if I lower it all down it's always good to go to extremes with these will with no detail.

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It's kind of a smooth bumpy and it tends to get well noisier I suppose with more detail in a distortion.

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All that starts adding swirls.

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That's kind of cool.

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Okay.

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So this is what I mean by the experimentation.

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In fact Blender's gone a bit laggy whilst it's rendering things out there we go with experimentation

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you can.

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Okay this is no good for our particular wall that we're working on but that's something to remember

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for later I'm pretty sure.

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So I'm happy with a slightly larger scale there.

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And so I'm going to go for too much more detail the eight.

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They'll let somebody find out.

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Now we've got that as we can see here.

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It's I can't see the texture underneath anymore so I'm going to have to bring the strength down so I

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can see the underlying texture as well that is looking pretty good.

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I feel I'm going to have to increase the distance here.

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And again these are tweaks you can go backwards and forwards to your heart's content and do now at a

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certain distance it seems to make no difference because based upon this strength here I'm going to lower

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that back down to say poitou so now our wall has a texture on it that will change based upon the light

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hitting it which is very important that means we haven't baked the lighting information into any texture.

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It's being generated based upon where the lights really are in our scene.

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Now a couple of other things I would like to do here of course is I am at a stage for it.

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Why am I going to do that in this particular solution.

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And I'm going to play with these a little more until I get to roughly the right point where I want to

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be.

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I mean you can play with this all day long.

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I'm quite happy with that.

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Now one of the questions that you might have is well why didn't we just plug this factor straight into

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that displacement.

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And I'm just going to remove the normals that we've created.

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Now there's a couple of reasons why we haven't done that.

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The first one is we want to control the diffuse shader how to diffuse shader is being handled not how

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everything at the very end is being handled so there's a slight distinction and difference between the

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two.

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But this is also a valid solution for the right effect.

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Again like most things in blender as long as you get the end desired result a lot of using blender is

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kind of a mixture of knowledge and just trying things out and making sure you're logical with how you

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plug things in.

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So in this case we do want to specifically control the diffuse shader and how that interacts with light.

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If we plug it in all the way into displacement it changes how the whole object or anything else that

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this material is applied to interacts with light.

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So I'd love to see what textures you came up with and apply to your wall.

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How did they look when you move them across to the building that youre creating.

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Remember to share in the discussions and I will see you guys in the next lecture.
