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what's up guys it's brent leblanc back

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with another look development guide

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today we're ever using substance

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designer to make filters for painter for

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this desert rock scene let's get started

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[Music]

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[Applause]

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[Music]

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for this tutorial i'm going to start a

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series that I'm working with TD you Mike

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and Jasmine who I worked with previously

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they're running a like an education

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website so you can check them out here

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gonna be working on this set so this set

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was modeled by denyen oh yeah

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and this concept right here was done by

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Noah Bradley and this concept of this

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house was done by lip comer Ella so you

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guys can check those guys out I'll put a

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link in the description alright so this

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little desert rock here so I'm gonna

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start trying to build an art board for

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this

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it looks like alright so just kind of

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standard rock material so let's go into

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Google and start building up this art

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board here

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all right so this would be like our

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clothes

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friends some of the medium shapes big

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shapes here all right so now I got

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substance designer up in here I'm just

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gonna load my my rock mesh alright so I

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just loaded my rock mesh and I'm just

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gonna drag it and this is just little

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start set up that I have so I can start

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messing with stuff alright so let's look

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at this reference again so I think the

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first thing I don't want to do is try to

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make these big shapes and try to put

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these these big shapes into a filter

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that I can use in painter not entirely

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build it in here just build like signals

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and controls that I can use to build the

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rest of this stuff from the medium to

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the high frequency that way in painter I

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can do some unique rocks and stuff like

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that

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full disclosure my designer skills are

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really lacking there's a an array of

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people that I should make shout out to

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that are really good for this so me I

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just usually stumble around in here

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so I'm using this clouds and a blur and

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levels and I'm using it as the the warp

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input for this gradient radial that I

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have here

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to discover some different ways that I'm

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going to get that shape so this creased

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signal here seemed like it would be like

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a good kind of overall shape breakup for

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the medium shapes and then used it in

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that warp to kind of change its

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direction to get that kind of medium

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frequency and it seemed to work pretty

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well for that first layer I'm just gonna

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run a slow blur through it and kind of

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break up that edge and chip it and from

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here I'm just kind of floundering around

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trying to find different shapes and how

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to mix them together to get the signal

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and I wanted

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all right that's kind of an interesting

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kind of interesting shape let's try to

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use a slope ler

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so the slope blur is gonna add that kind

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of irregular choppiness that off rock

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often has so I'm just messed about the

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intensity and things like that to get

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there again just messing around with the

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different blend modes and the different

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modes and stuff like that always working

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on height first everything else comes

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afterward where that's just a little bit

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kind of got like a the big rocky shapes

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I clean this up a little bit if you

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click on a note any Adi it kind of nests

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it inside of the other node that way you

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can be a little more organized you can

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always access by hitting the again or

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just clicking straight on there and if

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you hold alt and left click on a node it

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will show up in your 2d view so it's a

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good idea to kind of stay keep

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everything pretty clean at a frame now

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let's work on this kind of

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stratification layer right if that so

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it's flat

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mm-hmm could be an issue and I have to

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read lay out the you've ease

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but let's see if we can get away with it

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cuz I kind of want them going this way

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alright this never seen this one

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warp angle input

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very cool

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we used this one before but this looks

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pretty interesting

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all right so it has a warp angle input

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and an intensity input so you could put

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different stuff in there so it's like I

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use a cloud noise for the intensity of

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home

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do a flood fill alright so what this

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flood fill works is that you need to

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have an end because I want to do a

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random grayscale for each one of these

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things so they can go in and out so we

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need to do is take these stripes and

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then cut it out with this polygon like

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by multiplying it that way that it cuts

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out the the stripes from going on

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forever we run them through this flood

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fill so that it can identify each stripe

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individually so that we can run it

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through to the flood fill to a random

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color so that we can use that to run

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different randomizing operations so now

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I'm just doing it's taking that flood

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fill to random and then just researching

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it and then we can run it through our

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warp so that we can get some of that

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stratification going alright so now

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we're gonna take that result put it into

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the height to kind of see where it's

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going and you can see that it's not

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directly going in the right direction

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that we want on all the sides so what

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I'll do end up doing at the end is I'm

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gonna put this into its own control and

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then we'll be able to send it over to

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painter and then do like a try planer so

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that we can get it to go evenly all the

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way around the tile now the next thing I

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want to do is add some of these these

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dots in kind of a higher frequency

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detail and maybe add in some of these

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cracks and things like that too but

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first let's try to get these little dots

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here right so I'm gonna make like a tile

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sampler

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now the reason I don't use the regular

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inputs in here is because if you do a

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pattern input you can modify this later

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in your graph it's just a little easier

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to modify and put new inputs in there so

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that's just why I do that

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so what I'm gonna do here is I'm just

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gonna take these different shape inputs

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put and put them into the sampler and

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then start messing around with the

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offsets of them and then just putting it

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into the height so I can preview it and

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then I'm just messing with the scale

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random the position random and just go

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in there and like mess around with

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different settings to just you know get

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the variation in your sampler so one of

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the things that I don't want to do is

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like get too much into the weeds about

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do this do that

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hit this setting hit that setting and

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just give you like an idea of what I'm

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doing here so you can kind of build up

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your own workflow but what I did here is

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I just took those those medium frequency

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dots and I just duplicated them and made

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a smaller frequency version just so that

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I have two sizes to work with

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all right so now that we got that I'm

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gonna do a multi switch grayscale it

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will do three inputs so we'll do the big

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shapes first stratification second in

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these little dots last so I think we

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need to make one more input for those

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racks on this non uniform what is that

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new one

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Alti directional wore interesting are

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that like these new nodes

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I haven't even messed up I don't even

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know this one's new but I've never used

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it so now what I'm gonna do is just use

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that directional scratches put it

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through this a multi-directional warp

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and then use that Gaussian noise to

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drive the position offset for it and I'm

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just you know trying to get that the

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shape of jagged cracks that you would

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get into like a rock face or something

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all right so one thing I'll do is now

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that I'm kind of happy with these four

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signals that I've got going

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perhaps the dots stratification and kind

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of these bigger shapes here what I can

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do now is start making a few handles for

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each one of these so that I can control

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them in painter a little more

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intuitively okay so let's make another

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frame for this so we remember now I want

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to change the scale of these cracks with

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a handle and painter so I'm gonna go to

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expose change it to new and just name it

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whatever you want

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double-click on the graph here and it'll

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show up my input parameters now I just

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want to go in and set my default value

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my men value and my max value so I

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decided about 16 is probably the most it

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ever need so I just left it at that and

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then now I'm testing the parameter to

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see that it's working right so this is

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the slider that I would see and paint

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her alright I think we can get some

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pretty interesting stuff out of that all

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right so that's the first one I'll go

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back to our multi switch so I'm just

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gonna go through the process of

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authoring the rest of the handles so

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that we don't have to watch that whole

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process it's just the same thing over

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and over all right now we're gonna

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export our parameters here and we're

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gonna make the filter so we can use it

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in painter

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all right first thing we want to do is

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we want to import our filter so to go

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over my shelf import resource and then

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rock signal filter here and I'm just

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gonna do this in current session for now

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because I don't know if I'm gonna go and

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change it later

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there's our filter there alright so I'm

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just going to go through the library

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here and look for a like base rock that

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we could use

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all right let's do all of our bakes I

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just have it off over here I'm just

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gonna bake the worldspace a man

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occlusion curvature position thickness

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and we're start with 1024 that's fine

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you as low as high and I'm just get use

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default settings all right so now we got

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all of our bakes done most of my menus

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are over off screen I'll bring them over

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if I need to show you anything all right

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so let's take a look at what kind of

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color I like I'm going for I will be

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something like this actually

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bring over our properties here one thing

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I want to do is I want to turn on the

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new displacement so and I'm going to

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turn off a oh let's see

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our it's on scale just point zero one

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also increases subdivision count I want

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you to start try to get that local color

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then I'm going to increase the scale

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that's a good starting point for the

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base so let's make a fill

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and they have a heightened color and a

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black mask at another fill all right so

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I have my rock filter here and I'm going

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to just put that into my uniform

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grayscale go back to my fill here and

273
00:11:59,389 --> 00:12:04,040
let's just turn off color I'm just gonna

274
00:12:01,279 --> 00:12:06,800
start increasing a height scale get rid

275
00:12:04,040 --> 00:12:09,889
of that seam try planar yeah that's

276
00:12:06,800 --> 00:12:12,109
right so I'm just adding an anchor to

277
00:12:09,889 --> 00:12:13,819
this big shape rock if I ever change the

278
00:12:12,110 --> 00:12:17,269
scale this it'll automatically update in

279
00:12:13,819 --> 00:12:19,860
here at a fill and I'm gonna look for

280
00:12:17,269 --> 00:12:23,000
this rock big shapes

281
00:12:19,860 --> 00:12:25,860
I wasn't negative one levels height

282
00:12:23,000 --> 00:12:27,750
invert that way it's going in and out

283
00:12:25,860 --> 00:12:30,200
but I'm just going out or just going in

284
00:12:27,750 --> 00:12:33,000
all right so now if I change the size of

285
00:12:30,200 --> 00:12:36,709
both change together now what I can do

286
00:12:33,000 --> 00:12:36,709
is add the disp

287
00:12:37,699 --> 00:12:42,849
one trick to get rid of displacement

288
00:12:40,790 --> 00:12:45,799
seems like that is you can add a

289
00:12:42,850 --> 00:12:49,290
generator right here a UV boarder and

290
00:12:45,799 --> 00:12:51,860
then I'll multiply

291
00:12:49,290 --> 00:12:51,860
in inverted

292
00:12:53,900 --> 00:13:00,590
it just takes away if we turn that off

293
00:12:57,360 --> 00:13:04,840
you can see it's pinching

294
00:13:00,590 --> 00:13:04,840
put this into a folder disk

295
00:13:05,920 --> 00:13:12,790
at a black mask a white mask and we'll

296
00:13:09,519 --> 00:13:14,900
do the generator ours

297
00:13:12,790 --> 00:13:16,579
No

298
00:13:14,900 --> 00:13:19,250
so now I'm just gonna try to mask that

299
00:13:16,580 --> 00:13:21,620
edge so that that height doesn't bleed

300
00:13:19,250 --> 00:13:23,700
over and be obvious that there's a scene

301
00:13:21,620 --> 00:13:25,650
there

302
00:13:23,700 --> 00:13:28,010
first I'm going to add a filter to warp

303
00:13:25,650 --> 00:13:28,010
that edge

304
00:13:28,160 --> 00:13:32,800
just an intensity multiplier to you know

305
00:13:30,440 --> 00:13:35,870
basically just gives you a factor of 10

306
00:13:32,800 --> 00:13:37,579
for intensity so it really breaks this

307
00:13:35,870 --> 00:13:39,879
slider it's gonna increase the blur

308
00:13:37,579 --> 00:13:43,339
amount for the source which is basically

309
00:13:39,879 --> 00:13:47,240
when you're in in designer when you're

310
00:13:43,339 --> 00:13:49,100
using like like a noise to warp a shape

311
00:13:47,240 --> 00:13:51,170
that's kind of the same thing it's just

312
00:13:49,100 --> 00:13:53,220
has a noise built-in you can also do a

313
00:13:51,170 --> 00:13:55,529
custom noise here

314
00:13:53,220 --> 00:13:57,769
I do that a little bit I'm going to blur

315
00:13:55,529 --> 00:13:57,769
this

316
00:13:59,620 --> 00:14:07,360
working one thing we gonna do kind of

317
00:14:02,500 --> 00:14:10,950
break up this very Eden in out signal

318
00:14:07,360 --> 00:14:13,120
and just add a fill here others clouds

319
00:14:10,950 --> 00:14:14,800
now we got like a little interesting

320
00:14:13,120 --> 00:14:16,450
shape happening here I want to change

321
00:14:14,800 --> 00:14:18,699
the color so I'll just gonna re

322
00:14:16,450 --> 00:14:21,880
reference my rock filters big shapes

323
00:14:18,700 --> 00:14:25,180
here I'm just gonna add a layer and add

324
00:14:21,880 --> 00:14:27,790
HSL and set the under base color I'm

325
00:14:25,180 --> 00:14:29,829
gonna set the amount or the type to pass

326
00:14:27,790 --> 00:14:31,660
through sided making since this is in a

327
00:14:29,830 --> 00:14:33,500
folder I had to set the folder type to

328
00:14:31,660 --> 00:14:36,290
pass through as well

329
00:14:33,500 --> 00:14:38,510
with a darken at a black mask I had a

330
00:14:36,290 --> 00:14:42,880
fill-in there I'm gonna reference my big

331
00:14:38,510 --> 00:14:42,880
shapes here that I made earlier

332
00:14:45,670 --> 00:14:50,670
I actually tried different strategy here

333
00:14:47,350 --> 00:14:50,670
let me try to lighten it

334
00:14:51,740 --> 00:14:55,510
there was a line here that I don't

335
00:14:53,240 --> 00:14:59,470
really like so I'm gonna actually

336
00:14:55,510 --> 00:15:01,989
reference my curvature or thickness

337
00:14:59,470 --> 00:15:03,999
I'm actually what I'm gonna do is how

338
00:15:01,989 --> 00:15:06,970
this is like daisy chained together I'm

339
00:15:03,999 --> 00:15:09,449
going to add a filter down here and a

340
00:15:06,970 --> 00:15:12,249
fill started off let's call this

341
00:15:09,449 --> 00:15:14,889
curvature that way I can control the

342
00:15:12,249 --> 00:15:17,920
curvature separately actually so I can

343
00:15:14,889 --> 00:15:21,579
see the mask easily

344
00:15:17,920 --> 00:15:23,259
so I just turned off its contribution

345
00:15:21,579 --> 00:15:25,149
because this is just going to be used as

346
00:15:23,259 --> 00:15:28,949
an anchor system I'm gonna grab the

347
00:15:25,149 --> 00:15:28,949
let's try thickness first

348
00:15:29,340 --> 00:15:33,600
because I'm using a try planner I'm

349
00:15:30,810 --> 00:15:36,770
getting that weird edge I'm trying to

350
00:15:33,600 --> 00:15:36,770
multi out that a little bit

351
00:15:38,560 --> 00:15:42,939
right so why didn't use it directly

352
00:15:39,670 --> 00:15:45,250
because I want to re level it also do a

353
00:15:42,940 --> 00:15:48,150
blur alright so now it's actually not

354
00:15:45,250 --> 00:15:51,610
doing anything yet so I want to add a

355
00:15:48,150 --> 00:15:53,400
Anchor Point curvature anchor there at

356
00:15:51,610 --> 00:15:55,810
the bottom of the stack so that I know

357
00:15:53,400 --> 00:15:58,329
now you can see this little weird edge

358
00:15:55,810 --> 00:16:00,010
here because the try planer we got rid

359
00:15:58,330 --> 00:16:04,960
of that where there's the seem a little

360
00:16:00,010 --> 00:16:07,620
bit bill curvature anchor yes before it

361
00:16:04,960 --> 00:16:07,620
gets that edge

362
00:16:10,520 --> 00:16:14,650
better job that way when I'm finishes is

363
00:16:12,830 --> 00:16:17,630
I can use it as a smart material a

364
00:16:14,650 --> 00:16:19,189
little smooth on the edges but it's

365
00:16:17,630 --> 00:16:22,490
better than like some huge egregious

366
00:16:19,190 --> 00:16:23,660
thing and we'll do some other blending

367
00:16:22,490 --> 00:16:24,830
and stuff to get that to work a little

368
00:16:23,660 --> 00:16:26,300
better now I'm gonna work on the

369
00:16:24,830 --> 00:16:27,830
stratification you can see on these

370
00:16:26,300 --> 00:16:29,609
lower areas it's kind of where it's

371
00:16:27,830 --> 00:16:32,590
showing up

372
00:16:29,610 --> 00:16:36,100
fill in here

373
00:16:32,590 --> 00:16:38,170
and just as practice gonna start from

374
00:16:36,100 --> 00:16:40,510
doing all of my different signals at the

375
00:16:38,170 --> 00:16:43,449
bottom here bill that way I can

376
00:16:40,510 --> 00:16:47,170
reference them back at the top all right

377
00:16:43,450 --> 00:16:51,970
so I got my strata anchor let's move

378
00:16:47,170 --> 00:16:55,630
that to the strata area and let's do try

379
00:16:51,970 --> 00:17:01,620
planner so these ones are okay this top

380
00:16:55,630 --> 00:17:05,170
one here's the control CTL all this and

381
00:17:01,620 --> 00:17:07,480
okay so we got better rent and I'm out

382
00:17:05,170 --> 00:17:09,760
of control now we can reference those

383
00:17:07,480 --> 00:17:11,829
however we want and then the scales will

384
00:17:09,760 --> 00:17:15,160
move together which is exactly we want

385
00:17:11,829 --> 00:17:18,030
so let's go here at a black mask if Phil

386
00:17:15,160 --> 00:17:22,329
now we can reference our strata control

387
00:17:18,030 --> 00:17:23,649
or our strata random notes actually use

388
00:17:22,329 --> 00:17:25,930
the strata random first I don't even

389
00:17:23,650 --> 00:17:27,670
know if I use the control we'll see add

390
00:17:25,930 --> 00:17:29,440
this one

391
00:17:27,670 --> 00:17:31,630
as this top layer really shouldn't have

392
00:17:29,440 --> 00:17:32,260
this strata because it's cutting through

393
00:17:31,630 --> 00:17:37,860
like this

394
00:17:32,260 --> 00:17:37,860
let's try world space that'll work

395
00:17:37,980 --> 00:17:43,559
okay we're gonna do - I need to nest my

396
00:17:41,010 --> 00:17:46,820
world space normals inside of the layer

397
00:17:43,559 --> 00:17:46,820
and copy this layer

398
00:17:47,410 --> 00:17:50,280
mask paste

399
00:17:51,000 --> 00:17:53,690
chamber

400
00:17:56,150 --> 00:18:02,800
I have this signal cut out this part

401
00:17:59,480 --> 00:18:05,950
with this strata height

402
00:18:02,800 --> 00:18:09,040
so I want this little sandwich to be all

403
00:18:05,950 --> 00:18:11,620
the strata cut it out like that flipped

404
00:18:09,040 --> 00:18:13,810
it now it's only happening on the side

405
00:18:11,620 --> 00:18:15,820
of the rock hope that makes sense

406
00:18:13,810 --> 00:18:17,970
let me just warp this signal a little

407
00:18:15,820 --> 00:18:17,970
bit

408
00:18:19,120 --> 00:18:22,570
sweet alright so another thing that I

409
00:18:21,010 --> 00:18:24,430
see that's going on here is that it's

410
00:18:22,570 --> 00:18:27,939
kind of cutting in and out so I'm gonna

411
00:18:24,430 --> 00:18:31,120
use these bigger shapes cut out that

412
00:18:27,940 --> 00:18:33,190
part out of fill and I'm just gonna

413
00:18:31,120 --> 00:18:36,790
leave this strata height one clean and

414
00:18:33,190 --> 00:18:39,820
just modify from here now click this

415
00:18:36,790 --> 00:18:42,360
fill and I'm going to reference my rock

416
00:18:39,820 --> 00:18:42,360
big shapes

417
00:18:43,299 --> 00:18:46,590
I'm gonna multiply that

418
00:18:49,020 --> 00:18:52,129
now what I can do is

419
00:18:53,750 --> 00:18:57,639
I'm gonna make an anchor for this

420
00:18:58,900 --> 00:19:02,220
what I can do is use this anchor

421
00:19:03,440 --> 00:19:10,510
color information gradients gonna add a

422
00:19:06,260 --> 00:19:13,599
fill about a random-ass radiant let's do

423
00:19:10,510 --> 00:19:13,599
[Music]

424
00:19:17,779 --> 00:19:19,840
you

425
00:19:22,849 --> 00:19:28,089
I also want to warp this strata a little

426
00:19:25,940 --> 00:19:28,089
bit

427
00:19:30,740 --> 00:19:36,620
warp this with a custom noise and I'm

428
00:19:32,540 --> 00:19:38,920
gonna use the rock big shapes as the

429
00:19:36,620 --> 00:19:38,919
driver

430
00:19:39,060 --> 00:19:42,080
custom noise

431
00:19:44,039 --> 00:19:49,379
add little dots its gradients so let me

432
00:19:46,979 --> 00:19:53,690
make make another fill under the

433
00:19:49,379 --> 00:19:56,530
gradient to add linear

434
00:19:53,690 --> 00:19:56,530
like a white sauce

435
00:19:58,260 --> 00:20:02,250
all right so let's start adding in those

436
00:19:59,730 --> 00:20:04,620
little pock marks so I'm just going to

437
00:20:02,250 --> 00:20:06,210
create I'm just going to duplicate this

438
00:20:04,620 --> 00:20:08,550
layer and I think that's the only

439
00:20:06,210 --> 00:20:09,990
control that has is he just on and we

440
00:20:08,550 --> 00:20:13,409
get his recruit and clamp that later

441
00:20:09,990 --> 00:20:16,560
okay so so far we've got strata big

442
00:20:13,410 --> 00:20:18,420
shape so now let's make those pox

443
00:20:16,560 --> 00:20:23,370
let's do height for now at a black mass

444
00:20:18,420 --> 00:20:25,490
bill then we want to anchor Ock control

445
00:20:23,370 --> 00:20:28,939
and I'm just going to break up the

446
00:20:25,490 --> 00:20:28,940
repetitiveness of that

447
00:20:29,890 --> 00:20:33,850
now I'm going to add a

448
00:20:31,210 --> 00:20:36,330
filter in here Jess l-let the layer to

449
00:20:33,850 --> 00:20:42,129
pass through just gonna add an anchor

450
00:20:36,330 --> 00:20:44,309
pock masked bill modify this roughness a

451
00:20:42,130 --> 00:20:44,309
bit

452
00:20:44,669 --> 00:20:49,950
learn a bit

453
00:20:46,830 --> 00:20:53,600
strata as well you know I'm gonna use a

454
00:20:49,950 --> 00:20:53,600
damask cut out some of these Fox

455
00:20:56,360 --> 00:21:00,590
my guess is a lot of these pock marks

456
00:20:58,280 --> 00:21:02,480
happen from like bubbling this is

457
00:21:00,590 --> 00:21:03,949
totally a guess let me just save this

458
00:21:02,480 --> 00:21:06,290
because I haven't saved it the whole

459
00:21:03,950 --> 00:21:09,830
time I've been doing this I'm just gonna

460
00:21:06,290 --> 00:21:14,830
add one more layer on top of roughness

461
00:21:09,830 --> 00:21:14,830
breakup think what I can do ace color

462
00:21:16,430 --> 00:21:22,580
so I'm just what I did here was I just

463
00:21:18,880 --> 00:21:25,640
taking I just made an empty layer and

464
00:21:22,580 --> 00:21:27,800
I'm just referencing the color when I

465
00:21:25,640 --> 00:21:29,840
did when it's normal it's blank I did

466
00:21:27,800 --> 00:21:32,230
pass through its gonna gather all the

467
00:21:29,840 --> 00:21:37,209
color layers and put them into this

468
00:21:32,230 --> 00:21:37,210
layer and I just turned it off

469
00:21:37,270 --> 00:21:43,230
and then I'm just sampling it and then

470
00:21:40,120 --> 00:21:46,919
I'm using it to just kind of read rive

471
00:21:43,230 --> 00:21:46,920
some of my roughness

472
00:21:47,390 --> 00:21:53,210
I'm gonna use that as the the base and

473
00:21:49,700 --> 00:21:55,480
they're gonna run some noises through it

474
00:21:53,210 --> 00:21:55,480
as well

475
00:21:59,130 --> 00:22:02,159
[Music]

476
00:22:04,549 --> 00:22:09,360
alright this rock is

477
00:22:06,720 --> 00:22:13,039
a bit I think I need to get some more

478
00:22:09,360 --> 00:22:13,039
intensity in some of those colors

479
00:22:16,610 --> 00:22:21,620
increase that HSL alright one thing I

480
00:22:20,059 --> 00:22:25,029
want to do is just add an overall

481
00:22:21,620 --> 00:22:25,029
roughness breakup

482
00:22:25,370 --> 00:22:28,120
like my spots

483
00:22:32,150 --> 00:22:36,770
just want to get some speck in interest

484
00:22:34,550 --> 00:22:40,399
I want to get a little bit of Sun

485
00:22:36,770 --> 00:22:46,180
bleaching on the top so let's do a fill

486
00:22:40,400 --> 00:22:46,180
I mean a layer add a filter

487
00:22:47,040 --> 00:22:50,899
Saru right now

488
00:22:52,050 --> 00:22:58,159
is massless generator bytes

489
00:22:59,960 --> 00:23:02,770
this by those cavities

490
00:23:03,710 --> 00:23:08,409
you rock big shapes why

491
00:23:12,500 --> 00:23:15,500
this

492
00:23:15,879 --> 00:23:20,769
dark areas are in the cavities I feel

493
00:23:18,519 --> 00:23:25,349
like in those strata areas there needs

494
00:23:20,769 --> 00:23:25,349
to be a bit more roughness spec

495
00:23:25,380 --> 00:23:33,390
but at the top here

496
00:23:27,750 --> 00:23:34,880
like masks bill strata Rand masked

497
00:23:33,390 --> 00:23:38,900
I'm going to try to imply that there's

498
00:23:34,880 --> 00:23:41,960
minerals in there or something

499
00:23:38,900 --> 00:23:44,680
and then I'm gonna add a fill our

500
00:23:41,960 --> 00:23:44,680
gradient flakes

501
00:23:47,830 --> 00:23:54,149
you usually use that same mask to drive

502
00:23:51,130 --> 00:23:54,150
a little HSV shift

503
00:23:55,890 --> 00:24:00,840
I feel like I'm just missing some like

504
00:23:57,450 --> 00:24:03,410
really heads hits look for a good

505
00:24:00,840 --> 00:24:05,810
pattern here

506
00:24:03,410 --> 00:24:08,930
I really want to add some of those that

507
00:24:05,810 --> 00:24:12,200
really high-frequency stuff so let's

508
00:24:08,930 --> 00:24:17,000
revisit that other strata that I had

509
00:24:12,200 --> 00:24:19,280
down here big shape medium frequency

510
00:24:17,000 --> 00:24:21,590
and I still need to use these cracks so

511
00:24:19,280 --> 00:24:25,809
we'll do that next I need these to be

512
00:24:21,590 --> 00:24:25,809
separate or this one

513
00:24:28,750 --> 00:24:31,170
on top

514
00:24:35,380 --> 00:24:37,440
you

515
00:24:37,910 --> 00:24:40,330
we mask

516
00:24:40,500 --> 00:24:43,159
those areas

517
00:24:47,360 --> 00:24:49,419
you

518
00:24:57,590 --> 00:25:00,520
symma cracks

519
00:25:00,539 --> 00:25:04,999
all right for this one we want the last

520
00:25:02,669 --> 00:25:04,999
one

521
00:25:08,410 --> 00:25:10,980
filter in there

522
00:25:14,220 --> 00:25:19,270
I want to warp the

523
00:25:16,070 --> 00:25:22,330
the big shape

524
00:25:19,270 --> 00:25:25,480
I'm going to add a slow blur which now

525
00:25:22,330 --> 00:25:28,689
is in here which is so cool from the

526
00:25:25,480 --> 00:25:31,480
designer now I'm just using that slope

527
00:25:28,690 --> 00:25:34,470
to break up the cracks said they're a

528
00:25:31,480 --> 00:25:34,470
little worried regular

529
00:25:34,820 --> 00:25:39,979
now I don't want this to get too noisy

530
00:25:36,889 --> 00:25:42,559
so I'm gonna take those that crack

531
00:25:39,979 --> 00:25:46,160
signal and try to break it up a little

532
00:25:42,559 --> 00:25:49,460
bit and have a little bit

533
00:25:46,160 --> 00:25:50,930
all right now I want to add dirt and now

534
00:25:49,460 --> 00:25:53,750
that I spent all that time making this

535
00:25:50,930 --> 00:25:56,300
save this to my library so now that I

536
00:25:53,750 --> 00:25:58,280
got this rock I can throw it on to other

537
00:25:56,300 --> 00:26:00,710
objects and it should work out pretty

538
00:25:58,280 --> 00:26:02,600
well using all those procedural

539
00:26:00,710 --> 00:26:05,510
techniques to cut those corners and the

540
00:26:02,600 --> 00:26:10,540
height and all that stuff so now some

541
00:26:05,510 --> 00:26:10,540
cool stuff that we can do with this mud

542
00:26:11,110 --> 00:26:16,299
let's desert quality all right so now

543
00:26:14,619 --> 00:26:21,189
what are we gonna do one of the cool new

544
00:26:16,299 --> 00:26:26,139
features of this new release of 2019 0.1

545
00:26:21,190 --> 00:26:28,869
0.0 is compare masks add masks with

546
00:26:26,139 --> 00:26:31,600
height combination so what it's doing is

547
00:26:28,869 --> 00:26:34,539
it's evaluating this mud and it's

548
00:26:31,600 --> 00:26:37,238
evaluating the desert rock that I made

549
00:26:34,539 --> 00:26:41,559
all the height information it's filling

550
00:26:37,239 --> 00:26:44,549
in the areas of cavity based on these

551
00:26:41,559 --> 00:26:44,549
parameters up here

552
00:26:44,600 --> 00:26:50,620
so I do with intolerance I can change

553
00:26:47,419 --> 00:26:50,620
the tolerance

554
00:26:51,580 --> 00:26:57,629
eat away don't really want it to do that

555
00:26:54,789 --> 00:27:01,840
though I want it to be either on or off

556
00:26:57,629 --> 00:27:04,779
so I want to do greater than so any

557
00:27:01,840 --> 00:27:09,939
areas where this dirt is a greater

558
00:27:04,779 --> 00:27:13,119
distance and height from the cavities it

559
00:27:09,940 --> 00:27:16,029
will push or it will push out in those

560
00:27:13,119 --> 00:27:20,110
areas and add dirt to it one way that I

561
00:27:16,029 --> 00:27:22,710
can manipulate that is right now the

562
00:27:20,110 --> 00:27:26,830
only attribute that I have is hardness

563
00:27:22,710 --> 00:27:29,259
I'm probably one I have a little bit all

564
00:27:26,830 --> 00:27:31,689
right now what I can do is go down to

565
00:27:29,259 --> 00:27:36,929
its height range or its height position

566
00:27:31,690 --> 00:27:36,929
I mean if I start messing with this

567
00:27:37,320 --> 00:27:44,720
I'm pulling it up out of those areas

568
00:27:40,649 --> 00:27:47,370
that it's like filling the cavity of

569
00:27:44,720 --> 00:27:52,130
that rock

570
00:27:47,370 --> 00:27:52,129
then one more stepping to do

571
00:27:53,360 --> 00:27:59,659
use a linear gradient you only to mask

572
00:27:56,780 --> 00:28:04,600
it up to it's it's a kind of anchor

573
00:27:59,660 --> 00:28:04,600
point and I want a 3d

574
00:28:10,330 --> 00:28:12,830
go to that height again and then I'm

575
00:28:12,100 --> 00:28:15,279
gonna

576
00:28:12,830 --> 00:28:15,279
pass through

577
00:28:16,970 --> 00:28:20,890
I don't want it to break the silhouette

578
00:28:18,200 --> 00:28:20,890
of the rock too much

579
00:28:23,240 --> 00:28:26,560
actually instead

580
00:28:27,720 --> 00:28:31,789
take her mask

581
00:28:32,780 --> 00:28:37,490
and put it into a new folder because I

582
00:28:34,640 --> 00:28:39,940
want to mess with the how that mixes a

583
00:28:37,490 --> 00:28:39,940
little bit

584
00:28:43,620 --> 00:28:48,719
and what that line to be a little bit

585
00:28:45,899 --> 00:28:52,768
irregular you know what we could

586
00:28:48,720 --> 00:29:00,120
actually warp that edge by custom noise

587
00:28:52,769 --> 00:29:02,370
and use the big shape alright and now

588
00:29:00,120 --> 00:29:05,070
you can use this buddy your gradient

589
00:29:02,370 --> 00:29:07,830
increase or decrease for that dirt

590
00:29:05,070 --> 00:29:10,019
alright so I'm gonna finish this is my

591
00:29:07,830 --> 00:29:11,370
first rock I'm just gonna go ahead and

592
00:29:10,019 --> 00:29:13,649
do the same process for all the other

593
00:29:11,370 --> 00:29:16,018
ones and then we'll move on to the

594
00:29:13,649 --> 00:29:18,418
ground plane in the next video alright

595
00:29:16,019 --> 00:29:20,190
so that's it for this one please like

596
00:29:18,419 --> 00:29:22,529
comment subscribe hit that Bell for

597
00:29:20,190 --> 00:29:24,570
notifications I look forward to doing

598
00:29:22,529 --> 00:29:27,869
this series with you guys and kind of

599
00:29:24,570 --> 00:29:29,350
exploring different techniques so thanks

600
00:29:27,869 --> 00:29:30,429
for watching

601
00:29:29,350 --> 00:29:31,300
[Music]

602
00:29:30,430 --> 00:29:41,520
[Applause]

603
00:29:31,300 --> 00:29:41,520
[Music]


