In this video of a multi-part tutorial series on how to use anchor points in various ways. We will go over a slightly more advanced technique to use anchor points and create this peeling paint effect, as you can see over here, Fully with the normal map details that you can see in here and all of these little bumps and everything that we really sell the idea that this paint is starting to peel away from our original. Channel model. So what our anchor points, anchor points are a powerful feature that lets you reuse a part of your layer stack. This means that you can define a mask or layer once and reference it dynamically in other layers. If you change the Anchor Point, all references are updated as well. Letting you work smarter and faster. Okay. So let's go ahead and go over our base scene over here. So this is a very simple base scene. First of all. Have our base bronze, material over here. And then on top of this, we have a simple fill layer, which you can find up here that is just like not completely white. So slightly whitish and it just has like a roughness that is going a little bit more towards giving it a nice shine that you can see over here. And that is everything. So what we're going to do is first of all, we want to generate a mask for this. So a smart mask in order to give us like the actual paint building effects, we can do this simply by Going down here, and let's start by adding a black mask. And then if we go ahead and go up here in our assets and go to our smart masks. We want to go out in want to find a nice paint looking mask. Now. This is of the easier. If I just go to search and type in paint. So there are a few of them over here. The one that we want to use is we want to use the paint old small cracks over here and we just want to go ahead and drag this in. Now. The first thing that you will notice is that it does not look very impressive. This is because we need to click on a mask and then the invert app. We just need to go ahead and press to so that we are inverting this. At that point. You can play house a little bit more with your levels over here, which you can see has a big impact and you can also play out your contrast if you want. So you can see that this is already like working a little bit better and giving us more of like this scene or the field that we had at the very beginning. So now that we have done this, the next thing that we want to do is we just already want to add our anchor. So we just want to go at going down here and I'll take a simple Anchor Point. And once again, we can just leave the name the way that it is right now. Okay. So now that we have this set up, this is going to be really cool. So what we want to do is we want to go ahead, Arthur fill layer. And let's just go ahead and call this paint peeling. Why not? Just something like that. Does it really matter? Then what I want to do is I only want to turn on my height map because the paint building only needs a height. Oh, and I'm just going to go ahead and set my height upwards. I don't know yet how strong I want to have it, because that's something that we can control later on. Okay, what do we need to do? We need to go ahead and we need to add a black mask to this. And then, first of all, we need to go ahead and we need to reference our anchor points. So there will be like a few steps here, which makes it a little bit more difficult. So we first of all, go ahead and add a fill layer to this black mask. And once again, we just go ahead and go to Anchor points. Everyone to grab our Anchor Point over here. Now, what you also want to do, is you just want to go ahead and in the anchor points, go down at your levels and just press invert because we want to have the height sitting on the outside of our mask. Okay, the next stop in what we need to do is we now need to go down here and we need to add a filter because we want to blur our masks that we have now. So it is just reading this fill layer as a simple mask, even though it is referencing The Anchor Point and then we can simply manipulate this mask. However, we want. On top of this. So we go to our filter. We grab a blur, are we give it like a little blue here and you can already see it happening. You can see that. Now it gives us a little bit of like this feeling effect over here. However, it is also blocking the inside of our mask, which contains our bonds and we do not want that. So, the way that this works is, we simply go down here and add another fill layer on top of this. And for this, fill layer, we are going to reference the same. Anchor Point of our white paint. And then the last thing that we need to do is we need to go out and we need to set this to be a multiply. Now, what you can see is basically what we've done is, we have referenced our paint over here and then we have inverted. It's that the base, is it, that it is only referencing, the paint around our holes over here. Then we have blurred this so that it gives off a small fall off. And then what we've done is we said, okay. Now what? To do is I just want to cut out, so make it black wherever we want to have our bronze over here, which gives us this effect. Now, the cool thing about this effect is that we can always go back into our fill layer and we can control how strong that we want to have a paint peeling to look like this. And on top of that, we can use our blur over here in our masks, to basically control how big of a file of. We want to give this so we can give it like a very short fall off or just like a really nice. Soft fall of like this and just like that, you have this really cool paint effect, that will make everything else if you like slightly bumpy and just in general, it makes it feel a lot more. Like, it is actually a thick layer of paint and that's basically how that we can go ahead and set up this peeling paint effect using anchor points in substance tree painter.