In our fourth and final video of this, multi-part tutorial series on how to use anchor points in various ways. We will go over a much more complex set up in order to basically generate a bunch of different types of rust on our model using just a simple gas generator. Like you can see over here. We can fully generate rust along with the glow around it and even along with all of the leaks also around that. So this is a really cool set up that we will go over. 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 before we get started, I just wanted to go over our base scene. So over here, let's get started with the first one. One we will have a simple bronze material over here, which will act as our base material, and it's just a dull looking bombs material on top of this. We have a simple, fill layer. That only has the height map activated and is fill layer as a mask. That contains this little bit of text over here. And finally we will have a paint layer on top of this. This is also a fill layer that just has like a white base color and then you can just play around with your roughness to get or I need paints or very dull looking pains. Now, this white paint layer contains a simple black mask and this black mask contains a smart mask to basically control how much of the pains that we want to have. In this case. I used the surface Warren smart mask that you can find in your assets Library. So that is it for the base, set up. Now. I want to get started by already placing my anchor points so that I can reference them. Later. Iran. So over here in our white paint, just simply click on the mask. And we can go down here and we can add our anchor points. And I'm just going to list. The name the same, I will do the same for our text height. Click on the mask, go down here and let's add an anchor points. Once this is done. It is time for us to start adding our crust. If you go into your library, you want to go to materials. And over here. You have two different across materials that you can use, so you can use whichever one you want. I'm just going to go ahead. I'm going to use the first one and simply drag this onto my layers. Now, this house, it's a little bit too intense for my taste. So, what I'm going to do is, I'm just going to go down to my last color, and I'm going to like, just move my slider to make it. A little bit more darker and also slightly dollar maybe like a little bit more reddish. I'm not sure you just kind of like play around with it. Let's say, we go for something like this. Then lastly. What I want to do is I just want to go into my UV Transformations, and I'm just going to set the scale, do maybe two. Yeah, I think to looks pretty good. Now, off camera, I already went ahead and I just played out a little bit more with the color because I didn't want to record that. So this is the color that I'm going to go for over here. And if you want, you can also play with your cavities to like control a little bit more like the damage that the cost has contained. Okay, perfect. So now that we have this, the first thing that we want to do is we want to add a simple black mask over here and then we want to reference our white paint. Anchor points. So we go to our black mask, we go down here and all the fill layer just, like in the other videos and then we just want to go ahead and click on our grayscale. Go to Anchor points and grab our white paint mask that you can see over here. Now, at this point, it looks like that I need to invert it so I can just go into my levels and press invert and for the rest. If you want, you can, of course, play around a little bit more with your levels to make it more or less strong, but I'm just going to go ahead and I'm just going to keep it at Default over here. Okay, perfect. So now what we're going to do is we are going to create our glow system for this. What we want to do is we want to add a brand new plane. Fill layer over here, and let's go ahead and go ahead and call this rust on the score glow. Now, with this one, the ones that you want, so we don't need a height map for this. You want to public, keep the metallic map on and you don't need to know map for this. So for our gas glow, I'm going to set my raft is quite low. Is that it is not as shiny because I don't really feel like Rosco would be shiny. Then your base color. You just want to get like a very strong orange looking color. Once again, I just went ahead and off camera. I already found the perfect color which was a d 670 be in the hashcode and it's just basically like this very strong orange looking color. Now, once you've done that, all you need to do is you need to go ahead and you need to add another mask. This one and we were are going to add a black mask. Okay. So this is where this going to get a little bit more advanced. So let's go ahead and zoom in. What we want to do is first of all, we need to reference our white paint mask. That's quite basic. So we're just going to go ahead, add a fill layer. And in here, we can go to our anchor points and grabbed the white paint mask, fill layer that you have over here. Now. Once again, we do need to invert this so that we actually have to Glow over here. So what are we going to do? Now that we have this fill layer. So we have this mask. Now going to add a filter and is filter will contain a blur. We do this to basically push our orange looking glow outside of the Mask boundaries. So it's quite similar to the previous video where we used it for paint building so you can basically control this blur over here and you can set it as strong as you want. So let's set it to around 1.6, for example, and then the next thing that you want to do is you want to go down here. You want to add a levels levels, just gives you a little bit, extra flexibility to basically control how strong your glow is going to be. Now. Finally, all that we need to do is the same technique as that we did with our paint building, which is that we go down and adds another fill layer of over here. And once again, we are going to reference the same white paint mask. And for this one, of course, what we need to do is we need to go ahead and set our Blending mode to multiply. But this time we do not want to invert this mask. So if you do this, what you will get is, you should get like a quite a strong glow. I would say that if we go ahead and go into our white paint and in our masks editor, boost up your contrast a little bit, then it works a little bit better because else the glow. The glow has a little bit of trouble with like, very soft contrast to actually see the difference. So, if we boost up our contrast a little bit like this, into our rust paint, And layer, and you can just, of course, mess around with this. Get it the way that you want. It looking nicely. You can then go back into your blog and you can like control. Okay, how much of a glow do I want to give this? And finally, you can go also into your levels in which you can control like how strong that you want to Glow to be. So if I have a look at this, I would say that. I would like here, let's set the levels around 0.63 and our blue is pretty good. So maybe little It less, let's do one point for for example, account 1.4 a I think I'm a skeleton is now also, correct, maybe give it like a little bit more class just to make it a little bit more damage like this, but I think it's quite good. If we just keep our contrast quite high and just like that, now we have a rushed and on top of this. We now also have a glow over here. So our next stop would probably be to include our text over here because this looks a bit strange that our text is just completely not Affected. So for this, we already out as an anchor point to our text and all this we need to do is we need to go into our mask editor of our wide pains scroll all the way down. And this also gets referenced in the previous video. I believe it was video 0 2. And then if you go into your mic, alright, you can go to Anchor points and grabbed your text height over here at which point that you can see that it is included. Now, of course, make sure to go into your micro details and have Michael Heights sets, it's true. But for me, it was already set to true because of a previous test, but just make sure that you have it set to true. And for the last, honestly, you can just play around with your real radius and your settings to basically increase or decrease the amount of rust that you are going to get. So that is all up to you. However, you want to create it. So that will include a text and I'll really makes it feel a lot more fitting and makes it feel a lot better now. Also, once again, remember, if you want your white, Ain't you can always just go at it all the paint layer. And as long as the paint layer is below our anchor points, it will be referenced. This is great. For example, if I want to go to my brushes and like double click on the brush that I want. Let's say that over here. We have like a harsh seem that is hard to get rid of. I can just go ahead and set my color to white and I can simply paint away the rust around this area to basically control whenever my seams are and make them less or stronger like that. Or if I simply have an area that I do not want to have any rust on, I can simply go ahead and I can just paint it in and out just like this, and it will be completely Dynamic. Like always. So finally, what would be extra cool is for us to add a little bit of rust leaks and have these Russ leaks only located near our actual cost so that they are not randomly in like this really large open spaces for this. We are actually also going to use folders for the first time into this. The series. So if we go ahead and move down, we want to go all the way to the top. And let's go ahead and just click on here. So that we are hiding basically all of our settings. It just makes everything a little bit more organized. And we want to get started by just duplicating, our rust glow over here. And this Rascal. Oh, you just want to go into your mask. Let's call this rust on the score leaks, and you just want to go ahead and get rid of everything. I'm just duplicating this that I do not have to reset my colors and my roughness in I feel layer. I'm going to probably make them a little bit darker. So let's just go into our base color and already set this. A little bit darker like this. Yeah, around here should be fine. And now, what we're going to do is we are going to add a generator to this to generate our gas leaks, we can right? Click or the generator. And in this generator there is actually one that is literally called The Ripping coughs, so that's perfect. So we can simply click on here. And now you can see that it will just are This extra layer of rust, we can turn on the drip intensity to basically make the dripping Like A Little Bit Stronger. You can play around a bit more with your grass spreading to make it less or more and stuff like that. The smoothness spreading which even acts he resembles our glow that we have created. So, that's also pretty cool. And just in general, you can just go ahead and like mess around with this until you get like something that looks quite cool. However, as you can see, it is all over the place right now, and that is not exactly what I want. Especially because it is also over here. It is just like marking on top of our cast, and everything and yeah, it just doesn't feel as nice. So, how can we fix this very easy? We are going to go ahead and we are going to create a folder or group. So this folder, if we go ahead and call this. Dripping rust masking. It is quite cool because you can always add masks to folders, so we can simply drag our gas leaks in here. And then we can add a simple black mask to this. Like, you can see over here. So now you can see that everything has disappeared because of course, our mask is currently still black. We want to get started with something familiar, which is by adding a fill layer. And on top of this, fill layer. We are going to go to Anchor points, and we are going to use our white paint over. So now you can see that the dripping rust only happens around our roster over here and it's not over laying on top of them. Now. What we're going to do is we are now going to go ahead and we are going to add a very strong blur to this by going to add filter and adding our blur and just make it really strong until you can almost not see it. Then, once this is done, we are going to add a levels because we are going to use a levels to basically clamp this blur down, because it is blurring only around her mouth. Ask it will automatically just remove all of the Willie flat areas. So if I go ahead and I can go in here and for example, use my black slider. You can see that over here. It is working. So right now, it is removing all of this stuff around here and you can also go ahead and you can like, see let's play how to this a little bit more. So we make the white slider little bit towards the heights, black slider towards left like this. And once you've done that, you can also go ahead and press invert. And now, you can see that the drips only happen. Mostly whatever rust is located and just like this, you can of course use go ahead and like play around with this. Make it less or more strong. This technique works really great. If you have really large models, of course over here, we don't have a lot of real estate to work with but the same basic concept is still here. Now finally, let's say that, okay. I want to have a little bit of tripping last in specific locations. I can now simply go ahead and out a paint layer on top, and I can use this paint layer. It's a by size. Bit, bigger to, let's say that I want to have dripping rust here. I can just go ahead. And while my brush is white. I can just paint in a little bit more rust in these locations and just like that, we can also paint in or out more dripping has to basically over white the System that we have right now, but as always, the amazing thing about anchor points is that having this? It is completely Dynamic. I can now go all the way back to my white paint mask over here, go into my mask editor and I can still just play around with my balance and just like that everything just works. And that's why anchor points are so amazing to use. So having this all done. Of course, if this was not just a quick presentation, I would like clean up these seams nicely. But now, you can see the anchor points magic that is happening. And you can see how powerful that anchor points are in substance, 3D painter.