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so all these really nice clean sculptural elements here as well as this pretty interesting AO mask here believe it or not are all enabled by math that goes above one and below zero letamp;#39;s figure it out letamp;#39;s get to the graph so before we get to those kind of cool sculpted elements and all the interesting masking we can do with HDR ranges we should probably just talk about what they are first um this might be something thatamp;#39;s just not familiar to a lot of people like most students I teach arenamp;#39;t aware of this at all the first thing to know is that under any node Iamp;#39;m just Iamp;#39;m looking at a uniform color here this little piece of notation after the texture size is telling you the data type and the bit depth for this particular node in this case itamp;#39;s telling you this is a linear grayscale texture and itamp;#39;s 80 bits um you can change that most nodes uniform color is actually kind of a rare exception the majority of nodes in substan