Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,480 --> 00:00:03,760
Now we can add some variation
on the individual brick level.
2
00:00:03,760 --> 00:00:06,640
So let's distort the bricks, to
make them a bit more interesting.
3
00:00:08,080 --> 00:00:11,920
Let's make some space after the size
scaling, where we have our aspect corrected
4
00:00:11,920 --> 00:00:17,760
brick coordinates. We know that with a vector
addition we can move our coordinates around,
5
00:00:22,400 --> 00:00:25,760
so what we can do here, is use a
Noise Texture to control how much
6
00:00:25,760 --> 00:00:29,840
we move each point on the surface,
creating some nice distortion.
7
00:00:31,040 --> 00:00:34,800
Let's set it to 2D, to save on
that unnecessary Z computation.
8
00:00:36,080 --> 00:00:40,800
This node is similar to the White Noise, and has
the same outputs, but unlike the White Noise,
9
00:00:40,800 --> 00:00:45,600
it creates a continuous noise. And just like the
White Noise, we see that it generated a distinct
10
00:00:45,600 --> 00:00:50,960
pattern for each channel, but again, the Factor
output has the same pattern as the Red channel.
11
00:00:50,960 --> 00:00:55,520
Now we can plug this Color into the Vector, as
colors and vectors are effectively the same.
12
00:00:56,160 --> 00:01:00,720
If we just plug this into the addition, the
amount of displacement is clearly too extreme,
13
00:01:00,720 --> 00:01:07,040
making our bricks almost completely disappear.
If we use a Scale operation, to multiply every
14
00:01:07,040 --> 00:01:11,840
channel in the vector by a single value, we
can bring it down to a more reasonable amount.
15
00:01:13,840 --> 00:01:18,240
But we can see that changing the magnitude
of the noise displaces the bricks diagonally.
16
00:01:18,960 --> 00:01:23,280
That's because the noise values are between
zero and one, and thus they all offset the
17
00:01:23,280 --> 00:01:27,840
coordinates either in the positive or the negative
direction, depending on the sign of the scaling.
18
00:01:28,800 --> 00:01:31,280
We want the distortion to go in all directions,
19
00:01:31,280 --> 00:01:38,320
so let's subtract 0.5 to center the values around
zero, turning the new range into -0.5 to 0.5.
20
00:01:39,440 --> 00:01:42,240
Now, no matter the amount of
noise, the bricks stay put.
21
00:01:44,960 --> 00:01:49,840
This is nice and all, but every brick has the same
exact shape, which is probably not what we want.
22
00:01:51,840 --> 00:01:56,080
This is because we are feeding the same
vector as input to the Noise, for every brick.
23
00:01:57,120 --> 00:02:00,960
But for this very purpose, we also
computed an index for the bricks,
24
00:02:00,960 --> 00:02:03,200
allowing us to offset the texture for each brick.
25
00:02:06,000 --> 00:02:07,840
We can just add the index to the vector,
26
00:02:11,040 --> 00:02:14,880
but then, we see that the full length brick
rows get a continuous connected noise pattern,
27
00:02:14,880 --> 00:02:19,120
because as we saw before, adding the
fractioned and floored vectors together,
28
00:02:19,120 --> 00:02:23,440
gives us the original coordinates. This
isn't a problem with the small rows,
29
00:02:23,440 --> 00:02:26,800
because they have been scaled down,
creating a gap in their coordinates.
30
00:02:29,280 --> 00:02:34,480
To break this continuity, we can simply scale the
index values up, moving the coordinates farther
31
00:02:34,480 --> 00:02:40,320
apart. Now we have a separate and unique pattern
for each brick. Depending on the scale of your
32
00:02:40,320 --> 00:02:44,960
texture, you might want to turn this scaling
factor up more, but be careful not to set it
33
00:02:44,960 --> 00:02:49,360
too high, because all the values in Blender
are represented by floating point numbers,
34
00:02:49,360 --> 00:02:54,000
and due to the way they work, they have a higher
precision at lower values than at higher values.
35
00:02:54,960 --> 00:02:59,760
So if this is too high, the values can go into
a range where the steps between numbers are big
36
00:02:59,760 --> 00:03:07,520
enough to be visible. As we turn this down,
we can see that it gets better and better,
37
00:03:08,160 --> 00:03:12,320
but keep in mind that the farther we are from
the origin, the higher these values get, and
38
00:03:12,320 --> 00:03:19,120
therefore the issue is also more visible. So try
to avoid working with unreasonably large numbers.
39
00:03:20,800 --> 00:03:24,880
Now we can check out the final result. And we
see that all the bricks have a unique shape.
40
00:03:26,800 --> 00:03:29,840
This distortion setup will
come in handy very often,
41
00:03:29,840 --> 00:03:33,600
so let's Ctrl+G it into a group, and
connect all the necessary sockets.
42
00:03:38,880 --> 00:03:43,680
We won't be using the Distortion control of the
Noise Texture, so we can leave that unconnected,
43
00:03:43,680 --> 00:03:49,040
but you can always connect it as well if you need
it. The subtraction should always stay on 0.5,
44
00:03:49,040 --> 00:03:52,080
so let's leave that. And the last
thing to connect is the scale,
45
00:03:52,080 --> 00:03:56,240
that we use to control the intensity of the
distortion, so let's name it accordingly.
46
00:03:58,000 --> 00:04:02,240
Then let's Tab out, and call the group
Distortion2D to remind ourselves that
47
00:04:02,240 --> 00:04:06,880
the Noise inside is set to 2D mode, as we
can't expose that as a control on the group.
48
00:04:08,480 --> 00:04:13,840
Now we can just snap the nodes into a
neat layout, and we are one step farther!
6023
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.