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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

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