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Original subtitles

Now we can add some variation on the individual brick level.

So let's distort the bricks, to make them a bit more interesting.

Let's make some space after the size scaling, where we have our aspect corrected

brick coordinates. We know that with a vector addition we can move our coordinates around,

so what we can do here, is use a Noise Texture to control how much

we move each point on the surface, creating some nice distortion.

Let's set it to 2D, to save on that unnecessary Z computation.

This node is similar to the White Noise, and has the same outputs, but unlike the White Noise,

it creates a continuous noise. And just like the White Noise, we see that it generated a distinct

pattern for each channel, but again, the Factor output has the same pattern as the Red channel.

Now we can plug this Color into the Vector, as colors and vectors are effectively the same.

If we just plug this into the addition, the amount of displacement is clearly too extreme,

making our bricks almost completely disappear. If we use a Scale operation, to multiply every

channel in the vector by a single value, we can bring it down to a more reasonable amount.

But we can see that changing the magnitude of the noise displaces the bricks diagonally.

That's because the noise values are between zero and one, and thus they all offset the

coordinates either in the positive or the negative direction, depending on the sign of the scaling.

We want the distortion to go in all directions,

so let's subtract 0.5 to center the values around zero, turning the new range into -0.5 to 0.5.

Now, no matter the amount of noise, the bricks stay put.

This is nice and all, but every brick has the same exact shape, which is probably not what we want.

This is because we are feeding the same vector as input to the Noise, for every brick.

But for this very purpose, we also computed an index for the bricks,

allowing us to offset the texture for each brick.

We can just add the index to the vector,

but then, we see that the full length brick rows get a continuous connected noise pattern,

because as we saw before, adding the fractioned and floored vectors together,

gives us the original coordinates. This isn't a problem with the small rows,

because they have been scaled down, creating a gap in their coordinates.

To break this continuity, we can simply scale the index values up, moving the coordinates farther

apart. Now we have a separate and unique pattern for each brick. Depending on the scale of your

texture, you might want to turn this scaling factor up more, but be careful not to set it

too high, because all the values in Blender are represented by floating point numbers,

and due to the way they work, they have a higher precision at lower values than at higher values.

So if this is too high, the values can go into a range where the steps between numbers are big

enough to be visible. As we turn this down, we can see that it gets better and better,

but keep in mind that the farther we are from the origin, the higher these values get, and

therefore the issue is also more visible. So try to avoid working with unreasonably large numbers.

Now we can check out the final result. And we see that all the bricks have a unique shape.

This distortion setup will come in handy very often,

so let's Ctrl+G it into a group, and connect all the necessary sockets.

We won't be using the Distortion control of the Noise Texture, so we can leave that unconnected,

but you can always connect it as well if you need it. The subtraction should always stay on 0.5,

so let's leave that. And the last thing to connect is the scale,

that we use to control the intensity of the distortion, so let's name it accordingly.

Then let's Tab out, and call the group Distortion2D to remind ourselves that

the Noise inside is set to 2D mode, as we can't expose that as a control on the group.

Now we can just snap the nodes into a neat layout, and we are one step farther!

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