Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
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!
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.