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These are the user uploaded subtitles that are being translated: 1 00:00:04,319 --> 00:00:07,790 With a Math node, we can do several different operations. 2 00:00:07,790 --> 00:00:10,559 Let's take a look at some of the basic math operations. 3 00:00:10,559 --> 00:00:14,530 These are mostly self explanatory, but there are some things to look out for. 4 00:00:14,530 --> 00:00:19,539 The Math node takes one to three inputs, depending on the selected operation, and always has 5 00:00:19,539 --> 00:00:21,849 a single output. 6 00:00:21,849 --> 00:00:25,140 Perhaps the simplest of all operations is addition. 7 00:00:25,140 --> 00:00:28,630 We all know what it is, but let's take a look at it in context. 8 00:00:28,630 --> 00:00:33,540 Here we have a constant value of zero being fed into the first and second inputs. 9 00:00:33,540 --> 00:00:37,350 On the top we can see the color representation of the value, and on the bottom we have a 10 00:00:37,350 --> 00:00:40,190 plot of the value over the X axis. 11 00:00:40,190 --> 00:00:46,010 If we start changing one of the inputs, we see the output value changing accordingly. 12 00:00:46,010 --> 00:00:52,690 Now, looking at an example where we have a Noise Texture fed into one of the inputs, 13 00:00:52,690 --> 00:00:57,059 we basically see the same thing, the output moves up and down based on the value we're 14 00:00:57,059 --> 00:00:59,399 adding. 15 00:00:59,399 --> 00:01:05,640 But something interesting happens when we feed it a linear gradient, such as the X channel 16 00:01:05,640 --> 00:01:07,060 from a texture coordinate. 17 00:01:07,060 --> 00:01:09,990 Here, the output seems to move side to side. 18 00:01:09,990 --> 00:01:14,330 However, we know that we cannot shift values through space, as we cannot access values 19 00:01:14,330 --> 00:01:15,979 from other points. 20 00:01:15,979 --> 00:01:19,750 And if we highlight a point on the line, we can see that it is indeed moving up and down 21 00:01:19,750 --> 00:01:23,250 according to the value being added. 22 00:01:23,250 --> 00:01:27,280 This effect happens because with a linear gradient, there is no difference between shifting 23 00:01:27,280 --> 00:01:29,960 up and down, and shifting left to right. 24 00:01:29,960 --> 00:01:34,149 This is significant as it is the foundation of what allows us to move coordinate spaces 25 00:01:34,149 --> 00:01:35,149 around. 26 00:01:35,149 --> 00:01:40,759 We are calculating the values of a shifted gradient, from the original values themselves. 27 00:01:40,759 --> 00:01:44,170 Note that this only works because we have an infinite gradient. 28 00:01:44,170 --> 00:01:48,340 If we use a clamped gradient, such as the one output by the gradient node, initially 29 00:01:48,340 --> 00:01:53,340 it looks the same, as we cannot see the values below zero or above one as colors, but if 30 00:01:53,340 --> 00:01:57,740 we change the addition now, the horizontal shift only happens within the small region 31 00:01:57,740 --> 00:02:01,869 where the values are not clamped. 32 00:02:01,869 --> 00:02:06,399 So far we've only added a constant value to different inputs, which just offsets everything 33 00:02:06,399 --> 00:02:07,759 up and down. 34 00:02:07,759 --> 00:02:11,820 But nothing stops us from plugging varying values, like a noise and a gradient, into 35 00:02:11,820 --> 00:02:17,080 both sockets to add them together. 36 00:02:17,080 --> 00:02:21,760 Moving on to the other operations, subtraction is identical to addition, except that the 37 00:02:21,760 --> 00:02:23,230 sign gets flipped. 38 00:02:23,230 --> 00:02:24,471 So let's move on to multiplication. 39 00:02:24,471 --> 00:02:34,260 Multiplication allows us to change the amplitude of a texture. 40 00:02:34,260 --> 00:02:38,829 It's also interesting to note that on a linear gradient, we change the slope, which is equivalent 41 00:02:38,829 --> 00:02:43,880 to a scaling operation, squashing the values together in space. 42 00:02:43,880 --> 00:02:49,920 Division is the reciprocal of multiplication, meaning that it's the same as multiplying 43 00:02:49,920 --> 00:02:53,080 by one over the value. 44 00:02:53,080 --> 00:02:57,320 Moving on to the Power operation, applying this to a gradient, we get the typical power 45 00:02:57,320 --> 00:02:58,320 curve. 46 00:02:58,320 --> 00:03:02,450 Keep in mind that only the real part of the output is given, and the power of negative 47 00:03:02,450 --> 00:03:07,600 values is set to zero except when the exponent is an integer. 48 00:03:07,600 --> 00:03:11,390 Power is useful for smoothing, and for changing the distribution of things. 49 00:03:11,390 --> 00:03:15,260 We'll explore some uses of the Power operation throughout the course. 50 00:03:15,260 --> 00:03:20,860 Lastly, the Absolute operation, which takes a single input, simply flips the sign of any 51 00:03:20,860 --> 00:03:23,360 negative values. 52 00:03:23,360 --> 00:03:29,389 When applied to a linear gradient, this is especially useful for creating symmetry. 5248

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