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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,880 --> 00:00:07,440 At this stage we have our  bricks in a grid pattern,   2 00:00:07,440 --> 00:00:10,560 but we actually want each row  to be offset, so let's do that! 3 00:00:12,000 --> 00:00:16,320 If we add some value to the X coordinate,  we can offset all the bricks horizontally,   4 00:00:16,320 --> 00:00:20,960 but we actually want to offset each row of bricks  differently. So to change the offset based on the   5 00:00:20,960 --> 00:00:27,680 vertical position, we can use the Y axis to drive  the offset. Let's add a Separate XYZ node, and   6 00:00:27,680 --> 00:00:33,360 connect it with Alt right click. Then we can add  a Combine XYZ node and connect it to the offset.   7 00:00:33,360 --> 00:00:38,320 Lastly, we connect the Y output to the X input,  so that the higher the vertical coordinate,   8 00:00:38,320 --> 00:00:43,840 the more offset the bricks will be. And we can  multiply the value to set the amount of offset. 9 00:00:47,680 --> 00:00:52,240 This looks kinda cool, but it's not exactly  what we want. The thing is that the Y value   10 00:00:52,240 --> 00:00:57,280 is changing within each brick, so the bricks also  get a varying offset. To deal with this, we can   11 00:00:57,280 --> 00:01:01,760 use the Floor operation that we used before, to  hold the values within the height of each row. 12 00:01:03,200 --> 00:01:06,800 We're getting closer, but the offset is  still not matching our brick height, and   13 00:01:06,800 --> 00:01:11,520 that's because this Floor operation is being done  before we scaled the Y coordinate of our bricks.   14 00:01:11,520 --> 00:01:16,000 If we take a look at the output, we can see how  the coordinates are being offset at every unit. 15 00:01:19,840 --> 00:01:23,680 Let's turn this into a group, so that we  can easily add it inside the bricks setup.   16 00:01:24,800 --> 00:01:31,120 Let's not forget to add a Reroute to avoid  duplicate inputs, and then we can Ctrl+G. And   17 00:01:31,120 --> 00:01:38,640 tabbing out, we can name it. We can get rid of  it for now, and then tab into our Bricks group,   18 00:01:38,640 --> 00:01:42,720 and place it after the transformation.  Adding a Reroute can be helpful,   19 00:01:42,720 --> 00:01:48,960 to easily place the new node on both connections  at once. Sometimes it doesn't update right away,   20 00:01:48,960 --> 00:01:52,080 but then you just need to change a  value for the shader to actually update. 21 00:01:53,520 --> 00:01:57,840 Now the offset is working exactly as  expected, and if we set it to 0.5,   22 00:01:57,840 --> 00:02:01,920 it works exactly like a standard brick  pattern, with every other row offset by   23 00:02:01,920 --> 00:02:06,720 half a brick. But when it comes to shaders,  we all know that the less neat something is,   24 00:02:06,720 --> 00:02:10,320 the cooler it looks, so let's actually  mess up this perfect brickwork! 25 00:02:11,520 --> 00:02:16,800 To offset each row by a random amount, we can use  the White Noise node like we used before, but this   26 00:02:16,800 --> 00:02:21,840 time, instead of generating a random value per  brick, we'll generate a random value per row.   27 00:02:22,880 --> 00:02:26,880 As we are inputting just the single Y  value here, we want to set it to 1D.   28 00:02:30,400 --> 00:02:32,720 Now, here we have our random rows. 29 00:02:32,720 --> 00:02:36,960 Let's just Tab out for a bit, and remember to  select a node that is not a group, when tabbing   30 00:02:36,960 --> 00:02:41,840 out, to avoid entering the selected group instead.  Then we can set the viewer to the final output   31 00:02:41,840 --> 00:02:48,560 again, and Tab back into our two groups. Now, once  we plug this in, the bricks have a random offset. 32 00:02:49,360 --> 00:02:53,600 When we change the intensity of the offset,  we see that all bricks move in one direction,   33 00:02:53,600 --> 00:02:57,280 and that's because the random values are  all positive values between zero and one.   34 00:02:58,480 --> 00:03:01,360 This doesn't really matter, but  just for the sake of completeness,   35 00:03:01,360 --> 00:03:05,040 let's subtract 0.5, so that our  average movement stays centered. 36 00:03:09,200 --> 00:03:14,240 Now we can expose this offset intensity as a group  input, so that we can control it from outside.   37 00:03:15,120 --> 00:03:17,840 Let's name it, and tidy up our group.   38 00:03:27,600 --> 00:03:33,760 Tabbing out of the offset group, we can  tidy up in here as well, and let's not   39 00:03:33,760 --> 00:03:38,400 forget to expose the offset once again, so that  we can access it all the way from the outside. 40 00:03:42,800 --> 00:03:55,200 Then we can choose a value that looks  nice, and that is our randomized offset! 5095

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