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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,960 --> 00:00:03,920 To create more variation let's  add some rows of headers.   2 00:00:04,560 --> 00:00:09,440 Normally the headers would be spaced regularly,  but as we are building a poorly constructed wall,   3 00:00:09,440 --> 00:00:12,000 let's suppose that the header  bonds were just laid randomly. 4 00:00:12,880 --> 00:00:16,800 We could change the size of the bricks by  adjusting the scaling in the Bricks group,   5 00:00:16,800 --> 00:00:21,520 but in the Offset group we already have a White  Noise to get our randomness from, so let's set it   6 00:00:21,520 --> 00:00:30,240 up there instead. Just like in the Bricks group,  we can add a multiplier here to change the size. 7 00:00:30,240 --> 00:00:34,720 Now we again add a Combine XYZ, but we  don't want to take the same value from   8 00:00:34,720 --> 00:00:38,000 the White Noise, as that would couple  the offset and brick size together.   9 00:00:40,560 --> 00:00:44,800 Instead, we use a Separate RGB, to get  another channel from the White Noise. 10 00:00:46,960 --> 00:00:50,240 The Red channel is always  the same as the Value output,   11 00:00:50,240 --> 00:00:52,640 but we have two extra  channels with different seeds.   12 00:00:53,440 --> 00:00:58,720 So we can, for example, take the Green output. But  we don't want to just plug this into our scaling,   13 00:00:58,720 --> 00:01:03,760 as we don't want the bricks to be randomly  sized, instead, we just want two different sizes. 14 00:01:03,760 --> 00:01:07,520 So we need a binary operation that  will give us some rows of one size,   15 00:01:07,520 --> 00:01:11,520 and some rows of another. For this, we  can again use a Less Than operation.   16 00:01:11,520 --> 00:01:15,520 This let's us conveniently specify how  many of the rows should have each size. 17 00:01:16,320 --> 00:01:21,200 The values output from the White Noise, follow  a uniform distribution between zero and one,   18 00:01:21,200 --> 00:01:25,760 this means that any value between zero  and one is equally likely to be output.   19 00:01:25,760 --> 00:01:30,880 With that in mind, we can see that, on average,  half of the computed values will be below 0.5,   20 00:01:30,880 --> 00:01:35,840 and half above. Likewise, if we  choose another threshold, say 0.3,   21 00:01:35,840 --> 00:01:42,000 30% of the values will be below the threshold, and  70% will be above. So the threshold effectively   22 00:01:42,000 --> 00:01:47,280 becomes a factor to control how often something  happens, in this case, the small brick rows. 23 00:01:47,280 --> 00:01:52,000 But this is still not what we plug into the  scaling. This just tells us which rows are small,   24 00:01:52,000 --> 00:01:56,480 but we still need to set the scaling factor  for them. So now we can use a Map Range   25 00:01:56,480 --> 00:02:01,840 node to map this mask to the actual scaling  factors. Our input range is already correct,   26 00:02:01,840 --> 00:02:07,600 as the mask is either zero or one. We know that  our total laid brick size has a ratio of 6:3:2,   27 00:02:08,800 --> 00:02:12,640 which makes the math really easy, as the  depth of the brick is half the length. 28 00:02:13,200 --> 00:02:17,360 Now for the output range, if we consider  the zero valued rows to be full rows,   29 00:02:17,360 --> 00:02:21,440 and the one valued rows to be half rows,  we need to map the Min output to one,   30 00:02:21,440 --> 00:02:25,680 to keep the same size, and map the Max to  two, so that they will be split in half. 31 00:02:26,800 --> 00:02:29,840 Note that even though we are looking  at values of one and two now,   32 00:02:29,840 --> 00:02:33,680 we can still see the difference between the  rows. That's because our color management   33 00:02:33,680 --> 00:02:39,120 is compressing our scene space into our display  space, allowing us to visualize values above one. 34 00:02:40,240 --> 00:02:44,560 Let's also set the X and Y channels of  the Combine XYZ node to one for now,   35 00:02:44,560 --> 00:02:49,680 so that the multiplication doesn't change anything  yet, and the values don't get collapsed to zero. 36 00:02:49,680 --> 00:02:53,680 Now if we just Tab out and look at the  Fraction output, we can Tab back in,   37 00:02:53,680 --> 00:02:56,880 and connect the scaling factor to  the X input, to scale the width. 38 00:02:57,440 --> 00:03:02,080 Now we have these half rows, but if we look at  the final output, we see that the mortar also   39 00:03:02,080 --> 00:03:08,240 gets scaled down. This is because unlike with  the vertical scaling that we compensated for,   40 00:03:08,240 --> 00:03:11,520 we have not included the horizontal  scaling in our scale correction. 41 00:03:12,800 --> 00:03:17,840 In Chapter 2 We already exposed the brick  size as a vector, so all we have to do now,   42 00:03:17,840 --> 00:03:23,120 is plug in our new X value. We need to expose  our scaling factor from the Offset group,   43 00:03:23,120 --> 00:03:26,480 but remember that ultimately we  want to output the inverse scale,   44 00:03:27,040 --> 00:03:31,920 so let's first invert the value,  by calculating one divided by it. 45 00:03:31,920 --> 00:03:34,880 For more info on this setup,  you can check out Chapter 2,   46 00:03:34,880 --> 00:03:37,760 about the distance field, where  we cover this in more detail. 47 00:03:39,120 --> 00:03:41,680 And now we can connect it  and name it appropriately. 48 00:03:44,640 --> 00:03:48,080 Then we can Tab out, and finally,  it's a matter of plugging the width   49 00:03:48,080 --> 00:03:54,880 into the X channel of the Size output. And  we see that it immediately gets corrected,   50 00:03:54,880 --> 00:03:57,760 as the rest of the correction  is already set up downstream. 51 00:03:58,960 --> 00:04:03,680 Lastly, it would be nice to be able to control the  frequency of the headers from outside the group.   52 00:04:03,680 --> 00:04:06,480 So let's Tab back in, and  expose this Threshold as well.   53 00:04:08,560 --> 00:04:12,000 It controls the factor of small  bricks, so let's name it like that. 54 00:04:13,520 --> 00:04:18,160 Then we can Tab out, and once again, connect it  to the Group Input, to control it from the root   55 00:04:18,160 --> 00:04:23,360 of the tree. And tabbing out one last time,  we have our completed random rows of headers,   56 00:04:23,360 --> 00:04:27,840 and we can easily change how many we  want by changing the factor at any time. 6912

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