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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,440 --> 00:00:08,560 This all looks a bit too uniform,  so let's randomize the colors. 2 00:00:09,360 --> 00:00:14,480 For now, let's just add variation between  individual bricks. This is the type of variation   3 00:00:14,480 --> 00:00:18,400 you would see when the individual bricks had  different colors prior to the construction of   4 00:00:18,400 --> 00:00:22,480 the wall, as opposed to variation caused  by weathering of the already built wall. 5 00:00:23,120 --> 00:00:28,240 For this type of variation, we'll again make use  of the Random output of the Bricks group. It's   6 00:00:28,240 --> 00:00:32,720 important to take note that we are already using  the X channel here, to randomize the rotation. 7 00:00:33,920 --> 00:00:38,640 Let's add a Reroute here, to neatly carry  this link over to another Separate XYZ node.   8 00:00:41,040 --> 00:00:43,680 Keeping all the links aligned, we  can take this all the way to where   9 00:00:43,680 --> 00:00:45,680 we are setting the color at the end of the tree. 10 00:00:48,240 --> 00:00:52,160 Let's add a Hue Saturation node, and copy  the brick color over from the mix node.   11 00:00:55,760 --> 00:00:58,800 This node allows us to take an  input color, and manipulate it.   12 00:01:05,440 --> 00:01:08,960 We could change the parameters, and  plug our random value into the factor,   13 00:01:08,960 --> 00:01:11,920 which blends between the input  color, and the modified color,   14 00:01:11,920 --> 00:01:15,520 but that's not very interesting, as we  would just be blending between two colors. 15 00:01:16,480 --> 00:01:20,720 Instead, we can leave the factor on one, and  directly randomize the parameters with random   16 00:01:20,720 --> 00:01:27,440 values. Let's skip the X component, as we already  used it for the rotation, and using it again,   17 00:01:27,440 --> 00:01:31,760 would link the color and rotation, meaning that  all the bricks that are rotated clockwise would   18 00:01:31,760 --> 00:01:35,680 have a certain color, and all the bricks that  are rotated counter clockwise would have another. 19 00:01:36,240 --> 00:01:40,560 So let's plug the Y channel into the Hue.  Immediately we see that this is much more   20 00:01:40,560 --> 00:01:45,600 interesting than randomizing the factor, as we can  have a wide range of colors with just one input.   21 00:01:45,600 --> 00:01:50,080 But perhaps we don't actually want that  many colors. So let's add a Map Range node,   22 00:01:50,080 --> 00:01:52,800 to control the range of hues that we want to use. 23 00:01:52,800 --> 00:01:58,160 Keeping in mind that 0.5 leaves the Hue  unchanged, let's use some values close to 0.5.   24 00:02:00,640 --> 00:02:05,920 To increase the contrast between colors, let's  compress the range a bit. Raising the From Min   25 00:02:05,920 --> 00:02:11,280 value, will clamp all the values below it to the  To Min output value. And similarly lowering the   26 00:02:11,280 --> 00:02:16,400 From Max will clamp all the values above it  to the To Max output value. Note that this   27 00:02:16,400 --> 00:02:22,160 only happens if Clamp is enabled, otherwise it  would extrapolate the values outside the range.   28 00:02:22,160 --> 00:02:26,960 If we bias the From Min and Max to one side of  the range, we can have more bricks of one color   29 00:02:26,960 --> 00:02:32,160 than the other. So if we want more red bricks  than yellow ones, we can increase the Min a bit,   30 00:02:32,160 --> 00:02:35,840 and keep the Max closer to one, as  red is in the lower side of the range. 31 00:02:37,120 --> 00:02:41,360 Now we can duplicate this Map Range, and connect  it to another Random channel to randomize the   32 00:02:41,360 --> 00:02:46,400 brightness of the color. Let's reset the From  range, and connect it to the Value input.   33 00:02:47,440 --> 00:02:52,240 This time a value of one will leave the color  unchanged, so let's roughly center our values   34 00:02:52,240 --> 00:02:56,880 around that, so that our average brightness  doesn't change much. And then we can refine   35 00:02:56,880 --> 00:03:03,360 our ranges until we like how it looks. Another  thing that we can do to change the distribution,   36 00:03:03,360 --> 00:03:07,760 and increase the contrast, without clamping the  range further, is changing the interpolation   37 00:03:07,760 --> 00:03:12,240 to smooth step. This will bias the values  to the lower and upper parts of the range. 38 00:03:14,880 --> 00:03:19,200 One more thing that can be cool, is to make  the red bricks darker than the yellow bricks,   39 00:03:19,200 --> 00:03:23,440 so let's duplicate the range that we used for  the Hue, and this time leave it connected to   40 00:03:23,440 --> 00:03:28,400 the same Random channel, so that we can use it  to influence the Value as well. We can do this   41 00:03:28,400 --> 00:03:36,560 by multiplying the value. If we set both outputs  to one, our multiplication doesn't change anything   42 00:03:36,560 --> 00:03:41,760 as it is multiplying by one everywhere. But then  we can lower the first output, which maps to the   43 00:03:41,760 --> 00:03:46,240 more red bricks, and raise the second output  that maps to the more yellow bricks, and then,   44 00:03:46,240 --> 00:03:51,440 the more red a brick is, the darker it will tend  to be. But the brightness is still random as well,   45 00:03:51,440 --> 00:03:55,040 as we are multiplying it with a completely  independent random brightness value. 46 00:03:56,640 --> 00:04:00,000 Finally, we can select these nodes,  and as usual, wrap them in a Frame,   47 00:04:00,000 --> 00:04:06,320 with Ctrl+J, and with F2 let's name it  Brick Color this time. Then we can snap   48 00:04:06,320 --> 00:04:13,840 everything into place, to make sure that  our tree is always tidy and easy to read. 6228

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