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The general texture of the bricks and mortar is
coming together nicely, but if we take a look
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at the displacement in Cycles, the geometry of the
wall is still pretty plain, so let's work on that.
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So far, all the bricks in our wall are sitting
at the same displacement level. Forming a
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perfectly flat wall. That would be ideal if
we were looking for a skillfully built wall,
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but of course, that's also boring. So
let's have some fun with the brick levels.
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To make changes to the bricks, without
affecting the mortar, we want to work
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before the Mask Gaps Frame, like when we added the
brick texture. So let's duplicate this Math node,
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and connect it here in between. As we are
working on the height map of the bricks here,
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changing this value allows us to change the
level of all the bricks. We can see that
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adding a higher value shifts all the bricks
outwards, making the mortar look much deeper.
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And we can also push the bricks in the other
direction, even putting them behind the mortar.
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So now, what we want is to feed a random value
for each brick into this addition. Way in the
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beginning when we were making the tiling for
the bricks, we did compute a random value for
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each brick, which we have already been using to
randomize a few things. Here we used the first
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random channel for the rotation angle. And if we
follow this connection, all the way on the other
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side of the tree, we used the other two channels
to randomize different aspects of the brick color.
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That means that we are out of random channels
here. If we would now use any of the three
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channels to also randomize the brick depth, we
would be coupling the depth to another property,
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and we don't want that. So let's see
how we can get more random values.
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If we take a look inside the Bricks group,
we can remind ourselves of what we used to
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generate the random values. Here we find that the
Random output is coming from a White Noise node,
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and the input to the White Noise is given by the
floored coordinates that we are using as index.
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With that in mind, let's tab out again,
and add another White Noise node.
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A node just processes the
inputs to generate its outputs,
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so by definition if we pass the same input into
identical nodes, we will get identical outputs.
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And indeed, we can see that if we plug the index
into the White Noise, and set the mode to 2D,
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like the other White Noise node, we can switch
between them, and the outputs are identical.
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So how can we generate a different random
pattern? Well, we can just use the random
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output from one node as the input for another.
Then it's generating a random value based on
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a new set of inputs. If we switch between then
now, we can see that they are indeed different.
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And we can do this as much as we want,
chaining White Noise nodes together,
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to generate an unlimited amount
of different random values.
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But we can actually make it a bit
more efficient, by switching to 1D,
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and feeding just one of the random channels as
input. Because these input values are already
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completely random and unordered, using one channel
is just as good as using two or three. And then we
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could generate new sets of random outputs from
each channel of a previous White Noise output.
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But for now we just need the one. Let's shift
these nodes over a bit, so that we can add a
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Reroute to make this a bit more neat. And then
let's create some space for our new setup,
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and bring the White Noise over, creating
a neat path with Reroutes along the way.
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Now, if we take a look at the output,
and connect the Noise to the addition,
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there is a bit of variation in the brick
levels. But to make it more pronounced,
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let's add a Math node, and set it
to multiply, to increase the effect.
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Setting it to a high value like five, the
effect is very visible, but probably a bit
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too much, as bricks would practically be
falling out of the wall at this point,
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so let's set it to something like two.
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Now, the amount of depth variation is more
reasonable, but it would be nice to have
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a bit more contrast, so that the bricks that
are sticking out further are more noticeable.
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One way we can get this, is by adding
a power before the multiplication.
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Because the values from the Noise
are in a range between zero and one,
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a Power operation doesn't change this range,
as zero and one don't change with any power.
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But with an exponent above one, values
closer to zero become even closer to zero,
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while values closer to one don't change that
much. This effectively changes our distribution
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of values, such that there are more low values
than high values. And while this does generally
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decrease how much most bricks are being displaced,
it makes it so that the bricks that are displaced
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a lot stand out more in comparison to the other
bricks around, making the effect more noticeable.
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The higher we set the exponent, the flatter
our wall becomes, and the fewer bricks are
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displaced significantly. An exponent of
three seems to give a good balance here.
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Now because we are only displacing
the bricks in the positive direction,
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they all moved a bit outwards, making
the mortar deeper by comparison.
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So now, with another Math node, we can subtract
a value to shift the bricks back into the wall.
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Too much, and it will go behind
the mortar, like we saw before,
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but a value like .5 seems to be just
enough that we get a bit of mortar
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overlapping the bricks in some places,
for visual interest, but not too much.
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Now to wrap up this chapter,
let's just frame these nodes,
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and we can call it something
relevant like Randomize Brick Depth.
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And we can leave the background color on default
here, as this is still part of the bricks setup.
8499
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