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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,360 --> 00:00:09,840 The general texture of the bricks and mortar is  coming together nicely, but if we take a look   2 00:00:09,840 --> 00:00:14,800 at the displacement in Cycles, the geometry of the  wall is still pretty plain, so let's work on that. 3 00:00:15,600 --> 00:00:19,840 So far, all the bricks in our wall are sitting  at the same displacement level. Forming a   4 00:00:19,840 --> 00:00:24,800 perfectly flat wall. That would be ideal if  we were looking for a skillfully built wall,   5 00:00:24,800 --> 00:00:30,160 but of course, that's also boring. So  let's have some fun with the brick levels. 6 00:00:30,160 --> 00:00:33,520 To make changes to the bricks, without  affecting the mortar, we want to work   7 00:00:33,520 --> 00:00:39,280 before the Mask Gaps Frame, like when we added the  brick texture. So let's duplicate this Math node,   8 00:00:39,280 --> 00:00:46,800 and connect it here in between. As we are  working on the height map of the bricks here,   9 00:00:46,800 --> 00:00:51,360 changing this value allows us to change the  level of all the bricks. We can see that   10 00:00:51,360 --> 00:00:57,840 adding a higher value shifts all the bricks  outwards, making the mortar look much deeper.   11 00:00:58,640 --> 00:01:04,640 And we can also push the bricks in the other  direction, even putting them behind the mortar. 12 00:01:08,000 --> 00:01:13,440 So now, what we want is to feed a random value  for each brick into this addition. Way in the   13 00:01:13,440 --> 00:01:17,760 beginning when we were making the tiling for  the bricks, we did compute a random value for   14 00:01:17,760 --> 00:01:22,720 each brick, which we have already been using to  randomize a few things. Here we used the first   15 00:01:22,720 --> 00:01:27,680 random channel for the rotation angle. And if we  follow this connection, all the way on the other   16 00:01:27,680 --> 00:01:33,280 side of the tree, we used the other two channels  to randomize different aspects of the brick color. 17 00:01:33,280 --> 00:01:37,840 That means that we are out of random channels  here. If we would now use any of the three   18 00:01:37,840 --> 00:01:42,720 channels to also randomize the brick depth, we  would be coupling the depth to another property,   19 00:01:42,720 --> 00:01:46,880 and we don't want that. So let's see  how we can get more random values. 20 00:01:47,520 --> 00:01:51,680 If we take a look inside the Bricks group,  we can remind ourselves of what we used to   21 00:01:51,680 --> 00:01:57,280 generate the random values. Here we find that the  Random output is coming from a White Noise node,   22 00:01:57,280 --> 00:02:01,840 and the input to the White Noise is given by the  floored coordinates that we are using as index. 23 00:02:02,480 --> 00:02:06,240 With that in mind, let's tab out again,  and add another White Noise node.   24 00:02:06,880 --> 00:02:10,480 A node just processes the  inputs to generate its outputs,   25 00:02:10,480 --> 00:02:15,840 so by definition if we pass the same input into  identical nodes, we will get identical outputs.   26 00:02:16,480 --> 00:02:21,280 And indeed, we can see that if we plug the index  into the White Noise, and set the mode to 2D,   27 00:02:21,280 --> 00:02:25,600 like the other White Noise node, we can switch  between them, and the outputs are identical. 28 00:02:30,720 --> 00:02:35,120 So how can we generate a different random  pattern? Well, we can just use the random   29 00:02:35,120 --> 00:02:40,400 output from one node as the input for another.  Then it's generating a random value based on   30 00:02:40,400 --> 00:02:45,600 a new set of inputs. If we switch between then  now, we can see that they are indeed different.   31 00:02:48,720 --> 00:02:52,560 And we can do this as much as we want,  chaining White Noise nodes together,   32 00:02:52,560 --> 00:02:55,600 to generate an unlimited amount  of different random values. 33 00:02:59,280 --> 00:03:02,640 But we can actually make it a bit  more efficient, by switching to 1D,   34 00:03:02,640 --> 00:03:09,040 and feeding just one of the random channels as  input. Because these input values are already   35 00:03:09,040 --> 00:03:14,880 completely random and unordered, using one channel  is just as good as using two or three. And then we   36 00:03:14,880 --> 00:03:19,760 could generate new sets of random outputs from  each channel of a previous White Noise output. 37 00:03:22,960 --> 00:03:28,640 But for now we just need the one. Let's shift  these nodes over a bit, so that we can add a   38 00:03:28,640 --> 00:03:35,360 Reroute to make this a bit more neat. And then  let's create some space for our new setup,   39 00:03:35,920 --> 00:03:45,840 and bring the White Noise over, creating  a neat path with Reroutes along the way. 40 00:03:47,520 --> 00:03:50,800 Now, if we take a look at the output,  and connect the Noise to the addition,   41 00:03:52,560 --> 00:03:58,400 there is a bit of variation in the brick  levels. But to make it more pronounced,   42 00:03:58,400 --> 00:04:01,760 let's add a Math node, and set it  to multiply, to increase the effect.   43 00:04:03,920 --> 00:04:08,800 Setting it to a high value like five, the  effect is very visible, but probably a bit   44 00:04:08,800 --> 00:04:12,160 too much, as bricks would practically be  falling out of the wall at this point,   45 00:04:13,440 --> 00:04:15,200 so let's set it to something like two. 46 00:04:17,200 --> 00:04:20,880 Now, the amount of depth variation is more  reasonable, but it would be nice to have   47 00:04:20,880 --> 00:04:25,040 a bit more contrast, so that the bricks that  are sticking out further are more noticeable.   48 00:04:25,600 --> 00:04:29,280 One way we can get this, is by adding  a power before the multiplication.   49 00:04:29,840 --> 00:04:33,360 Because the values from the Noise  are in a range between zero and one,   50 00:04:33,360 --> 00:04:38,560 a Power operation doesn't change this range,  as zero and one don't change with any power. 51 00:04:38,560 --> 00:04:43,760 But with an exponent above one, values  closer to zero become even closer to zero,   52 00:04:43,760 --> 00:04:48,720 while values closer to one don't change that  much. This effectively changes our distribution   53 00:04:48,720 --> 00:04:53,760 of values, such that there are more low values  than high values. And while this does generally   54 00:04:53,760 --> 00:04:58,400 decrease how much most bricks are being displaced,  it makes it so that the bricks that are displaced   55 00:04:58,400 --> 00:05:03,040 a lot stand out more in comparison to the other  bricks around, making the effect more noticeable. 56 00:05:03,680 --> 00:05:07,920 The higher we set the exponent, the flatter  our wall becomes, and the fewer bricks are   57 00:05:07,920 --> 00:05:12,640 displaced significantly. An exponent of  three seems to give a good balance here. 58 00:05:15,040 --> 00:05:18,560 Now because we are only displacing  the bricks in the positive direction,   59 00:05:18,560 --> 00:05:22,080 they all moved a bit outwards, making  the mortar deeper by comparison.   60 00:05:22,960 --> 00:05:27,680 So now, with another Math node, we can subtract  a value to shift the bricks back into the wall.   61 00:05:30,000 --> 00:05:33,200 Too much, and it will go behind  the mortar, like we saw before,   62 00:05:33,200 --> 00:05:37,040 but a value like .5 seems to be just  enough that we get a bit of mortar   63 00:05:37,040 --> 00:05:40,800 overlapping the bricks in some places,  for visual interest, but not too much. 64 00:05:44,240 --> 00:05:47,120 Now to wrap up this chapter,  let's just frame these nodes,   65 00:05:48,000 --> 00:05:51,840 and we can call it something  relevant like Randomize Brick Depth.   66 00:05:53,600 --> 00:06:01,360 And we can leave the background color on default  here, as this is still part of the bricks setup. 8499

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