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These are the user uploaded subtitles that are being translated: 1 00:00:00,500 --> 00:00:04,310 We made the wall look much more interesting in the last chapter, by randomizing the depth 2 00:00:04,310 --> 00:00:05,310 of the bricks. 3 00:00:05,310 --> 00:00:09,820 But we can also randomize their rotation, so that they are not all parallel to the plane. 4 00:00:09,820 --> 00:00:14,130 This is especially nice, because it will change the shading on the bricks as they will get 5 00:00:14,130 --> 00:00:16,580 lit from different angles. 6 00:00:16,580 --> 00:00:20,940 In Chapter 7, we already randomized the 2D rotation of the bricks, so that they are not 7 00:00:20,940 --> 00:00:26,369 completely horizontal, but let's now randomize the rotation in the two remaining axes. 8 00:00:26,369 --> 00:00:30,820 There are many ways to approach this, but probably the easiest, is to just think of 9 00:00:30,820 --> 00:00:34,350 what effect a brick rotation would have on the surface. 10 00:00:34,350 --> 00:00:38,829 If we just consider a rotation around the vertical axis, the result would be that one 11 00:00:38,829 --> 00:00:41,420 end of the brick sticks out of the wall more than the other. 12 00:00:41,420 --> 00:00:46,250 Looking at the height map, that's basically just a linear gradient along the brick. 13 00:00:46,250 --> 00:00:50,620 And the same goes for a rotation around the horizontal axis, it is just a gradient along 14 00:00:50,620 --> 00:00:52,309 the height of the brick. 15 00:00:52,309 --> 00:00:57,149 So to randomize the rotation, we would need to generate random linear gradients. 16 00:00:57,149 --> 00:01:00,750 One way to achieve that, would be with an actual vector rotation. 17 00:01:00,750 --> 00:01:04,861 If we take a look at the centered brick coordinates that we computed early on in the course, we 18 00:01:04,861 --> 00:01:10,000 have an X value that changes horizontally, and a Y value that changes vertically, but 19 00:01:10,000 --> 00:01:14,210 actually, we also have a Z value, which indicates depth, we just don't see it here, because 20 00:01:14,210 --> 00:01:16,100 it is zero everywhere. 21 00:01:16,100 --> 00:01:20,250 Now this becomes useful when we add a vector rotation. 22 00:01:20,250 --> 00:01:27,020 Rotating around the plane's Z axis just rotates the 2D coordinates like we saw before, but 23 00:01:27,020 --> 00:01:29,360 there is no change in the Z channel. 24 00:01:29,360 --> 00:01:33,369 But it gets more interesting when we set the rotation to something like the Y axis. 25 00:01:33,369 --> 00:01:37,840 Now, changing the angle, we start seeing a blue gradient, which is the Z channel being 26 00:01:37,840 --> 00:01:39,860 rotated as well. 27 00:01:39,860 --> 00:01:46,630 This is more clear if we look at a three dimensional object and see how all the coordinates are 28 00:01:46,630 --> 00:01:47,630 rotating. 29 00:01:47,630 --> 00:01:58,360 Our plane is just a cross section of those coordinates. 30 00:01:58,360 --> 00:02:03,430 Now if we isolate the Z channel with a Separate XYZ node, we can see that we have a gradient 31 00:02:03,430 --> 00:02:05,330 that varies with the rotation amount. 32 00:02:05,330 --> 00:02:10,509 Note that the side that is black is not actually constant, it's the same as the other side, 33 00:02:10,509 --> 00:02:12,430 but in the negative direction. 34 00:02:12,430 --> 00:02:16,640 And if we now set the rotation to the X axis, we get the same thing happening in the other 35 00:02:16,640 --> 00:02:18,090 direction. 36 00:02:18,090 --> 00:02:22,450 But to generate the random rotation, we don't want to rotate around a specific axis. 37 00:02:22,450 --> 00:02:27,420 Instead, we can set it to do an Euler rotation, which allows us to input the angle of rotation 38 00:02:27,420 --> 00:02:29,819 for each axis as a vector. 39 00:02:29,819 --> 00:02:35,670 Then we see that the gradient can go in all sorts of directions. 40 00:02:35,670 --> 00:02:39,620 Let's bring this setup close to where we randomized the depth, as we can make use of the same 41 00:02:39,620 --> 00:02:42,610 White Noise node for our random input. 42 00:02:42,610 --> 00:02:50,610 Then let's neaten this node connection a bit, so that it's not overlapping everything. 43 00:02:50,610 --> 00:03:04,159 To access all the random channels, we'll need a Separate RGB again. 44 00:03:04,159 --> 00:03:08,610 Then let's also make some extra space here, and while we're at it, we can join these two 45 00:03:08,610 --> 00:03:11,710 connections with a Reroute. 46 00:03:11,710 --> 00:03:16,531 Then let's move these nodes over, and carry their input over from the Value output, to 47 00:03:16,531 --> 00:03:20,560 the equivalent R channel, just to keep everything consistent. 48 00:03:20,560 --> 00:03:25,290 Then we can drag our new nodes into the Frame, and finish straightening the connection. 49 00:03:25,290 --> 00:03:31,040 Now, to feed the random values into the X and Y rotation channels of the Vector Rotate 50 00:03:31,040 --> 00:03:33,930 node, we'll need a Combine XYZ node. 51 00:03:33,930 --> 00:03:38,620 And then we can plug the two remaining random channels into X and Y, and plug the output 52 00:03:38,620 --> 00:03:40,760 into the Vector Rotate. 53 00:03:40,760 --> 00:03:45,310 Now our gradients are randomized, but the top left corner is always at a higher value 54 00:03:45,310 --> 00:03:49,680 than the bottom right corner, and that's because with the random values between zero and one, 55 00:03:49,680 --> 00:03:55,560 we are always rotating in the positive direction, so let's add a Vector Math node here, to subtract 56 00:03:55,560 --> 00:03:59,610 0.5 from X and Y, so that they are centered around zero. 57 00:03:59,610 --> 00:04:03,340 And now we have truly random gradients. 58 00:04:03,340 --> 00:04:07,519 The specific amount of rotation isn't that important, as we can scale how much we want 59 00:04:07,519 --> 00:04:11,659 to displace the height of the bricks by adding a Math node to the gradients themselves and 60 00:04:11,659 --> 00:04:14,830 multiplying the intensity of the effect. 61 00:04:14,830 --> 00:04:19,880 Finally, let's move these nodes over, so that we can add our rotation gradient onto the 62 00:04:19,880 --> 00:04:24,780 brick height map. 63 00:04:24,780 --> 00:04:28,890 Now if we look at the output, and increase the rotation intensity, we see the gradients 64 00:04:28,890 --> 00:04:31,440 show up on some of the bricks. 65 00:04:31,440 --> 00:04:38,470 Now, if we switch to Cycles, and look at the final output, setting the rotation intensity 66 00:04:38,470 --> 00:04:43,250 to a high value, like ten, really shows the effect. 67 00:04:43,250 --> 00:04:47,880 But let's set it to a more sensible value, like five. 68 00:04:47,880 --> 00:04:52,431 Note that because we are doing this before we combine the bricks with the mortar, the 69 00:04:52,431 --> 00:04:56,680 mortar respects the brick rotation, and the ends of the bricks that are rotated into the 70 00:04:56,680 --> 00:05:00,530 wall, get buried in the mortar, which is a pretty nice effect. 71 00:05:00,530 --> 00:05:04,870 But maybe we're seeing a bit to much of this happening all over the place, so let's compensate 72 00:05:04,870 --> 00:05:08,800 by reducing the subtraction that we added in the last chapter, so that our bricks move 73 00:05:08,800 --> 00:05:11,050 back out of the wall a bit. 74 00:05:11,050 --> 00:05:15,180 Now we still have the mortar over the bricks, but it's a bit more balanced. 75 00:05:15,180 --> 00:05:19,120 Now the only thing left to do, is renaming the Frame, as it's not just about the depth 76 00:05:19,120 --> 00:05:20,780 anymore, but also the rotation. 8051

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