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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,320 --> 00:00:09,120 The Noise node generates smoothly varying  random values, based on an input value.   2 00:00:09,680 --> 00:00:14,720 This is useful for many things, like creating  random textures, or randomizing values over time. 3 00:00:15,680 --> 00:00:19,040 The noise can be generated  in one to four dimensions.   4 00:00:19,040 --> 00:00:23,440 Let's start off by looking at its  simplest form, the 1D mode. Here,   5 00:00:23,440 --> 00:00:27,440 the noise is generated based on a  single value input, the W field. 6 00:00:28,000 --> 00:00:31,840 If we look at the Color output of  the noise with a given W value,   7 00:00:31,840 --> 00:00:36,080 we see a constant color. Changing  this input smoothly varies the color.   8 00:00:37,520 --> 00:00:42,960 The Noise node also gives us a Factor output,  which is a single random value. We can use this   9 00:00:42,960 --> 00:00:48,320 to our advantage, and animate the W parameter, to  generate values that randomly change over time. 10 00:00:49,520 --> 00:00:53,600 It's difficult to see the shape of the noise  in this way, so instead, we can feed it an   11 00:00:53,600 --> 00:00:58,560 input that varies throughout space. Here  we see the noise varying over the X axis. 12 00:00:59,680 --> 00:01:03,280 There are a few parameters that allow  us to change the noise characteristics.   13 00:01:04,080 --> 00:01:08,720 The scale parameter, simply multiplies the  W input, changing its slope, and therefore   14 00:01:08,720 --> 00:01:13,600 the size of the noise. It's notable that  because the scale multiplies the input,   15 00:01:13,600 --> 00:01:16,640 the resulting texture will  be smaller at higher scales,   16 00:01:16,640 --> 00:01:22,240 and larger at lower scales. We covered this  inverse relationship in the Vector Math chapter. 17 00:01:23,520 --> 00:01:27,280 To understand the detail parameter, we  have to look at how the noise is generated.   18 00:01:27,840 --> 00:01:32,880 Setting the detail to zero reveals a smooth  noise, and this smooth noise is actually the   19 00:01:32,880 --> 00:01:37,600 only thing the noise function can generate.  Rougher noise textures are generated by   20 00:01:37,600 --> 00:01:41,760 overlaying multiple of these smooth noises  of different scales on top of each other. 21 00:01:42,320 --> 00:01:47,040 The detail parameter controls how many of  these noises are generated and overlaid.   22 00:01:47,040 --> 00:01:52,880 Each unit of Detail corresponds to one additional  noise level. Each level has a scale parameter that   23 00:01:52,880 --> 00:01:57,920 is twice that of the previous level, meaning that  each level is half as big as the previous one. 24 00:01:58,480 --> 00:02:03,200 When gradually increasing the detail, between  integer values, the next level of detail gets   25 00:02:03,200 --> 00:02:08,240 gradually stronger, from no influence to its full  influence when reaching the next integer value.   26 00:02:08,960 --> 00:02:12,720 Note that each additional level of  noise makes the computation heavier,   27 00:02:12,720 --> 00:02:17,520 so you always want to use as low a detail level as  you can, while still getting the effect you want. 28 00:02:19,200 --> 00:02:22,320 Additionally to each level  being smaller than the previous,   29 00:02:22,320 --> 00:02:26,880 each level also has a progressively smaller  amplitude, which is controlled by the roughness   30 00:02:26,880 --> 00:02:32,320 value. The default value of 0.5 means that  each level will have half the amplitude of   31 00:02:32,320 --> 00:02:37,040 the previous level. Setting this higher gives more  and more influence to the smaller noise levels,   32 00:02:37,040 --> 00:02:42,560 until reaching one, where all levels have the  same influence. Conversely, lowering the roughness   33 00:02:42,560 --> 00:02:47,760 gives less influence to the smaller levels, until  reaching zero, where only the very first level has   34 00:02:47,760 --> 00:02:52,640 any impact on the noise, resulting in effectively  the same thing as setting the Detail to zero. 35 00:02:55,040 --> 00:02:59,920 Lastly, the Distortion parameter distorts the  result by adding a noise to the input value,   36 00:02:59,920 --> 00:03:04,160 before feeding it back into the main noise  function. It's like calculating a noise   37 00:03:04,160 --> 00:03:09,840 based on a noisy input. This pre-noise,  consists of only the lowest noise level,   38 00:03:09,840 --> 00:03:14,240 meaning that it acts as a noise with the same  scale as the main noise, but with the Detail   39 00:03:14,240 --> 00:03:19,440 set to zero. Personally, I don't find the  distortion parameter particularly useful,   40 00:03:19,440 --> 00:03:24,400 as in most cases, when distortion is desired,  adding another custom noise to the input is a   41 00:03:24,400 --> 00:03:29,280 better option, giving more control, and allowing  the distortion noise to have different parameters. 42 00:03:30,880 --> 00:03:37,040 As for the other noise modes, setting it to 2D,  changes the W input to a Vector. This gives us   43 00:03:37,040 --> 00:03:42,720 a noise that varies along two axes. Note that only  the X and Y components of the vector will be taken   44 00:03:42,720 --> 00:03:48,320 into account, so applying this to a 3D object  will result in a constant output along the Z axis.   45 00:03:48,880 --> 00:03:53,520 Note that this is the texture coordinate's Z axis,  which doesn't have to be aligned with the scene   46 00:03:53,520 --> 00:03:59,840 or object space Z axis. You can always rotate the  coordinates before passing them to the Noise node. 47 00:04:01,600 --> 00:04:07,200 Changing it to 3D will cause the noise to vary  along all three Vector axes. This is probably the   48 00:04:07,200 --> 00:04:12,560 most common mode of the Noise node, as Blender  is a 3D application after all, so this is also   49 00:04:12,560 --> 00:04:18,960 the default mode. There is something special to  note. If we apply a 3D noise onto a 2D object,   50 00:04:18,960 --> 00:04:24,560 like a plane, the Z coordinate seems redundant,  as we get the two required axes of variation from   51 00:04:24,560 --> 00:04:30,080 the 2D mode just as well. However, if we want to  animate the noise, so that it changes over time,   52 00:04:30,080 --> 00:04:34,640 but without moving in a particular  direction, we can just animate the Z axis. 53 00:04:34,640 --> 00:04:39,200 Think of it as if the plane is taking a  slice of a noise that exists in 3D space.   54 00:04:39,200 --> 00:04:44,720 Like a cross sectional view of the noise. We can  see this well if we apply the noise to a 3D object   55 00:04:44,720 --> 00:04:49,280 and move it along the Z axis. Notice how on  the sides of the cube the noise is simply   56 00:04:49,280 --> 00:04:53,040 moving vertically, while on the top, the  noise is morphing, without moving in any   57 00:04:53,040 --> 00:04:57,680 particular direction, as the surface is  perpendicular to the direction of motion. 58 00:04:57,680 --> 00:05:03,440 This is very useful for animated noise, but what  if we want to animate a noise on a 3D object?   59 00:05:03,440 --> 00:05:08,480 Well, that's why we have the 4D mode. Just  like the plane was a slice of a 3D noise,   60 00:05:08,480 --> 00:05:14,560 in this mode, our 3D object represents a slice of  a noise that exists in 4D space. We control this   61 00:05:14,560 --> 00:05:20,080 fourth dimension with an additional W parameter,  which allows us to make an animated 3D noise. 62 00:05:22,240 --> 00:05:25,920 Taking a closer look at the noise's  Color output, we find that it's just   63 00:05:25,920 --> 00:05:31,520 composed of a separate noise pattern for  each channel. And it's also good to note   64 00:05:31,520 --> 00:05:37,840 that the Factor output is actually just the  noise pattern generated for the Red channel. 8415

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