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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,819 --> 00:00:09,200 The White Noise node allows us to generate completely random values between zero and 2 00:00:09,200 --> 00:00:11,780 one, based on an input value. 3 00:00:11,780 --> 00:00:15,919 Just like with the Noise node, the White Noise node can generate an output based on a one 4 00:00:15,919 --> 00:00:18,340 to four dimensional input. 5 00:00:18,340 --> 00:00:22,380 And also like the Noise node, it outputs a color, composed of three independent noise 6 00:00:22,380 --> 00:00:27,430 channels, and a value, which carries the same result as the red color channel. 7 00:00:27,430 --> 00:00:31,599 But it's different from the Noise node in that the Noise node has a smoothly varying 8 00:00:31,599 --> 00:00:36,410 output, meaning that a small change in the input results in a small change in the output. 9 00:00:36,410 --> 00:00:40,690 On the other hand, the White Noise node generates a completely random and independent value 10 00:00:40,690 --> 00:00:42,510 for each input. 11 00:00:42,510 --> 00:00:46,460 Given two different inputs, no matter how close they are two each other, the outputs 12 00:00:46,460 --> 00:00:48,309 will be completely different. 13 00:00:48,309 --> 00:00:53,739 However, just like other nodes, when given exactly the same input, it will generate exactly 14 00:00:53,739 --> 00:00:57,120 the same output. 15 00:00:57,120 --> 00:01:02,059 If we feed a texture coordinate into this Noise, the result is just a gray color. 16 00:01:02,059 --> 00:01:06,289 This is because for each ray, even within a single pixel, the texture coordinate will 17 00:01:06,289 --> 00:01:10,740 be ever so slightly different, resulting in a completely different noise output. 18 00:01:10,740 --> 00:01:15,020 And given that for each channel of the noise the output has an equal probability of being 19 00:01:15,020 --> 00:01:20,640 any value between zero and one, when the results of all the rays get averaged for each pixel, 20 00:01:20,640 --> 00:01:24,770 the result is 0.5 on all channels, which is a gray color. 21 00:01:24,770 --> 00:01:29,110 So at the ray level, the colors truly are all different, but at the pixel level, we 22 00:01:29,110 --> 00:01:32,130 only see the combined results of several rays. 23 00:01:32,130 --> 00:01:35,530 This is true for both Cycles and Eevee. 24 00:01:35,530 --> 00:01:39,649 If we set the render to just one sample, we can see a completely random color for each 25 00:01:39,649 --> 00:01:44,380 pixel, as each pixel just gets a single ray, and nothing gets averaged. 26 00:01:44,380 --> 00:01:47,840 Note that here I'm zooming into the final rendered image. 27 00:01:47,840 --> 00:01:51,990 Zooming with the camera in the viewport has no effect, and we'll still always see a different 28 00:01:51,990 --> 00:01:56,939 random color for every single pixel, as each ray is hitting a different point, no mater 29 00:01:56,939 --> 00:01:58,810 how close we zoom. 30 00:01:58,810 --> 00:02:03,780 So the White Noise is useful when we need to randomize some attribute for each ray. 31 00:02:03,780 --> 00:02:08,119 But it is also extremely useful when we have distinct elements that we want to randomize, 32 00:02:08,119 --> 00:02:09,649 like tiles. 33 00:02:09,649 --> 00:02:14,139 As long as we have a constant value for each element, we can feed it into the White Noise, 34 00:02:14,139 --> 00:02:16,979 and we'll get a different constant output for each element. 3629

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