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Current time:0:00Total duration:2:42

Video transcript

could work now that we know how to partition the space into cells we can write a program to do all the drawing for us plus my hand is getting tired then you'll love this program it generates a uniform grid of sites then it draws the resulting Voronoi partition for us that looks like a chessboard if we shift every other line of sites we get this like a beehive definitely getting us closer to the Dino scales notice that's following the Voronoi rule as we saw in the previous video any point you pick on these lines is equidistant to two or three of our sites okay so how many sites do we need and where do they go well let's check the shading packet our Dino is quite young so she has relatively few scales on her legs perhaps five or seven would work there are more scales around the claws but we can deal with that later what's important is that the cells aren't all the same shape yes we have a subtle variation in both cell size and shape unlike the perfect honeycomb our program is generating this is where the power of random numbers comes in but applying randomness in a way that makes organic looking variation is really tricky look what happens when we scatter the sites completely randomly and then draw the lines that doesn't look right way too clumpy yes it's too random we need more of a balance between randomness and structure I think up with some disk process will work well here it sounds fancy but it's quite simple it uses a new parameter we can control minimum sight distance we can visualize this as a disk around each site think of this disk as the no drop zone it works like this a random site is generated then we generate another site anywhere outside disk and we repeat this over and over until the plane is filled notice it's a smoother way of distributing the points there's much less clumping happening now watch what happens when we draw the partition we get really close to the geometry of the Dino scales beautiful okay in the next exercise you'll have a chance to play with these ideas is the most unexpected use of randomness you encountered at Pixar I think the most surprising thing about randomness is that it's really everywhere even in materials that you might think are really constant like metallic car paint or brickwork or something let alone something like human skin or Dino skin there's really randomness in every single material that we create you