Picking up where we left off in the last video, I want to go ahead and continue on now, by getting back to our Base Noise so I've deleted out our Gradient Map Node and I want to go ahead and hit the Spacebar and I want to bring in our Transformation 2D. So the Transformation 2D is just going to allow us to do some work here on this graphic by working with these handles that you see here. We have handles in each corner and also on each side, in addition to that, I also want to point out to you that we have an origin or an axis for a certain transformations that we're also going to be able to manipulate. Now if you've worked in any kind of 2D Graphics Application before then this set up should seem very familiar to you. Now the basic idea here is that if we start by default and click and drag, what'll happen is, this transformation will happen around the opposite point. So over here is where this transformation is occurring to as you can see. If we Context Click, we can say Reset Transformation, now if we go over to this handle, you can see it's happening around this opposite handle like so. So again, Reset Transformation, in addition to that, we also some Keyboard Modifiers that we can work with. the first one I'm going to go ahead and look at is the Control Key. So if I go ahead and hold down the Control Key and then I click and drag, you can see instead of happening around the opposite handle, it's happening around the center point. So if I go ahead and click and drag with the Control Key, you can see that it's happening around that center point like so. If I go ahead and Context Click and say Reset Transformation, if I want to constrain it so that it maintains it's shape instead of being freehand, because you can see how this is freehand like so. If I go ahead and say Reset Transformation, hold down the Shift Key, now you can see that it's constrained to maintain a perfect square shape and that could be useful at certain times as well. Also what's important to know is we can click and drag this where we want to as long as we click within, we can also rotate by clicking outside like so. And if we hold the Shift Key, we can constrain that rotation so that it snaps to 45 degree and 90 degree increments based off, of where we started from. Likewise we can also constrain it to the straight horizontal or straight vertical or 45 degree angles by holding down the Shift Key and clicking and dragging. So you can see I'm doing straight vertical, I'm going to be doing straight horizontal and straight 45 degrees. Now of course this starts based on where we started from when we held down that Shift Key, so you can see it's already partially rotated which means that it's going to continue in a straight direction like so. If I go back here and I say Reset Transformation, I can get back to 0. Now you may be wondering about what's going on here with this pivot that we see here, with the Reset Pivot. Well the idea here is that we can click and drag within that pivot, move it over like so and then click and outside and you can see that we can transform around that pivot like so. So if I go ahead and hold down the Control Key, you can see that I'm transforming to that pivot point. So this can also be a way that you can control the way that your transform is happening by that pivot. So here I want to go back to Reset Transform but at the same time, you notice my pivot hasn't reset, so I need to come back over here and say Reset Pivot as well to get back to 0. Now in addition to all of that stuff that we can do with the widget, we also have some more controls here under our Context Menu. We have Rotate 90 Degrees Clockwise, Rotate 90 Degrees Counterclockwise, Rotate 180 Degrees, Mirror on the X, Mirror on the Y, Scale Times 2 and Scale Divided by 2. You'll also notice that we have all of those same functions over here in our Transform Matrix under our specific parameters. The idea here is that we have the rotation, we can set a particular angle if we want to and say Apply Angle or we can do 90 Degrees Clockwise, 180 Degrees or 90 Degrees Counterclockwise. We can also stretch a particular width or height and say Apply Width or Height. We can also Horizontal Mirror, Vertical Mirror, Times 2 or Divided by 2. Now I'm going to say Times 2 and what you'll see is that we kind of zoom in. If I go ahead and I click in the background of my 2D View and I use the Spacebar like so, you can see that we've lost our ability to tile by using that Times 2. So I'm going to come over here and I'm going to say Reset to Default Value like so. You can see we got our tiling ability back here, if I say Divided by 2, then what'll happen is, you can see that everything got much denser but we're also seeing those tiling artifacts much more clearly now because it's tiling four of these instead of just one of these within our 256 pixels by 256 pixels. So when you're thinking about the Times 2 and the Divided by 2, bear in mind that this is definitely going to impact your tiling. So I'm going to say Reset to Default Value like so and I'm going to go ahead and click in the background of my 2D View and hit the Spacebar just to get rid of that and again Reset to Default Value like so. Now you'll notice here that we also have the ability to offset horizontally and vertically, like so, in whatever numerical increment we want and again I can come over here and say Reset to Default Value. We have a Mipmap Mode, now typically it's set to Automatic by Default and this is what you generally want to leave it at. However, if you want to control the texture filtering of the way in which this is resampled, then you can come over here and you can set this to Manual and then choose your Mipmap Level to whatever you'd like, however, I tend to leave it automatic. The Matte Color is going to depend greatly upon whether you're working in a color or gray scale. Right now we're in gray scale which means that we can choose any color of matte that we want and I'll just come over here to Base Parameters, I'm going to come over to Tiling Mode, I'm going to set it for Absolute and I'm going to set it for No Tiling. And when I do that, you'll see that we get this black matte, what that basically means, is that we can change this color of that matte anyway that we want to, but it can only be in gray scale values. If we come over here and we click on this to go into our Color Picker, you can see that we can't really change the Alpha Value at all. If I try changing that, it just keeps snapping back to 255, so I'm going to go ahead and close that out. If I want to be able to control this, to make a transparent background here for the matte, what I need to do is just come back over here and go ahead and click the Spacebar and then go ahead and choose our Gradient Map again. And you can see that, that converts from gray scale to color and now that we're in color, you can see that we have the ability of working with a transparent background. So I can now change the Alpha Value to 0 and we have a fully transparent background. So that Matte Color, like I said is very dependent upon whether you're having a gray scale input or a color input. Now finally at the bottom, we have the Filtering, now the idea with the Filtering is that you will generally want to use Bilinear because this is going to give better results. Where you would want to use Nearest, is if you are working with a black and white mask and you want to maintain a hard edge, meaning that you don't want to have any kind of gray scale values introduced that you want to maintain pure hard edged black and white. The nearest is going to allow you to maintain those hard, hard aliased edge whereas the Bilinear is going to tend to give you an anti aliased edge. Now of course these things will become much more obvious when we're working with our SVG, so I'll come back to that concept when we're in our SCG chapter. So that's basically your Transformation 2D and what I'm going to do here, is I'm just going to go ahead and hold down the Control Key, select both those nodes, hit Delete to get rid of those and we'll be ready the next video.
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