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[flow_default] Transcription: 01_Instance setups.json

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transcriptions/01_Instance setups.json ADDED
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+ {
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+ "audio_file": "01_Instance setups.wav",
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+ "text": "Let's create a grid. Make it a little smaller. Like this. Increase the divisions. Create a scatter node. Turn off Relax Iterations. Make a small number of points to start with. Create a point VOP. Make Flow Noise. Make it 3D and add it to the position. And now let's add Ramp on X-axis. To do this, let's calculate the bounding box and create a node relative to bounding box. Connect file to input 1, the geometry is connected to the first input. And connect the position. Create vector to float to get to work with each axis separately. X, Y, Z. Create ramp parameter. And connect to the first input since we need the X axis. Let's connect in CD to see how it works visually. Now multiply noise by ramp. Now with ramp I can control noise. For convenience I'll switch the ramp type to spline ramp and adjust the ramp and disconnect from CD. Now let's prepare the geometry for instancing. Let's create a box and create an RBD material fracture. If I now immediately copy this geometry to points via copy to points Let's start by placing each piece at the center of the coordinates. Create for each primitive. And since after MaterialFracture node, we create a name for each piece. Let's enable piece attribute and specify name. Let's check that everything works correctly. Let's create a match size node which will put each piece in the center of coordinates. Let's check. The same thing is happening now, but only each piece is in the center of the point. Now let's create a node attribute from pieces. The left input is points and the right input is geometry. Each point is assigned a name attribute. Switch the mode to random so that the pieces are assigned randomly. Now connect two copy to points and switch on piece attribute. Here the default is name which we already used so we don't need to change anything. We see that each point now has its own random piece. We can change the seed. Choose direction or orientation. Turn on cone an instance so we can increase the number of points a lot. Increase the number of points, roughly so that everything is filled. Let's decrease the PS scale a little bit. Now let's create another system with a smaller number of points, but a different scale. You could do it all in one setup, but I find it more convenient to control the scale this way. Let's copy the number of points smaller. And switch PSK to normal mode. Set scale around middle. And put some small value in the Amine Limit so that the values don't become negative. And then we combine these two systems. And adjust PSK for larger pieces. Let's click on the flow parameter. To control both systems at the same time, we remove the point VOP on the left it changes in the same way. Let's make the flow animation time dependent and multiply by 0.1 so that the animation is not too fast. Let's see what we get. I think we can make the animation even slower. Check the result on the left. Great, let's move on to the render settings.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 561.75
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+ }