samfred2 commited on
Commit
4fb4f0a
·
verified ·
1 Parent(s): 4f4a4b3

[flow_default] Transcription: 02_Wires setup.json

Browse files
Files changed (1) hide show
  1. transcriptions/02_Wires setup.json +7 -0
transcriptions/02_Wires setup.json ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ {
2
+ "audio_file": "02_Wires setup.wav",
3
+ "text": "So this is the simulation. Now it's very fast, so let's retime it. Let's create a vellum unpack. Retime. Set speed to 0.15 Set post extend Let's make a preview. Okay, good. Now let's select RETIM. Let's create delete again and select the lines group. Let's copy the node and select the non-selected. Let's make it null. Outlines one and outlines two. and another null for geometry. Now, just making a UV texture won't help. The UVs will be recalculated every frame. So let's do a timeshift first. Remove expression and put the first frame. Now let's create attribute copy. The first input will be connected to the animated geometry and the second to the UV texture. Choose Texture UV. Check. Rename it, here I will work with lines. Let's create an object merge and specify lines. First, let's do for each primitive to work with each line separately. Let's turn on single pass to check that everything is working correctly. Okay? Good. Let's create a example and decrease the length to increase the number of points. Now let's create a guide process frizz. This node adds noise to the position. Let's see how it looks on all lines. Okay, and now let's clone each line, make a copy, and increase the total number. We see that put in a subdivide to smooth out the geometry. Great. And now let's copy this whole branch and see what we get. We're going to make more points here because the lines themselves are much shorter. Let's adjust the see how it looks together. I don't like where the lines and cloth are connected now. I want the amplitude to decrease at the end. Let's do that. Let's create a point VOP. In the second input, let's connect the geometry up to the Fris node and turn on the ResampleCurve U attribute. This attribute is what I'm going to use to blend positions. Let's make import point attribute. Connect PTNUM and connect to input 2. To check that everything is working correctly, let's connect to the position. Yes, the lines are straight. Now let's make a mix between these two options. Change the bias and see how the geometry changes. Now let's create a bind and write curve U. Let's make a ramp parameter and plug in the bias. Let's make a spline ramp to make it easier to control. Now with ramp we can adjust the blend of two geometries. Great! Let's add more subavisions for cloth. Let's create a vellum post process and set the subdivision depth to 1. Okay, now let's start setting up the render.",
4
+ "language": "en",
5
+ "confidence": null,
6
+ "duration": 667.52
7
+ }