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[flow_default] Transcription: 02_environment_large_rocks.json

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transcriptions/02_environment_large_rocks.json ADDED
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+ {
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+ "audio_file": "02_environment_large_rocks.wav",
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+ "text": "In this video we will start to assemble the environment for our animated car scene by scattering all the large rock formations across the ground using a particle system and the weight paint mode. But before we do that let's quickly take a look into edit mode from the ground plane here. And if I press 1 we have the vertex selection and as you can see we only have four vertices. And for using the weight paint later on, we need more vertices so we can paint all these different areas here. So what I do, I press right click, click on subdivide, and let's use a number of cuts of 100. I already tested this, 100 is fine for this big size here, and this should do the job. So let's tap back into object mode. Now let's hide the rocks and the vegetation for both viewport and rendering. Since later on we only want to see the particles and not the original objects. So the first thing we do, let's move this up. Let's go to here to the object data and under vertex group, let's click on the plus button, double click here and rename this into rocks big. Now let's go to the particle system, create a new particle system up here in the list, call it also rock big and the particle system, the data we should also call rocks big. This is the stuff which is saved in the library later on, which we can access with this button here, similar to the materials. And now let's switch over to the hair particles since we want to scatter the object across the crown and for this we need the hair. And let's also enable advanced since we want to have the rotation option here. So working with particles, there's a lot of trial and error. So you play around with all the settings. I tested all the settings already. So I know what values I want to use here, but it's totally fine to play around with all these settings with the number of particles, the size and all this stuff. So don't be confused that I know all these values perfectly. So first of all, let's set the number under emission to 250. Since from this large scale rocks, we don't want to have so many. Then let's go to render and we want to render a collection. So let's click behind render S on pass and change this to collection. And down here under collection we can choose our walks mid to big. So now as you can see we have a little problem here since all the walks lying on the side and this is certainly not what we want. So what we have to do is to enable object rotation and we have to enable the rocks collection just for a moment. And let's select all the rocks. And with a global transform orientation enabled, we have to rotate the rocks in a way that this is basically pointing in the global x direction. So let's rotate them 90 degrees along the z axis and then 90 degrees along the y axis so that all the rocks are pointing in the global x direction. And now as you can see from all the rocks here, this is how this should look like. Then we can hide this again. Later on, we also have to do it with all the other assets so that they also point in the right direction on the ground plane here. Now let's select the ground plane again. Then we don't want all the rocks to be the same size and especially since this should be like big mountains, they don't should be that small. So what we can do, we can change the scale here. And let's use 0.75. And let's randomize this by one. That means the randomness of the scale is ranging from basically zero to zero dot 75. That means we have some very small, tiny works here and there. But we also have this very large works. All right, then next thing, let's go to rotation, enable rotation. And all I want to do, let's take a look from above. You can see that all the rocks are now pointing in the same direction. Basically, the rotation is all the same for all the different rocks. So let's set the face to be one, and then we can randomize the face as you can see. Basically set this to two. Now everything is more or less pretty randomized in terms of size and rotation. So the last thing we need to do for the big rocks here is to tell them where they should be on the large plane here. So for that we need the weight paint mode. So let's go to object data. As you can remember we have created this vertex group rocks big. And now let's switch over to the weight paint mode. Now the plane turns blue and we can start drawing on the plane, but as you can see, nothing happens. Since we have to assign this vertex group to this particle system. So let's go to the particles, vertex group, and I want to use this. Let's click in here for the density and also the length. That means on areas where I only have very low weight strings, we have very small rocks and where I have a lot of strings, then we have the full size rocks. So and now we can start painting here. And as you can see, everything happens in real time. And basically what I want is that we have a free road for the car to travel along. So along the y-axis here. So we have to take care that we don't have anything in the way. And the large scale works should be far in the background, so that basically we have this large scale mountain kind of things in the background. We can also draw some which are a bit closer, so we have a nice shadow later on which is falling onto the car. But most of them should be somewhere here in the background. So if you realize you have drawn too much in certain areas, you can simply turn the rate down to zero and then erase some of those areas here if you like. With F you can make the brush smaller or bigger and also keep in mind it won't look that nice if the rocks are just everywhere. So also leave some empty spots. This makes us look way more natural.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 394.24
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+ }