[flow_default] Transcription: 01_Vellum simulation.json
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transcriptions/01_Vellum simulation.json
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{
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"audio_file": "01_Vellum simulation.wav",
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"text": "Create a planar patch. Make size Y4. And build plane set YZ plane. Edge length will be smaller, 0.05 or 0.04 to start with. And then we'll make a simulation. Create a vellum cloth. Vellum solver. We'll make the gravity zero. Make a little turbulence. Create pop force and noise amplitude set to three. Let's check it. Okay. Bend stiffness set to zero so that there are more folds and the fabric is softer. Increase the rest length scale like 1.4 and we'll make the edge length even smaller to increase the detail. Alright, the basic setup is done. Now let's make the geometry shape a little more complex. Let's create a bend. Capture direction is Y. Shift the capture origin down so it's at the bottom of the geometry. And make the capture length the same as the height of the plane. Set it to 4. And now we can bend the geometry by taking the handle and add a twist. Okay, good. Let's check the simulation. Yeah, that looks better. Let's do some more pop drag to make the simulation smoother. We'll reduce the air resistance. We'll set it to 0.3 and we'll also reduce the swirl scale for example 0.4 you can also add offset to change the turbulence. Yes, it looks better that way. Before we do the cache, let's put the final value of edge length. Let's set it to 0.1. one. and remove all unnecessary attributes. We'll leave only material UV Let's create a file cache. 50 frames will be enough, set post extend for input and output frame range, and we'll do a time shift to make an offset. Let's make the offset 150 frames for example. Okay, now let's get to setting up the materials and the lights.",
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"language": "en",
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"confidence": null,
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"duration": 306.94
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}
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