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[flow_default] Transcription: 01_Geometry setup.json

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transcriptions/01_Geometry setup.json ADDED
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+ {
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+ "audio_file": "01_Geometry setup.wav",
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+ "text": "So, let's create a grid. Increase the use these values. Let's create a point-vop. Unified noise. Connect position. Create Displace Along Normal. And feed noise into amount and connect to position. Let's look at the settings again and exactly the same noise as in the picture. Now we need to make an animation of this pattern, which can be done using the flow rotation attribute. Let's reduce the number of divisions now so that we can adjust the animation in real time. Let's go back to the point, Vulp, middle click on flow rotation, select the parameter. Usually the parameter appears at the level above, but for some reason it doesn't always work with noise. So we select the parameter and write the expression T multiplied by 0.1. Animation is quite fast now. Let's reduce the value. Okay, great. Let's bring back the amount. And now let's do the thickness of this geometry. Let's create an extrude volume. And we'll specify the depth value not so big, like 0.15. We'll also create a normal node to display the geometry correctly. Okay, great. Let's make sure we have UV here. Okay. I've also prepared the geometry in advance. There's a wall here, just a regular box. The frame. Just a regular box with only the side edges left in. Extrude. I added divisions with the divide node and the Bricker Polygons parameter enabled. Normal and UV Texture in Face mode and with QuickShade check UV and Floor. Also, Normal Grid and UV Texture. The scene is ready, we can start preparing to render.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 267.86
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+ }