Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Preparing Particles_mp4_frames.zip
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"text": " So in order to get this ready for a particle effect, we need to do a couple things. We need to understand that this material is going to talk to the particle system and tell certain values that it needs to do over the particle's lifetime or when the particle spawns. So in order to set up some nodes that can do that, what we're going to do first is I'm going to hold down the right button and click and type particle color and get a particle color node here. And what I'm going to do is I'm going to plug this into the emissive color. And then I'm going to hit the multiply. What I'm doing is I'm plugging the RGB or the red, green, blue channel. You can see it here. We're not using it in these, but for this year, I want to plug the RGB top, uh, no chain here into the emissive color. And really quick, I'm going to change this to instead of default lit, I'm just going to do unlit. So we just have these two slots here that we need to worry about and change back to white, but don't worry about that. We're going to change this later in Cascade. And then the opacity, I'm going to plug this into A on this multiply node. And I'm going to take this, which is the alpha. I'm going to plug that into B. We're going to plug that into opacity. So we're communicating with the particle system. We want to influence the color, and we want to influence the opacity as well when it goes into a particle system. So that's set up. Now what we're going to do is something that's a little bit more complicated, but has a lot of really powerful results. I'm gonna right click and do dynamic parameter. And this is a very important part of creating cool particle effects in UE4. So the dynamic parameter is setting up different elements that we can communicate to the particle during the particle's life, where the particle spawns, even in a pinch, how fast the particle is going. And we can have different elements of the material change based off behavior in the particle system itself. So first thing I'm gonna do is I'm going to name some of these parameters so we can keep track of them. So I'm going to call this opacity. I'm going to name this time. I'm going to name that time one. I'm going to name this time two, oh two. The final parameter I'm going to leave blank for now because I don't believe we need it. At least for now. And I'm going to plug opacity into this power node where contrast is. So instead of adjusting the contrast here, we're going to adjust it in the opacity parameter. And then time one, I'm going to plug into this multiply time two, I'm going to plug into this multiply. So all these parameters that we set up are being replaced by this dynamic parameter right here. And I'll show you what that's doing a little later on. The only ones we're not going to touch is the tile x and tile y because we're going to just leave that and adjust it with the material itself. So I'm going to save this real quick. I'm going to right click and do a particle system and do capital P underscore demo flames. Then I'm just going to do a file new level. Just create a blank space here. I'm going to drag and drop this and take a look here. We're going to open up this cascade particle system here. And this is a whole new setup with a lot of new complicated factors here, but we're just going to go through them one by one. And one thing I want to keep in mind when creating this is that one of the tricky things about working with complex, with complicated values and particle systems like this is that if one value is set the wrong way, even if a decimal point is put out of place, you could have very, very different end results. and results. So if you're following me with this lesson or any of the lessons in this course, I'm going to make sure to go back and check and recheck and make sure nothing is looked over or not covered, but just be patient in knowing that a lot of this is going to be problem solving. So if you're following and it's not looking at all like what you're seeing here, don't worry, it's probably because you put a certain value out of place in a certain slot or a certain time, I do it all the time and it's very frustrating but just know a big part of this is patience and troubleshooting and making sure all of your numbers and parameters and values are in the right sense or in the right order and doing the right thing so just keep that in mind and don't get too frustrated because it happens to every single the effects artist that I know. So really what we're going to do here is we'll cover this all going further into it but I'm just going to kind of linearly go through it so we can get some results. So looking to this right now We have this default material set up here. That's just this little green and red crosshair. So what I'm gonna do, so I'm gonna go back here, I'm gonna right click on my material that I set up. I'm gonna do create material instance. Just gonna hit enter. I'm gonna select that. Gonna go back into the Cascade system and I'm gonna plug that in really quick or just hit this arrow to plug it in. Just gonna select it again and hit the arrow. And then right now it's plugged in that this is the material that these sprites, and if I do a wireframe here, if I go to lit, and I do brush wireframe, you can see all these squares are emitting out of this particle system, and these are called sprites. A sprite is literally just a square that has a one-to-one UV space, and that's essentially what we were seeing here when we were setting up this material here. So what you see here is what's gonna show up on all these squares as they're being generated this particle system. So that's all we need now for this. We're looking at the spawn. Now this is going to be amount of particles per second. So we're doing 20 particles per second, which is a lot that you can see here. So we can do something a little bit lighter. If we do something like five, you can see just five or emitting per second. We could do like 50 and then a lot gets generated per second. I'm going to keep it at five for now. And then the next thing we're going look at is the lifetime. And this is how long the particle is going to live. And this is represented in seconds. So right now, there's a minimum of one second and a maximum of one second. So what we can do is something like, if we do a minimum of 0.5, you can see some of these are living out their lives a little bit quicker than the other one is. If we do something crazy like five seconds, some of these particles are going to live for five seconds. So you can see them going way up there because they're living a very long time. I put it back at one. They're not making it up there because they're dying before they reach up there. There's a lot of life and death terminology applied to particles, and it's kind of funny because it feels very naturalistic and kind of brutal, but it's a great way to think of a particle's lifespan. It's like, what does it do over its lifetime? Well, it does a couple things and then it dies out. We're looking at the size of the particle, which is pretty straightforward. It's 25 by 25, so that's the ratio of the square. So it's going to be 25 by 25 across if I do something like, and why you have X, Y, and Z. Right now this screen alignment is set at PSA square. So screen alignment. How's it aligning to the camera? This is one thing that sprites do, which is really nice is if I pan around here you see those squares are always perfectly perpendicular to wherever the camera is. Even if I go like down or up, those squares are always going to be facing the camera. nice about that is with the size here, even though it is set up with an x, y and z, because it's a perfect square, we just have to worry about the x, the y and z unless you're using some other screen alignment variables that we're going to be using later on. I can just do something like 50. And usually with particles, another thing is that the max and the min is nice because it generates a random number between these two. So I want a min of one and a maximum of 50, you can see all the different sizes cropping up here, because it's going in between a random value of 50 and 1 every time a particle is spawned. So that's how you get this random distribution of values, and it creates a lot of really nice. If I do something like 20 as a min and 50, you can see the ratio of difference in size is not that extreme, or not as extreme as if the minimum was set at 1. So I'm looking at that right now, and you can see that the panning is all kind of happening at the same time. So these similar shapes are all kind of sprouting out of the particle here. And they're all shooting up. And what's causing them to all shoot up like this is the velocity. So the initial velocity is right here. And what's going on here is it's determining when the particle is spawned or when the particle's life starts. What direction is it going to go in space x, y and z space c, c, x, y and z. If you look at this little icon right here, this is x, y and z. So right now, why are these going up because the value of z is at 100. Whereas the values of x and y are just at 10. So if I clear this out, if I do 0000, They're not going anywhere. There is some movement here, but that is because one, we have a different size going on. So what exactly you're seeing here is all these little different sizes are being spawned, but they're not moving. They're not going anywhere. And you can see some movement here, but that's because we have the Paner set up in the material here. So you can see these moving across here. So you can see this can add up and get a little bit complicated, but if I shut all this down, or if I set the same size here, if I do a 50 by 50, you can see it's just the moving panning texture like what we were seeing here. There's a little bit of stacking because there's five of them spawning every second, so they're all stacking on top of each other. Looking at this in the wire frame, all these sprites are spawning in the same spot, and they're not moving at all. So I go back to initial size, if I do a different value for the minimum, you can see that little bit of movement there. Now if I do the velocity of 100 again, they're shooting up. They're not shooting up at all the same spot because we have a minimum of zero. So if I do 100 for the minimum, you can see that they're all shooting up at the same ratio now. They're not all moving at the same time because new particles are being spawned and some of them have a different life. So another thing to keep in mind here, and again we'll go into this a little further on, is that the The particle is moving on the velocity based off of its lifetime. So if some of these are only living for 0.5 seconds versus 1 second, they'll have a little bit of a different trajectory going on. And so with the velocity here, we only want them going up in Z space. And again, if we want to just demo this really quick, if we put this back at zero, if I do 100 in X space, you can see they're going to the side now instead of going up. So you can see them going to the side. If I put that back at zero, if I put them at 100 and 100, they'll go front and back. Or if I do negative 100 for them in, you'll see that each particle will pick a random value between 100 and negative 100. And they'll be kind of going back and forth like this, which is a cool factor to look into. So really quick, going back to 100 by 50. They're all rising really quick here. And so if you look at this, it's cool and we're seeing some flames, but it's kind of the same shape is sort of cropping up every time they spawn here. So we wanna change that. The first thing that we could do is that if you look at the reference of fire, it's obviously a lot more opaque or there's a lot more flame at the base. So let's do something like that. Let's start adding elements into the particle's lifetime where it's a lot more bright and a lot more thick at the beginning of its life, and then it sort of peters out and fades out at the end of its life.",
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"text": " So in order to get this ready for a particle effect, we need to do a couple things. We need to understand that this material is going to talk to the particle system and tell certain values that it needs to do over the particle's lifetime or when the particle spawns. So in order to set up some nodes that can do that, what we're going to do first is I'm going to hold down the right button and click and type particle color and get a particle color node here. And what I'm going to do is I'm going to plug this into the emissive color. And then I'm going to hit the multiply. What I'm doing is I'm plugging the RGB or the red, green, blue channel. You can see it here. We're not using it in these, but for this year, I want to plug the RGB top, uh, no chain here into the emissive color. And really quick, I'm going to change this to instead of default lit, I'm just going to do unlit. So we just have these two slots here that we need to worry about and change back to white, but don't worry about that. We're going to change this later in Cascade. And then the opacity, I'm going to plug this into A on this multiply node. And I'm going to take this, which is the alpha. I'm going to plug that into B. We're going to plug that into opacity. So we're communicating with the particle system. We want to influence the color, and we want to influence the opacity as well when it goes into a particle system. So that's set up. Now what we're going to do is something that's a little bit more complicated, but has a lot of really powerful results. I'm gonna right click and do dynamic parameter. And this is a very important part of creating cool particle effects in UE4. So the dynamic parameter is setting up different elements that we can communicate to the particle during the particle's life, where the particle spawns, even in a pinch, how fast the particle is going. And we can have different elements of the material change based off behavior in the particle system itself. So first thing I'm gonna do is I'm going to name some of these parameters so we can keep track of them. So I'm going to call this opacity. I'm going to name this time. I'm going to name that time one. I'm going to name this time two, oh two. The final parameter I'm going to leave blank for now because I don't believe we need it. At least for now. And I'm going to plug opacity into this power node where contrast is. So instead of adjusting the contrast here, we're going to adjust it in the opacity parameter. And then time one, I'm going to plug into this multiply time two, I'm going to plug into this multiply. So all these parameters that we set up are being replaced by this dynamic parameter right here. And I'll show you what that's doing a little later on. The only ones we're not going to touch is the tile x and tile y because we're going to just leave that and adjust it with the material itself. So I'm going to save this real quick. I'm going to right click and do a particle system and do capital P underscore demo flames. Then I'm just going to do a file new level. Just create a blank space here. I'm going to drag and drop this and take a look here. We're going to open up this cascade particle system here. And this is a whole new setup with a lot of new complicated factors here, but we're just going to go through them one by one. And one thing I want to keep in mind when creating this is that one of the tricky things about working with complex, with complicated values and particle systems like this is that if one value is set the wrong way, even if a decimal point is put out of place, you could have very, very different end results. and results. So if you're following me with this lesson or any of the lessons in this course, I'm going to make sure to go back and check and recheck and make sure nothing is looked over or not covered, but just be patient in knowing that a lot of this is going to be problem solving. So if you're following and it's not looking at all like what you're seeing here, don't worry, it's probably because you put a certain value out of place in a certain slot or a certain time, I do it all the time and it's very frustrating but just know a big part of this is patience and troubleshooting and making sure all of your numbers and parameters and values are in the right sense or in the right order and doing the right thing so just keep that in mind and don't get too frustrated because it happens to every single the effects artist that I know. So really what we're going to do here is we'll cover this all going further into it but I'm just going to kind of linearly go through it so we can get some results. So looking to this right now We have this default material set up here. That's just this little green and red crosshair. So what I'm gonna do, so I'm gonna go back here, I'm gonna right click on my material that I set up. I'm gonna do create material instance. Just gonna hit enter. I'm gonna select that. Gonna go back into the Cascade system and I'm gonna plug that in really quick or just hit this arrow to plug it in. Just gonna select it again and hit the arrow. And then right now it's plugged in that this is the material that these sprites, and if I do a wireframe here, if I go to lit, and I do brush wireframe, you can see all these squares are emitting out of this particle system, and these are called sprites. A sprite is literally just a square that has a one-to-one UV space, and that's essentially what we were seeing here when we were setting up this material here. So what you see here is what's gonna show up on all these squares as they're being generated this particle system. So that's all we need now for this. We're looking at the spawn. Now this is going to be amount of particles per second. So we're doing 20 particles per second, which is a lot that you can see here. So we can do something a little bit lighter. If we do something like five, you can see just five or emitting per second. We could do like 50 and then a lot gets generated per second. I'm going to keep it at five for now. And then the next thing we're going look at is the lifetime. And this is how long the particle is going to live. And this is represented in seconds. So right now, there's a minimum of one second and a maximum of one second. So what we can do is something like, if we do a minimum of 0.5, you can see some of these are living out their lives a little bit quicker than the other one is. If we do something crazy like five seconds, some of these particles are going to live for five seconds. So you can see them going way up there because they're living a very long time. I put it back at one. They're not making it up there because they're dying before they reach up there. There's a lot of life and death terminology applied to particles, and it's kind of funny because it feels very naturalistic and kind of brutal, but it's a great way to think of a particle's lifespan. It's like, what does it do over its lifetime? Well, it does a couple things and then it dies out. We're looking at the size of the particle, which is pretty straightforward. It's 25 by 25, so that's the ratio of the square. So it's going to be 25 by 25 across if I do something like, and why you have X, Y, and Z. Right now this screen alignment is set at PSA square. So screen alignment. How's it aligning to the camera? This is one thing that sprites do, which is really nice is if I pan around here you see those squares are always perfectly perpendicular to wherever the camera is. Even if I go like down or up, those squares are always going to be facing the camera. nice about that is with the size here, even though it is set up with an x, y and z, because it's a perfect square, we just have to worry about the x, the y and z unless you're using some other screen alignment variables that we're going to be using later on. I can just do something like 50. And usually with particles, another thing is that the max and the min is nice because it generates a random number between these two. So I want a min of one and a maximum of 50, you can see all the different sizes cropping up here, because it's going in between a random value of 50 and 1 every time a particle is spawned. So that's how you get this random distribution of values, and it creates a lot of really nice. If I do something like 20 as a min and 50, you can see the ratio of difference in size is not that extreme, or not as extreme as if the minimum was set at 1. So I'm looking at that right now, and you can see that the panning is all kind of happening at the same time. So these similar shapes are all kind of sprouting out of the particle here. And they're all shooting up. And what's causing them to all shoot up like this is the velocity. So the initial velocity is right here. And what's going on here is it's determining when the particle is spawned or when the particle's life starts. What direction is it going to go in space x, y and z space c, c, x, y and z. If you look at this little icon right here, this is x, y and z. So right now, why are these going up because the value of z is at 100. Whereas the values of x and y are just at 10. So if I clear this out, if I do 0000, They're not going anywhere. There is some movement here, but that is because one, we have a different size going on. So what exactly you're seeing here is all these little different sizes are being spawned, but they're not moving. They're not going anywhere. And you can see some movement here, but that's because we have the Paner set up in the material here. So you can see these moving across here. So you can see this can add up and get a little bit complicated, but if I shut all this down, or if I set the same size here, if I do a 50 by 50, you can see it's just the moving panning texture like what we were seeing here. There's a little bit of stacking because there's five of them spawning every second, so they're all stacking on top of each other. Looking at this in the wire frame, all these sprites are spawning in the same spot, and they're not moving at all. So I go back to initial size, if I do a different value for the minimum, you can see that little bit of movement there. Now if I do the velocity of 100 again, they're shooting up. They're not shooting up at all the same spot because we have a minimum of zero. So if I do 100 for the minimum, you can see that they're all shooting up at the same ratio now. They're not all moving at the same time because new particles are being spawned and some of them have a different life. So another thing to keep in mind here, and again we'll go into this a little further on, is that the The particle is moving on the velocity based off of its lifetime. So if some of these are only living for 0.5 seconds versus 1 second, they'll have a little bit of a different trajectory going on. And so with the velocity here, we only want them going up in Z space. And again, if we want to just demo this really quick, if we put this back at zero, if I do 100 in X space, you can see they're going to the side now instead of going up. So you can see them going to the side. If I put that back at zero, if I put them at 100 and 100, they'll go front and back. Or if I do negative 100 for them in, you'll see that each particle will pick a random value between 100 and negative 100. And they'll be kind of going back and forth like this, which is a cool factor to look into. So really quick, going back to 100 by 50. They're all rising really quick here. And so if you look at this, it's cool and we're seeing some flames, but it's kind of the same shape is sort of cropping up every time they spawn here. So we wanna change that. The first thing that we could do is that if you look at the reference of fire, it's obviously a lot more opaque or there's a lot more flame at the base. So let's do something like that. Let's start adding elements into the particle's lifetime where it's a lot more bright and a lot more thick at the beginning of its life, and then it sort of peters out and fades out at the end of its life."
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