Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Smoke Particles_mp4_frames.zip
Browse files
transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Smoke Particles_mp4_frames_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " And everything here is just by default. So I'm just going to go ahead and save it. You can see that half of it looks like it's missing, but that's OK. It's because two-sided isn't turned on for this default material. I want to showcase here. So when I take this out, you want to see that with the UVs, normally when the UVs move across a plane. What I did was I set up this material that just has a simple panor of arrows going across the space. So I just made this arrow texture really quick and you can see that it's just going from the bottom to the top. And so if I apply this to just a regular plane that you're seeing here, it's just going this way. And this can represent the texture that you're putting into, be it flames, be it water, anything like that. So you can see this is pretty, just a normal thing. So if I then apply the same arrow mesh effect to this one that we twisted, you can see there's this really kind of cool factor that's kind of going on this ride. Like it's a roller coaster car going along this track and seeing all these twists and turns going through this shape here, which will look really cool once we have this set up in our particle system. So I'm gonna go ahead and get rid of that. We're gonna go back to this demo here and I'm going to create a new particle emitter because I had the material selected, it's the arrow material, it just set this up here. So that's totally fine, we're just going to actually create another, see how I find it here. So we're going to go back to the demo flames that you see right here. We're going to create another material instance of that, and we're going to call this smoke underscore instance. So instead of these admitting like flames, what we want to do is have this or use the same material and use different dynamic parameters to create an element of smoke here that's rising from the flames. So what I'm going to do is I'm going to play a little bit with the tiling of the X and Y here. So you can see the parameters that we have set up. I can just use these in real time to see what kind of effects are moving or what kind of texture work is moving across the CV space. So I'm putting these down at pretty low values like 0.5 and 0.1. So we get kind of big, soft shapes moving across the area there. I'm going to select that. I'm going to go back to our demo flames right here. And I'm going to hit this effect or hit the S, which will isolate it really quickly. And the dynamic parameters that we had set up for the flames, I'm just going to go ahead and I'm going to reselect everything or unclick the S to bring everything back. I'm just going to hold down Ctrl, click and drag. I'm going to Ctrl, click and drag to bring this into this particle parameter. That just created a copy, which is a really nice feature. I'm going to call this emitter Smoke 01. You can see this dynamic parameter. Once I hit the S key, now you can see those same principles are being applied. The same Dying Parameters that we sent for the flames here are now being applied to the same or getting the same effect because we are using the same material that we have set up here. I'm just going to do a little bit of cleanup so I'm not reaching around for different tabs here. Color Over Life, I'm going to do something a little bit darker because it's smoke. I can do like a, actually have that backwards. I'm gonna do a deep red for the beginning of its life and then I'm gonna do a dark gray for, or kind of a dark bluish gray almost for the end of its life. And this is where it comes in handy too. I'm gonna go to background color, increase the background color here. And hopefully I can find it here. disappeared on me. There we go. They're getting back there. Let me try that lower value again and see what's going on. Let me see if I set this to additive. I did, that's why. So the lower value is making it disappear. So what I'm actually going to do is I'm gonna turn this to translucent. Actually, this is embers, my apologies. Gonna resave that there. Let's go to this guy and see if we did to add it. If we did, okay. So I'm gonna set this to translucent and that way it'll take in negative values, which is important. Gonna go ahead and save that. It's still unlit, so even though it's a dark value, it's going to show up as a darker black value when we see it here. So now you can see these dark values are starting to show up, which is a better feature that we have. I'm also going to take the sphere that we created here. I'm just gonna control click and drag into there, going to re-select the solo button so we can just focus on this. And I'm also going to do one more thing, which is I'm going to delete this initial size. I'm going to control, click and drag this. So we can see now that it's a lot larger and it's strobing a bit because we need to give it a little bit more velocity. So one more time. Let's click and drag here. Let's delete this old one. Let's click and drag that. So now we're going back into what can work with this smoke. So I'm going to set it a bit of a lower value here, so 0.1 and 1. So they're kind of rising. Let me work on the lifetime of it too. Let me do two and see if I can get the strobing effect to go away. So I've now entered the troubleshooting phase of what is occurring here. So I'm going to see what we can do to fix that. So now what I can do is I can start to isolate and click some of these off to see what I can get. That's interesting. It looks like something is going on with the dynamic parameter that's causing that strobing. I might just start from scratch with that dynamic parameter just so we can get a result that we need. For this, I just did a value, just a default value of 0.1, because we want the smoke to be relatively thick before it fades. The color over life, we have an alpha. One thing that might be causing this strobing I realized is the alpha is what's causing it. So let me add another curve point here. We go to 2, do value of 1 and 0. I'm going to do 0.2 and 1 and then 0. There we go. That took care of it. ahead and just do another control click and drag for this dynamic. And I'm going to do a little bit of adjusting here for that first parameter. So we can get something a little bit more thick for this smoke. But it's inheriting the same velocity, the same size that the flames are, which is nice. So we can just kind of piggyback off of the values that we did before. We do something crazy, even like 0.01 and 0.5. Yeah, something like that. So what we're going to do is the smoke is just kind of rising straight up, which is kind of cool, but we want to see if we can get some more interesting shapes like you see with twisting, twirling, smoke. So what I'm going to do is I'm going to select this area between the parameter or sorry, the emitter right here and then the required. So there's this blank space right here. I'm going to right click. I'm going to do type data. I'm going to do new mesh data. And you're going to get hit with these boxes. the boxes or the default mesh that spawn whenever you select a mesh data. So if I click this right here, you can see there's this particle cube. Um, and we want to switch this out for the twisty mesh that we, uh, just in, uh, that we just imported from Maya. So I'm going to go back to the particle emitter. I'm going to swap that. You can see it's gigantic because mesh is, um, working kind of a different way with their size. So I'm going to go back here and yeah, that's a way too big. So I'm going to go with one, one and one, just across the board. Uh, this you need to make sure that you have, um, uh, one, one and one for X, Y and Z. Uh, or essentially the uniform sense of X, Y and Z. If you do something like this with zero, you're going to get all kinds of crazy like, uh, squashed and stretch shapes because it's doing random values between, um, X, Y and Z. So actually with mesh is what I usually end up just doing is I do a vector constant. And I just do one, one and one. I don't really mess too much with the initial size when dealing with meshes because you get kind of these weird like squashy stretchy shapes that don't really do much. The next thing I'm going to do is under mesh, I'm going to check this override material box. And then back under required, this material that was applied when we switched to mesh, I'm gonna go back to the smoke that we created. So it's fine to hear. And I'm gonna plug that in. We'll take a little while to render. But you can see now that these kind of interesting smoke shapes are kind of emitting. And the other thing I'm going to make sure too is make sure that two-sided is checked on. It is not. So we want to go ahead and check that on because we're seeing both sides of the mesh here. So just checked on two-sided for our demo flames material. You can see now we're getting something kind of interesting but still pretty chaotic. So we want to see what we can do here to help this kind of, because all these weird like C shapes are kind of admitting from the base here. So what we're going to do is we're going to go into rotation, initial mesh rotation. And you can see now that all these different kind of shapes are admitting from the base, but we need to kind of get something a little bit more uniform. So I'm going to go under here and I'm going to zero out Y and Z. So you can see now you're just getting these curling shapes that are shooting up. So actually that, let's see here. Let me do this. So now they're rotating on that axis. Bear with me here. Do a little troubleshooting here. Let me zero this out really quick. You know what I can do? I'm going to do a velocity aligned for this. So there we go. Now those smoke shapes are shooting straight up, which is what we want. Then mesh rotation, because of its shooting aligns x-axis, I'm going to do that so they're not all facing the same rotation as they move up. And the other thing I'm going to do is rotation rate, initial mesh rotation rate. And you can see that there's a lot of chaos there, but we're going to move that down. So on Y and Z, we're going to hit zero. So now they're kind of moving like these interesting like corkscrew kind of shapes, but I'm going to dial that back a bit to like 0.1. And so now you can see they're shooting up in kind of this interesting rotation angle. Thank you.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " And everything here is just by default. So I'm just going to go ahead and save it. You can see that half of it looks like it's missing, but that's OK. It's because two-sided isn't turned on for this default material. I want to showcase here. So when I take this out, you want to see that with the UVs, normally when the UVs move across a plane. What I did was I set up this material that just has a simple panor of arrows going across the space. So I just made this arrow texture really quick and you can see that it's just going from the bottom to the top. And so if I apply this to just a regular plane that you're seeing here, it's just going this way. And this can represent the texture that you're putting into, be it flames, be it water, anything like that. So you can see this is pretty, just a normal thing. So if I then apply the same arrow mesh effect to this one that we twisted, you can see there's this really kind of cool factor that's kind of going on this ride. Like it's a roller coaster car going along this track and seeing all these twists and turns going through this shape here, which will look really cool once we have this set up in our particle system. So I'm gonna go ahead and get rid of that. We're gonna go back to this demo here and I'm going to create a new particle emitter because I had the material selected, it's the arrow material, it just set this up here. So that's totally fine, we're just going to actually create another, see how I find it here. So we're going to go back to the demo flames that you see right here. We're going to create another material instance of that, and we're going to call this smoke underscore instance. So instead of these admitting like flames, what we want to do is have this or use the same material and use different dynamic parameters to create an element of smoke here that's rising from the flames. So what I'm going to do is I'm going to play a little bit with the tiling of the X and Y here. So you can see the parameters that we have set up. I can just use these in real time to see what kind of effects are moving or what kind of texture work is moving across the CV space. So I'm putting these down at pretty low values like 0.5 and 0.1. So we get kind of big, soft shapes moving across the area there. I'm going to select that. I'm going to go back to our demo flames right here. And I'm going to hit this effect or hit the S, which will isolate it really quickly. And the dynamic parameters that we had set up for the flames, I'm just going to go ahead and I'm going to reselect everything or unclick the S to bring everything back. I'm just going to hold down Ctrl, click and drag. I'm going to Ctrl, click and drag to bring this into this particle parameter. That just created a copy, which is a really nice feature. I'm going to call this emitter Smoke 01. You can see this dynamic parameter. Once I hit the S key, now you can see those same principles are being applied. The same Dying Parameters that we sent for the flames here are now being applied to the same or getting the same effect because we are using the same material that we have set up here. I'm just going to do a little bit of cleanup so I'm not reaching around for different tabs here. Color Over Life, I'm going to do something a little bit darker because it's smoke. I can do like a, actually have that backwards. I'm gonna do a deep red for the beginning of its life and then I'm gonna do a dark gray for, or kind of a dark bluish gray almost for the end of its life. And this is where it comes in handy too. I'm gonna go to background color, increase the background color here. And hopefully I can find it here. disappeared on me. There we go. They're getting back there. Let me try that lower value again and see what's going on. Let me see if I set this to additive. I did, that's why. So the lower value is making it disappear. So what I'm actually going to do is I'm gonna turn this to translucent. Actually, this is embers, my apologies. Gonna resave that there. Let's go to this guy and see if we did to add it. If we did, okay. So I'm gonna set this to translucent and that way it'll take in negative values, which is important. Gonna go ahead and save that. It's still unlit, so even though it's a dark value, it's going to show up as a darker black value when we see it here. So now you can see these dark values are starting to show up, which is a better feature that we have. I'm also going to take the sphere that we created here. I'm just gonna control click and drag into there, going to re-select the solo button so we can just focus on this. And I'm also going to do one more thing, which is I'm going to delete this initial size. I'm going to control, click and drag this. So we can see now that it's a lot larger and it's strobing a bit because we need to give it a little bit more velocity. So one more time. Let's click and drag here. Let's delete this old one. Let's click and drag that. So now we're going back into what can work with this smoke. So I'm going to set it a bit of a lower value here, so 0.1 and 1. So they're kind of rising. Let me work on the lifetime of it too. Let me do two and see if I can get the strobing effect to go away. So I've now entered the troubleshooting phase of what is occurring here. So I'm going to see what we can do to fix that. So now what I can do is I can start to isolate and click some of these off to see what I can get. That's interesting. It looks like something is going on with the dynamic parameter that's causing that strobing. I might just start from scratch with that dynamic parameter just so we can get a result that we need. For this, I just did a value, just a default value of 0.1, because we want the smoke to be relatively thick before it fades. The color over life, we have an alpha. One thing that might be causing this strobing I realized is the alpha is what's causing it. So let me add another curve point here. We go to 2, do value of 1 and 0. I'm going to do 0.2 and 1 and then 0. There we go. That took care of it. ahead and just do another control click and drag for this dynamic. And I'm going to do a little bit of adjusting here for that first parameter. So we can get something a little bit more thick for this smoke. But it's inheriting the same velocity, the same size that the flames are, which is nice. So we can just kind of piggyback off of the values that we did before. We do something crazy, even like 0.01 and 0.5. Yeah, something like that. So what we're going to do is the smoke is just kind of rising straight up, which is kind of cool, but we want to see if we can get some more interesting shapes like you see with twisting, twirling, smoke. So what I'm going to do is I'm going to select this area between the parameter or sorry, the emitter right here and then the required. So there's this blank space right here. I'm going to right click. I'm going to do type data. I'm going to do new mesh data. And you're going to get hit with these boxes. the boxes or the default mesh that spawn whenever you select a mesh data. So if I click this right here, you can see there's this particle cube. Um, and we want to switch this out for the twisty mesh that we, uh, just in, uh, that we just imported from Maya. So I'm going to go back to the particle emitter. I'm going to swap that. You can see it's gigantic because mesh is, um, working kind of a different way with their size. So I'm going to go back here and yeah, that's a way too big. So I'm going to go with one, one and one, just across the board. Uh, this you need to make sure that you have, um, uh, one, one and one for X, Y and Z. Uh, or essentially the uniform sense of X, Y and Z. If you do something like this with zero, you're going to get all kinds of crazy like, uh, squashed and stretch shapes because it's doing random values between, um, X, Y and Z. So actually with mesh is what I usually end up just doing is I do a vector constant. And I just do one, one and one. I don't really mess too much with the initial size when dealing with meshes because you get kind of these weird like squashy stretchy shapes that don't really do much. The next thing I'm going to do is under mesh, I'm going to check this override material box. And then back under required, this material that was applied when we switched to mesh, I'm gonna go back to the smoke that we created. So it's fine to hear. And I'm gonna plug that in. We'll take a little while to render. But you can see now that these kind of interesting smoke shapes are kind of emitting. And the other thing I'm going to make sure too is make sure that two-sided is checked on. It is not. So we want to go ahead and check that on because we're seeing both sides of the mesh here. So just checked on two-sided for our demo flames material. You can see now we're getting something kind of interesting but still pretty chaotic. So we want to see what we can do here to help this kind of, because all these weird like C shapes are kind of admitting from the base here. So what we're going to do is we're going to go into rotation, initial mesh rotation. And you can see now that all these different kind of shapes are admitting from the base, but we need to kind of get something a little bit more uniform. So I'm going to go under here and I'm going to zero out Y and Z. So you can see now you're just getting these curling shapes that are shooting up. So actually that, let's see here. Let me do this. So now they're rotating on that axis. Bear with me here. Do a little troubleshooting here. Let me zero this out really quick. You know what I can do? I'm going to do a velocity aligned for this. So there we go. Now those smoke shapes are shooting straight up, which is what we want. Then mesh rotation, because of its shooting aligns x-axis, I'm going to do that so they're not all facing the same rotation as they move up. And the other thing I'm going to do is rotation rate, initial mesh rotation rate. And you can see that there's a lot of chaos there, but we're going to move that down. So on Y and Z, we're going to hit zero. So now they're kind of moving like these interesting like corkscrew kind of shapes, but I'm going to dial that back a bit to like 0.1. And so now you can see they're shooting up in kind of this interesting rotation angle. Thank you."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|