Add transcription for: Snow Gusts.wav
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transcriptions/Snow Gusts_transcription.json
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"text": " And so that's what we have affected with the objects in our scene here. And that can be with anything you have set up, buildings, rocks, foliage, anything like that. So let's start actually adding some particle effects to get some blowing snow in here. So I'll go ahead and close that there. And so what I'm going to do really quick here is I'm going to create another material. I'm going to do underscore M. I'm going to call it snow particle 01. And let's start building this material that we're going to be using for our sort of blowing snow and fog effects, or the nice like a blizzard kind of type of snow. So what I'll be doing here, let me bring this over. And so what we want to do first of all is we're going to take this cloud puff that we made. I'm going to take it into here. Then what I'm going to do is I'm going to create a texture coordinate. I'm going to multiply this, plug it into the UVs here. I'm going to create a pen node, or an append vector, I'm sorry, this one here, plug this into B. I'm going to have this default value of the first, which is going to be Entile X. What I'm going to do first is, this is actually for the falling snow that we want to have, but I just want to set this up really quickly just so we have it ready to go for when we make our next particle. So what I'm going to do really quick here is I'm going to create a dynamic parameter, and I'm going to start naming some of these. So this first one is going to be time, and the second one is going to be called LERP, and the third one is going to be called Panner. And actually now I'm thinking about this, I'm actually going to abandon this because this might be a little bit not necessary. I might keep it because we might plug it in a little bit later. For this I'm just going to create the dynamic parameter here, just so we have it. And I'm going to Ctrl Shift and, or Ctrl C and Ctrl V. So I have the other texture here. And I'm going to take that wispy smoke texture, and I'm going to plug it in here. So I have these two textures that I have now. And what I want to do is I'm going to do a linear interpret. I'm going to take the two red channels. I'm going to plug them into A and B. And the LURP that I have here, I'm actually going to just create a parameter so we can test this here. Call this LURP test. I'm going to plug this into 0. And then really quick, I'm just going to create our particle here. I'm going to make it translucent. And I'm going to go down to the Translucent tab here. And I'm going to do volumetric directional. I'm going to plug this into Opacity. And then I'm going to create a particle color. And I'm going to plug this into the base color here. And then one other thing I'm going to do is I'm just going to take this into here, plug this into A, and then I'm going to create this parameter and I'm going to call it Emissive. Keep this at zero. I'm going to plug this into the emissive color because snow is so light and has so much subsurface scattering to it. Instead of subsurface scattering, what I'm going to do is just have a bit of emissive here. Just in case the form shadows are a little bit too dark with this, I'm just going to bump up the emissive color so I can go in here. And the other thing I'm going to do is I'm going to create one more texture. And I'm going to call this... What this is, is I just created a blank ball. You can do this in Substance Designer, you can do this in ZBrush. I just created a sphere and blurred it and just created this normal map here. So it's this really soft sort of sphere shape, but no hard edges to it. It's just a soft fall off here, but you can see this sort of spherical shape. I'm going to plug this into the normal map here. And I'm just going to save this so we can create a material instance so I can test what's going on here. So really quick gonna jump to that. Create a material instance. And then really quick here I'm just going to select the plane. You can see that that one cloud puff texture is looking pretty good. Has that nice sort of effect to it, nice fall off. And then the LURP test I'm just going to do this. And as I increase the value you can see it switching to the other texture here, which is really nice. So what you're seeing here is it switching from one texture to another over time, which is a really nice effect. And you can actually see the smoke effect is not... It's looking a little bit too sharp, so what I'm going to do is I'm going to go back into here and actually edit that texture a little bit. So into here, I'm just going to find the smoke texture I made. And I'm actually going to blur this quite a bit because all these little nitty gritty details are kind of showing up in a way that I don't really like. So I'm going to go ahead and blur it and save it. Let's do a little bit of Gaussian blur to it. I'm going to re-import that. Then as I bring it over here, you can see that it's a much more soft kind of wispy effect that you can see. we got rid of all those count-in-a-degree details. So going back to here, now that we can see that this is working, I'm going to go ahead and plug this LURP dynamic parameter into the LURP here. I'm going to keep this here just in case we need it. And then the next thing we're going to do is I'm going to select that tiling noise that we created. I'm going to bring that in. I'm going to kind of scoot everything back or scoot this forward so we have a little bit more room with our parameters that we're setting up here. So let me keep this down here for now. And so out of this alert, I'm going to do a power node. And the different elements of power that you see here, I'm going to actually plug the red values into here. I'm actually going to create a clamp really quick. So I'm going to do a clamp and then keep that at a minimum of one and a maximum of 20. So instead of having to really pay attention to our values that we're punching into the dynamic parameter and really scale them in, I can just set a clamp where it says, hey, don't go below a value of one and don't go above a value of 20. So we can plug in whatever values we want, we can scale whatever we want and it will Stay within this limitation that we've set here, which is a nice thing to have when we're setting up these parameters. And then really quick, I'm going to create a time node and multiply that. And the first dynamic parameter here that we have set is time. I'm going to plug this in here. Then I'm going to do a Paner. And the Paner I have set up, I'm just going to do a SpeedX of 0.3. I'm going to plug this into the UVs. And if I hit preview mode here, start preview mode. It looks like... Ah, let me actually stop this here. Let me preview this one here. Interesting. So you can see these values are kind of flashing on and off in this particular way, which is pretty interesting. Oh, I know why this is happening. Instead of the time being plugged into the time, I plugged it into the coordinate. So I'm going to plug this into time. I'm going to detach the coordinate. And so you can see now these values are spinning around the way we want them to. So these values are panning across the space here. And I might actually blur this a little bit too. So let me actually open up that value, Cloudpuff tile. Let me actually blur this a little bit too because we need these kind of soft values to range in between each other. So something like that. Let me make sure this is still tile. So let me do an offset here. Almost does. So let me just do a little bit of cleanup here with the... And again, if you're working as a substance designer, you can just take this in and just make a tile. It's extremely easy and I very much encourage it. I just didn't want to load up another software for the lesson. So I'm just going to stay here in Photoshop just so I don't have to jump around too many different softwares here. Cloudpuff tile. Go ahead and save that. Go ahead and re-import that. So now that's panning there. The clamp is working. Let me preview that, make sure that's working. Looks like it is. There's a clamp min of 1 max of 20. So we're just seeing kind of white values here. If I put this down to zero, you can see that these values are kind of going back to the elements that we would need. So let me actually meet this about halfway. Do something like.5. And the reason we actually are keeping this up one is because if we go with too low of a value, we're going to run into problems where it's going to crush the whites a little bit too much in this power node. So that's, well let me just show this here, this is a little bit easier to demonstrate. Let me actually make this a little bit bigger too. Let me stop previewing node on this. So let me put this back at zero. So you can see these values are kind of going through here, and this looks a little bit strange, not really much is going on, but if I increase this to something like 0.5, you can see we have different values sort of passing through the alpha here. That's because the contrast that's being controlled here, instead of a single value where we're just like crushing it to, let me actually plug this into the Lyb test so I can show you really quick. So we plug this value into the power node here, so we have something, when it's set at zero, it's just completely opaque, it's completely white there. So if I do the set of value of 2, the default value, we have the regular value that you're seeing here. If I do this to something really intense, like 8, it'll really crush it. And if I do something like 0.5, the different levels of contrast are passing through now because we have this on a panning texture that's being controlled by different values. When we plug this in, we're going to get different results just based off the different values passing through. So essentially that value is moving along a track by the different values that are in the texture there. So you can see why this is happening then that we have these different values occurring. And so I could do this with a couple different textures. I could actually try it out with... You can see it's kind of working, but let me see if I can punch this up a little bit. I'm going to actually increase the values because you can see the brightest values here only go up to 79. So let me actually increase this a bit. Let me do something like that. We can actually see some white values occurring there. Let me go ahead and save that. Go ahead and re-import. So you can see now these values are a lot more elaborate what's passing through here. But now you can see kind of these sharp edges here. So let me go ahead and re-blur this really quick. Let me save that. So you can see that's a little bit better what we have there. So I can try this with a couple of different textures if I want to. like this one, I literally just kind of took this really blobby noise that I made in Photoshop. You can see here, I can go ahead and plug this in and we might get a bit of a better effect. That's actually very, very subtle, so let me see, let me put this back at zero. See what we get. Yeah, let me put that back in one so we don't run into that problem where it's just the values are so low that it's the alpha is kind of breaking down, it's just hugging the edges there. So let me go back to that so we're getting a little bit more, see here, I plug this back in so we can at least get a little bit more result here. And with this a little bit of treble shooting, I'm going to modify this tile texture a little bit more so we can get the effect. But this is kind of a secondary effect that we have in the texture. The important thing is that we are interpreting between these two textures here along the particle's life. So let's set up a little bit more here and then we'll plug it into Cascade and kind of get it going there. So the last thing we're going to do is, this power node, I'm just going to plug this into a depth fade node because these particles are going to be interacting with the ground quite a bit. So we want to make sure they fade and don't intersect. I'm just going to do a depth fade parameter. I'm going to set this default value at 200, plug this into fade distance. And then one last thing I'm going to do is I'm going to multiply this all by the alpha in the particle color. And plug this into opacity. And we should be good to go. Let's start to plug this into Cascade and see what we get so we can troubleshoot a little bit for the demo line.",
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"text": " And so that's what we have affected with the objects in our scene here. And that can be with anything you have set up, buildings, rocks, foliage, anything like that. So let's start actually adding some particle effects to get some blowing snow in here. So I'll go ahead and close that there. And so what I'm going to do really quick here is I'm going to create another material. I'm going to do underscore M. I'm going to call it snow particle 01. And let's start building this material that we're going to be using for our sort of blowing snow and fog effects, or the nice like a blizzard kind of type of snow. So what I'll be doing here, let me bring this over. And so what we want to do first of all is we're going to take this cloud puff that we made. I'm going to take it into here. Then what I'm going to do is I'm going to create a texture coordinate. I'm going to multiply this, plug it into the UVs here. I'm going to create a pen node, or an append vector, I'm sorry, this one here, plug this into B. I'm going to have this default value of the first, which is going to be Entile X. What I'm going to do first is, this is actually for the falling snow that we want to have, but I just want to set this up really quickly just so we have it ready to go for when we make our next particle. So what I'm going to do really quick here is I'm going to create a dynamic parameter, and I'm going to start naming some of these. So this first one is going to be time, and the second one is going to be called LERP, and the third one is going to be called Panner. And actually now I'm thinking about this, I'm actually going to abandon this because this might be a little bit not necessary. I might keep it because we might plug it in a little bit later. For this I'm just going to create the dynamic parameter here, just so we have it. And I'm going to Ctrl Shift and, or Ctrl C and Ctrl V. So I have the other texture here. And I'm going to take that wispy smoke texture, and I'm going to plug it in here. So I have these two textures that I have now. And what I want to do is I'm going to do a linear interpret. I'm going to take the two red channels. I'm going to plug them into A and B. And the LURP that I have here, I'm actually going to just create a parameter so we can test this here. Call this LURP test. I'm going to plug this into 0. And then really quick, I'm just going to create our particle here. I'm going to make it translucent. And I'm going to go down to the Translucent tab here. And I'm going to do volumetric directional. I'm going to plug this into Opacity. And then I'm going to create a particle color. And I'm going to plug this into the base color here. And then one other thing I'm going to do is I'm just going to take this into here, plug this into A, and then I'm going to create this parameter and I'm going to call it Emissive. Keep this at zero. I'm going to plug this into the emissive color because snow is so light and has so much subsurface scattering to it. Instead of subsurface scattering, what I'm going to do is just have a bit of emissive here. Just in case the form shadows are a little bit too dark with this, I'm just going to bump up the emissive color so I can go in here. And the other thing I'm going to do is I'm going to create one more texture. And I'm going to call this... What this is, is I just created a blank ball. You can do this in Substance Designer, you can do this in ZBrush. I just created a sphere and blurred it and just created this normal map here. So it's this really soft sort of sphere shape, but no hard edges to it. It's just a soft fall off here, but you can see this sort of spherical shape. I'm going to plug this into the normal map here. And I'm just going to save this so we can create a material instance so I can test what's going on here. So really quick gonna jump to that. Create a material instance. And then really quick here I'm just going to select the plane. You can see that that one cloud puff texture is looking pretty good. Has that nice sort of effect to it, nice fall off. And then the LURP test I'm just going to do this. And as I increase the value you can see it switching to the other texture here, which is really nice. So what you're seeing here is it switching from one texture to another over time, which is a really nice effect. And you can actually see the smoke effect is not... It's looking a little bit too sharp, so what I'm going to do is I'm going to go back into here and actually edit that texture a little bit. So into here, I'm just going to find the smoke texture I made. And I'm actually going to blur this quite a bit because all these little nitty gritty details are kind of showing up in a way that I don't really like. So I'm going to go ahead and blur it and save it. Let's do a little bit of Gaussian blur to it. I'm going to re-import that. Then as I bring it over here, you can see that it's a much more soft kind of wispy effect that you can see. we got rid of all those count-in-a-degree details. So going back to here, now that we can see that this is working, I'm going to go ahead and plug this LURP dynamic parameter into the LURP here. I'm going to keep this here just in case we need it. And then the next thing we're going to do is I'm going to select that tiling noise that we created. I'm going to bring that in. I'm going to kind of scoot everything back or scoot this forward so we have a little bit more room with our parameters that we're setting up here. So let me keep this down here for now. And so out of this alert, I'm going to do a power node. And the different elements of power that you see here, I'm going to actually plug the red values into here. I'm actually going to create a clamp really quick. So I'm going to do a clamp and then keep that at a minimum of one and a maximum of 20. So instead of having to really pay attention to our values that we're punching into the dynamic parameter and really scale them in, I can just set a clamp where it says, hey, don't go below a value of one and don't go above a value of 20. So we can plug in whatever values we want, we can scale whatever we want and it will Stay within this limitation that we've set here, which is a nice thing to have when we're setting up these parameters. And then really quick, I'm going to create a time node and multiply that. And the first dynamic parameter here that we have set is time. I'm going to plug this in here. Then I'm going to do a Paner. And the Paner I have set up, I'm just going to do a SpeedX of 0.3. I'm going to plug this into the UVs. And if I hit preview mode here, start preview mode. It looks like... Ah, let me actually stop this here. Let me preview this one here. Interesting. So you can see these values are kind of flashing on and off in this particular way, which is pretty interesting. Oh, I know why this is happening. Instead of the time being plugged into the time, I plugged it into the coordinate. So I'm going to plug this into time. I'm going to detach the coordinate. And so you can see now these values are spinning around the way we want them to. So these values are panning across the space here. And I might actually blur this a little bit too. So let me actually open up that value, Cloudpuff tile. Let me actually blur this a little bit too because we need these kind of soft values to range in between each other. So something like that. Let me make sure this is still tile. So let me do an offset here. Almost does. So let me just do a little bit of cleanup here with the... And again, if you're working as a substance designer, you can just take this in and just make a tile. It's extremely easy and I very much encourage it. I just didn't want to load up another software for the lesson. So I'm just going to stay here in Photoshop just so I don't have to jump around too many different softwares here. Cloudpuff tile. Go ahead and save that. Go ahead and re-import that. So now that's panning there. The clamp is working. Let me preview that, make sure that's working. Looks like it is. There's a clamp min of 1 max of 20. So we're just seeing kind of white values here. If I put this down to zero, you can see that these values are kind of going back to the elements that we would need. So let me actually meet this about halfway. Do something like.5. And the reason we actually are keeping this up one is because if we go with too low of a value, we're going to run into problems where it's going to crush the whites a little bit too much in this power node. So that's, well let me just show this here, this is a little bit easier to demonstrate. Let me actually make this a little bit bigger too. Let me stop previewing node on this. So let me put this back at zero. So you can see these values are kind of going through here, and this looks a little bit strange, not really much is going on, but if I increase this to something like 0.5, you can see we have different values sort of passing through the alpha here. That's because the contrast that's being controlled here, instead of a single value where we're just like crushing it to, let me actually plug this into the Lyb test so I can show you really quick. So we plug this value into the power node here, so we have something, when it's set at zero, it's just completely opaque, it's completely white there. So if I do the set of value of 2, the default value, we have the regular value that you're seeing here. If I do this to something really intense, like 8, it'll really crush it. And if I do something like 0.5, the different levels of contrast are passing through now because we have this on a panning texture that's being controlled by different values. When we plug this in, we're going to get different results just based off the different values passing through. So essentially that value is moving along a track by the different values that are in the texture there. So you can see why this is happening then that we have these different values occurring. And so I could do this with a couple different textures. I could actually try it out with... You can see it's kind of working, but let me see if I can punch this up a little bit. I'm going to actually increase the values because you can see the brightest values here only go up to 79. So let me actually increase this a bit. Let me do something like that. We can actually see some white values occurring there. Let me go ahead and save that. Go ahead and re-import. So you can see now these values are a lot more elaborate what's passing through here. But now you can see kind of these sharp edges here. So let me go ahead and re-blur this really quick. Let me save that. So you can see that's a little bit better what we have there. So I can try this with a couple of different textures if I want to. like this one, I literally just kind of took this really blobby noise that I made in Photoshop. You can see here, I can go ahead and plug this in and we might get a bit of a better effect. That's actually very, very subtle, so let me see, let me put this back at zero. See what we get. Yeah, let me put that back in one so we don't run into that problem where it's just the values are so low that it's the alpha is kind of breaking down, it's just hugging the edges there. So let me go back to that so we're getting a little bit more, see here, I plug this back in so we can at least get a little bit more result here. And with this a little bit of treble shooting, I'm going to modify this tile texture a little bit more so we can get the effect. But this is kind of a secondary effect that we have in the texture. The important thing is that we are interpreting between these two textures here along the particle's life. So let's set up a little bit more here and then we'll plug it into Cascade and kind of get it going there. So the last thing we're going to do is, this power node, I'm just going to plug this into a depth fade node because these particles are going to be interacting with the ground quite a bit. So we want to make sure they fade and don't intersect. I'm just going to do a depth fade parameter. I'm going to set this default value at 200, plug this into fade distance. And then one last thing I'm going to do is I'm going to multiply this all by the alpha in the particle color. And plug this into opacity. And we should be good to go. Let's start to plug this into Cascade and see what we get so we can troubleshoot a little bit for the demo line."
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