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Add transcription for: Wind Guts.wav

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transcriptions/Wind Guts_transcription.json ADDED
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+ "text": " And so the last feature I want to do is I want to take this same blowing leaf particle here and I want to create some blowing gusts of wind that are going with these leaves here. So I'm going to create a new particle emitter here. I'm going to call this wind gust. And this is going to be a mesh. We're actually going to take the same, so I'm going to do mesh data here. We're going to take the same twisting mesh here that we used for the smoke in our first lesson with fire. We're going to take that twisty mesh that we made, and I'm going to plug it in here. You can see that it's very, very large, so we need to scale that down a bit. I'm going to do three across the board here, then a scale of one, just so we get a little bit of a watch and stretch with these meshes here that we have. And then for the facing, I'm just going to leave that as it is for right now because already facing in positive x. And then for the alignments I'm going to do velocity. So you can see now that these are moving up with this velocity node, they're all just spawning and facing this element as they're going up. For the lifetime I'm going to make this a little bit longer, so I'm going to do for now just 3 and 5. And for the spawn rate I'm I'm going to do a float uniform. So it's going to be either one or three. We don't need a ton of these. For the color of our life, I'm gonna put this out of vector constant, keep it with this sort of white or light gray color here. And then for the material, I'm actually gonna go back to the flames that we had set up here. I'm going to create a material instance from here and call this WindGust. I'm going to leave this at default for now. I'm going to plug this into, I'm first going to do override material here, and I'm going to plug this into the material that we have set up. I might make the background a little bit darker so we can see what's going on. So you can see it's kind of, it's actually going the opposite way, which we definitely do not want. So the first thing we'll be wanting to do here is start turning on some of the dynamic parameters that we set up with that original set up there. We can just put in negative values so we can get this going the opposite way as it goes up, which is nice. I might actually go back into here and take a look at this again and see what's going on. Time 1 and time 2. We're going to do negative 1 for that value. negative one for time one and time two so they're going the proper direction as you can see now. And then the other thing I want to do is just do velocity change this up so it's going the same direction as the leaves here. So I'm going to do for z I'm just going to do 50 and then zero and then I'm going to do 400 and 250 for the X so it's going in this direction here. I'm just going to do zero and zero for Y so the wind is blowing in one particular direction. So you can see now now there's this popping going on which we definitely want to help fix here but first what I want to do is do a size by life, like we were doing with the leaves. That was the initial size, wrong one. We do size by life. There we go. Okay, so for the beginning of its life, we want it to be at a scale of zero. I'm going to add one more point here. For point five, we want to do A value of three, so it grows out at the beginning of its life here. And so actually I might just put this up one, so it'll grow out at this particular range. I'm gonna actually turn this off so I can see what's going on here. It looks like it disappeared on me here, so I'm gonna go in here and turn on wireframe to make sure that the meshes are spawning. It looks like they're not anymore, so something got lost along the way. Try point one instead of zero for this. Also, let me just try restarting the lever here. Oh, yeah, that's why I need to delete this, this last one here. That should do it. There we go. So yeah, now you can see that they're spawning and these gusts of wind are moving down and growing in this way. And let me actually, under the first diameter here, let me put this at 0.1. So we can really see these gusts of wind sort of moving and doing their thing as they go down this path here. And let me actually set this as a distribution float uniform. Let me turn on spawn time only and get a little bit of variety in this contrast with the texture here. So I'm gonna do 0.05 and then 0.1 for the variety. Actually, let me just do one for the variety here. So you can see we have a different, all these gusts of wind are looking a little bit different now they're all not the same shape because we have different values applying to them every time they spawn. Then I can do the same thing here for spawn time only. I can do float uniform. I want to keep this at negative 1 and then negative 2. So we have a little bit of different variety with the gust of wind here, and I'll do the same thing for this parameter. Negative 1 and negative 2. And again, the reason these are negative values is that the panning value was panning the textures in the opposite way that the mesh was facing. So let me turn the leaves back on here. So you can see here now we have some better guess of when going on. And the other thing I want to do is I want to do initial mesh rotation. This is going to kind of screw everything up, but we are going to turn off for Y and Z. rotate along its x-axis here. So now you can see there's a little bit more variety in the shapes going on. And then we want to do the same thing for the rotation rate, the rate at which it's spinning. We want just the rotation rate to happen in the x, not the y and z. So it's spinning like a... So you can see here the twirl effect of the mesh is really starting to come into play where it's twisting and turning in this way. So you can see now as these meshes are spawning they're rotating along their x-axis which is really nice. And so you can see in here that the values there are a little bit too high for the wind so I'm going to go ahead and modify that a little bit in here. So instead of 0.5 I'm going to do a a value of 1 and 2 for the contrast and see if that helps. Yeah, so you can see that that's looking a little bit better. Then for the initial size, I might do a value of 2 instead of 3 and 1. Then for velocity I might do 200 instead of 250 and x. Then I might do negative 10 for the z so I can go both an up and down element here. Then I'm going to hit local space on both of these emitters here so I can move this particle effect around. So you can see here just with this effect we have brought a ton of movement to the scene and that's looking really, really cool. Both with getting the foliage to move in a really dynamic way and also seeing the effects of the blowing leaves and blowing gusts of wind that are going across the scene here.",
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+ "segments": [
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+ {
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+ "text": " And so the last feature I want to do is I want to take this same blowing leaf particle here and I want to create some blowing gusts of wind that are going with these leaves here. So I'm going to create a new particle emitter here. I'm going to call this wind gust. And this is going to be a mesh. We're actually going to take the same, so I'm going to do mesh data here. We're going to take the same twisting mesh here that we used for the smoke in our first lesson with fire. We're going to take that twisty mesh that we made, and I'm going to plug it in here. You can see that it's very, very large, so we need to scale that down a bit. I'm going to do three across the board here, then a scale of one, just so we get a little bit of a watch and stretch with these meshes here that we have. And then for the facing, I'm just going to leave that as it is for right now because already facing in positive x. And then for the alignments I'm going to do velocity. So you can see now that these are moving up with this velocity node, they're all just spawning and facing this element as they're going up. For the lifetime I'm going to make this a little bit longer, so I'm going to do for now just 3 and 5. And for the spawn rate I'm I'm going to do a float uniform. So it's going to be either one or three. We don't need a ton of these. For the color of our life, I'm gonna put this out of vector constant, keep it with this sort of white or light gray color here. And then for the material, I'm actually gonna go back to the flames that we had set up here. I'm going to create a material instance from here and call this WindGust. I'm going to leave this at default for now. I'm going to plug this into, I'm first going to do override material here, and I'm going to plug this into the material that we have set up. I might make the background a little bit darker so we can see what's going on. So you can see it's kind of, it's actually going the opposite way, which we definitely do not want. So the first thing we'll be wanting to do here is start turning on some of the dynamic parameters that we set up with that original set up there. We can just put in negative values so we can get this going the opposite way as it goes up, which is nice. I might actually go back into here and take a look at this again and see what's going on. Time 1 and time 2. We're going to do negative 1 for that value. negative one for time one and time two so they're going the proper direction as you can see now. And then the other thing I want to do is just do velocity change this up so it's going the same direction as the leaves here. So I'm going to do for z I'm just going to do 50 and then zero and then I'm going to do 400 and 250 for the X so it's going in this direction here. I'm just going to do zero and zero for Y so the wind is blowing in one particular direction. So you can see now now there's this popping going on which we definitely want to help fix here but first what I want to do is do a size by life, like we were doing with the leaves. That was the initial size, wrong one. We do size by life. There we go. Okay, so for the beginning of its life, we want it to be at a scale of zero. I'm going to add one more point here. For point five, we want to do A value of three, so it grows out at the beginning of its life here. And so actually I might just put this up one, so it'll grow out at this particular range. I'm gonna actually turn this off so I can see what's going on here. It looks like it disappeared on me here, so I'm gonna go in here and turn on wireframe to make sure that the meshes are spawning. It looks like they're not anymore, so something got lost along the way. Try point one instead of zero for this. Also, let me just try restarting the lever here. Oh, yeah, that's why I need to delete this, this last one here. That should do it. There we go. So yeah, now you can see that they're spawning and these gusts of wind are moving down and growing in this way. And let me actually, under the first diameter here, let me put this at 0.1. So we can really see these gusts of wind sort of moving and doing their thing as they go down this path here. And let me actually set this as a distribution float uniform. Let me turn on spawn time only and get a little bit of variety in this contrast with the texture here. So I'm gonna do 0.05 and then 0.1 for the variety. Actually, let me just do one for the variety here. So you can see we have a different, all these gusts of wind are looking a little bit different now they're all not the same shape because we have different values applying to them every time they spawn. Then I can do the same thing here for spawn time only. I can do float uniform. I want to keep this at negative 1 and then negative 2. So we have a little bit of different variety with the gust of wind here, and I'll do the same thing for this parameter. Negative 1 and negative 2. And again, the reason these are negative values is that the panning value was panning the textures in the opposite way that the mesh was facing. So let me turn the leaves back on here. So you can see here now we have some better guess of when going on. And the other thing I want to do is I want to do initial mesh rotation. This is going to kind of screw everything up, but we are going to turn off for Y and Z. rotate along its x-axis here. So now you can see there's a little bit more variety in the shapes going on. And then we want to do the same thing for the rotation rate, the rate at which it's spinning. We want just the rotation rate to happen in the x, not the y and z. So it's spinning like a... So you can see here the twirl effect of the mesh is really starting to come into play where it's twisting and turning in this way. So you can see now as these meshes are spawning they're rotating along their x-axis which is really nice. And so you can see in here that the values there are a little bit too high for the wind so I'm going to go ahead and modify that a little bit in here. So instead of 0.5 I'm going to do a a value of 1 and 2 for the contrast and see if that helps. Yeah, so you can see that that's looking a little bit better. Then for the initial size, I might do a value of 2 instead of 3 and 1. Then for velocity I might do 200 instead of 250 and x. Then I might do negative 10 for the z so I can go both an up and down element here. Then I'm going to hit local space on both of these emitters here so I can move this particle effect around. So you can see here just with this effect we have brought a ton of movement to the scene and that's looking really, really cool. Both with getting the foliage to move in a really dynamic way and also seeing the effects of the blowing leaves and blowing gusts of wind that are going across the scene here."
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