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Add transcription for: Raindrop Material.wav

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transcriptions/Raindrop Material_transcription.json ADDED
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+ {
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+ "text": " Going back into here, I'm going to import the water texture that we just made. So we can see right here. And then going to create a basic material for these water drops. So I'm just going to call it water drops underscore M. I'm going to take this texture here. And so I just hold down T with that texture selected, or I can just hold down the T to create a texture sample, and then I can find my texture here in the drop down. Then I'm going to right click and do Particle Color. Then I'm going to multiply the A channel, the red channel here, and then plug in the RGB into the B for this multiply. And then I'm going to go over here. I'm going to make this a additive. I'm gonna plug this into the base color. I'm gonna hit down M one more time for another Multiply node, and I'm going to take that same red channel, and then I'm gonna multiply this by the alpha, then plug this into Opacity. And that is all you need for this material. It's super simple, but I'm just going to go ahead and save that. I'm going to select this, And I'm going to apply it to the required under the materials tab here. And it's going to compile the shaders for a second. And you can see they're much fainter to see, and that can be a problem because the opacity is not showing up quite as strong as we wanted to. So I'm going to go into the particle system here. I'm going to go to the color over life. As long as the color, as far as the color, I'm going to leave that as is. I'm going to increase the alpha value to three. For one, I'm going to put that at three just so we can see if that is showing up. You can see now that these drops are falling in a convincing way that we need. The other thing I'm going to do too is I'm going to, for this scene, I'm going to go ahead and delete the post-process volume for now. because I had some elements to it that were a little bit, had some influence into the skylight, into the ambient light, and you could see it showing up there where those raindrops were bright blue. So we wanna go ahead and avoid that. So I'm just going to delete that post-process volume that I had there. And so you can see they're falling right now. They're very, very big. So we wanna make sure that we decrease the size really quick. So I'm going to do a value of two for the min and five for the max for these raindrops. And the other thing we wanna do as well, cause these will be harder to see now that they're smaller. So back in the water address, what we wanna do is we actually, what would make this a little bit simpler is we want to just plug this into the emissive color as well as the base color, the particle color right here, because it's going to be the same color value. We just need the opacity to come from this to come from this texture map right here. I'm just gonna hit the clean up button too so we can go ahead and get rid of that multiply. So this is even simpler now that we have it set up here and one thing I'm going to do is I'm going to right click and type in a power node. I'm going to plug this into here and I'm going to set this value to one, something like that and then I'm going to plug this into the A on the multiply. And what this is doing is it's going to bring more bright values into the water drop here. So you can see if I have this plane here, once it's done rendering, the lower I put this value at, the more it's going to show its values or the more opaque it's going to get. You can see right there, it's a little bit too opaque now and it's starting to show the plane around there. So I'm going to actually put this back at 0.8, something like that. And so now you can see that's showing up pretty nicely so I'm going to go ahead and save that. And you can see this is showing up. It now looks a little bit like snow which is something we don't want. So what I'm going to do now is I'm going to go back into the color of our life and for the color part of the color of our life I'm just going to do a vector constant. I'm just going to set this at a 50% gray, something like that. So when I go back here you can see that these are getting a little bit less bright. So I might actually bring this down really quick so I can take a look at the screen as I'm adjusting this here. And I'm going to adjust this until I get the result that I'd like. So let's see here. Yeah, something like that. So it's a value of a point zero three or point zero four, something like that that it's dark enough that it's still showing up, but doesn't have that bright snow like effect to it. It might even increase this a bit. So the max I might put this up at like 600 and a min at 500, something like that. And then with the size by speed, I'm going to adjust this a bit and instead of two, I'm going to increase this to maybe three. So the raindrops are kind of stretching a little bit more as they fall. So that's not looking too bad as the rain is falling through the forest here. Let me actually increase that a little bit more to 4 and see what we get. That's looking nice, yeah. I can increase this to negative 500 for the constant acceleration. So yeah, now we're getting some falling rain in the forest here, which is looking really nice.",
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+ "segments": [
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+ {
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+ "text": " Going back into here, I'm going to import the water texture that we just made. So we can see right here. And then going to create a basic material for these water drops. So I'm just going to call it water drops underscore M. I'm going to take this texture here. And so I just hold down T with that texture selected, or I can just hold down the T to create a texture sample, and then I can find my texture here in the drop down. Then I'm going to right click and do Particle Color. Then I'm going to multiply the A channel, the red channel here, and then plug in the RGB into the B for this multiply. And then I'm going to go over here. I'm going to make this a additive. I'm gonna plug this into the base color. I'm gonna hit down M one more time for another Multiply node, and I'm going to take that same red channel, and then I'm gonna multiply this by the alpha, then plug this into Opacity. And that is all you need for this material. It's super simple, but I'm just going to go ahead and save that. I'm going to select this, And I'm going to apply it to the required under the materials tab here. And it's going to compile the shaders for a second. And you can see they're much fainter to see, and that can be a problem because the opacity is not showing up quite as strong as we wanted to. So I'm going to go into the particle system here. I'm going to go to the color over life. As long as the color, as far as the color, I'm going to leave that as is. I'm going to increase the alpha value to three. For one, I'm going to put that at three just so we can see if that is showing up. You can see now that these drops are falling in a convincing way that we need. The other thing I'm going to do too is I'm going to, for this scene, I'm going to go ahead and delete the post-process volume for now. because I had some elements to it that were a little bit, had some influence into the skylight, into the ambient light, and you could see it showing up there where those raindrops were bright blue. So we wanna go ahead and avoid that. So I'm just going to delete that post-process volume that I had there. And so you can see they're falling right now. They're very, very big. So we wanna make sure that we decrease the size really quick. So I'm going to do a value of two for the min and five for the max for these raindrops. And the other thing we wanna do as well, cause these will be harder to see now that they're smaller. So back in the water address, what we wanna do is we actually, what would make this a little bit simpler is we want to just plug this into the emissive color as well as the base color, the particle color right here, because it's going to be the same color value. We just need the opacity to come from this to come from this texture map right here. I'm just gonna hit the clean up button too so we can go ahead and get rid of that multiply. So this is even simpler now that we have it set up here and one thing I'm going to do is I'm going to right click and type in a power node. I'm going to plug this into here and I'm going to set this value to one, something like that and then I'm going to plug this into the A on the multiply. And what this is doing is it's going to bring more bright values into the water drop here. So you can see if I have this plane here, once it's done rendering, the lower I put this value at, the more it's going to show its values or the more opaque it's going to get. You can see right there, it's a little bit too opaque now and it's starting to show the plane around there. So I'm going to actually put this back at 0.8, something like that. And so now you can see that's showing up pretty nicely so I'm going to go ahead and save that. And you can see this is showing up. It now looks a little bit like snow which is something we don't want. So what I'm going to do now is I'm going to go back into the color of our life and for the color part of the color of our life I'm just going to do a vector constant. I'm just going to set this at a 50% gray, something like that. So when I go back here you can see that these are getting a little bit less bright. So I might actually bring this down really quick so I can take a look at the screen as I'm adjusting this here. And I'm going to adjust this until I get the result that I'd like. So let's see here. Yeah, something like that. So it's a value of a point zero three or point zero four, something like that that it's dark enough that it's still showing up, but doesn't have that bright snow like effect to it. It might even increase this a bit. So the max I might put this up at like 600 and a min at 500, something like that. And then with the size by speed, I'm going to adjust this a bit and instead of two, I'm going to increase this to maybe three. So the raindrops are kind of stretching a little bit more as they fall. So that's not looking too bad as the rain is falling through the forest here. Let me actually increase that a little bit more to 4 and see what we get. That's looking nice, yeah. I can increase this to negative 500 for the constant acceleration. So yeah, now we're getting some falling rain in the forest here, which is looking really nice."
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+ }
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+ ]
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+ }