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Add transcription for: Waterfall Shape.wav

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transcriptions/Waterfall Shape_transcription.json ADDED
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+ "text": " So for the last part of this lesson what we want to do is actually move on to how we can sculpt actual bodies of water like waterfalls, pools, streams, things like that. So we can put it in this scene and add to your scene essentially if you, because definitely waterfalls are a very nice touch to add to any scene with water. So what we're going to dive into is instead of particle effects with that, how we're going to sculpt certain meshes to build what we need essentially to house a flowing water material so we could create any kind of shapes that we need that have a nice visual effect of water flowing down it. So I'm first going to go into Maya here. And what I'm just going to do is show the first elements of what is needed exactly for when you want to build a waterfall mesh. Because there's a couple of rule sets that you need to follow in order to get the kind of results that you'd need. So I'm just going to select these two faces here on this cube. I'm going to delete the rest here. So I just have this nice right angle set up here. And then I'm going to bring this in because this will be the top of our waterfall mesh here that you can see. And then the first thing I'm going to do is this lip that goes over is very important. So I'm just going to hit the Bevel tool here. Just do something like five segments. And then I can adjust the fraction to see how long it's going to go over the edge here. And so I think you to keep in mind with waterfalls is that you want to make sure that you think of the water that flows down this area as a mass that has a sense of velocity to it that has a sense of weight to it as it flows over. So gravity is always going to be affecting it. So it's going this way and then it is influenced and shoots over the surface and then falls down. So it has it's going to have a trajectory to it. It's not going to fall just straight down, especially the larger the waterfall. you need to take this into effect. So looking at this right here, you can see that if this is a very small waterfall, this is essentially how it would fall over here. It's just a perfect right angle of going down. But we want to actually scoot this out a little bit more. So I'm actually going to bevel this center line that I've created here. I'm going to create a couple of other loop edges here. I'm going to select these two here. I'm going to turn on soft selection and then have it so I can sort of grab or influence the other phases around it here. I'm going to just bring it out a little bit so that's a little bit more organic. The major bulk of the water is flowing through and before it falls over it has this nice kind of trajectory to it that you can see. Then I might have one more loop and just select the vertices in the center here and just pull this out a little bit more and pull out the bottom. So you can see you're adding a little bit of 3D weight element to this water here. That is really nice. Another thing too that you want to have for the top of the waterfall here is that sometimes it can sort of squeeze in between two areas like the stones or parts of the waterfall that frame the edge of the water here. You want to kind of squeeze that in a little bit just so you have that sense of the water getting pinched between two surfaces because the reason the waterfall is occurring at all is that objects are blocking and channeling the water to fall down in a certain way so So we want to help simulate that here. So something like that where I turn off soft selection here. So we want this kind of inner curve effect that's going on here where the waterfall both bows in at the beginning and then flows down to the beginning of its surface here. Unless it's a gigantic waterfall, it is probably just going to stay in this stream effect here. Meaning if you have a very, very large waterfall, it's going to eventually kind of fan out and gain more of its sort of bulk as more rivets of water sort of turn to mist as they fall out. But for something small like this, I don't think we need to worry about that. I'm going to go ahead and, I think this should be fine where it's centered here. So the next step we want to do with this is look at the UVs with what's going on. So I'm going to open the UV editor here and look at this. So obviously this is not ideal, so we want to go ahead and just automatically unwrap and reset these UVs really quick. So looking at this, you actually want your UVs on your waterfalls to be a little bit more straight in the horizontal and vertical. So any kind of bending or emulating and what the polygons are doing is actually not ideal. So what we're going to do is we're going to go in. It's a little bit tedious, but we're going to straighten these all out. Just hit these icons here so we can. And you can also just do this. You can just select the scaling tool and just flatten them like that. And of course, the other thing you can do is you can go to these align snap buttons here and just get them snapped like so. And you want to definitely do this before you do tons of modification because the more polygons you have, the more tedious this is going to be. So I'm just going to go through here and make sure everything is perfectly snapped vertically and horizontally. That is looking pretty good there. So what I want to do then now is make sure that the length vertically of these UVs is matching, or I'm sorry, I should back up. So how it goes is the longer that these UV faces are, the slower the panning texture is going to pass through them, I believe. So if you have this extremely long, and I'll go ahead and throw this into UE4 so we can see kind of the example of this. So I'm going to make this very long. So these faces here, They're about twice as long as you see these polygons being here in Maya. So, when I go ahead and I'm going to do one last thing here, I'm going to select the edge faces and deselect the top and the bottom here. I'm going to go ahead and scale this inward a little bit, or scale inward and pull back. That way we kind of have a little bit more of a 3D shape that is nice there. And then I'm going to go ahead and flatten this top. So we kind of have a very basic waterfall mesh that we can then import into UE4. So I'm going to go ahead and export this now. Let's call this WaterFollow1. Then really quick, I'm going to drag and drop this in here. In order to show what we need to happen before we start making our water material, I just I just made this very simple panning arrow texture. So I just created these arrows here. I'm just panning it by negative point two. I'm going to go ahead and put this on this mesh here. So you can see I actually had it backwards. So these arrows are going to simulate the flow of the water that's going across the surface here. So you can see that it's going over here. It's getting that little bit of pinching along the sides there and then it's really slowing down so you can see there that's actually not at all what we want. We want that to go a little bit faster actually. So we want this to actually be about half the scale. So the smaller that these faces are in comparison to how big the polygons are. So the polygons are about this big and the UVs are about half that size so it means it's going to pan twice as fast across that across those polygons in the UV space. I'm going to go ahead and re-import this now with those polygon UVs being about half the size there. And when I re-import this now, you can see that it's now behaving a little more accordingly to what it needs, but that's still going a little bit slow for my taste. So what I want to do is, yeah, this will be falling pretty fast. So what I'm going to do is I'm just going to select all these polygons here and just scale them down a bit. Then just move them up. going to export again. So you can see now it's stretching and falling at a faster rate. So it's moving faster, or it's moving slower up here, and then it gains speed and momentum and flows downward in this way. And I might actually do that a little bit, just tweak this a little bit more. So something like that.",
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+ "segments": [
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+ {
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+ "text": " So for the last part of this lesson what we want to do is actually move on to how we can sculpt actual bodies of water like waterfalls, pools, streams, things like that. So we can put it in this scene and add to your scene essentially if you, because definitely waterfalls are a very nice touch to add to any scene with water. So what we're going to dive into is instead of particle effects with that, how we're going to sculpt certain meshes to build what we need essentially to house a flowing water material so we could create any kind of shapes that we need that have a nice visual effect of water flowing down it. So I'm first going to go into Maya here. And what I'm just going to do is show the first elements of what is needed exactly for when you want to build a waterfall mesh. Because there's a couple of rule sets that you need to follow in order to get the kind of results that you'd need. So I'm just going to select these two faces here on this cube. I'm going to delete the rest here. So I just have this nice right angle set up here. And then I'm going to bring this in because this will be the top of our waterfall mesh here that you can see. And then the first thing I'm going to do is this lip that goes over is very important. So I'm just going to hit the Bevel tool here. Just do something like five segments. And then I can adjust the fraction to see how long it's going to go over the edge here. And so I think you to keep in mind with waterfalls is that you want to make sure that you think of the water that flows down this area as a mass that has a sense of velocity to it that has a sense of weight to it as it flows over. So gravity is always going to be affecting it. So it's going this way and then it is influenced and shoots over the surface and then falls down. So it has it's going to have a trajectory to it. It's not going to fall just straight down, especially the larger the waterfall. you need to take this into effect. So looking at this right here, you can see that if this is a very small waterfall, this is essentially how it would fall over here. It's just a perfect right angle of going down. But we want to actually scoot this out a little bit more. So I'm actually going to bevel this center line that I've created here. I'm going to create a couple of other loop edges here. I'm going to select these two here. I'm going to turn on soft selection and then have it so I can sort of grab or influence the other phases around it here. I'm going to just bring it out a little bit so that's a little bit more organic. The major bulk of the water is flowing through and before it falls over it has this nice kind of trajectory to it that you can see. Then I might have one more loop and just select the vertices in the center here and just pull this out a little bit more and pull out the bottom. So you can see you're adding a little bit of 3D weight element to this water here. That is really nice. Another thing too that you want to have for the top of the waterfall here is that sometimes it can sort of squeeze in between two areas like the stones or parts of the waterfall that frame the edge of the water here. You want to kind of squeeze that in a little bit just so you have that sense of the water getting pinched between two surfaces because the reason the waterfall is occurring at all is that objects are blocking and channeling the water to fall down in a certain way so So we want to help simulate that here. So something like that where I turn off soft selection here. So we want this kind of inner curve effect that's going on here where the waterfall both bows in at the beginning and then flows down to the beginning of its surface here. Unless it's a gigantic waterfall, it is probably just going to stay in this stream effect here. Meaning if you have a very, very large waterfall, it's going to eventually kind of fan out and gain more of its sort of bulk as more rivets of water sort of turn to mist as they fall out. But for something small like this, I don't think we need to worry about that. I'm going to go ahead and, I think this should be fine where it's centered here. So the next step we want to do with this is look at the UVs with what's going on. So I'm going to open the UV editor here and look at this. So obviously this is not ideal, so we want to go ahead and just automatically unwrap and reset these UVs really quick. So looking at this, you actually want your UVs on your waterfalls to be a little bit more straight in the horizontal and vertical. So any kind of bending or emulating and what the polygons are doing is actually not ideal. So what we're going to do is we're going to go in. It's a little bit tedious, but we're going to straighten these all out. Just hit these icons here so we can. And you can also just do this. You can just select the scaling tool and just flatten them like that. And of course, the other thing you can do is you can go to these align snap buttons here and just get them snapped like so. And you want to definitely do this before you do tons of modification because the more polygons you have, the more tedious this is going to be. So I'm just going to go through here and make sure everything is perfectly snapped vertically and horizontally. That is looking pretty good there. So what I want to do then now is make sure that the length vertically of these UVs is matching, or I'm sorry, I should back up. So how it goes is the longer that these UV faces are, the slower the panning texture is going to pass through them, I believe. So if you have this extremely long, and I'll go ahead and throw this into UE4 so we can see kind of the example of this. So I'm going to make this very long. So these faces here, They're about twice as long as you see these polygons being here in Maya. So, when I go ahead and I'm going to do one last thing here, I'm going to select the edge faces and deselect the top and the bottom here. I'm going to go ahead and scale this inward a little bit, or scale inward and pull back. That way we kind of have a little bit more of a 3D shape that is nice there. And then I'm going to go ahead and flatten this top. So we kind of have a very basic waterfall mesh that we can then import into UE4. So I'm going to go ahead and export this now. Let's call this WaterFollow1. Then really quick, I'm going to drag and drop this in here. In order to show what we need to happen before we start making our water material, I just I just made this very simple panning arrow texture. So I just created these arrows here. I'm just panning it by negative point two. I'm going to go ahead and put this on this mesh here. So you can see I actually had it backwards. So these arrows are going to simulate the flow of the water that's going across the surface here. So you can see that it's going over here. It's getting that little bit of pinching along the sides there and then it's really slowing down so you can see there that's actually not at all what we want. We want that to go a little bit faster actually. So we want this to actually be about half the scale. So the smaller that these faces are in comparison to how big the polygons are. So the polygons are about this big and the UVs are about half that size so it means it's going to pan twice as fast across that across those polygons in the UV space. I'm going to go ahead and re-import this now with those polygon UVs being about half the size there. And when I re-import this now, you can see that it's now behaving a little more accordingly to what it needs, but that's still going a little bit slow for my taste. So what I want to do is, yeah, this will be falling pretty fast. So what I'm going to do is I'm just going to select all these polygons here and just scale them down a bit. Then just move them up. going to export again. So you can see now it's stretching and falling at a faster rate. So it's moving faster, or it's moving slower up here, and then it gains speed and momentum and flows downward in this way. And I might actually do that a little bit, just tweak this a little bit more. So something like that."
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+ }