Add transcription for: Swarming Creatures.wav
Browse files
transcriptions/Swarming Creatures_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " So really quick here, I'm going to create another particle effect. I want to demonstrate a little bit of having particles orbit. A big part of our course was getting swarms and flocks and things to follow along their velocities, certain things like that. So I wanted to show the Niagara version of that. So I'm just going to go next, just a new system from selected emitters. I'm just going to do a fountain, add it, do finish, and then I'll just do flock, orbit, example, and S. And then I'm going to open this up. I'm going to start trimming down some of this stuff. So let's go ahead and keep the spawn rate, but I'm going to keep the Spiral location, but I'm going to get rid of Velocity Cone, get rid of the Gravity, get rid of the Drag. We'll keep the sprite renderer. And so you can see now that that's just sort of at a location there. I'm going to go ahead and make this radius on the sphere location a little bit bigger, something like 80. I'm going to go ahead and flatten this so it's a disk rather than a sphere. And so you can see now, I'm going to go down here. And also before I do that, I'm going to add a mesh renderer. I'm going to render both of these. There's no reason why that can't be the case. So for the mesh, I'm just going to do arrow, do our arrow test. You can see that a bunch of that is spawning. I'm going to do a spawn rate of like four, just so we can kind of see everything here. And then what else do I need to do? I'm going to make this mesh scale a little bit smaller. Yeah, something like that. And then one thing we're going to do now is I'm going to type in vortex. So there's a vortex force and a vortex velocity. I don't know the nitty gritty between the two, what the differences are between the two, but I'm going to do vortex velocity. It seems to have the effect that we need to do this demonstration. You can see that it's broken. I'm just going to do fix issue. So it's above solve sources and velocity. And you can see now these things are kind of orbiting around this vortex field, which is pretty cool. I'm just going to increase the lifetime of this. I'm going to go back to initialize particle. I'm going to put this back at just a uniform lifetime, put that at six. As you can see now, I have a mesh and a sprite being rendered here, which is really, really cool. And so now what I want to do is under mesh, I'm going to do velocity for the facing mode. And so you can see now that these arrows are following the direction that they need to go, which is really, really cool. So this is pretty cool if you want just a simple uniform like fish sort of following in this vortex space here, but we want to make that a little bit more complex. So what I'm going to do is I'm going to go up here under particle spawn, and I'm going to do set new or existing parameter directly. And all this is doing essentially is kind of like what we said with the user parameters. I'm just going to create a couple parameters, be it vector or float parameters, so I can plug these into the vortex velocity here. So what I'm going to do really quick here is I'm going to click this plus button. And what's nice here is I can grab sort of some of the data that's going on here. So I'm going to do particles random axis. So let me do this. Let me find it here. Let me see here. Let me, sometimes I need to pull down this one so I can see what's going on here. Actually, I got mixed up there. I'm not pulling a piece of particle data, I'm just naming it. That was my mistake there. So I'm just going to do a float. So I'm just creating this value. That's just a single value here. I'm going to rename it here. I'm going to call it random or rand axis. So I'm going to put this with a value of one. And so this is now created. So you can see that there's this parameter here that is just a value of one that we can plug in. And I'm also going to create another one. this a vector or I'll do, let's see here, I might do a random. I'll keep this a vector. Do vector here. I'll do uniform. Range vector. We find the right vector that I need here. Yeah, solve that. I'm not sure what was wrong there. So I, let's try that again from scratch just so we can go through it again. So I'm going to do set, set new or existing parameter directly. I'm going to do vector, just this one here vector. And then under this, I'm going to go uniform, uniform range vector, and I'm going to rename this Rand axis only z. So let me pull that out there so you can see that. And then I'm going to do one more, which is the float. And then leave this at a value of one. And so with only Z, I'm going to, on this one right here, I'm just going to put that at zero, put that at zero. And this one, I'm gonna put it negative one. And then this one here, I'm gonna keep it one, I'm gonna rename this and just call it grand axis. So those are the two parameters that we have set to go here. So now these are saved as a random value that we can pull and plug into. So if we go down here to the vortex velocity, for the vortex origin, let me see here. So vortex amount, first thing I'm going to do is I'm going to do a random range float. This will be some 50 to 100. This is gonna be like some of them are going pretty fast. Some of these are going slower. The vortex axis, I'm going to type this down and we're going to do, you see these both show up here. So I'm going to do a random axis only. Let's see here. Should just be random axis only. Let's try that out. Oh, I think I know what the problem is. So I need to go back to here. I need to do one more vector. We'll call this random access, random access to essentially what I'm doing here is I'm saying, hey, let's, no, it's a random vector. Let's do this. RandomXS2, randomVector. RandomVector. There we go. Okay. So, randomXS2, I'm saying a random vector in x, y, and z of 1. So, what that's going to be is when I go back into velocity here, you can see now, when I plug this in, you can see now that these are following in every which way direction, which is really cool. So now if I do back into the Vortex Velocity here, that's really all I need to do because the Vortex Origin is the simulation position. So you can see here if I drag and drop this into the scene here, you can see though that we have these effects sort of following in every which way, which is really cool. And this is really great for flocking, for insects, for birds, and you can see they're going in the X, Y, and Z axis. If you want something that's covering the ground, like a swarm of bugs, all I'd have to do is go to the random access only Z, which is only affecting the Z positive and Z negative. And you can see now that they're just hugging the ground. So if you had like fish in a shallow pond or you had like bugs covering the surface, you can see now they're following in a very specific way that you can see here. And another thing I can do too is not just this, but I can mix and match something like a curl noise force. Can fix the issue. If I put this at 200, you'll see that there'll be a little bit more influence here. You can see they're jittering just a little bit because they're starting to... Whenever you see that, the particle is essentially sort of getting hesitant of which force am I following, essentially. So what we can do to kind of help that a little bit is we can do sort of a fall-off radius on this, possibly, or go ahead and get rid of the curl noise and we can possibly add another vortex velocity that pulls them in another direction. But what you can see here is we have this really cool effect that's going on here of them sort of swimming around. And again, if I want to switch this back, I can just do a Rand axis 2, which does x, y, and z. And you can see now that they're going every which way around this space here, which is really cool.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " So really quick here, I'm going to create another particle effect. I want to demonstrate a little bit of having particles orbit. A big part of our course was getting swarms and flocks and things to follow along their velocities, certain things like that. So I wanted to show the Niagara version of that. So I'm just going to go next, just a new system from selected emitters. I'm just going to do a fountain, add it, do finish, and then I'll just do flock, orbit, example, and S. And then I'm going to open this up. I'm going to start trimming down some of this stuff. So let's go ahead and keep the spawn rate, but I'm going to keep the Spiral location, but I'm going to get rid of Velocity Cone, get rid of the Gravity, get rid of the Drag. We'll keep the sprite renderer. And so you can see now that that's just sort of at a location there. I'm going to go ahead and make this radius on the sphere location a little bit bigger, something like 80. I'm going to go ahead and flatten this so it's a disk rather than a sphere. And so you can see now, I'm going to go down here. And also before I do that, I'm going to add a mesh renderer. I'm going to render both of these. There's no reason why that can't be the case. So for the mesh, I'm just going to do arrow, do our arrow test. You can see that a bunch of that is spawning. I'm going to do a spawn rate of like four, just so we can kind of see everything here. And then what else do I need to do? I'm going to make this mesh scale a little bit smaller. Yeah, something like that. And then one thing we're going to do now is I'm going to type in vortex. So there's a vortex force and a vortex velocity. I don't know the nitty gritty between the two, what the differences are between the two, but I'm going to do vortex velocity. It seems to have the effect that we need to do this demonstration. You can see that it's broken. I'm just going to do fix issue. So it's above solve sources and velocity. And you can see now these things are kind of orbiting around this vortex field, which is pretty cool. I'm just going to increase the lifetime of this. I'm going to go back to initialize particle. I'm going to put this back at just a uniform lifetime, put that at six. As you can see now, I have a mesh and a sprite being rendered here, which is really, really cool. And so now what I want to do is under mesh, I'm going to do velocity for the facing mode. And so you can see now that these arrows are following the direction that they need to go, which is really, really cool. So this is pretty cool if you want just a simple uniform like fish sort of following in this vortex space here, but we want to make that a little bit more complex. So what I'm going to do is I'm going to go up here under particle spawn, and I'm going to do set new or existing parameter directly. And all this is doing essentially is kind of like what we said with the user parameters. I'm just going to create a couple parameters, be it vector or float parameters, so I can plug these into the vortex velocity here. So what I'm going to do really quick here is I'm going to click this plus button. And what's nice here is I can grab sort of some of the data that's going on here. So I'm going to do particles random axis. So let me do this. Let me find it here. Let me see here. Let me, sometimes I need to pull down this one so I can see what's going on here. Actually, I got mixed up there. I'm not pulling a piece of particle data, I'm just naming it. That was my mistake there. So I'm just going to do a float. So I'm just creating this value. That's just a single value here. I'm going to rename it here. I'm going to call it random or rand axis. So I'm going to put this with a value of one. And so this is now created. So you can see that there's this parameter here that is just a value of one that we can plug in. And I'm also going to create another one. this a vector or I'll do, let's see here, I might do a random. I'll keep this a vector. Do vector here. I'll do uniform. Range vector. We find the right vector that I need here. Yeah, solve that. I'm not sure what was wrong there. So I, let's try that again from scratch just so we can go through it again. So I'm going to do set, set new or existing parameter directly. I'm going to do vector, just this one here vector. And then under this, I'm going to go uniform, uniform range vector, and I'm going to rename this Rand axis only z. So let me pull that out there so you can see that. And then I'm going to do one more, which is the float. And then leave this at a value of one. And so with only Z, I'm going to, on this one right here, I'm just going to put that at zero, put that at zero. And this one, I'm gonna put it negative one. And then this one here, I'm gonna keep it one, I'm gonna rename this and just call it grand axis. So those are the two parameters that we have set to go here. So now these are saved as a random value that we can pull and plug into. So if we go down here to the vortex velocity, for the vortex origin, let me see here. So vortex amount, first thing I'm going to do is I'm going to do a random range float. This will be some 50 to 100. This is gonna be like some of them are going pretty fast. Some of these are going slower. The vortex axis, I'm going to type this down and we're going to do, you see these both show up here. So I'm going to do a random axis only. Let's see here. Should just be random axis only. Let's try that out. Oh, I think I know what the problem is. So I need to go back to here. I need to do one more vector. We'll call this random access, random access to essentially what I'm doing here is I'm saying, hey, let's, no, it's a random vector. Let's do this. RandomXS2, randomVector. RandomVector. There we go. Okay. So, randomXS2, I'm saying a random vector in x, y, and z of 1. So, what that's going to be is when I go back into velocity here, you can see now, when I plug this in, you can see now that these are following in every which way direction, which is really cool. So now if I do back into the Vortex Velocity here, that's really all I need to do because the Vortex Origin is the simulation position. So you can see here if I drag and drop this into the scene here, you can see though that we have these effects sort of following in every which way, which is really cool. And this is really great for flocking, for insects, for birds, and you can see they're going in the X, Y, and Z axis. If you want something that's covering the ground, like a swarm of bugs, all I'd have to do is go to the random access only Z, which is only affecting the Z positive and Z negative. And you can see now that they're just hugging the ground. So if you had like fish in a shallow pond or you had like bugs covering the surface, you can see now they're following in a very specific way that you can see here. And another thing I can do too is not just this, but I can mix and match something like a curl noise force. Can fix the issue. If I put this at 200, you'll see that there'll be a little bit more influence here. You can see they're jittering just a little bit because they're starting to... Whenever you see that, the particle is essentially sort of getting hesitant of which force am I following, essentially. So what we can do to kind of help that a little bit is we can do sort of a fall-off radius on this, possibly, or go ahead and get rid of the curl noise and we can possibly add another vortex velocity that pulls them in another direction. But what you can see here is we have this really cool effect that's going on here of them sort of swimming around. And again, if I want to switch this back, I can just do a Rand axis 2, which does x, y, and z. And you can see now that they're going every which way around this space here, which is really cool."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|