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Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Refraction_mp4_frames.zip

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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Refraction_mp4_frames_transcription.json ADDED
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+ "text": " So one last thing I want to do is add a little bit of heat wave refraction to the base of this. So if we have these flames going you get that nice sort of boiling refracting heat that creates those heat waves you see when you look at a very hot intense fire. So I'm gonna create a new material and just call it refraction. Boil. I'll just put an underscore M at the beginning of it. And for this, I'm going to set this to transparent or translucent. I'm sorry. And for this, we actually are going to do something that does not affect color at all. And actually, it's not going to affect opacity. So what I'm going to do is I'm going to just hit the one key to just create a constant of zero. plug that into opacity. So we're not doing any opacity really at all. And what we're gonna do instead is we're going to warp the space based on a normal map. So we can get a end result that bends and sort of morphs the image behind it. So refraction is kind of the basis of water, glass, any liquid that refracts light going through it. And I'll make a set up here that'll kind of show you what's going on. So one really quick, what I'm going to do is I'm just going to create a texture and just get a sort of basic noise in a normal map form. So this is a normal map that we'll be getting a little bit later that you can see. So I'm just pulling just a basic normal map. This can really be any kind of normal map because we're just refracting a noisy shape. That's going to bend the surface behind it. So right now I'm just doing this weird like bark. It's not weird. Sorry. It's just a bark texture that I got off a tree off of textures.com, I believe. So that is the normal map texture that we're going to use. I'm going to create a Paner. I'm going to do a Pan speed of 0.5. I'm going to create a time node. Then I'm going to multiply the time by a time parameter of one. I'm going to plug this into the time here. I'm going to create another texture, and this is just going to be a blank normal map or a blank normal value. So I have this right here. It's just a blank normal value of 128, 128, 255 across the board for the red, green, and blue channel. I'm going to hold the L key and click and this will create a linear interpret or LURP node. I'm going to plug the RGB into A for my normal map that has some noise to it. I'm going to plug this blank normal map into here and then I'm going to find that dot texture that I created earlier. This one right here. I'm going to plug this into the alpha and then this is going to go into the normal Now one thing, you see that the normal map is grayed out. What I'm gonna have to do is I'm gonna go select the end material palette here. I'm gonna scroll down until I hit Translucency. And under Lighting Mode, I'm gonna go from volumetric non-directional, which doesn't take any form into account. And I'm gonna do volumetric directional. And this will take normal map into effect. And this is very important if you wanna have translucent materials that have a sense of form and react to lighting. Or in this case, because there is no opacity, this is so we can have normal maps affect this translucent material. So that's all we have to do for that. And then the last thing I'm going to do is I'm gonna create another linear interpret or a Lerp note. I'm going to create a parameter and call it refraction. I'm gonna do a value of 1.33. And I'm going to plug this into A. And then this other one for constant B, I'm going to leave at 1. And then for the alpha here, I'm just going to plug this same dot texture into the alpha. I'm going to plug this into refraction. Then when I pull up the plane, you can see here that something's going on around the edges here, and we actually need to invert that. So what I'm going to do really quick here is, ah yes, this was just around. So this blank texture, I'm going to actually plug into A, and the noisy normal map texture, I'm going to plug into B. And when you see here, This is a little bit hard to see, but in the center here, you can see that there's this sort of effect going on, which is looking kind of interesting. Around the edges of the plane, you're not seeing it, but near the base there, you can see that there's kind of a strange ripple effect going on. I might see if I can get a little bit of a better texture that might show. Oh, here we go. Yeah, I have a rock wall tiling texture, and I can plug that in, and that might might have a little bit of a better effect because it has some more values applied to it. And so you can see right there, we have sort of some boiling moving across the surface there that will work nicely. So I'm gonna go ahead and save that. Then I'm gonna create one more particle sprite emitter right here. I'm just gonna name this boil. I'm gonna keep this material at default so I can kind of see what the sprites are doing. I'm gonna put a lifetime of 0.5. So they're only kind of existing around here. I'm gonna take the sphere setup that I had here for my flames. I'm gonna click, control, click and drag over here. I'm gonna actually increase this radius a little bit to five. Actually, my apologies, I'm gonna put this at 0.1 because I'm still on the flames one. I'm gonna go over here. Actually, I'm gonna put this at two. Actually, yeah, let's keep it at five. So you can see these sprites are increasing here. I'm gonna take this size by life and I'm gonna control click and drag it too. And so you can see that those sprites are increasing there. I'm gonna increase this just a little bit. Set the max at 50. And so now I'm just going to select this, the refraction boil material. I'm going to create a material instance. I'm going to select that. I'm going to plug that into the required right here. I'll take a second to compile. And so you'll see there's a little bit more of a sort of boil going on around the base of the flames there that you can see. It's subtle, but it's definitely there. And if you want to increase this, what you can do is you can multiply this. I can go for Refract Power. I'm just going to create that. I'm going to click this default value at zero. Actually, no. I'm going to set the default value at one. I'm going to plug this into the alpha. And then this reflection boil instance right here. I'm going to refract power. I'm going to bump this up to something like three. Actually, I'm going to put it at zero. Let me see here. There we go. If I bump it up to something like five, you can see it's definitely happening now that these are expanding. So if I put that back at three, it's a little bit more subtle here. And I can also increase this size as well. I think that's the other thing that's making it only show up in just the base there. So I'm going to actually increase this to 100. Put the minimum at 50. And so you can see now those refraction sort of boiling effects or heat wave effects are occurring around the base of the flames there.",
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+ "segments": [
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+ {
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+ "text": " So one last thing I want to do is add a little bit of heat wave refraction to the base of this. So if we have these flames going you get that nice sort of boiling refracting heat that creates those heat waves you see when you look at a very hot intense fire. So I'm gonna create a new material and just call it refraction. Boil. I'll just put an underscore M at the beginning of it. And for this, I'm going to set this to transparent or translucent. I'm sorry. And for this, we actually are going to do something that does not affect color at all. And actually, it's not going to affect opacity. So what I'm going to do is I'm going to just hit the one key to just create a constant of zero. plug that into opacity. So we're not doing any opacity really at all. And what we're gonna do instead is we're going to warp the space based on a normal map. So we can get a end result that bends and sort of morphs the image behind it. So refraction is kind of the basis of water, glass, any liquid that refracts light going through it. And I'll make a set up here that'll kind of show you what's going on. So one really quick, what I'm going to do is I'm just going to create a texture and just get a sort of basic noise in a normal map form. So this is a normal map that we'll be getting a little bit later that you can see. So I'm just pulling just a basic normal map. This can really be any kind of normal map because we're just refracting a noisy shape. That's going to bend the surface behind it. So right now I'm just doing this weird like bark. It's not weird. Sorry. It's just a bark texture that I got off a tree off of textures.com, I believe. So that is the normal map texture that we're going to use. I'm going to create a Paner. I'm going to do a Pan speed of 0.5. I'm going to create a time node. Then I'm going to multiply the time by a time parameter of one. I'm going to plug this into the time here. I'm going to create another texture, and this is just going to be a blank normal map or a blank normal value. So I have this right here. It's just a blank normal value of 128, 128, 255 across the board for the red, green, and blue channel. I'm going to hold the L key and click and this will create a linear interpret or LURP node. I'm going to plug the RGB into A for my normal map that has some noise to it. I'm going to plug this blank normal map into here and then I'm going to find that dot texture that I created earlier. This one right here. I'm going to plug this into the alpha and then this is going to go into the normal Now one thing, you see that the normal map is grayed out. What I'm gonna have to do is I'm gonna go select the end material palette here. I'm gonna scroll down until I hit Translucency. And under Lighting Mode, I'm gonna go from volumetric non-directional, which doesn't take any form into account. And I'm gonna do volumetric directional. And this will take normal map into effect. And this is very important if you wanna have translucent materials that have a sense of form and react to lighting. Or in this case, because there is no opacity, this is so we can have normal maps affect this translucent material. So that's all we have to do for that. And then the last thing I'm going to do is I'm gonna create another linear interpret or a Lerp note. I'm going to create a parameter and call it refraction. I'm gonna do a value of 1.33. And I'm going to plug this into A. And then this other one for constant B, I'm going to leave at 1. And then for the alpha here, I'm just going to plug this same dot texture into the alpha. I'm going to plug this into refraction. Then when I pull up the plane, you can see here that something's going on around the edges here, and we actually need to invert that. So what I'm going to do really quick here is, ah yes, this was just around. So this blank texture, I'm going to actually plug into A, and the noisy normal map texture, I'm going to plug into B. And when you see here, This is a little bit hard to see, but in the center here, you can see that there's this sort of effect going on, which is looking kind of interesting. Around the edges of the plane, you're not seeing it, but near the base there, you can see that there's kind of a strange ripple effect going on. I might see if I can get a little bit of a better texture that might show. Oh, here we go. Yeah, I have a rock wall tiling texture, and I can plug that in, and that might might have a little bit of a better effect because it has some more values applied to it. And so you can see right there, we have sort of some boiling moving across the surface there that will work nicely. So I'm gonna go ahead and save that. Then I'm gonna create one more particle sprite emitter right here. I'm just gonna name this boil. I'm gonna keep this material at default so I can kind of see what the sprites are doing. I'm gonna put a lifetime of 0.5. So they're only kind of existing around here. I'm gonna take the sphere setup that I had here for my flames. I'm gonna click, control, click and drag over here. I'm gonna actually increase this radius a little bit to five. Actually, my apologies, I'm gonna put this at 0.1 because I'm still on the flames one. I'm gonna go over here. Actually, I'm gonna put this at two. Actually, yeah, let's keep it at five. So you can see these sprites are increasing here. I'm gonna take this size by life and I'm gonna control click and drag it too. And so you can see that those sprites are increasing there. I'm gonna increase this just a little bit. Set the max at 50. And so now I'm just going to select this, the refraction boil material. I'm going to create a material instance. I'm going to select that. I'm going to plug that into the required right here. I'll take a second to compile. And so you'll see there's a little bit more of a sort of boil going on around the base of the flames there that you can see. It's subtle, but it's definitely there. And if you want to increase this, what you can do is you can multiply this. I can go for Refract Power. I'm just going to create that. I'm going to click this default value at zero. Actually, no. I'm going to set the default value at one. I'm going to plug this into the alpha. And then this reflection boil instance right here. I'm going to refract power. I'm going to bump this up to something like three. Actually, I'm going to put it at zero. Let me see here. There we go. If I bump it up to something like five, you can see it's definitely happening now that these are expanding. So if I put that back at three, it's a little bit more subtle here. And I can also increase this size as well. I think that's the other thing that's making it only show up in just the base there. So I'm going to actually increase this to 100. Put the minimum at 50. And so you can see now those refraction sort of boiling effects or heat wave effects are occurring around the base of the flames there."
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+ }
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+ }