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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Material Creation_mp4_frames_transcription.json ADDED
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+ "text": " So we can see here that they're moving, but they're moving at kind of a slow sluggish pace. This would be like a very slow-mo viewing of what Flames would be doing. So we want to change that up a bit. So I'm going to right-click and type in time. And this is going to input the time node. This is literally just representing time passing in the engine here. So I'm going to hit M and click to do a multiply. Then I'm going to hit the one key and bring up another material expression constant. What I'm going to do is I'm going to right click and hit Convert to Parameter. I'm going to name this Time. I'm going to create this parameter that we could use for material instance, which we'll explain a little bit later down line after we've accomplished this. In the default value here, I'm going to hit 2. I'm actually going to name this Time01. Then I'm going to do a Ctrl C, Ctrl V. And then I'm going to rename the second copy, Time O2. I'm going to bump this up to three. So I'm going to plug this into the multiply B. I'm going to plug this into that time on the Panor. And then you can see that this is moving a little bit faster. And if I turn this into something crazy, like if I bump it up to eight. You can see that this is going pretty fast now. And if I do the same thing, if I grab the time in the Multiply and Control C, Control V, I plug time two into that Multiply and plug it into this Paner. You can see this is moving quite a bit faster, which has a more interesting effect. There's another thing I want to do, which is control the amount of opacity that's showing up here, meaning that I want maybe more of the white values in the red channel and green channel to come in or maybe have them go out. Kind of like the levels in Photoshop, I want to crush the blacks, blow out the whites, and get a different range of grayscale in between the black and white values. So in order to do that, I'm going to right click and hit Power. This power node is like the levels or curves options in Photoshop where you can control the values. So I'm going to hold down 1 and create a or convert to parameter. I'm going to call this contrast. And the default value here is going to be 2. Now the lower the value goes, the more white is going to show up in the grayscale, or the whites are going to get blown out. And the higher the value, the more blacks are going to be crushed and absorbed, the end result here. So what I'm going to do is I'm going to do start preview node, right click, start preview node, what you can see here. And so you can see these interesting like flame shapes showing up here with a contrast of two. So if I put this down to something like one, you can see more white values are showing through. If I do something extreme like 0.1, you can see it's very white. There's hardly any black going here at all. If I go the opposite route, if I do something like 4, it's very sparse. You have very limited elements of white showing through. And if I do something crazy like 12, you can see almost no white is showing through at all. So what I'm going to do is a value of 1. And then when I plug this in here, and then I right click on this again and do stop previewing node. Preview node just shows what this value is being represented. Instead of seeing the end result, you can isolate different elements of the graph, kind of like something in Substance Designer or in Houdini, where you can see what's going on. So this is starting to look pretty cool, but it doesn't have those elongated elements of flames that we want. So what I'm going to do now is I'm going to play with the texture coordinates a little bit to kind of stretch these out a little bit. So I'm going to right click and do c o o r for coordinate. I'm going to click texture coordinate. And then I'm going to also right click and hit append. I'm going to hit append vector, which has these a b so it's append and then an a and b slot. I'm going to hit the one key two times. I'm going to do convert to parameter. I'm going to name this tile x. And with this one, compared to parameter, I'm going to do tile y. And both these I'm going to put it at default value of one. I'm going to plug this into a, or actually I'm going to plug tile x into a, I'm going to plug tile y into b. Then I'm going to hit m for multiply. I'm going to plug this into b, I'm going to plug this texture coordinate into A. And I'm going to plug this into the coordinate on both of these panors here. So you can see here nothing much has changed, but if I go to tile X, if I hit something like 3, or multiply it by 3, you can see that this has been duplicated three times across the texture space. So I'm essentially duplicating along the horizontal element, these flame effects. So I could do this the opposite way too, if I wanna do something like 0.25. I'm actually stretching it the other way, so you get these interesting horizontal bands that are going on here. So I'm gonna put it back at two. And then to get more elongated stretches of the flames, I'm gonna do on Y, which is the vertical sense. So I'm going to do something a little shorter, like 0.5. And so you can see also that it's actually sped up a little bit. And that's something that happens is the shorter the texture space, the faster it's going to go because there's less physical distance that the texture needs to pan. It's a little bit of math to keep in mind, but it's, it's easy to adjust to all All you need to do is just usually divide or adjust the time parameters that we've set up here. So instead of 8 and 3, I'm going to do 4 and 1, something like that. And you can just play with these until you get the exact result that you need. I'm going to put this back at 1, just so you don't see as much texture repetition. And so you can see these interesting little flame shapes are starting to kind of show up here. There's another thing that we're going to do because you can clearly see that these flames are interacting with the edge of this plane. They're getting cut off and clipping into the edges here, and we want to fix that. So a very easy way that we can do this is we can just go into the blue channel here that we're not using right now. And I'm just going to do a big brush with the black value, and I'm just going to paint this all out really quick. What we want to do is create a mask that has a soft falloff that we can have in the center here, but then have a negative space around the edges so no positive shapes or flame shapes make it to the edge of the plane. So it looks like they're clipping through the edge of the plane there. So I'm just going to create a very simple like sort of mountain like shape in the center here. I'm just gonna grab the black value here and just kind of go around the edge to make sure that no positive shapes can make it to the end here. Just gonna go across the top two. So we make sure that around the edges of this image here, it's all at a value of zero or I suppose one, if it's a, and what we can do to is we can go into adjustments, levels and just really kind of crush it, crush the blacks to make sure that there's no chance that any positive values would make it to the end here. So something like this is kind of this little like molehill shape that I have right here. I'm going to resave this texture. You can see that the texture has changed. There's now this like big sort of blue hill that's showing through here because the blue channel has been affected. I'm going to resave this target, flame style. Still a 24 bit. We don't need to worry about an alpha as of yet. I'm going to go back here. I'm going to right click and re-import. You can see it's changed. We have that blue channel now that we can use. So what we're gonna do now is I'm going to control C and control V. I'm not gonna hook up a panel to this because we don't want this texture panning. We want it to stay still. So what I'm then gonna do is at the base of the power node here, I'm gonna plug this into A. Then I'm gonna take the blue channel here and plug it into B. and then we're gonna plug that into the opacity. And so you can see now that looks a lot more like flames because it's not clipping into the edge of the plane here. There's a little bit of occlusion shadowing that's going on at the base here, but we're not gonna worry about that once we get it into Cascade. So you can see here with this very simple setup, we pretty much have the flame effects that we were seeing when we were looking at those GIF images. All we're missing now is the color, and that's extremely easy to do. all we need to do is just hit the number three key, which brings down a vector three parameter. I'm gonna double click on this, and here's a color wheel. All we need to do is just get in a nice orange ratio there. I'm going to crank it up to one, and then in the value here, in order to get a really nice bright glow, here's the ceiling, which is one, I'm just gonna bump this up to five, and this gets this really nice kind of temperature orange to yellow like effect here that you'll see. So I just did a hue of orange, a saturation of one, saturated as they can get and the value I'm really cranking it up to a value of 5, which is like turning it up to 11. I'm going to plug this into the emissive color. And then you see here we got some stylized flames. You can see them sort of growing, getting pushed around by those negative shapes that are panning over each other here. And so that's really cool. So now, how are we going to get this into a particle effect? It's cool to see here in the preview window of the material editor here, but let's actually get it into a particle effect so we can place it in the world and actually see some flames cropping up.",
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+ "segments": [
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+ {
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+ "text": " So we can see here that they're moving, but they're moving at kind of a slow sluggish pace. This would be like a very slow-mo viewing of what Flames would be doing. So we want to change that up a bit. So I'm going to right-click and type in time. And this is going to input the time node. This is literally just representing time passing in the engine here. So I'm going to hit M and click to do a multiply. Then I'm going to hit the one key and bring up another material expression constant. What I'm going to do is I'm going to right click and hit Convert to Parameter. I'm going to name this Time. I'm going to create this parameter that we could use for material instance, which we'll explain a little bit later down line after we've accomplished this. In the default value here, I'm going to hit 2. I'm actually going to name this Time01. Then I'm going to do a Ctrl C, Ctrl V. And then I'm going to rename the second copy, Time O2. I'm going to bump this up to three. So I'm going to plug this into the multiply B. I'm going to plug this into that time on the Panor. And then you can see that this is moving a little bit faster. And if I turn this into something crazy, like if I bump it up to eight. You can see that this is going pretty fast now. And if I do the same thing, if I grab the time in the Multiply and Control C, Control V, I plug time two into that Multiply and plug it into this Paner. You can see this is moving quite a bit faster, which has a more interesting effect. There's another thing I want to do, which is control the amount of opacity that's showing up here, meaning that I want maybe more of the white values in the red channel and green channel to come in or maybe have them go out. Kind of like the levels in Photoshop, I want to crush the blacks, blow out the whites, and get a different range of grayscale in between the black and white values. So in order to do that, I'm going to right click and hit Power. This power node is like the levels or curves options in Photoshop where you can control the values. So I'm going to hold down 1 and create a or convert to parameter. I'm going to call this contrast. And the default value here is going to be 2. Now the lower the value goes, the more white is going to show up in the grayscale, or the whites are going to get blown out. And the higher the value, the more blacks are going to be crushed and absorbed, the end result here. So what I'm going to do is I'm going to do start preview node, right click, start preview node, what you can see here. And so you can see these interesting like flame shapes showing up here with a contrast of two. So if I put this down to something like one, you can see more white values are showing through. If I do something extreme like 0.1, you can see it's very white. There's hardly any black going here at all. If I go the opposite route, if I do something like 4, it's very sparse. You have very limited elements of white showing through. And if I do something crazy like 12, you can see almost no white is showing through at all. So what I'm going to do is a value of 1. And then when I plug this in here, and then I right click on this again and do stop previewing node. Preview node just shows what this value is being represented. Instead of seeing the end result, you can isolate different elements of the graph, kind of like something in Substance Designer or in Houdini, where you can see what's going on. So this is starting to look pretty cool, but it doesn't have those elongated elements of flames that we want. So what I'm going to do now is I'm going to play with the texture coordinates a little bit to kind of stretch these out a little bit. So I'm going to right click and do c o o r for coordinate. I'm going to click texture coordinate. And then I'm going to also right click and hit append. I'm going to hit append vector, which has these a b so it's append and then an a and b slot. I'm going to hit the one key two times. I'm going to do convert to parameter. I'm going to name this tile x. And with this one, compared to parameter, I'm going to do tile y. And both these I'm going to put it at default value of one. I'm going to plug this into a, or actually I'm going to plug tile x into a, I'm going to plug tile y into b. Then I'm going to hit m for multiply. I'm going to plug this into b, I'm going to plug this texture coordinate into A. And I'm going to plug this into the coordinate on both of these panors here. So you can see here nothing much has changed, but if I go to tile X, if I hit something like 3, or multiply it by 3, you can see that this has been duplicated three times across the texture space. So I'm essentially duplicating along the horizontal element, these flame effects. So I could do this the opposite way too, if I wanna do something like 0.25. I'm actually stretching it the other way, so you get these interesting horizontal bands that are going on here. So I'm gonna put it back at two. And then to get more elongated stretches of the flames, I'm gonna do on Y, which is the vertical sense. So I'm going to do something a little shorter, like 0.5. And so you can see also that it's actually sped up a little bit. And that's something that happens is the shorter the texture space, the faster it's going to go because there's less physical distance that the texture needs to pan. It's a little bit of math to keep in mind, but it's, it's easy to adjust to all All you need to do is just usually divide or adjust the time parameters that we've set up here. So instead of 8 and 3, I'm going to do 4 and 1, something like that. And you can just play with these until you get the exact result that you need. I'm going to put this back at 1, just so you don't see as much texture repetition. And so you can see these interesting little flame shapes are starting to kind of show up here. There's another thing that we're going to do because you can clearly see that these flames are interacting with the edge of this plane. They're getting cut off and clipping into the edges here, and we want to fix that. So a very easy way that we can do this is we can just go into the blue channel here that we're not using right now. And I'm just going to do a big brush with the black value, and I'm just going to paint this all out really quick. What we want to do is create a mask that has a soft falloff that we can have in the center here, but then have a negative space around the edges so no positive shapes or flame shapes make it to the edge of the plane. So it looks like they're clipping through the edge of the plane there. So I'm just going to create a very simple like sort of mountain like shape in the center here. I'm just gonna grab the black value here and just kind of go around the edge to make sure that no positive shapes can make it to the end here. Just gonna go across the top two. So we make sure that around the edges of this image here, it's all at a value of zero or I suppose one, if it's a, and what we can do to is we can go into adjustments, levels and just really kind of crush it, crush the blacks to make sure that there's no chance that any positive values would make it to the end here. So something like this is kind of this little like molehill shape that I have right here. I'm going to resave this texture. You can see that the texture has changed. There's now this like big sort of blue hill that's showing through here because the blue channel has been affected. I'm going to resave this target, flame style. Still a 24 bit. We don't need to worry about an alpha as of yet. I'm going to go back here. I'm going to right click and re-import. You can see it's changed. We have that blue channel now that we can use. So what we're gonna do now is I'm going to control C and control V. I'm not gonna hook up a panel to this because we don't want this texture panning. We want it to stay still. So what I'm then gonna do is at the base of the power node here, I'm gonna plug this into A. Then I'm gonna take the blue channel here and plug it into B. and then we're gonna plug that into the opacity. And so you can see now that looks a lot more like flames because it's not clipping into the edge of the plane here. There's a little bit of occlusion shadowing that's going on at the base here, but we're not gonna worry about that once we get it into Cascade. So you can see here with this very simple setup, we pretty much have the flame effects that we were seeing when we were looking at those GIF images. All we're missing now is the color, and that's extremely easy to do. all we need to do is just hit the number three key, which brings down a vector three parameter. I'm gonna double click on this, and here's a color wheel. All we need to do is just get in a nice orange ratio there. I'm going to crank it up to one, and then in the value here, in order to get a really nice bright glow, here's the ceiling, which is one, I'm just gonna bump this up to five, and this gets this really nice kind of temperature orange to yellow like effect here that you'll see. So I just did a hue of orange, a saturation of one, saturated as they can get and the value I'm really cranking it up to a value of 5, which is like turning it up to 11. I'm going to plug this into the emissive color. And then you see here we got some stylized flames. You can see them sort of growing, getting pushed around by those negative shapes that are panning over each other here. And so that's really cool. So now, how are we going to get this into a particle effect? It's cool to see here in the preview window of the material editor here, but let's actually get it into a particle effect so we can place it in the world and actually see some flames cropping up."
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