samfred2 commited on
Commit
3184b47
·
verified ·
1 Parent(s): 2580f7d

Add transcription for: Niagara Effects Homework.wav

Browse files
transcriptions/Niagara Effects Homework_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " For the spinal assignment for the lesson covering Niagara, we are setting out to create an effect that was made in the previous lessons in Cascade and see if we can bring that into the Niagara system. And then from there, we want to set out and see what can be created with Niagara's new features and create an effect that was not possible in Cascade to show just this really kind of brave new world of what Niagara is going to bring for visual effects in game environments. What we wanted to showcase here was, in this case, I created this flame effect here. So you can go into this and see how the elements of the flames that we first created in Cascade, how can this be replicated here in Niagara? So you can see in the previous lesson, because I was doing this in a version of 4.25, this spawn only evaluation type was not showing up. So right now, what's really nice is you can see that on swan only a new element of this is being or a new value in the dynamic parameters being generated each time. So we're getting a really nice unique setup that's going on here. Really quick, I'm just going to do the same thing we did in the last homework issue, which is that I'm going to reset this. We get rid of these compile warnings here. Let's do a random range float. Get rid of the compile warning there, then I can go ahead and dismiss this. That should be good to go. Just seeing here how we took that same material. The majority of the material is what's driving the overall visual effect here. You can see that now when I plug this into what we were using before in Cascade, which is like, okay, we had a sphere location. We chopped off the top of the hemisphere or the top part of the sphere there. I had some velocity set up. We're replicating the same here. So we just set this up in a box location That's a little bit easier to handle where these sprites are going to be We have a little bit of velocity and cone with a very small amount of strength to just push these sprites up a little bit We're doing a little bit of Alpha scale by alpha here with a scale color here So the scale RGB here is set at 1 1 1 and the scale alpha set along this nice curve set up here So they'll fade in and out. We're also scaling the sprite size So they can start with a scale of zero and just go up to a normal size of the sprite scale until they eventually fade out when they get to the top here. And then we have set up here our dynamic material parameters. And I can go ahead and set this up to do a random range flow for spawn only. Let's go ahead and set this at 0.5 and we can do something like 8 something crazy. So we can get some real nice variety of what these flames are doing. I might actually put this up at one. So you can see here we're getting this nice new element of flames going on here. So you can see that first one that we set up in Cascade way back in the first lesson where we were going over all the elements of Cascade. We can now sort of graduate this flame effect into a new one in the Niagara system. And you can see how there's this really new element of the new features and how it's making this really nice streamlined effect. And you can And see here too, with the previous lesson, how we have these system parameters set up, we can just duplicate this, we can get as many parameters as we want to set up really, with the same particle effect. We don't have to duplicate a particle effect and just change something very simple like the color, something like that. So that's a really cool factor that you're seeing here. As I just duplicated this, I can just change around the color. We have three different kinds of flame with different colors, and it's all just going back to the same particle effect, which is really cool. And so after branching off of that, with the second lesson, what we want to do is we really want to delve into, okay, like what can Niagara do that Cascade cannot do? And there's quite a bit actually. So what we're looking at here is we introduce stuff like the curl noise force. We have things like the spring force. I can do something really quick here where I can, let's see here, there's another, let's see, maybe we can do this with the initialize. Let me fix this really quick here. Do another random range float. The initial mesh orientation still has a warning there, so let me see if that is... Let's see. The rotation vector... Let me see here. Let me try fixing the issue and see if that'll do what it needs to do. That seemed to fix it without any real problem occurring. You know what? Another, I forgot, another very simple way to fix this is because this is potentially using an old or outdated version, I'm just going to do a new initial mesh orientation. And then I'm going to delete these older versions here. So I just have this new mesh orientation without any warnings, and that will get the effect that we need. So you have like a new 4.7 version of what this effect is going to be, and that will solve any issues that you could potentially have. And then I'll go ahead and dismiss these issues here and clean this up. So with that, I'm going to deselect this curl noise force, and let's try some new forces here. So a big part of this is to just play around and see what new elements in the particle updates. Let me do, let me just search force. So I have gravity force, I have line attraction force, I have point attraction force, let's see if I do vortex force, what that's gonna do. Let me go ahead and fix the issue here. And bring it above the solve forces in velocity. So you can see now that these have a little bit more rhyming reason to them. Let me go ahead and isolate this here. Let me go ahead and change this axis of where the vortex is. So you can see right here, instead of them just kind of jittering all over the place, now they kind of have this nice sort of tumble dryer effect that you're seeing here, which looks pretty cool. Because we have a vortex going and pushing these in a certain way. So I have the Vortex Force, I have also a velocity, which could be cool, Vortex Velocity. Let's see what that does, and let me change up the axis too so it can be a little different here. So you can see that kind of has a more uniform element where, because the Spring Force, I don't think affects velocity, I don't think the Spring Force is being taken into account here. So that is the thing to keep in mind is that I think the spring force will adapt to other forces, but I'm not entirely sure if it'll be affected by or will affect elements like velocity, but I could be wrong on that. I'd have to double check. So just really quick here, I'm going to bring the curl noise force back. But really, I would say part of this assignment, the important thing is just going through all of these. So beam, camera, collision, constraints, this is kind of the place where you want to duplicate your effect and just play around really with this digital alchemy and just see what kind of different crazy factors you can get. Some of the most fun ones to experiment with, I would say, start with forces, start with velocity, and start with location. Those are the things where you can see the most sort of obvious effects of what's going on here. With the location, the forces, the velocity, you can do elements to like orientation, physics. It's really just kind of going through this laundry list and just seeing what different factors you can see. Also with Skeletal Mesh with Texture or Sub-UV, Vector Field and Velocity, there's just a very, very large menu. We can't go through them all in this very short homework assignment, but that is the essence of the assignment essentially, is just to just see what all these different elements have to offer. I would say most of these are going to go in Particle Update for the most part. You can try them in Particle Spawn as well, but you might get more of an interesting effect if you go through the particle update. So try that with your different particle elements and just see what kind of really cool effects and creative expressions with this visual representation you can get. It's really the fun part of learning the VFX is just seeing what these powerful tools can do to create all these really cool effects and it's a really exciting part of the process. So I really hope you guys all enjoy it.",
3
+ "segments": [
4
+ {
5
+ "text": " For the spinal assignment for the lesson covering Niagara, we are setting out to create an effect that was made in the previous lessons in Cascade and see if we can bring that into the Niagara system. And then from there, we want to set out and see what can be created with Niagara's new features and create an effect that was not possible in Cascade to show just this really kind of brave new world of what Niagara is going to bring for visual effects in game environments. What we wanted to showcase here was, in this case, I created this flame effect here. So you can go into this and see how the elements of the flames that we first created in Cascade, how can this be replicated here in Niagara? So you can see in the previous lesson, because I was doing this in a version of 4.25, this spawn only evaluation type was not showing up. So right now, what's really nice is you can see that on swan only a new element of this is being or a new value in the dynamic parameters being generated each time. So we're getting a really nice unique setup that's going on here. Really quick, I'm just going to do the same thing we did in the last homework issue, which is that I'm going to reset this. We get rid of these compile warnings here. Let's do a random range float. Get rid of the compile warning there, then I can go ahead and dismiss this. That should be good to go. Just seeing here how we took that same material. The majority of the material is what's driving the overall visual effect here. You can see that now when I plug this into what we were using before in Cascade, which is like, okay, we had a sphere location. We chopped off the top of the hemisphere or the top part of the sphere there. I had some velocity set up. We're replicating the same here. So we just set this up in a box location That's a little bit easier to handle where these sprites are going to be We have a little bit of velocity and cone with a very small amount of strength to just push these sprites up a little bit We're doing a little bit of Alpha scale by alpha here with a scale color here So the scale RGB here is set at 1 1 1 and the scale alpha set along this nice curve set up here So they'll fade in and out. We're also scaling the sprite size So they can start with a scale of zero and just go up to a normal size of the sprite scale until they eventually fade out when they get to the top here. And then we have set up here our dynamic material parameters. And I can go ahead and set this up to do a random range flow for spawn only. Let's go ahead and set this at 0.5 and we can do something like 8 something crazy. So we can get some real nice variety of what these flames are doing. I might actually put this up at one. So you can see here we're getting this nice new element of flames going on here. So you can see that first one that we set up in Cascade way back in the first lesson where we were going over all the elements of Cascade. We can now sort of graduate this flame effect into a new one in the Niagara system. And you can see how there's this really new element of the new features and how it's making this really nice streamlined effect. And you can And see here too, with the previous lesson, how we have these system parameters set up, we can just duplicate this, we can get as many parameters as we want to set up really, with the same particle effect. We don't have to duplicate a particle effect and just change something very simple like the color, something like that. So that's a really cool factor that you're seeing here. As I just duplicated this, I can just change around the color. We have three different kinds of flame with different colors, and it's all just going back to the same particle effect, which is really cool. And so after branching off of that, with the second lesson, what we want to do is we really want to delve into, okay, like what can Niagara do that Cascade cannot do? And there's quite a bit actually. So what we're looking at here is we introduce stuff like the curl noise force. We have things like the spring force. I can do something really quick here where I can, let's see here, there's another, let's see, maybe we can do this with the initialize. Let me fix this really quick here. Do another random range float. The initial mesh orientation still has a warning there, so let me see if that is... Let's see. The rotation vector... Let me see here. Let me try fixing the issue and see if that'll do what it needs to do. That seemed to fix it without any real problem occurring. You know what? Another, I forgot, another very simple way to fix this is because this is potentially using an old or outdated version, I'm just going to do a new initial mesh orientation. And then I'm going to delete these older versions here. So I just have this new mesh orientation without any warnings, and that will get the effect that we need. So you have like a new 4.7 version of what this effect is going to be, and that will solve any issues that you could potentially have. And then I'll go ahead and dismiss these issues here and clean this up. So with that, I'm going to deselect this curl noise force, and let's try some new forces here. So a big part of this is to just play around and see what new elements in the particle updates. Let me do, let me just search force. So I have gravity force, I have line attraction force, I have point attraction force, let's see if I do vortex force, what that's gonna do. Let me go ahead and fix the issue here. And bring it above the solve forces in velocity. So you can see now that these have a little bit more rhyming reason to them. Let me go ahead and isolate this here. Let me go ahead and change this axis of where the vortex is. So you can see right here, instead of them just kind of jittering all over the place, now they kind of have this nice sort of tumble dryer effect that you're seeing here, which looks pretty cool. Because we have a vortex going and pushing these in a certain way. So I have the Vortex Force, I have also a velocity, which could be cool, Vortex Velocity. Let's see what that does, and let me change up the axis too so it can be a little different here. So you can see that kind of has a more uniform element where, because the Spring Force, I don't think affects velocity, I don't think the Spring Force is being taken into account here. So that is the thing to keep in mind is that I think the spring force will adapt to other forces, but I'm not entirely sure if it'll be affected by or will affect elements like velocity, but I could be wrong on that. I'd have to double check. So just really quick here, I'm going to bring the curl noise force back. But really, I would say part of this assignment, the important thing is just going through all of these. So beam, camera, collision, constraints, this is kind of the place where you want to duplicate your effect and just play around really with this digital alchemy and just see what kind of different crazy factors you can get. Some of the most fun ones to experiment with, I would say, start with forces, start with velocity, and start with location. Those are the things where you can see the most sort of obvious effects of what's going on here. With the location, the forces, the velocity, you can do elements to like orientation, physics. It's really just kind of going through this laundry list and just seeing what different factors you can see. Also with Skeletal Mesh with Texture or Sub-UV, Vector Field and Velocity, there's just a very, very large menu. We can't go through them all in this very short homework assignment, but that is the essence of the assignment essentially, is just to just see what all these different elements have to offer. I would say most of these are going to go in Particle Update for the most part. You can try them in Particle Spawn as well, but you might get more of an interesting effect if you go through the particle update. So try that with your different particle elements and just see what kind of really cool effects and creative expressions with this visual representation you can get. It's really the fun part of learning the VFX is just seeing what these powerful tools can do to create all these really cool effects and it's a really exciting part of the process. So I really hope you guys all enjoy it."
6
+ }
7
+ ]
8
+ }