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Add transcription for: Ribbon Trail Snow.wav

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transcriptions/Ribbon Trail Snow_transcription.json ADDED
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+ "text": " So you can see that we're getting a pretty nice effect. And the last thing I want to do is create a ribbon mesh that we can use so we can get sort of a detailed splatter effect that we'll sort of move across here. Now, for that, what we can do is I'm just going to really quickly set up what the source is going to be. So I'm going to select the one, the same one that we're using for the streaks here. I'm going to go back into this particle effect here. I'm going to create one more Admitter here. Going to call it ribbon01. It looks like because I had the material selected, it went ahead and picked it up, which is something that we want. And then let me start going through here. I'll create the ribbon data that we have. So the type data, I'll do ribbon data. Go ahead and start setting up the values that we need here. So I'm going to put the max trail count at 50 and the max trail and particle count, I'm going to put this at 1,000. I'm going to deselect clip source segment and I'm going to do tangent regulation every time. I'm going to do spawn initial particle, I'm going to check those on. So I have these two checked on, I have this checked off and I have these three checked on. I'm going to go down and make sure that everything is set here that I need. going to, for tiling distance, I'm going to do 350. And for distance escalation step size, I'm going to put this at 1. And for that, I have this set up for the ribbon data. For spawn, I'm going to put this at 0. So it's no longer spawning. For the lifetime, I'm going to do something pretty short like 0.2 and 0.4. For the initial size, I'm going to do 6 and 3. I'm going to leave the rest of these at 0, just so there's a simple understanding in what scale we're working with here. under required, I'm just going to do use local space. And under sort mode, I'm going to do age oldest first. Then I'm going to do spawn per unit. For the spawn per unit, I'm going to do unit scalar of 5 for the distribution constant. I'm going to do 1, so it's 1 particle spawning every time. That's all I need for that. And then for source, let me find it it really quick here under trail source. And then for source here, I'm going to do blood02. I'm gonna keep the source strength at 100. And that is all I should need for this right here. Oh, the last one I'm going to do Pet2ScrimParticle instead of default. So you can see now we have these trails following these particles here. And the reason it's all Ripley there is I have a velocity affecting the ribbons. So I'm going to take that out. And so you can see now we have these trails following the particle effects here. Now I know there's a lot of terminology that I just went through without a lot of explanation as to why we're putting in these particular values. Ribbons are a little bit tricky. So I am just listing off after experimentation of after a lot of trial and which values were working for me. So if you just follow these different values that we have set up in the project and for whatever reason if it's not working you can go back to the other particle ribbon setup that we had in the previous lesson and it might just be a factor that you'll have to work with these different numbers until you get a result that you need and just do the troubleshooting that we're doing to get a certain result now. The last thing we're do is I'm going to do a quick size by life for the ribbon trail here. And under 0 I'm going to do 0.1, 0 and 0. And then for 0.2 I'm going to do 1. And then I'm going to do do one other point here, I'm going to put this back at point one. So at the scale of one here at the end of Particle's life, I'm going to put it back at point one. And I could increase this to something like five. Actually, that's a little too intense there. And you can see there that that's growing a little bit. And it's kind of got this nice like sort of comet sort of effect to it, which is looking really nice. The other thing I'm going to really quick here is under the dynamic parameters I'm going to set up what we want for this particular scene here. So what I'm going to do really quick is I'm going to do spawn time only for the contrast. I'm going to do a float uniform. I'm going to do a difference between 1 and 3. So we get a little variety in the particle setup here that you can see. And then for the time I'm going to just set that default value at zero here. And I might even set this at a constant value two of two, just so it's kind of uniform and set up there. And the last thing I want to show that you could do, so I remember I had a panning texture here and I had this set at diffuse, so what I can do is I'm going to duplicate this material instance. And I'm going to select a blood effect that I was showing you on textures.com. I just put a very simple sort of blood texture that you can see here. I just am going to plug this into the diffuse here. I'm going to select this. I'm just going to plug this into the required. And you can see you have a little bit more detail set up with your ribbon trail here. and with the dynamic you can actually set this to actually move. And so you can have a little bit more detail going on. And the other thing I'm going to do, of course, too, is I'll drag the color of her life for the red over here. And so looking through here you can see that we have these streaks of blood kind of following the droplets here, which is looking pretty nice. I can make these a little bit bigger too if I need. So something like 8 and 5. And I can work with really any blood streak that I want. I can also use this one that I created, which is just a very simple tiling ribbon texture here. If I plug that in, you can get different texture results that are following the blood spatter here. And you can really expand with what kind of ribbon trails you want for the liquid effect that's going on here. So if I go back into the snow scene here, I'm going I'm going to select my blood spray. You can see here it's hitting the snow and creating those really nice streaks. The other thing I'm going to do really quick is make sure that for that mesh one that I have, I have an initial location that's working pretty good. And then of course for the mass material so there's no clipping I can go ahead and do a depth fade as well. But for this I'm going to do a pretty low value, but it's just enough so that there's no clipping with the ground here. We go ahead and make sure everything is set to local space here. Let's go down the line here. With that, we have this effect that we can move to different areas to get the results that we need. Let me actually reset that really quick so we can get the effect that we need. And for whatever reason the effects are showing up over there. I'm not sure why. You go ahead and delete that and re-import it. It's possible that local space might freak out a little bit about moving this around as you can see it's kind of going way off over there so I might have to have it where local space is actually turned off for these. See there, yeah, there we go. Okay, so yeah, the reason we were getting that His local space is not liking the effect of... Looks like the last thing we need to do too is we need to make sure that for the events you respond, we inherit the rotation, possibly if we can. This might be set up in a way where it needs to face a certain... Try inherent velocity, see what that does. That does not work. So there's one last bit of troubleshooting we want to do before we come to an end of this lesson, and that's working with local space and working with inherent velocity. So the problem you could run into is you see here that we have this blood spraying and the drops are stretching across the surface the way they need to, but if you want to hypothetically like turn this, something like that, you can see we're running into a problem where the drops are going in this velocity, but they're still going in this way, which is obviously not correct. So what we could do is it's like, well, okay, let's do this and put it in local space and that should take care of everything. So if I turn on local space here, if I do that, but now you get this really bad problem where the collision is showing up in a very strange place, not on the ground at all, and it's just all kinds of wrong. So we're going to go ahead and turn that back off. Just really quick across the board here. Turn this off. And so now what can we do if we want to turn this and switch around? So one thing that we could do is with these groundblood drops here that are stretching, what we can do is we can have this aligned by velocity. So I'm going to go PSA velocity here. And then under event receiver spawn, I have this option under the velocity tab called inherit velocity. So it'll be taking in the velocity of the particles that are flying through the air here. So if I go ahead and turn this on, I'm just going to set this to the default here of one across the board. So we do that, but there's a problem where you can see that those are just kind of going through the floor. velocity, they're inheriting the velocity where they're not showing up on the ground at all, which is a bit of a problem. So what we need to do instead is we need to find the scale of the velocity and just push it just a little bit. So what I had here is that in x, so I turned off y and I turned off z because we don't need them going through the floor, and we don't need them going any other particular direction. We just need them kind of scooting in one particular direction, and we just need them to scoot in a very, very faint amount of velocity. We need the smallest amount of velocity possible so that because it's aligned, the mesh can point in the direction that we need to. So you can see it's moving just a little bit when I scoot down here, but it's so faint that you really don't notice it. And so by doing that, by having this mesh inherit the velocity with its receiver spawn, We have it where we can now rotate this any way we want and those sprites are going to stretch or spray in the right direction, no matter where this particle admits.",
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+ "segments": [
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+ {
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+ "text": " So you can see that we're getting a pretty nice effect. And the last thing I want to do is create a ribbon mesh that we can use so we can get sort of a detailed splatter effect that we'll sort of move across here. Now, for that, what we can do is I'm just going to really quickly set up what the source is going to be. So I'm going to select the one, the same one that we're using for the streaks here. I'm going to go back into this particle effect here. I'm going to create one more Admitter here. Going to call it ribbon01. It looks like because I had the material selected, it went ahead and picked it up, which is something that we want. And then let me start going through here. I'll create the ribbon data that we have. So the type data, I'll do ribbon data. Go ahead and start setting up the values that we need here. So I'm going to put the max trail count at 50 and the max trail and particle count, I'm going to put this at 1,000. I'm going to deselect clip source segment and I'm going to do tangent regulation every time. I'm going to do spawn initial particle, I'm going to check those on. So I have these two checked on, I have this checked off and I have these three checked on. I'm going to go down and make sure that everything is set here that I need. going to, for tiling distance, I'm going to do 350. And for distance escalation step size, I'm going to put this at 1. And for that, I have this set up for the ribbon data. For spawn, I'm going to put this at 0. So it's no longer spawning. For the lifetime, I'm going to do something pretty short like 0.2 and 0.4. For the initial size, I'm going to do 6 and 3. I'm going to leave the rest of these at 0, just so there's a simple understanding in what scale we're working with here. under required, I'm just going to do use local space. And under sort mode, I'm going to do age oldest first. Then I'm going to do spawn per unit. For the spawn per unit, I'm going to do unit scalar of 5 for the distribution constant. I'm going to do 1, so it's 1 particle spawning every time. That's all I need for that. And then for source, let me find it it really quick here under trail source. And then for source here, I'm going to do blood02. I'm gonna keep the source strength at 100. And that is all I should need for this right here. Oh, the last one I'm going to do Pet2ScrimParticle instead of default. So you can see now we have these trails following these particles here. And the reason it's all Ripley there is I have a velocity affecting the ribbons. So I'm going to take that out. And so you can see now we have these trails following the particle effects here. Now I know there's a lot of terminology that I just went through without a lot of explanation as to why we're putting in these particular values. Ribbons are a little bit tricky. So I am just listing off after experimentation of after a lot of trial and which values were working for me. So if you just follow these different values that we have set up in the project and for whatever reason if it's not working you can go back to the other particle ribbon setup that we had in the previous lesson and it might just be a factor that you'll have to work with these different numbers until you get a result that you need and just do the troubleshooting that we're doing to get a certain result now. The last thing we're do is I'm going to do a quick size by life for the ribbon trail here. And under 0 I'm going to do 0.1, 0 and 0. And then for 0.2 I'm going to do 1. And then I'm going to do do one other point here, I'm going to put this back at point one. So at the scale of one here at the end of Particle's life, I'm going to put it back at point one. And I could increase this to something like five. Actually, that's a little too intense there. And you can see there that that's growing a little bit. And it's kind of got this nice like sort of comet sort of effect to it, which is looking really nice. The other thing I'm going to really quick here is under the dynamic parameters I'm going to set up what we want for this particular scene here. So what I'm going to do really quick is I'm going to do spawn time only for the contrast. I'm going to do a float uniform. I'm going to do a difference between 1 and 3. So we get a little variety in the particle setup here that you can see. And then for the time I'm going to just set that default value at zero here. And I might even set this at a constant value two of two, just so it's kind of uniform and set up there. And the last thing I want to show that you could do, so I remember I had a panning texture here and I had this set at diffuse, so what I can do is I'm going to duplicate this material instance. And I'm going to select a blood effect that I was showing you on textures.com. I just put a very simple sort of blood texture that you can see here. I just am going to plug this into the diffuse here. I'm going to select this. I'm just going to plug this into the required. And you can see you have a little bit more detail set up with your ribbon trail here. and with the dynamic you can actually set this to actually move. And so you can have a little bit more detail going on. And the other thing I'm going to do, of course, too, is I'll drag the color of her life for the red over here. And so looking through here you can see that we have these streaks of blood kind of following the droplets here, which is looking pretty nice. I can make these a little bit bigger too if I need. So something like 8 and 5. And I can work with really any blood streak that I want. I can also use this one that I created, which is just a very simple tiling ribbon texture here. If I plug that in, you can get different texture results that are following the blood spatter here. And you can really expand with what kind of ribbon trails you want for the liquid effect that's going on here. So if I go back into the snow scene here, I'm going I'm going to select my blood spray. You can see here it's hitting the snow and creating those really nice streaks. The other thing I'm going to do really quick is make sure that for that mesh one that I have, I have an initial location that's working pretty good. And then of course for the mass material so there's no clipping I can go ahead and do a depth fade as well. But for this I'm going to do a pretty low value, but it's just enough so that there's no clipping with the ground here. We go ahead and make sure everything is set to local space here. Let's go down the line here. With that, we have this effect that we can move to different areas to get the results that we need. Let me actually reset that really quick so we can get the effect that we need. And for whatever reason the effects are showing up over there. I'm not sure why. You go ahead and delete that and re-import it. It's possible that local space might freak out a little bit about moving this around as you can see it's kind of going way off over there so I might have to have it where local space is actually turned off for these. See there, yeah, there we go. Okay, so yeah, the reason we were getting that His local space is not liking the effect of... Looks like the last thing we need to do too is we need to make sure that for the events you respond, we inherit the rotation, possibly if we can. This might be set up in a way where it needs to face a certain... Try inherent velocity, see what that does. That does not work. So there's one last bit of troubleshooting we want to do before we come to an end of this lesson, and that's working with local space and working with inherent velocity. So the problem you could run into is you see here that we have this blood spraying and the drops are stretching across the surface the way they need to, but if you want to hypothetically like turn this, something like that, you can see we're running into a problem where the drops are going in this velocity, but they're still going in this way, which is obviously not correct. So what we could do is it's like, well, okay, let's do this and put it in local space and that should take care of everything. So if I turn on local space here, if I do that, but now you get this really bad problem where the collision is showing up in a very strange place, not on the ground at all, and it's just all kinds of wrong. So we're going to go ahead and turn that back off. Just really quick across the board here. Turn this off. And so now what can we do if we want to turn this and switch around? So one thing that we could do is with these groundblood drops here that are stretching, what we can do is we can have this aligned by velocity. So I'm going to go PSA velocity here. And then under event receiver spawn, I have this option under the velocity tab called inherit velocity. So it'll be taking in the velocity of the particles that are flying through the air here. So if I go ahead and turn this on, I'm just going to set this to the default here of one across the board. So we do that, but there's a problem where you can see that those are just kind of going through the floor. velocity, they're inheriting the velocity where they're not showing up on the ground at all, which is a bit of a problem. So what we need to do instead is we need to find the scale of the velocity and just push it just a little bit. So what I had here is that in x, so I turned off y and I turned off z because we don't need them going through the floor, and we don't need them going any other particular direction. We just need them kind of scooting in one particular direction, and we just need them to scoot in a very, very faint amount of velocity. We need the smallest amount of velocity possible so that because it's aligned, the mesh can point in the direction that we need to. So you can see it's moving just a little bit when I scoot down here, but it's so faint that you really don't notice it. And so by doing that, by having this mesh inherit the velocity with its receiver spawn, We have it where we can now rotate this any way we want and those sprites are going to stretch or spray in the right direction, no matter where this particle admits."
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+ }