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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Particle Refinement_mp4_frames_transcription.json ADDED
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+ "text": " So looking into the last parameter that's listed here on the factors here in Cascade, we've looked at spawn, lifetime, size, velocity. The last thing we're going to do is look over the particles life and how it's affected by this one called color over life. And so what we're going to look at here is we have these two values here. We, if I minimize all this here, we have color over life and we have alpha over life. Alpha and opacity are the same thing so we want to make sure that we keep that in mind. The first thing that we see here is that all this is all turned white again because we plugged in the particle color. So the color over life is communicating back to the material and it's referencing this RGB input from the particle color here and the alpha is doing the same here with this input that's in the material. So these two factors are communicating from the particle system to the material. So we want to see some results from that. So what we can do is really quick here, we look at the value here. So we have a couple of different options. We have distribution vector constant, which is just one particular value. If I select that, you see that it's now black. And we're going to have one particular value. So if I choose a red color here, you can see that's one constant color that's communicating, hey, we just want this to be red. And that's what's happening here. I turn it to blue. Same thing. It's just communicating a single color. If we want to do something different, we can do the constant curve. And what this is going to be is it's going to pick points in the particle's lifetime in order to change different colors. So if I do something like the value here, so one thing to keep in mind is the value is the timeline in the particle's life. Zero is the birth of the particle. One is the death of the particle and then everything in between is the ratio of the particles life. So at the beginning of the particle we want this to be red at the birth of the particle and then at the death we want this to be blue. So you can see there that and I can also change the background color here if I do this. I just click background color I'm going to do this gray. It's a little bit hard to see so I'm actually going to go back to a darker value here. You You can see that it's starting off red and it's turning blue over its lifetime. It's turning blue in different spots because we have a different ratio of lifetime for every particle spawned between a value of 0.5 and 1. So what we're going to do here is we're going to keep this constant because it's fire, it's flame, so we're just going to go back to that value that we did before. So we're going to pick this nice orange. We're going to do a value of 5. So we have something that's nice and flame looking right here. The other thing we're going to look at is the alpha over life. Now this is very important for fading the particle. So if I just do a distribution vector constant, you can see that it's at zero because the alpha is being multiplied at the end here by zero. So zero alpha or opacity is showing through. So if I do this at a value of one, you can see now that it's fully opaque, but you're noticing something here, there's this pop going on where these sprites are floating up and then just kind of snap or pop out of place. they're not fading out like they used to. And in order to fix that, what we're going to do is we're gonna go to a distribution float constant curve. And we're gonna do a communication over the particle's lifetime, where at the birth, it's gonna be a value of zero or zero opacity. And then for this next one here, we're gonna do a total of four points, so I'm gonna add two more. And so for this one, at about 20% of its life, or when it's, let's say the particle's lifespan is 10 years. So when it's two years old or 0.2, we're going to say it's fully opaque at one. And then at the, say it's eight years old, it's going to be fully opaque at one, two. And then at the end, it's death. It's going to be back to zero. So if I put in these factors here with these four points, so zero is zero, 0.2 is one, eight is one, and then one is zero. You can see there's this nice fade in and fade out. There's no longer that popping, which is a nice effect there. I might actually do this. I might put this at.5. That's even more of a fade, which is really nice. One way that you can affect that is instead of.8, it's a little bit fast, but if you put it at.5 or half of its life, it's going to say, okay, when it hits half of its lifespan, we're going to fade to a value of zero from half its life to its death. 0.5 to 1. So that's part of the communication that we can do over the particles lifetime here. Now let's go even further with this. You can see the flames are all doing the same repetition of shapes, which is very jarring to look at. So let's change that up. So I'm going to go to parameter dynamic. I'm just right clicking here. So parameter dynamic. And this is the dynamic parameter factor that's going to communicate with the dynamic parameter node that we have set up here in the material. So the first one you remember is the opacity and what we want to do is at the beginning of the particle's life we want to be really full and have a lot of opacity or a lot of alpha. So what we can do, kind of like how we were doing with the color and alpha over life, we're going to go for the first parameter here at zero, which is this one here opacity. So it's one, two, three, four. And we have four and the terminology is a little confusing, but if you just keep in mind that we have four of these one, two, zero, one, two, three, it's really the one, two, three, four. So we're going to the first one here. And then instead of distribution float constant, we're going to do distribution float constant curve. And so you can see here, this is a very bright orange flame or actually, this is a bright orange flame because it's a set at zero. So I'm going to put that back at two. And we're going back to the same flames if I put it at one. It's back to the flames that we had before. So instead, let's do this where we have two points, we have the particles life and the particles death. So at zero, I'm going to put a value of point one. And for the depth of particle, I'm going to do three. So you can see that's interesting, we're getting this interesting factor going on here where it's kind of popping in and out. So what I might do is I might do one or I might do 0.5. Let's do 0.3 at the beginning here. I might turn this down to to something like two. That's a little bit better where you can see that there's and here's one other factor that you can see too. So if I go to time, I do animation speed, I'm going to go down to 25%. And this is 25% the speed. So you can see what's really going on here. So you can see it, when the particles life starts, it's a lot more filled and opaque and then as it reaches up, it sort of fades out over time like flames do. So I'm going to put that animation speed back at 100%. And you can see that there's this interesting factor going on now where it's starting more filled and then fading over time. But what's still making this very jarring to look at is that all the shapes are the same because everything is panning at the same speed here. So we need to change that up. So we're going to go to one, which is time one back in the material here. So time on one, which is going to be this one. And we're going to do something a little bit different and new, which is that we're going to check this, which says spawn time only. But before I do that, let me just show you what happens if you don't do that. I'm going to go down to distribution float uniform. And what this does is that it's choosing a random value between these two values here, kind of like what we're setting up here in the initial size and the lifetime. So I'm going to do something like 0.1 one for the min and then one for the max. And you can see this is kind of this ugly strobing is going on. That's because it's trying to update in real time to change these values and we do not want that. So we only want this to happen when the particle is first spawned. So if we check this box called spawn time only, you can see now that the shapes are starting to break up a little bit and we're not getting that same repetition of shapes going on, which is really cool. And we'll just do the same thing here, which is time two, which is the green channel. So we're gonna do the same thing, click Spawn Time Only, do float uniform, and do 0.1 and 1. And so you can see now the shape language is a lot different every time it's spawned, which is a really nice factor. I can go back up here to how much lack of contrast I want to the beginning of the particle. And here, MIT.5 again. And you can see the flame shapes are a lot more interesting and dynamic, and you're not getting that repetition that we were before. And so one last factor that I'm going to do here is that these sprites here in the scene, you can see here we're getting some pretty interesting nice flame effects going just out of this little bit of experimentation we were doing. These are all the same size and we want another factor to happen where they can grow in size and then have the alpha fade them out. So one last thing I'm going to do here is I'm going to do a size and I'm going to do a size by life. And what this does is it's going to take the initial size here and over the particle's lifetime, it's going to multiply the size by a certain factor. As it's set up right now, we have the particle's birth, zero, the particle's death at one, and everything is maintaining the same scale of one across the board. But what I'm going to do is I'm going to set this at zero. And you can see that what's happening here is when the particle starts, it's at a scale very, very small at zero. And then over its lifetime, it grows into its original size here of one. And then if I add a little bit more, something like that, you can see we're starting to get some flames here. And I might slow this down a little bit. And I'm getting into this phase now where I'm starting to tweak these little parameters to get a different effect of velocity of size. This is the part that is kind of like the rendering when you're painting or drawing. The fine detailing of the rendering is that I'm going to start tweaking these a little bit so I can get some different effects. Nothing I'm going to do is I'm just going to do a 10, the negative 10 for the velocity in the X and Y, just so there's a little bit of breakup with it going this way and this way, just so there's a little bit of random factor there. I'm going to change this back up a little bit. Then the other thing I'm going to do too is the last thing is I can change up the location. So I'm just going to do Location and Sphere. And you can see they're spawning in the circumference of a sphere here as I, you can kind of vaguely see that. And so what I'm going to do instead is there's a radius for this sphere. I'm going to just turn this down to one. But that gives it a little bit of extra space where the flames can kind of have more of a interesting space to sort of grow and branch out here. So what I can do is minimize this, look at what's going on here, and I can go back to my dynamic parameters and play around with both the opacity and all the factors that I've set up here until I get the exact result that I like. So you can see with just this we've managed to get a interesting dynamic particle effect set up. And this is this definitely needs some tweaking. You can see there's a little bit of a cut off at the bottom here. So let me actually change that right now just so that's no longer a problem. You can see here on the blue, there's a positive value at the bottom here that's not canceling out the values around the edge. And you can see that showing through in the effect here, you can see that little bit of cut off at the bottom there that's looking a little bit jarring. So let me fix that right now. So I'm just going to go in. I'm going to just cut that off at the bottom really quick so this looks like a Pac-Man ghost. I'm just going to resave this here. I'm just going to right click, re-import. You'll see that that kind of jarring line at the bottom is now gone. And so you can see just here with sort of the splitscreeg quick and dirty way to set up this particle effect, we already have something that has a lot of interesting elements to it that we can change. Nothing I can do is there's nothing stopping me from making these flames purple, blue, something as simple as that to go from flame that looks like realistic fire flame to something that would be a magic spell or something like that is now being taken care of with just the swinging around of this hue color wheel right here. And so what we'll be going to in the rest of the lesson here is diving deeper into these factors, really understanding their fundamentals and breaking down to eliminate any confusion that's going on with all these different values and parameters and terminologies that I've gone through and then start branching out to see what other elements of ambient particle effects that we can create.",
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+ "text": " So looking into the last parameter that's listed here on the factors here in Cascade, we've looked at spawn, lifetime, size, velocity. The last thing we're going to do is look over the particles life and how it's affected by this one called color over life. And so what we're going to look at here is we have these two values here. We, if I minimize all this here, we have color over life and we have alpha over life. Alpha and opacity are the same thing so we want to make sure that we keep that in mind. The first thing that we see here is that all this is all turned white again because we plugged in the particle color. So the color over life is communicating back to the material and it's referencing this RGB input from the particle color here and the alpha is doing the same here with this input that's in the material. So these two factors are communicating from the particle system to the material. So we want to see some results from that. So what we can do is really quick here, we look at the value here. So we have a couple of different options. We have distribution vector constant, which is just one particular value. If I select that, you see that it's now black. And we're going to have one particular value. So if I choose a red color here, you can see that's one constant color that's communicating, hey, we just want this to be red. And that's what's happening here. I turn it to blue. Same thing. It's just communicating a single color. If we want to do something different, we can do the constant curve. And what this is going to be is it's going to pick points in the particle's lifetime in order to change different colors. So if I do something like the value here, so one thing to keep in mind is the value is the timeline in the particle's life. Zero is the birth of the particle. One is the death of the particle and then everything in between is the ratio of the particles life. So at the beginning of the particle we want this to be red at the birth of the particle and then at the death we want this to be blue. So you can see there that and I can also change the background color here if I do this. I just click background color I'm going to do this gray. It's a little bit hard to see so I'm actually going to go back to a darker value here. You You can see that it's starting off red and it's turning blue over its lifetime. It's turning blue in different spots because we have a different ratio of lifetime for every particle spawned between a value of 0.5 and 1. So what we're going to do here is we're going to keep this constant because it's fire, it's flame, so we're just going to go back to that value that we did before. So we're going to pick this nice orange. We're going to do a value of 5. So we have something that's nice and flame looking right here. The other thing we're going to look at is the alpha over life. Now this is very important for fading the particle. So if I just do a distribution vector constant, you can see that it's at zero because the alpha is being multiplied at the end here by zero. So zero alpha or opacity is showing through. So if I do this at a value of one, you can see now that it's fully opaque, but you're noticing something here, there's this pop going on where these sprites are floating up and then just kind of snap or pop out of place. they're not fading out like they used to. And in order to fix that, what we're going to do is we're gonna go to a distribution float constant curve. And we're gonna do a communication over the particle's lifetime, where at the birth, it's gonna be a value of zero or zero opacity. And then for this next one here, we're gonna do a total of four points, so I'm gonna add two more. And so for this one, at about 20% of its life, or when it's, let's say the particle's lifespan is 10 years. So when it's two years old or 0.2, we're going to say it's fully opaque at one. And then at the, say it's eight years old, it's going to be fully opaque at one, two. And then at the end, it's death. It's going to be back to zero. So if I put in these factors here with these four points, so zero is zero, 0.2 is one, eight is one, and then one is zero. You can see there's this nice fade in and fade out. There's no longer that popping, which is a nice effect there. I might actually do this. I might put this at.5. That's even more of a fade, which is really nice. One way that you can affect that is instead of.8, it's a little bit fast, but if you put it at.5 or half of its life, it's going to say, okay, when it hits half of its lifespan, we're going to fade to a value of zero from half its life to its death. 0.5 to 1. So that's part of the communication that we can do over the particles lifetime here. Now let's go even further with this. You can see the flames are all doing the same repetition of shapes, which is very jarring to look at. So let's change that up. So I'm going to go to parameter dynamic. I'm just right clicking here. So parameter dynamic. And this is the dynamic parameter factor that's going to communicate with the dynamic parameter node that we have set up here in the material. So the first one you remember is the opacity and what we want to do is at the beginning of the particle's life we want to be really full and have a lot of opacity or a lot of alpha. So what we can do, kind of like how we were doing with the color and alpha over life, we're going to go for the first parameter here at zero, which is this one here opacity. So it's one, two, three, four. And we have four and the terminology is a little confusing, but if you just keep in mind that we have four of these one, two, zero, one, two, three, it's really the one, two, three, four. So we're going to the first one here. And then instead of distribution float constant, we're going to do distribution float constant curve. And so you can see here, this is a very bright orange flame or actually, this is a bright orange flame because it's a set at zero. So I'm going to put that back at two. And we're going back to the same flames if I put it at one. It's back to the flames that we had before. So instead, let's do this where we have two points, we have the particles life and the particles death. So at zero, I'm going to put a value of point one. And for the depth of particle, I'm going to do three. So you can see that's interesting, we're getting this interesting factor going on here where it's kind of popping in and out. So what I might do is I might do one or I might do 0.5. Let's do 0.3 at the beginning here. I might turn this down to to something like two. That's a little bit better where you can see that there's and here's one other factor that you can see too. So if I go to time, I do animation speed, I'm going to go down to 25%. And this is 25% the speed. So you can see what's really going on here. So you can see it, when the particles life starts, it's a lot more filled and opaque and then as it reaches up, it sort of fades out over time like flames do. So I'm going to put that animation speed back at 100%. And you can see that there's this interesting factor going on now where it's starting more filled and then fading over time. But what's still making this very jarring to look at is that all the shapes are the same because everything is panning at the same speed here. So we need to change that up. So we're going to go to one, which is time one back in the material here. So time on one, which is going to be this one. And we're going to do something a little bit different and new, which is that we're going to check this, which says spawn time only. But before I do that, let me just show you what happens if you don't do that. I'm going to go down to distribution float uniform. And what this does is that it's choosing a random value between these two values here, kind of like what we're setting up here in the initial size and the lifetime. So I'm going to do something like 0.1 one for the min and then one for the max. And you can see this is kind of this ugly strobing is going on. That's because it's trying to update in real time to change these values and we do not want that. So we only want this to happen when the particle is first spawned. So if we check this box called spawn time only, you can see now that the shapes are starting to break up a little bit and we're not getting that same repetition of shapes going on, which is really cool. And we'll just do the same thing here, which is time two, which is the green channel. So we're gonna do the same thing, click Spawn Time Only, do float uniform, and do 0.1 and 1. And so you can see now the shape language is a lot different every time it's spawned, which is a really nice factor. I can go back up here to how much lack of contrast I want to the beginning of the particle. And here, MIT.5 again. And you can see the flame shapes are a lot more interesting and dynamic, and you're not getting that repetition that we were before. And so one last factor that I'm going to do here is that these sprites here in the scene, you can see here we're getting some pretty interesting nice flame effects going just out of this little bit of experimentation we were doing. These are all the same size and we want another factor to happen where they can grow in size and then have the alpha fade them out. So one last thing I'm going to do here is I'm going to do a size and I'm going to do a size by life. And what this does is it's going to take the initial size here and over the particle's lifetime, it's going to multiply the size by a certain factor. As it's set up right now, we have the particle's birth, zero, the particle's death at one, and everything is maintaining the same scale of one across the board. But what I'm going to do is I'm going to set this at zero. And you can see that what's happening here is when the particle starts, it's at a scale very, very small at zero. And then over its lifetime, it grows into its original size here of one. And then if I add a little bit more, something like that, you can see we're starting to get some flames here. And I might slow this down a little bit. And I'm getting into this phase now where I'm starting to tweak these little parameters to get a different effect of velocity of size. This is the part that is kind of like the rendering when you're painting or drawing. The fine detailing of the rendering is that I'm going to start tweaking these a little bit so I can get some different effects. Nothing I'm going to do is I'm just going to do a 10, the negative 10 for the velocity in the X and Y, just so there's a little bit of breakup with it going this way and this way, just so there's a little bit of random factor there. I'm going to change this back up a little bit. Then the other thing I'm going to do too is the last thing is I can change up the location. So I'm just going to do Location and Sphere. And you can see they're spawning in the circumference of a sphere here as I, you can kind of vaguely see that. And so what I'm going to do instead is there's a radius for this sphere. I'm going to just turn this down to one. But that gives it a little bit of extra space where the flames can kind of have more of a interesting space to sort of grow and branch out here. So what I can do is minimize this, look at what's going on here, and I can go back to my dynamic parameters and play around with both the opacity and all the factors that I've set up here until I get the exact result that I like. So you can see with just this we've managed to get a interesting dynamic particle effect set up. And this is this definitely needs some tweaking. You can see there's a little bit of a cut off at the bottom here. So let me actually change that right now just so that's no longer a problem. You can see here on the blue, there's a positive value at the bottom here that's not canceling out the values around the edge. And you can see that showing through in the effect here, you can see that little bit of cut off at the bottom there that's looking a little bit jarring. So let me fix that right now. So I'm just going to go in. I'm going to just cut that off at the bottom really quick so this looks like a Pac-Man ghost. I'm just going to resave this here. I'm just going to right click, re-import. You'll see that that kind of jarring line at the bottom is now gone. And so you can see just here with sort of the splitscreeg quick and dirty way to set up this particle effect, we already have something that has a lot of interesting elements to it that we can change. Nothing I can do is there's nothing stopping me from making these flames purple, blue, something as simple as that to go from flame that looks like realistic fire flame to something that would be a magic spell or something like that is now being taken care of with just the swinging around of this hue color wheel right here. And so what we'll be going to in the rest of the lesson here is diving deeper into these factors, really understanding their fundamentals and breaking down to eliminate any confusion that's going on with all these different values and parameters and terminologies that I've gone through and then start branching out to see what other elements of ambient particle effects that we can create."
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