Add transcription for: Sublmage Index.wav
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transcriptions/Sublmage Index_transcription.json
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"text": " So the next thing I want to do with this is I want to create a effect where when you're in the forest you can see clumps of snow falling from the tree branches that looks really nice. And I want to create this effect so I can demonstrate the power of spawn generator and spawn effect particles, which is a really nice which can be a really nice particle to have with anything that falls or particles that fall and then they spawn different particles when they impact a surface. So when certain particles die, they spawn different particle effects. This would be something like if you threw something against a wall, or the most classic example is if you have a bullet shot from a gun and it impacts with a wall, it would then spawn another particle. That bullet particle would die and then the debris particle spawns from that. So we're going to do kind of the ambient nature equivalent of that, which is we're going to have snow fall from the tree branches here. And when it impacts with the ground, we're going to have a sort of burst of snow powder and different snow clumps that come once the effect hits the ground here. So what I'm going to do really quick here is I'm going to create a new particle system. Just call it P underscore snow clump fall. And then there's one other factor I want to do. I want to create one more texture for this. And for this, I'm going to dive actually into ZBrush, but you can do this in Photoshop as well. What I want to do is I want to create something called the sub-image index, which is that if you wanted a bunch of different, say, clumps of snow, you could, in theory, create four different emitters in your particle, all having a separate mesh that's a different clump of snow. You could do that, but it's a little bit cumbersome. If you want to have a huge variety, like with explosions of debris or something like that, that would be a lot of emitters to be emitting all with an individual mesh. that you can do instead is have one emitter that references a certain type of texture that has, looks like a flipbook texture, and a flipbook texture is just where you have a bunch of different squares in a texture with different frames essentially. So let me turn on the grid here so I can show you what I mean. So I'm going to select the default plane here. I'm going to do Reconstruct Subdivisions. I'm going to reconstruct subdivisions until it's at 25 active points. And what that is is that you have four squares by four squares. I'm going to delete higher. And so you can see here I have this square here. What I want to have is I want to have four squares here that have a cross section in the center here. So one, two, three, four here. So four by four, which is really going to be two by two, but I just want to have this center point here so I can know where to put my snow clumps. And so really quick here, I'm going to just import some snow clumps that I've made. So I have these, these are very, very simple snow clumps. All they are really is I just took a sphere, I took the clip brush and the trim dynamic brush, which you can find here, that I use for sculpting rocks all the time. I can go to brush and then under trim, I just do trim smooth border. And I just took a sphere, I just sort of carved out some of these faceted angles here, and then I just decimated it under Zplugin, Decimation Master. And I just got this down to about 130 tries, something very simple like that. And so with these snow clumps that I have here, I just wanna arrange these in a way to where I have four of them that I can choose from. So I can have this one here, I can have this one set up here I can rotate a little bit. Then I can also just control click and drag and just have another very small version of that. I'm actually going to rotate this so it's facing straight down so there's no confusion in the orientation. I'm just going to duplicate this here, and you want to make sure that these are pretty different. You want to make sure they stand out somewhat, so you want to make sure that they have kind of a different element to them. And really quick, I'm just going to select the clip curve brush. have something that stands out a little bit more. You can see now I'm putting these in the four different sections of the part here. I'm just going to make them as different as I can, just so. Just moving these pieces around here so we have something that's kind of nice and, unique. So I'm just going to merge visible really quick here. And when I turn on polyframe, I'm just going to make sure that each one of these clumps is nice and centered in this crosshair here. So an example would be something like with the bottom left, I'm just going to do polygroups, autogroups, so I can isolate all these meshes here. I'm just going to click on this one. I'm just going to make sure it's a little bit more centered like these are right here right here. And with that I'm just going to create a new document here. Just going to do a 1024 by 1024. Do control N. I'm going to go to document. I'm going to zoom out a little bit. I'm just going to click and drag this again. And I'm just going to frame this. And I'm also going to control shift click that. I'm going to do split hidden so we can isolate this plane here. And then now I have this particular texture that I can have as a set of different snow clumps that I can choose from. So really quick I'm going to go up to render, go to render properties, turn off shadows, to a quick PBR. Go into Render Pass. I'm going to save the shaded. I'm going to save the depth because the depth has a really nice sort of soft fall off to it that I like. I might end up using that for the diffuse maybe. I'm just going to save the mask too because We definitely need the alpha mask for this. And one last thing I might do is I might do the normal material. Just do a simple render there. Going to do a shaded, and this one I'm just going to call normal. And really quickly, I'm going to go into Photoshop, and we can start assembling this snow clump texture here. So with this, I'm just going to paste this over the mask texture here. I'm going to go to Mode and make sure this is... Yeah, I'm going to set this to gray scale. The thing about mask render is coming out of ZBrush is you need to make sure that you're setting the image mode to the right RGB... This scale, which is RGB color and 8-bit. So I'm going to just make sure it's at RGB color and 8-bit there. And then I'm going to go ahead and save this. And actually what I might do is actually, yeah, I'm just going to save this as the snow clump texture here. I'm going to call this snow clump sequence. And I'm not going to do a 32-bit and save the alpha channel. I'm just going to save this mask here that and one thing I'm going to do here. You can see it's a little bit brighter up here. It's a little darker down here. So what I'm going to just do really quick is I'm going to select these bottom two here. I'm going to do a levels really quick and bring these up. So something like that. I'm going to save that. And then I can have the normal map applied if I want to. Let me go ahead and do that really quick. First I'm going to just put the base normal color behind here. So I'm going to do a select color range to get rid of this black. It's going to create a blank layer. Then I'm just going to do a base value 128 by 228 by 255. I'm just going to paint bucket that layer, and then scoot it down under here. And then I'm just going to do an overlay pass for these normals here. And just save that. And then Snowclump sequence. I'm just going to do an underscore, an M, normal map, a 1. Save as a 24. This was saved as a RGB 8-bit. Let me bring this in really quick. Then really quick here, I'm just going to flip this green channel. So it works with UE4. sure it's set at normal map there.",
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"text": " So the next thing I want to do with this is I want to create a effect where when you're in the forest you can see clumps of snow falling from the tree branches that looks really nice. And I want to create this effect so I can demonstrate the power of spawn generator and spawn effect particles, which is a really nice which can be a really nice particle to have with anything that falls or particles that fall and then they spawn different particles when they impact a surface. So when certain particles die, they spawn different particle effects. This would be something like if you threw something against a wall, or the most classic example is if you have a bullet shot from a gun and it impacts with a wall, it would then spawn another particle. That bullet particle would die and then the debris particle spawns from that. So we're going to do kind of the ambient nature equivalent of that, which is we're going to have snow fall from the tree branches here. And when it impacts with the ground, we're going to have a sort of burst of snow powder and different snow clumps that come once the effect hits the ground here. So what I'm going to do really quick here is I'm going to create a new particle system. Just call it P underscore snow clump fall. And then there's one other factor I want to do. I want to create one more texture for this. And for this, I'm going to dive actually into ZBrush, but you can do this in Photoshop as well. What I want to do is I want to create something called the sub-image index, which is that if you wanted a bunch of different, say, clumps of snow, you could, in theory, create four different emitters in your particle, all having a separate mesh that's a different clump of snow. You could do that, but it's a little bit cumbersome. If you want to have a huge variety, like with explosions of debris or something like that, that would be a lot of emitters to be emitting all with an individual mesh. that you can do instead is have one emitter that references a certain type of texture that has, looks like a flipbook texture, and a flipbook texture is just where you have a bunch of different squares in a texture with different frames essentially. So let me turn on the grid here so I can show you what I mean. So I'm going to select the default plane here. I'm going to do Reconstruct Subdivisions. I'm going to reconstruct subdivisions until it's at 25 active points. And what that is is that you have four squares by four squares. I'm going to delete higher. And so you can see here I have this square here. What I want to have is I want to have four squares here that have a cross section in the center here. So one, two, three, four here. So four by four, which is really going to be two by two, but I just want to have this center point here so I can know where to put my snow clumps. And so really quick here, I'm going to just import some snow clumps that I've made. So I have these, these are very, very simple snow clumps. All they are really is I just took a sphere, I took the clip brush and the trim dynamic brush, which you can find here, that I use for sculpting rocks all the time. I can go to brush and then under trim, I just do trim smooth border. And I just took a sphere, I just sort of carved out some of these faceted angles here, and then I just decimated it under Zplugin, Decimation Master. And I just got this down to about 130 tries, something very simple like that. And so with these snow clumps that I have here, I just wanna arrange these in a way to where I have four of them that I can choose from. So I can have this one here, I can have this one set up here I can rotate a little bit. Then I can also just control click and drag and just have another very small version of that. I'm actually going to rotate this so it's facing straight down so there's no confusion in the orientation. I'm just going to duplicate this here, and you want to make sure that these are pretty different. You want to make sure they stand out somewhat, so you want to make sure that they have kind of a different element to them. And really quick, I'm just going to select the clip curve brush. have something that stands out a little bit more. You can see now I'm putting these in the four different sections of the part here. I'm just going to make them as different as I can, just so. Just moving these pieces around here so we have something that's kind of nice and, unique. So I'm just going to merge visible really quick here. And when I turn on polyframe, I'm just going to make sure that each one of these clumps is nice and centered in this crosshair here. So an example would be something like with the bottom left, I'm just going to do polygroups, autogroups, so I can isolate all these meshes here. I'm just going to click on this one. I'm just going to make sure it's a little bit more centered like these are right here right here. And with that I'm just going to create a new document here. Just going to do a 1024 by 1024. Do control N. I'm going to go to document. I'm going to zoom out a little bit. I'm just going to click and drag this again. And I'm just going to frame this. And I'm also going to control shift click that. I'm going to do split hidden so we can isolate this plane here. And then now I have this particular texture that I can have as a set of different snow clumps that I can choose from. So really quick I'm going to go up to render, go to render properties, turn off shadows, to a quick PBR. Go into Render Pass. I'm going to save the shaded. I'm going to save the depth because the depth has a really nice sort of soft fall off to it that I like. I might end up using that for the diffuse maybe. I'm just going to save the mask too because We definitely need the alpha mask for this. And one last thing I might do is I might do the normal material. Just do a simple render there. Going to do a shaded, and this one I'm just going to call normal. And really quickly, I'm going to go into Photoshop, and we can start assembling this snow clump texture here. So with this, I'm just going to paste this over the mask texture here. I'm going to go to Mode and make sure this is... Yeah, I'm going to set this to gray scale. The thing about mask render is coming out of ZBrush is you need to make sure that you're setting the image mode to the right RGB... This scale, which is RGB color and 8-bit. So I'm going to just make sure it's at RGB color and 8-bit there. And then I'm going to go ahead and save this. And actually what I might do is actually, yeah, I'm just going to save this as the snow clump texture here. I'm going to call this snow clump sequence. And I'm not going to do a 32-bit and save the alpha channel. I'm just going to save this mask here that and one thing I'm going to do here. You can see it's a little bit brighter up here. It's a little darker down here. So what I'm going to just do really quick is I'm going to select these bottom two here. I'm going to do a levels really quick and bring these up. So something like that. I'm going to save that. And then I can have the normal map applied if I want to. Let me go ahead and do that really quick. First I'm going to just put the base normal color behind here. So I'm going to do a select color range to get rid of this black. It's going to create a blank layer. Then I'm just going to do a base value 128 by 228 by 255. I'm just going to paint bucket that layer, and then scoot it down under here. And then I'm just going to do an overlay pass for these normals here. And just save that. And then Snowclump sequence. I'm just going to do an underscore, an M, normal map, a 1. Save as a 24. This was saved as a RGB 8-bit. Let me bring this in really quick. Then really quick here, I'm just going to flip this green channel. So it works with UE4. sure it's set at normal map there."
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