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Add transcription for: Setting up the Splash.wav

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transcriptions/Setting up the Splash_transcription.json ADDED
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+ {
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+ "text": " Then I'm just going to quickly import this in here. And so now I'm going to create a quick material that will start simulating our water splashes. So m underscore water splash. I'm going to select that texture, hit the T key. I'm going to set this to additive. Because we're doing this around a little bit, actually, let me go back here and see what dynamic parameters we have. We actually do not have a dynamic parameter set here. So actually what I'm going to do is I'm just going to copy this. I'm going to paste it in the water splash here. I'm just going to sub this texture for this one. I'm going to go ahead and get rid of this. And then I'm going to right click and do dynamic parameter. And then this parameter, I'm just going to call water splash. I'm going to plug this into the power exponent here. I'm going to plug this into opacity. And then I'm going to plug this particle color into the emissive color. And I have this set it additive. And so this should be good to go. I'm going to go ahead and, and actually just for demo purposes, let me showcase this here. So I'll pull up the plane here that you can see. So if I have this value set at 0.1 in the power node here, actually let me do that a little bit lower to 0.5. So you can see there the water splash is very opaque, and actually if I bring this down a little bit more you can see that the whole main body of the splash is very opaque and you're just seeing that. But when I bring this up to something like 1, actually let me do that a little bit higher, go to, let's do 3. You can see that that main element of the water splash is starting to fade, and we just have these splash effects right here, which is what we want. And you can see there's still a little bit of the contour there. So let me go ahead and bump this up to something like 5. We should start getting rid of that. Yeah, something like that. So with that good to go, we can plug this dynamic parameter back into the power node. Go ahead and save this. And I'm going to create a new particle that we can start putting around this forest floor and get some of these splashes going. So I'm going to do p underscore rain splashes. And then here I'm going to go ahead and get rid of this velocity. I'm going to create a location parameter. I'm going to do 500 across the board for X and Y. I'm going to leave Z. I'm going to do a value of one for Z just to help fight any type of Z fighting and then zero for the min. I'm going to do negative 500 for the X. I'm going to go ahead and do a type data GPU sprites And I'm going to do the same thing with the bounding box. Just do a thousand. And do use fixed bounding box. And then really quick here, I'm going to do a size by life. And before I assign the material here, What we want to do is help kind of simulate what the splash is doing. So when you look at a water splash, it goes up, it spans out, and then it falls down. So what we want to do here is simulate this with the size by life. So what we need to do is start at the beginning of the particle's life. So at zero. I'm just going to put zero for the beginning of the particle's life. We're going to add a couple of different curves to here, and we're going to go into this curve editor to help modify this a little bit. you can see already, we kind of have this cool effect where they're kind of like sort of growing into life. You don't even need to worry about like the color of your life to fade them in. We'll have to fade them out, but with the opacity over time. But for this, what I'm going to do, so I'm going to put this value at point two, and I'm going to create another curve point here. So at 20% of the particles life, or 20 years out of 100 years. What I'm going to do is I'm going to, first of all, what I need to do is instead of PSA square, I need to do PSA rectangle so I can squash and stretch the sprite so it's no longer a uniform scale. And what I'm going to do now is, one last thing I need to do, so they're not showing up anymore because this last value here is set at zero and it's set at zero here. So this last value always needs to be set at one. And so you can see now they're like popping in and then they're shrinking back down. So that's kind of cool, but let's see what we can do here. I'm going to put a value of three. And that's actually doing the opposite effect of what I want. So I'm going to put that back in one. And then I'm going to put three for the Y. So you can see now when they spawn at the beginning of their life, they're stretching a bit. So that's really cool. So now what we want to do is have them kind of squash and fall down. So what I'm going to do is now I'm going to do a three for the X. And so you can see now we're getting this interesting where at first they like jump up and then they sort of squash down, which is kind of cool. And nothing I'm going to do too that will help them kind of sink or sort of fall back into the ground. So I'm going to do a constant acceleration. I'm just going to put a low value of 50 here. So what this do is it'll help them kind of fall into the floor a bit, so as they're squashing they're falling as well, so this is a great way to kind of look and see what the splash effect is doing. And let me actually plug that in so you can see it a little bit easier, rather than these crosshairs here. Just wait for it to compile for a second. So we're seeing a bunch of white squares, which is obviously what we don't want, so a way that we can fix The reason this is happening is that the default value for this power exponent, I believe, is set at 0. So let me see here. Actually, this is set at 1, so that is a little strange. So let me see if I can go ahead and set a dynamic parameter here. And I actually forgot a very important thing. We actually cannot use GPU sprites and dynamic parameters at the same time. time. So I'm actually going to go ahead and delete this, the GPU sprites. The reason that was not working while it was white squares is that GPU sprites and dynamic parameters cannot work at the same time, which is an unfortunate limitation, but it is something that we can work around. So we're seeing now what we're seeing is that we're getting that little bit of like, sort of jump up of the splash, and then it's fading back down. If I increase this constant acceleration here, let's do something like negative 80. And so you can see they're kind of just squashing and not really falling away, but what we can do is if I place this in the scene, and let me set this to local space, so I can move this around. And if I scoot this up a little bit, you can see we're starting to get the beginnings of some splashes here. And this is cool, but we're seeing a little bit of, the movement here seems a little bit off. So what we wanna do is do this size, go back to the size by life, and we want to kinda animate this curve a little bit of how much it eases in and eases out. So the easiest way to do this, if you go into this interpolation mode, right now it's linear. So if I hit this little icon here, you can see the sizes of the X, Y, and Z. They're these very straight linear curves here. So what I want to do is the easiest way to do this, I'm just going to set this to curve auto. And you can see they're kind of smoothing out and you can see this is a little bit more naturalistic looking where you get a little bit of ease in and ease out going on with the curve here. And any one of these points, I can go ahead and modify this. And you kind of have to feel this out a little bit to see what exactly is going on. So if I do something like that, you can see that kind of reaches up. So that's an extreme example. So I'm gonna actually kind of put that back down there. So we can get a little bit more squash and stretch. I could do something like that where it stays up. So you can see what's going on is that these values are following the curve. So even though we set the value here, it goes past that value a little bit and then it slowly eases back down. So if I do something like that, you can see the movement here is a little bit, actually I really like that where it just kind of shoots up then it just sort of goes back down really quickly, which is a really nice effect that we have. So that is looking pretty nice as far as the animating of the size, I kind of like that. So one of the things I need to do too, is that you can see they're kind of clipping into the ground, which is something we don't want. And also these look very, very bright. So something we want to help fix there is, I am first going to add a depth fade to this, make it a little bit more so they're not clipping into the ground as easily. So I'm going to do a depth fade, plug that into opacity. And then I'm just gonna leave this, I'm actually just gonna type this in, I'm just gonna do 20 for the depth fade. We don't need this to fade so much because they're so small, we don't want them to completely disappear based off a large fade distance unit or what this value is here. So I would just flip this value until you get where they're not clipping into the ground, but they're also not so faded. They're kind of fading from distance there or fading from view because they're so small. Let me actually increase that a little bit to something like 100 and see what that does. The other thing is we need to modify the particle color as well because they're very bright and we need to bring that down a little bit. So that's looking a little bit better. see there's not as much clipping and they're still not fading entirely from view there. Let me go to the color by life. I'm just going to do a distribution vector constant and I'm just going to bring this to that value we have for the range drops, which is.03. Let's check there. Maybe a little bit brighter since when water is actually splashing, it turns up air pockets in the water molecules, I believe, or turns up air in the water molecules. And And so that gives the illusion of when water is splashing, it appears brighter. I believe is the air bubbles, the micro air bubbles that are existing inside the water as it's churning around. I believe that I might have some of my science wrong there, but I just know that when water is splashing, it appears to look lighter. There might be elements here where I'm reaching a little bit as to the exact science of why water is doing what it's doing. But luckily as artists, we just need to know why stuff looks the way it looks and just attach some basic rule sets to it. So going from that, that's looking pretty good. And then we want to add that last feature that we were working on, which is the dynamic parameter. So we want to just have two points on the particle's life. So what we have here is we want to do for the first parameter, which is the power node that was plugged in here. We just want to do a constant curve. And so now it's showing up. And you can see at a default value of 0, we're just having these white squares again, is not ideal, so I'm just going to create two points here. And then at a value of zero, I'm going to do a value of 0.5. And then at a value of one, I'm going to do a value of five. Let's see if that is what we need here. There we go. And actually, I'm going to put this at 0.5 for the particle's life here. And I'm actually going to increase, you can see the edges of the sprite are showing up a little bit so I'm actually going to increase this a bit. And another thing I'm going to go into time here, I'm going to do animation speed, turn this down to 25%, I'm just going to focus in on one of these. And it looks like I might do 0.7 along the particle's life. Take this down to 0.2 and then I might do a crazy value here of like 20 and see what that does. What might be happening too is the alpha over life. So I minimize this, the alpha over life. This might be fading before we can see the effects going on with the particles. What I'm going to do is at the value of 1, what I'm going to do is actually increase this to.5. Then we can see here if that's doing the effect that we need. We might have to do a little bit of troubleshooting here because it looks like it is not quite working the way we want. Let me play with these values here, put this at like 0.3, put this at zero, and make sure that spawn time only isn't checked here. 2.1. Okay, so we're getting somewhat of an effect now where you can see that they're fading really fast. So, let me do.2,.3. Let me bring this value down. This is actually pretty intense, so let me do a value of 1 up to... Okay, so you can see it's fading. So let me actually put this back at 0.5 and see what that can do. Or actually put it back at 0.2. So we're entering the phase here where it's just like very delicately kind of seeing what we need to get these values to pop in just the right way. So you can see they're fading around the end of the particle's lifetime, but you can't really see it as much because one thing that'll help too is at the end of the particle's life here. I'm going to put the y value of 1. That way it's not shrinking as much. I'm actually put this at 0.2 since it's falling away. I might increase this a bit to 6 just so we can see kind of an extreme example here. There we go. Okay. I'm starting to see it here. And I need to remember I'm at 25%. So, okay. Yeah, that's starting to do it. So you can see it starts as a very strong, a strong opaque bit, and then it falls away into those more faded particles over the particles life there. I'm actually going to increase this a bit. So I put, so just to kind of break this down a little bit. So at zero, the beginning the particle's life, I have it at 0, 0, 0, so it doesn't have any size. At 20% of the particle's life, which is a fraction of a second, it's going to shoot up to a y value of 6, so it has that long stream there. It has a value of 1 still in x and z. We don't have to worry about z for this because it's just a sprite. And then at the end of the particle's life, it's going to actually invert that pretty much. So the x is going to really stretch out at a value of 6. And then for y, it's just going to remain at 2. So then looking here and you can see now there's actually a pretty bad effect with the sprite effect so I need to go back to the dynamic parameter and I need to increase this a bit. So something like 0.3 almost got rid of it. Let me bump this up to 0.4. It's still slightly there. Let me do 0.45. Here we go. So we can see these little rain splashes happening now. That's looking pretty cool. And the other thing I want to do too, these are all the same size I forgot. So let me do a min of just going to do something like 8. Sometimes with these values, I'm just kind of feeling it out and just going with my gut of what the min and max would be for sizes. And you just kind of have to see what it looks like on screen and just kind of go from there and see if you need to adjust or not. So for that, we're starting to see these little splashes occur, which is really cool.",
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+ "segments": [
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+ {
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+ "text": " Then I'm just going to quickly import this in here. And so now I'm going to create a quick material that will start simulating our water splashes. So m underscore water splash. I'm going to select that texture, hit the T key. I'm going to set this to additive. Because we're doing this around a little bit, actually, let me go back here and see what dynamic parameters we have. We actually do not have a dynamic parameter set here. So actually what I'm going to do is I'm just going to copy this. I'm going to paste it in the water splash here. I'm just going to sub this texture for this one. I'm going to go ahead and get rid of this. And then I'm going to right click and do dynamic parameter. And then this parameter, I'm just going to call water splash. I'm going to plug this into the power exponent here. I'm going to plug this into opacity. And then I'm going to plug this particle color into the emissive color. And I have this set it additive. And so this should be good to go. I'm going to go ahead and, and actually just for demo purposes, let me showcase this here. So I'll pull up the plane here that you can see. So if I have this value set at 0.1 in the power node here, actually let me do that a little bit lower to 0.5. So you can see there the water splash is very opaque, and actually if I bring this down a little bit more you can see that the whole main body of the splash is very opaque and you're just seeing that. But when I bring this up to something like 1, actually let me do that a little bit higher, go to, let's do 3. You can see that that main element of the water splash is starting to fade, and we just have these splash effects right here, which is what we want. And you can see there's still a little bit of the contour there. So let me go ahead and bump this up to something like 5. We should start getting rid of that. Yeah, something like that. So with that good to go, we can plug this dynamic parameter back into the power node. Go ahead and save this. And I'm going to create a new particle that we can start putting around this forest floor and get some of these splashes going. So I'm going to do p underscore rain splashes. And then here I'm going to go ahead and get rid of this velocity. I'm going to create a location parameter. I'm going to do 500 across the board for X and Y. I'm going to leave Z. I'm going to do a value of one for Z just to help fight any type of Z fighting and then zero for the min. I'm going to do negative 500 for the X. I'm going to go ahead and do a type data GPU sprites And I'm going to do the same thing with the bounding box. Just do a thousand. And do use fixed bounding box. And then really quick here, I'm going to do a size by life. And before I assign the material here, What we want to do is help kind of simulate what the splash is doing. So when you look at a water splash, it goes up, it spans out, and then it falls down. So what we want to do here is simulate this with the size by life. So what we need to do is start at the beginning of the particle's life. So at zero. I'm just going to put zero for the beginning of the particle's life. We're going to add a couple of different curves to here, and we're going to go into this curve editor to help modify this a little bit. you can see already, we kind of have this cool effect where they're kind of like sort of growing into life. You don't even need to worry about like the color of your life to fade them in. We'll have to fade them out, but with the opacity over time. But for this, what I'm going to do, so I'm going to put this value at point two, and I'm going to create another curve point here. So at 20% of the particles life, or 20 years out of 100 years. What I'm going to do is I'm going to, first of all, what I need to do is instead of PSA square, I need to do PSA rectangle so I can squash and stretch the sprite so it's no longer a uniform scale. And what I'm going to do now is, one last thing I need to do, so they're not showing up anymore because this last value here is set at zero and it's set at zero here. So this last value always needs to be set at one. And so you can see now they're like popping in and then they're shrinking back down. So that's kind of cool, but let's see what we can do here. I'm going to put a value of three. And that's actually doing the opposite effect of what I want. So I'm going to put that back in one. And then I'm going to put three for the Y. So you can see now when they spawn at the beginning of their life, they're stretching a bit. So that's really cool. So now what we want to do is have them kind of squash and fall down. So what I'm going to do is now I'm going to do a three for the X. And so you can see now we're getting this interesting where at first they like jump up and then they sort of squash down, which is kind of cool. And nothing I'm going to do too that will help them kind of sink or sort of fall back into the ground. So I'm going to do a constant acceleration. I'm just going to put a low value of 50 here. So what this do is it'll help them kind of fall into the floor a bit, so as they're squashing they're falling as well, so this is a great way to kind of look and see what the splash effect is doing. And let me actually plug that in so you can see it a little bit easier, rather than these crosshairs here. Just wait for it to compile for a second. So we're seeing a bunch of white squares, which is obviously what we don't want, so a way that we can fix The reason this is happening is that the default value for this power exponent, I believe, is set at 0. So let me see here. Actually, this is set at 1, so that is a little strange. So let me see if I can go ahead and set a dynamic parameter here. And I actually forgot a very important thing. We actually cannot use GPU sprites and dynamic parameters at the same time. time. So I'm actually going to go ahead and delete this, the GPU sprites. The reason that was not working while it was white squares is that GPU sprites and dynamic parameters cannot work at the same time, which is an unfortunate limitation, but it is something that we can work around. So we're seeing now what we're seeing is that we're getting that little bit of like, sort of jump up of the splash, and then it's fading back down. If I increase this constant acceleration here, let's do something like negative 80. And so you can see they're kind of just squashing and not really falling away, but what we can do is if I place this in the scene, and let me set this to local space, so I can move this around. And if I scoot this up a little bit, you can see we're starting to get the beginnings of some splashes here. And this is cool, but we're seeing a little bit of, the movement here seems a little bit off. So what we wanna do is do this size, go back to the size by life, and we want to kinda animate this curve a little bit of how much it eases in and eases out. So the easiest way to do this, if you go into this interpolation mode, right now it's linear. So if I hit this little icon here, you can see the sizes of the X, Y, and Z. They're these very straight linear curves here. So what I want to do is the easiest way to do this, I'm just going to set this to curve auto. And you can see they're kind of smoothing out and you can see this is a little bit more naturalistic looking where you get a little bit of ease in and ease out going on with the curve here. And any one of these points, I can go ahead and modify this. And you kind of have to feel this out a little bit to see what exactly is going on. So if I do something like that, you can see that kind of reaches up. So that's an extreme example. So I'm gonna actually kind of put that back down there. So we can get a little bit more squash and stretch. I could do something like that where it stays up. So you can see what's going on is that these values are following the curve. So even though we set the value here, it goes past that value a little bit and then it slowly eases back down. So if I do something like that, you can see the movement here is a little bit, actually I really like that where it just kind of shoots up then it just sort of goes back down really quickly, which is a really nice effect that we have. So that is looking pretty nice as far as the animating of the size, I kind of like that. So one of the things I need to do too, is that you can see they're kind of clipping into the ground, which is something we don't want. And also these look very, very bright. So something we want to help fix there is, I am first going to add a depth fade to this, make it a little bit more so they're not clipping into the ground as easily. So I'm going to do a depth fade, plug that into opacity. And then I'm just gonna leave this, I'm actually just gonna type this in, I'm just gonna do 20 for the depth fade. We don't need this to fade so much because they're so small, we don't want them to completely disappear based off a large fade distance unit or what this value is here. So I would just flip this value until you get where they're not clipping into the ground, but they're also not so faded. They're kind of fading from distance there or fading from view because they're so small. Let me actually increase that a little bit to something like 100 and see what that does. The other thing is we need to modify the particle color as well because they're very bright and we need to bring that down a little bit. So that's looking a little bit better. see there's not as much clipping and they're still not fading entirely from view there. Let me go to the color by life. I'm just going to do a distribution vector constant and I'm just going to bring this to that value we have for the range drops, which is.03. Let's check there. Maybe a little bit brighter since when water is actually splashing, it turns up air pockets in the water molecules, I believe, or turns up air in the water molecules. And And so that gives the illusion of when water is splashing, it appears brighter. I believe is the air bubbles, the micro air bubbles that are existing inside the water as it's churning around. I believe that I might have some of my science wrong there, but I just know that when water is splashing, it appears to look lighter. There might be elements here where I'm reaching a little bit as to the exact science of why water is doing what it's doing. But luckily as artists, we just need to know why stuff looks the way it looks and just attach some basic rule sets to it. So going from that, that's looking pretty good. And then we want to add that last feature that we were working on, which is the dynamic parameter. So we want to just have two points on the particle's life. So what we have here is we want to do for the first parameter, which is the power node that was plugged in here. We just want to do a constant curve. And so now it's showing up. And you can see at a default value of 0, we're just having these white squares again, is not ideal, so I'm just going to create two points here. And then at a value of zero, I'm going to do a value of 0.5. And then at a value of one, I'm going to do a value of five. Let's see if that is what we need here. There we go. And actually, I'm going to put this at 0.5 for the particle's life here. And I'm actually going to increase, you can see the edges of the sprite are showing up a little bit so I'm actually going to increase this a bit. And another thing I'm going to go into time here, I'm going to do animation speed, turn this down to 25%, I'm just going to focus in on one of these. And it looks like I might do 0.7 along the particle's life. Take this down to 0.2 and then I might do a crazy value here of like 20 and see what that does. What might be happening too is the alpha over life. So I minimize this, the alpha over life. This might be fading before we can see the effects going on with the particles. What I'm going to do is at the value of 1, what I'm going to do is actually increase this to.5. Then we can see here if that's doing the effect that we need. We might have to do a little bit of troubleshooting here because it looks like it is not quite working the way we want. Let me play with these values here, put this at like 0.3, put this at zero, and make sure that spawn time only isn't checked here. 2.1. Okay, so we're getting somewhat of an effect now where you can see that they're fading really fast. So, let me do.2,.3. Let me bring this value down. This is actually pretty intense, so let me do a value of 1 up to... Okay, so you can see it's fading. So let me actually put this back at 0.5 and see what that can do. Or actually put it back at 0.2. So we're entering the phase here where it's just like very delicately kind of seeing what we need to get these values to pop in just the right way. So you can see they're fading around the end of the particle's lifetime, but you can't really see it as much because one thing that'll help too is at the end of the particle's life here. I'm going to put the y value of 1. That way it's not shrinking as much. I'm actually put this at 0.2 since it's falling away. I might increase this a bit to 6 just so we can see kind of an extreme example here. There we go. Okay. I'm starting to see it here. And I need to remember I'm at 25%. So, okay. Yeah, that's starting to do it. So you can see it starts as a very strong, a strong opaque bit, and then it falls away into those more faded particles over the particles life there. I'm actually going to increase this a bit. So I put, so just to kind of break this down a little bit. So at zero, the beginning the particle's life, I have it at 0, 0, 0, so it doesn't have any size. At 20% of the particle's life, which is a fraction of a second, it's going to shoot up to a y value of 6, so it has that long stream there. It has a value of 1 still in x and z. We don't have to worry about z for this because it's just a sprite. And then at the end of the particle's life, it's going to actually invert that pretty much. So the x is going to really stretch out at a value of 6. And then for y, it's just going to remain at 2. So then looking here and you can see now there's actually a pretty bad effect with the sprite effect so I need to go back to the dynamic parameter and I need to increase this a bit. So something like 0.3 almost got rid of it. Let me bump this up to 0.4. It's still slightly there. Let me do 0.45. Here we go. So we can see these little rain splashes happening now. That's looking pretty cool. And the other thing I want to do too, these are all the same size I forgot. So let me do a min of just going to do something like 8. Sometimes with these values, I'm just kind of feeling it out and just going with my gut of what the min and max would be for sizes. And you just kind of have to see what it looks like on screen and just kind of go from there and see if you need to adjust or not. So for that, we're starting to see these little splashes occur, which is really cool."
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+ }