Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Simplicity in Chaos_mp4_frames.zip
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"text": " So what we're looking at here in this slide is we want to go back to just what we're looking at visually when we say, hey, we want to create some fire or we want to create a fire effect. What is that going to mean as far as what's needed? What I want to showcase is to go a little bit into the science of when you're looking at flames, what exactly is going on? What makes flames look the way they do? And so what we see here is we see the flames. We can, obviously we can recognize the shapes of flames and what they do because we can see when something looks like fire, it doesn't look like fire, but let's actually break down from a scientific perspective in the real world what's going on with flames. So flames is obviously a burning gas element in the atmosphere because of this extreme heat, it's becoming less dense and so is rising above the cooler elements of nitrogen and oxygen in the atmosphere. And so it's rising up and then there's other elements of gases in the atmosphere that are pushing the flames around as they rise up. So you can see that the direction of the flames just wants to shoot straight up with this green air here. And these red circles represent the currents of air that's going on in this fireplace. If there was no air, if you lit flame in a total vacuum, and I believe they did this experiment on the space shuttle, fire would just burn as a perfect orange orb or sphere because there's no other elements or gas or oxygen elements affecting it. But because it's here on Earth, and there's so many different gases moving around at such a chaotic sense, you just can't see it, but in a regular room there's so much stuff going on with just the gases in the atmosphere, that's pushing the flames around on its journey to rise up above the more dense oxygen that's in the space here. So the fire is starting here. It wants to travel upwards. And almost like the fire is in a mosh pit or a really crowded concert area, the oxygen is pushing and sort of budging the flames around. And so that causes these S-curves to travel up because the flame is getting whipped around by these different forces pushing from this side, pushing from this side. And it's all different shapes and sizes too. You have a large pocket of air that's pushing the flame one way, you have another large pocket that's pushing the other way. And so these curved arrows that you can see, it's sort of snaking in a serpentine-like area on its journey up before what the fuel is that's fueling the flame eventually dies out and the flame near the top here doesn't have any fuel left and it just dissipates. Unless there's elements that the flame has, which was burning, which is smoke, which is a whole other different element which we'll be going into later. Once you start understanding a bit of the science behind what's going on with your flames and your smoke, you can then see, okay, how complicated do we want to make this? If it's stylized, obviously, you want some very simple shapes. if we want to run a very complicated simulation in real flow or Houdini, we can do that as well. But if you want to do something that's a little more stylized, you need to caricature and understand the big shapes or the big elements that are going on. So you can think of it as like plain air painting or stylized caricature of figure drawing, things like that. But you can see here on the top, we have lots of particles creating all these complicated shapes going on. And then down here, we have a more simplistic animation based representation of the same same thing really. And so you can see these large shapes that are encompassing all the complexity you see in these shapes here. What we're seeing here is we're going to be working with a lot of noise textures with the pipelines for VFX. And what we want to do is avoid, and I was doing this for a very long time, where you don't want to just throw noise and just kind of hope it works out. Try out noise textures kind of one after the other and be like I just kind of want to cross my fingers and hope that it'll get the shape language that I need. What we want to do instead is understand, okay, what shapes do we need to represent when the effect is being made? And what do we need to draw in order to obtain that? So if you want to get something like a flame effect, instead of having to rely on, hey, I'll just throw a noise texture in there and kind of hope something happens, it's like, well, let's actually kind of draw out what this is going to be like. So I see that these air pockets going around the flames here, I'm going to kind of mimic that in this noise texture, a texture that will be panning through the particle effect, which we'll be going into in just a little bit.",
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"text": " So what we're looking at here in this slide is we want to go back to just what we're looking at visually when we say, hey, we want to create some fire or we want to create a fire effect. What is that going to mean as far as what's needed? What I want to showcase is to go a little bit into the science of when you're looking at flames, what exactly is going on? What makes flames look the way they do? And so what we see here is we see the flames. We can, obviously we can recognize the shapes of flames and what they do because we can see when something looks like fire, it doesn't look like fire, but let's actually break down from a scientific perspective in the real world what's going on with flames. So flames is obviously a burning gas element in the atmosphere because of this extreme heat, it's becoming less dense and so is rising above the cooler elements of nitrogen and oxygen in the atmosphere. And so it's rising up and then there's other elements of gases in the atmosphere that are pushing the flames around as they rise up. So you can see that the direction of the flames just wants to shoot straight up with this green air here. And these red circles represent the currents of air that's going on in this fireplace. If there was no air, if you lit flame in a total vacuum, and I believe they did this experiment on the space shuttle, fire would just burn as a perfect orange orb or sphere because there's no other elements or gas or oxygen elements affecting it. But because it's here on Earth, and there's so many different gases moving around at such a chaotic sense, you just can't see it, but in a regular room there's so much stuff going on with just the gases in the atmosphere, that's pushing the flames around on its journey to rise up above the more dense oxygen that's in the space here. So the fire is starting here. It wants to travel upwards. And almost like the fire is in a mosh pit or a really crowded concert area, the oxygen is pushing and sort of budging the flames around. And so that causes these S-curves to travel up because the flame is getting whipped around by these different forces pushing from this side, pushing from this side. And it's all different shapes and sizes too. You have a large pocket of air that's pushing the flame one way, you have another large pocket that's pushing the other way. And so these curved arrows that you can see, it's sort of snaking in a serpentine-like area on its journey up before what the fuel is that's fueling the flame eventually dies out and the flame near the top here doesn't have any fuel left and it just dissipates. Unless there's elements that the flame has, which was burning, which is smoke, which is a whole other different element which we'll be going into later. Once you start understanding a bit of the science behind what's going on with your flames and your smoke, you can then see, okay, how complicated do we want to make this? If it's stylized, obviously, you want some very simple shapes. if we want to run a very complicated simulation in real flow or Houdini, we can do that as well. But if you want to do something that's a little more stylized, you need to caricature and understand the big shapes or the big elements that are going on. So you can think of it as like plain air painting or stylized caricature of figure drawing, things like that. But you can see here on the top, we have lots of particles creating all these complicated shapes going on. And then down here, we have a more simplistic animation based representation of the same same thing really. And so you can see these large shapes that are encompassing all the complexity you see in these shapes here. What we're seeing here is we're going to be working with a lot of noise textures with the pipelines for VFX. And what we want to do is avoid, and I was doing this for a very long time, where you don't want to just throw noise and just kind of hope it works out. Try out noise textures kind of one after the other and be like I just kind of want to cross my fingers and hope that it'll get the shape language that I need. What we want to do instead is understand, okay, what shapes do we need to represent when the effect is being made? And what do we need to draw in order to obtain that? So if you want to get something like a flame effect, instead of having to rely on, hey, I'll just throw a noise texture in there and kind of hope something happens, it's like, well, let's actually kind of draw out what this is going to be like. So I see that these air pockets going around the flames here, I'm going to kind of mimic that in this noise texture, a texture that will be panning through the particle effect, which we'll be going into in just a little bit."
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