Add transcription for: Ribbons.wav
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transcriptions/Ribbons_transcription.json
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"text": " The other thing I want to showcase with this too is the way that ribbons are handled in Niagara is so much better than how it was handled in Cascade. Cascade, remember, it was so finicky with what we were doing with trying to get ribbons to behave properly and get them to do what you want them to do and kind of just crossing your fingers and hoping. The EPIC really listened with creating Niagara, and so ribbons are very easy to implement here. here. So I'm going to go down here to create ribbons that follow these trails here so you can see that there's a sprite attached to this arrow here. I'm just going to collect one more. I'm going to do ribbon. And I can also do, well actually, let me do this. Let me create another Admitter. That's just the ribbon. So I'm going to just select this fountain, control C and control V. I'm going to name this ribbon. And I'm going to go ahead and delete some of this stuff like the sphere location, the spawn rate, vortex, scale color, delete the sprite and mesh render. I'll even delete initialize particle because we need to do initialize ribbon. So really quick here, you can see initialize particle and initialize ribbon. Going to go ahead and do that. You can see the ribbon width is set up here. And the next thing I'm going to do is I'm going to do what's called generating a location event. Essentially, I'm remember back in cascade, we had to do like, hey, let's create a source, let's have it follow the particle and everything. What I'm going to do here is something that's a little bit more streamlined, which is I'm going to generate a location event. And you can see some errors are popping up here and you can even see them here. What this is essentially saying is that back in the emitter properties, we just need to check this requires persistent IDs. We just need to check this on. That'll take care of that error. Because what it needs to do is it needs to kind of update and get persistent IDs on all the particles as they're being generated here. So that's really important. And then here you can see the generation or the location event is being generated. And so then as we pull this down, you can see that all this data for the particle position is being gathered here. So the position, the velocity, the acceleration, all this data is now at our disposal. So we want to go ahead and plug this into the ribbon here. So really quick here, we're going to go down to, we just generated a location event. So we're gonna go down to this tab, that's the event handler. And we're going to do receive. So we did that, we did event handler properties. We're looking for the source here. So we're just going to go to the fountain, select location event. And then we're going to do spawned particles instead of every particle. We just wanna do the particles that respond there. And then for spawn number, this is the amount of ribbons that are gonna be spawned. So we're just gonna put this at one. So we under event handler, we have event handler properties. So we select the name of the emitter that we're sourcing. We want to do spawn particles for execution. I'm not touching the max events per frame, I'm just leaving that at zero, and then we can spawn five ribbons if we want, but I'm just gonna spawn one. This is the amount of ribbons that we're gonna spawn. And then for receive, we're going to do one more tab, which is receive location event. Going to do that there. We're going to just, We can do inherit parent normalize age, but this is, and also I'm going to just put this at zero for inherited velocity scale. So we have initialized ribbon. I'm going to go down here. I'm going to do ribbon renderer. I'm going to just really quick, just do this. This couldn't get more simple. It's just a base color and translucent going into the opacity here. ribbon emitter. You can see now that these sprites are generating and look at that. Look how seamless that is. That's so cool. I'm going to go ahead and plug this in. You can see now this ribbon is generating around all these sprites which is so cool. Now if I go back to to initialize ribbon and I'm going to do ribbon width. I'm just going to do curve, float from curve. And we can generate the size of this. So really quick, what I'm going to do is I'm gonna actually delete that. And you can see that the ribbon trails are getting smaller as they, actually, let's see here. Actually, I'm going to do this in the particle update. That's probably the proper way to do it. So go back here to particle update. Let's do scale ribbon width. Let's do that. So let's go ahead and do a curve for this, flip from curve. And so you can see now that these ribbons are scaling down as they're following the sprites here, which is really, really cool. I'm just leaving the lifetime at one. If you put this at two, it can get a little bit crazy. Actually, not too bad. It just has a longer ribbon trail here that you can see. But yeah, it's extremely easy to do ribbons and you can see that they're just buttery smooth. like there's no jankiness, there's like nothing, they just perfectly follow what's going on here. And you can even, if you want to, we just put the curl noise back because we love the curl noise. If I put this in, you can actually add a little bit of turbulence to the ribbon if you want. So you can see how they kind of have that imperfect sort of squiggly line going on. They're being influenced by a curl noise, but they're still, again, just have this really nice effect to them, which is so, so cool. Really, really cool effect.",
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"text": " The other thing I want to showcase with this too is the way that ribbons are handled in Niagara is so much better than how it was handled in Cascade. Cascade, remember, it was so finicky with what we were doing with trying to get ribbons to behave properly and get them to do what you want them to do and kind of just crossing your fingers and hoping. The EPIC really listened with creating Niagara, and so ribbons are very easy to implement here. here. So I'm going to go down here to create ribbons that follow these trails here so you can see that there's a sprite attached to this arrow here. I'm just going to collect one more. I'm going to do ribbon. And I can also do, well actually, let me do this. Let me create another Admitter. That's just the ribbon. So I'm going to just select this fountain, control C and control V. I'm going to name this ribbon. And I'm going to go ahead and delete some of this stuff like the sphere location, the spawn rate, vortex, scale color, delete the sprite and mesh render. I'll even delete initialize particle because we need to do initialize ribbon. So really quick here, you can see initialize particle and initialize ribbon. Going to go ahead and do that. You can see the ribbon width is set up here. And the next thing I'm going to do is I'm going to do what's called generating a location event. Essentially, I'm remember back in cascade, we had to do like, hey, let's create a source, let's have it follow the particle and everything. What I'm going to do here is something that's a little bit more streamlined, which is I'm going to generate a location event. And you can see some errors are popping up here and you can even see them here. What this is essentially saying is that back in the emitter properties, we just need to check this requires persistent IDs. We just need to check this on. That'll take care of that error. Because what it needs to do is it needs to kind of update and get persistent IDs on all the particles as they're being generated here. So that's really important. And then here you can see the generation or the location event is being generated. And so then as we pull this down, you can see that all this data for the particle position is being gathered here. So the position, the velocity, the acceleration, all this data is now at our disposal. So we want to go ahead and plug this into the ribbon here. So really quick here, we're going to go down to, we just generated a location event. So we're gonna go down to this tab, that's the event handler. And we're going to do receive. So we did that, we did event handler properties. We're looking for the source here. So we're just going to go to the fountain, select location event. And then we're going to do spawned particles instead of every particle. We just wanna do the particles that respond there. And then for spawn number, this is the amount of ribbons that are gonna be spawned. So we're just gonna put this at one. So we under event handler, we have event handler properties. So we select the name of the emitter that we're sourcing. We want to do spawn particles for execution. I'm not touching the max events per frame, I'm just leaving that at zero, and then we can spawn five ribbons if we want, but I'm just gonna spawn one. This is the amount of ribbons that we're gonna spawn. And then for receive, we're going to do one more tab, which is receive location event. Going to do that there. We're going to just, We can do inherit parent normalize age, but this is, and also I'm going to just put this at zero for inherited velocity scale. So we have initialized ribbon. I'm going to go down here. I'm going to do ribbon renderer. I'm going to just really quick, just do this. This couldn't get more simple. It's just a base color and translucent going into the opacity here. ribbon emitter. You can see now that these sprites are generating and look at that. Look how seamless that is. That's so cool. I'm going to go ahead and plug this in. You can see now this ribbon is generating around all these sprites which is so cool. Now if I go back to to initialize ribbon and I'm going to do ribbon width. I'm just going to do curve, float from curve. And we can generate the size of this. So really quick, what I'm going to do is I'm gonna actually delete that. And you can see that the ribbon trails are getting smaller as they, actually, let's see here. Actually, I'm going to do this in the particle update. That's probably the proper way to do it. So go back here to particle update. Let's do scale ribbon width. Let's do that. So let's go ahead and do a curve for this, flip from curve. And so you can see now that these ribbons are scaling down as they're following the sprites here, which is really, really cool. I'm just leaving the lifetime at one. If you put this at two, it can get a little bit crazy. Actually, not too bad. It just has a longer ribbon trail here that you can see. But yeah, it's extremely easy to do ribbons and you can see that they're just buttery smooth. like there's no jankiness, there's like nothing, they just perfectly follow what's going on here. And you can even, if you want to, we just put the curl noise back because we love the curl noise. If I put this in, you can actually add a little bit of turbulence to the ribbon if you want. So you can see how they kind of have that imperfect sort of squiggly line going on. They're being influenced by a curl noise, but they're still, again, just have this really nice effect to them, which is so, so cool. Really, really cool effect."
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