Add transcription for: Water Material.wav
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"text": " So for creating this water material, we're only going to need one texture, which is really nice. And what that's going to be is I am picked this basic water normal map. And how I got this is you can create this in Substance Designer, you can create this by just creating some crisscross noise patterns. But really, all I did was I googled water normal texture, and you can find this result right here. right here, and it's just a 512 by 512. And there's a couple different water texture normal maps that you can see here that you can try out, like this one right here as well. These are pretty straightforward. It just is a noise pattern that has a little bit of, you can see these crisscrosses going on here. So it's a series of smaller sort of 20 degree angle waves going over each other, but I really just downloaded this and I'm using this because it's really tried and true. It's used by pretty much every game artifact and every game engine. So it's kind of like your basic noise texture that you can get. And that's what I'm using for this. So I will be going ahead and using that when we build our water material here. So I'm gonna go through and just make sure that these red, green and blue channels are what we need so we can pull other information from it. So that's another thing you wanna keep in mind is just looking at this. I want to make sure you have a nice sort of blend, especially in the red channel of gray, black and white. There's a nice variety of different values here that we can pull from. And so really quick, I'm just going to go ahead and do my m underscore water stream material. Then we'll start building this. So this one here, I'm just going to take this one texture that I have. I'm just going to place this in here. And so the first thing we want to do is we want to create the normal map effect that's going to create the water ripples. So what we'll be doing is I'm going to create some Panners. Gonna duplicate, make two of them. For this first one here, I'm gonna do a speed Y of negative 0.5. And for this one, I'm going to do negative 0.75. And I'm going to duplicate this texture as well. And I'm going to do what we've been doing, which is create a time node and create a parameter So we can multiply this time node or control it, I should say. Then we're going to do the texture coordinate, append vector. Let's apply the texture by the append, and then we're going to do a tile x and tile y. Set these at a default of 1. Then we're going to plug this into the coordinates here. So the only difference between these two is this one is going a little bit faster than this one here. I'm just going to hold down L and do a linear interpret. I'm just going to plug the RGB values into A and B. And then you can see here, we're starting to get that panning water texture that is looking pretty good. Then the other thing I'm going to do, just in case I want a still or I want something that has a little less water ripple effect to it, I'm going to create one more texture and this is just a blank normal value. So just the blank normal value here. I'm going to plug this into B. I'm just going to create a parameter here and call it normal strength. Then leave that default value at zero, and then I'm going to plug this in here. Then I'm going to plug that whole thing into the normal map there. You can see we're starting to get that nice sort of rippling water effect here. I haven't turned any other elements of this material on, so now it's just a black default kind of glossy material with the water ripple effects going on here. So the next thing we want to do is we want to modify the color a little bit. So what I'm going to do with that is I'm going to essentially duplicate this whole thing into this part of the chain here. Just going to move this up. But for this, I'm going to take the red channel here and plug it into A and B. And then here, I'm going to branch off and do a power node. I'm going to call this Opacity Contrast. Put the default value at 2 for now. I'm going to plug this in here. And then this is going to go into the Opacity, and I'm going to start making this the translucent material that we need. So I'm going to go to the material tab here. I'm going to do translucent. I'm going to go down to translucent C under the tab here. And then I'm going to do the surface forward shading mode for this Translucency material. This is the most expensive translucent material, but for bodies of water it works really great because we get specular, roughness. We get pretty much all the features that we have with a basic default material except we now have the transparency element that we can apply. So I'm going to go ahead and create some simple parameters here. Have this at 0.1 for the roughness. And then for the specular, I'm going to do to something like.7. Plug that into the specular. And then this might take a little while to compile, but we'll see once it's done compiling what results we're getting now. And while it's compiling, I'm going to make the additional color notes that...so this right here is going into the opacity. So we'll be showing kind of how much of the opacity of this normal we're seeing. You can see now not too much is showing through, so we want to modify that a little bit. So this opacity, I'm going to actually turn this down to 0.5. And it might take a while to have this compile, so I'm going to go ahead and build this material, and we'll go ahead and modify the instance parameters so we can have this change a little bit faster without having to eat up a lot of time waiting for this to compile. really quick up here, I'm just going to hold down three and create two, two, um, constant three parameters here. I'm going to call this tint 01. I'm going to call this tint two. Uh, tint two, I'm going to make white and then tint one, I'm going to leave black. I'm going to plug this into another LURP node here, or LINE Interpreter, or LURP A and B. And then I'm going to do a for now. I'm going to create a Fres or for now here and leave the default value at five, plug this into the exponent in. I'm going to plug this into the alpha here. And I'm going to select a depth fade node. So this opacity is going to go into the depth fade. I'm going to create a scalar parameter, call it depth fade, and leave it at zero for now. Move this out here. We keep these close just so we don't lose track of what's doing what. And then this Fresnel effect, I'm going to do a multiply node. This is going to go into A. I'm going to do a 1 minus and invert this value here and plug this into the B here. So you can see what this is going to do is it's going to take away the edges of the water so we don't get any weird artifacts. Kind of what we were having happen in the smoke when we were creating the fire effect. And then when that is set up, I'm going to go ahead and plug that into Opacity. And then this linear interpolate, I'm going to plug into the base color. So just to organize here, I just have this section down here that I'm going to call normal. I'm going to select this one here. I'm going to take away the Fresnel here and keep it there. I'm going to call this Opacity. Then up here, I'm going to call this Color. So now you can see we're actually getting a pretty cool effect. You can look at the sphere here now that it's done compiling. So we have the opacity kind of showing through. We have the specular and roughness showing up and the water ripples are showing through here. So let's go ahead and save this and we'll start applying this and creating some material on this so we can see what's going on here. So what I want to do really quick here is create a material instance for that. And we'll start applying this to some of the waterfall meshes that we have here. So you can see now these are looking a little bit dark. So what I want to do is go in here and start adjusting here and seeing what we can bring out. So that's a little bit dark. So what I want to do is bring up the color a little bit. So you can see that's starting to show through. For depth fade, I'm going to do something like 50. So it doesn't clip into the edges nearly as much there. For Fres, I'm gonna see what that does. I'm gonna keep that at five. Or... I'm just gonna play around with some of the values here and just see what happens here. Point one's kinda interesting if I keep that at that. For normal strength, I can go ahead and put that at one. That'll turn off the normals. If I keep it at zero, it'll turn the normals back on. For opacity contrast, if I put that at zero, it's very light. You can see it's completely showing through there. If I put that at 2, it's almost off. So I'm going to put that back at 1. If I do that something like 0.75, you can see it's showing a little bit more. And we'll have to do a case by case basis for these different meshes here. You can also see there's kind of this weird shadowing going on here. What I'm going to do is I'm going to go to some of these different meshes here. And it's the mesh distance field occlusion that's creating that sort of dark shadow underneath. So I'm going to check on generate two sided mesh distance fields and hit apply changes. You can see that went ahead and got rid of that strange sort of shadow going on under here. I'm going to do the same thing for these. So I go under two-sided mis-distance field generation, go ahead, hit Apply. And I'll do this for the stream as well. So with that, we get kind of a more honest opinion or honest outlook of what's going on with the water here. So depthfade, I might put that back at something like 20. So you can see we're starting to get this interesting effect here of the water flowing down the surface here. And what I can do too is I can modify the tile x and tile y. So if I do something like 0.1, you can see it gets a lot more streamlined here. So I might actually put that down at something like 0.5 or 0.75. I can increase the horizontal tiling here. So you could have something like that. And then, of course, I can do something like 1 for tile x and 0.5 for tile y. So get that at 0.75, 2 for that. And I can turn this down for the opacity contrast as something a little larger. And then I can go ahead and modify the color as well. So that's some of the nice beginnings of the water streams that we're seeing here in the water vortex as well. So we're going to add a couple more features here that we can have. I can actually just do that. So bring it up to a lower value for the opacity contrast of 0.1, and then I'm going to go ahead and increase that a bit. Just modify the values until I get an effect that's nice. So it's cool that we're seeing these effects here. And for every individual mesh, we're going to want to create another material instance for that. So let me do that really quick here. So let me just create another material and since then we can then apply to the vortex because what we'll work on one stream won't work on the vortex and vice versa. So let me go ahead and do that. Then here I'm going to go ahead and... So you can see there we're getting something a little bit more interesting. So going back in here, there's another major feature that we're going to add that will really create a night and day difference, which will be really cool. So under refraction here, I'm just going to create a scalar parameter. call this refraction. And then we're going to put this default value at 1.33. I'm going to plug that in there. And then there's one last thing I'm going to do, which will really help kind of create a element of 3D. Give this water a sense of 3D so it's not just a flat plane. And that's going to work with the tessellation, work with tessellation a bit to get the actual water surface sort of churning and moving a little bit more. So really quick, what I'm just going to do is I'm going to duplicate this one more time. Bring this down here. Going to bring these back up because we still need these up here. Gonna call this height. And I'm gonna add a height to the end of these. So it's a different parameter. So tile X and tile Y height. Then time I'm gonna call that height as well. So this is a separate group of parameters that we can adjust accordingly. I'm gonna take the red channel and plug this into A and B. Or actually I don't need to have this second texture parameter at all. So I'm just going to go ahead and just have this single one here. I'm gonna go ahead and create a power node here. Create a scalar parameter, call it height contrast. Call it contrast height. Put default value at two there. Then I'm going to multiply this. Gonna create another scalar parameter here and I'm just gonna call this height. This is just going to control how much this will be deforming the water surface here. So just by going through here, so we have the values of the height map being adjusted, the black and white values being adjusted by this power node here. And then we're going to multiply that by the height to determine how much height is applied when we apply it to the surface here. And then my last thing that we need to do here is we need to create one more multiply node. And we need to right click and type vertex normal, world space, vertex normal words, world space is the number selecting here. We're gonna multiply that by B. And then up here, we're gonna turn one more thing on in the material and that's going to be tessellation. So under tessellation, it says no tessellation. I'm gonna switch that to PN triangles. And then under here, we need to create one scalar parameter and this is going to be the resolution of how many triangles we want in the mesh. I'm gonna set this at a value of eight and I'm gonna plug this into the tessellation multiplier. You can set this to a value of two, three, four, just to determine how many triangles you want. Eight is a pretty good number I found for this kind of effect that we need. And then down here under vertex normal world space, I'm going to go ahead and plug this into the world displacement. And then when I save and compile this, you'll see that the water is going to have a lot more of a 3D kind of cool effect painting across it.",
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"text": " So for creating this water material, we're only going to need one texture, which is really nice. And what that's going to be is I am picked this basic water normal map. And how I got this is you can create this in Substance Designer, you can create this by just creating some crisscross noise patterns. But really, all I did was I googled water normal texture, and you can find this result right here. right here, and it's just a 512 by 512. And there's a couple different water texture normal maps that you can see here that you can try out, like this one right here as well. These are pretty straightforward. It just is a noise pattern that has a little bit of, you can see these crisscrosses going on here. So it's a series of smaller sort of 20 degree angle waves going over each other, but I really just downloaded this and I'm using this because it's really tried and true. It's used by pretty much every game artifact and every game engine. So it's kind of like your basic noise texture that you can get. And that's what I'm using for this. So I will be going ahead and using that when we build our water material here. So I'm gonna go through and just make sure that these red, green and blue channels are what we need so we can pull other information from it. So that's another thing you wanna keep in mind is just looking at this. I want to make sure you have a nice sort of blend, especially in the red channel of gray, black and white. There's a nice variety of different values here that we can pull from. And so really quick, I'm just going to go ahead and do my m underscore water stream material. Then we'll start building this. So this one here, I'm just going to take this one texture that I have. I'm just going to place this in here. And so the first thing we want to do is we want to create the normal map effect that's going to create the water ripples. So what we'll be doing is I'm going to create some Panners. Gonna duplicate, make two of them. For this first one here, I'm gonna do a speed Y of negative 0.5. And for this one, I'm going to do negative 0.75. And I'm going to duplicate this texture as well. And I'm going to do what we've been doing, which is create a time node and create a parameter So we can multiply this time node or control it, I should say. Then we're going to do the texture coordinate, append vector. Let's apply the texture by the append, and then we're going to do a tile x and tile y. Set these at a default of 1. Then we're going to plug this into the coordinates here. So the only difference between these two is this one is going a little bit faster than this one here. I'm just going to hold down L and do a linear interpret. I'm just going to plug the RGB values into A and B. And then you can see here, we're starting to get that panning water texture that is looking pretty good. Then the other thing I'm going to do, just in case I want a still or I want something that has a little less water ripple effect to it, I'm going to create one more texture and this is just a blank normal value. So just the blank normal value here. I'm going to plug this into B. I'm just going to create a parameter here and call it normal strength. Then leave that default value at zero, and then I'm going to plug this in here. Then I'm going to plug that whole thing into the normal map there. You can see we're starting to get that nice sort of rippling water effect here. I haven't turned any other elements of this material on, so now it's just a black default kind of glossy material with the water ripple effects going on here. So the next thing we want to do is we want to modify the color a little bit. So what I'm going to do with that is I'm going to essentially duplicate this whole thing into this part of the chain here. Just going to move this up. But for this, I'm going to take the red channel here and plug it into A and B. And then here, I'm going to branch off and do a power node. I'm going to call this Opacity Contrast. Put the default value at 2 for now. I'm going to plug this in here. And then this is going to go into the Opacity, and I'm going to start making this the translucent material that we need. So I'm going to go to the material tab here. I'm going to do translucent. I'm going to go down to translucent C under the tab here. And then I'm going to do the surface forward shading mode for this Translucency material. This is the most expensive translucent material, but for bodies of water it works really great because we get specular, roughness. We get pretty much all the features that we have with a basic default material except we now have the transparency element that we can apply. So I'm going to go ahead and create some simple parameters here. Have this at 0.1 for the roughness. And then for the specular, I'm going to do to something like.7. Plug that into the specular. And then this might take a little while to compile, but we'll see once it's done compiling what results we're getting now. And while it's compiling, I'm going to make the additional color notes that...so this right here is going into the opacity. So we'll be showing kind of how much of the opacity of this normal we're seeing. You can see now not too much is showing through, so we want to modify that a little bit. So this opacity, I'm going to actually turn this down to 0.5. And it might take a while to have this compile, so I'm going to go ahead and build this material, and we'll go ahead and modify the instance parameters so we can have this change a little bit faster without having to eat up a lot of time waiting for this to compile. really quick up here, I'm just going to hold down three and create two, two, um, constant three parameters here. I'm going to call this tint 01. I'm going to call this tint two. Uh, tint two, I'm going to make white and then tint one, I'm going to leave black. I'm going to plug this into another LURP node here, or LINE Interpreter, or LURP A and B. And then I'm going to do a for now. I'm going to create a Fres or for now here and leave the default value at five, plug this into the exponent in. I'm going to plug this into the alpha here. And I'm going to select a depth fade node. So this opacity is going to go into the depth fade. I'm going to create a scalar parameter, call it depth fade, and leave it at zero for now. Move this out here. We keep these close just so we don't lose track of what's doing what. And then this Fresnel effect, I'm going to do a multiply node. This is going to go into A. I'm going to do a 1 minus and invert this value here and plug this into the B here. So you can see what this is going to do is it's going to take away the edges of the water so we don't get any weird artifacts. Kind of what we were having happen in the smoke when we were creating the fire effect. And then when that is set up, I'm going to go ahead and plug that into Opacity. And then this linear interpolate, I'm going to plug into the base color. So just to organize here, I just have this section down here that I'm going to call normal. I'm going to select this one here. I'm going to take away the Fresnel here and keep it there. I'm going to call this Opacity. Then up here, I'm going to call this Color. So now you can see we're actually getting a pretty cool effect. You can look at the sphere here now that it's done compiling. So we have the opacity kind of showing through. We have the specular and roughness showing up and the water ripples are showing through here. So let's go ahead and save this and we'll start applying this and creating some material on this so we can see what's going on here. So what I want to do really quick here is create a material instance for that. And we'll start applying this to some of the waterfall meshes that we have here. So you can see now these are looking a little bit dark. So what I want to do is go in here and start adjusting here and seeing what we can bring out. So that's a little bit dark. So what I want to do is bring up the color a little bit. So you can see that's starting to show through. For depth fade, I'm going to do something like 50. So it doesn't clip into the edges nearly as much there. For Fres, I'm gonna see what that does. I'm gonna keep that at five. Or... I'm just gonna play around with some of the values here and just see what happens here. Point one's kinda interesting if I keep that at that. For normal strength, I can go ahead and put that at one. That'll turn off the normals. If I keep it at zero, it'll turn the normals back on. For opacity contrast, if I put that at zero, it's very light. You can see it's completely showing through there. If I put that at 2, it's almost off. So I'm going to put that back at 1. If I do that something like 0.75, you can see it's showing a little bit more. And we'll have to do a case by case basis for these different meshes here. You can also see there's kind of this weird shadowing going on here. What I'm going to do is I'm going to go to some of these different meshes here. And it's the mesh distance field occlusion that's creating that sort of dark shadow underneath. So I'm going to check on generate two sided mesh distance fields and hit apply changes. You can see that went ahead and got rid of that strange sort of shadow going on under here. I'm going to do the same thing for these. So I go under two-sided mis-distance field generation, go ahead, hit Apply. And I'll do this for the stream as well. So with that, we get kind of a more honest opinion or honest outlook of what's going on with the water here. So depthfade, I might put that back at something like 20. So you can see we're starting to get this interesting effect here of the water flowing down the surface here. And what I can do too is I can modify the tile x and tile y. So if I do something like 0.1, you can see it gets a lot more streamlined here. So I might actually put that down at something like 0.5 or 0.75. I can increase the horizontal tiling here. So you could have something like that. And then, of course, I can do something like 1 for tile x and 0.5 for tile y. So get that at 0.75, 2 for that. And I can turn this down for the opacity contrast as something a little larger. And then I can go ahead and modify the color as well. So that's some of the nice beginnings of the water streams that we're seeing here in the water vortex as well. So we're going to add a couple more features here that we can have. I can actually just do that. So bring it up to a lower value for the opacity contrast of 0.1, and then I'm going to go ahead and increase that a bit. Just modify the values until I get an effect that's nice. So it's cool that we're seeing these effects here. And for every individual mesh, we're going to want to create another material instance for that. So let me do that really quick here. So let me just create another material and since then we can then apply to the vortex because what we'll work on one stream won't work on the vortex and vice versa. So let me go ahead and do that. Then here I'm going to go ahead and... So you can see there we're getting something a little bit more interesting. So going back in here, there's another major feature that we're going to add that will really create a night and day difference, which will be really cool. So under refraction here, I'm just going to create a scalar parameter. call this refraction. And then we're going to put this default value at 1.33. I'm going to plug that in there. And then there's one last thing I'm going to do, which will really help kind of create a element of 3D. Give this water a sense of 3D so it's not just a flat plane. And that's going to work with the tessellation, work with tessellation a bit to get the actual water surface sort of churning and moving a little bit more. So really quick, what I'm just going to do is I'm going to duplicate this one more time. Bring this down here. Going to bring these back up because we still need these up here. Gonna call this height. And I'm gonna add a height to the end of these. So it's a different parameter. So tile X and tile Y height. Then time I'm gonna call that height as well. So this is a separate group of parameters that we can adjust accordingly. I'm gonna take the red channel and plug this into A and B. Or actually I don't need to have this second texture parameter at all. So I'm just going to go ahead and just have this single one here. I'm gonna go ahead and create a power node here. Create a scalar parameter, call it height contrast. Call it contrast height. Put default value at two there. Then I'm going to multiply this. Gonna create another scalar parameter here and I'm just gonna call this height. This is just going to control how much this will be deforming the water surface here. So just by going through here, so we have the values of the height map being adjusted, the black and white values being adjusted by this power node here. And then we're going to multiply that by the height to determine how much height is applied when we apply it to the surface here. And then my last thing that we need to do here is we need to create one more multiply node. And we need to right click and type vertex normal, world space, vertex normal words, world space is the number selecting here. We're gonna multiply that by B. And then up here, we're gonna turn one more thing on in the material and that's going to be tessellation. So under tessellation, it says no tessellation. I'm gonna switch that to PN triangles. And then under here, we need to create one scalar parameter and this is going to be the resolution of how many triangles we want in the mesh. I'm gonna set this at a value of eight and I'm gonna plug this into the tessellation multiplier. You can set this to a value of two, three, four, just to determine how many triangles you want. Eight is a pretty good number I found for this kind of effect that we need. And then down here under vertex normal world space, I'm going to go ahead and plug this into the world displacement. And then when I save and compile this, you'll see that the water is going to have a lot more of a 3D kind of cool effect painting across it."
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