Add transcription for: Local Vector Field.wav
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"text": " So we want these to have a little bit more variety with spinning around, and so we're going to delve a little bit into something called local vector fields. And what local vector fields are, we're actually going to go back to the content examples here. And we're going to open the map that says effects on it. So if you open the effects map in the content examples, I'm going to go ahead and not save any of that. You can see in here, this is where I learned a lot about Cascade and particles when I was first starting out with UE4 was this effects map. It shows all these amazing examples that they have and what exactly these particles are doing. So you can start to reverse engineer and pick apart all the different features that UE4 has. I recommend highly that you go in here and check out all these really cool examples that they've set up and it'll really break down and give the fundamental a great element of the fundamentals of what all these particles are doing exactly. By reading the text, by seeing what the materials are doing and everything, it's a really, really great demo. And so this is a local vector field. You can see this is really cool. All these particles are really sort of flying around and doing all these very, very complicated features here. And so let's open up this particle effect and see what exactly is going on. And so under View, I'm going to click on Vector Fields. And you can see there's this giant box with a ton of tiny, tiny arrows inside of it. And so what this is is that a vector field is essentially a volume that takes a snapshot of a bunch of different directions where you want points to move in space. So all those little arrows in there are the direction that if a particle goes in a particular point in that volume. And let me actually turn off the vector field rotation rate and you can see here what's going on. So you can see the particles in the center there, they're spawning and then all these little arrows in the vector field are directing them where to go. So when I turn this off, you can see that the particle is sort of following these different streams and directions of where they're supposed to go according to the vector field. And this is really cool. So if we play around with this a little bit, which we'll start doing back in our project, but you can see if I turn off the intensity, there's just, you know, they're just spawning along the sphere, not going anywhere. If I do a value of one, they're starting to follow that direction. If I do a value of five, they're gonna do it very intensely. They're going to follow under an extreme amount of influence in the directions that the vector field wants to go. I'm gonna put that back at one really quick. And if I go under the tightness here, this is the amount of range that the particles are going to follow those arrows. So you can see here, this is a pretty sort of vague indication of where they want it to go. If I do something like two, they're going to follow it very specifically where they're almost drawing these lines out as they go along the vector field here. And if I put that back at one, you kind of have a nice range of the two. Now, this is really great. But in order to get a lot more complexity to this, we want to do is if we rotated this vector field, what's happening is, when I turn this on, you can see that this vector field is rotating around, but what's really cool is that these particles are being updated with new directions from the arrows inside this vector field. So the reason they're moving around with all this really cool complexity is that as the box moves around, the particle in its space is being hit with all these different arrow directions. And so you can see the rotation rate where it's rotating very slowly just on its axis here, but as it's moving through this field of particles, all these different directions in the vector field are hitting it as it moves through space. So you can see here the influence of that, which is really, really cool. And then we can also check on on like tile x, tile y, tile z. If I turn these off here, you can see that the particles are not moving. But as soon as this vector field goes back into the field there, it gets disrupted, and it moves, as you can see there. And then it goes away, but then it goes back in. It's like moving this kind of interesting little force field through this thing of particles. If I tile on x, y, and z, these vector fields are essentially tiling in infinite space here. So you can see that's why this particle is moving around constantly, even though the vector field volume is moving away from it. And then of course there's also, if I put this back at zero right now the relative transform is at negative 200. If I put that back at it's you can get different results based on where the transform and rotation is here. So if I put this at say like 100 you'll get a different results. the relative scale. If I put this at 1, you can see that's not influencing too much, or it is, but you can see that these are really kind of spazzing out a little bit because the influence is so small, but if I do something like 500. And so you want to get the exact right scale. So now you can see that these arrows are very specific. So now this is moving more like a school of fish because it only has so many different arrows influencing as it moves through space. So you want to get something that's just the right size and you'll have to work with this just a little bit so you get something that's kind of that right mixture of the two. And so you're thinking these vector fields are great. Where can I get them? So vector fields are a little bit hard to generate. There is a way to do it in Maya, but you will need a specific plugin for it, and it can get a little bit complicated. But luckily, you can get your hands on vector fields in two ways. You can either make them on your own, which is a little bit of a complicated way to do it, or you can just find these vector fields that have already been made that are very, very powerful and wonderful to use in the content examples themselves. So all you would need to do is go to example content, effects, vector fields, and then all you need to do is do asset actions, migrate. Don't save that. And then say the following assets will be migrated to another content folder, and then you can just find your folder path for the content for the visual effects UE4 project you're working on. So there's these two vector fields here, and there's also another place that you can get free, royalty free vector fields is the particle effects examples in UE4. So if I go back to learn, I know that some probably exist in the infiltrator demo. If you want to download that and find that. The particle effects project, I know has a lot of really great vector fields. It has one up in particular called Vortex, which is a really powerful one that we can use. So if you download this, you can find the vector field in there. You can just under filters, I believe you can find vector field under miscellaneous, I believe, static vector field. So yeah, under the filter, so it's under miscellaneous static vector field. If you do that and you just select the content folder, all the vector fields in the project will show up so you don't have to go and hunt them down, which is really nice. And so you can do that for any of the learned examples that you see here. Particle effects, the infiltrator demo, the content examples, which we were just looking at. And I believe the Elemental demo has some really great vector fields too. These are vector fields that have been created by the Epic VFX team, and they're very effective and very powerful to use. And so now we're going to create one from scratch here for our leaves in the demo here. So really quick, I'm just going to go under Vector Field and do local Vector Field. Then under this one here, I'm going to type in Vortex, which I believe is, I'll do Vector field tunnel movement, which is in the particle effects demo, I believe. So this one that I have in particular here, if you go under, again, the particle effects, the one that has the picture of the cave on it, open that up, you'll find this VF tunnel. And of course, these vector fields will be included in the project for LearnSquared as well. So if you open up this project, the demo project, you'll of course find it too. one here, the relative rotation, I'm going to put this at 90. I'm going to leave the relative transform at 0, and I'm going to leave the scale just at 1 across the board. The intensity I'm going to crank up a bit to 200. You can see now already these leaves are starting to blow in a lot more of an interesting cool way. That's really all you need to do for this setup here. And so now I'm just going to do vector field rotation rate. And then really quick here, I'm going to just do under Y, I'm going to do 0.1. You're going to save this really quick here. When I turn this on, you can see that this vector field is just slightly turning so as these leaves spawn they're being spun around by the influence of these arrows in the vector field volume. I can even make these tile if I want to, if I turn this on. And you can see it's getting this really really cool effect. I'm going to go ahead and turn the tiling back off. And so you can see these leaves now are starting to blow and move with these gusts of wind, which is really cool. I'm going to add one more thing, which is just a rotation rate for these leaves here. So they're just rotating just a little bit. So you can see here with just this couple of really simple setups in this extremely powerful component called the local vector field, we got this very complicated looking amazing leaf effect that we have now in our scene here. And this can be used for anything for pollen, for debris, for just all any kind of ambient effects that you'd want to throw into your scene. It really takes any kind of environment that you've made, and it really gives it that extra bit of special feature if you want to record a video of a particular environment.",
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"text": " So we want these to have a little bit more variety with spinning around, and so we're going to delve a little bit into something called local vector fields. And what local vector fields are, we're actually going to go back to the content examples here. And we're going to open the map that says effects on it. So if you open the effects map in the content examples, I'm going to go ahead and not save any of that. You can see in here, this is where I learned a lot about Cascade and particles when I was first starting out with UE4 was this effects map. It shows all these amazing examples that they have and what exactly these particles are doing. So you can start to reverse engineer and pick apart all the different features that UE4 has. I recommend highly that you go in here and check out all these really cool examples that they've set up and it'll really break down and give the fundamental a great element of the fundamentals of what all these particles are doing exactly. By reading the text, by seeing what the materials are doing and everything, it's a really, really great demo. And so this is a local vector field. You can see this is really cool. All these particles are really sort of flying around and doing all these very, very complicated features here. And so let's open up this particle effect and see what exactly is going on. And so under View, I'm going to click on Vector Fields. And you can see there's this giant box with a ton of tiny, tiny arrows inside of it. And so what this is is that a vector field is essentially a volume that takes a snapshot of a bunch of different directions where you want points to move in space. So all those little arrows in there are the direction that if a particle goes in a particular point in that volume. And let me actually turn off the vector field rotation rate and you can see here what's going on. So you can see the particles in the center there, they're spawning and then all these little arrows in the vector field are directing them where to go. So when I turn this off, you can see that the particle is sort of following these different streams and directions of where they're supposed to go according to the vector field. And this is really cool. So if we play around with this a little bit, which we'll start doing back in our project, but you can see if I turn off the intensity, there's just, you know, they're just spawning along the sphere, not going anywhere. If I do a value of one, they're starting to follow that direction. If I do a value of five, they're gonna do it very intensely. They're going to follow under an extreme amount of influence in the directions that the vector field wants to go. I'm gonna put that back at one really quick. And if I go under the tightness here, this is the amount of range that the particles are going to follow those arrows. So you can see here, this is a pretty sort of vague indication of where they want it to go. If I do something like two, they're going to follow it very specifically where they're almost drawing these lines out as they go along the vector field here. And if I put that back at one, you kind of have a nice range of the two. Now, this is really great. But in order to get a lot more complexity to this, we want to do is if we rotated this vector field, what's happening is, when I turn this on, you can see that this vector field is rotating around, but what's really cool is that these particles are being updated with new directions from the arrows inside this vector field. So the reason they're moving around with all this really cool complexity is that as the box moves around, the particle in its space is being hit with all these different arrow directions. And so you can see the rotation rate where it's rotating very slowly just on its axis here, but as it's moving through this field of particles, all these different directions in the vector field are hitting it as it moves through space. So you can see here the influence of that, which is really, really cool. And then we can also check on on like tile x, tile y, tile z. If I turn these off here, you can see that the particles are not moving. But as soon as this vector field goes back into the field there, it gets disrupted, and it moves, as you can see there. And then it goes away, but then it goes back in. It's like moving this kind of interesting little force field through this thing of particles. If I tile on x, y, and z, these vector fields are essentially tiling in infinite space here. So you can see that's why this particle is moving around constantly, even though the vector field volume is moving away from it. And then of course there's also, if I put this back at zero right now the relative transform is at negative 200. If I put that back at it's you can get different results based on where the transform and rotation is here. So if I put this at say like 100 you'll get a different results. the relative scale. If I put this at 1, you can see that's not influencing too much, or it is, but you can see that these are really kind of spazzing out a little bit because the influence is so small, but if I do something like 500. And so you want to get the exact right scale. So now you can see that these arrows are very specific. So now this is moving more like a school of fish because it only has so many different arrows influencing as it moves through space. So you want to get something that's just the right size and you'll have to work with this just a little bit so you get something that's kind of that right mixture of the two. And so you're thinking these vector fields are great. Where can I get them? So vector fields are a little bit hard to generate. There is a way to do it in Maya, but you will need a specific plugin for it, and it can get a little bit complicated. But luckily, you can get your hands on vector fields in two ways. You can either make them on your own, which is a little bit of a complicated way to do it, or you can just find these vector fields that have already been made that are very, very powerful and wonderful to use in the content examples themselves. So all you would need to do is go to example content, effects, vector fields, and then all you need to do is do asset actions, migrate. Don't save that. And then say the following assets will be migrated to another content folder, and then you can just find your folder path for the content for the visual effects UE4 project you're working on. So there's these two vector fields here, and there's also another place that you can get free, royalty free vector fields is the particle effects examples in UE4. So if I go back to learn, I know that some probably exist in the infiltrator demo. If you want to download that and find that. The particle effects project, I know has a lot of really great vector fields. It has one up in particular called Vortex, which is a really powerful one that we can use. So if you download this, you can find the vector field in there. You can just under filters, I believe you can find vector field under miscellaneous, I believe, static vector field. So yeah, under the filter, so it's under miscellaneous static vector field. If you do that and you just select the content folder, all the vector fields in the project will show up so you don't have to go and hunt them down, which is really nice. And so you can do that for any of the learned examples that you see here. Particle effects, the infiltrator demo, the content examples, which we were just looking at. And I believe the Elemental demo has some really great vector fields too. These are vector fields that have been created by the Epic VFX team, and they're very effective and very powerful to use. And so now we're going to create one from scratch here for our leaves in the demo here. So really quick, I'm just going to go under Vector Field and do local Vector Field. Then under this one here, I'm going to type in Vortex, which I believe is, I'll do Vector field tunnel movement, which is in the particle effects demo, I believe. So this one that I have in particular here, if you go under, again, the particle effects, the one that has the picture of the cave on it, open that up, you'll find this VF tunnel. And of course, these vector fields will be included in the project for LearnSquared as well. So if you open up this project, the demo project, you'll of course find it too. one here, the relative rotation, I'm going to put this at 90. I'm going to leave the relative transform at 0, and I'm going to leave the scale just at 1 across the board. The intensity I'm going to crank up a bit to 200. You can see now already these leaves are starting to blow in a lot more of an interesting cool way. That's really all you need to do for this setup here. And so now I'm just going to do vector field rotation rate. And then really quick here, I'm going to just do under Y, I'm going to do 0.1. You're going to save this really quick here. When I turn this on, you can see that this vector field is just slightly turning so as these leaves spawn they're being spun around by the influence of these arrows in the vector field volume. I can even make these tile if I want to, if I turn this on. And you can see it's getting this really really cool effect. I'm going to go ahead and turn the tiling back off. And so you can see these leaves now are starting to blow and move with these gusts of wind, which is really cool. I'm going to add one more thing, which is just a rotation rate for these leaves here. So they're just rotating just a little bit. So you can see here with just this couple of really simple setups in this extremely powerful component called the local vector field, we got this very complicated looking amazing leaf effect that we have now in our scene here. And this can be used for anything for pollen, for debris, for just all any kind of ambient effects that you'd want to throw into your scene. It really takes any kind of environment that you've made, and it really gives it that extra bit of special feature if you want to record a video of a particular environment."
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