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Add transcription for: Powerful Forces.wav

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+ "text": " And we can do, I want to kind of showcase just this really cool element that is some of the forces that we could use for this. So really quick, you can see I've just kind of grayed out all of these and we'll come back to these later if we need to. But I remember that I promised like, hey, we're going to show how we can do like the fire flames and we'll get back to that. But it's just so exciting to kind of show all this power that Niagara has. So trust me, we'll get back to it. Don't worry. What I'm going to do here is go into Product Update and I'm going to type in Curl Noise, which is like the just meat and potatoes. It's everyone's favorite noise force in Niagara. Everyone absolutely loves it. But you can see there's a problem here. I just typed in Curl Noise. It generated it, but then this big nasty warning comes up that says this module has unmet dependencies. So it's saying it's like, look, we don't know how to solve the forces and velocity on this. this isn't going to compile, so this is not going to work. But luckily, the way they designed Niagara, it literally just gives you this, like, do you wanna fix this button, which is really, really nice. So we can just go ahead and, if there's a fix issue, just click it and it will solve it for you, which is really nice. So now, we have what's called a curl noise force. And what a curl noise force is, is if you go back to Cascade, you remember, when we were making those blowing leaves, let me put the CPU sprites back on. And we created those vector fields that were like those complicated sort of boxes that had thousands of arrows in them. And it was like, okay, now let's rotate them so we can get these particles to sort of, you know, bend and twist and do all that. What Epic did was they realized like people want to use that pretty much all the time for all their particles because it's so cool looking. So it's like, okay, now let's boil that down into a noise that has vector influence in X, Y and Z. Let's just pan that as a world scale texture that we could use on almost any particle here. And that's essentially what curl noise force is. It's essentially this really nice sort of wispy, complicated vector field that you can use on both CPU and GPU particles. You can use it on any particle, which is super powerful. So let's go ahead and crank this up to about 100, and you can see what's going on here. This is really cool. Let me actually go back to initialize particle and let's go back to the lifetime. Let's make these live a little bit longer. So I'm going to do a maximum of four, a minimum of three. And you can see with going out like that curl noise is really doing its job, just kind of moving these all around in this sort of cool vector, sort of this vector tour to force kind of way. Now you have the noise frequency, which is how large you want this noise to be. So think of it as a noise, like a basic Perlin noise texture that's panning in X, Y, and Z and determining which way the particle is going to go. So right now the noise frequency is pretty low. It's at a, like if I do something like 0.01, like this is moving at a pretty low frequency where you can see like it's pretty, we have these nice kind of large sweeps of influence here. If I put this up to like something like five, you can see it gets a little bit more sort of tightly knit. And this has been modified a little bit in later versions of UE4, but you want to keep this noise frequency a little bit low to see the full effect of it here. You can do also the pan noise field if you want even more complexity to it. So if I do something like pan the curl noise along the x-axis by one, it's kind of like what we were doing with the vector field where we were rotating it, except in this case we're panning it. You can do that in X, Y, and Z. I can click this and do, hey, let's do a random. Let's do a random vector here. And let's do a Rand uniform range float. Actually, let's back that up. I'm out of Rand uniform ram range vector. So you can see here, this is pretty complicated. What's going to come up is that it's saying, hey, we want to pan this between zero and one. So you can see how cool and complicated this is starting to get. This is all existing in the curl noise force. And so let's do another thing that I think is really cool, which is that if I go to particle update and I do spring force, and again, you'll get this kind of nasty error and just saying, hey, do you want to fix this? Just do fix value. So essentially all it's doing for fixing it is it's taking these forces and it's shoving them above the solve forces and velocity. So you can see here there's kind of this interesting sort of bouncy thing going on with the particles. what that's doing is that a spring force is essentially saying, hey, we have a understanding of where we need this particle to be. Now, even though this curl noise force is going through it and wanting to sort of like whip it around and go some other way, we're going to take this like it's attached to some springs and like yank it back to where it was before. So that's how you're getting this kind of really cool sort of bouncy splashy effect here. Now, another thing that's really important is that we want to on the swing force here, You see the force strength, if we put this at zero, it's not going to affect it at all. If we put this at like two, it's going to be pretty strong where it'll have to, take a pretty strong force to sort of break this out of its influence. And then we have the particle equilibrium. What this means is that we want to indicate with each particle where the place where the springs lock it is going to be. Right now, there's this thing that says engine owner position. And what that essentially is just saying is that it's at the zero, zero point right here. So what we actually want to do is drop this down and instead of a float or a vector, I'm going to type in particle and we have particle initial position. So what that means is that when the particle is first spawned, that's the position that the spring is going to take into account where it's like, okay, we don't want this to move from where it was first spawned. So after this is done compiling here, you can see now that like when the particle is first spawned and the particle is initial position, this curl noise force is going through and it's trying to like yank and sort of move it out of the way, but the spring force is holding it in place. So this is really cool how you get this like sort of blobby effect here. I thought this was really cool for like if you do another location, a box location here, and you do see the box size here. I'm going to put this at zero. So it's essentially this plane. And when this is re-rendered here, you can get this almost kind of like churning foam or churning ocean kind of effects which is really really cool where the particles are kind of churning and crashing but always kind of coming back to their position which is super super cool. Yeah, Coral Noise Force and Spring Force are definitely the two elements of the Eniagra that just made me go like whoa this is really powerful so it's a really cool feature.",
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+ "text": " And we can do, I want to kind of showcase just this really cool element that is some of the forces that we could use for this. So really quick, you can see I've just kind of grayed out all of these and we'll come back to these later if we need to. But I remember that I promised like, hey, we're going to show how we can do like the fire flames and we'll get back to that. But it's just so exciting to kind of show all this power that Niagara has. So trust me, we'll get back to it. Don't worry. What I'm going to do here is go into Product Update and I'm going to type in Curl Noise, which is like the just meat and potatoes. It's everyone's favorite noise force in Niagara. Everyone absolutely loves it. But you can see there's a problem here. I just typed in Curl Noise. It generated it, but then this big nasty warning comes up that says this module has unmet dependencies. So it's saying it's like, look, we don't know how to solve the forces and velocity on this. this isn't going to compile, so this is not going to work. But luckily, the way they designed Niagara, it literally just gives you this, like, do you wanna fix this button, which is really, really nice. So we can just go ahead and, if there's a fix issue, just click it and it will solve it for you, which is really nice. So now, we have what's called a curl noise force. And what a curl noise force is, is if you go back to Cascade, you remember, when we were making those blowing leaves, let me put the CPU sprites back on. And we created those vector fields that were like those complicated sort of boxes that had thousands of arrows in them. And it was like, okay, now let's rotate them so we can get these particles to sort of, you know, bend and twist and do all that. What Epic did was they realized like people want to use that pretty much all the time for all their particles because it's so cool looking. So it's like, okay, now let's boil that down into a noise that has vector influence in X, Y and Z. Let's just pan that as a world scale texture that we could use on almost any particle here. And that's essentially what curl noise force is. It's essentially this really nice sort of wispy, complicated vector field that you can use on both CPU and GPU particles. You can use it on any particle, which is super powerful. So let's go ahead and crank this up to about 100, and you can see what's going on here. This is really cool. Let me actually go back to initialize particle and let's go back to the lifetime. Let's make these live a little bit longer. So I'm going to do a maximum of four, a minimum of three. And you can see with going out like that curl noise is really doing its job, just kind of moving these all around in this sort of cool vector, sort of this vector tour to force kind of way. Now you have the noise frequency, which is how large you want this noise to be. So think of it as a noise, like a basic Perlin noise texture that's panning in X, Y, and Z and determining which way the particle is going to go. So right now the noise frequency is pretty low. It's at a, like if I do something like 0.01, like this is moving at a pretty low frequency where you can see like it's pretty, we have these nice kind of large sweeps of influence here. If I put this up to like something like five, you can see it gets a little bit more sort of tightly knit. And this has been modified a little bit in later versions of UE4, but you want to keep this noise frequency a little bit low to see the full effect of it here. You can do also the pan noise field if you want even more complexity to it. So if I do something like pan the curl noise along the x-axis by one, it's kind of like what we were doing with the vector field where we were rotating it, except in this case we're panning it. You can do that in X, Y, and Z. I can click this and do, hey, let's do a random. Let's do a random vector here. And let's do a Rand uniform range float. Actually, let's back that up. I'm out of Rand uniform ram range vector. So you can see here, this is pretty complicated. What's going to come up is that it's saying, hey, we want to pan this between zero and one. So you can see how cool and complicated this is starting to get. This is all existing in the curl noise force. And so let's do another thing that I think is really cool, which is that if I go to particle update and I do spring force, and again, you'll get this kind of nasty error and just saying, hey, do you want to fix this? Just do fix value. So essentially all it's doing for fixing it is it's taking these forces and it's shoving them above the solve forces and velocity. So you can see here there's kind of this interesting sort of bouncy thing going on with the particles. what that's doing is that a spring force is essentially saying, hey, we have a understanding of where we need this particle to be. Now, even though this curl noise force is going through it and wanting to sort of like whip it around and go some other way, we're going to take this like it's attached to some springs and like yank it back to where it was before. So that's how you're getting this kind of really cool sort of bouncy splashy effect here. Now, another thing that's really important is that we want to on the swing force here, You see the force strength, if we put this at zero, it's not going to affect it at all. If we put this at like two, it's going to be pretty strong where it'll have to, take a pretty strong force to sort of break this out of its influence. And then we have the particle equilibrium. What this means is that we want to indicate with each particle where the place where the springs lock it is going to be. Right now, there's this thing that says engine owner position. And what that essentially is just saying is that it's at the zero, zero point right here. So what we actually want to do is drop this down and instead of a float or a vector, I'm going to type in particle and we have particle initial position. So what that means is that when the particle is first spawned, that's the position that the spring is going to take into account where it's like, okay, we don't want this to move from where it was first spawned. So after this is done compiling here, you can see now that like when the particle is first spawned and the particle is initial position, this curl noise force is going through and it's trying to like yank and sort of move it out of the way, but the spring force is holding it in place. So this is really cool how you get this like sort of blobby effect here. I thought this was really cool for like if you do another location, a box location here, and you do see the box size here. I'm going to put this at zero. So it's essentially this plane. And when this is re-rendered here, you can get this almost kind of like churning foam or churning ocean kind of effects which is really really cool where the particles are kind of churning and crashing but always kind of coming back to their position which is super super cool. Yeah, Coral Noise Force and Spring Force are definitely the two elements of the Eniagra that just made me go like whoa this is really powerful so it's a really cool feature."
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