Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Burning Material_mp4_frames.zip
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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Burning Material_mp4_frames_transcription.json
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"text": " So I'm going to create a new material here and call it Burning Embers. Just put a underscore material before that. And this here, I'm just going to put a blend mode at Mast and keep it as a surface and default lit because we're applying this to regular materials that should abide by BE4's regular lighting system. So one thing I'm going to do is I'm going to take this noise texture that I had. I'm just going to hit the T key so I have this noise texture that we first created. And I want to keep in mind we've created this entire effect with one texture, three materials, and one particle effect. So viewing it in this very kind of limited freeing way, you can get some really amazing mileage from just a single texture effect and have it go a really long way. So something to keep in mind when creating particle effects is a good made texture or a good material system can be optimized to work with a lot of different situations. For example, this demo flames material that we made, we're going to be coming back to it and making more and more instances from it and adding on to it slowly so we can get all kinds of effects like magic wind things like that. So going back to this, I'm just going to create a panor. I'm going to plug this in real quick. And this is going to go at a speed of 0.2 and negative 0.1. So it's actually going at a bit of an angle here. I'm going to Ctrl C and Ctrl V. Before I do that, I'm going to right click and make this a texture parameter. I'm going to call this Ember Noise. I'm just going to do a Ctrl C and Ctrl V to duplicate it. I'm going to Ctrl C and Ctrl V this Paner. This is going to be inverted, so 0.1 and negative 0.2. They're crisscrossing each other. One thing I'm going to do is I'm going to right-click and type append. Again, the append vector. going to do a x and y tiling texture setup like we did before. I grab a texture coordinate and plug and hit M for multiply, plug this texture coordinate to A, plug the end result of the appendant to B. I'm going to hit two single scalar parameters and call this Ember tile X. And then this other one Ember tile Y. set these both at a default of one. I'm going to plug this into A and B. This is going to go into the coordinates of both these panels here. Then I'm going to create a quick time parameter. So time, multiply, scale parameter here, set this at one. And then I'm going to multiply these two red channels together. Then I'm going to create a power node, then call this parameter Ember contrast, put this default value at three. And then the next step that I'm going to do is I'm going to create a texture that's going to work as the mask. So what you'll need for this is a height or an ambient occlusion texture of the particular object that you want to use that you're going to set on fire or have burning. In this particular case, I'm going to be using a tree bark. So I'll be taking this tree bark that you're seeing here that was set up to the trees here. The Ambient occlusion map for this bark texture is in the green channel here. You can see here, so we want the embers to be coming from these dark spots that you can see in this ambient occlusion map. So what I'm going to be doing is I'm going to drag out the green channel and do a minus or one minus here. And so you see, if I start previewing the preview node, you can see, we want the embers to start coming from inside or these dark occluded areas right here. So that's working pretty well. We want to create another power node. So we can control this. So I'm going to call this mass contrast. But that default value at two, plug that in. And then we're going to multiply these two power nodes together. And one last thing we're going to do is hit number three, convert this to a parameter, call this ember tint. I'm going to set this value. This is going to be the actual color of the glowing embers. So I'm going to do 20 and drag this into a nice orange, like angry bright orange for the embers. I'm going to multiply that. I'm going to plug this into B and then I'm going to plug that into the emissive color. So I'm going to stop right click and stop preview node right here. And so you can see we're seeing these different glowing embers sort of moving across this texture surface here. Now, this is obviously going way too fast. And actually, I forgot to plug this time into here. So I'm going to do that really quick. I'm going to set this down to something like 0.2 for a default time. And then what I can also do is I can increase the tiling on these right here. So if I bump this up to say 3 just in the X value there. You can see we're getting this sort of moving glowing effect going here. And so you can see like all these dark embers are kind of just slowly moving and turning off and on. And so this is just one particular mass that you can set that works in accordance to and the other thing I'm going to do to is I'm just going to control C and control D these textures here. And I'm going to call this mask tile. So I can control the tiling resolution of the mask that these embers are are emitting from. So let's set that in. I can scale this to something like three. You can see this is increasing or decreasing. And I can actually, because this is meant for a tree where you wanna scale in X and Y, I'm just going to grab this whole thing. Gonna move this up here, did a control C and control V. instead of ember, I'm just going to call it mask. Then I can create a group here. Groups are very nice for keeping track of things in material instances. So I'm just going to highlight this and call this mask. And then that's a group that if you're using anything else, like if I convert this to a parameter and call this mask, I can then add it to the mask group. group so it'll show up in the material instance categorized together so you don't lose track. It'll automatically sort everything alphabetically but if you have a lot of these it's gonna get pretty confusing pretty fast so just really quick I'm going to create a material instance now there's no other factors applied yet like normal map, roughness map, color map, anything like that but I'm just going to for sake of demonstration here I'm gonna put this on And so you can see now I can control with these factors here so I can do start turning all these on. And for Ember contrast I can decrease this to one you can see it's a lot brighter and a lot more angry I can increase that to five so it's a lot more reserved can be halfway at four. The Ember tiles I can increase this to something very strong like eight so they're moving kind of all over the place, I can slow this time down so they're not glowing nearly as fast. The mask tile, let me see here, the mask tile Y is not showing up. Let me make sure that that saved there. Let's see. Style X, my style Y. Oh, yeah, the my style X, I did not put that in the mass group. So let's retry that there. Let me reopen this material instance real quick and that should show up. There we go. Yeah. So I can increase this really quick. So I can put this at 0.5, 0.5. So you can see the power that you have with getting these sort of glowing embers to sort of glow on and off. And this can apply to foliage as well. You just need a decent occlusion map to admit from your foliage, or you can use a height map as well. Anything that grabs the small sort of detailed edges of any form that you're using. It can be used to mask off where these glowing embers are occurring.",
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"text": " So I'm going to create a new material here and call it Burning Embers. Just put a underscore material before that. And this here, I'm just going to put a blend mode at Mast and keep it as a surface and default lit because we're applying this to regular materials that should abide by BE4's regular lighting system. So one thing I'm going to do is I'm going to take this noise texture that I had. I'm just going to hit the T key so I have this noise texture that we first created. And I want to keep in mind we've created this entire effect with one texture, three materials, and one particle effect. So viewing it in this very kind of limited freeing way, you can get some really amazing mileage from just a single texture effect and have it go a really long way. So something to keep in mind when creating particle effects is a good made texture or a good material system can be optimized to work with a lot of different situations. For example, this demo flames material that we made, we're going to be coming back to it and making more and more instances from it and adding on to it slowly so we can get all kinds of effects like magic wind things like that. So going back to this, I'm just going to create a panor. I'm going to plug this in real quick. And this is going to go at a speed of 0.2 and negative 0.1. So it's actually going at a bit of an angle here. I'm going to Ctrl C and Ctrl V. Before I do that, I'm going to right click and make this a texture parameter. I'm going to call this Ember Noise. I'm just going to do a Ctrl C and Ctrl V to duplicate it. I'm going to Ctrl C and Ctrl V this Paner. This is going to be inverted, so 0.1 and negative 0.2. They're crisscrossing each other. One thing I'm going to do is I'm going to right-click and type append. Again, the append vector. going to do a x and y tiling texture setup like we did before. I grab a texture coordinate and plug and hit M for multiply, plug this texture coordinate to A, plug the end result of the appendant to B. I'm going to hit two single scalar parameters and call this Ember tile X. And then this other one Ember tile Y. set these both at a default of one. I'm going to plug this into A and B. This is going to go into the coordinates of both these panels here. Then I'm going to create a quick time parameter. So time, multiply, scale parameter here, set this at one. And then I'm going to multiply these two red channels together. Then I'm going to create a power node, then call this parameter Ember contrast, put this default value at three. And then the next step that I'm going to do is I'm going to create a texture that's going to work as the mask. So what you'll need for this is a height or an ambient occlusion texture of the particular object that you want to use that you're going to set on fire or have burning. In this particular case, I'm going to be using a tree bark. So I'll be taking this tree bark that you're seeing here that was set up to the trees here. The Ambient occlusion map for this bark texture is in the green channel here. You can see here, so we want the embers to be coming from these dark spots that you can see in this ambient occlusion map. So what I'm going to be doing is I'm going to drag out the green channel and do a minus or one minus here. And so you see, if I start previewing the preview node, you can see, we want the embers to start coming from inside or these dark occluded areas right here. So that's working pretty well. We want to create another power node. So we can control this. So I'm going to call this mass contrast. But that default value at two, plug that in. And then we're going to multiply these two power nodes together. And one last thing we're going to do is hit number three, convert this to a parameter, call this ember tint. I'm going to set this value. This is going to be the actual color of the glowing embers. So I'm going to do 20 and drag this into a nice orange, like angry bright orange for the embers. I'm going to multiply that. I'm going to plug this into B and then I'm going to plug that into the emissive color. So I'm going to stop right click and stop preview node right here. And so you can see we're seeing these different glowing embers sort of moving across this texture surface here. Now, this is obviously going way too fast. And actually, I forgot to plug this time into here. So I'm going to do that really quick. I'm going to set this down to something like 0.2 for a default time. And then what I can also do is I can increase the tiling on these right here. So if I bump this up to say 3 just in the X value there. You can see we're getting this sort of moving glowing effect going here. And so you can see like all these dark embers are kind of just slowly moving and turning off and on. And so this is just one particular mass that you can set that works in accordance to and the other thing I'm going to do to is I'm just going to control C and control D these textures here. And I'm going to call this mask tile. So I can control the tiling resolution of the mask that these embers are are emitting from. So let's set that in. I can scale this to something like three. You can see this is increasing or decreasing. And I can actually, because this is meant for a tree where you wanna scale in X and Y, I'm just going to grab this whole thing. Gonna move this up here, did a control C and control V. instead of ember, I'm just going to call it mask. Then I can create a group here. Groups are very nice for keeping track of things in material instances. So I'm just going to highlight this and call this mask. And then that's a group that if you're using anything else, like if I convert this to a parameter and call this mask, I can then add it to the mask group. group so it'll show up in the material instance categorized together so you don't lose track. It'll automatically sort everything alphabetically but if you have a lot of these it's gonna get pretty confusing pretty fast so just really quick I'm going to create a material instance now there's no other factors applied yet like normal map, roughness map, color map, anything like that but I'm just going to for sake of demonstration here I'm gonna put this on And so you can see now I can control with these factors here so I can do start turning all these on. And for Ember contrast I can decrease this to one you can see it's a lot brighter and a lot more angry I can increase that to five so it's a lot more reserved can be halfway at four. The Ember tiles I can increase this to something very strong like eight so they're moving kind of all over the place, I can slow this time down so they're not glowing nearly as fast. The mask tile, let me see here, the mask tile Y is not showing up. Let me make sure that that saved there. Let's see. Style X, my style Y. Oh, yeah, the my style X, I did not put that in the mass group. So let's retry that there. Let me reopen this material instance real quick and that should show up. There we go. Yeah. So I can increase this really quick. So I can put this at 0.5, 0.5. So you can see the power that you have with getting these sort of glowing embers to sort of glow on and off. And this can apply to foliage as well. You just need a decent occlusion map to admit from your foliage, or you can use a height map as well. Anything that grabs the small sort of detailed edges of any form that you're using. It can be used to mask off where these glowing embers are occurring."
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