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Add transcription for: Ripple Particle System.wav

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transcriptions/Ripple Particle System_transcription.json ADDED
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+ "text": " So really quick and I'll make a particle system called p underscore rain ripples. So you can see one thing I want to emphasize is that I have a couple things that are named the same like a material called rain ripples in a particle called rain ripples. A very important thing is you want to make sure that you have a letter that can help differentiate so you never run into naming conflicts. conflicts. So I just do for a particle, it's P underscore, for material, it's M underscore. And then for any material instance, it's going to have an underscore instance at the end. And then for meshes, I just usually have the mesh just named what I want to name it. But you can also have like a static mesh or SM underscore, water splash or something like that. So really quick, I'm going to go in here, you can see the default particle stream that always happens when you create a new particle. I'm going to delete the initial velocity, and I'm going to create a location and span it out. So something like 500 by 500, negative 500 by negative 500. And then for Z, I'm just going to do one, just so we avoid any Z fighting. And so that looks pretty good. One thing that I'm going to do now that we haven't done before is I'm going to select a orientation lock axis for these sprites, which means they're going to be locked to a certain axis. So if I go under this and the lock axis flags, I'm going to select Z for this. What you'll notice is that they're all parallel to the ground plane now, which is really nice. So if you want something that's on the ground like ants or pebbles or ripples in this case, this is nice because no matter where I move the camera, they're now going to be parallel to the ground and not perpendicular to the camera angle, which is what we want. Okay, now for that, I am going to just do a little bit of different initial size. So I'm going to do something like, let's do 12, and then 12. So it's a bit of a different size there. I'm going to do a max of two for the lifetime. So some of these stay on a little longer than the rest. And then really quick, I'm just going to select this and then I'm gonna plug it into the required so we can start seeing what's going on here. It's gonna compile the shaders and we'll see what we get. And so you can't see too much now and let me change the background color just to see if there, yeah, you can't see anything coming through as of now. So I think what we'll have to do is bring in the dynamic parameters and start turning those on to see if we can get these to show up. Let's go back here and see what we have. So what it might be is that, yeah, the default value for the contrast, I'm going to work with that and see what we can get. So if I set this to zero, you see that now these sprites are showing up. They're kind of just flashing because the value is set at zero. So let me do 0.1. It's very, very faint, but you can see them. So I'm actually going to modify this a little bit and bring it in a bit. So instead of 500, I'm going to do 150. So it's a little bit of a smaller range. And I'm actually going to increase the size quite a bit to something like 150 to maybe 80 or something like that. So now you can see something is definitely happening. It's nowhere near finished at this point, but let's start seeing what we can do here. So you can see now we have all these different rain ripples sort of spawning, but they're all spawning at the same time, which is something we definitely don't want. You can see the strobing effect. So what we're gonna have to do is in the first dynamic parameter, which is the time that we had set up, we're going to check spawn time only, and we're going to select a float uniform. I'm going to do 0.5 for the min and then 1.5 for the max. So you can see now that these are all happening at a different time, which is definitely what we want. And for this first value, which is the contrast, I'm going to do spawn time only. And I'm going to do a float uniform for this as well. So I'm going to do a value of one and then a max value of two. we have a different amount of ripples that are a little bit thicker or stand out a little bit more and ones that are a little bit thinner. So you can see here that that's starting to work out pretty well. And then for the third one, which is number two here, I'm going to do spawn time only. And then for this, this is a set about the fault value of one. So I'm going to do a min of 1, then a max of 2, and see what that does. And actually I'm going to do a max of 1, I'm going to do a min of 0.5, and see what that does. That's working pretty well from what I can see. And then the last thing I'm going to do before I bring this into the game and test it there is I'm going to do a rotation, initial rotation, and this will rotate the sprites just so we get a little bit more variety in what's going on with these ripples here. And then for the lifetime, I have a max of two and a min of one. So let's go ahead and bring this in and do any additional troubleshooting that we might have to do. Let me set this to local space so we can move it. So use local space. So now you can see here we're getting some nice elements of rain ripple showing up on the ground. And I might expand this just a little bit. And actually, instead of an initial location, just so we have to punch in less numbers, I'm just going to do a sphere. And I'm going to check off positive Z and negative Z. And I'm going to set this to 150. And that also what I can do is I'm going to look at the alpha over life and make sure that is having a fade over time. And because this isn't growing or anything like that, I'm going to do four points on the graph for the alpha over life. I'm going to have a value of zero at the beginning of the particle's life. At a lifetime of point two, I'm going to put it at one. At a value of point eight or 80% of its life, I'm going to put it at one. And then evaluate one, I'm going to put it back to zero. So you can see now there's no risk of any kind of snapping or popping or anything like that. So if I hit this little graph icon here, you can see that the opacity is going up. It's staying completely opaque for most of its lifetime. And then near the end of its life, at point eight, it's going back down to zero. So you can see there, those rain ripples on the bottom there are starting to look pretty nice going with the water splashes and the other elements that we have here in this forest that's getting a lot of rain. I'm going to modify just a little bit with the color. Going to do a vector constant here. Bring it up to more of a dark gray. And also one more thing for the dynamic. for the contrast, I'm going to make it a little bit higher. So I go to like four and then 1.5, something like that. That actually makes them disappear a little bit. So we might need to bring that back down. So let's do one and then let's try three and see what that does. Actually, what I think made them disappear here is that there's still a little bit too dark. So let me bring up the value a bit. There we go. So you can see here now we have some rain ripples and this particle effect for rain repels you can put it in the middle of a pond, you can put it in a stream, you can put it at the top of a rock. And you can also add a depth node or a depth fade node so you can have it so they're not clipping with any rocks or anything and seeing the size of the ripples sort of getting that clipping effect. So, I'm going to go ahead and save that with a depth fade and see if we get a bit of a difference there. Yeah, with that we have some nice rain ripples working on the ground here.",
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+ "segments": [
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+ {
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+ "text": " So really quick and I'll make a particle system called p underscore rain ripples. So you can see one thing I want to emphasize is that I have a couple things that are named the same like a material called rain ripples in a particle called rain ripples. A very important thing is you want to make sure that you have a letter that can help differentiate so you never run into naming conflicts. conflicts. So I just do for a particle, it's P underscore, for material, it's M underscore. And then for any material instance, it's going to have an underscore instance at the end. And then for meshes, I just usually have the mesh just named what I want to name it. But you can also have like a static mesh or SM underscore, water splash or something like that. So really quick, I'm going to go in here, you can see the default particle stream that always happens when you create a new particle. I'm going to delete the initial velocity, and I'm going to create a location and span it out. So something like 500 by 500, negative 500 by negative 500. And then for Z, I'm just going to do one, just so we avoid any Z fighting. And so that looks pretty good. One thing that I'm going to do now that we haven't done before is I'm going to select a orientation lock axis for these sprites, which means they're going to be locked to a certain axis. So if I go under this and the lock axis flags, I'm going to select Z for this. What you'll notice is that they're all parallel to the ground plane now, which is really nice. So if you want something that's on the ground like ants or pebbles or ripples in this case, this is nice because no matter where I move the camera, they're now going to be parallel to the ground and not perpendicular to the camera angle, which is what we want. Okay, now for that, I am going to just do a little bit of different initial size. So I'm going to do something like, let's do 12, and then 12. So it's a bit of a different size there. I'm going to do a max of two for the lifetime. So some of these stay on a little longer than the rest. And then really quick, I'm just going to select this and then I'm gonna plug it into the required so we can start seeing what's going on here. It's gonna compile the shaders and we'll see what we get. And so you can't see too much now and let me change the background color just to see if there, yeah, you can't see anything coming through as of now. So I think what we'll have to do is bring in the dynamic parameters and start turning those on to see if we can get these to show up. Let's go back here and see what we have. So what it might be is that, yeah, the default value for the contrast, I'm going to work with that and see what we can get. So if I set this to zero, you see that now these sprites are showing up. They're kind of just flashing because the value is set at zero. So let me do 0.1. It's very, very faint, but you can see them. So I'm actually going to modify this a little bit and bring it in a bit. So instead of 500, I'm going to do 150. So it's a little bit of a smaller range. And I'm actually going to increase the size quite a bit to something like 150 to maybe 80 or something like that. So now you can see something is definitely happening. It's nowhere near finished at this point, but let's start seeing what we can do here. So you can see now we have all these different rain ripples sort of spawning, but they're all spawning at the same time, which is something we definitely don't want. You can see the strobing effect. So what we're gonna have to do is in the first dynamic parameter, which is the time that we had set up, we're going to check spawn time only, and we're going to select a float uniform. I'm going to do 0.5 for the min and then 1.5 for the max. So you can see now that these are all happening at a different time, which is definitely what we want. And for this first value, which is the contrast, I'm going to do spawn time only. And I'm going to do a float uniform for this as well. So I'm going to do a value of one and then a max value of two. we have a different amount of ripples that are a little bit thicker or stand out a little bit more and ones that are a little bit thinner. So you can see here that that's starting to work out pretty well. And then for the third one, which is number two here, I'm going to do spawn time only. And then for this, this is a set about the fault value of one. So I'm going to do a min of 1, then a max of 2, and see what that does. And actually I'm going to do a max of 1, I'm going to do a min of 0.5, and see what that does. That's working pretty well from what I can see. And then the last thing I'm going to do before I bring this into the game and test it there is I'm going to do a rotation, initial rotation, and this will rotate the sprites just so we get a little bit more variety in what's going on with these ripples here. And then for the lifetime, I have a max of two and a min of one. So let's go ahead and bring this in and do any additional troubleshooting that we might have to do. Let me set this to local space so we can move it. So use local space. So now you can see here we're getting some nice elements of rain ripple showing up on the ground. And I might expand this just a little bit. And actually, instead of an initial location, just so we have to punch in less numbers, I'm just going to do a sphere. And I'm going to check off positive Z and negative Z. And I'm going to set this to 150. And that also what I can do is I'm going to look at the alpha over life and make sure that is having a fade over time. And because this isn't growing or anything like that, I'm going to do four points on the graph for the alpha over life. I'm going to have a value of zero at the beginning of the particle's life. At a lifetime of point two, I'm going to put it at one. At a value of point eight or 80% of its life, I'm going to put it at one. And then evaluate one, I'm going to put it back to zero. So you can see now there's no risk of any kind of snapping or popping or anything like that. So if I hit this little graph icon here, you can see that the opacity is going up. It's staying completely opaque for most of its lifetime. And then near the end of its life, at point eight, it's going back down to zero. So you can see there, those rain ripples on the bottom there are starting to look pretty nice going with the water splashes and the other elements that we have here in this forest that's getting a lot of rain. I'm going to modify just a little bit with the color. Going to do a vector constant here. Bring it up to more of a dark gray. And also one more thing for the dynamic. for the contrast, I'm going to make it a little bit higher. So I go to like four and then 1.5, something like that. That actually makes them disappear a little bit. So we might need to bring that back down. So let's do one and then let's try three and see what that does. Actually, what I think made them disappear here is that there's still a little bit too dark. So let me bring up the value a bit. There we go. So you can see here now we have some rain ripples and this particle effect for rain repels you can put it in the middle of a pond, you can put it in a stream, you can put it at the top of a rock. And you can also add a depth node or a depth fade node so you can have it so they're not clipping with any rocks or anything and seeing the size of the ripples sort of getting that clipping effect. So, I'm going to go ahead and save that with a depth fade and see if we get a bit of a difference there. Yeah, with that we have some nice rain ripples working on the ground here."
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+ }