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Add transcription for: Scene Polish.wav

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transcriptions/Scene Polish_transcription.json ADDED
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+ "text": " So we've come this far learning the fundamentals of creating this particle effect. And now we want to move more into the polished stage of this because this is great learning all these, learning how all this is working and putting this all together and everything. But now we want to actually get in the stage of actually kind of rendering and sculpting with the values and getting so this looks a little bit more appealing and get the look that we want. want now that we've kind of set up what everything needs to do as far as working in the proper way. So what I'm going to do is kind of take some inventory here looking at this effect and seeing what we can do to help get it modified in a way where it'll look a little bit better in this scene here. So kind of breaking it down piece by piece. Let's start taking a look here. So So the flames look a little bit undefined and a little bit, the direction is they kind of spring out from the side here as well as going to the top, which is not really ideal. So I wanna go into that and first start going through the material here and see what I can do as far as just what I can do from the parameters here and see what can be done to make this look a little bit better. So let me take a look here. So interesting there, if I, gonna keep the fres at 0.5. Okay, that's interesting. So I'm just sculpting some of these different parameter values here to see what I can get. get. So I'm kind of working with the tile x and tile y on the flames here to see what we can get here. This may be something like 1.25. It's getting the flame effect that's not looking too bad. So now I wanna go in and see here what I can do to get that sort of growing effect here and kind of keep it just going straight up. So let me see here, the size by life. I can probably modify that a little bit. Let me actually grow this little bit so we can see what we're doing as well as see a little bit of the screen here and what's going on in the actual scene. So what I'm going to do is if I turn off size by life, what does that do? Okay, so it has a... If I do something like 1, maybe that will... If I do something like 0.5, what's that going to do? And if I do a curve auto in Turp Mode instead of a linear, let me set that back. You'll be seeing how it's going through kind of thinking out loud and just seeing what different values I can add to get the result that we would need here. Turn off sphere, turn that back on. What I might do is I might do this by velocity and see what that could do. Yeah, it kind of screws up the size values there, but that's because I've just entered the values in the X here. So if I do this by X and Y, we're going to get the result back that we need. So it's looking a little bit better. I'll actually turn this down a little bit to something like... And I might also turn down the lifetime to 0.75 by 0.3. Let's take that up to 0.5. That might turn down the velocity a little bit so you can see that the flames are kind going a little every which way here so let me actually take the side velocity down a little bit here so that looks a little better. I'm gonna turn off the numbers here. So let me actually increase the sphere of it too and see if that helps. Not that high. So maybe if we keep that at 8, something like that. So yeah, keeping the radius at about 8, and adjusting the velocity so it shoots straight up a little bit more and aligning the screen alignment to velocity, and then making the size uniform in X and Y. Then dynamic, let me see what we can do as far as... So yeah, the contrast I believe is pretty good. Let me increase that and see what happens. That's interesting. Put that back at 2. Let me put this at 1 and see what that does. That's bit of an interesting effect there. We do 1.5. And for the time here let me increase this to like three. That looks pretty cool. For this here, let me increase this to 3 as well. Let me decrease this a little bit for the men so we get a little bit more size variety here. That's nice. So not every sprite is going to be the same size. We have these different effects going on here, which is looking pretty good. Let me turn the embers back on because these are, I think we need to give these a little bit more love in here. For the offset here, let me increase this a bit. For the velocity, let me actually increase this to like 350. they're actually rising a little bit more. And then the size by life, let me um, or sorry, size by speed, let me turn off size by life. That makes them look a lot better. Okay, so I'm going to get rid of the size by life for the numbers. And the sphere, I'm actually going to make that a bit smaller when it is there. So then the alpha over life, they're kind of coming into life here around the fire, which I don't like. So I'm going to go back into the alpha over life here and I'm going to look at the timeline here. So I might increase this to 0.5 and then have this be at 0.2. So instead of them spawning further down here near the ground, they're spawning a little bit as they get further to the top, which is nice. I might increase this to the velocity. There we go. Let me try negative 122 and see what that does. So yeah, these are starting to look a little bit more naturalistic here. And then I'm also going to increase the depth fade a little bit too so there's not as much clipping into the space here. And then I might go back into the flames and actually turn this spawn count up a little bit more too. like 20. There we go. Then I might make this a little bit more red. Yeah, something a little nice and a little bit more of the red spectrum that you can see there. And then with the smoke, the smoke sprites, going to actually push them a little bit more in the X direction there so they have a little bit more. Yeah, so they're going off that way a little bit more than the smoke mesh data, I'm going to do the same thing. Go ahead and save the demo flames here. And so yeah, just going in and just treating these values in the same way you treat rendering brush strokes or rendering sculpting. I'm just going through and just kind of going to variable by variable or these different factors here and just kind of and like different brushstrokes have to relate to each other in the overall scheme or the overall grand scheme of the value of the object that you're painting or making sure that the strokes when you're sculpting work in alliance with the primary shapes that you've laid down. The same applies here when you're applying all these different values and how they all relate to each other. of the particle's life versus the particle's speed versus the dynamic parameters you've sent to work with the particles lifetime. This all works in unison here. And just keeping that mindset of how it all kind of links together in the same way when you're drawing or painting all how all the different strokes and all the different values work together. You can start your start to wrap your head around a bit about how it's really no different with the fundamentals. It's just a different kind of mindset that's being applied here, which is some different terminology. And one last thing I'm gonna do here just to create a bit of more interesting lighting. Gonna go ahead and place a point like here. I'm gonna turn off the shadows. I'm gonna make it movable. Gonna make it a nice fiery red there. And then I'm going to increase the fog, scattering intensity by something like five or 10. I could decrease this to something like four. So you can see here, uh, the fire is really starting to, uh, spread across the, uh, forest here. Um, and the other thing I can do too is, um, the, uh, ember modification that I have here, I can go ahead and, um, apply the different, uh, the different features that I have for that. So really quick I'm just going to go in and do a more complete version of the burning embers that you see here. So for this I'm just using a tiling bark texture and for the mask here you can see it's pulling from these darker values in the bark texture here. So you can see that's where the burning ember values are showing through. If I just apply that to the trees there, and then of course I could do this to the foliage as well. So if I go to the foliage here, I can swap these out for burned versions that are using the same effect that it's grabbing those ambient occlusion edges there. And it's applying a burning ember effect that slowly panning and fading in and out that you can see here. So with that, I can just keep set dressing these flames to start burning down this forest. And so with doing that, you can see how fast we can change up the. Effects of what's going on in the scene here, going from a forest that I was doing pretty good to a forest that's in a little bit of turmoil right now.",
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+ "segments": [
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+ {
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+ "text": " So we've come this far learning the fundamentals of creating this particle effect. And now we want to move more into the polished stage of this because this is great learning all these, learning how all this is working and putting this all together and everything. But now we want to actually get in the stage of actually kind of rendering and sculpting with the values and getting so this looks a little bit more appealing and get the look that we want. want now that we've kind of set up what everything needs to do as far as working in the proper way. So what I'm going to do is kind of take some inventory here looking at this effect and seeing what we can do to help get it modified in a way where it'll look a little bit better in this scene here. So kind of breaking it down piece by piece. Let's start taking a look here. So So the flames look a little bit undefined and a little bit, the direction is they kind of spring out from the side here as well as going to the top, which is not really ideal. So I wanna go into that and first start going through the material here and see what I can do as far as just what I can do from the parameters here and see what can be done to make this look a little bit better. So let me take a look here. So interesting there, if I, gonna keep the fres at 0.5. Okay, that's interesting. So I'm just sculpting some of these different parameter values here to see what I can get. get. So I'm kind of working with the tile x and tile y on the flames here to see what we can get here. This may be something like 1.25. It's getting the flame effect that's not looking too bad. So now I wanna go in and see here what I can do to get that sort of growing effect here and kind of keep it just going straight up. So let me see here, the size by life. I can probably modify that a little bit. Let me actually grow this little bit so we can see what we're doing as well as see a little bit of the screen here and what's going on in the actual scene. So what I'm going to do is if I turn off size by life, what does that do? Okay, so it has a... If I do something like 1, maybe that will... If I do something like 0.5, what's that going to do? And if I do a curve auto in Turp Mode instead of a linear, let me set that back. You'll be seeing how it's going through kind of thinking out loud and just seeing what different values I can add to get the result that we would need here. Turn off sphere, turn that back on. What I might do is I might do this by velocity and see what that could do. Yeah, it kind of screws up the size values there, but that's because I've just entered the values in the X here. So if I do this by X and Y, we're going to get the result back that we need. So it's looking a little bit better. I'll actually turn this down a little bit to something like... And I might also turn down the lifetime to 0.75 by 0.3. Let's take that up to 0.5. That might turn down the velocity a little bit so you can see that the flames are kind going a little every which way here so let me actually take the side velocity down a little bit here so that looks a little better. I'm gonna turn off the numbers here. So let me actually increase the sphere of it too and see if that helps. Not that high. So maybe if we keep that at 8, something like that. So yeah, keeping the radius at about 8, and adjusting the velocity so it shoots straight up a little bit more and aligning the screen alignment to velocity, and then making the size uniform in X and Y. Then dynamic, let me see what we can do as far as... So yeah, the contrast I believe is pretty good. Let me increase that and see what happens. That's interesting. Put that back at 2. Let me put this at 1 and see what that does. That's bit of an interesting effect there. We do 1.5. And for the time here let me increase this to like three. That looks pretty cool. For this here, let me increase this to 3 as well. Let me decrease this a little bit for the men so we get a little bit more size variety here. That's nice. So not every sprite is going to be the same size. We have these different effects going on here, which is looking pretty good. Let me turn the embers back on because these are, I think we need to give these a little bit more love in here. For the offset here, let me increase this a bit. For the velocity, let me actually increase this to like 350. they're actually rising a little bit more. And then the size by life, let me um, or sorry, size by speed, let me turn off size by life. That makes them look a lot better. Okay, so I'm going to get rid of the size by life for the numbers. And the sphere, I'm actually going to make that a bit smaller when it is there. So then the alpha over life, they're kind of coming into life here around the fire, which I don't like. So I'm going to go back into the alpha over life here and I'm going to look at the timeline here. So I might increase this to 0.5 and then have this be at 0.2. So instead of them spawning further down here near the ground, they're spawning a little bit as they get further to the top, which is nice. I might increase this to the velocity. There we go. Let me try negative 122 and see what that does. So yeah, these are starting to look a little bit more naturalistic here. And then I'm also going to increase the depth fade a little bit too so there's not as much clipping into the space here. And then I might go back into the flames and actually turn this spawn count up a little bit more too. like 20. There we go. Then I might make this a little bit more red. Yeah, something a little nice and a little bit more of the red spectrum that you can see there. And then with the smoke, the smoke sprites, going to actually push them a little bit more in the X direction there so they have a little bit more. Yeah, so they're going off that way a little bit more than the smoke mesh data, I'm going to do the same thing. Go ahead and save the demo flames here. And so yeah, just going in and just treating these values in the same way you treat rendering brush strokes or rendering sculpting. I'm just going through and just kind of going to variable by variable or these different factors here and just kind of and like different brushstrokes have to relate to each other in the overall scheme or the overall grand scheme of the value of the object that you're painting or making sure that the strokes when you're sculpting work in alliance with the primary shapes that you've laid down. The same applies here when you're applying all these different values and how they all relate to each other. of the particle's life versus the particle's speed versus the dynamic parameters you've sent to work with the particles lifetime. This all works in unison here. And just keeping that mindset of how it all kind of links together in the same way when you're drawing or painting all how all the different strokes and all the different values work together. You can start your start to wrap your head around a bit about how it's really no different with the fundamentals. It's just a different kind of mindset that's being applied here, which is some different terminology. And one last thing I'm gonna do here just to create a bit of more interesting lighting. Gonna go ahead and place a point like here. I'm gonna turn off the shadows. I'm gonna make it movable. Gonna make it a nice fiery red there. And then I'm going to increase the fog, scattering intensity by something like five or 10. I could decrease this to something like four. So you can see here, uh, the fire is really starting to, uh, spread across the, uh, forest here. Um, and the other thing I can do too is, um, the, uh, ember modification that I have here, I can go ahead and, um, apply the different, uh, the different features that I have for that. So really quick I'm just going to go in and do a more complete version of the burning embers that you see here. So for this I'm just using a tiling bark texture and for the mask here you can see it's pulling from these darker values in the bark texture here. So you can see that's where the burning ember values are showing through. If I just apply that to the trees there, and then of course I could do this to the foliage as well. So if I go to the foliage here, I can swap these out for burned versions that are using the same effect that it's grabbing those ambient occlusion edges there. And it's applying a burning ember effect that slowly panning and fading in and out that you can see here. So with that, I can just keep set dressing these flames to start burning down this forest. And so with doing that, you can see how fast we can change up the. Effects of what's going on in the scene here, going from a forest that I was doing pretty good to a forest that's in a little bit of turmoil right now."
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