samfred2 commited on
Commit
9c98842
·
verified ·
1 Parent(s): a976c12

Add transcription for: Swirls of Mist.wav

Browse files
transcriptions/Swirls of Mist_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " And so the next stage we want to do with this is that we want to duplicate this particle, but have it blowing along the ground. Like you see those sort of swirls of mist that move across the ground. So what I'm going to do with that is I'm going to just duplicate this particle here. I'm going to name this really quick. I'm going to duplicate this, call it snow ground. Then what I'm going to do here is I'm just going to do a orientation and then just do a lock axis. This is going to be done in Z. And what this is going to do is if I solo this here, you can see now the sprites are working in perpendicular to the ground here. So the other thing I need to do, of course, is I'm going to do, for the Z velocity, I'm going to do 1 and 0. So it's just moving across the ground here. I'm just going to move this down a bit. And then just set this to use local space so we can move it around. I'll do it with this one as well. So with that you can now see it's both moving through the air here and moving across the ground. If I turn this one off here so you can see it a little bit clearer. This is really nice for both blowing snow and blowing sand as well. That's another really nice feature that you can have. Let me go back to the contrast here and see just one more time. For the first one here, what I might do instead is keep this at something like 1.5. I'll do the same for here. So with the contrast, I'm actually gonna go back and do something a little bit lower for the min and higher for the max, something like that that you can see. So that's looking a lot better. That looks so much better. Okay, yeah. Yeah, that was the problem I had is I had the contrast dynamic parameter set way too high. So we were getting these kind of weird, like sort of chunky elements in the texture that was making it look a little bit strange. But now we have something that actually looks very, very convincing is like blowing soft snow and mist here. And it just goes back to show that principle of just like one value just set out of place could really do some damage as far as the result that you want. So just going back and isolating your different parameters and just turning them on and off and just when in doubt always isolate and see if you can find what the problem is. there's going to be troubleshooting and creating your protocol effects so you just want to make sure that you have a good system set up where you can isolate and find the problem rather than just kind of going from different parameter kind of poking all around the place and just kind of making more confusion rather than isolating and seeing what's really going on.",
3
+ "segments": [
4
+ {
5
+ "text": " And so the next stage we want to do with this is that we want to duplicate this particle, but have it blowing along the ground. Like you see those sort of swirls of mist that move across the ground. So what I'm going to do with that is I'm going to just duplicate this particle here. I'm going to name this really quick. I'm going to duplicate this, call it snow ground. Then what I'm going to do here is I'm just going to do a orientation and then just do a lock axis. This is going to be done in Z. And what this is going to do is if I solo this here, you can see now the sprites are working in perpendicular to the ground here. So the other thing I need to do, of course, is I'm going to do, for the Z velocity, I'm going to do 1 and 0. So it's just moving across the ground here. I'm just going to move this down a bit. And then just set this to use local space so we can move it around. I'll do it with this one as well. So with that you can now see it's both moving through the air here and moving across the ground. If I turn this one off here so you can see it a little bit clearer. This is really nice for both blowing snow and blowing sand as well. That's another really nice feature that you can have. Let me go back to the contrast here and see just one more time. For the first one here, what I might do instead is keep this at something like 1.5. I'll do the same for here. So with the contrast, I'm actually gonna go back and do something a little bit lower for the min and higher for the max, something like that that you can see. So that's looking a lot better. That looks so much better. Okay, yeah. Yeah, that was the problem I had is I had the contrast dynamic parameter set way too high. So we were getting these kind of weird, like sort of chunky elements in the texture that was making it look a little bit strange. But now we have something that actually looks very, very convincing is like blowing soft snow and mist here. And it just goes back to show that principle of just like one value just set out of place could really do some damage as far as the result that you want. So just going back and isolating your different parameters and just turning them on and off and just when in doubt always isolate and see if you can find what the problem is. there's going to be troubleshooting and creating your protocol effects so you just want to make sure that you have a good system set up where you can isolate and find the problem rather than just kind of going from different parameter kind of poking all around the place and just kind of making more confusion rather than isolating and seeing what's really going on."
6
+ }
7
+ ]
8
+ }