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Add transcription for: Material Parameter Collection.wav

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+ "text": " So what we're going to do for setting up this WindMassMaterial is I'm first going to create the mass material itself. I'm just going to call it WindWorld underscore M. I'm going to open this up really quick here. I'm just going to dock that so I can go back to the world here and open up this material here. Now the first thing that I want to do is I want to create what's called something new. It's called a material collection parameter. And what that is exactly is that so far in our lessons, what we've been learning is that when you create a material, you create a parameter by holding down either a scalar parameter or a constant three parameter, you can name it something like parameter, parameter, parameter one. You name it something like this, give it a value, and then you can change it in the material instance. and this is really great for individual instances of materials. And this usually comes into play when you just want to tweak values in a single material instance, and that's great. But if you have something like, if you have a material instance for trees, grass, bushes, tree trunks, tree leaves, you have like maybe have a dozen or a lot of different assets that all have their own material instances set up. If you want to change, say, like the direction of the wind to go into all of those, like all eight of those material instances and just change the parameters one at a time that would be very, very tedious. It would take a lot of work. You'd have to open up each individual material instance, change the parameters, close them up, make sure they're all behaving in the same way. And that can be a bit of a pain. So what we want to do instead is we want to do what's called a Material Parameter Collection. So if I right-click, go under Materials and Textures, and I do Material Parameter Collection, what this is going to do is this is going to set up a parameter that when we plug it into this master material instead of having to go into the material instance and change this value. But you just open up this material parameter collection really quick. I'm just going to name it here. I'm just going to call it winset underscore PC parameter collection. I'm going to open up and you can see that scalar parameters and vector parameters we don't have any right now but we can add them. So I'm going to add one here, and I'm going to name this parameter name, wind, let's see here, wind strength. Let's do that. And so if I change this value here, I'm going to really quick go back to my master material here, and then I can go to this parameter collection and I can drag and drop it into here. And when I open this back up, you can see that a parameter collection node has been added. So, the parameter name, if I do WinStrength, this parameter, when I plug it in here, is going to be hooked into the material. So when I go back into this right here and do a value of one, it's going to change that value for every material instance. And instead of having to open up all eight of them and change the material value, or change the parameter value. I just change it here and it'll change it for all those different material instances across the board. It's a very, very nifty tool, especially with something like wind strength. If you want everything to be facing where the wind is blowing from the west, which I'll do it right here, I'll set up this vector parameter here. Call this wind direction. and really quick I'm just going to set this default value at one for red one for alpha so it's just this nice solid red color and so if I want to change the direction because remember red which is positive acts it would be going if we look down here to this little gizmo red would be going in this direction and then if we want that to be green it would be going in this direction here, then blue would be going up and down. So if we want to change this to green and then turn red off, all the directions of all this blowing in the wind would all change at the same time. I'm going to show, and this will become really obvious later on when we have the material set up. So what I want to do is just set up this really quick. These two values right here for our parameter collection. I'm going to go ahead and get rid of these two right now, and I'm going to start building this chain of nodes that we're going to get some pretty heavy math here of what the material is doing to get the wind blowing in the right way. But we're going to take it really, really slow. We're going to go through it a couple of different times. There's going to be some nodes in here that are pretty complicated. They take in the math of the vertices in world space. They're going to be breaking down x, y, and z. But we'll be taking it really slow and going into kind of that territory of like these elements, even though we don't know the entire math of how they behave. We know that this does this and this does this. And we'll try to break down each one of these components in a way where we can isolate and plug it in and see if we can get some individual elements and maybe even branch off and see what else we can do with those elements. And you'll see kind of what I mean as I'm going forward. So let's kind of go back here. I'm gonna go ahead and just do a default value of 0.5 for the base color for now. And then really quick here. I'm going to go back to, and I'm going to drag in those parameter collections, or that parameter collection. I'm going to drag it in and just Ctrl C and Ctrl V. Then I'm going to do Wind Direction. I'm going to do Wind Strength. And Wind Direction you can see is green. Wind Strength is, I believe it's red. It's still referencing Windset PC. So if I hit this microphone here, or sorry, this magnifying glass here, it'll go back to the Material Parameter Collection we just created. I'm going to go ahead and save this really quick. And so we have these two parameter collections. We have the direction of the wind and we have the strength of the wind. So we have these two. And so what I'm going to do now is I'm going to right click and do normalize. And what this node does is it's going to take the values of the X, Y and Z. And it's going to, I believe how it works is going to assign to the vertices of the mesh in world space. Um, you don't need to do anything to this node here, but we're going to take normalize and then we're going to hit down M and do multiply. And then down here for win strength, I'm going to also multiply this. Let me just double check and make sure yes, this is behaving correctly. I'm going to create a parameter here. Now, even though we have a parameter collection, I still want to have a little bit of control over the individual material instances themselves. I just know that I want everything to be going in the same wind direction, and I want the same general wind strength, but we need to create a couple other smaller parameters in the master material itself so we can tweak it just a little bit in these instances we're going to apply. So this is going to be, we're going to call this wind direction strength. And what this is going to be is just a little bit of extra control with the direction that the wind is going in. So I'm going to multiply the wind strength by wind direction strength. I'm going to multiply... So this is going into wind direction, normalize, multiply. And then I'm going to multiply this by wind strength multiplied by wind direction strength. going to be a lot of similar terminology here, so I'm just going to make sure I pause on the video so you can really take in what's going on here. And then really quick, I'm going to reach out here and I'm going to type break and then we're going to do breakout float to components. And so what this is going to do, it's going to separate the red and green values. and then I'm going to type make float 3, and then the red channel is going to go into the X, the green channel is going to go into the Y, and then the wind strength is going to go into the Z. So you can see that there was a jump here, so this is going right from the wind strength into the Z here, and this multiply is going to go into this multiply coming after normalize. So with that set up, I'm just going to grab these and move them down, move them away a little bit. I'm going to take WinStrength and Ctrl C and Ctrl V, copy it. And I'm going to do a multiply and make sure this is still set at WinStrength. I'm going to create another scalar parameter and call this wind influence. I'm gonna set this at a default value of one. And then I'm going to type in simple grass wind. And this is a node that you might have seen before and this was actually covered in the previous, actual course I did for environment art here on LearnSquared. What this is is that the simple grasswind is just a very simple kind of like floaty sine wave that you can get to get your objects moving a little bit. And it has these really nice slots where you can just put in wind intensity, wind weight, wind speed, all these factors. And so we're going to actually use the strength of this to hook up to how we're breaking out some of the data in X, Y, and Z space that we're doing for our mesh here. So what I'm going to do is I'm going to take this multiply and put it into wind intensity. going to create some simple values to put into the wind weight. So I'm going to do 0.25. I'm going to put that into the wind weight. I'm going to do a default value of 1 to put into the wind speed. Now you might be thinking like once you put something really important like a scalar parameter, some element of control go into the wind speed, we're actually going to put that into another blockchain of how these nodes are going to play out. So we don't need to worry about that. Now the additional WPO or world position offset, I'm going to actually take the end of this Make Float 3, I'm going to plug it into this simple grass wind here. And so you can see that this has been made where we have the wind strength multiplied by the wind influence going into the wind intensity on the simple grass wind. We have these just very simple default values going into wind weight and wind speed. And then what we set up here with this blockchain with the breakout two float components and the Make Float 3. It's going into Additional World Position Offset or WPO. So we're going to go down the chain just a little bit more. I'll just go ahead and select this and move it down a bit. And so now what I'm going to do is I'm going to type object pivot point. Object pivot point is what we're going to get. And this is actually a really cool piece of data. So it actually is kind of in name. What this is going to do is it's going to capture the pivot point of where this is. So on this object right here where you see this cursor, the object pivot point is going to hone in right to where this cursor is on any object you have. So the tree, the grass, where you see this movement cursor is, that essentially is encapsulated into this node right here. It's a very cool, very powerful node. I'm going to do a dot product. I'm going to plug this into the dot. And I'm going to hit number three for a three vector, and I'm going to hit one for the green, so I should get a bright green value here. I'm going to plug this in to the dot product. I'm going to divide this, and I'm going to divide it by four. This is going to get a little bit in the math weeds for me, so what exactly is going on here with the math? I'm not entirely sure. I do know that the object pivot point, we're grabbing the object pivot point, we are doing a dot product with a value of one in the green and then we're dividing it by four times. One thing to keep in mind is that when you're dividing, you're essentially kind of diluting or sort of like watering down the value. So multiply is you're cranking it up. You're cranking up the values, whereas divide you're kind of like diluting or dividing. So it's a really cool way. So if you have like a result of something where it's way too bright or the world position offset is just flailing the vertices all over the place and you have a value of like 0.0001 0.001 or something like that. Instead of doing that, try to have a thing where instead of a multiplication of 0.0001 or extremely low value, try to do something like a divide by 4 or a divide by 8, and you might get a better sense of control that you're not playing with such crazy low values or something like that. So I'm going to hit A for add or just do an add node here, and I'm going to add this by time, do a time node. I'm going to plug this into the add. So object pivot point dot product, a scalar three vector with zero for red, one for green, zero for blue, being divided by four, going into an add, and we're adding it by time. And so we're going to go down the chain a little bit more. I'm going to do a multiply. I'm going to multiply this by 0.25. And then I'm going to drag again, and I'm going to do a sine wave, or a sine node. The sign is like, you can think of it as like a blinking light. It just sort of goes from a value of zero to one, and it just sort of blinks on and off when it's added or multiplied by time. So you can see how this is going to come into effect. So think of the blinking on and off as kind of the swaying of the trunk. That's what we're setting up here. So what it is is we want that sway back and forth, and essentially that's being done or driven by this sine wave with the values that are set back here. So you're starting to understand the math a little bit where it's like, okay, object pivot point, so we're taking the pivot point and we're multiplying this by time, and there's this sine wave, so we're doing something to the pivot where it's sort of going back and forth in some way, so that's what's happening here. Okay, so now we have a add node, we're going to add this by four, we're going to divide this by four. We're then going to multiply this by... We're going to go back, we're going to grab one of our parameter collections again. This is going to be the win strength. I'm just going to Ctrl C and Ctrl V that. We're going to drag it down here. Then I'm I'm going to pull off of this. I'm going to do a divide. Going to put this value in here. I'm going to divide this by 60. And then I'm going to put that into the B for multiply here. So this is all going down here. And then the actual strength of the wind is being multiplied here. And we're dividing it by 60. So we can kind of keep this value a little bit diluted. So we can get this way back and forth a little bit more under control. Okay, so going a little bit further down the line here. And let me just check here, make sure everything is, yeah, here we go. So the next thing we're gonna do is we're going to do another object pivot point. And have that here, and then we're going to right click and type rotate about axis. We're going to click Rotate About Axis. Then the object pivot point is going to go into the pivot point. The multiply chain that we just made with this blockchain here is going to go into the rotation angle. The position, we're going to grab world position or absolute world position. Don't type absolute world position because, for some reason, it doesn't show up. So if you need to get absolute world position, you'll see what I mean. So it says absolute world position, but if you search absolute, it doesn't show up. I'm not sure why, but if you do world position, you get absolute world position. Just a little note there in case you get frustrated that you can't find this. So I'm going to take absolute world position. I'm going to plug it into position. I'm going to leave this at default here. So you don't need to change anything with this drop down. And so then we have this other blank blockchain here. So we need to move this whole blockchain that we made down. We're going to go back to the end of this blockchain, which was the simple grass wind, and we're going to create one more tiny blockchain, and then we're going to unite all three of these, and we're going to plug the whole thing into the World Position offset. So we're going to reach off of here. Actually, before we do that, I'm going to take the wind direction. I'm going to Ctrl C and Ctrl V. I'm going to break off of here and type break out float to components. I'm going to do a multiply really quick. I'm going to take the green channel, I'm going to plug this into A. This is just going to be multiplied by negative one. thing. So 1 and negative 1 as the multiply has a default of 1. Important thing to keep in mind, this is going to actually be negative 1 here. So the breakout flow two components green is going into multiply into A, and then the B is going to be negative 1. Or actually, just to simplify this so you can see, I'm just going to do a value of negative 1 in a single value here. I'm just going to plug it in like that. So it's a little bit harder to miss that little detail there. So now I'm going to take the red channel. I'm going to type make float to. And this is actually the red is going to go into the y. And I'm going to take out the x. And at the end of this multiply chain here, I'm going to plug into the x. So let me see if I can get this separated so you can see exactly what all these strands are doing here. So you see the green channel is going into multiply A. The B channel is negative one. The multiply is going into the X of make float two. And then the red channel is going into the Y of make float two. And then the results of this, I'm going to normalize it. And then the end of this, I'm going to plug into the normalized rotation axis. And so you can see these big blockchains have all been made. Now we need to unify them all. So what I'm going to do is I'm going to click and add. And so at the end here, I'm going to take the very end of this simple grass wind that you saw here, and this is going to go into the A. And then there's one last thing to do to this box chain, which is that I'm going to multiply this. And there's one other really cool node I'm going to type bounding box. It's bounding box based 0 to 1 UVW. So you can see here I have RGB. So the bounding box node is really interesting. It'll take the bounding box of any object and it'll take the red, green, and blue bounding box. So it's essentially like this sort of like cube that encapsulates every object in the world. Really cool little node. And so I'm going to take the blue channel of that, so the up and down or z space of that. I'm going to multiply this into the b channel. So rotation about axis multiplied by the b channel of bounding box based zero to one uvw. And then this is going into the b for this ad. And so let's just kind of, I'm going to slowly creep over this just so we So we can make sure that if you're following along, you can stop and take a screenshot and just kind of take a look and see and follow along. Because there's a lot, I won't lie to you, there's a lot of nodes and a lot of math going on here. And it's very complicated, but it all creates a pretty powerful result. So it's starting here. This is the first part of the blockchain, or the no chain I should say. It's going down here slowly. I'll pause here too. You can see there. And then I'm going to creep a little further on and then you can see the end here. And so it all goes into the end which is this add node right here. And then the add node I'm going to put in the world position offset. And so you'll see here, so it'll take a little while to compile, but you can see there's some kind of interesting stuff going on here. So I'm going to go ahead and save this.",
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+ "text": " So what we're going to do for setting up this WindMassMaterial is I'm first going to create the mass material itself. I'm just going to call it WindWorld underscore M. I'm going to open this up really quick here. I'm just going to dock that so I can go back to the world here and open up this material here. Now the first thing that I want to do is I want to create what's called something new. It's called a material collection parameter. And what that is exactly is that so far in our lessons, what we've been learning is that when you create a material, you create a parameter by holding down either a scalar parameter or a constant three parameter, you can name it something like parameter, parameter, parameter one. You name it something like this, give it a value, and then you can change it in the material instance. and this is really great for individual instances of materials. And this usually comes into play when you just want to tweak values in a single material instance, and that's great. But if you have something like, if you have a material instance for trees, grass, bushes, tree trunks, tree leaves, you have like maybe have a dozen or a lot of different assets that all have their own material instances set up. If you want to change, say, like the direction of the wind to go into all of those, like all eight of those material instances and just change the parameters one at a time that would be very, very tedious. It would take a lot of work. You'd have to open up each individual material instance, change the parameters, close them up, make sure they're all behaving in the same way. And that can be a bit of a pain. So what we want to do instead is we want to do what's called a Material Parameter Collection. So if I right-click, go under Materials and Textures, and I do Material Parameter Collection, what this is going to do is this is going to set up a parameter that when we plug it into this master material instead of having to go into the material instance and change this value. But you just open up this material parameter collection really quick. I'm just going to name it here. I'm just going to call it winset underscore PC parameter collection. I'm going to open up and you can see that scalar parameters and vector parameters we don't have any right now but we can add them. So I'm going to add one here, and I'm going to name this parameter name, wind, let's see here, wind strength. Let's do that. And so if I change this value here, I'm going to really quick go back to my master material here, and then I can go to this parameter collection and I can drag and drop it into here. And when I open this back up, you can see that a parameter collection node has been added. So, the parameter name, if I do WinStrength, this parameter, when I plug it in here, is going to be hooked into the material. So when I go back into this right here and do a value of one, it's going to change that value for every material instance. And instead of having to open up all eight of them and change the material value, or change the parameter value. I just change it here and it'll change it for all those different material instances across the board. It's a very, very nifty tool, especially with something like wind strength. If you want everything to be facing where the wind is blowing from the west, which I'll do it right here, I'll set up this vector parameter here. Call this wind direction. and really quick I'm just going to set this default value at one for red one for alpha so it's just this nice solid red color and so if I want to change the direction because remember red which is positive acts it would be going if we look down here to this little gizmo red would be going in this direction and then if we want that to be green it would be going in this direction here, then blue would be going up and down. So if we want to change this to green and then turn red off, all the directions of all this blowing in the wind would all change at the same time. I'm going to show, and this will become really obvious later on when we have the material set up. So what I want to do is just set up this really quick. These two values right here for our parameter collection. I'm going to go ahead and get rid of these two right now, and I'm going to start building this chain of nodes that we're going to get some pretty heavy math here of what the material is doing to get the wind blowing in the right way. But we're going to take it really, really slow. We're going to go through it a couple of different times. There's going to be some nodes in here that are pretty complicated. They take in the math of the vertices in world space. They're going to be breaking down x, y, and z. But we'll be taking it really slow and going into kind of that territory of like these elements, even though we don't know the entire math of how they behave. We know that this does this and this does this. And we'll try to break down each one of these components in a way where we can isolate and plug it in and see if we can get some individual elements and maybe even branch off and see what else we can do with those elements. And you'll see kind of what I mean as I'm going forward. So let's kind of go back here. I'm gonna go ahead and just do a default value of 0.5 for the base color for now. And then really quick here. I'm going to go back to, and I'm going to drag in those parameter collections, or that parameter collection. I'm going to drag it in and just Ctrl C and Ctrl V. Then I'm going to do Wind Direction. I'm going to do Wind Strength. And Wind Direction you can see is green. Wind Strength is, I believe it's red. It's still referencing Windset PC. So if I hit this microphone here, or sorry, this magnifying glass here, it'll go back to the Material Parameter Collection we just created. I'm going to go ahead and save this really quick. And so we have these two parameter collections. We have the direction of the wind and we have the strength of the wind. So we have these two. And so what I'm going to do now is I'm going to right click and do normalize. And what this node does is it's going to take the values of the X, Y and Z. And it's going to, I believe how it works is going to assign to the vertices of the mesh in world space. Um, you don't need to do anything to this node here, but we're going to take normalize and then we're going to hit down M and do multiply. And then down here for win strength, I'm going to also multiply this. Let me just double check and make sure yes, this is behaving correctly. I'm going to create a parameter here. Now, even though we have a parameter collection, I still want to have a little bit of control over the individual material instances themselves. I just know that I want everything to be going in the same wind direction, and I want the same general wind strength, but we need to create a couple other smaller parameters in the master material itself so we can tweak it just a little bit in these instances we're going to apply. So this is going to be, we're going to call this wind direction strength. And what this is going to be is just a little bit of extra control with the direction that the wind is going in. So I'm going to multiply the wind strength by wind direction strength. I'm going to multiply... So this is going into wind direction, normalize, multiply. And then I'm going to multiply this by wind strength multiplied by wind direction strength. going to be a lot of similar terminology here, so I'm just going to make sure I pause on the video so you can really take in what's going on here. And then really quick, I'm going to reach out here and I'm going to type break and then we're going to do breakout float to components. And so what this is going to do, it's going to separate the red and green values. and then I'm going to type make float 3, and then the red channel is going to go into the X, the green channel is going to go into the Y, and then the wind strength is going to go into the Z. So you can see that there was a jump here, so this is going right from the wind strength into the Z here, and this multiply is going to go into this multiply coming after normalize. So with that set up, I'm just going to grab these and move them down, move them away a little bit. I'm going to take WinStrength and Ctrl C and Ctrl V, copy it. And I'm going to do a multiply and make sure this is still set at WinStrength. I'm going to create another scalar parameter and call this wind influence. I'm gonna set this at a default value of one. And then I'm going to type in simple grass wind. And this is a node that you might have seen before and this was actually covered in the previous, actual course I did for environment art here on LearnSquared. What this is is that the simple grasswind is just a very simple kind of like floaty sine wave that you can get to get your objects moving a little bit. And it has these really nice slots where you can just put in wind intensity, wind weight, wind speed, all these factors. And so we're going to actually use the strength of this to hook up to how we're breaking out some of the data in X, Y, and Z space that we're doing for our mesh here. So what I'm going to do is I'm going to take this multiply and put it into wind intensity. going to create some simple values to put into the wind weight. So I'm going to do 0.25. I'm going to put that into the wind weight. I'm going to do a default value of 1 to put into the wind speed. Now you might be thinking like once you put something really important like a scalar parameter, some element of control go into the wind speed, we're actually going to put that into another blockchain of how these nodes are going to play out. So we don't need to worry about that. Now the additional WPO or world position offset, I'm going to actually take the end of this Make Float 3, I'm going to plug it into this simple grass wind here. And so you can see that this has been made where we have the wind strength multiplied by the wind influence going into the wind intensity on the simple grass wind. We have these just very simple default values going into wind weight and wind speed. And then what we set up here with this blockchain with the breakout two float components and the Make Float 3. It's going into Additional World Position Offset or WPO. So we're going to go down the chain just a little bit more. I'll just go ahead and select this and move it down a bit. And so now what I'm going to do is I'm going to type object pivot point. Object pivot point is what we're going to get. And this is actually a really cool piece of data. So it actually is kind of in name. What this is going to do is it's going to capture the pivot point of where this is. So on this object right here where you see this cursor, the object pivot point is going to hone in right to where this cursor is on any object you have. So the tree, the grass, where you see this movement cursor is, that essentially is encapsulated into this node right here. It's a very cool, very powerful node. I'm going to do a dot product. I'm going to plug this into the dot. And I'm going to hit number three for a three vector, and I'm going to hit one for the green, so I should get a bright green value here. I'm going to plug this in to the dot product. I'm going to divide this, and I'm going to divide it by four. This is going to get a little bit in the math weeds for me, so what exactly is going on here with the math? I'm not entirely sure. I do know that the object pivot point, we're grabbing the object pivot point, we are doing a dot product with a value of one in the green and then we're dividing it by four times. One thing to keep in mind is that when you're dividing, you're essentially kind of diluting or sort of like watering down the value. So multiply is you're cranking it up. You're cranking up the values, whereas divide you're kind of like diluting or dividing. So it's a really cool way. So if you have like a result of something where it's way too bright or the world position offset is just flailing the vertices all over the place and you have a value of like 0.0001 0.001 or something like that. Instead of doing that, try to have a thing where instead of a multiplication of 0.0001 or extremely low value, try to do something like a divide by 4 or a divide by 8, and you might get a better sense of control that you're not playing with such crazy low values or something like that. So I'm going to hit A for add or just do an add node here, and I'm going to add this by time, do a time node. I'm going to plug this into the add. So object pivot point dot product, a scalar three vector with zero for red, one for green, zero for blue, being divided by four, going into an add, and we're adding it by time. And so we're going to go down the chain a little bit more. I'm going to do a multiply. I'm going to multiply this by 0.25. And then I'm going to drag again, and I'm going to do a sine wave, or a sine node. The sign is like, you can think of it as like a blinking light. It just sort of goes from a value of zero to one, and it just sort of blinks on and off when it's added or multiplied by time. So you can see how this is going to come into effect. So think of the blinking on and off as kind of the swaying of the trunk. That's what we're setting up here. So what it is is we want that sway back and forth, and essentially that's being done or driven by this sine wave with the values that are set back here. So you're starting to understand the math a little bit where it's like, okay, object pivot point, so we're taking the pivot point and we're multiplying this by time, and there's this sine wave, so we're doing something to the pivot where it's sort of going back and forth in some way, so that's what's happening here. Okay, so now we have a add node, we're going to add this by four, we're going to divide this by four. We're then going to multiply this by... We're going to go back, we're going to grab one of our parameter collections again. This is going to be the win strength. I'm just going to Ctrl C and Ctrl V that. We're going to drag it down here. Then I'm I'm going to pull off of this. I'm going to do a divide. Going to put this value in here. I'm going to divide this by 60. And then I'm going to put that into the B for multiply here. So this is all going down here. And then the actual strength of the wind is being multiplied here. And we're dividing it by 60. So we can kind of keep this value a little bit diluted. So we can get this way back and forth a little bit more under control. Okay, so going a little bit further down the line here. And let me just check here, make sure everything is, yeah, here we go. So the next thing we're gonna do is we're going to do another object pivot point. And have that here, and then we're going to right click and type rotate about axis. We're going to click Rotate About Axis. Then the object pivot point is going to go into the pivot point. The multiply chain that we just made with this blockchain here is going to go into the rotation angle. The position, we're going to grab world position or absolute world position. Don't type absolute world position because, for some reason, it doesn't show up. So if you need to get absolute world position, you'll see what I mean. So it says absolute world position, but if you search absolute, it doesn't show up. I'm not sure why, but if you do world position, you get absolute world position. Just a little note there in case you get frustrated that you can't find this. So I'm going to take absolute world position. I'm going to plug it into position. I'm going to leave this at default here. So you don't need to change anything with this drop down. And so then we have this other blank blockchain here. So we need to move this whole blockchain that we made down. We're going to go back to the end of this blockchain, which was the simple grass wind, and we're going to create one more tiny blockchain, and then we're going to unite all three of these, and we're going to plug the whole thing into the World Position offset. So we're going to reach off of here. Actually, before we do that, I'm going to take the wind direction. I'm going to Ctrl C and Ctrl V. I'm going to break off of here and type break out float to components. I'm going to do a multiply really quick. I'm going to take the green channel, I'm going to plug this into A. This is just going to be multiplied by negative one. thing. So 1 and negative 1 as the multiply has a default of 1. Important thing to keep in mind, this is going to actually be negative 1 here. So the breakout flow two components green is going into multiply into A, and then the B is going to be negative 1. Or actually, just to simplify this so you can see, I'm just going to do a value of negative 1 in a single value here. I'm just going to plug it in like that. So it's a little bit harder to miss that little detail there. So now I'm going to take the red channel. I'm going to type make float to. And this is actually the red is going to go into the y. And I'm going to take out the x. And at the end of this multiply chain here, I'm going to plug into the x. So let me see if I can get this separated so you can see exactly what all these strands are doing here. So you see the green channel is going into multiply A. The B channel is negative one. The multiply is going into the X of make float two. And then the red channel is going into the Y of make float two. And then the results of this, I'm going to normalize it. And then the end of this, I'm going to plug into the normalized rotation axis. And so you can see these big blockchains have all been made. Now we need to unify them all. So what I'm going to do is I'm going to click and add. And so at the end here, I'm going to take the very end of this simple grass wind that you saw here, and this is going to go into the A. And then there's one last thing to do to this box chain, which is that I'm going to multiply this. And there's one other really cool node I'm going to type bounding box. It's bounding box based 0 to 1 UVW. So you can see here I have RGB. So the bounding box node is really interesting. It'll take the bounding box of any object and it'll take the red, green, and blue bounding box. So it's essentially like this sort of like cube that encapsulates every object in the world. Really cool little node. And so I'm going to take the blue channel of that, so the up and down or z space of that. I'm going to multiply this into the b channel. So rotation about axis multiplied by the b channel of bounding box based zero to one uvw. And then this is going into the b for this ad. And so let's just kind of, I'm going to slowly creep over this just so we So we can make sure that if you're following along, you can stop and take a screenshot and just kind of take a look and see and follow along. Because there's a lot, I won't lie to you, there's a lot of nodes and a lot of math going on here. And it's very complicated, but it all creates a pretty powerful result. So it's starting here. This is the first part of the blockchain, or the no chain I should say. It's going down here slowly. I'll pause here too. You can see there. And then I'm going to creep a little further on and then you can see the end here. And so it all goes into the end which is this add node right here. And then the add node I'm going to put in the world position offset. And so you'll see here, so it'll take a little while to compile, but you can see there's some kind of interesting stuff going on here. So I'm going to go ahead and save this."
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+ }
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+ }