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Add transcription for: Magic Vortex.wav

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+ "text": " And so what I want to do now is I want to go back to the demo flames material that we made back in the fire level. I'm going to create another material instance from that. I'm going to call this magic vortex. Just put a underscore instance at the end of that. I'm going to move that into the magic folder here. And taking a look here, I'm just going to save that really quick, and then I'm going to plug this into the material for our vortex here. Then you can see there's a very faint amount of this particle effect kind of concentrating into the central point. So what I need to do is I need to create a dynamic parameter because that starts kind of turning on and modifying all the factors we have in this master material here. So I'm just going to, under the first one, which was controlling the opacity, I'm just going to do a value of 0.1. You can see it's pulsating here, so what I need to do I think is I need to set this to 1.5 for the lifetime. The other thing I need to do to get rid of that strobing effect is I need to adjust the alpha over life. I'm going to create three points here. So at the beginning of the particle's life, I'm going to put this at zero. For the middle of the particle's life, 0.5, I'm going to put this at one. And then I actually put one too many. So if you put one too many curve points here, you just need to click down this arrow here and then just hit Delete. That's how you can delete a curve point there. And so you can see now, instead of that strobing effect, at the beginning of the particle's life it's at zero, it slowly fades in and then it fades out. So you can see now we have this kind of cool concentration of this vortex kind of happening at the center of the sphere here. So now what I want to do is go back to the dynamic particle here. And then I'm going to check on spawn time only. I'm going to create a float uniform here. So I'm going to do.141, and then I'm going to do a value of 24. And I might bump the spawn rate up to two, so a little bit more of this is spawning. And I might actually kick this up to five, so we have a lot of versions of this sort of concentrating here. So you can see we're starting to get kind of this vortex concentrating to a point here. I might increase the size so it meets to the edge of this Fresnel effect. So we do.75 for the size here. Yeah, something like that. Might actually be a little bit too big, so I'm going to go back to.6. I'm looking at this scene here. Yeah, so we're starting to get this kind of cool magic orb effect as it's concentrating into the center there. And then what I'm going to do too is I'm going to see if I can get this to tile a little bit more. So let me do something like... There we go. That's pretty cool. Increasing the size along the tile X, you see those effects there. starting to concentrate a little bit more in the center there. Then I can bump this up to one. Then what I can do too is I can go through the elements of the time here. So I'm going to click Sponetime only for this parameter. I'm going to do one, then something like three for that. Then for the first one too, I might bump this up to like four or something. I'm going to actually put this at one so it's a little bit higher. Actually, I might dial that back to point five. Then for the lifetime, I'm going to actually put this back to a float uniform for 1.5 and 2 for the particle's life. So by adding a variety to the particle's life, we have different elements of each time it spawns, we get a different timeline between 1.5 and 2, so we get a little more variety and then starting to mess a little bit here. I might just go back in here just so we can see with our parameters what's being set up here. So we have two elements of time for the panning textures, and then we have the opacity that's controlled here. So going back to this, I'm just going to, for this last parameter here, I'm going to do Spawn Time Only, do Flip Uniform, and just put this at 1 and 2. So you can see for the spawn rate, we're actually getting a pretty cool, and let me actually put this back at 0.5 here. We're getting this really cool kind of vortex effect at the center of this sphere here. And no matter where I move the space, you can see this is actually looking pretty cool, that we have that concentration of sort of magic gathering at the center there. So the next thing I want to do is get some like rays of light that can concentrate to the center as well. So what I'm going to do is I'm just going to create one more particle parameter here, delete the velocity, set this size at 1 across the board because it's going to be another mesh. And we're going to select that twisting mesh that we imported. Yeah, Let's twist mesh for the fire and the wind. We're going to put that into the mesh data here. Just for now, I'm not going to assign a material just yet because I want to see what's going on with it here. Go ahead and delete this master material here. Delete that one too. For the spawn right now, it's spawning 20 per second with a lifetime of 1 and 1. And so actually that's a bit high. Let me see. And they're all spawning in the same point. So you can see that 20 of them are all spawning in this same axis here. So what we want to do is I'm going to create a location, a sphere. Going to increase this a bit. I'm going to check on surface only so they're spawning along the sphere's surface there. You can see they're all kind of accumulating on this space here. They're actually still pretty big so I'm going to put this down at something like.5. You can see they're all spawning around the sphere now but they're all facing the same direction. going to do is I'm going to align this to velocity, PSA velocity. And then I'm just going to check on velocity here and I'm going to set this at a very low velocity value of 0.1. So they're moving very slowly but you can see that now they're all sort of radiating from this sphere shape here. So this is cool and I'm going to put this back at something like.01 because they're barely moving, but because they have some element of velocity assigned to them, they can then move along their velocity axis. They have the data to do that. So the next thing I'm going to do is I'm going to set our first attractor for this lesson. So I'm going to go down to attraction, and I'm going to select point attractor. And so what this is, is it's going to set the position for where this attractor is going to be, where the range is going to be. So I'm going to set this at like 50. And then the strength. I'm going to set this at 50 as well. We'll see if we can get these to kind of start pulling in here. We might have to increase this a bit. So I'm going to go 500 and then 500. So you can see it's kind of strobing out a little bit. So I think what I need to do is under sphere, I need to check off velocity and see if that that'll do it. And it's working. I'm not sure why this crazy strobe effect is happening. Let me increase the radius of the sphere here. What we might need to do in order to hide that strobe effect is we might need to hide the opacity until a certain part of the beginning of its life. Let me see if I turn off the velocity. Will that solve the strobe problem? Let me see. They're snapping on and off. I think what's happening is that because these meshes are snapping on and off. Let me try this. Let me do a size by life. So instead of having to worry about the opacity for now, let me do a size by life where I have a value of zero for the beginning of the particle's life. That's a lot better. Okay, cool. So yeah, that like split second where it's sort of snapping around like that. And then you can see there's still a snapping effect going on. That's because it's as it dies it just a it just pops out of existence. So let me add one more point on the grit. Sorry, I can't talk this morning. One point on the timeline here. So I'm going to set point five and then put one. So at half of the particles life, it's going to be at a scale of one and then at the end of the particles live, it's going to be set back to zero. And that is not the desired effect we were hoping for. You can see here, let me make sure that everything is set up. Let me try this. So instead of 0.5, let's do 0.9. Oh, I know what's going on. So the reason they're shrinking back, it's almost like they're afraid to touch this sphere here so they shrink back. It's kind of interesting and a little funny to see. What's happening is the origin of this twisty mesh, it's set at the center of the axis. And so the scale is set like... I might just demo this right here. So what you can see here is that the beginning of the origin of the mesh is set at its base here, so it's actually scaling like this. So it's going in and out. So instead of if the origin was at the center here where it would just shrink from the center point, it's like doing this interesting kind of like scared to touch the sphere effect here. So we can have it... Let's see here. I just want to go ahead and delete this point at the end of the graph. So we'll fix that problem where it was strobing at the beginning, and then we'll just fade the opacity as it gets closer here. So that should solve the problem here. So let me increase the lifetime too. And then for this Vortex, I'm just going to plug this same material instance into this one here. Then I'll go back to mesh data and just check override material. And then for the dynamic parameters, I'm just going to control click and just drag them onto this particle emitter here. You can see that the light is starting to... Well, actually, let me create another instance here, because the way that it's showing up on the mesh, it's a little bit strange. So let me actually create a material instance. I'll plug that into here for the light ray mesh. And then under here, I'm just going to modify the tile X and just put this back in one instead of five, because you could see there was some sort of repetition of the particle effect there that wasn't really working the way I wanted. So you can see now these rays of light are starting to kind of attract to the center here which is really cool. So let me go back in and just modify the color a little bit. I might delete this color over life and I might just control click and drag the one that we had here. So you can see now these rays of light are sort of rushing or accumulating to the center here. Let me actually increase the spawn rate. Actually 20 is pretty high. I don't want to go much higher than that. So I might modify this dynamic a little bit. So instead of going to do 0.25 and 1, so yeah, we have something like that. And then for the initial size, I might actually put this at a vector uniform and have it at 0.5, 0.5 and 0.5 for the max. Or actually have this 0.5 across the board here. Under the x-axis, I might have this at something a little bit higher like 2. So you can see something like that where it's stretching them along their axis a little bit, which is kind of cool. And then just under the color over life, I'm going to just increase this a little bit to like five for the value. So it's a lot brighter, something like that. And you can see they're kind of overlapping a little bit in the center point here. So I'm just going to under the initial size, just going to put that back at one instead of two. And that keeps them from like crisscrossing at the center there. And so you can see this is the beginning of how to attract your particles to a certain point in space. And it's looking pretty cool. The last thing I can do too, of course, is I can just create a GPU Admitter. So under Type Data, I'll do GPU Admitter. I'll set my bounding box by clicking at the edge here, and then I'll just do my negative 1000, positive 1000. just check a fixed relative bounding box. And then really quick here, I'm just going to enter location. I'm just going to do a sphere. Gonna get rid of this velocity really quick. I'm going to do just a simple ember effect. I'm gonna go back to my flames here. I'm gonna do the embers material that we made, the embers material instance here. going to just plug that in. Then you can see they're all spawning at the center there, which is kind of interesting. I'm going to set that at 1 and 2. So actually I might do 1 and 4. So you can see now they're spawning at the center there, which is kind of cool. Now the sphere here, I'm going to put this at 200. And this point attractor, I'm just going to control, click, and drag. And you can see that's not working. So there's a thing I need to do, which is actually I need to delete this, and I need to do a different attractor, which is called point gravity. And the point gravity, this is what is needed for GPU sprites. So what I need to do here, they're actually getting the opposite effect here. Let me see. So they're radiating away from the point here. Now they're starting to see here. Okay, there we go. So yeah, if we GPU sprites, unfortunately the point attractor will not work, so we need to use the point gravity instead. And so you can see now this is starting to concentrate here, where these GPU sprites that are responding are going to the center point here. And what I might need to do is set this to 0.75 and 0.5 so they'll fade before they get to the center. Because you can see when they were getting to the center they kind of like do that strange thing where they go, where they cross the axis and go the other way. So we just need to adjust their life so that they'll fade over time before that can happen. And spawn rate, I'm just going to do 2,000 because, or like 500. Let's do that. Then the color of our life, I'm just going to Ctrl-click and drag the one we have. I'm going to delete the old one. Then what I might do too with the sphere is I might do surface only. What that's going to do is, yeah, you don't see it where they're doing that crisscross pattern anymore. Some of them were spawning inside the sphere, and so unfortunately before they could end their lifetime they would hit the center point of gravity and then they would go across the other space there. But you can see here, so this center point here you can see these elements of attraction that are happening here at this concentrated point, which is looking really cool.",
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+ "text": " And so what I want to do now is I want to go back to the demo flames material that we made back in the fire level. I'm going to create another material instance from that. I'm going to call this magic vortex. Just put a underscore instance at the end of that. I'm going to move that into the magic folder here. And taking a look here, I'm just going to save that really quick, and then I'm going to plug this into the material for our vortex here. Then you can see there's a very faint amount of this particle effect kind of concentrating into the central point. So what I need to do is I need to create a dynamic parameter because that starts kind of turning on and modifying all the factors we have in this master material here. So I'm just going to, under the first one, which was controlling the opacity, I'm just going to do a value of 0.1. You can see it's pulsating here, so what I need to do I think is I need to set this to 1.5 for the lifetime. The other thing I need to do to get rid of that strobing effect is I need to adjust the alpha over life. I'm going to create three points here. So at the beginning of the particle's life, I'm going to put this at zero. For the middle of the particle's life, 0.5, I'm going to put this at one. And then I actually put one too many. So if you put one too many curve points here, you just need to click down this arrow here and then just hit Delete. That's how you can delete a curve point there. And so you can see now, instead of that strobing effect, at the beginning of the particle's life it's at zero, it slowly fades in and then it fades out. So you can see now we have this kind of cool concentration of this vortex kind of happening at the center of the sphere here. So now what I want to do is go back to the dynamic particle here. And then I'm going to check on spawn time only. I'm going to create a float uniform here. So I'm going to do.141, and then I'm going to do a value of 24. And I might bump the spawn rate up to two, so a little bit more of this is spawning. And I might actually kick this up to five, so we have a lot of versions of this sort of concentrating here. So you can see we're starting to get kind of this vortex concentrating to a point here. I might increase the size so it meets to the edge of this Fresnel effect. So we do.75 for the size here. Yeah, something like that. Might actually be a little bit too big, so I'm going to go back to.6. I'm looking at this scene here. Yeah, so we're starting to get this kind of cool magic orb effect as it's concentrating into the center there. And then what I'm going to do too is I'm going to see if I can get this to tile a little bit more. So let me do something like... There we go. That's pretty cool. Increasing the size along the tile X, you see those effects there. starting to concentrate a little bit more in the center there. Then I can bump this up to one. Then what I can do too is I can go through the elements of the time here. So I'm going to click Sponetime only for this parameter. I'm going to do one, then something like three for that. Then for the first one too, I might bump this up to like four or something. I'm going to actually put this at one so it's a little bit higher. Actually, I might dial that back to point five. Then for the lifetime, I'm going to actually put this back to a float uniform for 1.5 and 2 for the particle's life. So by adding a variety to the particle's life, we have different elements of each time it spawns, we get a different timeline between 1.5 and 2, so we get a little more variety and then starting to mess a little bit here. I might just go back in here just so we can see with our parameters what's being set up here. So we have two elements of time for the panning textures, and then we have the opacity that's controlled here. So going back to this, I'm just going to, for this last parameter here, I'm going to do Spawn Time Only, do Flip Uniform, and just put this at 1 and 2. So you can see for the spawn rate, we're actually getting a pretty cool, and let me actually put this back at 0.5 here. We're getting this really cool kind of vortex effect at the center of this sphere here. And no matter where I move the space, you can see this is actually looking pretty cool, that we have that concentration of sort of magic gathering at the center there. So the next thing I want to do is get some like rays of light that can concentrate to the center as well. So what I'm going to do is I'm just going to create one more particle parameter here, delete the velocity, set this size at 1 across the board because it's going to be another mesh. And we're going to select that twisting mesh that we imported. Yeah, Let's twist mesh for the fire and the wind. We're going to put that into the mesh data here. Just for now, I'm not going to assign a material just yet because I want to see what's going on with it here. Go ahead and delete this master material here. Delete that one too. For the spawn right now, it's spawning 20 per second with a lifetime of 1 and 1. And so actually that's a bit high. Let me see. And they're all spawning in the same point. So you can see that 20 of them are all spawning in this same axis here. So what we want to do is I'm going to create a location, a sphere. Going to increase this a bit. I'm going to check on surface only so they're spawning along the sphere's surface there. You can see they're all kind of accumulating on this space here. They're actually still pretty big so I'm going to put this down at something like.5. You can see they're all spawning around the sphere now but they're all facing the same direction. going to do is I'm going to align this to velocity, PSA velocity. And then I'm just going to check on velocity here and I'm going to set this at a very low velocity value of 0.1. So they're moving very slowly but you can see that now they're all sort of radiating from this sphere shape here. So this is cool and I'm going to put this back at something like.01 because they're barely moving, but because they have some element of velocity assigned to them, they can then move along their velocity axis. They have the data to do that. So the next thing I'm going to do is I'm going to set our first attractor for this lesson. So I'm going to go down to attraction, and I'm going to select point attractor. And so what this is, is it's going to set the position for where this attractor is going to be, where the range is going to be. So I'm going to set this at like 50. And then the strength. I'm going to set this at 50 as well. We'll see if we can get these to kind of start pulling in here. We might have to increase this a bit. So I'm going to go 500 and then 500. So you can see it's kind of strobing out a little bit. So I think what I need to do is under sphere, I need to check off velocity and see if that that'll do it. And it's working. I'm not sure why this crazy strobe effect is happening. Let me increase the radius of the sphere here. What we might need to do in order to hide that strobe effect is we might need to hide the opacity until a certain part of the beginning of its life. Let me see if I turn off the velocity. Will that solve the strobe problem? Let me see. They're snapping on and off. I think what's happening is that because these meshes are snapping on and off. Let me try this. Let me do a size by life. So instead of having to worry about the opacity for now, let me do a size by life where I have a value of zero for the beginning of the particle's life. That's a lot better. Okay, cool. So yeah, that like split second where it's sort of snapping around like that. And then you can see there's still a snapping effect going on. That's because it's as it dies it just a it just pops out of existence. So let me add one more point on the grit. Sorry, I can't talk this morning. One point on the timeline here. So I'm going to set point five and then put one. So at half of the particles life, it's going to be at a scale of one and then at the end of the particles live, it's going to be set back to zero. And that is not the desired effect we were hoping for. You can see here, let me make sure that everything is set up. Let me try this. So instead of 0.5, let's do 0.9. Oh, I know what's going on. So the reason they're shrinking back, it's almost like they're afraid to touch this sphere here so they shrink back. It's kind of interesting and a little funny to see. What's happening is the origin of this twisty mesh, it's set at the center of the axis. And so the scale is set like... I might just demo this right here. So what you can see here is that the beginning of the origin of the mesh is set at its base here, so it's actually scaling like this. So it's going in and out. So instead of if the origin was at the center here where it would just shrink from the center point, it's like doing this interesting kind of like scared to touch the sphere effect here. So we can have it... Let's see here. I just want to go ahead and delete this point at the end of the graph. So we'll fix that problem where it was strobing at the beginning, and then we'll just fade the opacity as it gets closer here. So that should solve the problem here. So let me increase the lifetime too. And then for this Vortex, I'm just going to plug this same material instance into this one here. Then I'll go back to mesh data and just check override material. And then for the dynamic parameters, I'm just going to control click and just drag them onto this particle emitter here. You can see that the light is starting to... Well, actually, let me create another instance here, because the way that it's showing up on the mesh, it's a little bit strange. So let me actually create a material instance. I'll plug that into here for the light ray mesh. And then under here, I'm just going to modify the tile X and just put this back in one instead of five, because you could see there was some sort of repetition of the particle effect there that wasn't really working the way I wanted. So you can see now these rays of light are starting to kind of attract to the center here which is really cool. So let me go back in and just modify the color a little bit. I might delete this color over life and I might just control click and drag the one that we had here. So you can see now these rays of light are sort of rushing or accumulating to the center here. Let me actually increase the spawn rate. Actually 20 is pretty high. I don't want to go much higher than that. So I might modify this dynamic a little bit. So instead of going to do 0.25 and 1, so yeah, we have something like that. And then for the initial size, I might actually put this at a vector uniform and have it at 0.5, 0.5 and 0.5 for the max. Or actually have this 0.5 across the board here. Under the x-axis, I might have this at something a little bit higher like 2. So you can see something like that where it's stretching them along their axis a little bit, which is kind of cool. And then just under the color over life, I'm going to just increase this a little bit to like five for the value. So it's a lot brighter, something like that. And you can see they're kind of overlapping a little bit in the center point here. So I'm just going to under the initial size, just going to put that back at one instead of two. And that keeps them from like crisscrossing at the center there. And so you can see this is the beginning of how to attract your particles to a certain point in space. And it's looking pretty cool. The last thing I can do too, of course, is I can just create a GPU Admitter. So under Type Data, I'll do GPU Admitter. I'll set my bounding box by clicking at the edge here, and then I'll just do my negative 1000, positive 1000. just check a fixed relative bounding box. And then really quick here, I'm just going to enter location. I'm just going to do a sphere. Gonna get rid of this velocity really quick. I'm going to do just a simple ember effect. I'm gonna go back to my flames here. I'm gonna do the embers material that we made, the embers material instance here. going to just plug that in. Then you can see they're all spawning at the center there, which is kind of interesting. I'm going to set that at 1 and 2. So actually I might do 1 and 4. So you can see now they're spawning at the center there, which is kind of cool. Now the sphere here, I'm going to put this at 200. And this point attractor, I'm just going to control, click, and drag. And you can see that's not working. So there's a thing I need to do, which is actually I need to delete this, and I need to do a different attractor, which is called point gravity. And the point gravity, this is what is needed for GPU sprites. So what I need to do here, they're actually getting the opposite effect here. Let me see. So they're radiating away from the point here. Now they're starting to see here. Okay, there we go. So yeah, if we GPU sprites, unfortunately the point attractor will not work, so we need to use the point gravity instead. And so you can see now this is starting to concentrate here, where these GPU sprites that are responding are going to the center point here. And what I might need to do is set this to 0.75 and 0.5 so they'll fade before they get to the center. Because you can see when they were getting to the center they kind of like do that strange thing where they go, where they cross the axis and go the other way. So we just need to adjust their life so that they'll fade over time before that can happen. And spawn rate, I'm just going to do 2,000 because, or like 500. Let's do that. Then the color of our life, I'm just going to Ctrl-click and drag the one we have. I'm going to delete the old one. Then what I might do too with the sphere is I might do surface only. What that's going to do is, yeah, you don't see it where they're doing that crisscross pattern anymore. Some of them were spawning inside the sphere, and so unfortunately before they could end their lifetime they would hit the center point of gravity and then they would go across the other space there. But you can see here, so this center point here you can see these elements of attraction that are happening here at this concentrated point, which is looking really cool."
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