Add transcription for: Schools of Fish.wav
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transcriptions/Schools of Fish_transcription.json
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"text": " The other thing I want to work with too is there's another effect that we could have where The fish could be moving in a particular circle, which I think looks really cool So I wanted to show that particle for you guys really quick. Let me do p underscore fish school circle I'm gonna create that and Then this is a little bit more simple. All I'm going to do is do a type data mesh data I'm going to select our fish. Then I'm going to do a line by velocity. Just turn on local space. In the lifetime of this, I want to do 6 and 8. The initial size, I'm going to keep it a uniform value of 0.5 across the board. I'm going to do an initial velocity here, which we already have. So I'm going to do a vector constant here, 150, 150, and then zero. So you can see they're all kind of moving in this line here, which is kind of interesting. I'm going to do override material. I'm going to select this. Going to plug it in here. So the fish are all kind of going in the space here, which is kind of interesting. Now what I'm going to do now is I'm going to do a velocity by life. And what this is going to do is it's going to change the velocity over the life of the particle, which is really cool. So I'm just going to start creating some points here. And what I'm going to do is I'm going to essentially set a certain amount of math along the particle's life. I'm going to chop the particle's life into four sections, and I'm going to put an even velocity value in between those sections so I can get these fish to swim in a circle, in a circle school like they do. So I'll show you what I mean here. So I'll do 1.5x and then 1 and y and then 0 at the beginning of the particle's life. And then I'm going to do 0.25. So it's just going to be done in quarters here. And then I'm just going to do a value of 1 for 0.25. Then I'm going to do 0.5 here. And then here I'm actually going to invert this invert this value so negative 1.5 and then leave this at zero so it moved from here so 1.51 and then 2.5 so just back up here so the numbers don't get confusing so at the beginning of the part particles life is zero it's 1.5 1 and 0 for 0.25 or 25% of the particles life it's 0 1 0 for 0.5 or half of the particles life, it's 1.50 and zero. We're going to do now 0.75 of the particles life. We're going to do negative one and you can already kind of see what's happening here is that it's taking those values and it's moving them around real quick here. So it's zero, negative one and zero. We're going to add one more point at the end there. Add a value at one or the end of the particle's life. We're going to do a value of negative one. And so by putting this in, you can see with the quarterly divisions, make sure that's set up. Oh, actually, I forgot one more value, 1.5 at the beginning. And so by breaking this up into sections here, you can see that we're getting this cool circular shape. It's a little bit heart shaped at the end here. But for the sake of the school, we can adjust this. So we have the fish sort of swimming at this section here, which is really a cool factor. So you can see that these values are being inverted and changing. And as we're keeping these as universal values here, we're turning one off so it'll go in one direction, but it will start to lose influence in one direction as it goes through the particle's life. And if I set the scale of this, it doesn't really show too easily in this section here, but if you just keep these values here, you can get particles to rotate along their velocity over their lifetime in this way. And then really quick, I'm just going to create a cylinder really quick. So instead of a sphere location, I'm just going to do a cylinder location. I'm going to set that at 50. And set the height at one. Let's see here, velocity scale set at 1. Start radius, start height. So I'm going to do start height, see what that is set at. And I'm actually going to set the set of float uniform for the height, so 0 and 200. So we can have these fish sort of set at this different height scale here, so they're not all concentrating on the same axis there. I'm just going to do a really quick size by life so I can get them to sort of shrink in and out of scale. So they're not just popping on the screen here. So I'm going to do 0, 0, 0 across the board. Then 0.1. I'm going to put back at a value of 1. 8 for its lifetime. I'm going to keep it at 1. Then for the last value here of 1, I'm going to put it back at 0. So you can see they kind of grow, and then they'll shrink as they come back around the axis here. Then color by life, I'll just do some interesting blue effect or something like that. Then we're going to turn on the dynamic parameter. So do spawn time only. I'm going to do a float uniform of 1 and 2.5. And spawn time only here. I'm going to do a float uniform of what do we have for the last one here? We had 15 25. So you can see now we have some fish moving in a really pretty school effect here. This is pretty large, so let me back this up here. So something like that. And since they're moving along a certain axis, you don't have to worry about them going up or down, so you could put this in any body of water shape that you'd want.",
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"text": " The other thing I want to work with too is there's another effect that we could have where The fish could be moving in a particular circle, which I think looks really cool So I wanted to show that particle for you guys really quick. Let me do p underscore fish school circle I'm gonna create that and Then this is a little bit more simple. All I'm going to do is do a type data mesh data I'm going to select our fish. Then I'm going to do a line by velocity. Just turn on local space. In the lifetime of this, I want to do 6 and 8. The initial size, I'm going to keep it a uniform value of 0.5 across the board. I'm going to do an initial velocity here, which we already have. So I'm going to do a vector constant here, 150, 150, and then zero. So you can see they're all kind of moving in this line here, which is kind of interesting. I'm going to do override material. I'm going to select this. Going to plug it in here. So the fish are all kind of going in the space here, which is kind of interesting. Now what I'm going to do now is I'm going to do a velocity by life. And what this is going to do is it's going to change the velocity over the life of the particle, which is really cool. So I'm just going to start creating some points here. And what I'm going to do is I'm going to essentially set a certain amount of math along the particle's life. I'm going to chop the particle's life into four sections, and I'm going to put an even velocity value in between those sections so I can get these fish to swim in a circle, in a circle school like they do. So I'll show you what I mean here. So I'll do 1.5x and then 1 and y and then 0 at the beginning of the particle's life. And then I'm going to do 0.25. So it's just going to be done in quarters here. And then I'm just going to do a value of 1 for 0.25. Then I'm going to do 0.5 here. And then here I'm actually going to invert this invert this value so negative 1.5 and then leave this at zero so it moved from here so 1.51 and then 2.5 so just back up here so the numbers don't get confusing so at the beginning of the part particles life is zero it's 1.5 1 and 0 for 0.25 or 25% of the particles life it's 0 1 0 for 0.5 or half of the particles life, it's 1.50 and zero. We're going to do now 0.75 of the particles life. We're going to do negative one and you can already kind of see what's happening here is that it's taking those values and it's moving them around real quick here. So it's zero, negative one and zero. We're going to add one more point at the end there. Add a value at one or the end of the particle's life. We're going to do a value of negative one. And so by putting this in, you can see with the quarterly divisions, make sure that's set up. Oh, actually, I forgot one more value, 1.5 at the beginning. And so by breaking this up into sections here, you can see that we're getting this cool circular shape. It's a little bit heart shaped at the end here. But for the sake of the school, we can adjust this. So we have the fish sort of swimming at this section here, which is really a cool factor. So you can see that these values are being inverted and changing. And as we're keeping these as universal values here, we're turning one off so it'll go in one direction, but it will start to lose influence in one direction as it goes through the particle's life. And if I set the scale of this, it doesn't really show too easily in this section here, but if you just keep these values here, you can get particles to rotate along their velocity over their lifetime in this way. And then really quick, I'm just going to create a cylinder really quick. So instead of a sphere location, I'm just going to do a cylinder location. I'm going to set that at 50. And set the height at one. Let's see here, velocity scale set at 1. Start radius, start height. So I'm going to do start height, see what that is set at. And I'm actually going to set the set of float uniform for the height, so 0 and 200. So we can have these fish sort of set at this different height scale here, so they're not all concentrating on the same axis there. I'm just going to do a really quick size by life so I can get them to sort of shrink in and out of scale. So they're not just popping on the screen here. So I'm going to do 0, 0, 0 across the board. Then 0.1. I'm going to put back at a value of 1. 8 for its lifetime. I'm going to keep it at 1. Then for the last value here of 1, I'm going to put it back at 0. So you can see they kind of grow, and then they'll shrink as they come back around the axis here. Then color by life, I'll just do some interesting blue effect or something like that. Then we're going to turn on the dynamic parameter. So do spawn time only. I'm going to do a float uniform of 1 and 2.5. And spawn time only here. I'm going to do a float uniform of what do we have for the last one here? We had 15 25. So you can see now we have some fish moving in a really pretty school effect here. This is pretty large, so let me back this up here. So something like that. And since they're moving along a certain axis, you don't have to worry about them going up or down, so you could put this in any body of water shape that you'd want."
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