Add transcription for: FlatPackFX_AnimationMasterCourse_DownloadPirate.com/Flat Pack FX - Animation Master Course/Animation Master Course Material/Animation Master Course Material/Graphics/Texture.jpg
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transcriptions/FlatPackFX_AnimationMasterCourse_DownloadPirate.com/Flat Pack FX - Animation Master Course/Animation Master Course Material/Animation Master Course Material/Graphics/Texture_transcription.json
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"text": " So looking
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"text": " So looking
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"text": " So looking at this now what would make this even better is if on the ground we have the rain splashes and we have the water splashes But we want to also add some ripples to the watering some of the places where there might be puddles or might be flat surfaces Where the raindrops falling we also want that kind of ripple effect that we could have on the ground and so to do that What we'll have to do is we'll have to Partake in this is going to probably be the most tech heavy particle we're going to make for this but it's relatively simple and straightforward and only requires a few steps. So in order to start that, I'm going to go first into ZBrush. Now you can do this in Maya and you in a pinch can do this in Photoshop or Substance Designer. But what we really need to do here is we just need to render a specific type of shape so we can grab both the normal map from it and the falloff or depth from it. And explaining a little bit further, what I'm going to do is I'm going to first make make a document and just make it a 1024 by 1024. Just resize that real quick. And then I'm gonna go into document and I'm going to go to this zoom panel and just zoom out by just clicking and dragging a little bit. So we have the full space here. And then all I'm going to do is I'm going to go to one of the primitive shapes here and I'm going to select the cone shape. I'm just going to click and drag this in the space here. And then before I hit make poly mesh through D, I want to go down to this initialized tab and I want to take out some of these facets and really crank up the resolution. So I'm going to go here and I'm just going to scroll until I don't really see the facets really at all anymore. So I've really divided this all the way up, maxed it out, and now I'm going to hit Polymash 3D. So I have this very smooth cone shape that you can see right here. And now what I want to do is I want to snap this so it's facing dead on to the screen. So holding shift and snap. And now we see that this cone has a center point and then the radius around it that's facing completely perpendicular to the screen there. So now what I wanna do is I want to just bring up the transform cursor and I wanna just control, click and drag a couple of these around the screen and then just kinda scoot the size a little bit and just kinda randomly arrange them Something like this. What I do not want is I don't want them to intersect like this, and I also don't want them to go off the edge of the document. So I want to avoid those two things. And so I just want to populate a couple of these right here. Then I might do one more right here. There might actually be one too many. I'm actually gonna, another thing I'm gonna do is I'm gonna just clear the mask. I'm gonna go to Poly groups, auto groups, and then I can control click, and then I can just hit anyone that I want here. And I'm just going to get sort of a nice random assignment of these different, so these are essentially going to be where our raindrops fall on the sprite once we spawn it. So something kind of simple like this. And so again, none of them are touching and none of them are touching the edges of the document here. So what I wanna do is I just wanna click and select this normal map material here. And then I wanna go to render, go under render properties. Wanna click off shadows. And then I just wanna hit this PBR tab right here. And then you'll see nothing really changed but what was done here is I'm gonna go down to render passes. And we're gonna find both the shaded pass and the depth pass. And we need both of these. We're not gonna worry too much about the mask pass because this will take care of the data that we're gonna need once we get this into the material. So I'm gonna just click the shaded one, then export that really quick. Just hit okay. Then we're going to also do this for the depth pass. And these, of course, need to be the exact same texture. So if you move the camera or anything like that, you'll just need to re-render again in that export to make sure you get both the normal map and the depth map are one and the same. And so really quick here, I'm just going to go into Photoshop and just open those. So the PBR underscore render and the PBR underscore depth. For this one here, I'm just going to double click to unlock the layer. I'm going to select the magic wand tool and just get rid of that black. I'm going to create a blank layer and just go to RGB and I'm going to do the default normal value, which is 128 in red, 128 in green, and then slide all the way over to 255 in blue. I'm just going to paint bucket this layer on top. And so then you see the nice blank normal value there. Just going to scoot this level or layer under this one. And then I'm just going to go to overlay. And I'll get rid of those weird greenish yellowish values there. And so I'm just going to save this now as a target as water ripple 01 underscore for NM, normal map. Save it as a 24-bit. For this depth pass, we'll have to do a couple little modifications. So I'm just going to go to Mod or Mode, sorry, and put this at 8 bits instead of 16 bits. And then I'm gonna go back to Mode and I'm gonna set this to RGB color instead of grayscale. And then I can see that this one, for whatever reason, is not as blurry as these right here. So really quick, I'm just going to duplicate this going to duplicate this layer. I'm going to select these passes that have a little bit less of a blurry edge to them. And then I'm just gonna do a little bit of a Gaussian blur, just a tiny bit to just break up that edge there. So something like that. And so you can see what's pretty important with creating this texture is that when we look at these, you can see that there's a nice pinpoint center with the highest value. And then it slowly fades out in this really nice, blurred way to a darker and darker value from the center. So this is very important. You want it to look something like this. So it's a high intensity pinpoint center. And then it slowly gradually fades to a darker value as it goes out. So now I'm just gonna save this as a target. Just gonna call this water ripple 01. Thank you.",
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"segments": [
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"text": " So looking at this now what would make this even better is if on the ground we have the rain splashes and we have the water splashes But we want to also add some ripples to the watering some of the places where there might be puddles or might be flat surfaces Where the raindrops falling we also want that kind of ripple effect that we could have on the ground and so to do that What we'll have to do is we'll have to Partake in this is going to probably be the most tech heavy particle we're going to make for this but it's relatively simple and straightforward and only requires a few steps. So in order to start that, I'm going to go first into ZBrush. Now you can do this in Maya and you in a pinch can do this in Photoshop or Substance Designer. But what we really need to do here is we just need to render a specific type of shape so we can grab both the normal map from it and the falloff or depth from it. And explaining a little bit further, what I'm going to do is I'm going to first make make a document and just make it a 1024 by 1024. Just resize that real quick. And then I'm gonna go into document and I'm going to go to this zoom panel and just zoom out by just clicking and dragging a little bit. So we have the full space here. And then all I'm going to do is I'm going to go to one of the primitive shapes here and I'm going to select the cone shape. I'm just going to click and drag this in the space here. And then before I hit make poly mesh through D, I want to go down to this initialized tab and I want to take out some of these facets and really crank up the resolution. So I'm going to go here and I'm just going to scroll until I don't really see the facets really at all anymore. So I've really divided this all the way up, maxed it out, and now I'm going to hit Polymash 3D. So I have this very smooth cone shape that you can see right here. And now what I want to do is I want to snap this so it's facing dead on to the screen. So holding shift and snap. And now we see that this cone has a center point and then the radius around it that's facing completely perpendicular to the screen there. So now what I wanna do is I want to just bring up the transform cursor and I wanna just control, click and drag a couple of these around the screen and then just kinda scoot the size a little bit and just kinda randomly arrange them Something like this. What I do not want is I don't want them to intersect like this, and I also don't want them to go off the edge of the document. So I want to avoid those two things. And so I just want to populate a couple of these right here. Then I might do one more right here. There might actually be one too many. I'm actually gonna, another thing I'm gonna do is I'm gonna just clear the mask. I'm gonna go to Poly groups, auto groups, and then I can control click, and then I can just hit anyone that I want here. And I'm just going to get sort of a nice random assignment of these different, so these are essentially going to be where our raindrops fall on the sprite once we spawn it. So something kind of simple like this. And so again, none of them are touching and none of them are touching the edges of the document here. So what I wanna do is I just wanna click and select this normal map material here. And then I wanna go to render, go under render properties. Wanna click off shadows. And then I just wanna hit this PBR tab right here. And then you'll see nothing really changed but what was done here is I'm gonna go down to render passes. And we're gonna find both the shaded pass and the depth pass. And we need both of these. We're not gonna worry too much about the mask pass because this will take care of the data that we're gonna need once we get this into the material. So I'm gonna just click the shaded one, then export that really quick. Just hit okay. Then we're going to also do this for the depth pass. And these, of course, need to be the exact same texture. So if you move the camera or anything like that, you'll just need to re-render again in that export to make sure you get both the normal map and the depth map are one and the same. And so really quick here, I'm just going to go into Photoshop and just open those. So the PBR underscore render and the PBR underscore depth. For this one here, I'm just going to double click to unlock the layer. I'm going to select the magic wand tool and just get rid of that black. I'm going to create a blank layer and just go to RGB and I'm going to do the default normal value, which is 128 in red, 128 in green, and then slide all the way over to 255 in blue. I'm just going to paint bucket this layer on top. And so then you see the nice blank normal value there. Just going to scoot this level or layer under this one. And then I'm just going to go to overlay. And I'll get rid of those weird greenish yellowish values there. And so I'm just going to save this now as a target as water ripple 01 underscore for NM, normal map. Save it as a 24-bit. For this depth pass, we'll have to do a couple little modifications. So I'm just going to go to Mod or Mode, sorry, and put this at 8 bits instead of 16 bits. And then I'm gonna go back to Mode and I'm gonna set this to RGB color instead of grayscale. And then I can see that this one, for whatever reason, is not as blurry as these right here. So really quick, I'm just going to duplicate this going to duplicate this layer. I'm going to select these passes that have a little bit less of a blurry edge to them. And then I'm just gonna do a little bit of a Gaussian blur, just a tiny bit to just break up that edge there. So something like that. And so you can see what's pretty important with creating this texture is that when we look at these, you can see that there's a nice pinpoint center with the highest value. And then it slowly fades out in this really nice, blurred way to a darker and darker value from the center. So this is very important. You want it to look something like this. So it's a high intensity pinpoint center. And then it slowly gradually fades to a darker value as it goes out. So now I'm just gonna save this as a target. Just gonna call this water ripple 01. Thank you."
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