samfred2 commited on
Commit
a7362af
·
verified ·
1 Parent(s): 9bc00e9

Add transcription for: Simple Snow Fall.wav

Browse files
transcriptions/Simple Snow Fall_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " So for the snow clump fall, I'm just going to pull up my reference really quick here so I can start creating this. So the first thing I want to do is I want to create the falling drifts or the snow drifts here. So what I'm going to do first is I'm just going to select to the same material we just used for the snow blow. It's going to assign that. And then really quick under here, I'm just going to do velocity because we want this to stretch a bit with its acceleration as it's falling. So the other thing I'm going to do is because this is falling, we want it to be a burst. So not a continuous spawning like we have here where it's 20 spawning every second. I'm going to set that at zero. And I'm going to create a burst so this happens every five seconds, something like that. So what I'm going to do is really quick, I'm going to set the count for this burst particle to two. So two of these sprites are going to fall. And you can see now every second it's spawning two of them, which is looking pretty good. But what I want to do instead is I want to set the emitter duration for five seconds. So I'm going to go back to required. I'm going to go under duration. This emitter duration here is how long in seconds each meter will run before looping. So instead of one second, I'm going to set this to five. So you'll see here, if you wait long enough, if you count to five seconds, it's going to spawn again like that. And what you can do, if you want to see it instantaneously, I'll just do restart sim. And as soon as I hit restart sim, it'll start again. But set it to default every five seconds, it's going to spawn this effect here. So really quick, I'm going to go back and start going down the different parameters here. So lifetime I'm going to do four and six. One important thing to keep in mind here is that if I set this to something longer than five or longer, so if it's living longer than five seconds, you're going to have where... But this actually fades a little bit over time. So let me turn this off here. Actually, I need to turn that back on. The color over life. this, and I go to Alpha Over Life, and I set the float constant to 1, and I turn off velocity, or I turn down velocity, that is. So let me put the velocity at 20 and 10. So they're kind of just hanging out there. You can see that these particles are still living past the spawn rate by just a few seconds. So I'm going to back up really quick here. So what I was demonstrating there is that if your lifetime is longer than the duration of the Admitter, those particles are still going to hang around. So if you want the particle to die before the Admitter spawns again, you need to make sure that your lifetime is shorter than the length of the Admitter time, under required right here. So with this here, I'm going to actually put this back to four and six. So some of these particles will live a little bit longer than the initial Admitter, but That's okay because they're going to be under the ground at that point. Because we're going to have them fall through the ground, we're going to spawn the burst of snow with the event spawner that we're going to work with eventually. Put the alpha back at 1 here so we can see it again. For the initial size, I'm going to do 150 by 80. And I'm also going to do 200 by 150. This is a little bit more elongated along its y-axis here. And then I'm not gonna worry about the z because it's just, we don't have to worry about z because this is a velocity here. I'm actually gonna get rid of velocity. So they're just spawning in the center there. And then, let me make sure these are still showing up. Let me do the background color really quick. Oh, they're not showing up. So if particles are not showing up, If you have it set to PSA velocity, it's because there's no velocity to send them on their way so they can show up. So if I put a velocity back, any kind of velocity, they'll start showing up again. So if I delete that again, you'll see they disappear. So let's put the velocity that we want, which is actually a constant acceleration. Gonna set this at negative 100. So I'm essentially simulating gravity, so they're starting to fall now, which is looking pretty good. I'm going to do a initial rotation between 0 and 1, just so there's a little bit of variety there. I'm going to do a size by life. So at the beginning of their life, I'm going to put them at 0, 0, and 0. And then at the end of their life, I'm going to put them at 1, 1, and 1. So over the edge of their life here, you can see they're growing and they'll grow in size as they fall. Which is this effect here that you're seeing. With the sphere, I'm going to do a sphere location. So they have a little bit more range to spawn from here. So under sphere, I'm going to do, actually, I'm going to keep this small at a value of 1. I'm going to do a little bit of velocity. I'm going to set this at a float uniform of 2 and 3. Just to break it up a little bit. I'm going to also set up my dynamic parameters here. So here I'm going to do Sponetime only. I'm going to do a float uniform. I'm going to do 0.1 and, or actually 0.5 and 1. Let me actually go back into my old setup here, 0.5 and 1 for the first particle parameter. I'm going to do 1 and 0 for the second. So yeah, something like that. I might actually keep this at 0 because... Let me put it back at 1 just for now. For the third one here, I'm going to do 0.5. Then for the last one here, it's going to be 0.1 and 0.5 for the last parameter, all with the spawn time only checked on. So this last one here is the contrast of the mass that's flowing through the texture there. This one right here is the, that would be the time that the mask is panning through the texture. The second one is going to be switching between these two here, and then the first one is going to be how much contrast is cutting off the overall alpha as it goes into the particle here. So with that set up you can see we have a good effect going there. And I can bring this in to just see what's going on as it is going through the world here. Let me go back up into use local space so this will follow the particle as I bring it around here. So you can see it's doing that bit of falling there, which is looking pretty nice. Let me actually do a little bit more. Let me do 300 for this and 250 for this in the wide so it's a little bit elongated and a little bit longer. And then with the size by life, I can also just increase this to do something like two instead of one, so it's a little bit larger. So it's something like that. It's falling pretty nice. So I can increase the constant acceleration a bit. I might go back in here and see. I might do one and two for this because we want a little bit more, yeah, a little bit less opaqueness as it falls there.",
3
+ "segments": [
4
+ {
5
+ "text": " So for the snow clump fall, I'm just going to pull up my reference really quick here so I can start creating this. So the first thing I want to do is I want to create the falling drifts or the snow drifts here. So what I'm going to do first is I'm just going to select to the same material we just used for the snow blow. It's going to assign that. And then really quick under here, I'm just going to do velocity because we want this to stretch a bit with its acceleration as it's falling. So the other thing I'm going to do is because this is falling, we want it to be a burst. So not a continuous spawning like we have here where it's 20 spawning every second. I'm going to set that at zero. And I'm going to create a burst so this happens every five seconds, something like that. So what I'm going to do is really quick, I'm going to set the count for this burst particle to two. So two of these sprites are going to fall. And you can see now every second it's spawning two of them, which is looking pretty good. But what I want to do instead is I want to set the emitter duration for five seconds. So I'm going to go back to required. I'm going to go under duration. This emitter duration here is how long in seconds each meter will run before looping. So instead of one second, I'm going to set this to five. So you'll see here, if you wait long enough, if you count to five seconds, it's going to spawn again like that. And what you can do, if you want to see it instantaneously, I'll just do restart sim. And as soon as I hit restart sim, it'll start again. But set it to default every five seconds, it's going to spawn this effect here. So really quick, I'm going to go back and start going down the different parameters here. So lifetime I'm going to do four and six. One important thing to keep in mind here is that if I set this to something longer than five or longer, so if it's living longer than five seconds, you're going to have where... But this actually fades a little bit over time. So let me turn this off here. Actually, I need to turn that back on. The color over life. this, and I go to Alpha Over Life, and I set the float constant to 1, and I turn off velocity, or I turn down velocity, that is. So let me put the velocity at 20 and 10. So they're kind of just hanging out there. You can see that these particles are still living past the spawn rate by just a few seconds. So I'm going to back up really quick here. So what I was demonstrating there is that if your lifetime is longer than the duration of the Admitter, those particles are still going to hang around. So if you want the particle to die before the Admitter spawns again, you need to make sure that your lifetime is shorter than the length of the Admitter time, under required right here. So with this here, I'm going to actually put this back to four and six. So some of these particles will live a little bit longer than the initial Admitter, but That's okay because they're going to be under the ground at that point. Because we're going to have them fall through the ground, we're going to spawn the burst of snow with the event spawner that we're going to work with eventually. Put the alpha back at 1 here so we can see it again. For the initial size, I'm going to do 150 by 80. And I'm also going to do 200 by 150. This is a little bit more elongated along its y-axis here. And then I'm not gonna worry about the z because it's just, we don't have to worry about z because this is a velocity here. I'm actually gonna get rid of velocity. So they're just spawning in the center there. And then, let me make sure these are still showing up. Let me do the background color really quick. Oh, they're not showing up. So if particles are not showing up, If you have it set to PSA velocity, it's because there's no velocity to send them on their way so they can show up. So if I put a velocity back, any kind of velocity, they'll start showing up again. So if I delete that again, you'll see they disappear. So let's put the velocity that we want, which is actually a constant acceleration. Gonna set this at negative 100. So I'm essentially simulating gravity, so they're starting to fall now, which is looking pretty good. I'm going to do a initial rotation between 0 and 1, just so there's a little bit of variety there. I'm going to do a size by life. So at the beginning of their life, I'm going to put them at 0, 0, and 0. And then at the end of their life, I'm going to put them at 1, 1, and 1. So over the edge of their life here, you can see they're growing and they'll grow in size as they fall. Which is this effect here that you're seeing. With the sphere, I'm going to do a sphere location. So they have a little bit more range to spawn from here. So under sphere, I'm going to do, actually, I'm going to keep this small at a value of 1. I'm going to do a little bit of velocity. I'm going to set this at a float uniform of 2 and 3. Just to break it up a little bit. I'm going to also set up my dynamic parameters here. So here I'm going to do Sponetime only. I'm going to do a float uniform. I'm going to do 0.1 and, or actually 0.5 and 1. Let me actually go back into my old setup here, 0.5 and 1 for the first particle parameter. I'm going to do 1 and 0 for the second. So yeah, something like that. I might actually keep this at 0 because... Let me put it back at 1 just for now. For the third one here, I'm going to do 0.5. Then for the last one here, it's going to be 0.1 and 0.5 for the last parameter, all with the spawn time only checked on. So this last one here is the contrast of the mass that's flowing through the texture there. This one right here is the, that would be the time that the mask is panning through the texture. The second one is going to be switching between these two here, and then the first one is going to be how much contrast is cutting off the overall alpha as it goes into the particle here. So with that set up you can see we have a good effect going there. And I can bring this in to just see what's going on as it is going through the world here. Let me go back up into use local space so this will follow the particle as I bring it around here. So you can see it's doing that bit of falling there, which is looking pretty nice. Let me actually do a little bit more. Let me do 300 for this and 250 for this in the wide so it's a little bit elongated and a little bit longer. And then with the size by life, I can also just increase this to do something like two instead of one, so it's a little bit larger. So it's something like that. It's falling pretty nice. So I can increase the constant acceleration a bit. I might go back in here and see. I might do one and two for this because we want a little bit more, yeah, a little bit less opaqueness as it falls there."
6
+ }
7
+ ]
8
+ }