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Add transcription for: Material Setup.wav

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transcriptions/Material Setup_transcription.json ADDED
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+ {
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+ "text": " So those are the textures that we just created that we're going to need for our decal material. So let's go in and set up the material itself. This is going to create a new material here. Call it m underscore range drip 01. And so the first thing I'm going to do is I'm going to create this as a decal. So under the materials tab here, I'm going to go under material domain, and I'm going to hit defer decal. And then an error is going to show up saying it needs to be set at a blend model translucent mode. So I'm going to go ahead and do that and do translucent for the blend mode. And then the decal blend mode, what I'm going to select is I'm going to do, what's really nice about decals is you can select what exact features you want the decal to have. So if you don't want no color, but you want normal and roughness, or you just want color, or you just want color and you don't want normal and roughness, you can select from all these tabs here. So what we're going to do is we're going to just do normal and roughness here. So I'm going to go down here for the debover translucent normal roughness there. So the next thing I'm going to do is I'm going to import those textures that we just made. Then for that normal map, we're just going to have to flip the green channel here. So selecting this, flip green channel, and then go ahead and save. And then the first thing I'm going to do is I'm going to select this ranger-it mask that I made. I'm going to bring it into the material here. Then I'm going to create some tiling texture parameters or material parameters that we can start using to modify. So I'm going to hit a chord for a texture coordinate. It's going to do a multiply by, we're going to do a single scalar parameter to do it, mask tile x, the mask tile y. So this is at a fall value of 1. This is going to do a append vector. I'm going to plug this into the UVs here so we can scale in x and y of what the values of this texture are going to be. I'm just going to do a multiply. And so I'm just going to take the red channel of this. And then the rain drips for the mask and the texture. I'm just going to bring this in here. And then we're going to duplicate this. And we're going to do the same thing for these textures here. So I'm just going to do, I'm just going to take out the mask. I'll just call it tileX and tileY. And then I'm going to actually put this into a Paner node because these are going to be falling across the vertical screen and then this mask is going to help direct it into a certain direction. So it's not just drops just falling freely down the surface, but it's actually being directed by this mask that we just painted here. So, what I'm going to do is I'm just gonna set the speed y to negative 0.5. Plug this into the coordinates. I'm just gonna create a time node here. Just create a simple scalar parameter, call it time. Default value of one. plug this into time here. Then you plug this into the UVs of both of these ranger textures that we have here. And then I'm going to multiply, well actually I'm going to take this channel, I'm going to multiply it by A, and then this mask I'm going to multiply it by B. And then this is going to go into the opacity here. Or actually, I'm going to take this one here, sorry. The normal map, I'm just going to take the RGB, plug it into normal. And then the last thing I'm going to do is just do a value of 0.1 and plug this into the roughness here. And that's all we need to do to set this up for the master material. So I'm going to go ahead and save that. Then we're going to create a material instance of this. And if you want to see this for whatever reason, if you don't see your texture panning, I can just go in here and click this real time checkbox. And you can see that mask is help directing where those raindrops are falling down the surface here. And if you want to make this a bit longer, the raindrops that are occurring here, all I need to do is I need to check these on. And I can of course control the time if I want this to fall slower for whatever reason or if I want it to go faster. I can control the tiling of the mask here, which is nice. And then the tile Y, what I can do is I can have them longer streamed so in the tile Y or the vertical space for the raindrop textures here, I can just stretch it out along its vertical surface here. And you can see that they're falling in a little bit more of a sort of longer rivet pattern here. And I can adjust the time so that they fall just a little bit slower, something like 5 or 0.6. So with this effect, it's looking pretty good. So let's go ahead and put this on a decal and go ahead and set it in our scene here. I'm just going to type decal here in the Place Actors spot here. I'm going to go ahead and rotate this and you can see it's going sideways now. And of course you can scale this to a very large size and so you don't have to have a ton of decals covering the surface, you can then go ahead and multiply this, make everything quite a bit larger so it's covering a larger surface there. But looking at that, you can see it's a really great way to have any vertical surfaces that that you have, get that illusion of raindrops going down them or running down the surface there. So with that, we now have these vertical water drip decals Then we can then add to our rainy forest scene here.",
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+ "segments": [
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+ {
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+ "text": " So those are the textures that we just created that we're going to need for our decal material. So let's go in and set up the material itself. This is going to create a new material here. Call it m underscore range drip 01. And so the first thing I'm going to do is I'm going to create this as a decal. So under the materials tab here, I'm going to go under material domain, and I'm going to hit defer decal. And then an error is going to show up saying it needs to be set at a blend model translucent mode. So I'm going to go ahead and do that and do translucent for the blend mode. And then the decal blend mode, what I'm going to select is I'm going to do, what's really nice about decals is you can select what exact features you want the decal to have. So if you don't want no color, but you want normal and roughness, or you just want color, or you just want color and you don't want normal and roughness, you can select from all these tabs here. So what we're going to do is we're going to just do normal and roughness here. So I'm going to go down here for the debover translucent normal roughness there. So the next thing I'm going to do is I'm going to import those textures that we just made. Then for that normal map, we're just going to have to flip the green channel here. So selecting this, flip green channel, and then go ahead and save. And then the first thing I'm going to do is I'm going to select this ranger-it mask that I made. I'm going to bring it into the material here. Then I'm going to create some tiling texture parameters or material parameters that we can start using to modify. So I'm going to hit a chord for a texture coordinate. It's going to do a multiply by, we're going to do a single scalar parameter to do it, mask tile x, the mask tile y. So this is at a fall value of 1. This is going to do a append vector. I'm going to plug this into the UVs here so we can scale in x and y of what the values of this texture are going to be. I'm just going to do a multiply. And so I'm just going to take the red channel of this. And then the rain drips for the mask and the texture. I'm just going to bring this in here. And then we're going to duplicate this. And we're going to do the same thing for these textures here. So I'm just going to do, I'm just going to take out the mask. I'll just call it tileX and tileY. And then I'm going to actually put this into a Paner node because these are going to be falling across the vertical screen and then this mask is going to help direct it into a certain direction. So it's not just drops just falling freely down the surface, but it's actually being directed by this mask that we just painted here. So, what I'm going to do is I'm just gonna set the speed y to negative 0.5. Plug this into the coordinates. I'm just gonna create a time node here. Just create a simple scalar parameter, call it time. Default value of one. plug this into time here. Then you plug this into the UVs of both of these ranger textures that we have here. And then I'm going to multiply, well actually I'm going to take this channel, I'm going to multiply it by A, and then this mask I'm going to multiply it by B. And then this is going to go into the opacity here. Or actually, I'm going to take this one here, sorry. The normal map, I'm just going to take the RGB, plug it into normal. And then the last thing I'm going to do is just do a value of 0.1 and plug this into the roughness here. And that's all we need to do to set this up for the master material. So I'm going to go ahead and save that. Then we're going to create a material instance of this. And if you want to see this for whatever reason, if you don't see your texture panning, I can just go in here and click this real time checkbox. And you can see that mask is help directing where those raindrops are falling down the surface here. And if you want to make this a bit longer, the raindrops that are occurring here, all I need to do is I need to check these on. And I can of course control the time if I want this to fall slower for whatever reason or if I want it to go faster. I can control the tiling of the mask here, which is nice. And then the tile Y, what I can do is I can have them longer streamed so in the tile Y or the vertical space for the raindrop textures here, I can just stretch it out along its vertical surface here. And you can see that they're falling in a little bit more of a sort of longer rivet pattern here. And I can adjust the time so that they fall just a little bit slower, something like 5 or 0.6. So with this effect, it's looking pretty good. So let's go ahead and put this on a decal and go ahead and set it in our scene here. I'm just going to type decal here in the Place Actors spot here. I'm going to go ahead and rotate this and you can see it's going sideways now. And of course you can scale this to a very large size and so you don't have to have a ton of decals covering the surface, you can then go ahead and multiply this, make everything quite a bit larger so it's covering a larger surface there. But looking at that, you can see it's a really great way to have any vertical surfaces that that you have, get that illusion of raindrops going down them or running down the surface there. So with that, we now have these vertical water drip decals Then we can then add to our rainy forest scene here."
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+ }
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+ ]
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+ }