Add transcription for: Snowflakes.wav
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transcriptions/Snowflakes_transcription.json
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"text": " So the final part of this that I want to do is I want to just really quickly add some blowing snowflakes in this, some sort of flurry effects. So that's going to be actually pretty easy to do. What we're just going to do is we're just going to branch off what we originally created for the blowing leaves texture in our wind lesson. And instead of leaves, we're just going to have just some very simple snowflakes that we're just going to be using from the ember material. material. So for that, really quick I'm just going to go back to the flames here and find my Ember material here. I'm going to plug this in. Just going to hit solo here. I'm going to do my type data and do GPU sprites. I'm going to set my bounding box here. Just negative a thousand and positive a thousand. Click fix bounding box. For required we're going to do velocity because these are blowing around and we want them to follow that axis there. I'm going to give this a lifetime of about 2 to 4 seconds since they are kind of going to be moving a lot across the space. I'm going to give this a lifetime of about 2 to 4 seconds are kind of going to be moving a lot across the space here. Then for the initial size, I'm going to do two for the max and one for the min. Then for color over life, I'm going to do a constant. I'm going to do something like a sort of bluish gray, something like that. We can adjust this as we go forward and with how it looks like in the scene here. For the spawn rate, I'm going to do a float uniform. For the min, I'm going to do 800. For max, I'm going to do 1500. I'm going to put this back to... As you can see here, now it's sort of spraying out in this general vicinity here. So one last thing, I'm going to modify the velocity. So I'm going to leave X at 10 and negative 10 for Y I'm going to do 170 and 130. So it's blowing in one general direction there. And then I'm going to leave the Z at 150. So it's going in this direction. I'll just make sure it's going in the same direction as the... Yeah. Yeah, so you can see now the sprites here are following the direction of the blowing mist and snow here. I'm going to go back to required. I'm going to use local space so we can move this around as well. I'm going to create a sphere location here. And I'm going to set this at 150. I'm going to click off negative Z just so it's not spawning in the negative part of the sphere below. And you can already see here that's looking pretty nice with the snow blowing through the mist here. But we want to add one more factor here. We want to add it back in that local vector field. So go down to vector field, local vector field. I'm going to do radial. The ones that we have here I'm going to do. You can see there's a couple here in the project. I'm just going to do radial 01, the one that comes by default in the UE4 example content. Then for scale, I'm going to do 20, 20, and 20. So it encompasses a lot of the scene here. I'm going to do an intensity of 8. I'm going to do a tightness of 0.5 and see what that does. I might do a tightness of 0.1, 0.01. Put that back to 0.1. Or let me do 0.05. Something like that. I'm going to do a rotation rate for the vector field. It's a vector field rotation rate. I'm just going to do something really simple like 0.01, 0.01, and 0.3. I can play around with this as well. You can see that now it's moving a little bit more. Then the last one I want to do is a size by speed, just so we can get some of these elongating a little bit along their axis here. I'm not going to do too terribly much here because they have this nice kind of snowflake flurry going on about them. What I'm going to do is I'm going to put a value of 0.5 for the speed scale. I'm going to do 1.5 just so they get a little bit of boost of, so they get a little elongated based off their velocity that they're going there. And again, so the speed scale, you want for about like half of their velocity speed, you want to start, so for this value, you want to do if it's half of their velocity speed, you want them to start stretching based on their speed. And you can play around with this value just a little bit if I do something like, let's see here, two. It can be a little bit, I believe it's more sensitive to their speed, if I leave it at like 0.01, So it's going to be, actually I have that backwards. So the lower the value I believe here, it's going to be a lot more sensitive to how it's going to stretch or increase the max scale. And then the max scale, of course, the higher you put this number, the longer it's going to get based off its speed. So it looks like, actually, I'm sorry to confuse, I actually had it the opposite way again. So the higher that this goes, the more sensitive it's going to be to stretch these amounts here. Put this back at 2. You can just play around with these factors here until you get the result you want. So I'm going to go ahead and save this. And it looks like the vector field is counteracting a little bit too intense. So I'm actually going to do.01 for that. And then I'm going to adjust the color just a little bit so this isn't quite as bright. So you can see here we have now this really nice blowing snow and blizzard effect that's looking really nice and convincing in our winter scene here.",
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"text": " So the final part of this that I want to do is I want to just really quickly add some blowing snowflakes in this, some sort of flurry effects. So that's going to be actually pretty easy to do. What we're just going to do is we're just going to branch off what we originally created for the blowing leaves texture in our wind lesson. And instead of leaves, we're just going to have just some very simple snowflakes that we're just going to be using from the ember material. material. So for that, really quick I'm just going to go back to the flames here and find my Ember material here. I'm going to plug this in. Just going to hit solo here. I'm going to do my type data and do GPU sprites. I'm going to set my bounding box here. Just negative a thousand and positive a thousand. Click fix bounding box. For required we're going to do velocity because these are blowing around and we want them to follow that axis there. I'm going to give this a lifetime of about 2 to 4 seconds since they are kind of going to be moving a lot across the space. I'm going to give this a lifetime of about 2 to 4 seconds are kind of going to be moving a lot across the space here. Then for the initial size, I'm going to do two for the max and one for the min. Then for color over life, I'm going to do a constant. I'm going to do something like a sort of bluish gray, something like that. We can adjust this as we go forward and with how it looks like in the scene here. For the spawn rate, I'm going to do a float uniform. For the min, I'm going to do 800. For max, I'm going to do 1500. I'm going to put this back to... As you can see here, now it's sort of spraying out in this general vicinity here. So one last thing, I'm going to modify the velocity. So I'm going to leave X at 10 and negative 10 for Y I'm going to do 170 and 130. So it's blowing in one general direction there. And then I'm going to leave the Z at 150. So it's going in this direction. I'll just make sure it's going in the same direction as the... Yeah. Yeah, so you can see now the sprites here are following the direction of the blowing mist and snow here. I'm going to go back to required. I'm going to use local space so we can move this around as well. I'm going to create a sphere location here. And I'm going to set this at 150. I'm going to click off negative Z just so it's not spawning in the negative part of the sphere below. And you can already see here that's looking pretty nice with the snow blowing through the mist here. But we want to add one more factor here. We want to add it back in that local vector field. So go down to vector field, local vector field. I'm going to do radial. The ones that we have here I'm going to do. You can see there's a couple here in the project. I'm just going to do radial 01, the one that comes by default in the UE4 example content. Then for scale, I'm going to do 20, 20, and 20. So it encompasses a lot of the scene here. I'm going to do an intensity of 8. I'm going to do a tightness of 0.5 and see what that does. I might do a tightness of 0.1, 0.01. Put that back to 0.1. Or let me do 0.05. Something like that. I'm going to do a rotation rate for the vector field. It's a vector field rotation rate. I'm just going to do something really simple like 0.01, 0.01, and 0.3. I can play around with this as well. You can see that now it's moving a little bit more. Then the last one I want to do is a size by speed, just so we can get some of these elongating a little bit along their axis here. I'm not going to do too terribly much here because they have this nice kind of snowflake flurry going on about them. What I'm going to do is I'm going to put a value of 0.5 for the speed scale. I'm going to do 1.5 just so they get a little bit of boost of, so they get a little elongated based off their velocity that they're going there. And again, so the speed scale, you want for about like half of their velocity speed, you want to start, so for this value, you want to do if it's half of their velocity speed, you want them to start stretching based on their speed. And you can play around with this value just a little bit if I do something like, let's see here, two. It can be a little bit, I believe it's more sensitive to their speed, if I leave it at like 0.01, So it's going to be, actually I have that backwards. So the lower the value I believe here, it's going to be a lot more sensitive to how it's going to stretch or increase the max scale. And then the max scale, of course, the higher you put this number, the longer it's going to get based off its speed. So it looks like, actually, I'm sorry to confuse, I actually had it the opposite way again. So the higher that this goes, the more sensitive it's going to be to stretch these amounts here. Put this back at 2. You can just play around with these factors here until you get the result you want. So I'm going to go ahead and save this. And it looks like the vector field is counteracting a little bit too intense. So I'm actually going to do.01 for that. And then I'm going to adjust the color just a little bit so this isn't quite as bright. So you can see here we have now this really nice blowing snow and blizzard effect that's looking really nice and convincing in our winter scene here."
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