Add transcription for: frames_zips/LearnSquared_TylerSmith_StylizedEnvironmentsUnreal_DownloadPirate.com_12-Rock Master Material Homework_frames.zip
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transcriptions/frames_zips/LearnSquared_TylerSmith_StylizedEnvironmentsUnreal_DownloadPirate.com_12-Rock Master Material Homework_frames_transcription.json
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"text": " So for this final part of the lesson, we just want to create a spraying blood effect that can land on the snow. Now this is blood, but this can really apply to any liquid or any kind of material that you'd want, be it oil, water, magic, anything like that. What's important here is just understanding that we want a certain particle effect to land on a surface and have a certain texture impact. And for this case, what I wanted to do is just demonstrate blood spattering, getting that effect. From a texture standpoint, as far as getting the effects that you'd need, we are only going to need a couple very specific textures for this. For finding good blood texture effects, textures.com has a really great series of some pretty bloody looking textures here, as you can see. Getting the essence of splattering of the different ways that liquid kind of moved through the air. it's going through the air is a blood ribbon, which we're going to take our ribbon lessons that we learned in the magic orbit lesson. We're going to take the ribbon particle effects and apply them to this one as well. So we could have something like those really cool samurai blood ribbon effects or liquid sort of streaming through the air. We can do that with ribbon tech and I'll show you how to set this up really quickly in just a second. So what I got here is I'm just going to create a master material for this. Just call this M Blood Master. And I'm going to just start setting this up really quick here. I'm going to create a texture. I'm just going to call this Diffuse. And then I'm just going to create another one and call this Normal. I'm going to select our material here to translucent. And I'm going to go down to translucent and I'm going to do a volumetric directional. So I'm going to plug the normal into the normal. I'm going to, for the diffuse actually, and for this normal map I'm going to just do blank. I'm going to do that soft sphere falloff for the normal. For this one, I'm just going to do a soft dot falloff that you see here, the dot that we made for the ember. I'm going to create a power node really quick. Gonna plug the red channel into the power base here. I'm going to create a particle color. I'm going to multiply the alpha by this power node right here. I'm going to plug the particle color into the base color here. One other thing I'm going to do too, just because blood has a specular effect to it, I'm going to do a translucency volume for the setup here. That way, when I set this to surface translucency volume, you can see metallic, specular, and roughness comes back into play. So I'm going to just create some really quick parameters here. Call this metal, call this spec, and I'll call this roughness. And I'm just going to plug these in. And I can just adjust these in the material instance here. And then this I'm going to plug into the opacity. And then really quick I'm just going to create a Paner node. I'm going to set the speed y at point two, so it's going up and down. So just for a reminder, y is when it goes this way, up and down. X is when it goes this way, side to side. I'm going to plug this into the diffuse here. I'm going to create a dynamic parameter. This first one here I'm going to call contrast. Then the second one I'm going to call time. I'm going to create a time node. Multiply this by the time parameter here. Plug this into time. contrast I'm going to plug into this power node here. So with all that, with just that simple setup, we now have the mass material that we need for the blood effects that we're going to create.",
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"text": " So for this final part of the lesson, we just want to create a spraying blood effect that can land on the snow. Now this is blood, but this can really apply to any liquid or any kind of material that you'd want, be it oil, water, magic, anything like that. What's important here is just understanding that we want a certain particle effect to land on a surface and have a certain texture impact. And for this case, what I wanted to do is just demonstrate blood spattering, getting that effect. From a texture standpoint, as far as getting the effects that you'd need, we are only going to need a couple very specific textures for this. For finding good blood texture effects, textures.com has a really great series of some pretty bloody looking textures here, as you can see. Getting the essence of splattering of the different ways that liquid kind of moved through the air. it's going through the air is a blood ribbon, which we're going to take our ribbon lessons that we learned in the magic orbit lesson. We're going to take the ribbon particle effects and apply them to this one as well. So we could have something like those really cool samurai blood ribbon effects or liquid sort of streaming through the air. We can do that with ribbon tech and I'll show you how to set this up really quickly in just a second. So what I got here is I'm just going to create a master material for this. Just call this M Blood Master. And I'm going to just start setting this up really quick here. I'm going to create a texture. I'm just going to call this Diffuse. And then I'm just going to create another one and call this Normal. I'm going to select our material here to translucent. And I'm going to go down to translucent and I'm going to do a volumetric directional. So I'm going to plug the normal into the normal. I'm going to, for the diffuse actually, and for this normal map I'm going to just do blank. I'm going to do that soft sphere falloff for the normal. For this one, I'm just going to do a soft dot falloff that you see here, the dot that we made for the ember. I'm going to create a power node really quick. Gonna plug the red channel into the power base here. I'm going to create a particle color. I'm going to multiply the alpha by this power node right here. I'm going to plug the particle color into the base color here. One other thing I'm going to do too, just because blood has a specular effect to it, I'm going to do a translucency volume for the setup here. That way, when I set this to surface translucency volume, you can see metallic, specular, and roughness comes back into play. So I'm going to just create some really quick parameters here. Call this metal, call this spec, and I'll call this roughness. And I'm just going to plug these in. And I can just adjust these in the material instance here. And then this I'm going to plug into the opacity. And then really quick I'm just going to create a Paner node. I'm going to set the speed y at point two, so it's going up and down. So just for a reminder, y is when it goes this way, up and down. X is when it goes this way, side to side. I'm going to plug this into the diffuse here. I'm going to create a dynamic parameter. This first one here I'm going to call contrast. Then the second one I'm going to call time. I'm going to create a time node. Multiply this by the time parameter here. Plug this into time. contrast I'm going to plug into this power node here. So with all that, with just that simple setup, we now have the mass material that we need for the blood effects that we're going to create."
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