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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Mid-way Adjustment_mp4_frames_transcription.json ADDED
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+ "text": " Okay, so looking at this now, we're doing a little bit more polishing, entering the polishing stage of this particle. So a couple other things I've done, you've seen it's a bit more highly concentrated in the center here where the fire is, and that's because I went into the dynamic parameter and I changed the value. So starting at point one, which is a low contrast or more white is going to show through a more gray is going to get bleached out to white. I'm extending that timeline. So instead of zero or the beginning of the particle's life. I changed it to 0.2 or 20% of the particle's life. And then at the end of the particle's life, I kept it at a value of 2. So it starts very bright with a lot or very little contrast and then increases contrast at the end of the particle's life. I've also tweaked the velocity a little bit. I'm going to 200 and 100 for the min and max, 50 and negative 50 for x and y. The size I'm keeping at 200 and 150 for the max and min. And then for the sphere, I'm doing a radius of 0.1 for the size of the sphere. So it's very, very small. It's almost at a 0, 0, 0, um, size of the sphere that these particles are, um, generating from. And then for the smoke, uh, going over here, I have, uh, increased or sorry, decreased the, uh, size in X. So they're more of a corkscrew rather than a long twisted, uh, plane that you're seeing here. Uh, and then the velocity, you can see they're shooting up pretty fast. I'm going to bring these down a little bit to something like 300. and then 150. So they'll rise a little bit more in a natural sense, kind of what you're seeing here with the flames. So that looks a lot more realistic what we're seeing. So the next step that we want to do is these meshes are the other thing I'm going to do just really quick is I'm going to do the same thing I did with the flames. So these are going to start pretty opaque and increase that timeline to so 20% it's going to be a 0.1 or 0.1. And then they're going to slowly fade over time, but they're going to go to a lower value of 0.5. I can do one so that they fade a little bit more, but you can see they're fading a little bit too fast. So I'm going to stick this at 0.5 or even 0.25 so they can eventually fade a little more over time. And I'm also going to go to the color over life and look at the alpha and what's going on there. So you can see at one, it's fading or the end of its life, it's fading to zero. For point two, it's going to a value of one. I'm actually going to add one more curve point here. For this last curve point, which is going to be one value of zero. And for this, I'm going to keep this at point eight or near the end of its life. And you can see it's going to stay opaque for a little bit longer before it fades out. One thing that I forgot to mention here that is very important is the curve editor. So this whole part of Cascade that you're seeing right here, what this is doing is that whenever we do a constant curve for any of these parameters, you can see this little icon here that this is this little like sort of graph icon. So if I do that and click that, you can see that some values are popping up on this curve. And you can see that color over life and alpha over life has shown up here. You'll need to do some isolation so you you don't get two over one. So I'm going to actually click this box. When it's gray, it's no longer showing. And you can see here, here's the points that we've entered here represented in a graph. So at zero or the beginning of its life, you can see right here, it's at a value of zero. For point two, it's risen to this value of one. And then you can see at 8% of its life. It goes past its life of one, but this is kind of redundant because it always dies at a value of one. That's just the end of the particles life. So one thing that we can do here is we have these different sort of ease in and ease out curve options that you see in a sort of regular animation graph that you'd see like in Maya for character animation. So I can do something like a auto and you can see you get that nice ease in ease out for that point. I can go to this point right here and do an auto instead of linear and you can see that if we do things like size by life over a short period of time, this really comes in handy. And you can see here I can modify the elements of these curves which when we do a little bit more of a size by life, you'll see that I'll be using this and we'll be getting some pretty obvious results. But for now, it's a little bit tougher to see, but I just wanted to cover this since we're covering all of Cascade and all the menus that exist within it. So this is looking kind of interesting. I'm gonna do one more modification here. You can see that these are all kind of the same size, which doesn't look very naturalistic. It's just kind of looking not very appealing just in general. So what I'm going to do is I'm going to do a size by life. And then at the beginning of the particles life, I'm going to do zero, zero and zero. And you can see they're starting to grow kind of out of the flames there, which is kind of cool. I'm going to add one more point with this plus here. I'm going to, on this one, which is the second point on the graph, which is labeled at one, because it starts at zero, which is a little bit confusing. You should know that in Cascade, sometimes the first one is labeled zero, the second one is labeled one, the third one is labeled two. But you can always keep track of them just by how many points are in this drop-down menu here. So at point two, I'm going to put it at one, and then for the value of the end of its life at one, I'm going to do something pretty high, like three. And you can see there, the smoke is really starting to expand and do its thing, which is really kind of interesting to see. So I'm going to actually increase the rotation rate just a little bit across the board here to bring a little bit of that chaos back, which could look kind of cool, something like that. And then to get the shape that we want, so we're not seeing, you can see that the edges of this smoke are looking kind of, you can really see the shape in itself. And we kind of want to take away these harsh edges here. So what I'm going to do is I'm going to go back into our material here that's powering both the fire and the smoke. And a thing I'm going to do is I'm going to right click and I'm going to type in Fernelle, which is a F-R-E-S or Fresnel, if you're going to pronounce it in that way. And then another thing I'm going to do is I'm going to drag this out a little bit. So I'm going to have my, I'm just going to delete that. I have Fernelle. And I'm also going to right click and type in depth fade. Death fade is going to be the the other one that we do. And so for now, I'm just gonna hit one and create a parameter that we can control in the material instance, rather than the dynamic parameter in the particle system. I'm gonna call this, Frees. I'm gonna set this default value at five, because that's the default value going into the exponent in. I'm gonna hook that. And then I'm gonna just hit M for multiply. And at the end of this opacity chain right here, I'm just going to multiply this for now. Now I'm gonna right click and do a start preview mode here. And you can see that what it's doing is it's highlighting the edge of the form or getting kind of that like fuzzy edge effect, which is really nice. And so what we can do here is we actually want to get the opposite effect of this. So I'm going to drag this out and type in minus for a one minus. This will invert any value that it's going into. So if I do a preview note on this, you can see now that the very slight edge, and I'm actually going to increase this a bit. So I'm going to drag this off. I'm gonna do power. I'm gonna plug this into the end here. And under this power node, I'm gonna increase the contrast. I'm gonna increase this to something like five. Or actually, I'm gonna go the opposite way. I'm gonna do something like 0.1. And you can see now the edge is starting to fade. it has this reverse sort of fuzzy edge effect, which is kind of what we need. So I'm gonna go a little bit lower to 0.05. And I'm actually going to create a parameter for this. So I'm going to do fres contrast. I'm gonna put this default value at 0.05. I'm gonna plug this into this section right here. You can see the end here. This is what we want, where we want the edges of the mesh kind of fade so you don't see the outline. And then I'm going to multiply that. And then I'm going to plug that into the opacity here. And when I save and compile that, you can see it's a lot more faded. So we're going to go in and kind of go under the smoke options here. I'm just going to drag and drop this so we can see the real time effects as we dial these in. So you can see it's a lot more faded. We're not seeing those outlines, but But it's pretty faint, so I'm going to actually bring this down a bit to, or I'm going to keep that at 5, I'm going to increase this to 0.1. You can see now we're getting those faded senses of the smoke, but it's not as the outlines of the meshes are not showing up quite as strongly as they were before. I'm going to increase this just to see what it does there. I'm going to increase this to something like 20 for the fres. And you can see there now these elements of smoke are rising a little bit more, or showing up in a little bit more of an opaque way. You can see if I put it back to 0.5, it's really showing through, so I'm going to dial that back just a little bit until we get the result that we want. So you can see by fine tuning that we're starting to get some rising smoke that's rising out of this fire here. I'm also going to rotate this a bit or increase the rotation. So I'm going to do something like 0.3 for the rotation rate. Maybe down to point two. I think we'll hit kind of the nice middle ground there. So these meshes are kind of spinning and twirling around and you can see that we're starting to get some shapes that look a little bit more like stylized smoke. And then of course we can go to the dynamic parameter as well and get something that's a little bit more of an effect there that kind of has a nice element going on. I might also increase the result here, have it go to a lighter value as it rises, which could be kind of a cool effect. You can see there it's kind of more of a white sort of sagebrush kind of smoke, which could look kind of cool. I'm going to actually increase this or decrease this down to a bit of a more gray value. And of course, another thing I can do too is I can, we can do this with a mesh and we're not getting a ton of smoke. So what I'm going to do is I'm going to duplicate the submitter and call it smoke to. And I'm going to take out the mesh components. I'm just going to delete the mesh element. I'm going to delete these two. So these two just turned red because they don't register or anymore, which is totally fine. We could just go ahead and delete them. I'm going to check this one off so we can see. And actually, I'm going to check this one off, too, so we can see what the smoke is doing exactly. I think the overall size, because this was a mesh, we need to bring this up to something a little bit larger. So I'm going to do 200, 100. Then nothing I'm going to do, too, is increase the velocity. That's a little bit too much, so I'm going to do 500. Then also, I'm going to do a rotation rate that's, that is applied just for sprites and not for matches. So under rotation, it's just initial rotation instead of initial mesh rotation. So that'll help get some variety here with the smoke rising there. increase this spawn count really quick, something to 30, which makes it a little bit thicker. Might decrease this to 400. And the size of my life is looking pretty nice too, so I might instead of this, I might go ahead and delete this one. So it just goes from a scale of zero to three over the particles life, which is looking pretty nice. Let me do point zero five that might be a little bit better. There we go. So this is a sprite based element of smoke, which is looking pretty good. And when we stack these, where we have both the trails of smoke and the sprites emitting the smoke at the same time, we're getting this really nice effect that you see here with the flames at the base and then the embers sort of emitting from the bottom. And actually what I'm going to do too is I'm going to drag and drop this over the embers. So instead of the ember sort of kind of having this large scale here, they grow over time. So you only see them pop up when they're leaving the flames, which is a way more realistic effect that I really like. So we can go here, we can see the embers leaving, we can see the smoke rising, which is looking really great. And we're going to add one more effect to this, which is going to, well actually I should back up, there's There's one more thing I want to go ahead and add is that you can see the flames are kind of clipping into this bottom plane here. We want them to fade or not have them where there's that really jarring kind of cutoff. You can see as the flames sort of expand outward, you can see that there's this really kind of jarring cutoff. So we want to fix that. That's what I brought in the depth fade node for. So I'm going to just click zero and create one more parameter. I'm going to call this depth fade. I'm going to give this a default value of 20. I'm going to plug this into the fade distance. And what this node is doing is it's going to detect where other surfaces are and decrease the opacity based on distance. This is an extremely powerful node that is one of the main reasons that you use additive and translucent materials is that we can get them to fade when they touch objects instead of clip into them, which is a very, very nice effect. So I'm just going to plug this end chain result into the opacity here. And then I'm just going to plug this into the opacity on the main material output here. And when I compile that, you can see now the flames are not interacting with the bottom like they were before. this nice sort of faded falloff where there's no clipping, which is really nice.",
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+ "segments": [
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+ "text": " Okay, so looking at this now, we're doing a little bit more polishing, entering the polishing stage of this particle. So a couple other things I've done, you've seen it's a bit more highly concentrated in the center here where the fire is, and that's because I went into the dynamic parameter and I changed the value. So starting at point one, which is a low contrast or more white is going to show through a more gray is going to get bleached out to white. I'm extending that timeline. So instead of zero or the beginning of the particle's life. I changed it to 0.2 or 20% of the particle's life. And then at the end of the particle's life, I kept it at a value of 2. So it starts very bright with a lot or very little contrast and then increases contrast at the end of the particle's life. I've also tweaked the velocity a little bit. I'm going to 200 and 100 for the min and max, 50 and negative 50 for x and y. The size I'm keeping at 200 and 150 for the max and min. And then for the sphere, I'm doing a radius of 0.1 for the size of the sphere. So it's very, very small. It's almost at a 0, 0, 0, um, size of the sphere that these particles are, um, generating from. And then for the smoke, uh, going over here, I have, uh, increased or sorry, decreased the, uh, size in X. So they're more of a corkscrew rather than a long twisted, uh, plane that you're seeing here. Uh, and then the velocity, you can see they're shooting up pretty fast. I'm going to bring these down a little bit to something like 300. and then 150. So they'll rise a little bit more in a natural sense, kind of what you're seeing here with the flames. So that looks a lot more realistic what we're seeing. So the next step that we want to do is these meshes are the other thing I'm going to do just really quick is I'm going to do the same thing I did with the flames. So these are going to start pretty opaque and increase that timeline to so 20% it's going to be a 0.1 or 0.1. And then they're going to slowly fade over time, but they're going to go to a lower value of 0.5. I can do one so that they fade a little bit more, but you can see they're fading a little bit too fast. So I'm going to stick this at 0.5 or even 0.25 so they can eventually fade a little more over time. And I'm also going to go to the color over life and look at the alpha and what's going on there. So you can see at one, it's fading or the end of its life, it's fading to zero. For point two, it's going to a value of one. I'm actually going to add one more curve point here. For this last curve point, which is going to be one value of zero. And for this, I'm going to keep this at point eight or near the end of its life. And you can see it's going to stay opaque for a little bit longer before it fades out. One thing that I forgot to mention here that is very important is the curve editor. So this whole part of Cascade that you're seeing right here, what this is doing is that whenever we do a constant curve for any of these parameters, you can see this little icon here that this is this little like sort of graph icon. So if I do that and click that, you can see that some values are popping up on this curve. And you can see that color over life and alpha over life has shown up here. You'll need to do some isolation so you you don't get two over one. So I'm going to actually click this box. When it's gray, it's no longer showing. And you can see here, here's the points that we've entered here represented in a graph. So at zero or the beginning of its life, you can see right here, it's at a value of zero. For point two, it's risen to this value of one. And then you can see at 8% of its life. It goes past its life of one, but this is kind of redundant because it always dies at a value of one. That's just the end of the particles life. So one thing that we can do here is we have these different sort of ease in and ease out curve options that you see in a sort of regular animation graph that you'd see like in Maya for character animation. So I can do something like a auto and you can see you get that nice ease in ease out for that point. I can go to this point right here and do an auto instead of linear and you can see that if we do things like size by life over a short period of time, this really comes in handy. And you can see here I can modify the elements of these curves which when we do a little bit more of a size by life, you'll see that I'll be using this and we'll be getting some pretty obvious results. But for now, it's a little bit tougher to see, but I just wanted to cover this since we're covering all of Cascade and all the menus that exist within it. So this is looking kind of interesting. I'm gonna do one more modification here. You can see that these are all kind of the same size, which doesn't look very naturalistic. It's just kind of looking not very appealing just in general. So what I'm going to do is I'm going to do a size by life. And then at the beginning of the particles life, I'm going to do zero, zero and zero. And you can see they're starting to grow kind of out of the flames there, which is kind of cool. I'm going to add one more point with this plus here. I'm going to, on this one, which is the second point on the graph, which is labeled at one, because it starts at zero, which is a little bit confusing. You should know that in Cascade, sometimes the first one is labeled zero, the second one is labeled one, the third one is labeled two. But you can always keep track of them just by how many points are in this drop-down menu here. So at point two, I'm going to put it at one, and then for the value of the end of its life at one, I'm going to do something pretty high, like three. And you can see there, the smoke is really starting to expand and do its thing, which is really kind of interesting to see. So I'm going to actually increase the rotation rate just a little bit across the board here to bring a little bit of that chaos back, which could look kind of cool, something like that. And then to get the shape that we want, so we're not seeing, you can see that the edges of this smoke are looking kind of, you can really see the shape in itself. And we kind of want to take away these harsh edges here. So what I'm going to do is I'm going to go back into our material here that's powering both the fire and the smoke. And a thing I'm going to do is I'm going to right click and I'm going to type in Fernelle, which is a F-R-E-S or Fresnel, if you're going to pronounce it in that way. And then another thing I'm going to do is I'm going to drag this out a little bit. So I'm going to have my, I'm just going to delete that. I have Fernelle. And I'm also going to right click and type in depth fade. Death fade is going to be the the other one that we do. And so for now, I'm just gonna hit one and create a parameter that we can control in the material instance, rather than the dynamic parameter in the particle system. I'm gonna call this, Frees. I'm gonna set this default value at five, because that's the default value going into the exponent in. I'm gonna hook that. And then I'm gonna just hit M for multiply. And at the end of this opacity chain right here, I'm just going to multiply this for now. Now I'm gonna right click and do a start preview mode here. And you can see that what it's doing is it's highlighting the edge of the form or getting kind of that like fuzzy edge effect, which is really nice. And so what we can do here is we actually want to get the opposite effect of this. So I'm going to drag this out and type in minus for a one minus. This will invert any value that it's going into. So if I do a preview note on this, you can see now that the very slight edge, and I'm actually going to increase this a bit. So I'm going to drag this off. I'm gonna do power. I'm gonna plug this into the end here. And under this power node, I'm gonna increase the contrast. I'm gonna increase this to something like five. Or actually, I'm gonna go the opposite way. I'm gonna do something like 0.1. And you can see now the edge is starting to fade. it has this reverse sort of fuzzy edge effect, which is kind of what we need. So I'm gonna go a little bit lower to 0.05. And I'm actually going to create a parameter for this. So I'm going to do fres contrast. I'm gonna put this default value at 0.05. I'm gonna plug this into this section right here. You can see the end here. This is what we want, where we want the edges of the mesh kind of fade so you don't see the outline. And then I'm going to multiply that. And then I'm going to plug that into the opacity here. And when I save and compile that, you can see it's a lot more faded. So we're going to go in and kind of go under the smoke options here. I'm just going to drag and drop this so we can see the real time effects as we dial these in. So you can see it's a lot more faded. We're not seeing those outlines, but But it's pretty faint, so I'm going to actually bring this down a bit to, or I'm going to keep that at 5, I'm going to increase this to 0.1. You can see now we're getting those faded senses of the smoke, but it's not as the outlines of the meshes are not showing up quite as strongly as they were before. I'm going to increase this just to see what it does there. I'm going to increase this to something like 20 for the fres. And you can see there now these elements of smoke are rising a little bit more, or showing up in a little bit more of an opaque way. You can see if I put it back to 0.5, it's really showing through, so I'm going to dial that back just a little bit until we get the result that we want. So you can see by fine tuning that we're starting to get some rising smoke that's rising out of this fire here. I'm also going to rotate this a bit or increase the rotation. So I'm going to do something like 0.3 for the rotation rate. Maybe down to point two. I think we'll hit kind of the nice middle ground there. So these meshes are kind of spinning and twirling around and you can see that we're starting to get some shapes that look a little bit more like stylized smoke. And then of course we can go to the dynamic parameter as well and get something that's a little bit more of an effect there that kind of has a nice element going on. I might also increase the result here, have it go to a lighter value as it rises, which could be kind of a cool effect. You can see there it's kind of more of a white sort of sagebrush kind of smoke, which could look kind of cool. I'm going to actually increase this or decrease this down to a bit of a more gray value. And of course, another thing I can do too is I can, we can do this with a mesh and we're not getting a ton of smoke. So what I'm going to do is I'm going to duplicate the submitter and call it smoke to. And I'm going to take out the mesh components. I'm just going to delete the mesh element. I'm going to delete these two. So these two just turned red because they don't register or anymore, which is totally fine. We could just go ahead and delete them. I'm going to check this one off so we can see. And actually, I'm going to check this one off, too, so we can see what the smoke is doing exactly. I think the overall size, because this was a mesh, we need to bring this up to something a little bit larger. So I'm going to do 200, 100. Then nothing I'm going to do, too, is increase the velocity. That's a little bit too much, so I'm going to do 500. Then also, I'm going to do a rotation rate that's, that is applied just for sprites and not for matches. So under rotation, it's just initial rotation instead of initial mesh rotation. So that'll help get some variety here with the smoke rising there. increase this spawn count really quick, something to 30, which makes it a little bit thicker. Might decrease this to 400. And the size of my life is looking pretty nice too, so I might instead of this, I might go ahead and delete this one. So it just goes from a scale of zero to three over the particles life, which is looking pretty nice. Let me do point zero five that might be a little bit better. There we go. So this is a sprite based element of smoke, which is looking pretty good. And when we stack these, where we have both the trails of smoke and the sprites emitting the smoke at the same time, we're getting this really nice effect that you see here with the flames at the base and then the embers sort of emitting from the bottom. And actually what I'm going to do too is I'm going to drag and drop this over the embers. So instead of the ember sort of kind of having this large scale here, they grow over time. So you only see them pop up when they're leaving the flames, which is a way more realistic effect that I really like. So we can go here, we can see the embers leaving, we can see the smoke rising, which is looking really great. And we're going to add one more effect to this, which is going to, well actually I should back up, there's There's one more thing I want to go ahead and add is that you can see the flames are kind of clipping into this bottom plane here. We want them to fade or not have them where there's that really jarring kind of cutoff. You can see as the flames sort of expand outward, you can see that there's this really kind of jarring cutoff. So we want to fix that. That's what I brought in the depth fade node for. So I'm going to just click zero and create one more parameter. I'm going to call this depth fade. I'm going to give this a default value of 20. I'm going to plug this into the fade distance. And what this node is doing is it's going to detect where other surfaces are and decrease the opacity based on distance. This is an extremely powerful node that is one of the main reasons that you use additive and translucent materials is that we can get them to fade when they touch objects instead of clip into them, which is a very, very nice effect. So I'm just going to plug this end chain result into the opacity here. And then I'm just going to plug this into the opacity on the main material output here. And when I compile that, you can see now the flames are not interacting with the bottom like they were before. this nice sort of faded falloff where there's no clipping, which is really nice."
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+ }