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Add transcription for: Ripple Material.wav

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transcriptions/Ripple Material_transcription.json ADDED
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+ "text": " And so back in here, I'm just going to import these textures that I created really quick. And then really quick here, I'm just going to go under the texture settings here, make sure this is set at normal map. And then I'm just going to check on flip the green channel for this normal map here and then go ahead and save that. And so now what we need to do, actually this went to a different spot. So I'm just going to move these into the water folder really quick. There we go. And so now I'm going to create a new material that is water ripples. So m underscore water ripples. And so this is gonna take a little bit of math node work to get the result that we need, but we're gonna walk through it thoroughly, and luckily it's not too overwhelming, and it only involves a couple different math nodes, but you'll kinda see how it's unfolding as we lay this out. So the first thing I wanna do is I want to select this texture that I have here, then hit the T key. Now I'll bring up this water ripple texture that we have here. And then I'm gonna right click and do a dynamic parameter because we'll be using that later on in our particle effect. And the first thing I'm gonna do is select a power node. I'm gonna take the red channel from this and plug it into the power node here. And then the first, let me see here, the first parameter I'm going to do is I'm going to plug this into the power node here so we can adjust the levels of the different values that you see here. And because it's such a soft gradient, we're going to have a lot of values to play with, which is super important. I'm going to hit a multiply, and then I'm going to right-click and type time. I'm going to type plug the time into the A, and then for the second parameter, I'm going to plug that into the B. So I'll start naming these really quick. So I'm just going to name the second one time. The first one I'm going to name contrast. And then there is a third one that we will be working with with the map that's applied here. So I'm going to off of this chain here, I'm going to type in frack. It's what this does is it essentially moves a singular timeline and then repeats that timeline. That's what a frack does. The actual elements of what a Frac node does is pretty well documented in the document section from UE4. But what essentially what it's doing with Frac is that it will essentially take a value and move it linearly in one way. So that's what we'll be doing with this. So I'm then going to right-click and type in minus and select the 1 minus node, which is this 1-x. I'm going to plug the Frac into the 1x. I'm going to also right click and do a subtract and select a subtract node here. I'm going to plug the frack also into the subtract node in one, and then I'm just going to do a single constant and then just do a value of one, plug that into the subtract. And then I'm going to right click and do add. I'm going to plug this into a. And then the power that you see here, I'm going to plug this into B. So just to take a pause so you can see here, and I'll branch these out so you can see what's going into what, because it does get a little bit complicated with what is going into what. So I'm going to just branch these all out so you can clearly see what's being mapped here. And then really quick, I'm going to do another multiply. And then this one, I'm going to do a third parameter that I'm going to plug into B right here. I'm going to name this one power. And then the next step I'm going to do is off of this, I'm going to select a clamp node. I'm going to set this min at zero, and I'm going to set the max at five so it can't go pass a value of 5. Let's get this a little bit more. The next thing I'm going to do is I'm going to select the Pi node. This is taking the actual equation of Pi and it's being plugged into here. One last thing I'm going to do is I'm going to right-click and type in sign. Sign is like frac where it loops back. It behaves a certain, instead of doing a linear path and then jumping back to the beginning, it loops. So a sine wave is kind of like a blinking light that goes on and off, something like that. I'm going to do another multiply. I'm going to multiply this sine and plug it into A. And then way back here, this 1-x, this 1-, I'm going to plug this into B. And then I'm going to plug this into the emissive color. What exactly is this whole chain of nodes doing? Well, if I select the plane here, you can see that it's doing this interesting effect here. So what exactly is happening is that through this chain of math nodes, what it's doing is it's selecting different values and choosing to eliminate different parts on that gradient. So in a certain part, it's deciding to eliminate a certain band a certain value around all these different spheres that are plugged in here. And this can be multiplied in a couple different ways. So you can see that if I do a couple test parameters here and I plug this in. So if I do something like this, if I plug this into zero for the power, you can see that this is at a value of zero. So it's doing this weird flashing on and off thing. And if I put this at something like five, you can see that those ripples being affected now are way smaller and have less value to them, or it's not doing as much value as you can see here. So I'll go ahead and plug that back in here. The time is pretty explainable. It's how fast this is going to be going. And the other one is the power, which I'm going to plug into here so you can see kind of what's going on there. And so you can see this is another pretty interesting effect where it's kind of almost breaking down a little bit and you're getting these strange artifacts. So if I put this back at one, you can see now that these are a lot more, they have a much more uniformed element to them. And if I put this at like 0.1, you can see that there's actually no banding going on that these are just kind of flashing on and off. So I'm going to put this power node back into the multiplier here. And the last thing I'll be doing is I'm just going to right click and do a particle color. Plug this into the base color here. Then I'm also going to multiply the end of this chain here by the alpha in the particle color. I'm going to plug this into the opacity. I'm going to break the link for the emissive color here. And we're going to set this as a translucent. And so the next thing we need to do is we need to scroll down to the Translucency tab here. And instead of volumetric non-directional, I'm going to click Volumetric Directional. That way it will register a normal map. So what we're going to do is we're going to select that cone normal map that we made. And then I'm going to plug that into the normal. So we can get a final reference of how this chain looks. I'm just going to zoom out here so we can take a look and see what's going on here. So we have these dynamic parameters set up. We have this texture that we made here. The power is being influenced by the first dynamic parameter. The time is being influenced by the second. The time is going into a frack. The frack is branching off into a one minus node and a subtract node. The power node is going into, let me separate this here, power node is being added by this subtract and then going into this multiply and that all is being multiplied by the power or third dynamic parameter here. That is then being clamped with a clamp node with a minimum of zero and a maximum of five. That is then going into the pi node. That is then going into a sine node that has not been changed, neither has the pi node. That is then being multiplied by this 1- node here, and that is all being multiplied by the particle color alpha here that is going into the opacity. The particle color is just going straight into the base color, and then this cone normal map is just going straight into the normal slot. And this right here I'm just going to delete. And with that all set up, we are ready to apply this to a particle effect so we can start spawning some rain ripples on the ground.",
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+ "segments": [
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+ {
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+ "text": " And so back in here, I'm just going to import these textures that I created really quick. And then really quick here, I'm just going to go under the texture settings here, make sure this is set at normal map. And then I'm just going to check on flip the green channel for this normal map here and then go ahead and save that. And so now what we need to do, actually this went to a different spot. So I'm just going to move these into the water folder really quick. There we go. And so now I'm going to create a new material that is water ripples. So m underscore water ripples. And so this is gonna take a little bit of math node work to get the result that we need, but we're gonna walk through it thoroughly, and luckily it's not too overwhelming, and it only involves a couple different math nodes, but you'll kinda see how it's unfolding as we lay this out. So the first thing I wanna do is I want to select this texture that I have here, then hit the T key. Now I'll bring up this water ripple texture that we have here. And then I'm gonna right click and do a dynamic parameter because we'll be using that later on in our particle effect. And the first thing I'm gonna do is select a power node. I'm gonna take the red channel from this and plug it into the power node here. And then the first, let me see here, the first parameter I'm going to do is I'm going to plug this into the power node here so we can adjust the levels of the different values that you see here. And because it's such a soft gradient, we're going to have a lot of values to play with, which is super important. I'm going to hit a multiply, and then I'm going to right-click and type time. I'm going to type plug the time into the A, and then for the second parameter, I'm going to plug that into the B. So I'll start naming these really quick. So I'm just going to name the second one time. The first one I'm going to name contrast. And then there is a third one that we will be working with with the map that's applied here. So I'm going to off of this chain here, I'm going to type in frack. It's what this does is it essentially moves a singular timeline and then repeats that timeline. That's what a frack does. The actual elements of what a Frac node does is pretty well documented in the document section from UE4. But what essentially what it's doing with Frac is that it will essentially take a value and move it linearly in one way. So that's what we'll be doing with this. So I'm then going to right-click and type in minus and select the 1 minus node, which is this 1-x. I'm going to plug the Frac into the 1x. I'm going to also right click and do a subtract and select a subtract node here. I'm going to plug the frack also into the subtract node in one, and then I'm just going to do a single constant and then just do a value of one, plug that into the subtract. And then I'm going to right click and do add. I'm going to plug this into a. And then the power that you see here, I'm going to plug this into B. So just to take a pause so you can see here, and I'll branch these out so you can see what's going into what, because it does get a little bit complicated with what is going into what. So I'm going to just branch these all out so you can clearly see what's being mapped here. And then really quick, I'm going to do another multiply. And then this one, I'm going to do a third parameter that I'm going to plug into B right here. I'm going to name this one power. And then the next step I'm going to do is off of this, I'm going to select a clamp node. I'm going to set this min at zero, and I'm going to set the max at five so it can't go pass a value of 5. Let's get this a little bit more. The next thing I'm going to do is I'm going to select the Pi node. This is taking the actual equation of Pi and it's being plugged into here. One last thing I'm going to do is I'm going to right-click and type in sign. Sign is like frac where it loops back. It behaves a certain, instead of doing a linear path and then jumping back to the beginning, it loops. So a sine wave is kind of like a blinking light that goes on and off, something like that. I'm going to do another multiply. I'm going to multiply this sine and plug it into A. And then way back here, this 1-x, this 1-, I'm going to plug this into B. And then I'm going to plug this into the emissive color. What exactly is this whole chain of nodes doing? Well, if I select the plane here, you can see that it's doing this interesting effect here. So what exactly is happening is that through this chain of math nodes, what it's doing is it's selecting different values and choosing to eliminate different parts on that gradient. So in a certain part, it's deciding to eliminate a certain band a certain value around all these different spheres that are plugged in here. And this can be multiplied in a couple different ways. So you can see that if I do a couple test parameters here and I plug this in. So if I do something like this, if I plug this into zero for the power, you can see that this is at a value of zero. So it's doing this weird flashing on and off thing. And if I put this at something like five, you can see that those ripples being affected now are way smaller and have less value to them, or it's not doing as much value as you can see here. So I'll go ahead and plug that back in here. The time is pretty explainable. It's how fast this is going to be going. And the other one is the power, which I'm going to plug into here so you can see kind of what's going on there. And so you can see this is another pretty interesting effect where it's kind of almost breaking down a little bit and you're getting these strange artifacts. So if I put this back at one, you can see now that these are a lot more, they have a much more uniformed element to them. And if I put this at like 0.1, you can see that there's actually no banding going on that these are just kind of flashing on and off. So I'm going to put this power node back into the multiplier here. And the last thing I'll be doing is I'm just going to right click and do a particle color. Plug this into the base color here. Then I'm also going to multiply the end of this chain here by the alpha in the particle color. I'm going to plug this into the opacity. I'm going to break the link for the emissive color here. And we're going to set this as a translucent. And so the next thing we need to do is we need to scroll down to the Translucency tab here. And instead of volumetric non-directional, I'm going to click Volumetric Directional. That way it will register a normal map. So what we're going to do is we're going to select that cone normal map that we made. And then I'm going to plug that into the normal. So we can get a final reference of how this chain looks. I'm just going to zoom out here so we can take a look and see what's going on here. So we have these dynamic parameters set up. We have this texture that we made here. The power is being influenced by the first dynamic parameter. The time is being influenced by the second. The time is going into a frack. The frack is branching off into a one minus node and a subtract node. The power node is going into, let me separate this here, power node is being added by this subtract and then going into this multiply and that all is being multiplied by the power or third dynamic parameter here. That is then being clamped with a clamp node with a minimum of zero and a maximum of five. That is then going into the pi node. That is then going into a sine node that has not been changed, neither has the pi node. That is then being multiplied by this 1- node here, and that is all being multiplied by the particle color alpha here that is going into the opacity. The particle color is just going straight into the base color, and then this cone normal map is just going straight into the normal slot. And this right here I'm just going to delete. And with that all set up, we are ready to apply this to a particle effect so we can start spawning some rain ripples on the ground."
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+ }
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+ ]
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+ }