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Add transcription for: Nature Effects Homework.wav

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transcriptions/Nature Effects Homework_transcription.json ADDED
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+ "text": " For the second assignment for lesson three, we're going to take a break a little bit from the very tech heavy elements of getting those wind blown trees to work and do something a little bit more easy and experimental and fun, which is working with the GPU effects and vector fields to create blowing gusts of leaves and blowing gusts of wind. We're going to be taking some of the effects we did for the smoke and fire in lesson one and modifying them to make these blowing wind gusts. And we're going to be experimenting with vector fields to see how we can kick up and blow around these different leaves that we have. So for experimenting with vector fields, it's a lot of power and it can be a lot of fun, but there are a couple factors to keep in mind. Really quickly just for this, I want to show just how simple this leaf texture is just for a reminder. I literally just, I think, drew this leaf texture, and this can be really anything. This can be blowing garbage, this can be blowing bits of paper, anything you want really. And I'm just plugging that into the alpha for the opacity here. I just haven't set it as simple translucent. I have the particle color plugging to the base color, and that's really all you need for getting the actual texture here. The only factor that I need to remember is that you want to have two-sided turned on for this, so you can see both the back and the front of this sprite as it's blowing around. You have the screen alignment sent to velocity so it can be blowing in the direction of the velocity and not just stuck perpendicular to the camera. And with that, you can play around or start to turn on and play around with these local vector fields here. Before playing with local vector fields, you want to make sure that all your work is saved. This is a big disclaimer before you start playing around with vector fields. There's a couple bugs I've noted. Well, I shouldn't say bugs. There's a couple things that have happened when I've experimented with local vector fields, particularly when I turn on vector fields in the View tab, if I want to see what it's doing. When I've clicked this on, sometimes UE4 will crash on me. So really be careful with that. Make sure everything is saved before you start experimenting with seeing what these local vector fields are doing before doing that. Just make sure you don't lose any work that you've worked really hard on or anything like that. And there's going to be a couple of vector fields that you can grab. Some are gonna be from the particle examples that UE4 provides for free. There's a couple that I believe are in the content examples. And we're pulling from both of those, which with just that small collection of vector fields. And there are also, if you want to pursue, feel free, there are ways to generate vector fields yourself from Maya that I believe requires a plugin. You can generate vector fields with a program called Fluid Ninja, that's really, really cool that you can export from that. It's pretty tech heavy to get these vector fields sort of exported out of a 3D program and into UE4 as this kind of file type. But luckily, with the flexibility that we have, we're just rotating them, setting them to a certain scale, animating their intensity and the amount of range that they have with their tightness of how much they want to influence the particles being generated here. And also the velocity, that's already on top of these GPU particles. There's a really infinite amount of opportunity that you can have here with local vector fields. So this is mainly just about experimenting and seeing what kind of results you can get. So if you do something like five or five, you can see that you'll have these different kind of results set up here. Set this back to zero really quick here. You can see this is going to be all about experimentation and getting certain results that you want. So really have a lot of fun with what these vector fields are going to do to your leaf particles. The second one is just setting up the twisting mesh data that we created for lesson one here, which is just a plane that we just used a non-deformer twist modifier for. So we can have the texture that's panning across this sort of go down in this really cool sort of S-curve roller coaster track here. And then for that, we can just work with the different values that we have set up here for different textures panning across here that we originally had set up for the flames and the smoke. But for this, we just have it set up as a little bit more of a mellow sort of soft texture that's set up here. And then of course, for the color of our life, we're just keeping this as a like 50% gray, so it doesn't have that bright orange flame or anything like that. And with that, we can have this set up so that they're blowing. You can see here, they're sort of blowing across the scene here, and we're getting this really cool effect of blowing leaves and blowing gusts of wind. So I, this is one of my favorite sort of VFX particles to put in a scene. They just really add a lot of fun appeal and character to a scene. If I were to pick one where it's just like, hey, this would be the only particle I want use in my environments that I make this one definitely is in the top five. So have a lot of fun and really keep this one around for when you make your environments because it's very appealing.",
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+ "segments": [
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+ "text": " For the second assignment for lesson three, we're going to take a break a little bit from the very tech heavy elements of getting those wind blown trees to work and do something a little bit more easy and experimental and fun, which is working with the GPU effects and vector fields to create blowing gusts of leaves and blowing gusts of wind. We're going to be taking some of the effects we did for the smoke and fire in lesson one and modifying them to make these blowing wind gusts. And we're going to be experimenting with vector fields to see how we can kick up and blow around these different leaves that we have. So for experimenting with vector fields, it's a lot of power and it can be a lot of fun, but there are a couple factors to keep in mind. Really quickly just for this, I want to show just how simple this leaf texture is just for a reminder. I literally just, I think, drew this leaf texture, and this can be really anything. This can be blowing garbage, this can be blowing bits of paper, anything you want really. And I'm just plugging that into the alpha for the opacity here. I just haven't set it as simple translucent. I have the particle color plugging to the base color, and that's really all you need for getting the actual texture here. The only factor that I need to remember is that you want to have two-sided turned on for this, so you can see both the back and the front of this sprite as it's blowing around. You have the screen alignment sent to velocity so it can be blowing in the direction of the velocity and not just stuck perpendicular to the camera. And with that, you can play around or start to turn on and play around with these local vector fields here. Before playing with local vector fields, you want to make sure that all your work is saved. This is a big disclaimer before you start playing around with vector fields. There's a couple bugs I've noted. Well, I shouldn't say bugs. There's a couple things that have happened when I've experimented with local vector fields, particularly when I turn on vector fields in the View tab, if I want to see what it's doing. When I've clicked this on, sometimes UE4 will crash on me. So really be careful with that. Make sure everything is saved before you start experimenting with seeing what these local vector fields are doing before doing that. Just make sure you don't lose any work that you've worked really hard on or anything like that. And there's going to be a couple of vector fields that you can grab. Some are gonna be from the particle examples that UE4 provides for free. There's a couple that I believe are in the content examples. And we're pulling from both of those, which with just that small collection of vector fields. And there are also, if you want to pursue, feel free, there are ways to generate vector fields yourself from Maya that I believe requires a plugin. You can generate vector fields with a program called Fluid Ninja, that's really, really cool that you can export from that. It's pretty tech heavy to get these vector fields sort of exported out of a 3D program and into UE4 as this kind of file type. But luckily, with the flexibility that we have, we're just rotating them, setting them to a certain scale, animating their intensity and the amount of range that they have with their tightness of how much they want to influence the particles being generated here. And also the velocity, that's already on top of these GPU particles. There's a really infinite amount of opportunity that you can have here with local vector fields. So this is mainly just about experimenting and seeing what kind of results you can get. So if you do something like five or five, you can see that you'll have these different kind of results set up here. Set this back to zero really quick here. You can see this is going to be all about experimentation and getting certain results that you want. So really have a lot of fun with what these vector fields are going to do to your leaf particles. The second one is just setting up the twisting mesh data that we created for lesson one here, which is just a plane that we just used a non-deformer twist modifier for. So we can have the texture that's panning across this sort of go down in this really cool sort of S-curve roller coaster track here. And then for that, we can just work with the different values that we have set up here for different textures panning across here that we originally had set up for the flames and the smoke. But for this, we just have it set up as a little bit more of a mellow sort of soft texture that's set up here. And then of course, for the color of our life, we're just keeping this as a like 50% gray, so it doesn't have that bright orange flame or anything like that. And with that, we can have this set up so that they're blowing. You can see here, they're sort of blowing across the scene here, and we're getting this really cool effect of blowing leaves and blowing gusts of wind. So I, this is one of my favorite sort of VFX particles to put in a scene. They just really add a lot of fun appeal and character to a scene. If I were to pick one where it's just like, hey, this would be the only particle I want use in my environments that I make this one definitely is in the top five. So have a lot of fun and really keep this one around for when you make your environments because it's very appealing."
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+ }
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+ ]
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+ }