Add transcription for: Snow Sparkles.wav
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transcriptions/Snow Sparkles_transcription.json
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"text": " Okay, so now I've applied this to all the elements in my scene. I've also taken the diffuse and any roughness values that I have. Actually I am not doing the roughness values as of right now. But you can see now that everything is covered with snow with that technique I was using. And there's one other thing I want to do is that the snow top, having everything covered with white is really nice, but there's one element to snow that I think is really important and that's the sparkle that you get when you, especially when the sun is out, when you walk through a snowy scene. And you look here, you wanna be able to make sure that you get this kinda really nice sparkle effect that you're seeing as I move the camera around. You can see that that's a really nice effect that we're seeing with the snow surfaces here as we go around here. So I'm gonna show you how I get that effect really quick. And what I'm going to do is, it's gonna involve two textures. What I'm going to do is really quick here, I'm going to go down and do Texture Coordinate. So I'm just going to type in Coord, Texture Coordinate. And I'm going to do another node really quick here that's called Screen Align UVs. And what this is going to do is this is going to project the UVs onto literally your computer screen here. So whenever you move the camera, those UVs are not going to change, which is a pretty interesting need little effect here. So I'm going to also do a multiply. I'm going to take this end result here, the 100 by 100, plug that into B. I'm gonna plug the texture coordinate into A. The next thing I'm going to do is I'm going to just grab a noise texture, this noise blobs texture, or I can actually just use the one that we just imported here, the Cloud Puftile. I'm going to create that texture there, and I'm gonna plug this into the end result here. And if I hit this preview mode, You can see that the texture is not... It's doing something a little strange, but that is actually what we want. So you can see here, the texture is not really changing a whole lot as we move the camera around. Let me do this with the sphere again. You can see that it's like sort of locked to the camera, kind of like the sprites are when we have a particle effect. And that's going to be really nice because this is something that we want to use when we move the texture around really quick. So we can see the different elements of the sparkle effects based off this factor here. So I'm going to go ahead and, I guess I can convert to parameter. I'm just going to call this noise. I'm going to create a power node here. I'm going to plug the red channel here into the power. I'm going to create a scalar parameter here and call this contrast01. I'm going to give this a default value of 2. I'm going to plug that in here. So we have a little bit more control over the values that are being channeled here in this texture map. And the next thing I'm going to do too is I'm going to branch off of here and I'm going to select clamp. because we want to clamp these values so they don't go too far off. So I'm going to hit a minimum default of 3, and I'm going to do a max of 8. And what that's going to do is it's going to keep the values within a certain range so we don't have to worry about dialing them in too terribly much. They'll kind of stay within this range right here, which is what we want. The next thing I'm going to do is I'm going to create another texture here, and this one is going to be our actual sparkle texture. And what this is, is you can actually get this, I know, in Substance Designer just by default. And you can definitely find this in other places too. If I go back to textures.com, I could probably just search stars or something like that. And what we're pulling up here is literally something like this. We just want a lot of small little star points, just concentrate a certain way. So you could take this, you could download it and you could duplicate it and multiply it a couple times. There's not a ton of options here, but I'll just do this for demo purposes here. I'm going to download that. Going to open it. Then I might just, well, let me create a new one just so I don't squash or stretch it too much. Do 1024, 1024. I could just create that. And this is very easy to do. All I'm doing is I'm just going to duplicate, just do a normal. I'll just use the clone brush to get rid of some repeating patterns here. I'm just going to duplicate that, do a linear dodge add. I'm just going to flip this, so go under edit, transform vertically. Then really quick just get rid of some of these repeating patterns here like you can see here. to adjustments, desaturate. Then I might just do one more just so we have a nice bit of elaboration here. I'm just going to rotate it by 90 degrees and do another screen or light in here. Is that something like that? And then I could just save that. Let's call this stars01. I can go back in here and import that. And then for that one, I'm just going to put in the star structure there. I'm going to create another Texture Coordinate. And I'm just going to multiply it. I'm going to create a scalar parameter here. Call this Sparkletile. Put a FaultValue1 for that. Plug that in there. And plug this into the UVC here. Then we're going to create another Power node. And then at the end of this clamp right here, I'm going to plug into the exponent there, and I'm going to plug the red channel into the power base there. Then I'm going to create one more power node. I'm going to create another parameter called this contrast02. So we have a lot of control over what the values are doing here. So we can just dial it in when we make the material instance. We're going to do a multiply node here, and then at the end I'm just going to create a a scalar parameter so we can control the intensity of this. I'm gonna call this SparklePower. Put that to fall value of one there. And then one last thing I'm gonna do, we want this to only be occurring on the top here where the snow is. We don't want any sparkle effects going on down here where it's not covered with snow. So I'm just gonna create a linear interpret and plug this actually into B And then for the first one here, we wanna leave this default value at zero, so no miss of power. This is going into the miss of color at the end. So we want the part here to not have any miss of color value, so we're keeping that at zero. We're gonna take the alpha here from our world align blend. We're gonna plug that into the alpha. We're gonna plug this into the miss of color. And so with that all set up, We'll set this up so we can demo it out in the scene there. And just to check here, make sure everything's in order. So we'll just look over it again so you can take notes. So, screen-to-line UVs, multiply by texture coordinates going into the noise texture. Then have one power node with a contrast of one, and then clamping that with a minimum of three and a maximum of eight. Then we have this texture coordinate, which is the sparkle tile, because we want to title this, going into our sort of stars texture here. And that's going into this power node that the clamp is going into. And then we have one more power contrast node here. And then we have a multiplier, a sparkle power, and that's all going into the linear interpolate in the B slot. A is just left at a value of zero. Then we're plugging the world of line blend into the alpha, and that's all going into emissive color. So let's give that a spin and see if it's working. So I'm just going to test this out here. I'm going to plug this in. And so it looks like we'll have to dial some stuff in because we can see it happening there. but you can see it's not really moving around too much so we want to make sure that so we might turn up the contrast one so we can get a little bit more of that going and I'm also going to turn up the sparkle tile is something like C2. Yeah, so we get something like that. I'm just going to grab my reference here so I can dial in something so I can look at what values I'm doing there when I first set this up. So contrast to one I'm going to keep it two, and I remember what I did now. So we have to actually put in an interesting value to get this to work. So instead of a default value at two, I'm actually going to go back into the material and do this. I'm going to put this value for contrast to at negative five. So it's going to sort of invert and create this crazy value here, but it's going to get the result that we need. So you can see as I move this around now, let me see here. Let me just put that value at something pretty high so we can see it working through here. I might need to modify this texture a bit. Let me see here. Let me do contrast. So it looks like something's not really working too much. So we're troubleshooting. Let me plug in this noise blobs texture that we originally made and plug it in there and see what happens. Cause yeah, it's definitely working but it's not getting that moving around. It's not fading in and out like it should be, so let me go in and do a little troubleshooting here. Let me try switching this around. So the 100 by 100 here, let me multiply that by the coordinates. that doesn't need difference. Oh, I know why. It's the actual default value here. It was not set up in the right way, where we had it set up in the material, but we had But it's, now that's really not working because everything is completely blown out. that, see if it works. Yeah, because that actually is completely blowing it out now. So let me actually do a little bit of troubleshooting here and get back to you and see what I can find. Okay, so I found what the problem was, was that I had these two parameters mixed up. So contrast 01, which is this one right here coming out of the noise texture right here. This is the one that's going to need a default value of negative 5. Let me put that in here for now for the material. And then this one, contrast 02, I'm going to keep at a default value of 2. And if I save that, you can see here now, and I had to turn up the sparkle power to something like 200. But now you see when I move the camera around, around. We're getting that really nice sparkle effect as I move through the scene here. And I can do a little bit higher of a tile here. So you can see as I'm moving around the scene you can see that these different sparkle effects are occurring on the snow which is really nice. And so for contrast 1, negative 5, contrast 2, 2, if I do this something a bit larger or a bit smaller like 1, you can see I can kind of cross the values between 1 and 2, so I can have a little bit more sparkle that's going on there. If you want it to like a really sunny day kind of effect going on. Or I could do something like 2. I'm going to leave the contrast 1 value at negative 5. But with that you can see with this default just top surface here we get this really nice effect that's going on here.",
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"text": " Okay, so now I've applied this to all the elements in my scene. I've also taken the diffuse and any roughness values that I have. Actually I am not doing the roughness values as of right now. But you can see now that everything is covered with snow with that technique I was using. And there's one other thing I want to do is that the snow top, having everything covered with white is really nice, but there's one element to snow that I think is really important and that's the sparkle that you get when you, especially when the sun is out, when you walk through a snowy scene. And you look here, you wanna be able to make sure that you get this kinda really nice sparkle effect that you're seeing as I move the camera around. You can see that that's a really nice effect that we're seeing with the snow surfaces here as we go around here. So I'm gonna show you how I get that effect really quick. And what I'm going to do is, it's gonna involve two textures. What I'm going to do is really quick here, I'm going to go down and do Texture Coordinate. So I'm just going to type in Coord, Texture Coordinate. And I'm going to do another node really quick here that's called Screen Align UVs. And what this is going to do is this is going to project the UVs onto literally your computer screen here. So whenever you move the camera, those UVs are not going to change, which is a pretty interesting need little effect here. So I'm going to also do a multiply. I'm going to take this end result here, the 100 by 100, plug that into B. I'm gonna plug the texture coordinate into A. The next thing I'm going to do is I'm going to just grab a noise texture, this noise blobs texture, or I can actually just use the one that we just imported here, the Cloud Puftile. I'm going to create that texture there, and I'm gonna plug this into the end result here. And if I hit this preview mode, You can see that the texture is not... It's doing something a little strange, but that is actually what we want. So you can see here, the texture is not really changing a whole lot as we move the camera around. Let me do this with the sphere again. You can see that it's like sort of locked to the camera, kind of like the sprites are when we have a particle effect. And that's going to be really nice because this is something that we want to use when we move the texture around really quick. So we can see the different elements of the sparkle effects based off this factor here. So I'm going to go ahead and, I guess I can convert to parameter. I'm just going to call this noise. I'm going to create a power node here. I'm going to plug the red channel here into the power. I'm going to create a scalar parameter here and call this contrast01. I'm going to give this a default value of 2. I'm going to plug that in here. So we have a little bit more control over the values that are being channeled here in this texture map. And the next thing I'm going to do too is I'm going to branch off of here and I'm going to select clamp. because we want to clamp these values so they don't go too far off. So I'm going to hit a minimum default of 3, and I'm going to do a max of 8. And what that's going to do is it's going to keep the values within a certain range so we don't have to worry about dialing them in too terribly much. They'll kind of stay within this range right here, which is what we want. The next thing I'm going to do is I'm going to create another texture here, and this one is going to be our actual sparkle texture. And what this is, is you can actually get this, I know, in Substance Designer just by default. And you can definitely find this in other places too. If I go back to textures.com, I could probably just search stars or something like that. And what we're pulling up here is literally something like this. We just want a lot of small little star points, just concentrate a certain way. So you could take this, you could download it and you could duplicate it and multiply it a couple times. There's not a ton of options here, but I'll just do this for demo purposes here. I'm going to download that. Going to open it. Then I might just, well, let me create a new one just so I don't squash or stretch it too much. Do 1024, 1024. I could just create that. And this is very easy to do. All I'm doing is I'm just going to duplicate, just do a normal. I'll just use the clone brush to get rid of some repeating patterns here. I'm just going to duplicate that, do a linear dodge add. I'm just going to flip this, so go under edit, transform vertically. Then really quick just get rid of some of these repeating patterns here like you can see here. to adjustments, desaturate. Then I might just do one more just so we have a nice bit of elaboration here. I'm just going to rotate it by 90 degrees and do another screen or light in here. Is that something like that? And then I could just save that. Let's call this stars01. I can go back in here and import that. And then for that one, I'm just going to put in the star structure there. I'm going to create another Texture Coordinate. And I'm just going to multiply it. I'm going to create a scalar parameter here. Call this Sparkletile. Put a FaultValue1 for that. Plug that in there. And plug this into the UVC here. Then we're going to create another Power node. And then at the end of this clamp right here, I'm going to plug into the exponent there, and I'm going to plug the red channel into the power base there. Then I'm going to create one more power node. I'm going to create another parameter called this contrast02. So we have a lot of control over what the values are doing here. So we can just dial it in when we make the material instance. We're going to do a multiply node here, and then at the end I'm just going to create a a scalar parameter so we can control the intensity of this. I'm gonna call this SparklePower. Put that to fall value of one there. And then one last thing I'm gonna do, we want this to only be occurring on the top here where the snow is. We don't want any sparkle effects going on down here where it's not covered with snow. So I'm just gonna create a linear interpret and plug this actually into B And then for the first one here, we wanna leave this default value at zero, so no miss of power. This is going into the miss of color at the end. So we want the part here to not have any miss of color value, so we're keeping that at zero. We're gonna take the alpha here from our world align blend. We're gonna plug that into the alpha. We're gonna plug this into the miss of color. And so with that all set up, We'll set this up so we can demo it out in the scene there. And just to check here, make sure everything's in order. So we'll just look over it again so you can take notes. So, screen-to-line UVs, multiply by texture coordinates going into the noise texture. Then have one power node with a contrast of one, and then clamping that with a minimum of three and a maximum of eight. Then we have this texture coordinate, which is the sparkle tile, because we want to title this, going into our sort of stars texture here. And that's going into this power node that the clamp is going into. And then we have one more power contrast node here. And then we have a multiplier, a sparkle power, and that's all going into the linear interpolate in the B slot. A is just left at a value of zero. Then we're plugging the world of line blend into the alpha, and that's all going into emissive color. So let's give that a spin and see if it's working. So I'm just going to test this out here. I'm going to plug this in. And so it looks like we'll have to dial some stuff in because we can see it happening there. but you can see it's not really moving around too much so we want to make sure that so we might turn up the contrast one so we can get a little bit more of that going and I'm also going to turn up the sparkle tile is something like C2. Yeah, so we get something like that. I'm just going to grab my reference here so I can dial in something so I can look at what values I'm doing there when I first set this up. So contrast to one I'm going to keep it two, and I remember what I did now. So we have to actually put in an interesting value to get this to work. So instead of a default value at two, I'm actually going to go back into the material and do this. I'm going to put this value for contrast to at negative five. So it's going to sort of invert and create this crazy value here, but it's going to get the result that we need. So you can see as I move this around now, let me see here. Let me just put that value at something pretty high so we can see it working through here. I might need to modify this texture a bit. Let me see here. Let me do contrast. So it looks like something's not really working too much. So we're troubleshooting. Let me plug in this noise blobs texture that we originally made and plug it in there and see what happens. Cause yeah, it's definitely working but it's not getting that moving around. It's not fading in and out like it should be, so let me go in and do a little troubleshooting here. Let me try switching this around. So the 100 by 100 here, let me multiply that by the coordinates. that doesn't need difference. Oh, I know why. It's the actual default value here. It was not set up in the right way, where we had it set up in the material, but we had But it's, now that's really not working because everything is completely blown out. that, see if it works. Yeah, because that actually is completely blowing it out now. So let me actually do a little bit of troubleshooting here and get back to you and see what I can find. Okay, so I found what the problem was, was that I had these two parameters mixed up. So contrast 01, which is this one right here coming out of the noise texture right here. This is the one that's going to need a default value of negative 5. Let me put that in here for now for the material. And then this one, contrast 02, I'm going to keep at a default value of 2. And if I save that, you can see here now, and I had to turn up the sparkle power to something like 200. But now you see when I move the camera around, around. We're getting that really nice sparkle effect as I move through the scene here. And I can do a little bit higher of a tile here. So you can see as I'm moving around the scene you can see that these different sparkle effects are occurring on the snow which is really nice. And so for contrast 1, negative 5, contrast 2, 2, if I do this something a bit larger or a bit smaller like 1, you can see I can kind of cross the values between 1 and 2, so I can have a little bit more sparkle that's going on there. If you want it to like a really sunny day kind of effect going on. Or I could do something like 2. I'm going to leave the contrast 1 value at negative 5. But with that you can see with this default just top surface here we get this really nice effect that's going on here."
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