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Add transcription for: Magic Orb Homework.wav

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transcriptions/Magic Orb Homework_transcription.json ADDED
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+ "text": " For this first assignment for lesson four, we're going to be creating a magical orb with orbiting and attracting rays of light and spheres with remnant emitters. We're going to be delving heavily into the vector math of cascade particles, so be patient with troubleshooting and double checking what each effect is doing with its vector math to get the result you want. So this assignment will be delving into what attracts one particle to a point in space and what attracts one particle to another particle. another particle. We're delving really deeply into the vector math for this. So I'm going to be breaking down really quick here to just each individual effect. The first part of this is going to just be creating our single orb at the center here. So we're going to be looking into how to get a particle to just spawn once and live forever in Cascade, almost the equivalent of like if you just want to place a static a static mesh in the scene and have some particles interact with it. So that would be setting emitter loops to one and setting the spawn to a burst of one, creating one burst effect, setting it to one and then setting a lifetime to zero. And also keeping in mind that because of this, because the particle is living forever, you cannot apply any factors to it that affect it over life. So anything like color over life, whatever you put in for the default value, it's going to be that value forever at zero. So a particle is lifetime, it no longer applies if your particle is living forever. So keep that in mind. Going further down the line, we're going to, let me just turn these off one by one here. We're just going to create another mesh, which is the water vortex that we created in the last lesson here. And just doing some panning textures, like we were doing with the smoke and fire, but just having it go this different way so that we can see that the center of this sphere has these elements of light kind of being sucked into the center. This is just all material trickery, essentially. We're not doing any point gravity elements or any point attraction or anything like that, but this is a nice thing that we can sort of assemble into the center of this sphere so we can get that extra effect just with material and not just with the particle effects that we'll be going with later. And this is the other example of we want to spawn this particle once and have it live forever, or we can spawn different elements of it so we get a little bit of variety with everything once it's spawned in the center here. And then we wanna spawn these light rays, which is using the similar smoke effect. This is just blue because we're doing a blue color over life for these, or a blue color, I should say. And then we're going to start delving into the point attractor, which is our first step into creating a point in this cascade space where the particles are going to be honing in or attracting to it. And it'll be affecting its velocity, it'll be affecting how the particle is moving. So this is our first step into how to get particles to attract to each other with this point attractor, which is one single point in space. You can see the position of it, you can see the range of how far it will influence, and then of course the strength of how much sort of suction power it's gonna take with all these different elements sort of accumulating to it with these light rays here. We're gonna be doing the same thing here with these small sprites. So for CPU particles, we're gonna be using the point attractor. If we want to do this for lots of particles like the GPU sprites, we'll have to do something called point gravity. And it's essentially using just the same effect, where we have this radius of 500. It's set at a position of 0, 0, 0. And the strength is set at 500 as well. So this way, you can get a ton of nice little GPU particles that are all attracting to this center point here. The next step we're going to go down is we're going to start having these spheres orbit around this largest sphere here. And this gets a little bit more complicated, where going to be having a sense of velocity that these spheres will be having. And you want to have this perfectly unanimous or unified. So if it's a, you set one value, say 200, and you're going to apply that across the board here, and you're going to set the mirrored negative value here for the min. So if it's 200 hypothetically, it's got to be 200, 200, 200, and then negative 200, 200, 200 for the min here. And then for the point attractor, you just want to have a simple setup. want to have your range at a very high rate so it'll sort of encompass this entire range because the spheres are sort of in this sort of elastic almost kind of taffy sense they're sort of reaching out and they're getting pulled back in and then they're reaching out and getting pulled back in again. So you'll have to kind of tone in this range and the strength to and also make sure to check on effect base of velocity and check on override velocity. So these can be influenced, this point attractor can influence the velocity of these orbiting spheres here. And then the last part, and this is probably the most complicated part where the most things can go wrong. So just be patient with the troubleshooting of this, which is we're going to be attaching ribbon emitters to these orbiting spheres right here. So just make sure that, and we did a little bit of troubleshooting just in the video itself because there's a lot of factors that can go wrong when setting up a ribbon emitter. So just make sure with going with the ribbon data, you set your sheets per trail to 1, you set your max trail count to 10, you set your max particle and trail count to 500, and then set your distance, tessellation, step size to 0. And then for a spawn, we're going to be checking off spawn. For a lifetime, we're going to be just setting that at 1. For the initial size, we're just sending that at 1 across the board. For color over life, we're just going to set that at a default of red. For the alpha over life, we're just going to have this set at 0 and 0. For 0.2, we're going to set it at 1. For 0.5, we're going to set it at 1. And then for 1, we're going to set it back at 0. So you can see how this plays out in the ribbon. You can see the fade where it starts faded. It goes to fully opaque. And then it fades out again at the end of its tail, which is nice. We're going to also set a size by life. So at zero, we're going to set that at zero. And then one, we're going to set it to 15, one and one. So it kind of grows a little bit in its size here. And then we're going to set the source, which is pets to SR, pet to SRCM particle. So instead of default, we want to set this to particle. We want to follow a certain particle around. We want to name this a particular name, like orbit. And for the source, we want to put that name here in the source name. The source strength, we want to set it 100. The source offset count, we want to leave it 0 and we want to leave this checked on. We want to leave this checked off. We want to leave this at sequential. And we want to check off inherit rotation. If you're feeling brave and want to experiment with some of this, you can definitely kind of poke around with some of these different values and just see what you get. But I would recommend duplicating this particle. So if you're going to experiment and sort of see what these different buttons do, I'd say have an experimental version and have your sort of safe version where you can get the result that you know is going to work. And then for a spawn per unit, the last source setup, we want to set that to unit scalar of 50, movement tolerance of five, spawn per unit at one, and then process spawn rate, we want to go ahead and check that off. And so with all of this setup, and of course, there was that last thing that we did where When we were responding to these in the lesson, the particle trails were all sort of squiggly and we couldn't figure out what was going on there. I had an initial velocity set up in this particle emitter. So I had to go ahead and delete that, and that created this really smooth ribbon trail that you can see here. If you want these ribbons to be longer, you can set this at a longer lifespan. So you can see those are getting really long now. Can set that back at one. And so with this, it goes back into just be patient with the troubleshooting. Just look at the example set up in the lesson and go back through again and just see which of these things is not like the other. And just be patient with yourself. Ribbons can be a little bit finicky, so definitely cut yourself some slack when setting this part up. But this is nice because it's opening the floodgates to these really cool elemental magic elements that you can see here with these different effects. Thank you.",
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+ "segments": [
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+ {
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+ "text": " For this first assignment for lesson four, we're going to be creating a magical orb with orbiting and attracting rays of light and spheres with remnant emitters. We're going to be delving heavily into the vector math of cascade particles, so be patient with troubleshooting and double checking what each effect is doing with its vector math to get the result you want. So this assignment will be delving into what attracts one particle to a point in space and what attracts one particle to another particle. another particle. We're delving really deeply into the vector math for this. So I'm going to be breaking down really quick here to just each individual effect. The first part of this is going to just be creating our single orb at the center here. So we're going to be looking into how to get a particle to just spawn once and live forever in Cascade, almost the equivalent of like if you just want to place a static a static mesh in the scene and have some particles interact with it. So that would be setting emitter loops to one and setting the spawn to a burst of one, creating one burst effect, setting it to one and then setting a lifetime to zero. And also keeping in mind that because of this, because the particle is living forever, you cannot apply any factors to it that affect it over life. So anything like color over life, whatever you put in for the default value, it's going to be that value forever at zero. So a particle is lifetime, it no longer applies if your particle is living forever. So keep that in mind. Going further down the line, we're going to, let me just turn these off one by one here. We're just going to create another mesh, which is the water vortex that we created in the last lesson here. And just doing some panning textures, like we were doing with the smoke and fire, but just having it go this different way so that we can see that the center of this sphere has these elements of light kind of being sucked into the center. This is just all material trickery, essentially. We're not doing any point gravity elements or any point attraction or anything like that, but this is a nice thing that we can sort of assemble into the center of this sphere so we can get that extra effect just with material and not just with the particle effects that we'll be going with later. And this is the other example of we want to spawn this particle once and have it live forever, or we can spawn different elements of it so we get a little bit of variety with everything once it's spawned in the center here. And then we wanna spawn these light rays, which is using the similar smoke effect. This is just blue because we're doing a blue color over life for these, or a blue color, I should say. And then we're going to start delving into the point attractor, which is our first step into creating a point in this cascade space where the particles are going to be honing in or attracting to it. And it'll be affecting its velocity, it'll be affecting how the particle is moving. So this is our first step into how to get particles to attract to each other with this point attractor, which is one single point in space. You can see the position of it, you can see the range of how far it will influence, and then of course the strength of how much sort of suction power it's gonna take with all these different elements sort of accumulating to it with these light rays here. We're gonna be doing the same thing here with these small sprites. So for CPU particles, we're gonna be using the point attractor. If we want to do this for lots of particles like the GPU sprites, we'll have to do something called point gravity. And it's essentially using just the same effect, where we have this radius of 500. It's set at a position of 0, 0, 0. And the strength is set at 500 as well. So this way, you can get a ton of nice little GPU particles that are all attracting to this center point here. The next step we're going to go down is we're going to start having these spheres orbit around this largest sphere here. And this gets a little bit more complicated, where going to be having a sense of velocity that these spheres will be having. And you want to have this perfectly unanimous or unified. So if it's a, you set one value, say 200, and you're going to apply that across the board here, and you're going to set the mirrored negative value here for the min. So if it's 200 hypothetically, it's got to be 200, 200, 200, and then negative 200, 200, 200 for the min here. And then for the point attractor, you just want to have a simple setup. want to have your range at a very high rate so it'll sort of encompass this entire range because the spheres are sort of in this sort of elastic almost kind of taffy sense they're sort of reaching out and they're getting pulled back in and then they're reaching out and getting pulled back in again. So you'll have to kind of tone in this range and the strength to and also make sure to check on effect base of velocity and check on override velocity. So these can be influenced, this point attractor can influence the velocity of these orbiting spheres here. And then the last part, and this is probably the most complicated part where the most things can go wrong. So just be patient with the troubleshooting of this, which is we're going to be attaching ribbon emitters to these orbiting spheres right here. So just make sure that, and we did a little bit of troubleshooting just in the video itself because there's a lot of factors that can go wrong when setting up a ribbon emitter. So just make sure with going with the ribbon data, you set your sheets per trail to 1, you set your max trail count to 10, you set your max particle and trail count to 500, and then set your distance, tessellation, step size to 0. And then for a spawn, we're going to be checking off spawn. For a lifetime, we're going to be just setting that at 1. For the initial size, we're just sending that at 1 across the board. For color over life, we're just going to set that at a default of red. For the alpha over life, we're just going to have this set at 0 and 0. For 0.2, we're going to set it at 1. For 0.5, we're going to set it at 1. And then for 1, we're going to set it back at 0. So you can see how this plays out in the ribbon. You can see the fade where it starts faded. It goes to fully opaque. And then it fades out again at the end of its tail, which is nice. We're going to also set a size by life. So at zero, we're going to set that at zero. And then one, we're going to set it to 15, one and one. So it kind of grows a little bit in its size here. And then we're going to set the source, which is pets to SR, pet to SRCM particle. So instead of default, we want to set this to particle. We want to follow a certain particle around. We want to name this a particular name, like orbit. And for the source, we want to put that name here in the source name. The source strength, we want to set it 100. The source offset count, we want to leave it 0 and we want to leave this checked on. We want to leave this checked off. We want to leave this at sequential. And we want to check off inherit rotation. If you're feeling brave and want to experiment with some of this, you can definitely kind of poke around with some of these different values and just see what you get. But I would recommend duplicating this particle. So if you're going to experiment and sort of see what these different buttons do, I'd say have an experimental version and have your sort of safe version where you can get the result that you know is going to work. And then for a spawn per unit, the last source setup, we want to set that to unit scalar of 50, movement tolerance of five, spawn per unit at one, and then process spawn rate, we want to go ahead and check that off. And so with all of this setup, and of course, there was that last thing that we did where When we were responding to these in the lesson, the particle trails were all sort of squiggly and we couldn't figure out what was going on there. I had an initial velocity set up in this particle emitter. So I had to go ahead and delete that, and that created this really smooth ribbon trail that you can see here. If you want these ribbons to be longer, you can set this at a longer lifespan. So you can see those are getting really long now. Can set that back at one. And so with this, it goes back into just be patient with the troubleshooting. Just look at the example set up in the lesson and go back through again and just see which of these things is not like the other. And just be patient with yourself. Ribbons can be a little bit finicky, so definitely cut yourself some slack when setting this part up. But this is nice because it's opening the floodgates to these really cool elemental magic elements that you can see here with these different effects. Thank you."
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+ }
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+ ]
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+ }