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Add transcription for: frames_zips/LS_HistoricalFictionMarcoGorlei_DownloadPirate.com_20. Refining terrain homework_frames.zip

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transcriptions/frames_zips/LS_HistoricalFictionMarcoGorlei_DownloadPirate.com_20. Refining terrain homework_frames_transcription.json ADDED
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+ "text": " For this first assignment for lesson two, we're going to be setting up the textures, materials, and particle systems needed to create both the falling raindrops and the water splashes, both the sprite-based water splashes and the mesh-disp-based water splashes. We'll start to delve into having a particle demonstrate a behavior over its lifetime to simulate a water splash. So we can do different animations over its life to give the illusion of squash and stretch or have the image within the sprite sort of grow and flatten out over its lifetime. For setting up to do this, you just need to create a couple different textures that we're going to be using in the pipeline. For this, you just need a water drop and two water splash textures. There's a couple of different ways you can make the water drop. You can see right here, it's just a very simple sphere with a little bit of a Fresnel effect around the edge. And this is pretty low res, so 512 by 512, because it's such a small sprite that's gonna be used on the screen. So this bit of artifacting you see around here is not gonna really matter too much once it's in the scene. And you can, of course, do this both in ZBrush with rendering for different materials. You can also do this in Substance Painter if you want. You can play around with the different elements of the Fresnel, but you kinda want a darker center here and then a more opaque ring around the edge of the circle. You can also experiment a little bit with having a highlight sort of painted in the center there to help give the illusion of the water having a bit of a white highlight in the center there. And then you wanna move on to the water splash texture that you're making. You want to gather a lot of really good reference of both realistic water splashes of small to medium objects entering pools of water, kind of like what was demonstrated in the lesson video. You can also look at the more stylized animated GIF images and just images in general of how water is stylized. But what's important, what you want to capture here is the main body of water as it's displaced that you can see here. So it's just a couple, it's this kind of sort of half hour glass shape with these two big sweeping arcs in the center here. And then a couple of arcs up at the top as the water sort of leaves with the velocity and breaks apart. And you want the value of that to be about 50% gray. And then the bits of splashes around here, you wanna have as a bit of a lighter value. And you can see I put a little bit of extra detail just in Photoshop with having a sort of Fresnel stroke effect around the drops here, but you don't need to worry about that too much. And you wanna have a nice variety of different elements of both circular shapes and these sort of peanut figure eight shapes or these sort of almost kind of bacteria looking shapes here as the water sort of pulls apart. And for an extra part of this, you can also have the secondary splash once the water caves in on itself, once the object has entered the water. You can add that into the center here on top of the main body if you want. You can leave it out, it's up to you. And then once you have this demonstrated or laid out, you then need to tile it and then have it so it's tiling in a horizontal fashion like this, because this is the one we're going to be stretching across that dish mesh that we've made. And you just wanna have kind of the same element of the body of water having a 50% gray and then the water drops up here. We wanna keep at a lighter value because when we plug it into the material, we want these lighter values to stick around longer once we activate the power node and start crushing the blacks. And this 50% gray will be crushed to black and so it'll no longer be opaque but these water droplets will stick around. When preparing your mesh, you wanna make sure that you have this really nice disk shape assembled here. And then really quick here, you want to make sure that when you lay out UUVs for this disk mesh that they line up with the top of the water droplets here and that the base of it fits into the bottom of the texture here. So something like this. And the other important thing you want to have so that you don't run into weird z fighting artifacts is you want to make sure that the faces for this disc are facing inward like this. A way to test that is we go to display polygons in Maya, at least you can check out and then you can find face normals. And you can see here it will help point in the direction of which way the normal face is facing here. So you want them all facing in. Another way to tell this of course is if it looks black on the outside and light on the inside, then you'll know that this is facing the correct way. When you take this into UE4, just make sure when you're hooking up the water droplets that you're taking into account the size by by speed, so you have it set up with this value so that you have a speed scale of 0.2, and then you can set your max scale as much as you want. Let me change the background color real quick here so you can see these. Actually, let me keep it dark because these are a little bit dark here. So the higher you set this value, the more they're going to stretch. If you do something crazy like 20, these are going to really stretch out here. So I'm just going to leave that at 4. Just keep in mind how big your location is when you're setting these sprites so you can have this nice sheet that you can splay across your scene. And if you want a higher concentration of rain droplets, you can just duplicate that and have it set up with a bit of a more concentrated smaller area. So you can have them like dripping off of tree branches or rocks or something like that. So you can see here it's pretty much the exact same formula. I just have this small sphere with a the radius of 20 instead of a large location layout of 400 units by 400 units in each direction. For the water splashes here, you want to really keep in mind and pay attention to the size by life, and you want to start looking into the layout of the graph here and start playing around a little bit with the values here, with the squash and stretch of over the particle's life and play around with these values so you can get a little bit of ease in and ease out. If you just click this graph icon here, you can get the x, y, and z, and you can isolate these as well. So I can just look at the x, I can look at the y, and turn this back on and make sure they're somewhat identical state. Let me see here. So you can make sure that these match up, and then you can turn on z as well to make sure that over the particle's life, you can see right here at one, the particle's life, which is the end of it right here. Don't really worry at all too much about everything past one, because the particle will be dead at that point. So everything past one you don't need to worry about. And everything before zero you don't need to worry about either. And then of course here you can look at the standard values of what you have set here. So for this you have a size by life set at different values here. So six, two and zero. And because this is a facing screen sprite we just need to worry about the X and the Y. So if I slow this down a bit you can see that these particles are starting off elongated and then they flatten out. And then in order to have them kind of fall through the screen, you just want to add a constant acceleration of 80 so they can fall kind of through the ground here and get the effect that we need here that you can see. And then for the mesh effect, for the water splash, you just want to make sure that you're doing this in X, Y, and Z because we're using a 3D mesh instead of a sprite. So you just wanna make sure your size by life for the X and Y are identical. You can see if I click this off and on, they're lining up almost perfectly. And then you can see with the Z, we're getting a little bit of a different curve in the values here. So at zero, everything is at zero. At one, Z is going to go all the way up to two. X and Y are going to stay here at a value of 0.1. And then over time, this is going to slowly, it actually is the same value here, because we have a little bit of ease-and-ease-out, or we're animating this a bit, it reaches up a little bit in its value, and then it eases back down into this value of 1. Whereas these ones will go for x and y, it'll go up, it'll grow, it'll go back down, and then it'll really reach back up to this value of 6 right here. So with that, you get a lot more of an interesting non-linear, non-robotic animation going with the water splashes that you have set up here. And of course, when you set up the material, these materials are pretty easy to set up, but just take a look and make sure that you're doing the results that, or setting up the results that you need. So it's just very easy. We're hooking up the power node to the values here. So over the particles lifetime, going back to this, we just have one dynamic parameter here. At the base beginning of the particles life to about 20% of the particles life. So point two, we have the value at one. So it's not too terribly opaque, just so it's not too bright in overlapping itself. And then when we go to the end of the particle's life, we're turning that value up to two. So you can see that a bit of the main body of the splash shows up at the beginning of its life, and then it slowly fades to the water droplets. As it goes up, it fans out, and then the constant acceleration that we have here will pull it down below the scene. So it it simulates gravity. And then one last part is looking into the material instance that we have here. Just have a little bit of depth fade so we can take out where it intersects with the ground here. So you can see these water splashes are being set up around the waterfalls and we have these water splashes happening where the raindrops are hitting the ground. So with combination of this, just be patient. There's this lesson in particular, there's a lot of different elements that we're building to get the overall effect of how water interacting with the scene. So just be patient with yourself. Make sure you know how to troubleshoot and isolate to get the different elements of catching what could possibly be going wrong. And when in doubt, just go back, isolate, check and recheck. And don't be too hard on yourself. So this stuff is pretty complicated and we're covering a lot of subjects here.",
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+ "segments": [
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+ {
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+ "text": " For this first assignment for lesson two, we're going to be setting up the textures, materials, and particle systems needed to create both the falling raindrops and the water splashes, both the sprite-based water splashes and the mesh-disp-based water splashes. We'll start to delve into having a particle demonstrate a behavior over its lifetime to simulate a water splash. So we can do different animations over its life to give the illusion of squash and stretch or have the image within the sprite sort of grow and flatten out over its lifetime. For setting up to do this, you just need to create a couple different textures that we're going to be using in the pipeline. For this, you just need a water drop and two water splash textures. There's a couple of different ways you can make the water drop. You can see right here, it's just a very simple sphere with a little bit of a Fresnel effect around the edge. And this is pretty low res, so 512 by 512, because it's such a small sprite that's gonna be used on the screen. So this bit of artifacting you see around here is not gonna really matter too much once it's in the scene. And you can, of course, do this both in ZBrush with rendering for different materials. You can also do this in Substance Painter if you want. You can play around with the different elements of the Fresnel, but you kinda want a darker center here and then a more opaque ring around the edge of the circle. You can also experiment a little bit with having a highlight sort of painted in the center there to help give the illusion of the water having a bit of a white highlight in the center there. And then you wanna move on to the water splash texture that you're making. You want to gather a lot of really good reference of both realistic water splashes of small to medium objects entering pools of water, kind of like what was demonstrated in the lesson video. You can also look at the more stylized animated GIF images and just images in general of how water is stylized. But what's important, what you want to capture here is the main body of water as it's displaced that you can see here. So it's just a couple, it's this kind of sort of half hour glass shape with these two big sweeping arcs in the center here. And then a couple of arcs up at the top as the water sort of leaves with the velocity and breaks apart. And you want the value of that to be about 50% gray. And then the bits of splashes around here, you wanna have as a bit of a lighter value. And you can see I put a little bit of extra detail just in Photoshop with having a sort of Fresnel stroke effect around the drops here, but you don't need to worry about that too much. And you wanna have a nice variety of different elements of both circular shapes and these sort of peanut figure eight shapes or these sort of almost kind of bacteria looking shapes here as the water sort of pulls apart. And for an extra part of this, you can also have the secondary splash once the water caves in on itself, once the object has entered the water. You can add that into the center here on top of the main body if you want. You can leave it out, it's up to you. And then once you have this demonstrated or laid out, you then need to tile it and then have it so it's tiling in a horizontal fashion like this, because this is the one we're going to be stretching across that dish mesh that we've made. And you just wanna have kind of the same element of the body of water having a 50% gray and then the water drops up here. We wanna keep at a lighter value because when we plug it into the material, we want these lighter values to stick around longer once we activate the power node and start crushing the blacks. And this 50% gray will be crushed to black and so it'll no longer be opaque but these water droplets will stick around. When preparing your mesh, you wanna make sure that you have this really nice disk shape assembled here. And then really quick here, you want to make sure that when you lay out UUVs for this disk mesh that they line up with the top of the water droplets here and that the base of it fits into the bottom of the texture here. So something like this. And the other important thing you want to have so that you don't run into weird z fighting artifacts is you want to make sure that the faces for this disc are facing inward like this. A way to test that is we go to display polygons in Maya, at least you can check out and then you can find face normals. And you can see here it will help point in the direction of which way the normal face is facing here. So you want them all facing in. Another way to tell this of course is if it looks black on the outside and light on the inside, then you'll know that this is facing the correct way. When you take this into UE4, just make sure when you're hooking up the water droplets that you're taking into account the size by by speed, so you have it set up with this value so that you have a speed scale of 0.2, and then you can set your max scale as much as you want. Let me change the background color real quick here so you can see these. Actually, let me keep it dark because these are a little bit dark here. So the higher you set this value, the more they're going to stretch. If you do something crazy like 20, these are going to really stretch out here. So I'm just going to leave that at 4. Just keep in mind how big your location is when you're setting these sprites so you can have this nice sheet that you can splay across your scene. And if you want a higher concentration of rain droplets, you can just duplicate that and have it set up with a bit of a more concentrated smaller area. So you can have them like dripping off of tree branches or rocks or something like that. So you can see here it's pretty much the exact same formula. I just have this small sphere with a the radius of 20 instead of a large location layout of 400 units by 400 units in each direction. For the water splashes here, you want to really keep in mind and pay attention to the size by life, and you want to start looking into the layout of the graph here and start playing around a little bit with the values here, with the squash and stretch of over the particle's life and play around with these values so you can get a little bit of ease in and ease out. If you just click this graph icon here, you can get the x, y, and z, and you can isolate these as well. So I can just look at the x, I can look at the y, and turn this back on and make sure they're somewhat identical state. Let me see here. So you can make sure that these match up, and then you can turn on z as well to make sure that over the particle's life, you can see right here at one, the particle's life, which is the end of it right here. Don't really worry at all too much about everything past one, because the particle will be dead at that point. So everything past one you don't need to worry about. And everything before zero you don't need to worry about either. And then of course here you can look at the standard values of what you have set here. So for this you have a size by life set at different values here. So six, two and zero. And because this is a facing screen sprite we just need to worry about the X and the Y. So if I slow this down a bit you can see that these particles are starting off elongated and then they flatten out. And then in order to have them kind of fall through the screen, you just want to add a constant acceleration of 80 so they can fall kind of through the ground here and get the effect that we need here that you can see. And then for the mesh effect, for the water splash, you just want to make sure that you're doing this in X, Y, and Z because we're using a 3D mesh instead of a sprite. So you just wanna make sure your size by life for the X and Y are identical. You can see if I click this off and on, they're lining up almost perfectly. And then you can see with the Z, we're getting a little bit of a different curve in the values here. So at zero, everything is at zero. At one, Z is going to go all the way up to two. X and Y are going to stay here at a value of 0.1. And then over time, this is going to slowly, it actually is the same value here, because we have a little bit of ease-and-ease-out, or we're animating this a bit, it reaches up a little bit in its value, and then it eases back down into this value of 1. Whereas these ones will go for x and y, it'll go up, it'll grow, it'll go back down, and then it'll really reach back up to this value of 6 right here. So with that, you get a lot more of an interesting non-linear, non-robotic animation going with the water splashes that you have set up here. And of course, when you set up the material, these materials are pretty easy to set up, but just take a look and make sure that you're doing the results that, or setting up the results that you need. So it's just very easy. We're hooking up the power node to the values here. So over the particles lifetime, going back to this, we just have one dynamic parameter here. At the base beginning of the particles life to about 20% of the particles life. So point two, we have the value at one. So it's not too terribly opaque, just so it's not too bright in overlapping itself. And then when we go to the end of the particle's life, we're turning that value up to two. So you can see that a bit of the main body of the splash shows up at the beginning of its life, and then it slowly fades to the water droplets. As it goes up, it fans out, and then the constant acceleration that we have here will pull it down below the scene. So it it simulates gravity. And then one last part is looking into the material instance that we have here. Just have a little bit of depth fade so we can take out where it intersects with the ground here. So you can see these water splashes are being set up around the waterfalls and we have these water splashes happening where the raindrops are hitting the ground. So with combination of this, just be patient. There's this lesson in particular, there's a lot of different elements that we're building to get the overall effect of how water interacting with the scene. So just be patient with yourself. Make sure you know how to troubleshoot and isolate to get the different elements of catching what could possibly be going wrong. And when in doubt, just go back, isolate, check and recheck. And don't be too hard on yourself. So this stuff is pretty complicated and we're covering a lot of subjects here."
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+ }
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+ ]
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+ }