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Okay.
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So now that we have our base cast on now, what we're going to do is we
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are going to get started on like our water glass, which is going to be
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mostly focused between like what you have over here and also the ones
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with the get.
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Those but got tells come a little bit later.
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We first want to just get like a normal one.
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Now, for this, we have over here, so we had the towel water, gas and I
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wanted to combine that with a belief my swamp cars over here, actually
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the Miriam cross that we have of a I don't think we actually needed in
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the end because last time I checked we kind of want to get that effect
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from this cross over here.
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Here.
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See.
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So like the little bits.
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So yeah, I don't actually need to Miriam cost that says an entire
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texture.
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That's quite nice.
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Okay, so what we're going,
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Do is if you look at your reference, you can see that this type of
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grass.
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It is not like this word is used all over the place.
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They are cluster.
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So they're always like really long clusters and then they are placed
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quite close together which will create this effect and specifically
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because near the ends they pan out.
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That's for how we can get like this really dense effect.
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Okay over here, they are quite dense, but here you can see like that's
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why they kind of like pan out.
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So that's kind of what I want to create.
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Now.
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That's not too difficult.
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It's quite similar to what we've been doing so far.
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And you might have guessed it.
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The first thing that we're going to do is we are going to go in here,
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create a new material and go this one.
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It's all what's a grass and then God's over here and then I will
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create another new material and this one will be the swamp grass,
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which is like just a dead B suppose, okay.
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It's all what's a God's?
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Let's go into our settings.
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Turn on two-sided.
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And let's go in here.
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And yes, that is this one over here because it is slightly different
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than the one that we have for this one over here.
46
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So we can just go ahead and we can Albedo besties normal.
47
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That's everything I need.
48
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And just why do we also go to our swamp cast two-sided and let's make
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this one.
50
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You know, be do.
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Normal opacity like that.
52
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Okay, perfect.
53
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So that is done.
54
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Now.
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We just need to go ahead and we need to go into our output meshes.
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And let's just add a few of them and let's have a look.
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I'm going to have.
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Yeah, maybe like four for variation setting.
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Should be fine for five.
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So just going to be, for example here.
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Let's say this one, we set the angle.
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Replace it over here.
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Now these they are going to actually be very large.
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So knowing that they are going to be very large.
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We can push in a little bit more geometry so we can place them here
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and then we can go into our desolation and will like your Crank.
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It Up to give it to quite a bit of geometry.
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Like this that we have like a nice segment.
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Honestly.
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I think I might even want to go a bit more like this so that we just
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have like a nice segment every few centimeters.
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And then apply it should that's fine.
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So that's one.
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The number two it's for another two.
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Let's pick this one.
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So we will have two big ones.
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One.
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That is probably like this one.
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It's like a little bit less and then one that is like quite a bit
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thinner and think that will give me like a nice variation amount.
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Let's go over here.
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Like this aren't plenty of segments.
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Because these leaves because they are so large, there will be less of
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them.
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So they will not be like, 100 of them, like, we have over here.
86
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So the next one I had in mind was this one over here.
87
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So let's go ahead and set the angle.
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Oops, didn't mean to create a new one.
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It's very easily.
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Does that that it's just creates a new one even though you don't want
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to?
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But okay, here we go.
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Make sure that it's a false reading your shape.
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And we can apply this one.
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And finally, the last one I'm going to go for.
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Let's do like this one over here.
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This one looks pretty average.
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And in the reason why you don't want to go for like super specific
99
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ones, like the ones over here is because when you do that, you are
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able to see the beating very easily.
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But this is why we have, like, those dad's glasses B later on.
102
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So, we have these ones over here.
103
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And now we're just going to like art some Dead cast bits to this.
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Yeah, that's first.
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Finish this one.
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There we go.
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And it is in the swamp cars over here if we just go ahead and go for
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maybe like three of them.
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You see?
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So the swamp gas that one Willis.
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Like the dead ones that we can just add on top.
112
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Now, you can see that they are not very straight.
113
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So I do want to try and get always like the straight ones because if
114
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I'm going to start bending it is nicer.
115
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If it is a straight bitch compared to if it is already a Bentley's
116
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because then the bending will just look extra strange.
117
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So this one is not too difficult to give it a bunch of segments.
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And apply.
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Like this.
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The second one is a bit more difficult.
121
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Let's go for, let's do this one over here.
122
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They are very thin.
123
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So I wonder how they will actually react with our ticker leaves, but
124
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we'll see if we can make it work because I do want have these sticking
125
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out.
126
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But the annoying thing is that in Speed 3 like you cannot probably as
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far as I know.
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You cannot set the scale of individual leaves like that here.
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I'm just going to add one extra segment here.
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Juno one of you, there we go.
131
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Get like a bunch of tessellation.
132
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No, I don't want I guess with the tessellation.
133
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We have no choice, but to have it like that because the Desolation guy
134
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like needs it.
135
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Yeah, you see.
136
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So it will it will just keep ignoring it.
137
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Which is a bit annoying.
138
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So then let's just go ahead and leave it like this.
139
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And we will see, I don't know it now.
140
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Oh, I don't trust that.
141
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It is behaving quite strangely, but we'll see how it goes.
142
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So let's just leave it like this.
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And then the last one I'm going to go ahead and I'm going to go for
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probably like this one over here.
145
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I think this one should be fine.
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Gives a bunch of segments.
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And apply here.
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This is strange.
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That it shows this, but it doesn't show it in here.
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So I wonder if that is like some kind of a buck or anything like that.
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But anyway, so we got now, these guys, B done.
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So, as I said before these gasp, it's they are clusters over here.
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So I want to go out and I'll take basic, create, one cluster, and make
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it look very good.
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And then, what we can do is later on, we can scatter those around
156
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closely together to create the filler effect.
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So knowing that's over here.
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We have a cost complex large.
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Let's quickly do a save as because it didn't mean to do all of this
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work, Injustice one.
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And let's call this water grass on the score towel over here.
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Tell, yes, and it's all with Cattails after this, so that should be
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fine.
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So let's save.
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There we go.
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Okay.
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So for our leaves, let's first of all, go into our skin.
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I'm go to get started with probably only having the tell what's a gas
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first.
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One, two, three, four.
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2 3 and 4 and I like to do it like this that I can like control the
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weight and everything.
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So this is like a towel to cast, not too special.
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It seems like it has enough geometry.
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So that's fine.
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Now, what we're going to do is we're going to go into the generate and
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let's set the number way down to like 20 or something like that.
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And as I said before, they are cluster, so we want to really like have
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the last actually, quit imagining like one point, see I
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Animals.
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Have them like I would a little bit but I don't think we can actually
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do that.
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So if I go in here, Cheryl .0,
184
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One here.
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See it's already.
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05 on.
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Oh wait.
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Here.
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We are.
190
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Able to go lower 0.002.
191
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Something like that.
192
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For example.
193
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Next, what I want to do is I want to get started by setting my sights
194
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scalar a little bit up.
195
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So this will be like the general scale over here.
196
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And then what I want to do is I want to go down to not my skin.
197
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All right, here over here.
198
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Let's accept my side over here.
199
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So those are quite tall, but I want to go down and set my scale over.
200
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You see to be quite a bit longer like this.
201
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And next.
202
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These are like a little bit straighter.
203
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So we do want to go ahead and we want to play out with this bit more
204
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and I assume that these are going to be see not the folds here.
205
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The curl is giving me quite a bit of work, but that's not just it I
206
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think it is like the angle the a line over here.
207
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Here.
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See ya.
209
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The airline is causing some problems.
210
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So obvious.
211
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Now we have like these
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Quite long, B and C.
213
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So the folding you had a folding is fight.
214
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Like I do want to have it.
215
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I do want to give it like a little bit of oregano because you can see
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it over here.
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Also, one goes here here here, although they are often facing outwards
218
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a little bit.
219
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Although it's too sure.
220
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But that is okay.
221
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Like we don't have to have it perfectly.
222
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We just need to get something that looks logical.
223
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She twisting and then we have like a curling.
224
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Okay, so so nice thing is that once we have this one, what we can do
225
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is we can just go at the scatter it around and then later on we can
226
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just add like The Cattails and everything to this.
227
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So this is looking pretty nice.
228
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Yes.
229
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I'm going to go ahead and I'm going to see if I can add my glass.
230
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My all my other cars to this one else.
231
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We need to kind of like have a duplicate it and just
232
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Just added on top.
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So if I go.
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For swamp gas, one and swamp gas.
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Number two,
236
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Okay, so that does work.
237
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Yes the does work.
238
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But I feel like that if we do this if we go one more and do swamp gas.
239
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Number three, we kind of need to go into the generator and set the
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number of it higher.
241
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So that we have like the song called and then for our swamp cars, are
242
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we going to go ahead and set the the weight probably to like point
243
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eight so that they do not appear too often.
244
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Jake, actually, we need to go for like .5 because there are three of
245
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them, so I'm just trying to go and like get a nice balance.
246
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Gina default leaves and like the song, Garceau to some cars pretty
247
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much like just a debt once you can see over here.
248
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So that looks quite good in general.
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I'm going to go point three maybe so we really do not want to have
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these too often.
251
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So C 0 .3.
252
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Okay.
253
00:12:19,925 --> 00:12:24,225
So we got those done in a generate we can also display out a little
254
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bit more with a sweep and a jumble if we like do not like it, but
255
00:12:28,425 --> 00:12:31,125
let's say that we get started with something like this.
256
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And let's save our scene.
257
00:12:33,725 --> 00:12:36,225
So this is going to be like the normal tall glass.
258
00:12:36,725 --> 00:12:36,825
Now.
259
00:12:36,825 --> 00:12:39,525
The cool thing that we can do is now we can start by basically
260
00:12:39,525 --> 00:12:40,725
scattering this around.
261
00:12:41,225 --> 00:12:45,925
If we go to our tree, what we can do is we can right-click add
262
00:12:45,925 --> 00:12:46,825
geometry to select.
263
00:12:46,825 --> 00:12:48,725
Are we can add a Zone over here.
264
00:12:49,425 --> 00:12:52,625
Now, with this Zone, if we go ahead and set the frequency up, what you
265
00:12:52,625 --> 00:12:57,425
get is you get many different types of stones like this and then if we
266
00:12:57,425 --> 00:13:01,525
go into our generate we are able to set like the first and last
267
00:13:01,625 --> 00:13:02,125
Quite close.
268
00:13:02,125 --> 00:13:05,325
So, what you can see is you get all of these different zones, but they
269
00:13:05,325 --> 00:13:07,725
are slightly in different locations.
270
00:13:08,525 --> 00:13:14,425
Now, last time I checked, I'm also able to, like, set the scaling of
271
00:13:14,425 --> 00:13:15,725
the Zone, but I guess,
272
00:13:18,125 --> 00:13:19,625
Yeah, so scalar.
273
00:13:20,125 --> 00:13:23,825
So I can set these like a little bit smaller like this, and it makes
274
00:13:23,825 --> 00:13:28,025
it a little bit easier to see, and then do something like this.
275
00:13:29,425 --> 00:13:32,425
And now, if you drag your leaves on top of this,
276
00:13:34,125 --> 00:13:35,925
You basically get like a bunch of these bits.
277
00:13:35,925 --> 00:13:37,725
Although they are very small.
278
00:13:38,025 --> 00:13:38,525
So.
279
00:13:40,125 --> 00:13:42,225
I guess that we need to set aside scalar up.
280
00:13:42,225 --> 00:13:44,325
Anyway in order to have them.
281
00:13:47,225 --> 00:13:48,825
And all I mean in order to scale them.
282
00:13:48,825 --> 00:13:49,625
So we have these.
283
00:13:52,725 --> 00:13:54,825
We can have them like it like a little cluster.
284
00:13:54,825 --> 00:13:57,925
So I think this far enough because you can see that there is quite a
285
00:13:57,925 --> 00:14:01,425
bit of like space, but I do want to go probably for like a bit of a
286
00:14:01,425 --> 00:14:05,825
dancer 14 now, so maybe not this dense, but maybe like what you can
287
00:14:05,825 --> 00:14:06,825
see over here.
288
00:14:08,225 --> 00:14:09,025
Let's see.
289
00:14:10,525 --> 00:14:15,425
Yeah, so if I have a look at this, I'm gonna set my last little bit
290
00:14:15,425 --> 00:14:15,925
out.
291
00:14:17,125 --> 00:14:17,725
Like this.
292
00:14:17,725 --> 00:14:21,825
And I do want to go ahead and just play out, see your offset.
293
00:14:21,825 --> 00:14:26,825
So try to like, get some nice areas and maybe City frequency down a
294
00:14:26,825 --> 00:14:27,325
little bit.
295
00:14:28,225 --> 00:14:29,925
Because right now here, this is what I mean.
296
00:14:29,925 --> 00:14:32,325
So here you can see that we just get like all these nice little
297
00:14:32,325 --> 00:14:32,725
cluster.
298
00:14:32,725 --> 00:14:33,425
So that's fine.
299
00:14:33,825 --> 00:14:35,825
And we can have like more or less of these.
300
00:14:35,825 --> 00:14:38,225
So, if you want to be can do two variations of this.
301
00:14:39,325 --> 00:14:42,225
But what I'm going to do is show, I'm going to start with them,
302
00:14:42,225 --> 00:14:46,725
probably like the basic variation and I just want to play around with.
303
00:14:48,225 --> 00:14:49,625
Some of my settings.
304
00:14:50,925 --> 00:14:52,325
I don't care about those.
305
00:14:53,825 --> 00:14:55,125
Placement.
306
00:14:56,825 --> 00:14:58,125
Angle, there we go.
307
00:14:58,125 --> 00:15:02,325
The angle is maybe little bit interesting, so that I always like to
308
00:15:02,325 --> 00:15:04,925
give it like a little bit of like an angle to the outside.
309
00:15:07,025 --> 00:15:07,325
Okay.
310
00:15:07,325 --> 00:15:11,825
Yes, we can go ahead and we can set the radius that lower here.
311
00:15:11,825 --> 00:15:14,925
So that is the one that I actually had to change.
312
00:15:16,825 --> 00:15:17,525
Hang.
313
00:15:19,125 --> 00:15:20,925
No, I don't care about, that's alignment.
314
00:15:20,925 --> 00:15:22,125
I don't care about that.
315
00:15:22,425 --> 00:15:23,425
So yeah, most of this stuff.
316
00:15:23,425 --> 00:15:25,125
I don't really care about.
317
00:15:26,125 --> 00:15:26,825
It's a position.
318
00:15:26,825 --> 00:15:28,725
Little bit smaller like this.
319
00:15:29,325 --> 00:15:29,625
There we go.
320
00:15:29,625 --> 00:15:30,825
So that is looking pretty good.
321
00:15:30,825 --> 00:15:35,225
So you can see that it is not as much as I was expecting to, but I
322
00:15:35,225 --> 00:15:39,625
quite like this because what we can do is we can have one of these and
323
00:15:39,625 --> 00:15:42,025
then we have another one that is like The Cattails because for the
324
00:15:42,025 --> 00:15:45,925
cartels, you probably don't want to go for like a massive area that is
325
00:15:45,925 --> 00:15:48,625
full of them because you got like want to be able to place them.
326
00:15:48,825 --> 00:15:52,125
So if we do this one, we can just out like a bunch more stones and
327
00:15:52,125 --> 00:15:53,525
create like a larger batch.
328
00:15:54,025 --> 00:15:56,725
So first of all, let's see if this one actually looks the way that we
329
00:15:56,725 --> 00:15:58,125
want, so we can save this.
330
00:15:58,725 --> 00:16:01,625
And then what we can do is we can go ahead and pretty much as export
331
00:16:01,625 --> 00:16:01,925
this.
332
00:16:02,625 --> 00:16:06,225
So let's go export the game, water.
333
00:16:06,325 --> 00:16:07,425
Gastão.
334
00:16:08,325 --> 00:16:08,625
Yes.
335
00:16:08,625 --> 00:16:10,925
Oh, I don't need to give it a different name because I'm just going to
336
00:16:10,925 --> 00:16:11,225
do.
337
00:16:11,625 --> 00:16:14,225
It's all on the score large.
338
00:16:14,225 --> 00:16:15,625
That's what I'm going to do later on.
339
00:16:16,025 --> 00:16:17,525
So let's just save this.
340
00:16:20,925 --> 00:16:23,025
This one, I keep needing to scaled up.
341
00:16:23,025 --> 00:16:24,425
So let's set this back to 3.
342
00:16:24,425 --> 00:16:25,025
I believe that.
343
00:16:25,025 --> 00:16:27,025
What is the one that we had and just pass?
344
00:16:27,025 --> 00:16:27,425
Okay.
345
00:16:28,525 --> 00:16:32,625
And now if we go ahead and go in here, we can import.
346
00:16:34,625 --> 00:16:36,525
Water cause tall.
347
00:16:38,525 --> 00:16:39,225
Like this.
348
00:16:39,525 --> 00:16:41,725
I'm going to double click copy name.
349
00:16:43,525 --> 00:16:47,625
Ungroup, delete the group and then paste the name.
350
00:16:48,525 --> 00:16:51,025
And then what I'm going to do, some just going to rotate this, and
351
00:16:51,025 --> 00:16:52,625
this one's duty to be quite a bit bigger.
352
00:16:52,625 --> 00:16:57,925
So I'm going to go probably for scale of like 2.5 like this so that
353
00:16:57,925 --> 00:17:01,825
they are quite a bit larger because let me just see.
354
00:17:03,225 --> 00:17:05,825
Yep, this is the one actually we probably even want to go to like
355
00:17:05,825 --> 00:17:10,125
three because these are going to be quite a bit larger like often in
356
00:17:10,125 --> 00:17:10,625
the real life.
357
00:17:10,625 --> 00:17:15,025
I've seen them easily being as large as a person so like I will not
358
00:17:15,025 --> 00:17:18,125
make them that large just yet because this is going to be inside of a
359
00:17:18,125 --> 00:17:18,725
tunnel.
360
00:17:18,825 --> 00:17:22,025
And inside of the tunnel, you would not have to fill sun and
361
00:17:22,025 --> 00:17:22,425
everything.
362
00:17:22,425 --> 00:17:24,125
To really, really grow these things.
363
00:17:24,125 --> 00:17:28,725
Really large, but I still want to get them quite large to an area like
364
00:17:28,725 --> 00:17:29,125
this.
365
00:17:30,725 --> 00:17:33,525
So, let's just start this to a layer.
366
00:17:37,925 --> 00:17:38,525
Over here.
367
00:17:39,925 --> 00:17:40,825
Save us in.
368
00:17:41,725 --> 00:17:43,225
Let's export this one.
369
00:17:46,025 --> 00:17:46,825
Just like that.
370
00:17:47,125 --> 00:17:49,025
And we also need to setup our materials again.
371
00:17:49,025 --> 00:17:50,025
So let's go in here.
372
00:17:51,725 --> 00:17:52,625
Let's have a look.
373
00:17:52,625 --> 00:17:56,325
So I'm gonna go first of all, let's go to our textures.
374
00:17:59,425 --> 00:18:01,125
Swamp on a squad cars.
375
00:18:02,925 --> 00:18:03,625
Import.
376
00:18:05,425 --> 00:18:06,125
Texas.
377
00:18:06,625 --> 00:18:09,525
And then the next one was going to be tall water grass.
378
00:18:11,425 --> 00:18:14,125
It's all on this cold water on squad cars.
379
00:18:18,325 --> 00:18:19,825
And import those also.
380
00:18:20,425 --> 00:18:23,225
So that stuff is all basic we go in here.
381
00:18:23,225 --> 00:18:27,125
We, for example, grab our Gracia one, because that one looks the most
382
00:18:27,125 --> 00:18:29,025
same duplicate it.
383
00:18:30,225 --> 00:18:33,025
So water class.
384
00:18:34,525 --> 00:18:35,325
Open it up.
385
00:18:36,025 --> 00:18:37,825
See, and now it's remembers my window.
386
00:18:38,025 --> 00:18:38,725
It's a randomly.
387
00:18:38,725 --> 00:18:40,825
Does it is randomly starts remembering windows?
388
00:18:40,825 --> 00:18:46,425
And then later on, they just forget it again, another one, swamp on
389
00:18:46,425 --> 00:18:47,325
the score gas.
390
00:18:49,825 --> 00:18:50,525
There we go.
391
00:18:50,825 --> 00:18:53,325
Okay, so I'll swamp gas, we can just replace.
392
00:18:54,625 --> 00:18:57,225
These over here.
393
00:18:59,325 --> 00:19:00,525
It's all about cigars.
394
00:19:02,425 --> 00:19:03,725
We can replace these.
395
00:19:06,825 --> 00:19:07,525
Just like that.
396
00:19:07,525 --> 00:19:09,025
So that is now also shortage.
397
00:19:09,525 --> 00:19:15,125
And next, we can go to assets, by the way, these things if you want
398
00:19:15,125 --> 00:19:18,625
you can already like get rid of them because we should have everything
399
00:19:18,625 --> 00:19:19,625
already replaced.
400
00:19:19,625 --> 00:19:24,225
So if we just delete that, so it's just still one that is using this
401
00:19:24,225 --> 00:19:24,525
method.
402
00:19:24,825 --> 00:19:28,625
Oh, we probably use this material in like one of these.
403
00:19:28,625 --> 00:19:30,825
So I believe it was like the bark tree.
404
00:19:30,825 --> 00:19:31,925
So if we now delete,
405
00:19:33,625 --> 00:19:36,425
Delete, come on.
406
00:19:36,625 --> 00:19:37,125
Delete.
407
00:19:37,425 --> 00:19:38,625
Thank you here.
408
00:19:38,625 --> 00:19:38,925
See?
409
00:19:39,125 --> 00:19:40,725
That makes it look a little bit cleaner.
410
00:19:41,725 --> 00:19:44,625
So but this will of course, I place this one on here.
411
00:19:44,625 --> 00:19:49,525
So that's why we cannot deleted to in real.
412
00:19:50,925 --> 00:19:51,425
What are?
413
00:19:51,425 --> 00:19:52,525
Gosh, how?
414
00:19:53,925 --> 00:19:54,625
Import.
415
00:19:57,325 --> 00:19:58,125
Open it up.
416
00:19:58,325 --> 00:19:59,425
Now, in religion five.
417
00:19:59,425 --> 00:20:02,025
You can also apply your content browser down here.
418
00:20:02,425 --> 00:20:06,225
The reason I don't like it is because of what you just saw is that it
419
00:20:06,225 --> 00:20:08,425
just very easily like gets rid of it.
420
00:20:08,425 --> 00:20:11,825
You cannot really talk it in the layout because then it does this.
421
00:20:11,825 --> 00:20:15,625
So it's not like the best way of doing it and for me to then needing
422
00:20:15,625 --> 00:20:17,325
to again, navigate over here.
423
00:20:17,325 --> 00:20:18,825
That's why I personally just
424
00:20:19,825 --> 00:20:27,125
Go down here and we go for salt water gas and swamp cars, save our
425
00:20:27,125 --> 00:20:27,525
scene.
426
00:20:29,125 --> 00:20:32,125
And now if we go assets test is out.
427
00:20:32,125 --> 00:20:34,025
So let's say that we place it like in here.
428
00:20:35,525 --> 00:20:37,125
So it fits really nicely.
429
00:20:37,925 --> 00:20:41,325
It needs to be a lot bigger, because if I place like a few of these,
430
00:20:42,025 --> 00:20:46,225
this is supposed to be quite small grass, like still high because of
431
00:20:46,225 --> 00:20:47,425
because it will be in the water.
432
00:20:48,725 --> 00:20:51,225
Because that's what I decided to swap around.
433
00:20:51,525 --> 00:20:54,125
But if I have something like this over here, let's say that I have
434
00:20:54,125 --> 00:20:55,925
like a cluster sitting in between here.
435
00:20:58,825 --> 00:21:02,825
Something like this just to try out the placement.
436
00:21:03,625 --> 00:21:04,825
I most definitely
437
00:21:06,225 --> 00:21:07,325
Want to make this quite bigger.
438
00:21:07,325 --> 00:21:09,825
So let's set the scale to maybe like 5.
439
00:21:11,225 --> 00:21:12,625
And then the expert is again.
440
00:21:15,825 --> 00:21:17,425
See if that looks a bit better.
441
00:21:20,725 --> 00:21:22,025
Yeah, see that's a lot better.
442
00:21:22,525 --> 00:21:24,825
So now you can see like we have the Tall Grass over here.
443
00:21:25,325 --> 00:21:27,925
And that is fine.
444
00:21:28,525 --> 00:21:29,025
Now.
445
00:21:29,125 --> 00:21:33,725
It has like the, the screen and that screen space ambient occlusion,
446
00:21:33,925 --> 00:21:36,325
the distant fields and everything that are inside of here.
447
00:21:36,325 --> 00:21:38,425
Yes, they are a little bit dark, but don't worry about that.
448
00:21:38,525 --> 00:21:39,825
We can go ahead and fix that.
449
00:21:40,025 --> 00:21:42,125
And also, what we can do is in these cases.
450
00:21:43,125 --> 00:21:47,125
We can probably go into our materials.
451
00:21:47,325 --> 00:21:47,625
Probably.
452
00:21:47,625 --> 00:21:50,425
We only need to do this in the eat all water cars and set the
453
00:21:50,425 --> 00:21:54,825
subsurface scattering to like 0.5., Maybe even one which will guide
454
00:21:54,825 --> 00:21:56,225
like reduce the amounts in.
455
00:21:56,725 --> 00:21:59,625
It was look nice if you like are inside it because who knows?
456
00:21:59,625 --> 00:22:02,125
Maybe you are making a game that's like from this level.
457
00:22:02,125 --> 00:22:04,225
Now you just want to kind of like look to it.
458
00:22:04,825 --> 00:22:07,325
So anyway, that was looking pretty good.
459
00:22:07,325 --> 00:22:08,025
As you can see.
460
00:22:08,025 --> 00:22:11,225
It's just some nice tall glass that we have.
461
00:22:12,525 --> 00:22:14,725
Just stick with what we've been doing so far.
462
00:22:14,725 --> 00:22:18,725
We can once again go over here, quickly artists.
463
00:22:20,825 --> 00:22:24,125
0.3 by 1.3.
464
00:22:25,825 --> 00:22:27,525
Density will be less.
465
00:22:27,525 --> 00:22:29,725
So this time we are going to go for like 1,000.
466
00:22:30,425 --> 00:22:32,325
And now we can just go ahead and let's say that.
467
00:22:34,625 --> 00:22:35,325
Over here here.
468
00:22:35,325 --> 00:22:38,125
See that's quite nice that you can like place it and then what you
469
00:22:38,125 --> 00:22:39,325
would probably like want to do.
470
00:22:39,325 --> 00:22:42,025
Is it once you've done like the base placement?
471
00:22:42,225 --> 00:22:44,925
You can then go in here and set the scale to like
472
00:22:45,925 --> 00:22:46,325
Oh wait.
473
00:22:46,325 --> 00:22:47,125
I said 0.3.
474
00:22:47,125 --> 00:22:47,925
That's really low.
475
00:22:48,125 --> 00:22:49,225
I meant 0.8.
476
00:22:49,325 --> 00:22:53,525
But anyway, we can do like 0.5 to 0.6 0.3 to 0.5.
477
00:22:55,525 --> 00:22:56,325
That's too low.
478
00:22:57,225 --> 00:23:02,125
Susie 0.82, 0.4.
479
00:23:02,825 --> 00:23:03,725
We can like hear.
480
00:23:04,025 --> 00:23:07,125
Make them smaller almost as if that it's like fading out.
481
00:23:08,125 --> 00:23:11,825
See so that's how you would kind like have like that fate and then you
482
00:23:11,825 --> 00:23:17,425
can go ahead and go for like 0.3 by 0.4 and then you can have like the
483
00:23:17,425 --> 00:23:21,025
really small fading over here at which point we need to set our
484
00:23:21,025 --> 00:23:21,625
density.
485
00:23:22,725 --> 00:23:26,125
Bit higher because else it cannot register properly by.
486
00:23:26,125 --> 00:23:29,725
Yeah, you you get the point so you can have like some nice feeling and
487
00:23:29,725 --> 00:23:32,925
you can very quickly create like some really dense, swamp gas, as you
488
00:23:32,925 --> 00:23:33,825
can see over here.
489
00:23:34,525 --> 00:23:35,725
I don't like the small ones.
490
00:23:35,825 --> 00:23:39,725
They are not looking very good, I guess because we need to have like,
491
00:23:40,425 --> 00:23:41,125
4,000.
492
00:23:41,125 --> 00:23:45,525
I think we need to have like more of them and maybe shutters to 0.5 by
493
00:23:45,525 --> 00:23:46,425
0.4.
494
00:23:49,025 --> 00:23:52,425
Yeah, yeah, that's a feels a little bit better when it's little bit
495
00:23:52,425 --> 00:23:53,325
denser like that.
496
00:23:54,725 --> 00:23:58,625
I know that it's just like a testing, but I like to just quickly show
497
00:23:58,625 --> 00:24:01,825
off the work at the end of our chapter, what we've been doing.
498
00:24:02,625 --> 00:24:03,125
There we go.
499
00:24:04,025 --> 00:24:09,725
See some cars or like a random gas that we can now later on we can
500
00:24:09,725 --> 00:24:12,825
just nicely like Towing some Cattails just by placing it in here.
501
00:24:13,325 --> 00:24:15,725
So this is looking really good and you can also see that this responds
502
00:24:15,725 --> 00:24:17,525
differently compared to this in.
503
00:24:17,525 --> 00:24:20,925
This is because when you do foliage, painting, it is a little bit more
504
00:24:20,925 --> 00:24:23,625
optimized, but it also takes into account with your
505
00:24:24,825 --> 00:24:27,325
Ritual Shadows that it is fairly close together.
506
00:24:27,325 --> 00:24:30,825
So that's why it is not looking so dark, but this is really nice.
507
00:24:30,825 --> 00:24:34,825
So although it has like a little bit of a, I don't know what this,
508
00:24:34,825 --> 00:24:36,325
like, a sort of a motion blur.
509
00:24:36,525 --> 00:24:39,125
It's probably because you have like a lot of Willington strains.
510
00:24:39,625 --> 00:24:40,125
Anyway.
511
00:24:40,725 --> 00:24:41,625
Next chapter.
512
00:24:41,625 --> 00:24:44,825
What we're going to do is we are going to create a larger variation
513
00:24:44,825 --> 00:24:48,425
and then we are also going to create a cattail variation for which we
514
00:24:48,425 --> 00:24:50,425
probably need to create like a custom texture.
515
00:24:50,625 --> 00:24:52,525
But let's go ahead and continue with this in the next.38266
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