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These are the user uploaded subtitles that are being translated: 1 00:00:05,376 --> 00:00:07,424 Everyone welcome to this 2 00:00:07,680 --> 00:00:12,032 First toriel in this intro to Unity VFX series 3 00:00:12,544 --> 00:00:17,152 In this tutorial we are going to be making this cute little fire here 4 00:00:17,408 --> 00:00:23,552 And before we just Dive Right In There are two things that I wanted to cover really quickly that I hope you take away from this 5 00:00:23,808 --> 00:00:24,320 Video 6 00:00:24,576 --> 00:00:27,648 The first one probably unsurprisingly 7 00:00:27,904 --> 00:00:32,000 Is hopefully after this you are a lot more comfortable and confident 8 00:00:32,256 --> 00:00:34,816 Just making a basic effect in unity 9 00:00:35,584 --> 00:00:41,728 This tutorial is designed to be really approachable even if you have never made an effect before 10 00:00:41,984 --> 00:00:43,520 So that is the 11 00:00:43,776 --> 00:00:44,800 Biggest goal here 12 00:00:45,312 --> 00:00:50,432 But the second one and this one kind of applies to every video here 13 00:00:50,944 --> 00:00:55,040 Is that I really really hope you were able to approach 14 00:00:55,296 --> 00:01:00,672 Effects with a sense of playfulness with kind of a tinker's mindset 15 00:01:01,440 --> 00:01:04,256 Effects is very much a discipline 16 00:01:04,512 --> 00:01:09,888 Where there are six things to do everything and all of them are probably right 17 00:01:10,656 --> 00:01:14,240 And so is one that really really rewards just 18 00:01:14,496 --> 00:01:16,032 Being comfortable with 19 00:01:16,800 --> 00:01:21,664 Experimenting and things being messy and imperfect and just 20 00:01:22,688 --> 00:01:23,456 This 21 00:01:23,712 --> 00:01:24,480 Kind of 22 00:01:24,736 --> 00:01:26,784 Lethal what happens if 23 00:01:27,040 --> 00:01:27,808 Approach 24 00:01:28,064 --> 00:01:34,208 And that is going to let you not only learn a ton really really quickly but also just 25 00:01:34,464 --> 00:01:40,608 Find the ways that you specifically really really love to make effects and what you love about them 26 00:01:41,120 --> 00:01:41,888 So 27 00:01:42,144 --> 00:01:46,752 I hope that you leave this video and all of the videos after this 28 00:01:47,264 --> 00:01:50,848 With this question and this excitement of like 29 00:01:51,104 --> 00:01:57,248 Okay what's next for this affect what can I do to push this further make this even better really make 30 00:01:57,504 --> 00:01:58,528 My own 31 00:01:58,784 --> 00:01:59,808 Because 32 00:02:00,320 --> 00:02:02,368 That's where a lot of the magic is going to happen 33 00:02:03,392 --> 00:02:03,904 So 34 00:02:04,160 --> 00:02:04,928 Do that shed 35 00:02:05,184 --> 00:02:07,232 And to get you the first step 36 00:02:07,488 --> 00:02:08,000 On that 37 00:02:09,024 --> 00:02:10,048 Let's make a fire 38 00:02:10,304 --> 00:02:10,816 So 39 00:02:11,328 --> 00:02:11,840 2 40 00:02:12,352 --> 00:02:18,496 Create a new effect we're just going to right click anywhere in the hierarchy we are going to go down to effects and then 41 00:02:18,752 --> 00:02:20,288 A particle system 42 00:02:22,848 --> 00:02:24,640 Rename this real quick 43 00:02:25,664 --> 00:02:26,688 And 44 00:02:27,456 --> 00:02:32,064 You can see right away we've got some little puff balls how you went back in the background there 45 00:02:32,320 --> 00:02:38,464 We are just going to go over to our inspector Tab and the transform and zero out 46 00:02:38,976 --> 00:02:41,280 Everything in the position in the rotation 47 00:02:41,536 --> 00:02:43,840 Not in the scale we need that to be at 1 48 00:02:44,352 --> 00:02:46,656 And then if we 49 00:02:47,168 --> 00:02:49,984 Jump back into the sea view and hit f 50 00:02:52,800 --> 00:02:54,592 It is going to give us a 51 00:02:55,104 --> 00:02:58,944 Very very liberal centering on 52 00:03:00,224 --> 00:03:01,760 The effect itself 53 00:03:03,296 --> 00:03:04,320 And 54 00:03:04,576 --> 00:03:09,696 Just really quickly before anything else I'm just going to go over to the effects start Speed 55 00:03:10,208 --> 00:03:14,560 And I'm going to change that from 5 to 0 just so we don't have a bunch of fuzz balls flying in our face 56 00:03:16,864 --> 00:03:18,144 Now that we have 57 00:03:18,656 --> 00:03:19,680 This 58 00:03:19,936 --> 00:03:23,520 The first thing that I want to do is actually just 59 00:03:24,032 --> 00:03:27,104 Go ahead and add a new material to this 60 00:03:27,872 --> 00:03:32,224 We're going for one with these little squares where it's really easy to steal. 61 00:03:33,248 --> 00:03:35,552 Want to create something similar here 62 00:03:37,856 --> 00:03:39,392 So if you 63 00:03:39,648 --> 00:03:41,952 Done this before then 64 00:03:42,208 --> 00:03:45,792 Buy jump down into the materials folder in my project 65 00:03:46,304 --> 00:03:48,864 Then I can just again 66 00:03:49,120 --> 00:03:51,168 Right-click anywhere in the empty space 67 00:03:51,424 --> 00:03:52,704 Go to create 68 00:03:52,960 --> 00:03:55,520 And then down to material here like that 69 00:03:57,824 --> 00:03:58,592 Name real quick 70 00:03:59,360 --> 00:04:05,504 And then with that selected so that it's showing up in the inspector we're going to click the Shader drop down 71 00:04:05,760 --> 00:04:08,832 We're going to do Universal render pipeline 72 00:04:09,344 --> 00:04:10,624 We're going to go to particles 73 00:04:10,880 --> 00:04:12,672 And then we're just going to go ahead and select omelette 74 00:04:13,952 --> 00:04:15,488 And in here 75 00:04:15,744 --> 00:04:18,815 The only thing that we need to change is our surface type 76 00:04:19,071 --> 00:04:20,095 From opaque 77 00:04:20,351 --> 00:04:21,631 Transparent 78 00:04:23,423 --> 00:04:29,055 We don't actually need to add a texture to give this any extra shape because by default 79 00:04:29,567 --> 00:04:33,151 This is just going to be a square like our little particles rights are 80 00:04:34,431 --> 00:04:35,711 So now if we 81 00:04:36,223 --> 00:04:36,991 Select 82 00:04:37,759 --> 00:04:41,087 AR effect again and we scroll down to the bottom to the renderer 83 00:04:41,343 --> 00:04:42,367 And open this 84 00:04:42,879 --> 00:04:46,975 Don't worry about most of this yet we're not going to be using most of it for a while 85 00:04:47,999 --> 00:04:50,559 We can just take our new material 86 00:04:51,071 --> 00:04:53,631 And drag and drop that in the material slot 87 00:04:54,655 --> 00:04:56,703 Or alternatively 88 00:04:57,727 --> 00:04:58,495 If you just 89 00:04:58,751 --> 00:05:01,055 Quick the floor kind of Bullseye to the side 90 00:05:01,311 --> 00:05:04,383 Then it will bring up this selection 91 00:05:04,895 --> 00:05:08,735 And you can type in anything you want there it'll give you all the options 92 00:05:08,991 --> 00:05:11,295 You can double click and it will assign something 93 00:05:13,599 --> 00:05:18,207 Now that we've got something that is a really good indication of 94 00:05:18,719 --> 00:05:19,487 Things like 95 00:05:19,743 --> 00:05:21,791 The general size shape 96 00:05:22,303 --> 00:05:25,631 Color that we're going to be adding to affect the other 97 00:05:25,887 --> 00:05:26,655 Material 98 00:05:27,679 --> 00:05:30,751 We can go ahead and set a bunch of those attributes 99 00:05:31,263 --> 00:05:33,055 A lot more accurately from the start 100 00:05:33,823 --> 00:05:38,431 So we're going to start here by jumping down to our start lifetime 101 00:05:39,711 --> 00:05:40,479 And 102 00:05:40,735 --> 00:05:43,807 Where this is a constant of 5 Seconds 103 00:05:44,063 --> 00:05:45,343 Per particle right now 104 00:05:45,599 --> 00:05:49,439 We're going to click this little arrow over here 105 00:05:49,951 --> 00:05:53,023 We're going to go to random between two constants instead 106 00:05:53,279 --> 00:05:57,375 And we're just going to set this to 1 and 1.5 107 00:05:57,631 --> 00:06:00,447 So now every particle that's created 108 00:06:00,703 --> 00:06:01,471 Well 109 00:06:02,239 --> 00:06:05,055 Pick a random number between 1 and 1.5 110 00:06:05,311 --> 00:06:07,871 That's how many seconds that particle is going to live for 111 00:06:09,151 --> 00:06:11,455 We're going to jump down to our start size 112 00:06:11,967 --> 00:06:13,247 And again 113 00:06:13,759 --> 00:06:16,063 Going to go to random between two constants 114 00:06:16,319 --> 00:06:19,903 And set those 2.3.5 115 00:06:22,207 --> 00:06:22,975 And 116 00:06:23,231 --> 00:06:26,047 Something just to talk about really quickly with these two 117 00:06:26,559 --> 00:06:27,583 I'm 118 00:06:27,839 --> 00:06:31,167 Going to be using a lot of these 119 00:06:31,423 --> 00:06:32,959 Random Rangers 120 00:06:33,215 --> 00:06:39,359 And effects because these are how you get a ton of those little bits of variation 121 00:06:39,615 --> 00:06:40,639 Ann and chaos 122 00:06:40,895 --> 00:06:43,711 That help make something feel really organic 123 00:06:43,967 --> 00:06:49,599 That helped it be a little bit different and fun to watch over and over and over stuff like that 124 00:06:50,623 --> 00:06:54,719 But I'm using pretty small ranges in a lot of these cases and 125 00:06:55,231 --> 00:06:58,815 That's very intentional what I'm trying to do is 126 00:06:59,071 --> 00:07:01,119 Bridge the gap between 127 00:07:02,655 --> 00:07:06,495 Something that is way too uniform and gets really repetitive 128 00:07:07,519 --> 00:07:10,079 And feels kind of like stiff stuff like that 129 00:07:10,591 --> 00:07:14,175 And something that just feels completely chaotic and inconsistent 130 00:07:14,431 --> 00:07:18,527 So these little bits of Randomness are really nice way to 131 00:07:19,039 --> 00:07:22,623 Bridge that and get something that holds up over 132 00:07:22,879 --> 00:07:25,439 A lot of feelings and always feels fun 133 00:07:27,231 --> 00:07:33,119 Just to completely ruin everything I just said we're going to go down to start rotation 134 00:07:34,143 --> 00:07:38,751 Random range between two constants and we're going to set this 202 360 135 00:07:39,007 --> 00:07:41,311 Because we want this to be able to start at 136 00:07:42,079 --> 00:07:44,127 Any amount of rotation whatsoever 137 00:07:46,175 --> 00:07:46,943 And 138 00:07:47,199 --> 00:07:51,039 Finally for our last bit up here for now we're just going to 139 00:07:51,295 --> 00:07:52,575 Flickinger start 140 00:07:53,087 --> 00:07:55,647 And we're going to set that 141 00:07:55,903 --> 00:07:56,671 2 142 00:07:57,183 --> 00:07:58,463 A nice kind of 143 00:07:58,975 --> 00:07:59,743 Pale gold 144 00:08:01,023 --> 00:08:01,535 So 145 00:08:02,047 --> 00:08:06,911 That is all we need to worry about up here in the initial attributes for now 146 00:08:07,167 --> 00:08:12,543 Basically this whole second half is totally fine at the default so don't worry about any of it 147 00:08:13,311 --> 00:08:14,079 And 148 00:08:14,591 --> 00:08:16,895 Now we're going to start working our way 149 00:08:17,407 --> 00:08:19,455 Pretty much just down the list 150 00:08:19,711 --> 00:08:22,015 For a bunch of these modules 151 00:08:23,551 --> 00:08:28,415 For the first one the emission rate we're just going to go ahead and increase this 152 00:08:28,671 --> 00:08:32,511 215 particles per second instead of 10 153 00:08:32,767 --> 00:08:35,583 Just to give us a little bit full of a flame 154 00:08:35,839 --> 00:08:37,375 As we make more episodes to this 155 00:08:38,143 --> 00:08:38,911 And then 156 00:08:39,167 --> 00:08:40,959 The next thing that we 157 00:08:41,471 --> 00:08:44,287 Really going to be playing with is this shape here 158 00:08:44,799 --> 00:08:45,311 Now 159 00:08:45,823 --> 00:08:47,103 As soon as I 160 00:08:47,871 --> 00:08:51,967 Expand the shape tab you're going to see we get this little blue outline 161 00:08:52,479 --> 00:08:54,783 And this is outlining 162 00:08:55,039 --> 00:08:56,575 The base of this cone 163 00:08:57,599 --> 00:08:58,879 We change the radius 164 00:08:59,135 --> 00:09:01,439 You can see it get smaller stuff like that 165 00:09:02,207 --> 00:09:02,975 And 166 00:09:03,487 --> 00:09:07,071 What this sheet module is doing in general is just 167 00:09:07,839 --> 00:09:09,375 Giving these particles 168 00:09:10,143 --> 00:09:13,471 An area to pick random points within to spawn 169 00:09:13,727 --> 00:09:19,103 If we uncheck this entirely then all of our particles are going to spawn 170 00:09:19,359 --> 00:09:23,199 The same point in space right at the origin of the submitter 171 00:09:24,479 --> 00:09:29,599 Re-enable this and in the shape shop down switch from a phone to a sphere 172 00:09:30,111 --> 00:09:33,439 And you see that they get a sphere to spawn randomly with instead 173 00:09:34,463 --> 00:09:38,559 So this is a really really nice way of 174 00:09:39,327 --> 00:09:45,471 Adding again a little bit more Randomness and organic or of just controlling 175 00:09:45,727 --> 00:09:50,335 The area that your particles are spawning within for a bunch of different shapes of effects 176 00:09:51,359 --> 00:09:53,919 Or ours were actually going to be going 177 00:09:54,175 --> 00:09:56,735 Pretty small again we're just going to do 178 00:09:57,247 --> 00:09:58,015 A 179 00:09:58,271 --> 00:10:01,599 Sphere with a radius of .1 180 00:10:02,879 --> 00:10:05,951 Even that just gives us a little bit more randomness 181 00:10:06,463 --> 00:10:07,487 Which is really nice 182 00:10:08,511 --> 00:10:13,375 And next or going to jump down to our velocity over lifetime 183 00:10:13,887 --> 00:10:15,679 And enable that really quickly 184 00:10:17,727 --> 00:10:19,775 In some cases this can be 185 00:10:20,287 --> 00:10:22,335 Very similar to start Speed 186 00:10:22,847 --> 00:10:25,151 But what we really want out of it here 187 00:10:25,663 --> 00:10:26,431 Is 188 00:10:26,687 --> 00:10:29,247 Start Speed is going to be applied 189 00:10:29,503 --> 00:10:32,575 Based on the shape that you have selected 190 00:10:33,855 --> 00:10:36,671 And so when we have a sphere 191 00:10:37,439 --> 00:10:38,463 It's going to 192 00:10:38,719 --> 00:10:43,071 Send particles flying out in all directions from that sphere so it 193 00:10:43,327 --> 00:10:44,863 Doesn't work for what we need here 194 00:10:45,887 --> 00:10:49,983 Velocity over Lifetime on the other hand has things like this linear setting 195 00:10:50,495 --> 00:10:52,287 So we can apply 196 00:10:52,543 --> 00:10:53,311 Say 197 00:10:53,567 --> 00:10:55,103 Velocity of Point 25 198 00:10:55,615 --> 00:10:59,199 Justin Y and it's only going to move the particles up 199 00:11:00,735 --> 00:11:01,247 If 200 00:11:01,503 --> 00:11:03,295 In chasing more of our 201 00:11:03,551 --> 00:11:05,599 Randomness we want to switch this 202 00:11:05,855 --> 00:11:07,391 Random between two constants 203 00:11:07,647 --> 00:11:10,719 We can do something like 25 + 1 204 00:11:10,975 --> 00:11:12,511 So that we start to get 205 00:11:12,767 --> 00:11:16,095 So nice variation in the speed that those Flames are moving at 206 00:11:18,143 --> 00:11:20,959 That's all we're going to worry about on that one for now 207 00:11:21,727 --> 00:11:27,615 Next we're going to jump down to color over lifetime enable that and expand that real quick 208 00:11:27,871 --> 00:11:29,151 On this 209 00:11:30,175 --> 00:11:32,223 We're going to get this gradient editor 210 00:11:32,991 --> 00:11:33,503 And 211 00:11:33,759 --> 00:11:38,367 This comes with a lot of really really fun flexibility so I belong to talk 212 00:11:38,623 --> 00:11:40,927 You have these keys that control Alpha 213 00:11:41,439 --> 00:11:47,583 So if I scale this down 20 then you can see that over the course of their lifetime 214 00:11:47,839 --> 00:11:50,143 These particles go from completely transparent 215 00:11:50,655 --> 00:11:53,471 And then slowly Fade up to being fully opaque 216 00:11:55,263 --> 00:11:56,543 Down on the bottom here 217 00:11:56,799 --> 00:11:57,567 I have 218 00:11:57,823 --> 00:12:01,663 Is color keyframes so if I double click on 219 00:12:02,175 --> 00:12:02,943 Biscay 220 00:12:04,479 --> 00:12:06,271 Or on the color swatch down here 221 00:12:06,783 --> 00:12:08,831 I can make this pure red and now 222 00:12:09,343 --> 00:12:14,463 This is going to start out multiplying this white over or start color 223 00:12:14,719 --> 00:12:16,511 So we'll start with that same gold 224 00:12:16,767 --> 00:12:20,607 And over the course of its lifetime by the very end of its lifetime 225 00:12:20,863 --> 00:12:26,751 It's going to be multiplying this read over that gold so you get a very very deep rich red 226 00:12:28,031 --> 00:12:32,127 And we can add more keyframes into this just by 227 00:12:32,383 --> 00:12:33,663 Working on 228 00:12:33,919 --> 00:12:36,735 Whichever side of the gradient we want to 229 00:12:36,991 --> 00:12:38,015 He's too 230 00:12:38,271 --> 00:12:40,319 You can delete them by hitting the delete key 231 00:12:40,831 --> 00:12:42,111 And again 232 00:12:42,879 --> 00:12:47,487 If we open up each of those keys then we can really start to fine-tune 233 00:12:49,535 --> 00:12:50,559 Best color gradient 234 00:12:51,327 --> 00:12:54,399 And do like some nice rich gold in there 235 00:12:54,911 --> 00:12:59,519 This is going to naturally give us an orange here but if we wanted to find unit even more 236 00:13:00,031 --> 00:13:00,799 Then 237 00:13:01,823 --> 00:13:03,615 We could add another key there 238 00:13:04,383 --> 00:13:06,687 And get it to be even richer 239 00:13:08,991 --> 00:13:11,295 Or keep it more and longer stuff like that 240 00:13:13,599 --> 00:13:14,111 So 241 00:13:14,367 --> 00:13:15,647 That's all we need there 242 00:13:16,415 --> 00:13:17,695 Now at this point 243 00:13:18,719 --> 00:13:23,071 It becomes really really obvious how much these particles are 244 00:13:23,327 --> 00:13:27,679 Fighting and flickering and just not really sure how to interact with each other 245 00:13:28,191 --> 00:13:33,311 So we're actually going to really quickly jump back down to a renderer 246 00:13:33,823 --> 00:13:36,127 And rifle or material input 247 00:13:36,383 --> 00:13:38,175 There's this thing called sort mode 248 00:13:38,687 --> 00:13:44,831 And where that says None we're going to click on this drop down and we're going to do youngest in front instead 249 00:13:46,111 --> 00:13:46,879 And 250 00:13:47,391 --> 00:13:51,743 You can see immediately this one's up with a lot less flickering 251 00:13:52,255 --> 00:13:57,119 What does sort mode is doing is telling these particles what order 252 00:13:57,375 --> 00:13:58,655 They should draw in 253 00:13:58,911 --> 00:14:02,495 Which one should effectively appear closest to the camera 254 00:14:02,751 --> 00:14:04,799 And by selecting youngest in front 255 00:14:05,055 --> 00:14:09,919 We're always going to be putting the new particle in front of all of the older particles 256 00:14:10,431 --> 00:14:15,551 And so this keeps the brightest ones in the front and whines up really really creating 257 00:14:16,063 --> 00:14:18,367 A much smoother nicer 258 00:14:19,135 --> 00:14:19,647 Kind of 259 00:14:19,903 --> 00:14:21,183 Fire illusion 260 00:14:22,463 --> 00:14:25,535 Obviously you can see if still not quite perfect 261 00:14:25,791 --> 00:14:29,631 So we are going to just continue down the line here 262 00:14:30,143 --> 00:14:32,191 And keep chasing 263 00:14:32,447 --> 00:14:35,007 Oh that nice kind of fire motion 264 00:14:35,519 --> 00:14:37,823 And shape and behavior and also kind of 265 00:14:38,079 --> 00:14:39,871 Cleaning that up along the way to 266 00:14:40,383 --> 00:14:43,711 I'm also going to go ahead and switch back to the ham so we don't have the widget there 267 00:14:44,735 --> 00:14:45,247 So 268 00:14:45,503 --> 00:14:47,807 4 size of a lifetime enable that 269 00:14:48,319 --> 00:14:51,391 And we once again have a 270 00:14:51,647 --> 00:14:53,695 New way of interacting 271 00:14:53,951 --> 00:14:55,999 What the particle and giving instructions 272 00:14:56,255 --> 00:14:58,303 You can see when we enable bet 273 00:14:58,815 --> 00:15:04,191 They immediately started scaling up from nothing over the course of a lifetime and that's because 274 00:15:04,447 --> 00:15:06,495 Their size here is being controlled 275 00:15:06,751 --> 00:15:08,287 By this animation curve 276 00:15:09,567 --> 00:15:13,919 This works exactly the same as the color of a lifetime gradient 277 00:15:14,175 --> 00:15:17,759 In that whichever point there in on their lifetime 278 00:15:18,015 --> 00:15:23,391 The point that this curve is at at that point is going to multiply on top of 279 00:15:23,647 --> 00:15:25,695 Your start size so that's why 280 00:15:26,463 --> 00:15:29,279 Either starting out with a multiplier of 0 281 00:15:29,535 --> 00:15:31,327 So they start with the size of the arrow 282 00:15:31,839 --> 00:15:34,911 And their final multiplier right now is one 283 00:15:35,167 --> 00:15:37,983 So you wind up with them at a size of 284 00:15:38,239 --> 00:15:39,775 Point 32.5 285 00:15:41,055 --> 00:15:45,919 If we go down into some of the defaults that they have set up for us here 286 00:15:46,175 --> 00:15:48,991 We can select this downward slope 287 00:15:49,503 --> 00:15:53,599 And that instead starts to give us this really nice little candle shape 288 00:15:53,855 --> 00:15:54,367 Now 289 00:15:54,623 --> 00:15:58,719 We can refine this even more to really really start getting 290 00:15:58,975 --> 00:16:01,791 An even nicer flame motion out of that so 291 00:16:02,815 --> 00:16:05,375 A couple more ways that we can interact with 292 00:16:06,143 --> 00:16:12,287 S-curve we can select one of these points just by left-clicking on it and then we can just drive it around 293 00:16:12,799 --> 00:16:15,871 So we can drag this one out a little bit here 294 00:16:17,151 --> 00:16:17,919 And 295 00:16:18,431 --> 00:16:24,319 One of the other things that we can do is we can just write like anywhere along the curve sandwich me a dad 296 00:16:24,831 --> 00:16:27,135 This is going to give us another key 297 00:16:27,647 --> 00:16:28,671 To mess around with 298 00:16:29,439 --> 00:16:30,207 And 299 00:16:30,719 --> 00:16:33,279 We can drag this one down a whole bunch 300 00:16:33,535 --> 00:16:35,839 So that these Flames start smaller 301 00:16:36,095 --> 00:16:36,607 And then 302 00:16:36,863 --> 00:16:40,447 Grow a lot bigger and then taper back in overtime 303 00:16:40,959 --> 00:16:43,775 So this is going to start to give us 304 00:16:44,031 --> 00:16:49,151 This really nice kind of organic expansion that really feels a lot more like a fire 305 00:16:50,175 --> 00:16:50,687 And 306 00:16:50,943 --> 00:16:51,711 Finally 307 00:16:52,223 --> 00:16:58,111 Last thing we can do here if you see when I select any of these keys they have these little handle sticking off of them 308 00:16:58,879 --> 00:16:59,647 And 309 00:17:00,159 --> 00:17:02,207 We can just go ahead and 310 00:17:02,719 --> 00:17:04,255 Grab one of those handles 311 00:17:04,767 --> 00:17:06,303 And use that to 312 00:17:06,559 --> 00:17:08,351 Adjust the slope of this curve 313 00:17:09,119 --> 00:17:13,727 So we can do something we like this and then we get the 314 00:17:14,239 --> 00:17:16,287 Flames 315 00:17:17,311 --> 00:17:18,335 Or we can just 316 00:17:18,591 --> 00:17:19,359 Give them 317 00:17:21,919 --> 00:17:24,479 A nice kind of slope like that 318 00:17:26,271 --> 00:17:28,063 And this feels a lot calmer 319 00:17:28,831 --> 00:17:31,135 And also gives us some of that nice organic Ness 320 00:17:31,391 --> 00:17:34,719 Starting them out a little bit smaller also kind of helps again 321 00:17:34,975 --> 00:17:37,023 With some of that starting goofiness 322 00:17:37,535 --> 00:17:38,815 If we sweat that's one 323 00:17:39,071 --> 00:17:40,095 We can just 324 00:17:40,607 --> 00:17:44,959 Give them a nice little bit of an he's out here 325 00:17:45,471 --> 00:17:47,007 So that they hang out at 326 00:17:47,263 --> 00:17:48,543 Little size 327 00:17:49,311 --> 00:17:51,871 Just a little bit longer towards the end there 328 00:17:55,199 --> 00:17:56,223 And then 329 00:17:56,991 --> 00:17:57,503 The 330 00:17:57,759 --> 00:18:01,343 Very last thing that we're going to mess around with in here 331 00:18:01,855 --> 00:18:05,183 We are just going to jump down to our rotation over lifetime 332 00:18:05,439 --> 00:18:06,463 Enable that 333 00:18:07,231 --> 00:18:10,815 And for angular velocity here this is just 334 00:18:11,071 --> 00:18:15,679 How many degrees each of these particles is going to rotate over the course of its lifetime 335 00:18:16,191 --> 00:18:20,031 We're going to do a random between two constants and we are going to switch that 336 00:18:20,543 --> 00:18:21,823 Something 337 00:18:23,615 --> 00:18:26,175 15 338 00:18:27,455 --> 00:18:28,223 2:30 339 00:18:30,527 --> 00:18:36,159 And that starts to give us just a little bit of extra rotation motion 340 00:18:36,671 --> 00:18:38,719 One other thing that we can do here 341 00:18:38,975 --> 00:18:39,999 If we 342 00:18:40,511 --> 00:18:42,303 Hot backup real quickly 343 00:18:43,583 --> 00:18:46,143 Is down below start rotation 344 00:18:46,399 --> 00:18:50,751 There's this option called flip rotation which by default is set to 0 345 00:18:51,007 --> 00:18:53,567 Now this is what percentage of the particles 346 00:18:53,823 --> 00:18:55,359 It's going to 347 00:18:55,615 --> 00:18:59,711 Invert the rotation on so right now it's doing it on 0% of them 348 00:18:59,967 --> 00:19:02,015 If he set this 2.5 349 00:19:02,527 --> 00:19:05,855 Half of our particles are going to start 350 00:19:07,135 --> 00:19:09,695 An inverted start rotation 351 00:19:09,951 --> 00:19:13,023 And also rotate in the opposite direction 352 00:19:14,047 --> 00:19:16,607 First rotation so obviously doesn't matter 353 00:19:17,119 --> 00:19:17,631 But 354 00:19:17,887 --> 00:19:21,983 4 rotation of a lifetime this is actually really really nice because 355 00:19:22,495 --> 00:19:25,055 If we wanted some of these to be rotating 356 00:19:25,311 --> 00:19:27,359 Is clockwise and counterclockwise 357 00:19:27,615 --> 00:19:30,687 Then our options are to either do 358 00:19:30,943 --> 00:19:34,271 A rotation of -30 to 30 359 00:19:34,527 --> 00:19:39,647 In which case you're going to get things all along this rain so you're going to get a bunch of things that might be rotating like 360 00:19:40,159 --> 00:19:41,183 5 degrees 361 00:19:41,439 --> 00:19:43,999 -5 degrees even 0 degrees 362 00:19:44,255 --> 00:19:47,327 Just as much as you're going to be getting 30 or -30 363 00:19:48,607 --> 00:19:49,119 But 364 00:19:49,375 --> 00:19:51,679 By doing 15 to 30 365 00:19:52,191 --> 00:19:55,007 And then using the flip rotation instead 366 00:19:55,519 --> 00:19:57,311 What we instead wind up with 367 00:19:57,823 --> 00:19:58,591 Is 368 00:19:59,359 --> 00:20:00,639 1530 369 00:20:00,895 --> 00:20:04,735 And -15 to -30 so you always have 370 00:20:05,247 --> 00:20:08,831 Some amount of like noticeable rotation so 371 00:20:09,087 --> 00:20:12,159 That's a really really nice little way to Wrangle these 372 00:20:14,719 --> 00:20:18,303 Just to play around with a little bit more polishing this 373 00:20:19,327 --> 00:20:22,399 This is the part where we really get into asking 374 00:20:22,655 --> 00:20:27,519 What happens if I do this what does this checkbox do stuff like that 375 00:20:28,287 --> 00:20:30,591 We can do things like 376 00:20:31,103 --> 00:20:35,711 Mess around with the speed modifier up in the velocity over lifetime 377 00:20:36,223 --> 00:20:36,991 So 378 00:20:37,247 --> 00:20:38,783 By default this is just 379 00:20:39,039 --> 00:20:41,855 One so all of our speeds are 380 00:20:42,367 --> 00:20:44,671 Just constant values 381 00:20:45,183 --> 00:20:48,255 If we do something like set this to occur 382 00:20:49,279 --> 00:20:51,839 Then that becomes another curve that we can modify 383 00:20:52,095 --> 00:20:57,471 And that will interact with our velocity over lifetime in the exact same way that 384 00:20:58,495 --> 00:21:00,799 Size over lifetime is interacting 385 00:21:02,079 --> 00:21:03,359 With our size so 386 00:21:04,383 --> 00:21:06,687 We can again switch this to 387 00:21:08,735 --> 00:21:12,063 East like that one so that we don't have both curse fighting year 388 00:21:15,647 --> 00:21:20,000 We can give this a little tiny bit of a Slowdown up at the top 389 00:21:20,256 --> 00:21:21,280 Which is going to be 390 00:21:21,536 --> 00:21:26,656 Really really nice for keeping these Flames a little bit closer together 391 00:21:27,168 --> 00:21:30,752 As they die off so we get a little bit Fuller of 392 00:21:31,008 --> 00:21:32,032 April 9th 393 00:21:32,544 --> 00:21:34,080 And then we can again 394 00:21:34,336 --> 00:21:36,128 Go ahead and add a key 395 00:21:38,176 --> 00:21:40,224 Drag it down a bit and 396 00:21:40,480 --> 00:21:43,296 Just left that have that little bit of he's in as well 397 00:21:43,808 --> 00:21:45,344 So now 398 00:21:45,600 --> 00:21:51,744 These are going to kind of start out a little bit slower-moving build up some size and some energy 399 00:21:52,000 --> 00:21:54,304 Start moving up a little bit faster 400 00:21:54,560 --> 00:22:00,704 And then slow down again over the course of their lifetime so you wind up with this really nice much more sort of 401 00:22:00,960 --> 00:22:02,496 Interesting very movement 402 00:22:03,520 --> 00:22:04,288 And 403 00:22:05,056 --> 00:22:11,200 There's plenty more that you can play around with here obviously even things like the speed modifier or 404 00:22:11,456 --> 00:22:13,760 Already just starting to ask White 405 00:22:14,272 --> 00:22:17,600 What if Mister that we can go down into things like 406 00:22:20,160 --> 00:22:23,232 Things like the noise and 407 00:22:23,488 --> 00:22:27,328 You want to talk about experiments obviously this does not look great to start with 408 00:22:29,120 --> 00:22:34,496 But this is one where if you just start clicking around and experimenting let's say we take 409 00:22:34,752 --> 00:22:39,360 The frequency to something like two so that it's a much much smaller motion 410 00:22:40,896 --> 00:22:44,224 We can take the strength down 2.2 411 00:22:44,736 --> 00:22:47,808 And now we start to get something that actually is kind of 412 00:22:48,320 --> 00:22:50,624 Giving a little bit of charming organic 413 00:22:51,136 --> 00:22:55,232 It's still kind of like wonders downward sometimes 414 00:22:55,744 --> 00:23:00,864 With the noise pattern here if you leave it running for too long so we could even find him this more 415 00:23:01,376 --> 00:23:04,704 And do something like it separate taxis soba 416 00:23:07,264 --> 00:23:08,288 Another great Dental 417 00:23:09,824 --> 00:23:13,920 So that we can do things like a specifically not a plane noise 418 00:23:14,432 --> 00:23:17,760 On y so that it can't drag it down so much 419 00:23:18,016 --> 00:23:19,296 And then we can just 420 00:23:19,808 --> 00:23:22,112 Apply a little bit of noise on 421 00:23:22,880 --> 00:23:23,904 Xnz 422 00:23:24,160 --> 00:23:28,256 So they get some motion on the horizontal axis instead 423 00:23:29,536 --> 00:23:32,608 You can play around with stuff like that you can see 424 00:23:32,864 --> 00:23:35,680 How quickly that goes from being something that is 425 00:23:36,192 --> 00:23:37,472 Really really bad 426 00:23:39,776 --> 00:23:44,384 Do something that actually had some new kind of Charmin life to it 427 00:23:44,896 --> 00:23:46,944 Pretty quickly just by experimenting 428 00:23:48,736 --> 00:23:52,832 Will disable that just for simplicity's sake and at this point 429 00:23:53,088 --> 00:23:55,648 We've got a pretty good fire on our hands 430 00:23:56,160 --> 00:23:56,928 So 431 00:23:57,184 --> 00:24:00,000 Let's go ahead and give it to members 432 00:24:01,024 --> 00:24:03,072 We are going to start this off 433 00:24:03,328 --> 00:24:04,096 Just buy 434 00:24:04,352 --> 00:24:05,888 Copy and pasting are 435 00:24:06,400 --> 00:24:08,704 Basement or so. Ctrl-v 436 00:24:09,472 --> 00:24:10,752 And then we will 437 00:24:13,568 --> 00:24:15,872 Rename this one and parent it 438 00:24:16,384 --> 00:24:16,896 Under 439 00:24:18,432 --> 00:24:19,712 Base fire demo 440 00:24:20,224 --> 00:24:20,992 And 441 00:24:21,248 --> 00:24:23,040 We're just going to 442 00:24:23,808 --> 00:24:27,904 We've already got here and start making little tweaks and modifications 443 00:24:28,672 --> 00:24:34,048 So far start lifetime you can switch it to .05 2.2 444 00:24:34,304 --> 00:24:37,376 This is a much much bigger range than last time 445 00:24:37,632 --> 00:24:39,936 Because we're not forming 446 00:24:40,192 --> 00:24:44,544 This kind of cohesive body of an effect any more of these Sparks 447 00:24:44,800 --> 00:24:47,616 Should be a lot more kind of 448 00:24:47,872 --> 00:24:53,760 Chaotic and varied and stuff like that and it won't break it up and make it feel super erratic when we do that 449 00:24:54,016 --> 00:24:56,576 So we can get away with a lot more variation here 450 00:24:57,600 --> 00:24:59,136 We are going to 451 00:25:00,928 --> 00:25:04,768 Off the size of these way way down so that we're just getting 452 00:25:05,024 --> 00:25:06,304 Will Tony Sparks 453 00:25:07,840 --> 00:25:09,632 And in our start color 454 00:25:10,656 --> 00:25:12,192 We're going to 455 00:25:12,448 --> 00:25:15,264 Go to random between two colors 456 00:25:15,520 --> 00:25:18,592 And we're going to start some of these off a little bit darker 457 00:25:18,848 --> 00:25:19,616 At kind of 458 00:25:20,128 --> 00:25:21,408 A golden Orange 459 00:25:21,920 --> 00:25:26,016 If we jump down into our admission rate we can just 460 00:25:26,272 --> 00:25:29,344 Papa's back down to 10 we don't need as many of these 461 00:25:30,368 --> 00:25:31,904 And then in our shape 462 00:25:32,416 --> 00:25:38,560 We're going to make our Sphero lot bigger we're going to jump up 2.35 463 00:25:38,816 --> 00:25:39,584 So that 464 00:25:39,840 --> 00:25:41,632 These can really start kind of 465 00:25:42,400 --> 00:25:43,680 Emerging from 466 00:25:43,936 --> 00:25:45,472 Anywhere around 467 00:25:46,240 --> 00:25:47,264 The edge of the fire 468 00:25:48,032 --> 00:25:54,176 The other thing that we can mess with your if we want is this radius thickness that we ignored last time 469 00:25:55,456 --> 00:25:56,224 This 470 00:25:56,736 --> 00:25:58,272 Lets you create 471 00:25:58,528 --> 00:25:59,552 Shell 472 00:26:01,600 --> 00:26:02,624 Sort of thing 473 00:26:03,392 --> 00:26:06,208 Carifex don't forget it just right here 474 00:26:06,720 --> 00:26:07,744 And you can see 475 00:26:08,000 --> 00:26:11,584 You can create this inertial to the effect in addition to this outer one 476 00:26:11,840 --> 00:26:14,912 And now Sparks will only appear 477 00:26:15,680 --> 00:26:17,984 Within the sphere shell so we 478 00:26:19,008 --> 00:26:22,592 Won't have any emitting just in the middle of the fire where 479 00:26:23,104 --> 00:26:26,176 You probably won't notice a get a whole lot of mileage out of them 480 00:26:27,200 --> 00:26:31,040 This one's super optional for a case like this specifically 481 00:26:32,576 --> 00:26:38,720 But it does just help you get the most mileage possible and most visibility possible out of more 482 00:26:38,976 --> 00:26:41,024 More of your Sparks they won't be getting lost 483 00:26:41,536 --> 00:26:44,352 Inside of the body of the fire or anything 484 00:26:45,632 --> 00:26:47,168 Jumping down from there 485 00:26:48,448 --> 00:26:52,032 We're just going to go to our velocity over lifetime 486 00:26:53,312 --> 00:26:54,080 We can 487 00:26:54,848 --> 00:26:55,872 Reduce 488 00:26:56,128 --> 00:26:58,688 The top speed of these a little bit 489 00:27:00,992 --> 00:27:05,344 And just cuz we don't need them to go white sohi necessarily and because 490 00:27:05,600 --> 00:27:07,904 We have the longer Lifetime on some of them 491 00:27:08,160 --> 00:27:11,488 Some of them are naturally going to drift pretty high up 492 00:27:13,280 --> 00:27:16,352 And the other thing we can do here but is 493 00:27:16,864 --> 00:27:18,912 Really really fun for things like this 494 00:27:19,424 --> 00:27:20,192 Is 495 00:27:20,960 --> 00:27:22,752 Down at the bottom here we've got 496 00:27:23,008 --> 00:27:25,056 This radio velocity 497 00:27:25,568 --> 00:27:29,664 And this is going to push them out a little bit 498 00:27:30,176 --> 00:27:31,712 So if we 499 00:27:33,248 --> 00:27:36,064 Randomize this something really small 500 00:27:36,832 --> 00:27:38,880 LakePoint 10.25 501 00:27:39,392 --> 00:27:43,744 Then you can see they start to get a little bit of a push out from the center there 502 00:27:44,512 --> 00:27:50,656 And that's really really nice for the most no we want out of me Sparks in particular we kind of want them to be drifting 503 00:27:50,912 --> 00:27:51,936 Off of that 504 00:27:52,192 --> 00:27:54,496 And really giving us 505 00:27:55,008 --> 00:27:55,776 Best 506 00:27:56,544 --> 00:28:00,896 Smaller level of detail this extra bit of visual interest in motion 507 00:28:01,152 --> 00:28:02,432 And stuff like that 508 00:28:03,456 --> 00:28:05,504 In terms of other things 509 00:28:05,760 --> 00:28:07,552 That we're going to do 510 00:28:08,064 --> 00:28:14,208 200 customize the velocity of these more it we're going to go ahead and enable this limit velocity over 511 00:28:14,464 --> 00:28:14,976 Lifetime 512 00:28:15,488 --> 00:28:18,304 This is really really good for simulating 513 00:28:18,560 --> 00:28:22,912 Air resistance drag it kind of does exactly what it sounds like and just 514 00:28:23,168 --> 00:28:26,752 What's an upper limit on how fast particles can be moving 515 00:28:28,032 --> 00:28:28,544 So 516 00:28:29,312 --> 00:28:35,456 Just start out with 4-speed where it's at 1 right now we're just going to go ahead and switch this to occur 517 00:28:36,736 --> 00:28:38,528 And then we're just going to 518 00:28:38,784 --> 00:28:40,064 Select this 519 00:28:40,576 --> 00:28:42,624 Nice default kind of s-curve 520 00:28:43,392 --> 00:28:45,184 Where particles will 521 00:28:45,696 --> 00:28:50,816 Be able to start out moving their full speed and they'll just slowly hit air resistance over 522 00:28:51,072 --> 00:28:52,608 The course of their lifetimes 523 00:28:53,632 --> 00:28:58,496 And then the other thing we're going to go ahead and we can hear is we're just going to set the damping 524 00:28:59,008 --> 00:29:00,544 2 525 00:29:01,824 --> 00:29:04,640 And you can see how this starts to apply this 526 00:29:05,152 --> 00:29:06,944 Extra little bit of again just 527 00:29:07,200 --> 00:29:09,504 Interesting slightly different motion 528 00:29:10,016 --> 00:29:13,344 To these particles compared to the Corvette Flame 529 00:29:13,856 --> 00:29:15,392 But also just 530 00:29:16,416 --> 00:29:22,560 Something that really really feels like these are running into a little bit more air resistance and they don't have quite the force 531 00:29:22,816 --> 00:29:24,096 The power behind them 532 00:29:24,352 --> 00:29:26,400 Main body of the flame 533 00:29:26,656 --> 00:29:31,520 So we get a nice little bit of subtle difference between the two there as well 534 00:29:32,544 --> 00:29:34,336 We jump down to our 535 00:29:34,592 --> 00:29:35,872 Her lifetime 536 00:29:36,128 --> 00:29:38,944 We're not going to change a whole lot here 537 00:29:40,224 --> 00:29:42,784 But you are going to let these 538 00:29:43,808 --> 00:29:46,112 Run bright for a little bit longer 539 00:29:48,160 --> 00:29:51,744 Go ahead and get rid of that orange key just for the sake of simplicity 540 00:29:52,256 --> 00:29:54,816 And to make the u-turn 541 00:29:56,608 --> 00:30:01,728 Fully dark red just a little bit sooner just again so that we're getting kind of 542 00:30:01,984 --> 00:30:03,776 Some more of that contrast 543 00:30:04,032 --> 00:30:09,152 And a little bit more difference in their behavior compared to the main flames 544 00:30:11,456 --> 00:30:14,528 Other thing I'm going to do here's I'm actually just going to pull 545 00:30:15,552 --> 00:30:17,344 Rlc's in a little bit 546 00:30:18,368 --> 00:30:22,208 And I'm going to create two new Alpha keys 547 00:30:22,464 --> 00:30:26,816 That are fully transparent so that these actually fade in and out a little bit 548 00:30:28,864 --> 00:30:30,144 This is 549 00:30:30,912 --> 00:30:33,216 Not super obvious at the tail-end 550 00:30:33,728 --> 00:30:35,008 Because our 551 00:30:35,520 --> 00:30:36,800 Size overlay 552 00:30:37,056 --> 00:30:38,848 Still takes them down 20 553 00:30:40,384 --> 00:30:43,712 But it's going to give us a nice little bit of a fade at the end 554 00:30:44,224 --> 00:30:46,272 And if we decide to 555 00:30:46,784 --> 00:30:49,856 What they say a little bit bigger over the course of their lifetime 556 00:30:50,624 --> 00:30:52,160 Then you start to get 557 00:30:52,416 --> 00:30:53,184 It was nice 558 00:30:53,440 --> 00:30:55,232 Clean face at the end as well 559 00:30:56,512 --> 00:30:58,560 I think they look a little bit better when 560 00:30:58,816 --> 00:31:02,400 Shrink all the way down so we won't make that change here but 561 00:31:03,168 --> 00:31:03,936 It's an option 562 00:31:05,984 --> 00:31:06,752 And 563 00:31:07,008 --> 00:31:12,128 We are going to bring the noise back for these ones so 564 00:31:12,384 --> 00:31:15,456 We're just going to enable that again really quickly 565 00:31:16,224 --> 00:31:17,248 And 566 00:31:17,504 --> 00:31:22,624 We don't actually need the separate acts news in this case we can take those back to just 567 00:31:22,880 --> 00:31:24,416 Single-axis just cuz 568 00:31:25,184 --> 00:31:29,792 These aren't forming the body of this entire thing so it's kind of okay if they 569 00:31:30,560 --> 00:31:32,096 Do some do some Goofy 570 00:31:32,352 --> 00:31:33,376 Vertical stuff 571 00:31:33,888 --> 00:31:34,912 Up to you 572 00:31:36,192 --> 00:31:42,336 I'm just going to take strength down on these a little bit and the frequency up a little bit so that we're getting 573 00:31:42,592 --> 00:31:44,640 In a little bit more noise and chaos 574 00:31:45,152 --> 00:31:47,200 In the motion of those Sparks 575 00:31:48,736 --> 00:31:49,504 And 576 00:31:51,040 --> 00:31:52,064 I'm also 577 00:31:53,344 --> 00:31:57,952 Going to add just a little bit of a scroll speak to these and 578 00:31:59,744 --> 00:32:03,584 If we reset these to the default so you can see the texture a little bit 579 00:32:03,840 --> 00:32:05,120 Then you can see 580 00:32:06,144 --> 00:32:09,216 But this starts to give a little bit of animation 581 00:32:09,984 --> 00:32:10,752 Who 582 00:32:11,520 --> 00:32:14,848 That texture that's actually controlling the noise of these 583 00:32:15,104 --> 00:32:21,248 And that gives us again just one more nice little access for a little bit of extra motion on these 584 00:32:25,344 --> 00:32:27,136 Is everything for Aspergers 585 00:32:28,160 --> 00:32:32,768 So the last thing I want to add to this is I just want to 586 00:32:33,280 --> 00:32:34,560 Make the 587 00:32:35,072 --> 00:32:35,840 Make the smoke 588 00:32:36,096 --> 00:32:37,632 We have over in the other one 589 00:32:38,912 --> 00:32:40,704 This is going to 590 00:32:41,216 --> 00:32:46,848 In this feel like another another access becoming like kind of customized this play around on 591 00:32:48,384 --> 00:32:54,272 And it's also just a really great one to give this a nice dark backer element 592 00:32:54,528 --> 00:32:58,624 And just one more large shape with some meaningfully different motion 593 00:32:59,648 --> 00:33:00,160 So 594 00:33:00,672 --> 00:33:01,440 Do that 595 00:33:02,976 --> 00:33:05,792 I'm going to go ahead and duplicate 596 00:33:06,048 --> 00:33:07,328 This entire thing 597 00:33:07,584 --> 00:33:08,608 Just control d 598 00:33:09,120 --> 00:33:09,888 Because 599 00:33:10,656 --> 00:33:16,800 The Flames are going to be a much better starting point for these then 600 00:33:17,056 --> 00:33:18,080 The Embers 601 00:33:19,616 --> 00:33:22,176 You can totally use either you can use a new one but 602 00:33:22,432 --> 00:33:26,016 This one is a little bit more efficient so 603 00:33:26,272 --> 00:33:27,552 Go ahead and 604 00:33:28,320 --> 00:33:29,344 Rename this 605 00:33:30,112 --> 00:33:31,648 Arijit under our demo 606 00:33:32,672 --> 00:33:33,696 And 607 00:33:33,952 --> 00:33:36,768 Here we'll just so 608 00:33:37,792 --> 00:33:43,936 The first thing I'm going to do with these ones is I'm just going to start with me colors I'm going to switch over to random between 609 00:33:44,192 --> 00:33:44,960 Two colors 610 00:33:45,472 --> 00:33:46,240 And 611 00:33:46,496 --> 00:33:51,104 I'm going to set these two just some really light neutral 612 00:33:53,152 --> 00:33:54,688 Breads and 613 00:33:55,712 --> 00:33:56,480 Oranges 614 00:33:58,016 --> 00:33:59,552 And I'm going to set the alpha 615 00:34:00,832 --> 00:34:02,368 Used to 616 00:34:02,880 --> 00:34:03,648 85 617 00:34:04,416 --> 00:34:06,976 The reason why 618 00:34:07,232 --> 00:34:10,048 I am studying these to be so light 619 00:34:11,072 --> 00:34:12,352 You can see here these aren't 620 00:34:12,864 --> 00:34:16,448 Exactly typical smoke colored especially for like a classic campfire 621 00:34:16,960 --> 00:34:19,776 The reason why I'm doing that is because 622 00:34:20,544 --> 00:34:25,920 I really want these two kind of blend up out of the fire and to do that 623 00:34:26,176 --> 00:34:27,200 I'm going to like 624 00:34:27,456 --> 00:34:27,968 Fake 625 00:34:28,480 --> 00:34:32,320 Some bounce light down in color over over life in a minute 626 00:34:33,344 --> 00:34:39,488 So starting with something is pretty neutral up here and just give us a little bit of variance cuz I'm going to do most of the color 627 00:34:39,744 --> 00:34:41,024 Color over lifetime 628 00:34:44,608 --> 00:34:48,448 Real quickly I'm also just going to movies 629 00:34:49,472 --> 00:34:51,008 Upwards a fair bit 630 00:34:52,800 --> 00:34:58,432 One class to at 5 again just because I want these to feel like they're coming 631 00:34:58,688 --> 00:35:00,736 Out of the fire and not like 632 00:35:01,504 --> 00:35:02,272 You know 633 00:35:02,784 --> 00:35:03,808 Starting 634 00:35:04,064 --> 00:35:05,344 When the fires already 635 00:35:07,136 --> 00:35:08,672 Falling off or something like that 636 00:35:12,512 --> 00:35:13,280 And 637 00:35:14,048 --> 00:35:15,840 Go ahead and just 638 00:35:16,864 --> 00:35:20,704 Make these hang around for a fair bit longer 639 00:35:21,216 --> 00:35:22,752 With a slightly longer lifetime 640 00:35:23,520 --> 00:35:25,056 And I'm going to make them 641 00:35:25,312 --> 00:35:26,848 What 642 00:35:27,104 --> 00:35:29,152 Cell 643 00:35:29,408 --> 00:35:30,944 Only 16.8 644 00:35:31,712 --> 00:35:32,736 Instead 645 00:35:33,760 --> 00:35:39,648 And the last thing I'm going to do up in this section is I'm just going to get rid of this flip rotation 646 00:35:41,440 --> 00:35:46,048 And this is because I'm going to add a little bit of a fake wind to these 647 00:35:46,304 --> 00:35:50,400 And for that I want them to all actually be blowing in the same 648 00:35:50,656 --> 00:35:51,424 Directions 649 00:35:52,192 --> 00:35:55,776 And I want the rotation to sport that so I don't actually want 650 00:35:57,824 --> 00:36:00,640 Randomize rotation on this because that would give us 651 00:36:01,920 --> 00:36:03,456 Something was still cool 652 00:36:03,712 --> 00:36:06,016 And it actually desirable in 653 00:36:06,272 --> 00:36:08,832 A lot of just like straight up, smokes 654 00:36:09,344 --> 00:36:15,488 But for this one I really want to play up a little bit of directionality it's one more way that we can get some variation into this 655 00:36:17,536 --> 00:36:19,584 Those are all my changes up there 656 00:36:20,864 --> 00:36:23,168 And then as we move down 657 00:36:23,680 --> 00:36:27,264 Scott hop around a little bit in size over lifetime 658 00:36:27,776 --> 00:36:30,592 I'm going to go ahead and just 659 00:36:31,872 --> 00:36:36,224 Switch this to start a little bit smaller and 660 00:36:36,480 --> 00:36:38,016 And a bit bigger 661 00:36:39,296 --> 00:36:40,320 And 662 00:36:41,088 --> 00:36:46,208 Bissell Bissell look a lot lot better in combination with the color over lifetime 663 00:36:46,720 --> 00:36:47,488 But 664 00:36:48,000 --> 00:36:49,792 This is a 665 00:36:50,048 --> 00:36:51,328 Really really 666 00:36:52,352 --> 00:36:55,424 Big thing that I see people stumble on with 667 00:36:55,680 --> 00:37:00,544 Things like smoke and dust in particular when they're first kind of getting into effects 668 00:37:01,312 --> 00:37:04,896 Something that is really really good to look at with reference 669 00:37:05,152 --> 00:37:07,200 With just 670 00:37:07,712 --> 00:37:10,016 Anything that you're seeing out in nature 671 00:37:10,528 --> 00:37:14,368 Stuff like that is how things dissipate so 672 00:37:14,880 --> 00:37:17,696 A lot of things right like you've got things like 673 00:37:18,976 --> 00:37:21,792 Flames or a little Sparks or stuff like that 674 00:37:23,328 --> 00:37:29,472 Especially with things like Sparks were used to them dissipating by getting smaller until they just kind of wanker 675 00:37:29,728 --> 00:37:30,496 Existence 676 00:37:31,008 --> 00:37:32,032 Flames 677 00:37:32,544 --> 00:37:35,872 Obviously like we've got here can do that by kind of light 678 00:37:36,640 --> 00:37:39,200 Shrinking into these little shreds overtime 679 00:37:39,712 --> 00:37:40,992 But things like 680 00:37:41,504 --> 00:37:44,576 Certain flame motions but especially 681 00:37:45,088 --> 00:37:46,880 Smoke dust 682 00:37:47,136 --> 00:37:51,232 These things that are just like clumps of particulate that are hanging out together 683 00:37:52,000 --> 00:37:54,048 A lot of those tend to 684 00:37:55,072 --> 00:37:57,120 Disappear by getting 685 00:37:57,376 --> 00:38:00,960 Bigger and fading out overtime because everything 686 00:38:01,472 --> 00:38:04,032 In the mold of the particulate is 687 00:38:04,288 --> 00:38:07,616 Spreading out and getting further away from each other 688 00:38:08,896 --> 00:38:10,944 And that's what's causing it actually 689 00:38:11,200 --> 00:38:12,736 Vanish 690 00:38:13,760 --> 00:38:16,064 So that's why I'm making the smoke 691 00:38:16,576 --> 00:38:17,344 Bigger 692 00:38:17,600 --> 00:38:19,904 Over the course of its lifetime 693 00:38:20,160 --> 00:38:21,696 And we're going to compliment that 694 00:38:22,208 --> 00:38:26,816 Open color over lifetime we're just going to pop that's open and 695 00:38:27,072 --> 00:38:30,144 Before I mess with any of the colors I'm just going to go ahead and 696 00:38:32,704 --> 00:38:33,728 Call R 697 00:38:33,984 --> 00:38:36,288 Transparencies to Lake 698 00:38:37,824 --> 00:38:40,384 10% of 50% marks 699 00:38:40,896 --> 00:38:42,176 And then I'm going to add 700 00:38:42,688 --> 00:38:47,808 Some new keys at the very end of the gradients and I'm going to fade those all the way out 701 00:38:48,320 --> 00:38:48,832 So 702 00:38:49,088 --> 00:38:53,184 That's the other half of this in terms of diffusion 703 00:38:53,440 --> 00:38:54,208 Is just 704 00:38:55,232 --> 00:38:59,328 Letting it letting it really Fade Out as it's getting bigger and bigger 705 00:38:59,584 --> 00:39:05,728 At the end of his lifetime so that it's really just dissipating and getting more transparent over time 706 00:39:07,520 --> 00:39:09,312 And then for our colors 707 00:39:09,824 --> 00:39:11,104 We are going to 708 00:39:11,360 --> 00:39:13,152 Get rid of these two 709 00:39:13,408 --> 00:39:16,992 And a light bright ones and puller orange all the way down to the bottom 710 00:39:17,504 --> 00:39:19,808 So this is where you can really see 711 00:39:20,576 --> 00:39:25,952 Where these start to come into play as bit as soon as we bring our orange down to the bottom here 712 00:39:26,464 --> 00:39:29,280 Scare red down there to keep it company as well 713 00:39:32,608 --> 00:39:36,448 You start to see how there's kind of that hand off between the flames 714 00:39:36,960 --> 00:39:40,032 And then we'll go ahead and add two more keyframes 715 00:39:40,288 --> 00:39:41,568 Will add 716 00:39:42,080 --> 00:39:43,616 Nice kind of 717 00:39:44,384 --> 00:39:45,920 Classic neutral Grey 718 00:39:46,176 --> 00:39:47,456 Bertha Faye down to 719 00:39:48,224 --> 00:39:50,016 A little bit more orange 720 00:39:50,528 --> 00:39:53,088 And then we'll add one last keyframe 721 00:39:53,856 --> 00:39:57,440 That we're going to make even darker and also 722 00:39:57,952 --> 00:40:00,512 Push it back a little bit more saturated 723 00:40:01,280 --> 00:40:05,120 And take it into a little bit of purple at the end there 724 00:40:05,632 --> 00:40:06,400 And 725 00:40:07,168 --> 00:40:08,704 That's something that I 726 00:40:09,216 --> 00:40:15,360 In a situation like this you're not liable to notice a whole lot of we would have to let you know play bring it all the way up 727 00:40:15,616 --> 00:40:16,128 To hear 728 00:40:16,384 --> 00:40:16,896 But 729 00:40:18,688 --> 00:40:22,016 It makes me feel good knowing that Despair and this is obviously 730 00:40:22,528 --> 00:40:25,600 An access that you can play with a lot if you 731 00:40:25,856 --> 00:40:28,672 Want to push this like any other elements with this 732 00:40:29,184 --> 00:40:35,328 Fire to something that is a little bit richer and more magical or more physical or stuff like that 733 00:40:36,352 --> 00:40:36,864 Cell 734 00:40:37,632 --> 00:40:40,448 These are the kinds of subtle little details that 735 00:40:40,704 --> 00:40:43,520 You can really really play around with and tweets it 736 00:40:44,032 --> 00:40:45,056 Find something that 737 00:40:46,336 --> 00:40:50,688 Really makes you happy and gives you like your unique effect 738 00:40:51,712 --> 00:40:52,736 And 739 00:40:53,248 --> 00:40:59,392 Where are red here just because this transition is a little bit harsh and I don't want quite that much back 740 00:40:59,648 --> 00:41:00,160 Translate 741 00:41:00,416 --> 00:41:01,440 I'm just going to 742 00:41:01,952 --> 00:41:04,768 Desaturate this a little bit more 743 00:41:05,280 --> 00:41:06,048 So that 744 00:41:07,328 --> 00:41:09,120 Little bit 745 00:41:09,888 --> 00:41:11,680 Weiner of a phase there 746 00:41:15,008 --> 00:41:17,568 Or our rotation over lifetime 747 00:41:17,824 --> 00:41:22,688 We don't actually really need to do anything here because now that we've gotten rid of that flip rotation 748 00:41:23,200 --> 00:41:26,016 All of these are going to rotate in the same direction 749 00:41:26,528 --> 00:41:32,416 If we really want to emphasize that then we can obviously just you know increase our rotation a little bit 750 00:41:32,672 --> 00:41:34,464 And then We're Off to the Races there 751 00:41:35,744 --> 00:41:39,840 And then finally up in our velocity over lifetime 752 00:41:40,864 --> 00:41:44,960 I'm going to reset the speed modifier to just be one 753 00:41:47,008 --> 00:41:47,776 And 754 00:41:48,544 --> 00:41:49,312 In 755 00:41:49,568 --> 00:41:52,640 Linear velocity I'm just going to add 756 00:41:56,223 --> 00:41:58,783 Little tiny bit of 757 00:42:00,063 --> 00:42:01,599 Motion on 758 00:42:01,855 --> 00:42:06,975 The x-axis this is going to give us that wind and this is where you can really really start to see 759 00:42:07,743 --> 00:42:09,023 The benefits of 760 00:42:09,535 --> 00:42:11,839 Having that flip rotation turned off here 761 00:42:13,631 --> 00:42:16,191 As opposed to on where you start getting 762 00:42:16,447 --> 00:42:19,007 These weird little bits of disjointed Ness 763 00:42:21,311 --> 00:42:21,823 So 764 00:42:22,079 --> 00:42:23,615 That's that and then 765 00:42:24,383 --> 00:42:25,919 I'm just going to 766 00:42:26,687 --> 00:42:27,711 Slowly 767 00:42:28,223 --> 00:42:32,575 Overall smoke down a little bit by taking its maximum speed down 768 00:42:35,647 --> 00:42:38,975 Maybe not quite that much that's getting overlapped by the fire a lot 769 00:42:39,231 --> 00:42:41,535 Southpoint 52.75 770 00:42:42,047 --> 00:42:44,351 Gives us a pretty nice little smoke column 771 00:42:47,167 --> 00:42:50,239 And that is our new fire 772 00:42:50,495 --> 00:42:52,031 Real quickly 773 00:42:52,287 --> 00:42:54,079 Let's just go ahead and we're going to 774 00:42:54,591 --> 00:42:57,919 Grab the top level of this and just drag drop it down 775 00:42:58,431 --> 00:43:01,503 Into our project so that it's saved as a prefab 776 00:43:01,759 --> 00:43:03,551 I should have done this ages ago 777 00:43:04,575 --> 00:43:09,183 Don't take that personal authorial savior work 778 00:43:10,719 --> 00:43:11,231 But 779 00:43:11,487 --> 00:43:12,511 Yeah I hope 780 00:43:12,767 --> 00:43:15,839 I hope this was helpful I hope this help you understand 781 00:43:16,095 --> 00:43:18,399 A lot lot more about 782 00:43:19,423 --> 00:43:22,495 Shuriken and how you can put things together and stuff like that 783 00:43:23,007 --> 00:43:26,847 And again I just I really hope that this is 784 00:43:27,359 --> 00:43:30,175 A jumping off point for you but 785 00:43:30,431 --> 00:43:32,735 Yeah they're so so many things 786 00:43:32,991 --> 00:43:36,831 That you can keep playing with about this you could try 787 00:43:37,087 --> 00:43:38,111 Making 788 00:43:38,879 --> 00:43:42,207 You know different colors of fire or 789 00:43:42,463 --> 00:43:43,743 You can 790 00:43:45,023 --> 00:43:46,047 Play around with 791 00:43:46,559 --> 00:43:49,631 Like what it would look like in different kinds of weather 792 00:43:49,887 --> 00:43:55,007 One of the one of my favorite experiments one of the exercise that I actually do 793 00:43:55,263 --> 00:43:58,335 In order to help myself Define the style on a new game 794 00:43:58,847 --> 00:44:00,127 Is 2 795 00:44:00,639 --> 00:44:03,967 Take a basic fire like this one and 796 00:44:04,223 --> 00:44:07,039 Say okay what would look like with different 797 00:44:07,295 --> 00:44:13,439 Personalities what does the friendliest person look this look like what changes about the shapes would change about the textures 798 00:44:13,695 --> 00:44:15,231 In the motion and stuff like that 799 00:44:15,743 --> 00:44:21,887 What does the most threatening ravenous version of this look like and how does that change how it moves 800 00:44:22,143 --> 00:44:24,191 Was what it looks like stuff like that 801 00:44:24,703 --> 00:44:25,471 Cell 802 00:44:25,727 --> 00:44:29,567 They're so so many different sorts of experiments that you can 803 00:44:30,079 --> 00:44:31,359 Do from here 804 00:44:31,871 --> 00:44:34,175 I really really encourage you to just 805 00:44:34,687 --> 00:44:37,247 Goof around with it have fun 806 00:44:37,759 --> 00:44:39,039 And other than that 807 00:44:40,063 --> 00:44:41,599 I will see you in the next story 808 00:44:42,111 --> 00:44:42,879 Dekario 59854

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