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Everyone welcome to this
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First toriel in this intro to Unity VFX series
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In this tutorial we are going to be making this cute little fire here
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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
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Video
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The first one probably unsurprisingly
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Is hopefully after this you are a lot more comfortable and confident
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Just making a basic effect in unity
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This tutorial is designed to be really approachable even if you have never made an effect before
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So that is the
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Biggest goal here
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But the second one and this one kind of applies to every video here
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Is that I really really hope you were able to approach
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Effects with a sense of playfulness with kind of a tinker's mindset
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Effects is very much a discipline
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Where there are six things to do everything and all of them are probably right
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And so is one that really really rewards just
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Being comfortable with
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Experimenting and things being messy and imperfect and just
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This
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Kind of
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Lethal what happens if
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Approach
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And that is going to let you not only learn a ton really really quickly but also just
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Find the ways that you specifically really really love to make effects and what you love about them
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So
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I hope that you leave this video and all of the videos after this
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With this question and this excitement of like
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Okay what's next for this affect what can I do to push this further make this even better really make
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My own
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Because
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That's where a lot of the magic is going to happen
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So
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Do that shed
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And to get you the first step
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On that
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Let's make a fire
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So
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2
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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
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A particle system
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Rename this real quick
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And
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You can see right away we've got some little puff balls how you went back in the background there
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We are just going to go over to our inspector Tab and the transform and zero out
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Everything in the position in the rotation
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Not in the scale we need that to be at 1
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And then if we
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Jump back into the sea view and hit f
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It is going to give us a
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Very very liberal centering on
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The effect itself
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And
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Just really quickly before anything else I'm just going to go over to the effects start Speed
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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
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Now that we have
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This
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The first thing that I want to do is actually just
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Go ahead and add a new material to this
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We're going for one with these little squares where it's really easy to steal.
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Want to create something similar here
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So if you
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Done this before then
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Buy jump down into the materials folder in my project
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Then I can just again
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Right-click anywhere in the empty space
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Go to create
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And then down to material here like that
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Name real quick
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And then with that selected so that it's showing up in the inspector we're going to click the Shader drop down
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We're going to do Universal render pipeline
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We're going to go to particles
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And then we're just going to go ahead and select omelette
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And in here
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The only thing that we need to change is our surface type
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From opaque
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Transparent
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We don't actually need to add a texture to give this any extra shape because by default
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This is just going to be a square like our little particles rights are
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So now if we
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Select
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AR effect again and we scroll down to the bottom to the renderer
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And open this
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Don't worry about most of this yet we're not going to be using most of it for a while
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We can just take our new material
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And drag and drop that in the material slot
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Or alternatively
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If you just
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Quick the floor kind of Bullseye to the side
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Then it will bring up this selection
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And you can type in anything you want there it'll give you all the options
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You can double click and it will assign something
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Now that we've got something that is a really good indication of
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Things like
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The general size shape
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Color that we're going to be adding to affect the other
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Material
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We can go ahead and set a bunch of those attributes
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A lot more accurately from the start
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So we're going to start here by jumping down to our start lifetime
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And
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Where this is a constant of 5 Seconds
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Per particle right now
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We're going to click this little arrow over here
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We're going to go to random between two constants instead
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And we're just going to set this to 1 and 1.5
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So now every particle that's created
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Well
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Pick a random number between 1 and 1.5
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That's how many seconds that particle is going to live for
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We're going to jump down to our start size
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And again
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Going to go to random between two constants
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And set those 2.3.5
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And
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Something just to talk about really quickly with these two
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I'm
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Going to be using a lot of these
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Random Rangers
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And effects because these are how you get a ton of those little bits of variation
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Ann and chaos
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That help make something feel really organic
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That helped it be a little bit different and fun to watch over and over and over stuff like that
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But I'm using pretty small ranges in a lot of these cases and
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That's very intentional what I'm trying to do is
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Bridge the gap between
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Something that is way too uniform and gets really repetitive
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And feels kind of like stiff stuff like that
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And something that just feels completely chaotic and inconsistent
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So these little bits of Randomness are really nice way to
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Bridge that and get something that holds up over
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A lot of feelings and always feels fun
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Just to completely ruin everything I just said we're going to go down to start rotation
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Random range between two constants and we're going to set this 202 360
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Because we want this to be able to start at
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Any amount of rotation whatsoever
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And
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Finally for our last bit up here for now we're just going to
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Flickinger start
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And we're going to set that
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2
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A nice kind of
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Pale gold
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So
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That is all we need to worry about up here in the initial attributes for now
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Basically this whole second half is totally fine at the default so don't worry about any of it
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And
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Now we're going to start working our way
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Pretty much just down the list
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For a bunch of these modules
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For the first one the emission rate we're just going to go ahead and increase this
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215 particles per second instead of 10
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Just to give us a little bit full of a flame
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As we make more episodes to this
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And then
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The next thing that we
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Really going to be playing with is this shape here
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Now
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As soon as I
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Expand the shape tab you're going to see we get this little blue outline
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And this is outlining
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The base of this cone
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We change the radius
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You can see it get smaller stuff like that
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And
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What this sheet module is doing in general is just
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Giving these particles
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An area to pick random points within to spawn
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If we uncheck this entirely then all of our particles are going to spawn
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The same point in space right at the origin of the submitter
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Re-enable this and in the shape shop down switch from a phone to a sphere
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And you see that they get a sphere to spawn randomly with instead
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So this is a really really nice way of
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Adding again a little bit more Randomness and organic or of just controlling
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The area that your particles are spawning within for a bunch of different shapes of effects
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Or ours were actually going to be going
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Pretty small again we're just going to do
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A
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Sphere with a radius of .1
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Even that just gives us a little bit more randomness
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Which is really nice
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And next or going to jump down to our velocity over lifetime
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And enable that really quickly
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In some cases this can be
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Very similar to start Speed
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But what we really want out of it here
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Is
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Start Speed is going to be applied
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Based on the shape that you have selected
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And so when we have a sphere
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It's going to
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Send particles flying out in all directions from that sphere so it
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Doesn't work for what we need here
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Velocity over Lifetime on the other hand has things like this linear setting
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So we can apply
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Say
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Velocity of Point 25
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Justin Y and it's only going to move the particles up
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If
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In chasing more of our
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Randomness we want to switch this
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Random between two constants
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We can do something like 25 + 1
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So that we start to get
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So nice variation in the speed that those Flames are moving at
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That's all we're going to worry about on that one for now
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Next we're going to jump down to color over lifetime enable that and expand that real quick
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On this
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We're going to get this gradient editor
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And
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This comes with a lot of really really fun flexibility so I belong to talk
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You have these keys that control Alpha
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So if I scale this down 20 then you can see that over the course of their lifetime
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These particles go from completely transparent
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And then slowly Fade up to being fully opaque
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Down on the bottom here
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I have
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Is color keyframes so if I double click on
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Biscay
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Or on the color swatch down here
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I can make this pure red and now
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This is going to start out multiplying this white over or start color
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So we'll start with that same gold
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And over the course of its lifetime by the very end of its lifetime
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It's going to be multiplying this read over that gold so you get a very very deep rich red
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And we can add more keyframes into this just by
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Working on
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Whichever side of the gradient we want to
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He's too
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You can delete them by hitting the delete key
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And again
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If we open up each of those keys then we can really start to fine-tune
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Best color gradient
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And do like some nice rich gold in there
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This is going to naturally give us an orange here but if we wanted to find unit even more
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Then
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We could add another key there
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And get it to be even richer
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Or keep it more and longer stuff like that
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So
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That's all we need there
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Now at this point
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It becomes really really obvious how much these particles are
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Fighting and flickering and just not really sure how to interact with each other
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So we're actually going to really quickly jump back down to a renderer
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And rifle or material input
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There's this thing called sort mode
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And where that says None we're going to click on this drop down and we're going to do youngest in front instead
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And
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You can see immediately this one's up with a lot less flickering
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What does sort mode is doing is telling these particles what order
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They should draw in
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Which one should effectively appear closest to the camera
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And by selecting youngest in front
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We're always going to be putting the new particle in front of all of the older particles
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And so this keeps the brightest ones in the front and whines up really really creating
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A much smoother nicer
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Kind of
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Fire illusion
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Obviously you can see if still not quite perfect
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So we are going to just continue down the line here
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And keep chasing
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Oh that nice kind of fire motion
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And shape and behavior and also kind of
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Cleaning that up along the way to
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I'm also going to go ahead and switch back to the ham so we don't have the widget there
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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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