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Download "Houdini 20 | Introduction to Particles I - Fireworks | Nuke"

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Table of contents
|

Table of contents

0:00
01. Introduction
0:59
02. Learning Approach
3:01
03. Setup
5:14
04. Particles Basics A
12:23
05. Particles Basics B
33:39
06. Particles Basics C
40:16
07. Particles Basics D
1:01:41
08. Fireworks Setup
1:20:28
09. Fireworks Bursts
1:39:19
10. Post Processing
1:59:21
11. Attribute VOP
2:10:16
12. Solaris Setup
2:22:15
13. Technical AOVs
2:41:10
14. Karma Rendering
2:47:07
15. Nuke Compositing
3:08:33
16. Conclusion
Video tags
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Video tags

houdini
cg
fx
simulation
animation
effects
pyro
rbd
vellum
flip
solver
water
fracture
blast
destruction
river
visual
photoshop
3d
render
tutorial
sidefx
lightning
particles
karma
mantra
model
texture
shading
aftereffects
abstract
attribute
houdinifx
showreel
redshift
gbu
instance
crack
ground
break
dust
grain
geyser
physics
script
vex
beginner
hip
explosion
rigid body dynamics
entagma houdini
applied houdini
rebelway
houdini 19
houdini files
houdini​
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:02
hey everyone welcome to introduction to
00:00:04
particle tutorial in this course we will
00:00:06
create Firebox from scratch starting
00:00:08
with basics of particle M we will dive
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into controlling particle motion and
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their speed along the way we will
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explore key attributes and learn how to
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use them to bust particle effectively
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once we have created descent particle
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setup we will focus on look development
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demonstrating how various attributes can
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be useful to control color post
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simulation we will also consolidate the
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work of 10 nodes into one node
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showcasing the advantage of using
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attribute W furthermore we will explore
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hne 20's Karma xpu setting up and
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executing renders and even rendering
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technical a for more control in
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compositing once rendering is complete
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we will move to Nuke for final
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compositing here we will learn how to
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utilize all aovs to enhance the final
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Loop check out this new course on
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particles to learn the basics and more
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about particle
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system this is first series of particles
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so I want to draw attention to learning
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approach I will suggest to focus on
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Basics what I mean by Basics is
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knowledge of essential attributes like
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ID P scale Alpha Etc and understanding
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of particle node workflow how to render
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AO and if I check noes sometimes we have
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lots of parameters so Master some
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parameters only most of the effects will
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be achieved by tweaking few parameters
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only so don't try to focus on all
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parameter at once you will be confused
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won clearly understand where to apply
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that knowledge but if you are fast
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learner then it's great but if you think
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you are not able to understand few
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things it's totally fine focus on what
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you understand and most important Master
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it it will keep you hooked up so in this
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lesson also I will focus on useful
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parameter and other parameters we will
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learn in second series with proper
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example how to control it and why I'm
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talking in depth about Basics is Hood
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need is very open and wholesome package
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one concept can be applied to another
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part meaning if you understand part
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particles workflow and forces really
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well then you can apply similar concept
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to RBD also you can apply pop Force same
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in flip and vum grain also so focus on
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basic but what about Advanced workflow
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yes it happen sometimes you come to some
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complex workflow and it's really
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important to achieve some result and
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you're still not on advanced level so
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don't worry just save somewhere you can
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easily access it don't try too hard to
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remember everything if you can do it's
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great if not then don't worry just save
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somewhere and remember where it's save
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and improve and always remember your
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Creative Vision about FX timing and FX
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rule of size variation impact and all
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matters and as we all know our VFX
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industry is updating too fast AI will be
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integrated so don't be attached to some
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system be flexible if something new
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comes up be ready to learn if you have
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clear understanding of basic workflow
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you will be able to apply similar
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knowledge to run that new system so
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that's all I wanted to discuss and now
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let's enter in magical world of
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particles
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let's start
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hne cool close the start page just quick
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intro this is the viewport we have this
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is node Network here we can create nodes
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and here is the
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parameter and this is shelf great so
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let's start by Saving this
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file I'll save it on
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desktop let's create folder enter to
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particles one create folder let's name
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this
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file particles version
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one and next I need hot keys so when I
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press M I need merge node when I press N
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I need null node as well to create hot
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Keys we have to use this shelf so create
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new shelf I want hot keys and here I can
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just select
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nodes let's start by merge here we have
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to specifically select sop merge because
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we will use it at sop level
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and next is null this is also soop and
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object merch let's apply accept let's
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right click over here edit tool go to
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last tab hot keys and search for Network
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pen and click on edit and here we can
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assign the shortcut just double click
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over here and press M so it will create
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that press apply we can see M over here
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accept so when I press M we hit have
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merge node and if I using do network if
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I create M it will create soft Network
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and it will add that merge node because
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we have selected sof merge that's
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why and let's set this as well network
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but here I cannot use n because it's
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already assigned here I will use shift
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n
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accept and this as well crl
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M accept
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accept yep everything is working great
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let's understand particles Basics
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Next cool let's understand particles I
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need
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geometry so let's take a
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sphere if I M click over here I have
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points primitive vertices and polygon
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and I have position as well let's
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extract points from this geometry using
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add Skip points now we can render this
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as particles with size variation and all
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but it's a static let's add some moment
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using
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Mountain it won't work because we don't
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have and over here so let's disable
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this yep it's still static so we have to
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enable this
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animation it's not playing in real time
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so I have to turn this on Real Time
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problem see it's moving over here but
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let's understand why it's moving so
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mountain is adding 3D noise to P so to
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move particles we have to change its P
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that's main goal to our direct to follow
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some curves and add forces also to have
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a extra control like this over particles
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we have to use Dynamics operator at the
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moment we don't have emission control or
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when we want to kill these particles
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right but we understood that it's using
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this
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position and it's moving the particles I
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want to explain movement in details so
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for just quick demo let me use pop
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Network so I don't want this
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anymore pop
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Network and if I connect
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this yep we have that
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particles it's similar
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only right but it has some attributes
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and which we will study
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later so how to move this over here do
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we have any mountain where we can just
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easily move the position the answer is
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no here we have to use velocity and
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forces to move particles I will explain
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everything later but for now let's just
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understand this let's play this so as
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you can see it's not moving right so how
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do we add velocity so it's very easy we
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can just go here Point
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velocity and I want to set velocity so
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I'll keep it
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one yep let's check so as you can see
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it's moving in up Direction now but how
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this is working is this meter centimeter
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what is it so for that let's check front
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view let's go over here front what is
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one over here one is meter houdy Works
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in meter so for clarity I will use box
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over here me use
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box and this is also 1
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m and I want to make this
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flat
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Yep this is also 1 M but for clarity
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I'll use
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box so here we have set this one when it
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will reach over here on first frame or
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when is it reaching there so if I have
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mentioned over one it's not reaching on
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first frame right why because it works
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based on FPS currently we are using 24
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FPS as you can see over here so it will
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reach there on 24 frame
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exactly and if I change this to
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48 apply
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FPS
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and as you can see it will reach on that
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frame so always remember when you change
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velocity or something it works in
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seconds so if you want to define the
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speed of an object so you have to
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extract at meter per second that's how
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you can figure it out so let's reset
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everything this as well we understand V
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but how Force works here is it same like
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V and let's just check that as well so
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here I have mentioned one right so I'll
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just
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disable I'll just check force and this
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is just for position only so don't worry
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about all those things I will cover
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later so let me type one more here so it
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should reach here uh on 24 frame but
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it's not so why it's not reaching on 24
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frame the reason velocity we have set to
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one from first frame it will move 1 m/s
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but when we use pop force it will keep
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adding that forces so it will start with
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maybe here we have
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0.1.5 and all the way it will add that
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one and it will keep increasing it will
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go to 2 3 4 but when we use one it will
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stay constant from first frame so that's
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how we can easily predict that it will
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reach over here and best way to check
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this is let's just quickly check
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this geometry spreadsheet and I know we
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have lots of attribute and everything
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just to check data for now we need to
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check velocity and we need to check
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Force here so here we have that Force
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right but let's focus on velocity here
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velocity is zero so you can see it's
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adding it's
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increasing as I have mentioned right but
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it will work different when we use only
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velocity see now we don't have Force but
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we have velocity first and it won't
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change at
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all so that's how it's
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easy
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right so it's keep increasing over the
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time and you can check this Gap as
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well yep now we understood the
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difference between velocity and forces
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that's what happening over here and
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that's all I wanted to show you now you
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understood how particles moves and let's
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understand sourcing and solver also so I
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want to delete everything
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now let's take dot
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Network and connect this over here it's
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empty right now so earlier we were
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using pop
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Network it has everything set up let's
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start from scratch over here cool I'll
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talk about this in
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next let's select this we have some
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parameters over here one is object merge
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second is simulation and third is cach
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so let's start with simulation first so
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substeps I will talk about later we have
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this start frame and what is this start
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frame so if I visualize
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this can you see this blue line so if I
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change
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this 10 and click over here reset
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sometime it doesn't reset simulation
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when we change the parameter so we have
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to manually go over here and click and
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second option is you can click over here
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as well just control and click it will
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reset so as you can see this is start
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frame time scale and everything I will
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talk about later and object merge as
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well yep let's di inside so what we need
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over here we need solver like pre so
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let's search solver and we need
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Pop Let's Start so here we have three
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inputs one is object second is pre-
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solve post solve so let's start with
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object so here if I type
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object and pop so we have pop object let
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me connect
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this yeah now this is ready so all we
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need is source and for now let's use pop
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location and where do we connect you can
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connect anywhere so let's just use this
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last
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input yeah so as you can see it started
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emiting and if I want to change emission
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shape or something I don't have any
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option so in most cases you will be
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using custom shape for emission right so
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you won't use this so it's better to use
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this pop
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Source where we have option to select
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custom
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geometry and here we have already custom
00:14:28
from geometry and let's see how we can
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use that so by default it won't read we
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have to select this geometry source
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which is first
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context this
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input yep it's working now so in
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previous video we understood how
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particle moves like position and all but
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how it moves in real world as well that
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we also need to understand and here we
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have this particle right so first it can
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move on its own right so which is
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setting a velocity in real world it
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doesn't happen right the object doesn't
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move on its own right so to move any
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object we need extra Force so first here
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also to move on its own we have to use
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velocity and in real world second thing
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is atmosphere so atmosphere can be
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anything wind or even if we have
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something on over here if this
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moves fall an object as well in Dynamics
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we have to depend on this so we have
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ground and sphere right so if you want
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to move this in up direction we won't
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have any extra push or something we have
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to depend on velocity or Force you will
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mostly be using velocity forces and
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gravity also come under Force so be
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clear with this things so if you want
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any custom you know moment or something
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you have to use velocity and custom
00:15:51
forces like that cool now let's talk
00:15:54
about this pop
00:15:56
Force we have some parameters over here
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so emission type is set to scatter on
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two
00:16:02
surfaces which you can see it's working
00:16:05
and currently it's not moving right so
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just moment I'll add po
00:16:10
Force so it's without moment it will be
00:16:13
difficult to explain things yep I will
00:16:16
talk about pop Force
00:16:18
later but now focus on this thing yep so
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it's
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moving and it has some stepping as well
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which which we will learn how to
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fix
00:16:32
[Music]
00:16:34
okay so emission type so first we have
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all points and what are this all
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Point yep so it will emit from here and
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I think I want to change through
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grid yep now we have more space and easy
00:16:57
to understand right right so as you can
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see it will emit from here and second
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output is geometry so it can emit
00:17:04
geometry as well but we will focus on
00:17:07
particles for now and next we have
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points so what is the difference between
00:17:13
points and all points why it's there so
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all points meaning if I go to Next Step
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birth if you keep this all points
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everything is disabled but if you use
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points we have some parameters enabl
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over here
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yep so that's thing I'll and second is
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scatter on points so it will
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scatter points on the surface as you can
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see you know it's random position but if
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you want equally distributed so you can
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turn this on as well so you can see it's
00:17:48
equally
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distributed and we have some source
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group and all what is source group is if
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you want to select any specific area
00:17:57
over here and you can create group of
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that so I want to select this area and I
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will just create
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group
00:18:06
yep it's a primitive group right so it
00:18:09
will work
00:18:12
that so here we have to select primitive
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and source is
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group right and similar way we have this
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emission attribute also it works
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similarly we just need to add attribute
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over here so let's just EX example take
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this
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and you know by default everything is
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white only so I have to make sure I have
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default black
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value right and here it will carry
00:18:48
forward that color as well but I need to
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use and it will make
00:18:54
sure it will emit from White only so
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those are the
00:19:02
things let's delete
00:19:05
this next we have scale Point per area
00:19:08
to understand this option we have to
00:19:10
move to next step and let me just
00:19:12
quickly check that so here these four
00:19:15
parameters are responsible for particles
00:19:17
count and let's start with impulse
00:19:20
Activation so this activation means zero
00:19:23
it's off one means on if you increase 10
00:19:27
also it won't make any change so it
00:19:29
works from 0 to one only and second we
00:19:32
have impulse so at the moment whatever
00:19:34
we were seeing it was using this so if
00:19:36
we make constant birth rate zero it
00:19:39
won't Adit anything but just for
00:19:41
confirmation let's make this zero as
00:19:42
well how it works so let me type 100 and
00:19:47
I want to know the count to check count
00:19:50
let me midle click over here that I have
00:19:53
this count so we have 100 points and if
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I go to next frame
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we have 200 points so on each frame it
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will emit 100
00:20:03
points and let me turn this off and
00:20:08
let's enable this so how this works so
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this is constant birth rate and let's
00:20:14
just check first frame we have five and
00:20:19
so we don't have 100 points right so how
00:20:21
this works is based on second so let's
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just check on 24 frames we have 101 so
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there is will be like minor difference
00:20:32
but it will give that 100 points so we
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understood this impulse count is works
00:20:37
on frame and this works on second now
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let's go back
00:20:42
to testing over here what I was talking
00:20:46
about this at the moment we have this
00:20:49
100 particles over here and if I reduce
00:20:53
let me press L to organize this and let
00:20:55
me reduce this over here
00:20:59
it will still emit 100 but if you want
00:21:03
to you know depend on size of source
00:21:06
it's bigger I want 100 points if it's
00:21:08
smaller I want half of that to do that
00:21:11
it will scale by this area so now you
00:21:15
can see it's change and if I increase it
00:21:18
will increase count
00:21:21
accordingly this is how it
00:21:24
works so it's depends on area
00:21:29
right so what happens sometimes let me
00:21:31
explain so we have like two Source in
00:21:34
this SC and here it will emit 100 points
00:21:38
and 100 points right but in this area it
00:21:40
doesn't make having 100 points right
00:21:43
here it mix it will fill that Gap but it
00:21:46
will over scatter over here to control
00:21:48
that you know if source is smaller I
00:21:51
want lesser points in this area so you
00:21:53
can just use this parameter let's close
00:21:56
I don't want to use this and
00:21:58
let's reset here as well 5x
00:22:08
5 I want to reset everything and here we
00:22:11
have this Max Control and next is just
00:22:13
Bond so it creates this just Bond group
00:22:18
let me just use
00:22:21
Bond and here also we can just middle
00:22:23
click and check that group so here we
00:22:26
have option one show Point attributes
00:22:28
and seconds shows Point group as well so
00:22:31
now we have Bond group and on first
00:22:34
frame we have this 200 so let me just
00:22:37
check this 100 frames
00:22:39
only right so if I reset this we have
00:22:41
this 100 maybe on 10 frame we should
00:22:44
have 1,000 over here let's just check
00:22:47
count is 1,000 but just B same 100 so
00:22:51
how this works is whatever emits over
00:22:53
here it will just add that into group so
00:22:56
whever you want to use it maybe on just
00:22:58
one group you want to add some force and
00:23:00
after that it won't add any force on
00:23:02
first frame only it will add some force
00:23:05
and next is
00:23:12
SE and most important is life how this
00:23:15
works so this also works based on
00:23:18
second if I type one so everything will
00:23:22
be deleted on
00:23:25
24 and it's not visible over here so I
00:23:28
have to animate this thing I will amate
00:23:31
on first frame and after that
00:23:34
zero and let's just increase count
00:23:41
also yep so on
00:23:45
24 or 25 it's just one frame offset
00:23:50
only if we have started from zero it
00:23:54
will accurately delete on this
00:23:56
Frame
00:23:58
yep it's working that way so if you want
00:24:01
any variation in between that maybe by
00:24:03
half so at the moment one is this thing
00:24:06
right if you type life variation 5 means
00:24:09
it will use this range to delete that
00:24:12
gradually sorry it's 05 and it will
00:24:15
delete everything at once so that
00:24:17
doesn't look cool so if I check and see
00:24:22
started deleting but it's not visible
00:24:24
over here let me just middle click can
00:24:27
you see the count is
00:24:28
reducing here we have 1,000 points and
00:24:33
it's reduced and it will reduce
00:24:36
gradually and we don't have that the
00:24:39
range I have described so that's how it
00:24:47
works and we have Jitter birth time
00:24:51
also so here we have some option Point
00:24:54
negative so this is useful when we have
00:24:57
some velocity over here let me use Point
00:25:00
velocity to set some velocity over here
00:25:03
and
00:25:07
set yeah so to just give some Jer over
00:25:11
here you can just use
00:25:13
negative and positive value as well and
00:25:16
we have this thing Point velocity as
00:25:20
well so where you want to use this to
00:25:23
fix that stepping you know earlier we
00:25:25
were getting some stepping
00:25:30
now it will fix
00:25:35
that and just go to
00:25:40
front now we have that right so let's
00:25:44
just increase this even
00:25:48
more can you
00:25:50
see it fixing
00:25:54
that we can still see some
00:25:59
but if I disable this we don't have and
00:26:02
if I keep this null we have
00:26:06
some positive negative so positive means
00:26:09
it
00:26:11
will use this in positive direction
00:26:14
negative means it will use backward so
00:26:17
both works and here also we oops I have
00:26:20
to use negative and back and it's Point
00:26:26
yep
00:26:32
let's just reset
00:26:34
everything and I want to keep null and I
00:26:37
will get some that's
00:26:42
fine cool next we have attributes and
00:26:46
again I will
00:26:48
need
00:26:49
that so here we have inherit attributes
00:26:54
right so if you have any extra attribute
00:26:56
over here maybe let's add
00:27:01
color
00:27:04
green you know by default it will
00:27:07
inherit that attribute carry forward
00:27:09
anything over here so if I keep it
00:27:11
zero means it won't carry for anything
00:27:14
but I want
00:27:16
velocity so I can just use that and here
00:27:20
I want to use everything but not color
00:27:23
so I can just use this so it will bypass
00:27:26
that
00:27:29
so now we don't have that color cool
00:27:31
that's is so here also we have inherit
00:27:34
velocity it this works as a
00:27:39
scale right so you can just reduce
00:27:42
this and I have other options as well I
00:27:45
can add to inherit velocity and I have
00:27:48
set initial velocity as well so here
00:27:51
I'll just keep whatever I have set over
00:27:53
here and I can add my extra velocity as
00:27:56
well so I can just type five over here
00:27:58
it will move in this
00:28:01
direction right and what is this
00:28:04
variance over
00:28:05
here so for now let me just keep
00:28:08
everything zero to explain these things
00:28:11
so variance is like this thing so it
00:28:14
will just go random Direction and where
00:28:17
it's
00:28:18
useful it's very
00:28:22
useful earlier we were getting some
00:28:25
stepping issue right and there are lots
00:28:27
of to fix
00:28:31
it so variance if I add point5 Varian
00:28:37
and let's just reset stay on this Frame
00:28:39
let's reset so as I have mentioned it
00:28:42
doesn't work right so this is not
00:28:44
working but if I go outside it works
00:28:48
somehow it doesn't reset so you have to
00:28:50
just go this frames to
00:28:53
check yep now you have noticed that it's
00:28:57
zero
00:28:58
again after reset it won't work I have
00:29:01
to go these things yep so if I any add
00:29:06
it will
00:29:07
reset and it will just mix because we
00:29:11
have random variance so it won't have
00:29:13
equal
00:29:15
distribution right this looks cool even
00:29:20
it will fix this as well so earlier we
00:29:23
were getting lots of stepping issue over
00:29:25
here but now it's fixed because of
00:29:32
these see if I don't
00:29:37
use we have
00:29:39
stabing yeah so let's keep this
00:29:42
everything default to set this to
00:29:44
default you can just control mid click
00:29:46
over here M click over here as well now
00:29:49
I don't want to use any color yep now we
00:29:52
have one more parameter add ID and ID is
00:29:55
very very useful most important
00:29:57
parameter in particles is ID so you
00:30:00
cannot miss it so let's just understand
00:30:03
and I want to M it on just first frame
00:30:09
only yep so we have this thing and let
00:30:13
me just kill this
00:30:16
particle I need some
00:30:19
range
00:30:23
y let's reduce
00:30:26
this
00:30:30
yep so I have some icons over here so
00:30:33
for now let me turn on this display
00:30:36
Point
00:30:37
numbers and we have this point numbers
00:30:40
let's keep 10 points
00:30:44
only to understand so as you can see we
00:30:49
have 0 to 9 over here let's just move
00:30:54
can you see it's shifting right
00:30:59
and why it's shifting because it's
00:31:02
changing its Point count and ID is
00:31:05
something totally different so ID
00:31:07
remembers this is point number three
00:31:09
it's like a name you know if 10 people
00:31:12
they known by their names right so if
00:31:14
XYZ or something and to explain you this
00:31:17
I have to show you some quick example so
00:31:19
let me just use random and I will talk
00:31:22
about this P scale and everything
00:31:25
later but for now just one
00:31:35
example right so as you can see now we
00:31:38
have this count and hopes what do you
00:31:43
think how it will look when we enter
00:31:45
this this is not right right and how do
00:31:48
we fix we need ID so let's create ID so
00:31:52
I think we can just use Point
00:31:55
triangle I at ID equals
00:32:01
ptin will this fix it if I turn this on
00:32:07
ID no it won't fix so this is wrong way
00:32:12
why I'm showing you this you know it's
00:32:13
misunderstanding that if you don't have
00:32:15
ID you can just create ID and it will
00:32:18
work no it won't work we have to go
00:32:20
through this Dynamics to create ID so
00:32:23
don't try to recreate ID using Point
00:32:25
number now if I disable this it will
00:32:28
work perfectly fine can you
00:32:35
see so just be clear whatever we get
00:32:39
from here if you delete ID from here and
00:32:42
if you try to recreate after that it
00:32:44
won't work so you have to preserve its
00:32:47
original ID so we have to rely on it
00:32:49
when we have count changing right but if
00:32:51
you don't have count changing then you
00:32:53
don't have to worry about ID you can use
00:32:55
Point number in that case see it's
00:32:57
working fine so when there is Count
00:32:59
change we have to heavily rely on ID so
00:33:03
you will always search for IDs ID is not
00:33:05
working then you have to Res simulate
00:33:07
everything you need to check where you
00:33:08
have deleted ID and like that so hope
00:33:11
you understood the importance of ID you
00:33:13
don't need to recreate it do network
00:33:15
will create it for you next we have
00:33:18
stream pop source and binding is set to
00:33:22
it's fine so stream is naming of these
00:33:25
so if you use x y z and after that if I
00:33:29
M click over here that I have that
00:33:31
Stream So it creates the group of these
00:33:34
as well that's useful awesome next I
00:33:37
will talk about this
00:33:39
two let's talk about pop
00:33:43
object I want to make some changes over
00:33:46
here let's delete we don't need
00:33:49
these and I want to add this bit in the
00:33:52
air because we will check Collision as
00:33:55
well now first frame and let's add
00:33:59
gravity so here I can use this minus 9
00:34:03
or I can disable this and I have one
00:34:05
more extra option which is Gravity Force
00:34:08
so this is also better so let's go with
00:34:10
this
00:34:11
one and I have deleted everything so I
00:34:14
want to use set everything and let's add
00:34:18
this F and I want up direction
00:34:23
also and let's just reset everything
00:34:26
okay
00:34:28
5,000 yep that's
00:34:31
fine
00:34:35
cool increase
00:34:40
this most useful tab over here is
00:34:43
physicals but before that let's just
00:34:45
check out some parameters over here and
00:34:47
at the moment we are using this pop
00:34:50
source for now let me just disable it
00:34:52
and if I just directly use this copy and
00:34:56
and paste over here initial
00:34:59
geometry it will just create
00:35:02
that geometry over here and if I scatter
00:35:06
some
00:35:08
particles and if I use these I can
00:35:12
just set right so here we have gravity
00:35:16
that's why it's
00:35:18
working so this is to set initial
00:35:20
geometry if you don't want to use pop
00:35:23
Source but it will emit on creation
00:35:25
frame only
00:35:27
but if you keep this creation from
00:35:30
Dollar F meaning current frame number so
00:35:33
if you so it will emit per
00:35:41
frame best way to use this pop Source
00:35:43
only for
00:35:45
emission and I don't want to use this
00:35:48
cool we understood initial geometry and
00:35:51
here we have Collision also to check
00:35:53
this we need
00:35:55
Collision
00:35:59
let's start with
00:36:01
Crow and how do we connect this we have
00:36:04
to use
00:36:05
merge here it's written left input
00:36:08
effect right
00:36:10
input let's connect this to check it
00:36:15
and yep now it's
00:36:18
working and here we have option Mutual
00:36:21
also so it doesn't matter where it's
00:36:23
connected but it's better to use this
00:36:28
for better
00:36:32
organization yep it's
00:36:34
working and let's just go to front over
00:36:42
here let's just fix those stepping for
00:36:47
now so to fix this over here also and
00:36:52
let's just use
00:36:54
positive forward right right so it will
00:36:57
fix over here as
00:36:59
well
00:37:07
yep so tolerance is not so useful useful
00:37:11
parameter is volume offset if I increase
00:37:14
this it will create a gap over here you
00:37:17
can see it's created 1 M
00:37:20
Gap check
00:37:24
this yeah
00:37:32
and if I increase tolerance or something
00:37:35
there is no
00:37:38
difference right so everything is it's
00:37:41
same
00:37:49
only yep so next let's talk about this
00:37:53
physics most useful parameter over here
00:37:55
is two bounce and friction only let's
00:37:57
explore others as well so this controls
00:38:00
the bounce overall
00:38:04
I but here if you have noticed you know
00:38:07
that
00:38:08
technically it should bounce and go this
00:38:12
way right in this direction so if I
00:38:14
increase this bounce forward will it
00:38:16
solve the issue let's just check
00:38:22
that no it
00:38:25
won't
00:38:29
why bounce forward is not working let me
00:38:32
just reset for now let's just draw
00:38:34
something so at the moment if you notice
00:38:37
it goes this and it's making this
00:38:40
moment what we need it should go this
00:38:44
way
00:38:46
and it should make this moment why it's
00:38:49
not happening because of friction if
00:38:51
object is not rotating on the surface it
00:38:54
won't slide meaning it freezes is its
00:38:57
rotation so it will go Direction but if
00:38:59
it rotate then it will go in this
00:39:01
Direction let me just show you rotation
00:39:04
I have mentioned for understanding only
00:39:06
but majorly it's using friction so it
00:39:08
will slide right so let's just reduce
00:39:10
this
00:39:15
friction yep so now if I increase bounce
00:39:18
forward it will move in this direction
00:39:23
more right and there are two types of
00:39:27
bounce so this controls the bounce
00:39:29
forward and this is just bounce so if I
00:39:32
increase
00:39:34
this it will bounce in up
00:39:40
direction see so these are the
00:39:44
option yep it will work in and similar
00:39:47
parameters we have here as well friction
00:39:50
and bounce and everything and we have
00:39:52
Dynamic friction also which controls the
00:39:54
scale overall so if you reduce this it
00:39:56
will slide
00:40:02
more see so here majorly you will be
00:40:06
touching friction bounds and temperature
00:40:09
is not useful for now yeah
00:40:12
here next I will talk about
00:40:16
collisions cool let's talk about
00:40:19
Collision so here let's understand does
00:40:21
particle collide with each other so no
00:40:23
it's too tiny so it doesn't Collide but
00:40:26
if you want to add particle collision
00:40:28
then you have to set P scale P scale we
00:40:31
will talk about when we render this but
00:40:33
for now let's just understand so you can
00:40:35
just set a p scale basically radius of
00:40:38
the particles and after that you can run
00:40:40
a grain solver so it will collide each
00:40:42
other and also if you want to add
00:40:44
Collision it will increase five times or
00:40:47
10 times simulation time
00:40:55
also
00:41:21
yep so this particle collide with an
00:41:23
object let's add Collision object now so
00:41:26
we need box over
00:41:36
here let's select this
00:41:50
template yep that's
00:41:55
fine
00:41:57
so how do we read this we have to use
00:42:00
static object over
00:42:05
here if I check static object I have
00:42:07
some options over here object name is
00:42:10
this thing so I can just name it box and
00:42:15
second thing is sof path we need sof
00:42:18
path over
00:42:21
here yeah so it's not visible at the
00:42:25
moment so you can just connect this over
00:42:27
here so now it's visible let's run the
00:42:31
simulation it won't Collide because here
00:42:35
it's following this rule right so here
00:42:37
we can just add
00:42:40
merge and and over here or else you can
00:42:44
just use this also but it will be too
00:42:47
complicated right you cannot just merge
00:42:49
multiple over
00:42:52
here can you see it's colliding
00:42:55
now
00:42:57
but best with is this merge
00:43:00
Collision let's disconnect this and
00:43:03
connect over
00:43:05
here if you have multiple collisions you
00:43:08
can just merge over here and now let's
00:43:10
just
00:43:12
check so it's working now let's study
00:43:15
some parameters over
00:43:17
here so first step we have physical
00:43:20
which we already studied and we have
00:43:22
some other parameters also over here
00:43:24
object transfer create activ and
00:43:26
everything let's just check some of
00:43:28
them I will explain use deforming later
00:43:30
but first let's understand what is use
00:43:32
object transform so it's just if I use
00:43:36
box over
00:43:38
here right and I will just
00:43:40
transfer at object level and I'll just
00:43:44
copy
00:43:47
this and paste over
00:43:55
here
00:43:57
as you can see it's right there if I
00:43:59
turn on object transfer it will follow
00:44:01
that whatever we have over here let me
00:44:05
delete
00:44:09
this paste over here so we don't want to
00:44:11
use this and what is active object an
00:44:14
active object it won't do anything we
00:44:18
have to use rigid body
00:44:23
Dynamics let me connect this and here
00:44:26
here it won't
00:44:28
work because it's set to bullet and we
00:44:31
have to use RBD over here so I will just
00:44:34
explain this also in some time now you
00:44:36
can see yeah that's just
00:44:41
brief and ignore merge relationship is
00:44:44
just collisions so it won't Collide so
00:44:48
whatever connection we have over here it
00:44:50
won't
00:44:54
work
00:44:59
great so now let's talk about deforming
00:45:01
so let's add some deformation over here
00:45:03
it's static at the moment so I can just
00:45:05
type dollar F multip by 3 so I want to
00:45:08
use current frame and I want to multiply
00:45:10
by three so it will rotate
00:45:12
faster let's just
00:45:15
check so as you can see it's not
00:45:17
rotating I can just turn this on and
00:45:20
let's check
00:45:24
output
00:45:29
so as you can see it's a collision issue
00:45:31
right so you can see some stepping some
00:45:33
gaps over here and how do we fix it
00:45:36
first let's understand reason behind it
00:45:39
so in this case we need in between Frame
00:45:42
data for example first frame second
00:45:45
frame and third frame at the moment
00:45:47
simulation is running this way right if
00:45:50
object is rotating this way right and
00:45:54
this is second frame right so I want
00:45:57
information in this area also so we have
00:46:00
to run
00:46:01
this in between frames this way and here
00:46:05
we have to use
00:46:06
substeps so let's just set
00:46:12
substeps if I increase substeps will it
00:46:14
fix let's just check
00:46:21
it so it's not fixing that much and here
00:46:26
let's just check second parameter also
00:46:28
it mentioned that it will solve in
00:46:30
between data also meaning it will just
00:46:32
interpolate geometry so let's just check
00:46:34
will this work or not I'll just stay on
00:46:37
this Frame let me just
00:46:41
reset no there is no difference this
00:46:44
option is not useful in this case so now
00:46:47
what to do here we have to check this
00:46:50
let's just select this over here and if
00:46:53
I go and disable this integer
00:46:57
frame then I have in between Frame data
00:47:01
so if I run you can see it's not moving
00:47:05
in between
00:47:06
frames why because I'm using dollar F so
00:47:09
I need floating frame so I can just type
00:47:14
dollar FF over here and if I run you can
00:47:18
see I has smooth M and now let's just
00:47:22
check so I'll just stay on the frame I
00:47:25
two sub steps let's just
00:47:30
reset yep it's solving that
00:47:35
issue so that's what you need to
00:47:37
understand over here this is how it
00:47:39
works and the more substeps you increase
00:47:42
the more it will fix these
00:47:44
things and now let's talk about this
00:47:47
Collision tabes so this is most useful
00:47:49
over here and you will have to always
00:47:51
check this thing so if I scroll down I
00:47:54
have some parameter over here and I'll
00:47:56
just ignore everything and just click
00:47:58
this guide geometry and let me just
00:48:02
disable this over here so this is what
00:48:05
basically a collision so you have to
00:48:08
always check this and if you have any
00:48:11
open polygon let me just
00:48:14
delete right so I have this open polygon
00:48:17
you can check this change the shape also
00:48:21
now right see so if you have over here
00:48:26
it will just
00:48:27
bounce and if you have open polygons
00:48:29
just always use
00:48:34
polyfill and make sure you you always
00:48:36
sent a watertight mesh so you won't have
00:48:39
any
00:48:54
glitch let me delete
00:48:57
everything so let me just disable this I
00:49:00
don't want in between frames here have
00:49:02
you noticed something that it's creating
00:49:04
this mesh every frame and it's kind of
00:49:06
jittery
00:49:08
sometimes and what's happening over here
00:49:10
it's using this mode R intersect and if
00:49:13
you want to increase the resolution you
00:49:15
can just go and increase over here and
00:49:19
there are other options over here as
00:49:21
well but those are not useful just you
00:49:23
can use
00:49:24
these
00:49:29
but it will affect simulation time also
00:49:31
and if you keep this visualization on it
00:49:34
will take more time if you turn this off
00:49:36
and turn on this then it will take
00:49:38
lesser
00:49:39
time it's creating volume on every frame
00:49:42
that is also one reason it's creating
00:49:44
those gaps and in fact we can fix that
00:49:47
without substeps also so I had talk
00:49:49
about this volume and next step we have
00:49:51
surface as well and let me just turn
00:49:55
this off off and you can see it's clean
00:49:57
geometry it's not a volume and this is
00:49:59
exact surface whatever we are providing
00:50:02
it it will use that and let me check
00:50:05
does it fix that issue let's reset
00:50:08
everything so we don't have
00:50:16
substeps so it's not so here we need to
00:50:20
understand if we turn this on it won't
00:50:22
utilize this surface option so we have
00:50:24
to use this
00:50:26
use surface Collision now and I will
00:50:29
just stay on this Frame and I will just
00:50:31
reset this so you can just immediately
00:50:32
see the
00:50:33
difference yeah it's fixing it without
00:50:37
subst steps and it's too
00:50:39
fast we are using very simple geometry
00:50:42
Collision right but if you have complex
00:50:44
geometry in that case it's very
00:50:47
expensive and it may crash your
00:50:49
simulation also sometimes so still you
00:50:51
can optimize your geometry and use this
00:50:53
option but I will recommend you to use
00:50:56
this volume but not R race you have
00:50:59
other option volume
00:51:01
sample and there are other options as
00:51:04
well but those are not so useful you can
00:51:06
just use volume sample that's most
00:51:08
recommended and let me just reset
00:51:10
everything and how to use this over here
00:51:13
so if you use
00:51:15
this we have one more parameter over
00:51:18
here let me just reset you have
00:51:20
parameter over here proxy volume and
00:51:22
let's just use that so here I'll just
00:51:25
use
00:51:27
Collision
00:51:29
Source first input is
00:51:36
this proxy
00:51:38
volume and you can see we have some
00:51:41
volume over here and you can control
00:51:44
this in second tab Collision so this is
00:51:46
the
00:51:47
wxel and you can even create this also
00:51:49
it's just VDB from
00:51:54
polygons
00:51:58
it's same only benefit of this node read
00:52:02
it will calculate in between frames and
00:52:04
it will add velocity also so it's better
00:52:06
to use this and let me just
00:52:09
copy and paste over
00:52:15
here cool so I'm using this volume
00:52:17
collision and let me turn on collision
00:52:19
guide so at the moment it's using Ray
00:52:21
intersect let me use volume sample now
00:52:28
yep and I have to turn this off filation
00:52:32
in order to turn
00:52:43
faster and we know how to fix it if you
00:52:46
have clean geometry you can just switch
00:52:48
to this use surface Collision but if you
00:52:50
have complex geometry in that case you
00:52:52
can just increase subst steps so in this
00:52:54
kind of case it makes using
00:52:57
substeps but don't use substeps to fix
00:53:00
those stepping created by moving source
00:53:02
so I have created a tutorial on YouTube
00:53:04
you can check that later and substeps
00:53:07
also helps to calculate extra moment in
00:53:10
short frame it can be useful for C
00:53:12
mushroom
00:53:16
blur and let me just show you what this
00:53:19
parameter so this parameter is not so
00:53:21
useful if I turn this on it stays the
00:53:24
same
00:53:28
yep so y I will recommend you to check
00:53:31
all the steps and everything and you can
00:53:34
just increase this four so it will fix
00:53:36
it yeah so whenever you increase sub
00:53:39
steps it will increase simulation time
00:53:41
also yeah so now it's
00:53:46
fixed cool let me reset everything
00:53:50
now and we understood this volume and
00:53:53
difference between volume and surface
00:53:55
you can utilize in some cases and you
00:53:58
can utilize this also in those heavy
00:54:01
geometry cases and second type over here
00:54:03
is bullet data so you have to remember
00:54:06
that if you're using particles or flip
00:54:09
it will use this RBD solver but if you
00:54:12
are using rigid body solver remember we
00:54:14
have used this if it's set to this
00:54:17
bullet it will utilize this collision
00:54:20
and if you use this RBD it will utilize
00:54:23
this thing over here so in part IC it's
00:54:25
not
00:54:26
useful and next let's talk about pop
00:54:29
solver so here we have substeps and time
00:54:33
scale it will increase particle movement
00:54:35
overall so if you reduce this it will
00:54:37
slow down
00:54:39
particles and let me just disable this
00:54:44
Collision yeah and if I increase this by
00:54:47
10 it will move
00:54:54
faster
00:54:59
in a small scale you have you're
00:55:01
simulating in you need faster moment so
00:55:03
you can use this and next is minimum and
00:55:05
maximum substeps so we have Global
00:55:08
substeps also and we have extra control
00:55:10
over here as well so you can use this
00:55:13
minimum and maximum so the solver will
00:55:16
decide when to use minimum and when to
00:55:18
use [Music]
00:55:23
maximum so for example if you need High
00:55:26
calculation in this Frame it will
00:55:27
utilize this Max and if you have faster
00:55:29
simulation and not that Collision so it
00:55:31
will utilize this two it will switch in
00:55:34
between yeah these three parameters you
00:55:36
will mostly use second tpe is update
00:55:39
here we don't have to change anything
00:55:40
but just brief I can just
00:55:42
explain so if you want to avoid
00:55:45
calculating age particles or use mass or
00:55:48
if you want to use these so let me just
00:55:49
show
00:55:54
you
00:55:57
and you can see this particles are dying
00:55:58
over here and I don't want to calculate
00:56:03
that so it won't kill those particles so
00:56:06
those kind of stuffs we have but it will
00:56:09
affect the attribute so there is the
00:56:10
dead attribute which I'll will explain
00:56:13
later cool next we have Collision
00:56:15
Behavior so let me just turn this
00:56:23
on
00:56:32
here we have option to Define what it
00:56:34
should do on collision so at the moment
00:56:36
it's colliding over here so you can just
00:56:38
add into some group or you can add a
00:56:40
color so you can just create a Collide
00:56:43
group so whatever is collided and you
00:56:45
can add different force on that
00:56:50
thing right so these are the collided
00:56:53
you can add extra drag on that
00:56:57
thing and here you can set a response
00:57:00
what it should do it can stop over
00:57:08
there right so you can check this it
00:57:11
stopped over
00:57:14
there and those are the slide and other
00:57:17
options are also there and we have one
00:57:18
more option is attributes so here you
00:57:20
can just add Heat number heit position
00:57:23
and this can be useful if you want to
00:57:24
create laser simulation you can just
00:57:26
find heat frame heat time hit position
00:57:29
those kind of stuffs we have and next is
00:57:32
slipping let me just disable
00:57:36
this so you have noticed over here
00:57:39
particles are keep sliding over here and
00:57:41
if you want to make them static in some
00:57:44
time so you can just turn this on and
00:57:47
here we have velocity threshold so if
00:57:49
you increase this particle speed goes
00:57:52
below this velocity threshold it will
00:57:54
stop
00:57:59
that range is not working so you can
00:58:01
increase it let me just pin this over
00:58:03
here
00:58:07
reset y now it's
00:58:11
working let me just use three
00:58:23
only
00:58:33
four it means particle mement is more
00:58:36
than four so that's why it's not
00:58:38
stopping over here minimum is five so it
00:58:40
will just stop
00:58:52
there see so it's it's just stopping in
00:58:57
there and here we have slip de so you
00:58:59
can see it's just sto in the middle of
00:59:01
the air so you can just add two so it
00:59:03
will
00:59:05
gradually slow
00:59:18
down cool so you can just use slipping
00:59:21
color also
00:59:23
now
00:59:31
it's activated activated here and to
00:59:34
control this kind of stuff we have other
00:59:37
thing as well you know so at the moment
00:59:39
it's following constant speed right so
00:59:41
if you use this increase friction
00:59:44
dynamic range and let me just reset
00:59:46
everything over
00:59:48
here and now it won't slide that
00:59:52
much see so let me just use use this
00:59:55
much
00:59:59
only
01:00:03
yeah I have to reduce this even
01:00:09
more
01:00:12
yeah see now it's not sliding that much
01:00:14
now so you can just play around with
01:00:17
this value so it will
01:00:23
stop
01:00:27
yeah see now it's below one that's why
01:00:31
it's stopping over
01:00:33
there so this is the
01:00:36
threshold start a slip whatever is
01:00:39
emitted on first frame meaning
01:00:41
simulation frame first simulation frame
01:00:43
it will be inactive and at the moment we
01:00:46
have continuous amission right so let me
01:00:48
just emit on first frame only so here I
01:00:51
want to
01:00:52
use impulse activ acation
01:00:56
zero and I want
01:00:59
1,000
01:01:02
yep see it's not moving
01:01:05
now and if I turn this on it will
01:01:11
move if you have continuous emission it
01:01:14
won't
01:01:19
work cool so next is binding and
01:01:22
distribution it's useful for five minut
01:01:24
St cool that's all that's just basics of
01:01:27
particles and this was just a brief of
01:01:30
all these parameters and don't worry if
01:01:32
you didn't understand some parameters so
01:01:34
now we will create fireworks and it's
01:01:36
always easy to understand things with
01:01:38
example so let's create fireworks
01:01:41
next let's create
01:01:44
fireworks I will delete everything I
01:01:47
don't want anything over here so I'll
01:01:49
just need
01:01:52
sphere so I'll use this as a source to
01:01:55
Adit particles and let me just rename
01:01:58
this particle
01:01:59
[Music]
01:02:01
Sim yeah this is my source all we need
01:02:04
is
01:02:08
popnet so I will get this node flow over
01:02:10
here
01:02:12
and yep it's emitting
01:02:16
now
01:02:18
cool we have to set a velocity right so
01:02:20
it will go in up Direction but at which
01:02:23
speed so let's just Google it so if I
01:02:25
search this it's saying that fireworks
01:02:28
speed is 45 m/s right so we can use
01:02:32
this and here we need to just use and
01:02:36
can just set this over here and we can
01:02:38
use 45 over
01:02:44
here yep so this is the
01:02:46
speed so at the moment I'm able to
01:02:49
follow real speed like 45 m/ second
01:02:52
right but in production you will have
01:02:53
camera you will have Sky level as well
01:02:56
in that case you have to set value
01:02:58
according to your scene and based on
01:03:00
that you have to visually match the
01:03:02
speed so you know follow some reference
01:03:03
in that case and check how fast it's
01:03:05
moving so accordingly you can just match
01:03:07
the speed so you can just set this 20
01:03:10
and keep your reference over here and
01:03:13
just check it's matching the speed no
01:03:15
just increase it 45 47 it's up to you
01:03:19
right so this is not exact value you
01:03:21
have to follow you need to just set
01:03:23
everything according to your seen
01:03:24
whatever is there in the screen it will
01:03:26
sell so you have to work
01:03:29
accordingly yep and I have lots of
01:03:32
particles over here I want reduce maybe
01:03:34
let's use let's use one only because it
01:03:38
doesn't emit that much here I can use
01:03:40
anything over here if I use this it will
01:03:41
continuously emit see I don't want that
01:03:45
I want one particle one or two particle
01:03:47
per
01:03:51
second Yep this is
01:03:53
best yeah see it's creating random Gap
01:03:59
also cool next one I need is Trail and
01:04:03
how do I create a trail because these
01:04:05
are single particles and there is always
01:04:08
a trail right so let's create Trails for
01:04:11
that I need pop
01:04:14
replicate and here if you check it's all
01:04:17
same whatever we have learned over
01:04:20
here it's similar only so what is new
01:04:23
shape and Noise
01:04:25
I just I will briefly explain this tool
01:04:27
in some time but let's just connect this
01:04:29
let's connect this over here and
01:04:33
check so is it
01:04:36
emitting yes it's emitting over
01:04:40
here but at the moment it's just
01:04:43
following same speed so we have to go to
01:04:45
attribute and we can just reduce inherit
01:04:48
velocity over here so let's just reduce
01:04:51
point1 and check
01:04:55
yep can you see it's creating a
01:05:06
trail and that's too long trail so I
01:05:08
want to
01:05:09
delete life
01:05:13
also yep that's fine
01:05:23
see
01:05:26
and what is the second input over here
01:05:29
let's connect that or also so it says
01:05:32
it's a reference over here and what is
01:05:34
this
01:05:35
reference so it won't emit anything over
01:05:37
here so it will use this as a reference
01:05:40
so it won't simulate this
01:05:45
separately that's fine
01:05:49
now and here we already know how things
01:05:52
Works let's just check what is shape
01:05:54
over here and shape is nothing but it
01:05:57
will just create some shape if I use box
01:06:00
and I can increase
01:06:03
this let me reset over here yeah you can
01:06:07
see it's box over here let me increase
01:06:10
count so you can just clearly see
01:06:13
this yep it will follow box shape so I
01:06:16
don't want shape over
01:06:19
here but before that let's just add
01:06:21
noise so you can see it looks too boxy
01:06:23
right so if you want to add additional
01:06:25
noise on that you can do that also see
01:06:27
it will add some
01:06:30
noise on top of that these two are
01:06:32
useful to change shape of emiter but you
01:06:34
can just disable this and I want sphere
01:06:37
and scale is
01:06:40
zero yep as you can see and here I want
01:06:45
to add some variance we can see some it
01:06:48
will will
01:06:50
have this Trail over here and again is
01:06:54
creating stepping over here so let's
01:06:56
just straight away go and increase sub
01:06:59
steps to fix
01:07:00
it yep it will fix but let's understand
01:07:03
these things never use substep directly
01:07:06
always find some alternate solution to
01:07:08
fix this kind of stuff so let's just
01:07:11
understand why it's happening over here
01:07:13
so this is the main point we have and
01:07:16
it's creating this
01:07:19
particles so why it's creating Gap all
01:07:22
of them has same speed right so it's
01:07:24
inheriting so this has one this has one
01:07:27
right so what we need is we need some
01:07:29
range in this thing so it if we have
01:07:32
random then it will fill this Gap so at
01:07:35
the moment particle is moving in this
01:07:37
Direction that's fine and whatever is
01:07:40
emitting also it's correct it's totally
01:07:42
correct because we are not simulating
01:07:44
this in between frames right if you if
01:07:46
you want to calculate that precise in
01:07:48
between frames in that case you have to
01:07:50
use substeps then only it will just read
01:07:52
this and fill this Gap
01:07:54
technically but I don't want to take
01:07:57
extra simulation time or something
01:07:59
that's why I'll just find a quick
01:08:00
solution so in that case we can just use
01:08:08
Dr so here is the reason here I want to
01:08:11
apply drag on these particles only not
01:08:14
on this so if I have used this over here
01:08:16
I had to apply on both of them right so
01:08:20
it's fine now I can just apply on
01:08:22
emitted particles and I can just
01:08:24
name them also
01:08:26
drill yep and by default it's one so
01:08:30
that's not so
01:08:32
useful What I Need Is Random so I'll
01:08:35
just go over here so this thing is very
01:08:38
useful always use this so whatever we
01:08:41
have over here and remember I have
01:08:44
discussed about the ID it has random
01:08:47
value so we will utilize that only so
01:08:49
can just type or go here it's air resist
01:08:52
so don't type air resist assistance it's
01:08:54
air
01:08:55
assist
01:08:57
air right so I want to use this
01:09:02
multiply and random at
01:09:06
ID and I want to use from fit 0 to
01:09:17
1 so take a screenshot of this this is
01:09:20
the most useful Vex and I will explain
01:09:22
in sometime what happening but let's see
01:09:25
the
01:09:27
result so why there is no difference
01:09:29
because we have reduce over here as well
01:09:31
so I want to use first this and let's
01:09:34
just
01:09:35
play yep it's fixing still it's not
01:09:39
fixing over here so I want to reduce
01:09:42
this
01:09:46
.1 it's
01:09:50
fixed that's just nice and easy way to
01:09:52
fix
01:09:55
and I can just spread this from here as
01:09:57
well so I can just increase
01:10:00
this yeah but that looks too uniform
01:10:03
right so I'll will just use pop
01:10:06
force and this is right time to explore
01:10:09
pop Force
01:10:12
also so here we have some parameters
01:10:15
this is force in which direction you
01:10:17
want to add this so you can add some
01:10:20
wind also on these things it will look
01:10:22
cool
01:10:25
see right so I don't want winds what I
01:10:29
need is this wall noise and what is this
01:10:32
SW size SW scale pulse length and
01:10:34
everything over here we have that this
01:10:35
is amplitude over here and I want to use
01:10:38
amplitude one let's see over here no
01:10:42
difference let's increase 10
01:10:47
times yep now you can
01:10:51
see yep that's fine
01:10:54
so what is the SW size so SW size
01:10:57
basically a noise scale so if I use box
01:11:00
over
01:11:01
here and this is what it will apply so
01:11:05
at the moment S size is one so it will
01:11:08
apply this
01:11:09
noise and same we have control in axis
01:11:13
as well and pulse length is basically
01:11:18
speed how fast noise flow you want over
01:11:22
here
01:11:40
so how this is works is if I reduce
01:11:42
pulse length it will increase noise
01:11:45
speed and if I increase pulse length it
01:11:48
will reduce noise
01:11:52
speed
01:11:58
let me just explain you quickly and here
01:12:01
it's not visible clearly but let me use
01:12:04
grid to show
01:12:08
you yep and let me increase
01:12:13
this yeah see let's just stay on this
01:12:18
Frame and pin this let's increase
01:12:21
particle count also so these are the
01:12:24
things that you will mostly use and just
01:12:26
understand these things
01:12:34
clearly yep and as you can see it's
01:12:38
travel too much right so if you reduce
01:12:40
this thing over here it will travel less
01:12:43
let me reset
01:12:45
this let me just go one frame yep so you
01:12:49
can just clearly see the difference and
01:12:52
reference is extra noise it will just
01:12:54
break the noise more with high frequency
01:12:57
and there are other options as well but
01:12:59
that's all for
01:13:01
now let me just delete
01:13:04
this we understood this part so I don't
01:13:06
want to change anything just keep and I
01:13:09
will
01:13:13
reduce this life over
01:13:21
here yep that's fine
01:13:27
and I want to talk about this Vex now so
01:13:30
what's happening over here so air
01:13:32
resistance is one so if you use air
01:13:35
resistance it will slow down the
01:13:37
particles it will work as a
01:13:38
atmospherical drag you know we have wind
01:13:41
that slow down things that's what we can
01:13:43
use this as a drag it will start with
01:13:45
the speed and it will gradually slow
01:13:47
down the speed overall using this track
01:13:49
and here we have just wind velocity also
01:13:51
you can set in which direction it should
01:13:54
move and air resistance is a drag
01:13:56
basically overall and why I'm using this
01:13:59
fact so if I use air resistance it will
01:14:01
assign one value one drag to all
01:14:04
particles so all particle will slow down
01:14:07
at same time that's not what I want so
01:14:09
here I will use some V So Random ID so
01:14:12
what is random ID let's just understand
01:14:14
so if I have multiple ID over here
01:14:16
meaning five so this is from 1 to five I
01:14:21
have right so it will just use randomize
01:14:23
it and it will give me from 0 to 1 so it
01:14:27
will we will have gradient between that.
01:14:31
56.8 so it will randomly assign on all
01:14:34
of these five
01:14:35
particles and I will just use this Fit
01:14:38
value over here so as you can see that I
01:14:41
have zero also over here right so I
01:14:43
don't want that zero I want 0.1 instead
01:14:46
because if I use zero then it will be
01:14:48
too fast it will apply zero a resistance
01:14:51
and that's not what I want and I have
01:14:53
have Max one is fine but here you can
01:14:55
just use two also it will fit by two so
01:14:59
that's what this VX is doing over
01:15:03
here and that's a quick way to fix this
01:15:06
kind of
01:15:07
stepping and let's just add ramp color
01:15:15
also and I want ramp so by default it
01:15:19
set something over here let's just
01:15:22
see
01:15:24
and I want reverse of
01:15:27
these oops it's not
01:15:29
moving let me use this
01:15:35
black and we can just use yellow that's
01:15:38
fine
01:15:43
see and this ramp is using something
01:15:47
called NH and what is this NH but before
01:15:51
that let's just check do we have that
01:15:54
attribute let me search for NH so we
01:15:58
don't have that attribute so NH is a
01:16:01
hidden attribute over here and let's
01:16:03
just talk about
01:16:06
it and this is right time to explore
01:16:08
geometry spreadsheet also so let's go to
01:16:11
Geometry spreadsheet over here and we
01:16:14
have multiple things over here so you
01:16:17
just need to focus on this point because
01:16:19
we are working on point just select this
01:16:21
node and click this points
01:16:24
and here we have lots and lots of
01:16:25
attribute over here so not all of them
01:16:28
are useful right so we can just filter
01:16:30
them out one by one so let's this is
01:16:32
position so it's Point position and here
01:16:34
we have age and how age is working so if
01:16:38
you
01:16:39
see in the start frame it's
01:16:43
zero and it
01:16:48
increasing and next is a resistance that
01:16:51
we have already talked about right so
01:16:53
you can see that we have range over here
01:16:56
let me just pin this and let me disable
01:17:00
that pop
01:17:02
drag so now we don't have air resistance
01:17:05
over
01:17:07
here so that's what creating that
01:17:10
thing and we can just use we can disable
01:17:13
this wax also now we have all of them
01:17:15
one
01:17:18
only that's how it
01:17:21
works yeah now let's understand what is
01:17:24
NH so how NH calculates it uses this age
01:17:29
and life over here so let me just filter
01:17:32
them age and life so I'll just focus on
01:17:36
age and life only so 100 is those two
01:17:39
particles life of this thing and that
01:17:42
also we will talk about when it should
01:17:44
burst in next
01:17:46
video so it will divide this age by life
01:17:50
so this age moves from 0 to.5 because we
01:17:53
have this life so you won't see
01:17:56
particles above
01:17:57
05 it won't cross that value here it's
01:18:01
Crossing because we have this life is
01:18:03
100 so that's
01:18:06
fine to explain you this quickly let me
01:18:09
just use some
01:18:10
Vex and I want grid over
01:18:13
here just this is for explanation that
01:18:16
what is happening in the back end I'll
01:18:17
just use Point triangle so I have this
01:18:21
age I want to create a parameter and I
01:18:24
have this life which
01:18:26
is05 and I want to calculate NH H
01:18:30
divided by
01:18:35
life let me un pin this sorry I have to
01:18:39
mention this at so interesting part is
01:18:42
it won't show this anage over here
01:18:44
because that's hidden attributes so here
01:18:46
you have to change this to capital N to
01:18:48
visualize this and it's not only that
01:18:51
you can use XYZ also just different from
01:18:55
NH and let's just check let me create
01:18:59
this and this is my particles it's aging
01:19:03
aging aging aging so if I stop at
01:19:07
05 it's one so NH is a basically a value
01:19:12
from 0 to one and you need to clearly
01:19:14
understand that how things work because
01:19:16
that's most useful and based on that
01:19:18
only we will just add some color
01:19:20
variation and
01:19:21
everything
01:19:24
right so you need to understand this
01:19:25
mathematics little mathematics behind
01:19:28
it and in this example it will cross but
01:19:31
in particles it won't cross because we
01:19:33
have set age limit there five it will
01:19:36
stop and delete the
01:19:40
particle cool that's understood let's
01:19:43
delete this clear and know how to use
01:19:45
this geometri spread sheet
01:19:48
also and you know if I select this it
01:19:50
will show lots of confusing stuff that
01:19:52
you you have to go inite just create
01:19:55
null and just it will be easier for you
01:19:57
to explore things for
01:20:00
here yep you can track everything over
01:20:03
here ID particle hit points
01:20:08
everything
01:20:14
cool let me press L to organize
01:20:21
things so so next we will talk about
01:20:24
bust and how to set bust timing and
01:20:28
everything let's talk about bust and
01:20:31
here if you have camera and can just
01:20:34
bust this at at here here I want to
01:20:37
follow real value so let me Google it at
01:20:40
what height do fireworks bust so it says
01:20:43
it bust at 60 M or 150 M so let me use
01:20:47
box over
01:20:50
here and here I'll just copy this and
01:20:54
paste this for here by
01:21:00
two so whatever is there I have unpin it
01:21:05
yeah so if I don't use this then it will
01:21:08
be like
01:21:09
this whatever I increase over here it
01:21:11
will be there and I have to change this
01:21:14
manually so I can just link
01:21:17
this it will increase that here I can
01:21:21
just start with 60 which is minimum
01:21:23
range and I can even increase this by 70
01:21:26
also that's fine it's up to you so I'll
01:21:30
just keep go with 70 again I'm
01:21:32
mentioning you don't have to follow the
01:21:33
same value or everything depends on your
01:21:37
on your reference scale and how fast you
01:21:39
want for now I'm just following these
01:21:41
things to explain you that we can follow
01:21:43
some real value also and how we can
01:21:45
implement this for here I'll template
01:21:50
this okay so it's going above that thing
01:21:53
so I need to kill this at this thing
01:21:55
over here let me reduce this by one so
01:21:58
it will delete right
01:22:07
there let me just move this so I can
01:22:17
see yep I
01:22:20
want five that will work
01:22:35
so I think I can use 1.5
01:22:43
also yep 1.5 works
01:22:49
well and how do you bust but before that
01:22:52
let's add some
01:22:55
gravity so here we can just use pop
01:23:00
force and I will just straight away go
01:23:03
in minus because that's what gravity is
01:23:07
let me just check now I have to compare
01:23:08
this now because it will change
01:23:11
everything because whatever bust we have
01:23:13
it should follow the gravity right so
01:23:15
that's why I have to add gravity
01:23:18
now yep so I have to increase it
01:23:24
1.5 that's
01:23:28
was yep it's
01:23:31
correct how do you bust this thing so
01:23:35
for that also we have to use pop
01:23:41
replicate and here you won't connect
01:23:43
this you will connect this as a
01:23:46
reference because this is the mainstream
01:23:48
we have it will simulate this thing and
01:23:51
it will use this as is a reference and I
01:23:54
want to bust particles when it dies so
01:23:57
how we can find out that value when it
01:23:59
dies so for that we have to again go to
01:24:04
this geometry spreadsheets so that's why
01:24:07
it's very very useful so let's just
01:24:09
search do we have anything related to
01:24:11
that or something so we have that
01:24:14
attribute so let's just filter out that
01:24:16
and just study it what is
01:24:19
doing okay so it's always zero
01:24:23
and why it's always zero because
01:24:25
whenever particles dies this value turns
01:24:28
into one and that's not visible because
01:24:30
particle is dead till then to just
01:24:33
visualize that we can just turn this off
01:24:36
R particles means it will delete so I
01:24:38
don't want to delete particles I want to
01:24:40
keep them in the scene so you can just
01:24:42
check so these are dead particles and I
01:24:46
want to utilize
01:24:48
them in Geometry spreadsheet it's not
01:24:51
visible from from 0 to 1 because it's
01:24:53
stad but
01:24:56
inside here it's
01:25:00
visible and let me just show you that so
01:25:03
for now I'll
01:25:05
just disconnect this and here I can just
01:25:08
use group and I can just easily type
01:25:10
dead is equal to
01:25:13
1 and let's see the
01:25:15
magic it's working that's what we
01:25:21
want
01:25:23
and now let's quickly make some changes
01:25:25
here we can just use zero or we have
01:25:28
other option is points where we don't
01:25:30
have scale so that is also we can use
01:25:34
and I don't want to use this now impulse
01:25:36
because I have one frame only to emit
01:25:39
things in that case I will go with this
01:25:41
I want 100
01:25:45
points yep so bu I need add inheritance
01:25:49
let's just increase them
01:25:57
that's the magic and here we have
01:25:59
gravity also and it's inheriting that
01:26:02
value and I don't want that much so
01:26:04
let's just use by
01:26:09
three yep I can reduce this also and
01:26:13
here also I will add
01:26:15
drag because drag is
01:26:18
must okay I want to kill particles so
01:26:21
here I can just use
01:26:28
one okay so all of them are dying at
01:26:30
same point so that's not what I want so
01:26:32
I can just go here
01:26:34
copy
01:26:37
paste divide with two so I will have
01:26:39
some range over
01:26:43
here yep you can see some particles are
01:26:46
dying sooner and some particles are
01:26:48
later so that's fine and here also I'll
01:26:51
just give it some life variance because
01:26:54
here I want some longer life
01:26:57
variant so some to die
01:27:02
quickly and here also I'll just copy
01:27:06
this oops I'll copy this and paste over
01:27:15
here and it has Slow Down Speed a lot so
01:27:18
I want less only maybe I can use five
01:27:24
see it's reduced a lot I think 35 will
01:27:28
be
01:27:33
fine
01:27:38
yep yeah it's time to set a camera over
01:27:40
here now so let me this is max range we
01:27:44
have set a
01:27:46
camera that's
01:27:51
fine
01:27:58
oh I have to move my camera now so to
01:28:01
move my camera I can just go here lock
01:28:03
and move
01:28:04
back so I can just capture everything
01:28:08
yep cool let me turn on my
01:28:21
trail
01:28:26
and here I want some life
01:28:33
variation divided by
01:28:36
two and you can just reduce particles
01:28:38
count also 2,000 that's
01:28:41
[Music]
01:28:51
fine
01:28:54
and here also we need
01:28:59
Trails I'll just copy this same thing
01:29:02
over here and
01:29:05
paste and let me just connect
01:29:08
this it's bu
01:29:13
tril I need same and I can just change
01:29:16
the color to Red so I can see the
01:29:19
difference here also I have to connect
01:29:22
this
01:29:24
additionally let's just
01:29:27
check
01:29:31
yep everything is working and here you
01:29:34
have noticed the count is too much right
01:29:36
so I can just reduce
01:29:37
[Music]
01:29:39
count5 is fine and here also I want
01:29:46
05 and let me reduce this
01:29:50
variance and here also I should reduce
01:30:00
that
01:30:03
yep we have control over
01:30:08
particles let's just check
01:30:11
drag and let me just increase that by
01:30:14
two because I need to slow it down
01:30:20
more yep and let me unlock this camera
01:30:24
so I can avoid moving it
01:30:46
again that looks cool I know it's really
01:30:49
simple example but here we have learned
01:30:51
a lot about how age Works how that
01:30:54
attribute Works how to bust things for
01:31:04
here and here I'll just make some
01:31:06
changes so always just work on random
01:31:08
things that all of them follows some
01:31:10
different different noise frequencies SW
01:31:20
size
01:31:27
and let me just check the parameters one
01:31:30
more time what I have
01:31:32
changed so that's fine here we are using
01:31:36
this drag pop
01:31:39
Force
01:31:41
color let's just organize
01:31:50
this
01:32:04
let's go more crazy now so here we know
01:32:07
we have bust this this thing right what
01:32:11
I want to do over here I want to bust
01:32:14
extra this particle also and not all of
01:32:17
them I want to use some ratio you know
01:32:19
where I can just select 50% partic 30%
01:32:22
particle let's use
01:32:26
that and again I'll just create
01:32:28
everything build everything from scratch
01:32:30
so you can just revision also you know
01:32:33
if I fast forward some part over here so
01:32:35
now you can understand one more
01:32:40
time okay so that's just
01:32:44
burst and I will use pop replicate again
01:32:48
and that is second Buton
01:32:53
first and whatever I'm naming over here
01:32:56
I will use them as a group letter so
01:32:58
make sure you just name things
01:33:00
clearly yep let's just connect
01:33:03
them and this is my second bust so I'll
01:33:08
just keep it separate and connect
01:33:11
this okay so before that here also I
01:33:14
need to set a group if I set a group
01:33:16
over here then I have to use all of them
01:33:19
where I don't have any
01:33:20
control in that case let me just disable
01:33:24
it I will use pop group to separate out
01:33:28
those
01:33:29
particles and I have to keep that in our
01:33:35
system so if I check pop group I have
01:33:38
some parameters and I'll will talk about
01:33:40
main parameter only so which is group
01:33:42
name which is second bust so I want to
01:33:45
create a group over
01:33:47
here and source group is that thing
01:33:53
dead and here we cannot visualize
01:33:56
anything but here we have option to turn
01:33:59
this
01:34:00
on that's the chance currently set to
01:34:03
50% let me just play
01:34:07
it and let's just use that group so here
01:34:10
now connect this and let me just copy
01:34:14
this second
01:34:16
bu group over here and again I had to
01:34:20
make some changes
01:34:22
so I can just keep everything same I
01:34:25
want to use
01:34:27
Point add over here let's just Increase
01:34:30
by.
01:34:35
five see it's
01:34:37
working so it's currently using 50% and
01:34:41
I don't want that much so let me reduce
01:34:47
it yep okay I'll can reduce it even more
01:34:51
I want tiny you know 1%
01:34:55
only yep see you can see it here you can
01:34:59
see it over
01:35:00
here maybe you can increase a little bit
01:35:03
5.2 that's
01:35:10
fine yep it's working perfectly fine and
01:35:14
here also I want drag so let me just use
01:35:19
drag pop drag
01:35:22
so after that we can set some value over
01:35:25
here know before drag it will
01:35:29
be so we know what we need to do a
01:35:32
assist just type clearly over here so we
01:35:35
know fit and I don't want that let me
01:35:38
use use half of
01:35:43
that yep now you can
01:35:48
see here also I want to set uh
01:35:52
life1 by .1 and I can set impulse
01:35:56
because that's not enough points so
01:35:58
let's use 100 points at once so on each
01:36:02
bust it will emit 100 points see now we
01:36:05
have good
01:36:09
quantity and if you want you can add
01:36:11
additional bust also it's up to you but
01:36:14
it's fine I'll just stop right
01:36:17
there yeah but trailing is must we have
01:36:19
to add trailing so we will use pop
01:36:22
replicate again I'll reference
01:36:28
it I have to connect
01:36:31
this so I can just type
01:36:34
second bust tra type very clear so you
01:36:40
can understand after cache let me play
01:36:45
it yep that's
01:36:48
working yep so here I have to just red
01:36:51
edce the life overall and I can add some
01:36:56
variance over here so you can just
01:36:58
spread
01:37:03
more
01:37:05
yep and on shape also I need to use
01:37:09
point so it will emit from the
01:37:12
point and
01:37:15
see oops it's not reset
01:37:20
yet
01:37:25
yeah that's happening because of the
01:37:28
inheritance so we have to use drag over
01:37:31
here now so I'll just use drag and I
01:37:33
want to use extra drag because you can
01:37:35
see it's shooting a
01:37:38
lot let's
01:37:41
play
01:37:42
yep
01:37:44
yep
01:37:46
beautiful and I want noise Also let's
01:37:50
just pop for
01:37:53
again and here I can just use five what
01:37:56
value I'm following over here
01:37:59
Point here I will use
01:38:02
75 something
01:38:05
differ it's up to you you can just
01:38:07
follow same value on all of them now you
01:38:09
can have some
01:38:11
randomization and I want different color
01:38:14
also so I'll use pop
01:38:18
color if I use Rambo here here it's
01:38:21
already set to NH that's good thing this
01:38:26
doesn't work I have to manually set this
01:38:30
this time I will use this green
01:38:47
different yep that's all let's check
01:38:50
from camera
01:39:07
and you can see we can we have multiple
01:39:09
burst over here that's I don't want that
01:39:13
so I'll just reduce
01:39:15
it next I will talk about particle post
01:39:20
processing now we will cat these and add
01:39:22
some color but before that let's add
01:39:29
Sparkles this thing is fine I will add
01:39:32
one more merge over here and that's
01:39:35
totally different so for Sparkles also I
01:39:38
will use pop
01:39:40
replicate and I want this from main
01:39:43
points only so I'll just connect this
01:39:45
and I name these Sparkle souls and here
01:39:48
also I have to use the same one
01:39:55
let's connect
01:39:57
this and now let's
01:40:01
play yep that's
01:40:03
one and we have done this many times so
01:40:06
we already know we need 100
01:40:10
points and one by
01:40:15
one the shape we need
01:40:18
point we don't need noise
01:40:21
I need less
01:40:24
inheritance let's just increase this
01:40:26
that's
01:40:32
fine yeah and we will add drag also so
01:40:34
I'll just copy
01:40:37
this and paste this over
01:40:40
here and now we can increase
01:40:45
this yeah so I want to cover this area
01:40:49
so I can just increase
01:40:51
maybe 21 is
01:40:54
fine
01:40:55
yep maybe let's reduce it a bit
01:41:03
yep yeah so I want render this so this
01:41:07
is my source right I want to burst extra
01:41:09
over here so that's how it will look
01:41:11
cool one more time I need pop
01:41:14
replicate and this time I won't connect
01:41:18
this way here because it won't simulate
01:41:20
I want to directly use
01:41:25
this because whatever is that emited
01:41:28
right I won't be using that I will
01:41:30
directly use this bust which is that and
01:41:33
we will have group these groups so let
01:41:35
me just name these just Sparkles that's
01:41:39
all and here also it's same oops not
01:41:43
this
01:41:48
100 one by one it's fine point point we
01:41:51
will work on life but let's just set
01:41:53
everything
01:41:57
first yep and here also we will need
01:42:02
drag and let's it pop color also so I'll
01:42:06
just copy this and this
01:42:10
time let's use some different color this
01:42:13
thing cool everything is
01:42:17
set press shift l
01:42:29
so you can see that this thing is
01:42:31
changed so I'll just reset over here to
01:42:35
fix
01:42:36
that yeah now I want this
01:42:39
thing let me select camera
01:42:45
again cool it's working so I have to set
01:42:48
some value over here so let let me
01:42:51
reduce count
01:42:53
first and 100 is too much for that and I
01:42:56
want less
01:42:58
life that's first
01:43:09
thing oops so I have done it not on this
01:43:15
one that's fine I need to work on this
01:43:18
thing so here I want 20
01:43:21
and I need one by one that's
01:43:35
fine let's give it uh blue color still
01:43:40
not
01:43:43
visible
01:43:47
yeah so now life is also set here I will
01:43:51
reduce these and I want to increase this
01:43:55
it's not visible
01:44:01
yet yep that's what I
01:44:06
want
01:44:11
see and we won't render those white
01:44:14
points we will just render this
01:44:19
blue
01:44:32
it just start busting too quickly so
01:44:34
I'll reduce
01:44:36
this yeah now it's
01:44:49
fine y y That's
01:44:52
fine everything is set over
01:44:56
here and one more thing what is this pr-
01:44:59
solve so here also I'll explain this
01:45:01
thing let me just duplicate this to
01:45:04
explain you
01:45:08
that and here I will use just both are
01:45:13
same only so have this solver works
01:45:15
first it will calculate this and after
01:45:18
that it will calculate this so whatever
01:45:20
you want to set
01:45:22
before source and everything you can
01:45:24
just connect this over it just one frame
01:45:27
offset so if I connect this for here
01:45:29
also everything will be same it will
01:45:30
just offset let me show you let me reset
01:45:34
see you have noticed
01:45:36
difference yeah so this is pre-ol and
01:45:40
this is postr just one frame
01:45:44
difference so we don't so post Sol is
01:45:49
fine
01:45:51
and I want to cat this now let me delete
01:45:54
delete everything press
01:45:56
L I will use file
01:46:01
cache and I still prefer this path so I
01:46:05
can just clearly mention which file
01:46:09
name dollar
01:46:11
O dollar
01:46:13
O yeah let me just cross check
01:46:17
everything yep it's taking that and here
01:46:19
I'll use particles
01:46:22
V1 and
01:46:25
load so it's set over
01:46:28
here let's cast
01:46:32
this so at the moment I have cast
01:46:35
everything right and let me just check
01:46:38
the data it's 333 MB that's fine but
01:46:42
here I can just optimize this also if I
01:46:44
M click I have lots of attributes so I
01:46:46
can remove some of them and I can keep
01:46:49
most useful only so how we can do that
01:46:51
for now I'll just disable this and I
01:46:53
will use attribute
01:46:57
delete and I will just select delete
01:47:00
non- selected so by default it will
01:47:03
delete everything over here okay so
01:47:05
let's start by so what we need over here
01:47:07
so color is fine by default it won't
01:47:10
delete position right so we will always
01:47:12
have
01:47:15
position I don't want age for now ID is
01:47:19
most useful
01:47:23
yeah so I have used
01:47:31
three so first let's start by splitting
01:47:34
this I want this thing over here let me
01:47:36
use
01:47:39
split so these are the groups I have
01:47:42
created so this is just stream names and
01:47:46
I can split them so first I need main
01:47:49
trail
01:47:52
do I have that yep so that's the one so
01:47:56
we don't have burst
01:47:58
anymore let me copy
01:48:02
this split over
01:48:04
here and I will use alt and
01:48:09
copy and I want second ver
01:48:15
Trail or this
01:48:17
one I need just bus trail
01:48:22
only yep that's also
01:48:33
fine and third thing we already know
01:48:36
second bu
01:48:39
drill
01:48:41
yep we have this
01:48:43
thing fourth one is just
01:48:47
Sparkles do we have that we have that
01:48:51
now everything is separate and we can
01:48:53
work
01:48:55
on those
01:49:00
things and what do we have this is just
01:49:03
those
01:49:04
points see which we don't need
01:49:18
it now I I want to walk on the
01:49:22
colors yes so I will just choose
01:49:27
color and I can use enage over here so
01:49:31
I'll just use RAM and
01:49:34
enage so we know that NH requires two
01:49:38
attributes which is age and life so let
01:49:41
me just release them from here age and
01:49:45
life I have those two so we we
01:49:47
understood why we need age and life now
01:49:50
now we know ID is most useful we have to
01:49:52
always keep it velocity is most
01:49:55
useful yeah so
01:49:57
now but en is not working because that's
01:50:01
hidden attribute and if you want to use
01:50:04
it so you can just create one point
01:50:07
triangle you don't have to do anything
01:50:09
extra just use n capital that's just XYZ
01:50:12
attribute and you can use use
01:50:16
NH and here I can just mention capital n
01:50:21
now it's working color attribute cannot
01:50:23
use hidden attributes so you have to
01:50:26
just create XYZ or something then you
01:50:28
can just use over here yep that's
01:50:31
working over here okay so here I need
01:50:34
bright and here I need
01:50:36
dark let me use or or else I can just
01:50:39
switch this value also but let me go
01:50:42
this way I need bright
01:50:49
yellow
01:50:52
five let me just use some
01:50:55
orange and here also I'll just use some
01:50:58
orange with some dark
01:51:03
value yep that's
01:51:09
fine and this thing we can keep here
01:51:11
also
01:51:13
oops so we can utilize
01:51:16
everywhere that's one
01:51:18
thing
01:51:20
and what's happening over here I have
01:51:22
multiple right and I want to split them
01:51:25
maybe 50% I want this yellow color and
01:51:29
50% I want something else let's use red
01:51:32
color right so how do we split it
01:51:35
remember we have used that wax where is
01:51:39
it
01:51:41
track yeah so we can use this here as
01:51:43
well to split them out and
01:51:46
here you can use pointer angle or you
01:51:48
can just use at attribute adjust
01:51:53
float and what I need over here is I
01:51:56
want to split it I'll just create one
01:51:58
attribute
01:51:59
split and what I need I want to set
01:52:03
attribute over here and
01:52:07
random and random based on custom
01:52:10
attribute which is ID over here so it
01:52:13
will work on that so it will give me
01:52:15
from 0 to one value and I have that
01:52:17
randomized by ID custom attribute
01:52:22
if I don't use this element number will
01:52:23
be
01:52:25
this point number and which we know it's
01:52:29
not so useful when particles are
01:52:32
dying yep so here also we can just use
01:52:35
one more extra
01:52:38
split let's just use split greater
01:52:43
than5 it's split
01:52:47
now oops wrong
01:52:51
see and let me just color
01:52:58
them I want red
01:53:02
color please or maybe let's use
01:53:06
bright oh it's not ramp over here so we
01:53:09
have to use
01:53:11
ramp I will use bright red in the
01:53:16
middle and here I want bit dark red
01:53:25
let's just use this just y let's much
01:53:29
them
01:53:41
both it's seem why same why it's not
01:53:45
working and we need to understand these
01:53:48
things over here so so what's happening
01:53:50
at the moment everything is working it's
01:53:52
correct let me just take a screenshot so
01:53:54
we have these particles and we have IDE
01:53:57
on that thing what we need over here is
01:54:00
I need ID for this entire
01:54:05
area one and two and what we have right
01:54:09
now is individual points ID I don't want
01:54:12
that that's not useful right so we can
01:54:15
create that it's not that
01:54:17
hard so remember we have this thing
01:54:20
here and just one more thing everything
01:54:22
is going straight right so it's right
01:54:24
time to add pop Force here
01:54:35
also and I can just use 10 over here and
01:54:40
SW size also
01:54:43
10 yep now we have some nice
01:54:48
shape and I can increase this
01:54:53
more yep that's
01:54:57
working now let's back to the ID this is
01:55:00
my main points and whatever we have over
01:55:03
here so it will use
01:55:06
that right and here I need to set some
01:55:10
individual Point attribute over here and
01:55:12
let me create that I will just use po
01:55:16
angle I can just create any attribute I
01:55:19
want main ID and I can just use at
01:55:23
ID just Store Main ID and here also I
01:55:27
had
01:55:33
to here also I have to use that do we
01:55:36
have main ID yes main ID let me copy
01:55:43
this and paste this over
01:55:46
here we need ID
01:55:59
yep it's working
01:56:03
now
01:56:11
see let's give it some different color
01:56:14
to identify
01:56:18
that
01:56:37
see and we can just keep this over here
01:56:42
also and I can just copy this multiple
01:56:46
time alt so so for each bust you can set
01:56:51
your
01:57:11
color yep and for last one I will prefer
01:57:15
this
01:57:18
thing yep let's merge
01:57:21
these all of
01:57:22
[Music]
01:57:24
them it's
01:57:28
done let me
01:57:37
play this Trail looks bit longer so I'll
01:57:40
just reduce
01:57:42
it.4 and let me
01:57:48
see
01:57:55
y this green color is not working we
01:57:57
need
01:58:01
red we need red over
01:58:07
here
01:58:11
y dark red I'll just copy
01:58:14
this and paste over
01:58:18
here
01:58:25
so you can see the
01:58:38
difference yep so now we know which
01:58:41
attribute we have used and groups and
01:58:43
everything now let's just catch this
01:58:45
again and see the
01:58:47
difference so we have reduced C size
01:58:50
also before it was Triple 3 now it's 193
01:58:53
and that's the difference and we know
01:58:56
that which attributes we need to use
01:58:57
over
01:59:01
here but here you know this looks too
01:59:05
complicated you know I know it's simple
01:59:07
that's splitting and everything so can
01:59:09
we achieve this with just one node yes
01:59:12
we can achieve that so next I will show
01:59:15
you how we can achieve this just with
01:59:17
one node attribute walk and let's see
01:59:19
that
01:59:21
next so we just need one node for now I
01:59:27
will just set this over
01:59:31
here and I will
01:59:33
use point
01:59:38
w I'll rame this Lo da over here so here
01:59:42
also I have some options I can just say
01:59:44
select group which group I want and
01:59:48
everything here so let me just double
01:59:56
click yes so this is what I have over
01:59:59
here and I can just create everything so
02:00:03
first let's start with this
02:00:06
thing I have used this NH so here I
02:00:09
don't have to do that it's fine and
02:00:12
second one is this split which I have
02:00:14
used
02:00:16
main so we can just start with visualiz
02:00:19
first I'll just start with this
02:00:22
color what I need over here is
02:00:27
ramp okay ramp needs some input over
02:00:30
here right so what we have used
02:00:34
here so we have used that NH Capital
02:00:38
NH and that's what we need over here
02:00:42
small nage and to call that attribute
02:00:46
which attribute I'm talking about is
02:00:48
this
02:00:51
to call that attribute we have to use
02:00:56
bind
02:00:58
NH and what is that I have to check that
02:01:01
I can just midle click over here age is
02:01:05
float life is float energ is also
02:01:10
float so let's connect
02:01:13
that and where do I connect
02:01:16
this to color over here
02:01:20
see it's
02:01:22
working and I will just copy
02:01:27
this before that I'll just rename it
02:01:30
first
02:01:32
amp and I will paste over
02:01:40
here
02:01:48
nice
02:01:51
and next what we have done over here is
02:01:53
the split so let's work on that I want
02:01:56
to split based on
02:01:58
group how we can do that over
02:02:06
here and for this two group I will need
02:02:09
ramp also this is my second
02:02:13
ramp and let me just keep it same only
02:02:17
red
02:02:23
yep I have second I'll keep it bit
02:02:25
bright in between
02:02:34
that yep that's
02:02:39
fine to split based on group let me just
02:02:43
copy this
02:02:45
group and here I have to
02:02:49
use group so I have one node in group
02:02:54
and what we need over here is first it
02:02:57
searching for file name I can just
02:02:59
connect this second it needs this
02:03:03
group which is this
02:03:06
thing and third thing is
02:03:11
pum this Prim that's also
02:03:15
connected and let me just visualize it
02:03:18
what we have over
02:03:20
here so we can see some black and white
02:03:24
this is one and this is zero so we can
02:03:27
use this value to mix them both and mix
02:03:31
we need mix so here I have mix color so
02:03:34
I can just simply use mix also and I can
02:03:37
just use this
02:03:41
vector and I will use
02:03:44
bias this is input one this is input two
02:03:49
so I want
02:03:53
this over
02:03:56
here let's just visualize that
02:04:01
yep see how simple it
02:04:08
was and let's just not use for a moment
02:04:12
what I need what here is I want to split
02:04:15
this boat also and how we can do that
02:04:18
now it's time to visualize that remember
02:04:21
we have created a split attribute using
02:04:23
this ID I'll copy this main ID and we
02:04:27
know how to load
02:04:31
it is it load or what is it let's just
02:04:36
check id id is in it's integer so I we
02:04:39
can set integer over here what we have
02:04:42
done
02:04:47
there I have set this initial and I have
02:04:50
used
02:04:51
randomization ID so here also I can just
02:04:54
use
02:04:55
randomization random and it will give me
02:04:59
from 0 to one let's just visualize
02:05:05
that
02:05:12
see and I can see some ramp over here
02:05:15
right so this can be 0.5 so what it will
02:05:19
do it will just mix that value and I
02:05:22
don't want to blend those colors I want
02:05:25
to just keep zero or one no gradient in
02:05:28
between that and how we can do that so
02:05:30
for that I'll just use
02:05:33
compare so it will give me Boolean value
02:05:36
which is always zero or one and here I
02:05:40
can just set greater
02:05:43
than5 and what is this
02:05:46
bullion it's this thing
02:05:49
a
02:05:55
split5 we can just use extra mix for
02:06:02
here now I will connect this
02:06:06
again and I can mix them
02:06:11
both
02:06:15
see and let me just clear it out it
02:06:18
might be
02:06:25
confusing so here I'm splitting based on
02:06:28
the
02:06:29
group and this is just main trail and
02:06:34
inside main trail I'm splitting again
02:06:37
using this
02:06:42
value right so if I want to add any
02:06:45
randomization and I can here connect
02:06:47
this here also
02:06:49
and I know it's bit you know this WS
02:06:51
things are always complicated to
02:06:54
understand but just try to practice
02:06:55
these things you know how things are
02:06:57
working so the more practice the more
02:06:59
time you spend on this WAP and Wrangle
02:07:01
the more perfect you will become with
02:07:03
and trust me you can see this we are
02:07:05
using so many notes over here with just
02:07:08
one note it's working like magic and
02:07:12
here there are lots of Advantage also we
02:07:15
have and also I just want to clean this
02:07:18
up I'll just go over
02:07:30
here yep so I can just see this ramp
02:07:34
only first and
02:07:41
second yep same thing I want for that as
02:07:47
well
02:07:51
I will just copy this and paste over
02:07:56
there and now I can connect them this
02:08:00
way so it's up to you if you want to
02:08:02
rename this in change color but I'm fine
02:08:05
with that so I don't want to change
02:08:07
anything and I will just connect this
02:08:09
right
02:08:12
away so that's fine and second here I
02:08:16
want to make some changes in this area
02:08:21
so what I can do I can just change a
02:08:23
seed so I can add over here connect
02:08:27
this and this is just add here I have
02:08:30
another value also add constant so I'll
02:08:33
connect that and I can just use
02:08:36
different seed for this
02:08:42
thing press shift
02:08:45
s and you can organize these things
02:08:54
and definitely you can utilize more
02:08:56
group also here you just need to go over
02:08:58
here and change add one more mix and
02:09:01
connect over here so that way you can
02:09:04
split but I'll just stop over here
02:09:06
because I don't want to add different
02:09:08
different color I will just use same
02:09:10
color
02:09:12
only
02:09:17
yep
02:09:21
and why this looks too different because
02:09:23
of we have used this add if I don't use
02:09:27
it it will follow the same color can you
02:09:31
see and I think that's fine I don't want
02:09:33
to relatedly change it so whatever we
02:09:37
done that's fine let's just delete
02:09:41
it it should follow same color
02:09:47
only
02:09:49
contrl B to organize things everything
02:09:56
nicely
02:09:59
yep and we don't need this anymore let's
02:10:02
Del this press
02:10:06
L out
02:10:11
particles that's all now we will render
02:10:16
this let's talk about now and we can
02:10:19
just go over here and check
02:10:22
stage so this is s stage and you can use
02:10:26
this way or you can just set this over
02:10:29
here as well you just need to use
02:10:33
lops yeah so it's up to you whichever
02:10:37
you prefer I will use this thing and I
02:10:39
will just create quick mark control 2
02:10:44
and for this one I will use control 1 so
02:10:46
I can just jump between that plus input
02:10:49
I can just use S input and let me press
02:10:53
one copy this press two paste over here
02:10:58
and let me name this
02:11:00
particles so we can just start rendering
02:11:03
this fireworks immediately but let's
02:11:06
start with something basic I'll just use
02:11:10
grid and pop
02:11:16
networ and I want to
02:11:20
use not this I want to
02:11:24
use Yep this
02:11:27
thing I'll delete everything and just
02:11:30
keep velocity and ID that's
02:11:36
all let's go to
02:11:38
Stage yep we have that
02:11:42
now
02:11:44
yes okay so how do we render this so if
02:11:47
I go over here and I can just
02:11:49
use Karma CPU and it will render it and
02:11:54
I have third option is karma x
02:11:59
view yeah so this is more faster way so
02:12:02
we will talk about this kma XP
02:12:05
only and I'll just hide this grade and
02:12:08
let me just press D and I want dark
02:12:11
background over
02:12:12
here cool let me pin this so we can see
02:12:16
some radius over here but if I check at
02:12:20
viewport we don't have any radius right
02:12:23
it's just tiny particles how it's taking
02:12:26
a radius so by default if we don't
02:12:28
provide P scale it will create P scale
02:12:31
on its own and we don't want that so let
02:12:34
me reduce some particle count 10
02:12:39
times yep and here I can just use
02:12:43
randomize attribute so this is the best
02:12:46
one and and I can just select this here
02:12:50
you can use Point triangle point w
02:12:51
anything but I I prefer this thing over
02:12:53
here Dimension is three it's not a
02:12:55
vector it's float value and I will set
02:12:58
ramp so it will give me from 0 to one
02:13:02
and if I go to second option I have seed
02:13:04
so which is ID and now let me see me
02:13:09
press
02:13:10
two yep and let me pin this so if you
02:13:13
want to set define radius you can just
02:13:16
set this thing so smaller I can just
02:13:19
copy this divide this so you can
02:13:24
see that's the magic so it's not heavy
02:13:27
it's render time it will figure out the
02:13:29
scale of this particle and if you just
02:13:32
use copy to points and assign a sphere
02:13:35
it will be too heavy for now sphere is
02:13:37
fine but if you want to assign any other
02:13:39
geometries box or something in that K
02:13:42
you have to go through that heavy thing
02:13:44
but if you want to just render round
02:13:46
particles you can just by default you
02:13:48
can render by setting a p scale so most
02:13:50
useful parameter is p scale in particles
02:13:53
by rendering it and second let's check
02:13:56
out velocity we need motion blur also
02:14:01
right let me set a motion blur how do we
02:14:05
visualize motion blur over here so I can
02:14:07
use
02:14:11
Karma and I have two inputs can just
02:14:14
select this one second one is just for
02:14:16
additional render ver that's fine yep
02:14:19
and here I have to just select
02:14:22
XP and when I press this it will rerun
02:14:26
everything now it's rendering this thing
02:14:28
part over here and I have lots of
02:14:30
parameter over
02:14:31
here and you can just go to camera
02:14:34
effect and first I want to turn this off
02:14:37
because I don't want any depth of fill
02:14:40
and interesting part is motion blood so
02:14:43
here it's not taking any motion blood so
02:14:45
you can just use velocity T so it's not
02:14:49
visible right let me just increase value
02:14:52
over here I'll just increase motion I
02:14:55
can just increase it by 10 time so now
02:15:00
you can see we have motion BL and let me
02:15:03
just reset this is the motion blur we
02:15:05
have so why I'm showing this motion blur
02:15:07
because when we render fireworks it
02:15:10
won't be visible in distance so that's
02:15:12
why I want to talk about this so we have
02:15:14
some parameters over here xrom and
02:15:18
everything let's keep everything
02:15:22
zero so some of these parameters will be
02:15:25
utilized by camera geometri time sample
02:15:27
and
02:15:29
everything so you can turn this on if
02:15:32
you don't use this it won't read it so
02:15:34
you have to select velocity version
02:15:37
that's one thing and now it's fine I'll
02:15:39
just disable it and second thing I want
02:15:42
to talk about
02:15:44
is let me just copy
02:15:46
this one more attribute which is Alpha
02:15:50
you know everything is solid at the
02:15:52
moment and I want some transparency so
02:15:54
when I use Alpha so it's not visible at
02:15:57
the
02:16:00
moment so somehow it's not visible over
02:16:03
here right so with xpu it's not working
02:16:06
let me cross check with
02:16:08
CPU so yep so with CPU you can see it's
02:16:13
working and just don't worry you know we
02:16:15
will create a xpu Shader so we will set
02:16:19
attribute there and we will learn how to
02:16:21
use direct attribute also so you don't
02:16:24
need to relay if there is any technical
02:16:26
issue or something then you can just
02:16:28
create your own attribute just connect
02:16:30
and use it through the shter also yep so
02:16:33
that's all those two main thing I wanted
02:16:34
to discuss and now let's go back to our
02:16:37
example press
02:16:40
one I will use it and again this it's
02:16:44
CarX
02:16:46
View let me press
02:16:52
L and I will use this camera over here
02:16:55
so I want to load it can just use camera
02:16:58
same
02:16:59
UT so it will load everything and here I
02:17:02
have to set that
02:17:07
camera yep we have
02:17:10
that and I can increase that's too much
02:17:14
let's reduce it it's in minus 4 I think
02:17:17
05 will be fine
02:17:22
yep I need thick P scale on this one
02:17:25
I'll just again use white triangle and I
02:17:28
want to use it on main trail let me use
02:17:32
01
02:17:33
yep and let me rename this set P
02:17:37
scale copy this paste over
02:17:41
here in this example we actually don't
02:17:44
need a light I want to use materal X
02:17:48
Shader so how do we add Shader over here
02:17:51
we need over here is material library
02:17:54
and let me just connect
02:17:58
this material X Builder and I'll just
02:18:02
name these
02:18:05
particles and here also I have to select
02:18:09
particles and on Geometry I had to
02:18:12
assign it
02:18:15
particles so this is my Shader name and
02:18:17
and this is particle name so you have
02:18:19
noticed that everything is white so
02:18:21
let's see what's happening over here
02:18:24
okay so I have some inputs output
02:18:27
displacement okay so displacement that
02:18:29
we don't need we can just straight away
02:18:30
delete it and let's just select this
02:18:32
what's happening over here so I have
02:18:34
base color specular and everything is
02:18:37
there how do I select base color you
02:18:40
know that color that which I have
02:18:43
set this CD
02:18:46
value and how how do we read it to read
02:18:49
it we have to
02:18:51
utilize geometry color
02:18:57
node and we can just go in straight
02:19:00
select this so it will render that thing
02:19:02
it will just read CD attribute only but
02:19:04
if you have said something else so you
02:19:06
can use this geometry property value so
02:19:09
in here you can just call any
02:19:12
attribute by default it won't read
02:19:16
it right so we don't understand this CD
02:19:19
value so what is the name of my
02:19:21
attribute
02:19:26
and for that we have to just select this
02:19:29
and we have to go to this
02:19:33
saries and it will create something over
02:19:36
here and that's geometry spreadsheet we
02:19:39
need and let me just
02:19:41
see these are the attribute and name and
02:19:43
everything I have and let me just check
02:19:49
do we have yep so we have this display
02:19:52
color okay so I have to write this
02:19:55
display color
02:19:56
now okay let me just type display
02:20:02
color and let me check
02:20:06
now now I have to again render
02:20:10
it yep it's working I need dark
02:20:13
[Music]
02:20:16
background
02:20:20
yep it's working but earlier if I type
02:20:23
CD it was not working now it's
02:20:27
working yep so these are the things that
02:20:30
we need to check
02:20:32
out and I can see that it's locked at
02:20:35
the moment and I don't want that so at
02:20:38
the moment we don't have light in the
02:20:40
scene so by default it will create a
02:20:43
light so I don't want to use this
02:20:44
default light you know fireworks are
02:20:46
always bright right so we have to use
02:20:49
this color as a
02:20:50
emission in this thing so if I connect
02:20:53
this you will notice that it will become
02:20:59
bright and let me just go to this
02:21:04
emission press
02:21:06
one and you can see we have some white
02:21:09
tone also because of this let me keep it
02:21:11
zero yep now it won't depend on light
02:21:16
anymore
02:21:20
yep that's all we need to do over here
02:21:23
we can just set a size and again I will
02:21:27
use motion
02:21:30
blur it's not visible but we have to use
02:21:32
it let me just render few
02:21:36
frames so you can just go over here
02:21:39
select and render template and that's
02:21:41
too fast it's taking 4 seconds only to
02:21:43
render
02:21:45
it cool and here I can just work on some
02:21:48
optimization I can just reduce
02:21:51
it the
02:21:53
samples and there is some noise also so
02:21:56
I can use filter and I will use Intel so
02:22:00
this is also bit sharp you can see the
02:22:02
difference so I'll go with this
02:22:05
one and let's just compare see we don't
02:22:08
have noise
02:22:09
anymore that's cool and next video I'll
02:22:12
talk about technical
02:22:14
U yep so let's talk about technical is
02:22:18
we need to understand what exactly we
02:22:20
need first we need RGB so in comp I want
02:22:24
control to select these things right so
02:22:28
I can just select this random right so
02:22:30
this can be red green blue so I can just
02:22:33
color them differently so that's fun
02:22:35
thing second what I need is selection
02:22:38
pass what is selection pass so this is
02:22:42
one and bursting is second right and we
02:22:45
have sparkle also that thing so we can
02:22:48
just assign them RGB color on this thing
02:22:51
as well but it will be selection for
02:22:52
selection and third we need gradient so
02:22:56
we have to keep this hot core and it
02:22:58
will gradually give us some ramp so that
02:23:01
also we need so that's third thing and
02:23:03
fourth one is H so we need ramp I want
02:23:07
this hot area and we should gradually so
02:23:09
I want this core area right so that we
02:23:11
will do let's just do one by one let's
02:23:14
start with RGB so whatever you want to
02:23:17
create you have to create at sop level
02:23:20
so for that also I will use and you
02:23:23
can still utilize this WAP but just for
02:23:26
better workflow I will use another
02:23:31
W and I'll just name it
02:23:35
a yep so here we need RGB and I cannot
02:23:40
utilize this ID right so I have to use
02:23:42
that let me middle click main ID
02:23:47
so let me use bind to call
02:23:52
that main ID and it's integer cool and
02:23:57
after that I need
02:24:01
random and let me just visualize this
02:24:04
yep it's
02:24:08
working and I will
02:24:11
assign
02:24:14
color RGB ramp
02:24:21
and this is zero value and this is one
02:24:23
value so I can just use
02:24:27
that in middle I want
02:24:33
green and I don't want that gradient so
02:24:36
I'll use constant
02:24:40
value
02:24:45
yep
02:24:49
yep in compositing I can utilize any
02:24:52
color I
02:24:54
want and you can see these both are same
02:24:56
you I don't want that so I'll just add a
02:25:00
seed over here let me add constant and I
02:25:04
you can
02:25:06
see yep so that's how you can just see
02:25:09
like
02:25:10
that so if I want to change color of
02:25:13
this I can select that color in the comp
02:25:15
and change the color
02:25:18
and now let's render it so don't just
02:25:21
export this into a color so we have to
02:25:24
create bind export for that also so I'll
02:25:28
use bind export and you can see this is
02:25:30
for import and this is for export so it
02:25:32
will create
02:25:35
attribute and I'll use
02:25:38
RGB
02:25:40
PR and just make sure that you don't
02:25:43
copy this name again and again right so
02:25:45
if you use RGB over here and don't use
02:25:48
RGB here because it will create an issue
02:25:51
so always just keep different name and
02:25:54
make sure you have that RGB over
02:25:57
here nice so let's just render it
02:26:01
now so I'll just go over here and how do
02:26:04
I read that eov I'll have to go to this
02:26:07
image output eovs and I have lots of
02:26:10
parameter over here so what I need to do
02:26:12
is extra verse so let me just use h R GB
02:26:18
that's all and it's a vector because
02:26:20
it's a three color and if I added this
02:26:24
name it won't work we have to use Source
02:26:27
name also this is the main one just
02:26:30
always change this both and now let me
02:26:33
just render to check aov we have to go
02:26:36
here and render oh it's blank and let me
02:26:41
just close why it's blank because
02:26:43
whatever EO you want to render it should
02:26:46
go through this material first and I
02:26:48
need AOE node over here so it's not
02:26:51
there why because we are using this mul
02:26:55
library and somehow it's same Vex
02:26:59
Builder only but it's not working
02:27:00
properly over here and this is
02:27:04
just some technical issue we just need
02:27:08
to use material network over here and we
02:27:11
can use use Karma material
02:27:15
Builder and there is a little difference
02:27:17
in here right so you can see that this
02:27:19
is
02:27:24
different and we have some material
02:27:26
properties also over here and if I type
02:27:30
AO over here that we have that AO and I
02:27:33
want to utilize this
02:27:35
thing so it might be a technical issue
02:27:38
so I'll just use
02:27:40
copy and paste over here and I'll just
02:27:44
name the same material and space space
02:27:47
and I'll copy this name over
02:27:50
here
02:27:52
yep let's just make some changes again I
02:27:56
want
02:27:57
color geometry color in
02:28:02
amission and we have to keep this zero
02:28:05
and emission
02:28:07
one till here it's fine and we have AO
02:28:11
is also oops it's
02:28:14
wrong yeah let me just move
02:28:19
it cool so we need to load that AO so
02:28:22
I'll use geometry property value over
02:28:25
here and it's a
02:28:27
RGB RGB color let me connect
02:28:32
this this thing will rename our AO so
02:28:35
make sure that you use this RGB here as
02:28:38
well so you can see output and you have
02:28:40
to connect this
02:28:42
here and it's a vector AO and this thing
02:28:47
is also Vector so you can see yep and
02:28:50
now let me go outside and add everything
02:28:54
is set over here so let me just render
02:28:58
it yep now I have that AO so here I can
02:29:02
just select that and cross check
02:29:04
everything is working properly fine so
02:29:07
that's all it was this simple and I can
02:29:10
delete this
02:29:11
thing and let me stop and let me work on
02:29:14
other a as well now
02:29:20
and next I need AJ so I will use
02:29:26
bind
02:29:30
NH and I can export this so I want
02:29:36
use just age over here so I have to
02:29:38
write age and capital
02:29:41
P and in between that I will use ramp
02:29:48
so this will be
02:29:49
AG
02:29:54
RAM and let's just visualize
02:30:03
this yes so here also I have to set
02:30:06
range and this is black so I need
02:30:15
red
02:30:21
blue yep so you can see that we have
02:30:23
that a also in
02:30:26
here and we can use that to Bright this
02:30:31
tip that's
02:30:39
nice second a is radius right so I can
02:30:44
see that what I need over here is radius
02:30:48
I need bright in here and it should dark
02:30:51
so for that we have
02:30:54
to store that
02:30:59
NH right so this thing is fine after
02:31:02
this you know this thing also has a
02:31:04
separate normal AVS like I want to carry
02:31:07
forward that same a in all over this and
02:31:12
let me do that first so you will
02:31:14
understand so I'll just create
02:31:17
create capital n h is equal to
02:31:22
NH
02:31:25
yes and let me just bypass this for a
02:31:27
moment and I have
02:31:31
to it's not visible over here so let me
02:31:34
just reset
02:31:45
it
02:31:53
yeah so let me just use something
02:31:55
else Norm
02:31:59
H and let me just reset
02:32:02
this okay I got
02:32:05
it so here this thing is still not burst
02:32:10
yet right so that's why it's not visible
02:32:14
so after this thing now we have that let
02:32:18
me show
02:32:20
you NM age so earlier we were right it
02:32:23
was working but it's not bust that's why
02:32:25
so these are the things so you need to
02:32:27
take care of also it's good thing that
02:32:29
we face this issue and we have solved it
02:32:32
yep and here I will use
02:32:38
bind Norm age it's a vector again I have
02:32:43
to use
02:32:45
ramp
02:32:48
it's a radius
02:32:52
ramp and let me just straight away
02:32:54
connect so to check is it
02:33:01
working yep it's
02:33:08
working here also I will use the same
02:33:11
thing let me
02:33:15
paste
02:33:20
and I can just make some
02:33:23
changes like this thing over here little
02:33:27
bit
02:33:31
bright yep so I have this set AO so I'll
02:33:35
also rename
02:33:37
this bind
02:33:43
export and this is radius
02:33:48
and fourth one I need is selection and
02:33:51
how do we select that so we know we have
02:33:53
to use group for
02:33:59
that let's just connect this
02:34:06
and pum also and here what we
02:34:12
need stream main
02:34:15
trail
02:34:18
just make sure type things very clear
02:34:21
and here I will use
02:34:28
mix yep so I need red color over here so
02:34:32
I can use
02:34:34
constant so
02:34:36
Vector this things will
02:34:38
be red
02:34:42
color and I'll just copy
02:34:45
this and here I can just use bus
02:34:50
trail and again I will use
02:34:58
mix and here also I can just add some
02:35:00
value me
02:35:02
copy
02:35:06
constant
02:35:15
yep
02:35:21
so it's not using this bus trail
02:35:24
maybe so it's a b capital over here so
02:35:28
those are the thing make sure to you
02:35:30
type things very clear yep and I will
02:35:34
just swap
02:35:39
it
02:35:44
yeah
02:35:51
and here you don't have to worry about
02:35:52
those things so we can just delete those
02:35:56
particle I don't want those things right
02:35:58
I'll just use bus trail main trail and
02:36:03
second bus
02:36:04
trail rest of the things are Del
02:36:11
see and sparkles are these yep
02:36:16
see now those things are
02:36:25
deleted let me just cross check do I
02:36:28
have main tril over here yep now it's
02:36:30
visible earlier it was not and after
02:36:33
that I need this bus trail this is also
02:36:37
visible and Sparkle I need and second
02:36:41
trade I need
02:36:44
yep
02:36:48
so you can see here that we can see some
02:36:51
issue sometime it's reading sometime
02:36:53
it's not you
02:36:57
know so it's fine so you can do this
02:37:00
before cashier so you won't face any
02:37:04
issue
02:37:05
trails and let me just catch
02:37:10
everything yeah so now we shouldn't face
02:37:14
that issue see it's working
02:37:17
and we have everything over
02:37:23
here so you name this attribute anything
02:37:26
you want I will use cell as
02:37:29
selection yep and let me
02:37:34
just and we have to remember these
02:37:36
things HP radius and cell let me press
02:37:41
two we have to use same thing let me
02:37:46
just use geometry value over
02:37:49
here first is
02:37:52
HP we just copy make sure it's a
02:37:56
vector it's a
02:38:02
radius mind oops let me just copy
02:38:06
this and
02:38:09
sell s again it's a vector vector this
02:38:15
this thing is also Vector
02:38:18
yep I will use kma
02:38:21
a let me just connect this and avoid
02:38:26
naming this age you know something else
02:38:29
we can use so I will use age
02:38:36
ramp connect this and next
02:38:41
is radius so we don't have radius so
02:38:44
still you can just use radius r
02:38:50
ramp and cell we don't have cell so we
02:38:53
can just use
02:38:56
sell
02:39:01
yep let me just create that one by one
02:39:04
so I will be adding more
02:39:07
three so let's go one by one first is AG
02:39:12
ramp and it's a Rector
02:39:16
H
02:39:19
ramp second is
02:39:21
radius
02:39:24
ramp so
02:39:26
Vector let me just copy
02:39:30
paste and third is
02:39:32
cell simple
02:39:35
one
02:39:37
three and sell
02:39:44
cool
02:39:46
yeah so these things are visible on this
02:39:48
Frame so I'll just render this Frame
02:39:50
only let's just cross check that all a
02:39:53
are rendering or not so if there is any
02:39:56
issue that we will
02:40:01
fix yep it's let me check RGV is working
02:40:06
age ramp is also
02:40:08
working yep radius is also working let
02:40:10
me just
02:40:14
check
02:40:17
cell is are
02:40:19
working red green blue so I don't want
02:40:23
this in the cell right so we have an
02:40:25
issue let me fix that
02:40:30
quickly let's just check
02:40:34
cell yep so here we can just use
02:40:43
Sparkles yep
02:40:51
because it was reading this as a
02:40:53
separate thing and I don't want that and
02:40:55
I have clear separation that's what and
02:40:58
that's
02:40:59
fine let me disconnect
02:41:05
this so next we will cross check
02:41:07
everything and render this
02:41:10
sequence yes so let's finally render
02:41:13
this and here I'll check some
02:41:16
parameter I want render and dollar W so
02:41:20
it can create that folder okay sampling
02:41:23
is also fine so here I don't have to
02:41:26
change anything and that's really simple
02:41:29
example that's
02:41:31
why this is also fine Advance
02:41:35
deep filter this is working well e is
02:41:39
also working well yep so now only one
02:41:43
thing is missing is Alpha
02:41:46
Al we have not utilized it and sometimes
02:41:50
Alpha is most useful right so let's just
02:41:53
use Alpha
02:41:55
so where we need Alpha to dissipate this
02:41:59
right so I want to dissipate this Trail
02:42:01
in the
02:42:02
end and let's see how we can do
02:42:07
that that's fine I will utilize this
02:42:11
thing and I want to use ramp and this
02:42:14
thing will be
02:42:17
Alpha RAM and Alpha A is capital so we
02:42:21
have to use B
02:42:28
export a capital
02:42:31
Alpha yep and I want
02:42:36
float let's connect this and nothing is
02:42:39
visible over here so I scroll
02:42:41
down yep now it's visible so where is it
02:42:45
working it's it's not working correctly
02:42:48
so I have to just use this and this
02:42:51
thing over here yep now you can see
02:42:56
that see it's change a lot right which
02:43:00
one it looks better this thing this one
02:43:02
looks more better we have that cran
02:43:06
tram this thing can be done in comp
02:43:09
because we have that age ramp right but
02:43:11
fine using this here sometimes you may
02:43:13
need transparency in com that's why I'm
02:43:15
showing you this thing okay so let's use
02:43:18
this
02:43:23
now and how do we use that here like
02:43:27
color it won't use that so we have to
02:43:29
call that attribute let me use geometry
02:43:31
value so I don't know what I have to
02:43:33
write over here so let me just check
02:43:35
that
02:43:36
first I will select let me scroll down
02:43:40
do I have anything related to
02:43:42
Alpha yes so it's oppacity is there
02:43:46
right so I have to type
02:43:48
display opacity and where do I connect
02:43:52
this I have to connect this over here
02:43:55
opacity let me
02:43:57
see is it working or not I'm not sure
02:44:00
let me render this
02:44:03
XP me pin
02:44:07
these okay so I have to cross check this
02:44:09
is it working or
02:44:12
not yep it's working
02:44:18
everything is set now let me press
02:44:21
L I don't want this
02:44:23
Alpha set P scale everything is set
02:44:31
properly oops
02:44:33
wrong yep and I want to increase count
02:44:36
over here so let me just
02:44:38
go 2,500 let's use 3,000 over here and
02:44:43
bursting also we we can 100 is fine but
02:44:47
I want to increase into the trailing so
02:44:49
I will use this
02:44:53
1,000 busting is fine I want increase
02:44:56
this trade
02:45:03
1,000 and this thing is fine yep so what
02:45:07
I need to do over here I don't want to
02:45:09
cash this and after that launch right so
02:45:11
I want to use a sequence over here and
02:45:13
let me just build it first
02:45:15
I'll use
02:45:18
two drop Network and I can use fetch
02:45:21
over
02:45:22
here fetch this is just cach and second
02:45:28
thing
02:45:29
oops and second thing is render and let
02:45:33
me connect
02:45:34
them so I have to read cach over here me
02:45:38
press one and what I need to use over
02:45:41
here is render let me press two
02:45:45
and paste over
02:45:47
here yeah and second thing is render so
02:45:51
I can just directly call this
02:45:57
thing yep and I have to rename this now
02:46:01
particles version
02:46:03
one and let's just cross check
02:46:06
everything yeah yeah everything is
02:46:08
perfect and let me resolution is also
02:46:12
fine that's a surrender to double CR
02:46:15
everything before
02:46:17
rendering RGB is working age is working
02:46:21
radius is working cell is
02:46:25
working I don't want
02:46:29
this
02:46:33
yeah let's close this thing yep
02:46:36
everything is
02:46:39
fine that's because I have stopped that
02:46:41
in
02:46:44
between
02:46:46
and here I have to use range over here
02:46:49
it's from 1 to
02:46:51
240 and it will utilize that range so I
02:46:55
have to click this and node by node and
02:46:59
I can just render this so first it will
02:47:02
cach everything and after that it will
02:47:03
render yep so next we will work on
02:47:07
comp yep renders are done so let's
02:47:10
compete to read our renders we have to
02:47:12
press R and here we can just paste
02:47:15
render path over here and let's read it
02:47:19
and to visualize this press one so it
02:47:22
will connect so this is viewer right
02:47:24
whatever you connect over here it will
02:47:26
be visualized and let's play
02:47:30
this yep so this is the render we have
02:47:34
and we will work on it before that let's
02:47:37
just check this is the properties that
02:47:39
we have this is background renderer
02:47:41
that's not
02:47:43
useful now let's set project file First
02:47:47
Press s and this is Project settings we
02:47:50
have and here these are the parameter
02:47:52
limit if you keep this 10 it will show
02:47:55
this parameter over here so I want just
02:47:57
one parameter only meaning one node only
02:48:00
so it will visualize one setting at a
02:48:01
time here I have to set this it's
02:48:04
correctly set and lock frame R is also
02:48:06
correct but resolution we need to change
02:48:09
it to full HD and that's all yep now I
02:48:12
can just select this everything is
02:48:14
loading properly over here good and I
02:48:17
want to check aovs where are my aovs to
02:48:20
check aovs we have to use this layer
02:48:23
contact
02:48:24
sheet and if I connect over
02:48:28
here and visualize that we have
02:48:31
everything and let me just check over
02:48:33
here so show layer names and you can set
02:48:36
resolution
02:48:37
also one
02:48:40
80 and here you can just change things
02:48:44
or keep it automated this is my color
02:48:49
value and this is my RGB let me just
02:48:51
cross check yep that's perfect age RM is
02:48:55
also fine radius is also
02:49:00
fine and cell is also
02:49:04
correct cool now let's work on it first
02:49:07
let's start with
02:49:09
grid you can press G it will give this
02:49:13
grid and here here you have control to
02:49:16
increase the brightness of this thing
02:49:19
and this is one node we have other node
02:49:21
also we have this CC where you have more
02:49:24
control but to keep this simple we can
02:49:27
just use Gade that's simple node over
02:49:30
here with less parameter
02:49:32
especially cool so which node I want
02:49:35
first I will work on radius I need
02:49:38
brightness over here in the middle right
02:49:40
so let's do that first and here I can
02:49:43
just create this null
02:49:45
node and I can just use
02:49:48
Shuffle to extract
02:49:51
that a so let's just use
02:49:55
Shuffle and what I need over here I can
02:49:58
just select that I need
02:50:01
radius yep so that's
02:50:12
right so how do we use it
02:50:15
so what's happening over here I want to
02:50:18
just work on this radius part only right
02:50:21
but here this also counted in red
02:50:24
area right so I need red part bright and
02:50:29
here also you can see that we have red
02:50:31
color so I have to subtract it so I will
02:50:34
use one more Shuffle over
02:50:38
here and I can just connect this here
02:50:42
only and I will use cell
02:50:46
which one I want I want to work on is
02:50:48
this thing this
02:50:50
bust okay so I will use
02:50:57
grid and I will just connect this to the
02:51:00
mask and I want to use just Green Layer
02:51:04
only so I can
02:51:06
select use this rgba color green and I
02:51:10
can just keep it this way let me just
02:51:13
visualize that okay so it's not working
02:51:15
properly so we have to use int now we
02:51:19
have that everything is removed now and
02:51:22
we have those things only which is
02:51:24
correct and what's happening over here
02:51:28
is it will work on this just RGB only
02:51:31
and I want to work on all aovs so we can
02:51:34
just select all and one more thing it's
02:51:38
not clearly selected everything right so
02:51:40
here you can just go and
02:51:43
increase the gain so you can just
02:51:46
brighten it
02:51:49
up because sometimes this value is not
02:51:52
enough to mask this right so you can see
02:51:54
that before we have some gradient right
02:51:57
over here and it will just make it clean
02:52:02
that's what we
02:52:03
want now this thing is perfect and it
02:52:06
should work on that one cool now I will
02:52:09
select over
02:52:11
here so in The Mask I have all other a
02:52:15
also so you can just directly call this
02:52:17
value but here just to make things
02:52:19
simple and you can visualize things also
02:52:21
so I'll just use this color which color
02:52:24
I want to make bright is
02:52:25
red which this one and let's just check
02:52:29
let me increase by 10 times
02:52:35
see before it williz like this and now
02:52:40
this thing and we can keep five only
02:52:43
that's fine
02:52:46
that's one
02:52:47
thing it's working
02:52:53
properly see this is
02:52:57
bright
02:53:05
right next again I will use
02:53:09
grid and I will use Shuffle over
02:53:13
here
02:53:16
this time I want to use AG
02:53:20
Ram so whatever is there on the tip I
02:53:23
want to make make it bright so if I
02:53:25
press R over here so you can
02:53:28
see these are the tips and I have to
02:53:31
press a two times to just use RCB red a
02:53:36
do two times and this also I can just
02:53:38
connect over
02:53:40
here just to keep it clean I can here I
02:53:44
can just
02:53:46
select red value and I can increase
02:53:50
it five times or let's increase it by
02:53:54
three times that's
02:53:56
fine yep so now you can see that we have
02:53:59
some nice ramp over here you
02:54:03
know this was flat and now you have nice
02:54:08
core value over
02:54:11
here see the difference
02:54:15
and here you can just use two also to
02:54:17
compare it press two you can press 1 2
02:54:21
one two now that's good and third thing
02:54:24
I have two color only you know that
02:54:26
looks too boring at the moment and I
02:54:28
want to change the color so for that
02:54:30
thing I will use shift so H shift I can
02:54:34
just connect this and I can just rotate
02:54:37
this value so it will give me other
02:54:40
colors as well and remember that RGB I
02:54:43
have created so I can use Shuffle so
02:54:46
this time I don't have to use
02:54:48
Shuffle I can just directly call that
02:54:51
value don't use this thing because I
02:54:54
have used gradient and I have masked it
02:54:55
out and I have removed all CH Chanel
02:54:58
over here let me just show you what I
02:54:59
mean by so in this thing everything is
02:55:03
visible here here also same thing but
02:55:07
here we have remove something let me
02:55:10
show you
02:55:13
see see this thing is removed so that's
02:55:16
why but here it's is changed even if I
02:55:19
use Shuffle and
02:55:21
everything yeah so make sure you
02:55:23
carefully use this all channel so it
02:55:25
will work on all Channel over here at
02:55:28
one
02:55:29
thing yeah and I want which value I want
02:55:32
to use so here I cannot just clearly
02:55:34
visualize that so I can use this also to
02:55:37
visualize that but let me just use
02:55:39
contact sheet over here to visualize
02:55:43
that oh let me contrl Z control Z I have
02:55:48
that where is my RGB okay so which color
02:55:51
I want to change over here
02:55:55
is I think I can utilize
02:55:59
blue so here I will use RGB
02:56:07
blue and invert
02:56:10
it it will no invert it won't work okay
02:56:14
that's fine and again we have to use
02:56:16
this you know that gradient thing I have
02:56:18
discussed so this time I can just use
02:56:21
all and press 10 so now it will clearly
02:56:25
mask that area earlier it was using that
02:56:28
gradian
02:56:30
see okay now we can just change the
02:56:32
color whichever color you
02:56:36
want yeah blue is also fine with some
02:56:41
depth we have over here
02:56:47
yeah this looks
02:56:53
fine see how easily we have changed the
02:56:56
color you know if you render everything
02:56:59
without aovs then you have to reender to
02:57:01
change the color and that doesn't make
02:57:04
sense and just for full screen you can
02:57:07
press space bar to R make a full screen
02:57:11
over
02:57:13
here
02:57:14
right so we have nice color range also
02:57:17
over here that's
02:57:21
cool and next thing I will work on okay
02:57:25
now I cannot utilize this anymore but I
02:57:27
can just shift it and one more Shuffle I
02:57:29
can put over
02:57:32
here to just visualize that cell pass
02:57:37
again and this time I want to use this
02:57:41
Sparkles these things and I want to to
02:57:44
make it bright in fact I can utilize
02:57:46
because I have to again use that
02:57:48
gradient right so I'll just again use
02:57:51
grade over here and connect this this
02:57:54
time I need RGB
02:57:57
blue and let me just increase it little
02:58:00
bit or two times it's totally
02:58:04
fine
02:58:06
yep beautiful everything is set now you
02:58:09
can see that these Sparkles are more
02:58:11
visible
02:58:12
now
02:58:15
and just maintain this clean node
02:58:17
workflow you know that this is very
02:58:19
clear that we have said everything
02:58:22
properly and
02:58:25
fine that's good thing over here and
02:58:28
next I want to use you know one of my
02:58:30
favorite node which is
02:58:33
glow and let's just use
02:58:36
that how glow Works oops it's wrong Noe
02:58:40
how glow works it just creates some
02:58:43
outer layer but in production you know
02:58:45
we don't use this glow there is some
02:58:47
nice plugin which provides really nice
02:58:49
glow you know the reason is because it
02:58:51
gives this you know hard line over here
02:58:53
and you have to work on it to get those
02:58:55
nice ramp gradient ramp over here and we
02:58:58
can do that but doesn't look realistic
02:59:01
the plugin glows give really nice output
02:59:04
and nice exponential glow right where we
02:59:06
need it but we don't I don't want to use
02:59:08
any plug-in over here so I will show you
02:59:10
how to use this for now I will use this
02:59:12
glow for something else and let me just
02:59:14
talk about this
02:59:16
parameter and this is the size we have
02:59:19
and this is the brightness we have these
02:59:23
are the two major parameter we have over
02:59:25
here so size I'm not going to work on
02:59:28
that I will work on this
02:59:31
brightness so let me just use one
02:59:34
brightness only and we have one
02:59:36
interesting note over here is this
02:59:39
saturation and if I reduce saturation
02:59:41
you will notice that a bright color here
02:59:44
so what we can do over here so you can
02:59:46
just use this tolerance how tolerance
02:59:48
work if I increase it you will see
02:59:51
that we are getting
02:59:55
that in the middle of that that's what I
02:59:58
want so tolerance basically use that
02:59:59
ramp wherever we have bright value it
03:00:02
will add gloth there only and that's
03:00:04
what I'm looking for so here I can just
03:00:06
use
03:00:08
six and let's see the difference can you
03:00:11
see we have nice brightness in the core
03:00:14
and it's really useful and I always use
03:00:17
this to add a core see how nice it is
03:00:22
and whatever we have changed over here
03:00:24
and whatever we have used over here it
03:00:26
will definitely work on that
03:00:28
thing and let me just show you that
03:00:31
without this see huge difference right
03:00:36
that's
03:00:40
why so you can increase the brightness
03:00:43
point1 one it's up to you and saturation
03:00:45
also I don't want to reduce that much so
03:00:47
I can just keep some
03:00:53
saturation otherwise it will be too flat
03:00:55
and I don't want
03:00:59
that that's
03:01:04
nice and I want bit brightness in this
03:01:07
area so let me just check which one is
03:01:11
the
03:01:12
cell this one is the cell okay so I'll
03:01:15
just add one more grid over here and
03:01:17
I'll just connect this and I want to use
03:01:21
red
03:01:23
Channel and I want little bit brightness
03:01:26
yes because this is this should be bit
03:01:30
brighter let me cross check
03:01:37
yep
03:01:41
yep nice
03:01:44
cool so now we will add range glow and
03:01:48
range glow is bit simple also so I will
03:01:52
use multiple glow over here and let's
03:01:54
just use
03:01:55
glow I'll just use
03:01:57
some connect over
03:02:00
here stop so let's just increase this I
03:02:05
want bright range
03:02:07
first and let's just reduce
03:02:11
it that's by it should visible that
03:02:16
much see it's there but it's not clearly
03:02:20
visible you can see the
03:02:22
difference me just skip it one for
03:02:26
now and let me use second
03:02:29
glow this time I will use half of
03:02:33
this and to merge them I will use plus
03:02:36
merge this
03:02:42
time
03:02:45
so we can see it so if I use Simple
03:02:46
merge it won't merge
03:02:49
properly you can see the difference
03:02:52
right so it will just screen them and
03:02:55
merge them
03:02:57
properly yep that's nice I want 200 so
03:03:02
you know just divide that value by half
03:03:05
now use 100
03:03:10
now let
03:03:12
me
03:03:14
multiple glow over here and just use
03:03:23
50
03:03:26
25 10 let's just connect all of
03:03:39
them yes now see the
03:03:42
difference
03:03:46
can you see we have really nice glow
03:03:50
range and that's too bright you know
03:03:52
that's too bright so we have to reduce
03:03:53
it and one more thing I want to discuss
03:03:56
is you can just use only effect over
03:03:58
here and let me just show you how thing
03:04:01
work so if you turn this on you don't
03:04:03
have that and while using this if I
03:04:06
press if I check Alpha that Alpha is not
03:04:08
there right so you have to work on Alpha
03:04:10
also so now you have glow Alpha
03:04:14
so always just double cross check these
03:04:15
things yes let's just do that over here
03:04:18
as
03:04:19
well
03:04:21
effect Alpha must be
03:04:28
there this creates an issue when you
03:04:31
export PNG make sure it's always
03:04:37
there yeah so now we don't have that
03:04:40
core so you can just always add core
03:04:42
value
03:04:44
first this
03:04:54
here yep so now we can just reduce it by
03:05:01
two
03:05:03
5
03:05:06
75 one is
03:05:10
fine
03:05:12
yep
03:05:22
still the brightness is too much right
03:05:24
so I have to reduce it overall let me
03:05:27
just use
03:05:28
zero
03:05:30
zero for now and I will just increase
03:05:36
it is this glow fine yep it's fine so I
03:05:39
can increase
03:05:41
this so this is still artistic choice
03:05:44
that you can use this also but I want to
03:05:47
use this that's
03:05:50
fine yes so this is the range we have to
03:05:54
mention it's clearly visible but it's
03:05:57
there this will be supporting
03:06:05
element yeah I want one more
03:06:09
glow over here and this time I'll just
03:06:12
use two
03:06:15
and let me just connect
03:06:21
this see without
03:06:24
this without
03:06:29
this now we have more crisp
03:06:42
output
03:06:46
yep that's all we can just make changes
03:06:50
so but if you have plug-in glow you
03:06:52
don't have to work hard on this thing
03:06:54
see when it burst we have nice bright
03:06:57
light but yeah have some reference to
03:07:00
you know you can match this glow also if
03:07:03
you have reference right there you know
03:07:05
how to change things how to play around
03:07:07
with the glow so those are the things
03:07:09
you will mostly spend time
03:07:12
on
03:07:13
and yeah work on comp because as at FX
03:07:16
artist you should know this comp how
03:07:18
things work before passing it to the
03:07:21
department like compositing you have to
03:07:23
cross check yourself that you do have
03:07:26
everything a properly and you have to
03:07:28
make sure everything is working properly
03:07:30
yep everything is just
03:07:34
perfect cool I'll just render it
03:07:37
now so this time I'll use
03:07:42
right
03:07:45
and I will let me set a path over
03:07:47
here this
03:07:49
is my new
03:07:56
cender and just use version one and just
03:08:01
render and here I have to use this for H
03:08:05
just for frame right in Hy we use dollar
03:08:08
F here I have to use this hash and I
03:08:11
will use jpg
03:08:14
and here I have to increase this
03:08:16
quality and let's use create directories
03:08:19
because I have not created this folder
03:08:21
over here that's why and you don't have
03:08:23
to change anything just press render
03:08:25
make sure you select this Frame properly
03:08:27
and
03:08:29
render cool next we will review
03:08:35
this Yep this looks cool and we can
03:08:39
definitely enhance this and this example
03:08:41
is just to understand and the particle
03:08:44
approach that how things work out right
03:08:46
and we also learned that how we can
03:08:48
change color post rendering as well
03:08:51
inside the
03:08:52
compositing and you can definitely
03:08:54
follow some one of my favorite website
03:08:56
is action VFX so you can just check this
03:08:58
so we have the Sparkles you know the
03:09:01
different different color also we have
03:09:04
it has some wind in this
03:09:07
direction yep so you can just check this
03:09:09
out there are lots of reference we have
03:09:12
over here
03:09:14
you can follow one of
03:09:16
these if you have any question feel free
03:09:18
to write in the comment section so I'll
03:09:20
answer it and do subscribe my channel
03:09:23
and if you want to support you can show
03:09:26
some support as well hope you like this
03:09:27
tutorial and do share your output with
03:09:30
me and see you next
03:09:34
time

Description:

To Support me, you can purchase this tutorial from the following link. https://vfxmagic.gumroad.com/l/particles1 CGCircuit: https://bit.ly/471nlHi           Welcome to the 'Introduction to Particles' tutorial. In this course, we will create fireworks from scratch, starting with the basics of particle movement. We'll delve into controlling particle motion and their speed.             Along the way, we will explore key attributes and learn how to use them to burst particles effectively. Once we have created a decent particle setup, we'll focus on look development, demonstrating how various attributes can be used to control color post-simulation. We will also consolidate the work of 10 nodes into one attribute, showcasing the advantages of using the Attribute VOP. Furthermore, we will explore Houdini 20's Karma XPU, setting up and executing renders, and even rendering technical AOVs for more control in compositing.             Once rendering is complete, we'll move to NUKE for final compositing. Here, we'll learn how to utilize all technical AOVs to enhance the final look.             Check out this new course on particles to learn the basics and more about particle systems. . . . Support Me On: https://www.patreon.com/vfxmagics https://vfxmagic.gumroad.com/l/support Suggestion (Request Topic): https://docs.google.com/forms/d/e/1FAIpQLScEiCwfngBuJTvUkwZ66jhrcAE6Qcp87qbNKMHzGdQpEib8zw/viewform?usp=send_form Get in Touch: [email protected] Facebook: https://www.facebook.com/unsupportedbrowser Instagram: https://www.facebook.com/unsupportedbrowser Youtube: https://www.youtube.com/vfxmagics%E2%80%8B Gumroad: https://vfxmagic.gumroad.com/ Telegram: https://telegram.org/ SideFx Houdini: https://www.sidefx.com/%E2%80%8B/ 01. Introduction 00:00:00 02. Learning Approach 00:00:59 03. Setup 00:03:01 04. Particles Basics A 00:05:14 05. Particles Basics B 00:12:23 06. Particles Basics C 00:33:39 07. Particles Basics D 00:40:16 08. Fireworks Setup 01:01:41 09. Fireworks Bursts 01:20:28 10. Post Processing 01:39:19 11. Attribute VOP 01:59:21 12. Solaris Setup 02:10:16 13. Technical AOVs 02:22:15 14. Karma Rendering 02:41:10 15. Nuke Compositing 02:47:07 16. Conclusion 03:08:33 ​ #vfx​ #magic

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