everybody's EJ from Ida's I'm calm and 每个人从井田我EJ很平静，
today we are going to learn a little 今天我们要学一点
intro into dynamics and how to create 介绍到动态，以及如何创建
some fun compositions inside a cinema 4d 一个CINEMA 4D里面的一些有趣的成分
let's learn how all right so in this 让我们来学习如何没事所以在这
tutorial we're going to get a little 教程中，我们会得到一点点
intro into dynamics and create a 介绍到动态和创建
composition not much unlike this little 组成不像这个小不了多少
composition so what's going on here we 组成这样怎么在这里我们上
have a bunch of dynamic spherical clones 有一堆动态球形克隆
that are filling up a volume and 被填充的体积并且
creating this cool little shape so you 创建此凉小的形状，你
replace this with a logo or whatever you 用标志或任何你替换此
want to do but we're going to get a nice 想要做的，但我们会得到一个不错的
little intro to dynamics and learn how 很少介绍到的动态，并学习如何
we can fill up some volumes and create 我们可以填上一些卷和创建
this cool little like logo reveal let's 像这样的标志凉爽的小露，让我们
go ahead and create a whole new 继续前进，创造一个全新的
composition and let's just start off by 组成，让我们刚刚开始
just discussing what the heck dynamics 只是在讨论到底什么动态
are work well dynamics are cinema for 是工作做好动力学 的电影
these real-world physics engine so it 这些真实世界的物理引擎，所以它
applies things like gravity and inertia 应用之类的重力和惯性
and balance and friction to objects so 和平衡和摩擦对象 等等
what I'm going to do is create a sphere 什么，我要做的是创建一个球体
move it on up and where we can actually 移动它了，而且我们实际上可以
apply real-world physics or dynamics to 适用于现实世界的物理或力度
objects is by right-clicking them going 对象是通过右键点击他们去
to the simulation tags and this is where 在模拟的标签，这是哪里
we're going to be living in this 我们将生活在这
tutorial basically these two options the 教程基本上这两个选项
rigid body and collider body we're not 刚体和对撞机的身体我们不
going to cover soft buddy but if you 要覆盖柔软的好友，但如果你
want to learn about soft body has a 想了解柔软的身体有一个
whole tutorial dedicated to soft by 整个教程由专用于软
dynamics but we're just going to deal 变化，但我们只是要处理
with rigid body and collider body for 与刚体和撞机体
now so rigid body dynamics is what we're 现在这么刚体动力学就是我们
going to use and when you apply a rigid 要使用，当你申请一个刚性
body dynamics tag to an object by 体动力学标签的一个对象由
default you see as I hit play our sphere 默认你看我打发挥我们的球
just kind of falls and drops so it 只是种下降，下降，因此
applies real-world physics 适用于现实世界的物理
it applies gravity to my object and so 它适用重力我的对象等
my object just Falls so this actually 我只是对象瀑布所以实际上
can interact and collide into other 可以相互交流，碰撞到其他
objects as well so what we're going to 对象以及所以我们要去
do is create another object like a plane 要做的就是创建另一个物体，像平面
or a floor to collide in 或地板碰撞中
to this fear so what I'm going to do is 这种恐惧等什么，我要做的就是
hit play again you're going to see that 再次点击播放你会 看到，
our sphere just falls through our plane 我们的球落在刚刚通过我们的飞机
and that is because we have no dynamics 那是因为我们没有动态
tags on this plane object so it's 这个平面物体上标签，以便它的
excluded from the dynamic simulation so 从动态仿真，从而排除
what we need to do is right-click this 我们需要做的是用鼠标右键单击该
plane go back into our simulations tag 飞机重新回到我们的模拟标签
and fly a Collider body to it and the 和飞撞机的身体它和
collider body is very aptly named 对撞机的身体很恰当地命名
basically what a cloud or body is is it 基本上是云或身体是
allows other dynamic objects to collide 允许其他动态对象碰撞
into it but it does not apply fit 到它，但它并不适用合适
physics or gravity to the object so when 物理或重力的对象，所以当
I apply a Collider body to this point 我应用撞机体 这一点
you're going to see that my plane 你会看到，我的飞机
doesn't fall there's no gravity of flat 不属于有没有平重力
applied to the plane but it allows other 适用于平面，但它允许其他
dynamic objects to collide into it hence 动态对象碰撞到它，因此
glider Bunny 滑翔机兔子
so very simple easy stuff very basic 所以很简单简单的东西非常基本的
level we just applied some dynamics to 水平，我们只是应用于一些力度
our scene to move the sphere up even 我们的场景，甚至将球体移动起来
more have more of an impact hit play but 更产生更大的影响，点击播放，但
on a very basic level that is dynamics 在一个非常基本的水平是动态
it applies gravity in real-world physics 它在现实世界的物理重力适用
to objects in your scene we also have 场景中的对象，我们也有
Collider bodies to have objects collide 撞机机构有物体发生碰撞
into objects so very simple let's take 为对象，所以很简单，让我们
this a step further let's rebuild this 这一步，让我们重建这个
and again fill up like a box with a logo 并再次填补像 一个标志 的盒子
inside of it with clones or spheres all 它里面有克隆或球全部
right so let's go ahead and do that so 右所以让我们继续前进，做这样
the first thing we need to do is 我们需要做的第一件事就是
actually create an emitter that emits 实际上创建发出发射
dynamic spheres that we can then use to 动态球，我们就可以用它来
fill up that box or that cube and reveal 填补了那个盒子或 立方体，并揭示
that logo of that little diamond shape 那个小菱形的那个标志
so what we're going to do is we can find 所以我们要做 的是，我们可以找到
emitters underneath the simulate menu go 在模拟菜单下的发射器走
all the way down to particles and we'll 一路下跌到粒子，我们将
grab this emitter and if you're familiar 抓住这个发射器，如果你很熟悉
with particular in After Effects 尤其在After Effects
trapcode particular this is going to be Trapcode特别是这将是
very not unlike that so right off the 很不不像这样对关闭
get-go we have particles emitting 一开始走，我们有粒子发射
they're going to notice that when I hit 他们会注意到，当我打
render nothing is going to actually 渲染没有什么能比实际
render because these are just little 渲染，因为这些都只是小
placeholders little particle 占位小颗粒
placeholders what we need to do is 占位符就是我们需要做的是
actually define a shape just like you 实际上定义形状就像你
would define a shape for a particular we 将定义一个形状为特定我们
can do the same thing and define a shape 可以做同样的事情，并定义形状
for the emitter so we want to omit some 用于发射器，所以我们要忽略一些
spheres go ahead and create a sphere and 球继续前进，创建一个球体和
let's just make this sphere a little bit 我们只是让这一领域一点点
smaller something like that and to make 较小的类似的东西，并让
a object you met from an emitter we just 一个对象，你从发射器满足我们只是
simply have to place it as a child 只需要把它作为一个孩子
underneath our Mitter 我们的米特下方
and then go ahead and say show objects 然后继续前进，说节目对象
because we say we don't have show 因为我们说我们没有表演
objects on it's just going to emit these 它的对象只是要发出这些
little placeholders but the moment we 小占位符，但目前我们
say show objects we're actually going to 说我们实际上是要显示的对象
use that object that is the child of 使用对象是儿童
emitter as the emitter geometry great so 发射器作为发射器的几何形状非常大，所以
we have some of these basic options here 我们有一些这些基本选择这里
we have the birthrate editor which is 我们有出生率编辑器，是
how many particles four per 30 frames 4每多少颗粒30帧
that will emit and then we have the 这将发出，然后我们有
renderer and basically the difference 渲染器和基本的区别
between editor and render is is that if 编辑之间并呈现是是，如果
you have a thousand of these you're 你有这些千你
actually going to bog down your system a 究竟要拖垮您的 系统
little bit and you can see that we're 点点，你可以看到，我们
really blogging it down so what you want 真的博客下来，你要等什么
to do is this is just like a viewport 做的是这就像一个视
optimizer so what you can say is you 优化等什么，你可以说你是
know what in my viewport I just want to 知道我什么视我只是想
have a hundred show up but when I 有一百显示出来，但是当我
actually render I want a thousand to 实际渲染我要一千到
render so that's just kind of like a 渲染所以这只是一种像
scene optimization thing but for this 场景优化的事情，但这个
tutorial sake we're just going to make 教程的缘故，我们只是要 作
sure these numbers are the same so when 确保这些数字都是相同的，所以当
we are looking our viewport we're also 我们正在寻找我们的视我们也
going to render the same amount of 要呈现的量相同
particles and you see that we're still 颗粒和你看，我们仍
getting kind of slow feedback in our 得到一种缓慢的反馈我们
viewport this render instances is going 视口渲染这种情况是怎么回事
to optimize and save some of this stuff 优化和节省一些这方面的东西
in RAM so it's going to speed up the 在RAM上，因此这将加快
simulation you can see that when we go 模拟你可以看到，当我们去
and do that 1000 again you're going to 而做到这一点再次1000你要
say that it's much faster so I like to 说，它的速度更快，所以我喜欢
work with this render instances on it 这项工作呈现它的实例
optimizes your RAM and 优化您的RAM和
just makes it way easier to work with a 只是使得它的方式更容易地与工作
bunch of little particles fears so we're 这帮小颗粒的担心所以我们
going to do bring this back 200 and 要做到把这个回200
let's just cover a few more of these 让我们只涵盖了几个这样的
options here so we have the lifetime 这里的选项，所以我们有寿命
which is basically the lifetime of your 这基本上是的寿命你
sphere or of your particle so if I say a 球形或您的粒子，所以如果我说了
lifetime of 50 it's going to admit and 50一生它会承认和
then after 50 frames these particles are 再经过50帧这些颗粒
going to die or just disappear for this 就要死了，或只是消失这
composition we're just going to leave 组成我们只是要离开
this at 600 because we actually don't 这在600，因为我们其实并不
want these particles done want them to 希望这些粒子做希望他们
live and be happy so what we're going to 生活和快乐所以我们要去
do is what one thing we are going to 做的就是一两件事，我们要
manipulate and change is this stop 操纵和改变是该停止
emission so start a mission is where the 发射这样开始的任务是在
where the particles start emitting and 其中颗粒开始发射和
stop emission is the frame that our 停止排放框架，我们的
emitter stopped submitting frames so if 发射器停止提交框架，所以如果
I say stop emission its frame 20 I'm 我说停止发射其帧20，我
going to have mission of particles and 将有颗粒的使命，
that frame 20 it's going to stop so this 该帧20它会停下所以这
is one thing we're going to be changing 是一回事，我们要 有所改变
very shortly so we'll just leave that 很快，所以我们就离开那
150 for now so what we need to do first 150现在还等什么，我们要做 第一
is we have our spheres we have them 是我们有我们的球，我们让他们
being emitted but they're not dynamic so 被释放的，但是他们不是动态的，所以
we need to apply a dynamics tag to our 我们需要一个动态的标签适用 于我们
emitter and what we're going to do is 发射器和我们要做的是什么
just go ahead go to the simulation tag 先走一步去模拟标签
is again rigidbody because we want 又是刚体，因为我们要
gravity and all that good stuff to be 重力和所有的好东西是
applied to our emitted spheres and we're 应用到我们发出的领域和我们
going to hit play and see what happens 会打比赛，看看会发生什么
you can see that by default we really 你可以看到，默认情况下，我们真的
just applied gravity to our emitter so 刚刚申请重力我们的发射器等等
emitter just Falls and drops as it's 发射器只是瀑布下降，因为它是
emitting but actually what we want to do 发光但实际上是我们想要做的
is go a little bit deeper in the 是去一个稍微深一点的
dynamics tag settings and say hey 动态标签设置和说嘿
actually want all these spheres that are 其实想所有这些领域，是
being emitted to actually be dynamic so 被发射到实际上是动态的，所以
we need to change a few settings in this 我们需要改变这几个设置
collision field right here so right now 在这里所以现在碰撞领域
we have this option called inherit tag 我们有这个选项叫做继承标签
and what this allows you to do is apply 而这是什么可以让你做的是应用
the dynamics options to children since 动态选择，因为孩子
we have our sphere as a children we're 我们有球的孩子我们
going to want that 将想要的
inherit AG to apply to children and then 继承AG适用于儿童，然后
this individual elements we also want to 这个单个元素我们也想
have all these spheres that are emitted 有发射所有这些领域
to be recognized as individual spheres 被确认为单个球体
with their own individual physics or 用自己的个人物理或
dynamics applied to each of the spheres 动力学施加到每个球体的
so you can see that if I just have that 所以你可以看到， 如果我只是有
off nothing is happening our spheres are 关闭什么都没发生我们的球是
still not dynamic we need to do is say 还没有动态，我们需要做的是说
recognize all of these objects 认识到所有这些对象
underneath the emitter as individual 发射极个别的下方
dynamic objects once we say all we now 动态对象一旦我们现在说，我们都
have this happy joyous explosion of 有这种幸福欢乐爆炸
spheres and just puts a smile on your 球，只是把一个微笑在你
face doesn't not like popcorn popcorn 脸没有不喜欢爆米花爆米花
popping and we have all these really 啪，我们有所有这些真的
nice dynamic spheres one other thing we 漂亮的动态球体另一件事情我们
can do is we can then duplicate what if 所能做的就是那么我们可以复制，如果什么
we wanted different sizes of spheres 我们希望球的大小不同
what we can do is just say alright this 我们所能做的只是说这个好吗
is going to be the large sphere we're 将是大球我们
just going to hold command click and 只是要 保持命令点击
drag and duplicate that and what this 拖动和重复这一点，这是什么
can be is the medium fear we can drop 可在介质的恐惧，我们可以删除
this down to 13 and then I'll command 这种下降到13，然后我会命令
click and drag again make sure that's 单击并拖动再次确认的
underneath the emitter as a child and 发射器作为一个孩子的下面 和
just make this 8 centimeters so we have 只是让这个8厘米所以我们有
three different sizes of spheres and now 三种不同大小的球体，现在的
what's going to happen is you're going 这是怎么回事发生的是你要
to see all three different sizes of 看到所有的三种不同尺寸
spheres being emitted so we have a 发射出球 ，所以我们有一个
little bit more contrast a little bit 点点对比一点点
more interesting particle emission 更有趣的粒子发射
they're looking really nice and let's 他们正在寻找真的很好，让我们
just rename this small so you have a 只是重命名这个小让你拥有
large medium small and what we can do is 大中小，我们所能做的是
then just rotate this emitter so it's 然后只需旋转该发射器所以它的
facing downwards and now they're just 朝下，现在他们只是
kind of falling so this is perfect this 一种下降的，所以这是完美的这
is looking good so far what we can now 看起来不错，到目前为止我们现在可以
do is with these dynamic spheres that 要做的就是用这些动态的全景
are being emitted from our emitter is we 正在发出从我们的发射器是我们
can use them to fill up a volume so 可以用它们来填补卷，以便
let's go ahead and rebuild this world 让我们继续， 重建这个世界
composition here so what we had was 在这里组成所以我们不得不为
basically our cube that was filled with 基本上我们的立方体中弥漫着
spheres and then we had a little like 球，然后我们有一个有点像
diamond shaped inside here 菱形内这里
and we had clones filling in all three 我们已经克隆填写所有三个
of these shapes so we have the outer 这些形状的，所以我们有外
cube the inner bit and then this little 多维数据集内位，然后这个小
pink diamond so let's just go ahead and 粉色钻石让我们先走一步，
create all those things so let's just 创建所有这些事情，所以我们只
create a cube and we'll make this just 创建一个立方体，我们将让这只是
do 400 by 300 and we'll make this 100 做了300 400，我们将会使这个100
centimeters deep and let's go ahead and 厘米深，让我们继续前进，
create our little diamond inside so 创建内部，我们的小钻石
we're just going to grab a tube and make 我们只是要抢 管，使
it face forward so negative Z and you 它面临着如此消极Z 和你
can see that where I can't see inside of 可以看到， 在那里，我不能内部看
it so what we're going to do is go into 它所以我们要做的就是进入
our cube and for a things like this 我们的立方体和像这样的事情
where we've got overlapping objects we 在那里我们有重叠的对象，我们
actually want to see inside an object 其实想看到物体内部
one handy option is in this basic tab we 一个方便的选择是在这个基本的标签我们
actually change this to x-ray so we can 真正改变这个X射线，所以我们可以
actually see through it a little x-ray 通过这一点 X射线实际看到
of the cube we can do the same thing to 立方体的我们可以做同样的事情
tube here but you'll notice that we can 管在这里，但你会发现，我们可以
since they're overlapping it's hard to 因为他们是重叠的，很难
tell where the overlap was in this 分不清哪里重叠在这
outline so what we can do is distinguish 概述所以我们可以做的就是分辨
the tube like going and saying use a 管就像去，并说使用
color and we can actually use the color 颜色， 我们实际上可以使用的颜色
that is different from that Greg so we 这是从格雷格所以我们不同
can actually make it a little bit better 实际上可以使它更好一点
and since they're both 100 centimeters 既然他们都100厘米
thick what I'm going to do is just make 厚厚的什么，我要做的是只是让
this one centimeter thicker and we won't 这1厘米厚，我们不会
have that weird glitchy overlap now we 现在有一个奇怪出问题重叠我们
can actually manipulate all this stuff 实际上可以操纵这一切的东西
without actually turning off of objects 没有对象的实际关闭
or anything like that 或类似的东西
so now we can just just these rotation 所以现在我们只要不仅仅是这些旋转
segments to four and we can create that 段四，我们可以创建
diamond shape again and let's just make 菱形再次让我们只是让
this a little bit bigger something like 这是一个有点大有点像
that 那
I hate decimal so I'm just going to 我恨小数，所以我只是要
round this up to 65 and 120 cool and now 这一轮长达65和120凉爽，现在
we can apply those Clyde ER tags right 我们可以将这些克莱德ER标签权
to these two objects so let's go ahead 这两个对象，所以让我们继续
and our cube 而我们的立方体
go to simulation tags Collider body and 去模拟标签撞机体和
then we'll just command click and drag 然后我们就命令单击并拖动
to duplicate that to the tube and we'll 复制，要管，我们将
just move this emitter up right and 刚提出这个发射了权利，
let's just make this emitter long enough 让我们只让这个发射器足够长的时间
so it's emitting in a wider space so 所以它的发射在更宽的空间，因此
we'll go to the emitter settings and we 我们会去发射器的设置，我们
adjust the X size of the why size so 调整大小的原因的 X尺寸，以便
we'll just adjust this and we can 我们只是调整这一点，我们可以
actually shrink this down a little bit 其实这种收缩降低一点
so you can see we're just sitting inside 所以你可以看到，我们只是坐在里面
there and let's see what happens let's 还有，让我们看看会发生什么，让我们
hit play and you can see that what 点击播放，你可以看到什么
happens is not what we want this is not 情况是不是我们想要的，这是不
filling up the inside of this cube and 填补了这个立方体的内部和
the reason why is because of the default 之所以是因为默认的
settings on our dynamics tag here so by 在这里对我们的动态标签设置，以便通过
default we have this collision shape 默认情况下，我们有这样的碰撞形态
which is basically set to automatic and 它基本上设置为自动和
what automatic is is just the fastest 什么是自动仅仅是最快的
guess of a dynamic simulation for the 猜测的动态模拟
object that you're using it's the 对象，你使用它的
fastest but it is the least accurate so 最快的，但它是最不准确等等
it doesn't take into things like hollow 它没有考虑到的事情像空心
objects or divots and objects or you 对象或凹洞和对象，或者你
know bowls inside objects it just 知道里面的碗只是它的对象
creates like generally like an outer 创建像一般喜欢的外
shape mesh but we actually want this to 状的网，但实际上我们希望这
recognize that this is a hollow volume 认识到这是一个空心卷
and to do that we actually need to 要做到这一点，我们确实需要
change the collision shape to something 改变碰撞形状的东西
more accurate more accurate simulation 更准确更精确的仿真
and the accurate well the option that we 和准确以及选项，我们
actually want is de static mesh and this 居然要被取消静态网格与此
is one of the most accurate options it 是最准确的选项之一，
also slows things down a little bit so 同样会减慢速度那么一点点
but you know that's what we need to do 但你知道，这就是我们需要做的
so we're going to go and choose static 所以我们会去选择静态
mesh we're also going to do the same 网我们也将做同样的
thing for the tube as well because we're 对于管的事情，以及因为我们
going to eventually emit some spheres 最后都会发出一些领域
inside of the diamond so we'll change 钻石的内部，我们将改变
this to static mesh and once I do that 这个静态网，一旦我这样做，
I'm going to hit play and you're going 我会打游戏，你要去
to see that now whoops 看到现在哎呦
undo that go back to our 撤消回到我们
main view here you're going to see that 这里主视图你会看到，
we now have fears being emitted inside 我们现在正在发射中的恐惧
that cube volume which is exactly what 该立方体的体积，这 正是
we want and that is all due to the 我们希望，这是所有因
static mesh so what we want to do is 静态网格所以我们想要做的是
make sure that we have enough spheres 确保我们有足够的球
that actually fills up this volume so 实际上填补了此卷如此
let's just make our composition a little 我们只是让我们组成一个小
bit longer say 180 frames and let's just 时间长一点说，180帧，让我们只
see where our cube is fully filled with 看到我们的立方体完全充满
our little spheres here so stay around 我们的小球在这里呆这么绕
like frame 130 and let's actually have 像架130，让我们确实有
this fill up a lot faster so what I'm 这填补了快了很多，所以我什么
going to do I'm going to rename this 打算做我要 重命名此
emitter to just cube emitters we're 发射器只是立方体发射器我们
going to have a few different emitter 将有几个不同的发射器
one for the outer bit of the cube one 一个立方体一个外位
for inside of this diamond and one for 该钻石的内部，一个用于
this little space here so the cube 这个小小的空间，这里这么立方体
emitter let's have this fill up the 发射器让我们这个填补
volume faster so let's go to our emitter 音量快让我们去我们的发射器
particle settings and let's bring this 颗粒的设置，让我们把这个
up to say 150 and let's see how fast 高达150说，让我们来看看如何快速
that fills up so fill in a much faster 这填补了一个更快，从而填补
in it say frame 100 is where it's fully 它说帧100是它的全
filled so what I'll do is say okay this 充满所以我要做的是说这没关系
is fully filled this cube is fully 完全充满这个立方体完全
filled at frame 100 that's why I want to 充满100帧，这就是为什么我要
stop a mission 停止任务
so no more particles noble particles 所以没有更多的粒子颗粒高贵
allowed after frame 100 so if I hit play 帧100后允许所以如果我打游戏
again I'm going to fill this up and then 再次我要 填补这件事，然后
at frame 100 emission is going to stop 在框架100 的发射将要停止
we had one little escape that little 我们有一个小小的逃生那个小
tricky rascal of a cute of a sphere just 一个可爱的球刁钻流氓刚
popping a you does not want to join this 弹出一个你并不想加入这个
party but we can fix that when you have 党，但我们可以解决这个问题，当你有
objects dynamic objects kind of popping 对象动态对象类型的弹出
out of objects and it's not you're 对对象进行的，它不是你
working very well that is due to again 工作得很清楚，是由于 再
the default settings of dynamics trying 动态尝试的默认设置
to be fast but it's also not very 要快，但它也并不是很
accurate at the default settings so what 准确的默认设置等什么
we can do is go into the dynamics the 我们能做的就是进入动力学
project dynamic settings 项目动态设置
so the dynamic settings for this entire 所以这整个的动态设置
project that we're in right now and to 项目，我们在现在和
do that we're going to hit command-d and 做到这一点，我们要打击的命令d和
go into our project settings and then 进入我们的项目设置，然后
our project settings we have this 我们的项目设置，我们有这个
dynamics tag and under expert we have 动态标签，并在专家，我们有
this option right here and basically 这个选项就在这里，基本上
what this steps per frames is is the 什么每帧这个步骤是是
calculations per frame or steps per 每帧或每步的计算
frame and right now it's fairly well at 框架和现在它是相当不错的
5 but we have a lot of spheres being 5，但我们有很多球是
created and being emitted every 30 创建和被发射每30
second or every 30 frames so we need to 第二次或每30帧，所以我们需要
up this a little bit more because it'll 了这个多一点点，因为它会
be a little bit more accurate so what 是多一点点准确等什么
we'll do is we'll crank this up to 30 我们要做的是，我们将杀青这部长达30
and what this should do is hopefully 而这是什么应该做的是希望
prevent any spheres and kind of popping 防止任何领域和类型的弹出
out and you see that actually by upping 出来，你看，实际上正在增加
that steps per frame and since there's 每帧几步之遥，因为有
so many spheres being calculated or 正在计算这么多球或
emitted it's actually picking up a lot 发出它实际上是捡了很多
of those in-between frames that weren't 那些 -之间那些不帧的
recognized before so what this is 之前， 所以这是公认的
actually doing by upping this 实际上正在增加该做的
calculation is we're actually being 计算是我们实际上是
closer to emitting the amount of spheres 更接近发射球的数量
that we actually wanted in the submitter 我们其实是想在提交
so what we'll have to do is actually 所以实际上是我们将要做的是
bring down this editor because when 打倒这个编辑器，因为当
there's so many so many particles being 有那么多那么多的粒子是
emitted at the lower settings sometimes 在有时下部设置发射
some frame some of the particles get 一些框架一些 粒子得到
skipped so when we up the calculation to 跳过所以当我们起来计算
being more accurate we actually have all 为更准确，我们实际上都
of those spheres or all those particles 这些球或所有这些颗粒的
being accounted for not being skipped 被占了不被跳过
over because we have so many being 过去，因为我们有这么多的幸福
emitted all at once so we just had to 所有发射的一次，所以我们只是要
bring down our birth rate a little bit 搞垮我们的出生率 一点点
and we just change it from 150 to 130 我们只是把它从150到130改变
and I think we're filling out pretty 我认为我们非常填写
good we could probably get away with 132 好，我们也许可以蒙混过关132
because I'm seeing a little bit of gaps 因为我看到的差距一点点
at the very top so we're doing this and 在最高层，所以我们正在做这一点，
we're stopping a mission at frame 100 我们在框架100停止任务
and let's see if we have that that rogue 让我们看看我们是否有流氓
sphere he doesn't pop out anymore 球他不蹦出来了
so this is good and one thing to also 所以这是很好的一件事也
notice we don't have anymore that jitter 注意到我们没有了那抖动
happening either so before we had a lot 无论是发生的，所以我们有很多之前
of fears kind of jittering around and 恐惧样的不稳定和周围
still moving after we stopped the 还在动，我们停止后
mission but actually upping I'm going to 使命，但实际上正在增加我要去
hit command D again go back into our 打指令D再次返回到我们的
dynamics particle settings and upping 动力学颗粒设置，正在增加
that steps refrain helps tame those a 这些步骤副歌帮助驯服那些
little jumpy little jumping beans a 有点神经质的小跳豆
little jumping fears that we had before 我们之前有一点点跳跃的恐惧
so this solves a lot of problems maximum 所以这解决了很多问题，最大的
solve our nation's per step also helps 解决我们国家的每一步也帮助
up the calculations as well but again 了计算以及却又
also slows things down so if you're 同样会减慢速度，所以如果你是
having a stuff still pop out of the cube 有东西还是蹦出立方体
you might need to up this as well but I 您可能需要多达这很好，但我
think we've solved that I don't think we 认为我们已经解决了，我不认为我们
need to change that value at all because 需要更改值，因为在所有
all of our spheres are staying inside 我们所有的球都住里面
and they look pretty happy to me so what 他们看起来很高兴 我还等什么
we'll do is this is looking good 我们要做的是这是好看
we'll then go ahead and we'll command 然后我们会继续前进，我们将命令
click and drag and just duplicate this 单击并拖动，只是复制此
whole emitter and I think what I want to 整个发射器和我想我要
do is just move this down and position 不只是移动下来和位置
this new emitter and this will be a 这种新的发射器，这将是一个
diamond emitter let's go back to frame 0 钻石发射器让我们回到第0帧
and move this down and then go when you 和移动下来，然后去你的时候
actually fit the emitter shape inside of 实际上符合内部的发射器形状
our little diamond shape here so let's 在这里我们的小菱形让我们
go to our mitr shrink this guy here and 去我们这里MITR缩小这个家伙和
shrink it in the Y move this up just a 收缩它在Y移动这件事只是一个
tiny bit we don't want this dinner stack 点点我们不希望这场晚宴栈
because then we'll have emitter it will 因为那时我们将不得不发射它会
have spheres emitting outside of that 已经球体发射的该外
diamond shape so what I'm going to do is 菱形等什么，我要做 的就是
just turn off our first cube emitter 只是关闭我们的第一个立方体发射器
here and just deal with this diamond 在这里，只是处理这个钻石
emitter and immediately I know because 发射器和即时我知道，因为
this of course is a smaller volume we 这当然是一个更小的体积，我们
won't need as many emissions 将不需要那么多排放
won't need as many particles emitting so 不会需要尽可能多的粒子，从而发射
what I'll do is I'll just play half it 我要做的是我只是扮演它的一半
or almost assets by just changing this 或几乎只是改变这种资产
to 60 and then just hit play and you're 到60，然后只需点击播放和你
going to see that we have so many of 要看到，我们有这么多的
those larger spheres that we're having a 那些较大的领域，我们正在有
little bit of an issue with too many of 一个问题有点太多的
these big spheres popping up and I just 这些大球弹出， 我只是
want more of those smaller spheres to to 想了解更多更小的那些球对
be in here so I'm going to do is to have 在这里，所以我要做 的就是有
more small spheres show up I'm just 更小球出现，我只是
going to create more small spheres and 要创造更多的小球和
this will then almost double how many of 那么这将几乎翻一番多少
the small spheres are being emitted 小球体被发射
versus the other tube medium and the 相对于另一管介质和
large and I think what I'm going to do 大，我想我会做
is just totally get rid of the large 只是完全摆脱大
sphere there so we just have the medium 球有那么我们只需要在介质
and the small so let's see I think 和小，所以让我们来看看，我认为
that's filling up still too quickly 这太仍然很快填补
let's just play that again what I want 让我们只玩一遍我想要什么
to do is because it's hard to see here 这样做是因为它很难看这里
even with the x-ray what I'm going to do 即使在X射线什么，我该怎么办
is just turn off visibility on the cube 只是关闭可见立方体
by clicking this little stop light till 通过点击这个小红绿灯，直到
it's red and what I actually want to do 它是红色的，什么我其实想做的事
is click this bottom stop wait till it's 在点击该底部停止等待，直到它的
red as well because this top one means 红色以及因为这上面的一个手段
that when this stop light is red it 当该站是红灯它
won't show up in the viewport but it 在视口中不会出现，但它
will show up in the render if this is 将显示渲染，如果这是
not red so I'll just hit render you can 不红，所以我将只命中渲染，你可以
see that even though our cube doesn't 看到， 即使我们的多维数据集不
show up in the viewport it shows up and 在视口中显示它显示了与
render but if I turn this bottom button 渲染，但如果我把这个底部按钮
to red and hit render you can see that 红色和命中渲染，你可以看到，
also doesn't show up and render it as 还没有显示出来，并使其作为
what either so this is exactly what we 无论是什么使这正是我们
want let's do the same thing for the 想要让我们做同样的事情了
tube with diamond let's just rename this 管钻石就让我们重命名此
diamond because we can keep this naming 钻石因为我们能保持这种命名
structure straight and we'll just turn 结构直，我们将只需打开
this off so we can actually still see it 这一关，所以我们实际上仍然可以看到它
in the viewport but when we render we 在视口中，但是当我们使我们
don't see we only see the spheres so 看不到我们只看到球体如此
perfect so let's just turn off the 完美的，所以我们只关闭
visibility in the viewport as well and 能见度在视口中，以及和
let's just see how this looks 让我们只看到这是如何看
to frame 100 it'll stop and I think that 到第100帧，它会停下来，我认为，
looks pretty good we don't have any 看起来不错，我们没有任何
Spears escaping or anything like that I 布兰妮逃逸或类似的东西我
think that's I think that number I chose 认为这是我认为这个数字我选择
of sixty might work out just perfectly 六十可能制定得很好
so let's go ahead and turn on turn back 所以让我们继续前进，打开折回
on our emitter and then all of our 我们的发射器，然后 我们 所有的
spheres for our cube back out here and 我们的立方体球退了出去，并在这里
so we have the cube emitter we have the 所以我们有立方体发射器，我们有
diamond emitter and let's actually first 钻石发射器，让我们真正第一
create a couple materials so we can 创建一组材料，所以我们可以
actually recognize both of them so for 实际上承认 他们两人因此对于
the cube emitter I'm just going to make 立方体发射器，我只会让
a white material but for the diamond 白色的材料，但对于钻石
material I'll make that like pinky 材料我会像小指
magenta color let's just go ahead do 洋红色让我们只是继续做
little something like this 有点像这样
so these are just you know placeholder 所以这些都只是你知道占位符
materials will develop these materials a 材料将开发这些材料
little bit more later on I just want to 点点后来我只是想
see the differences the difference cubes 看到不同的差异立方体
or the different spheres being emitted 或射到不同领域
here so you see this is looking good no 在这里，所以你看这个是好看不
gaps are nothing happening here this is 间隙没有发生在这里，这是
looking really nice and now we got to do 看着真的很好，现在我们该怎么做
is a fill in the little gap right in 在小的差距就在填充
here so what we'll do is we'll take this 这里，所以我们要做的是，我们将借此
a diamond emitter and we'll duplicate it 钻石发射器，我们将它复制
and we'll rename this inner cube emitter 我们将重新命名这个立方体内发射
and what this is going to be I'll just 这是怎么回事什么是我就
apply this white material to this for 这种白色物质适用于本作
now and what this is going to do is just 现在，这是要做的事情就是
go to frame the zero and turn back on 去框定为零，重新开启
our cube and our diamond I'm just going 我们的立方体和我们的钻石我刚准备
to place this emitter inside of that 放置该发射器里面
little gap that we need to fill up and 有点差距，我们需要 填补和
let's just turn off the emitter and the 让我们只关闭发射器和
spheres for a diamond emitter in our 球在钻石发射器我们
cube emitter so we just see the inner 立方体发射器，所以我们刚才看到的内
cube bit and this is going to fill up 立方体位，这将会填补
really quickly so we're going to need to 真的很快所以我们将 需要
bring down this birthrate editor to say 打倒这个出生率编辑说
25 and let's see 25，让我们看看
you know let this plate will frame 100 你知道让这个板块将第100帧
and see if that fills up completely and ，看看有没有完全填满，并
see it doesn't so we still have some 看到它没有，所以我们还是有一些
gaps too let's just up this 30 go to 差距也让刚刚起来这个30去
frame 0 let it play I got this top it up 第0帧让它发挥我得到这个顶起来
and this is filling up and we got filled 这是填补了，我们得到了填补
up pretty nicely maybe 29 because we 起来就很好，也许29，因为我们
still I think it's packed so much we 还是我觉得它的包装这么多，我们
have that little jitter happening so I 有一点抖动发生的事情，所以我
think we have looking pretty good there 认为我们已经看相当不错的有
we have less of that jitter because our 我们必须小于抖动，因为我们
spheres are left packed in and that's 球被留下包装，这就是
looking nice and it stops coming through 好看，并停止 通过未来
a rest no more jitter on those spheres 在这些领域休息没有更多的抖动
so I'm liking that if you have too much 所以我喜欢，如果你有太多的
if you have too many spheres being 如果你有太多的领域是
jam-packed in that space number one 拥挤不堪的在那个空间头号
you're going to have all these fears pop 你将拥有所有这些恐惧流行
out but you're also going to have a ton 了，但你也将有一吨
of this jitter right so you need to walk 这种抖动的正确，因此您需要步行
that fine line between two little 两个小之间的细线
spheres and too many so I think 29 was 球体和太多所以我觉得29
the one that worked before 之前工作的一个
silver sup boo boo boo boo boo boo boo 银燮嘘声布布布布布布
cool and it's not jam packed too tight 酷，它不是塞紧太紧
we got nice rest no more jitter almost 我们得到了很好的休息没有更多的抖动几乎
fears Matt's looking plea fit so let's 担忧情绪马特寻找认罪拟合让我们
turn back on all of our spheres and 回头我们所有的球和
let's hide the cube by clicking the 让我们通过点击隐藏立方
little stop stop sign traffic light 小车站站牌红绿灯
things to read so this will not show up 事情读取所以这将不会出现
in viewport or render as you can see and 在视口中或渲染，你可以看到和
let's hit play and we have all of our 让我们点击播放，我们有我们所有的
three emitters so we got our cube inner 三个发射器，所以我们得到了我们的立方体内
our diamond emitter and our inner cube 我们的钻石发射器和我们内心的立方体
men are playing and they're all stopping 男人玩，他们都停止
a mission at frame 100 that's looking 100帧任务是要寻找
good I'm digging that I see that a we 好我挖，我看到一个我们
have a little bit of movement here but 有运动的一点点 ，但在这里
it all stops once it gets to about frame 这一切停止一旦获得约架
1a so that's good I think this is 1A所以这是很好的，我认为这是
looking pretty dang good so let's go 看起来相当好党让我们去
ahead and let's start developing us out 未来，让我们开始开发我们出去
a little bit more with that some lights 更与 一些灯光一点点
let's add some textures nicer textures 让我们添加一些纹理漂亮的纹理
then I got here but before that what I 然后我来到这里不过在这之前我是什么
want to do is actually just bake this 想做的是其实只是这个烤
simulation so I don't have to keep 仿真所以我没有继续
playing this and what I want to actually 玩这个，什么我想实际
see what this looks like fully formed 看看这是什么样子完全形成
when I'm getting my lighting and my 当我得到我的灯光和我
texturing right I want to actually see 纹理这样，我想真正看到
that without having to waste my time 这不必 浪费我的时间
playing through this simulation I 通过这个模拟我玩
actually want to cache it and basically 其实想缓存它基本上
what a dynamic cache is let go and 什么是动态缓存放手
select all of my dynamics tags here and 选择我所有的动态标签在这里和
go to the cache field I can bake all of 去缓存领域我可以烤所有的
the caches of all my dynamics by hitting 我所有的动态击中缓存
this bake all button basically when I 这烤所有按钮基本上，当我
hit this button it's sort of like Ram 打这个按钮，它有点像 拉姆
previewing in After Effects where I'm 在预览后，在那里我影响
just storing this dynamic simulation to 只是存储该动态仿真
my RAM or to my memory so this is a 我的RAM或我的记忆，所以这是一个
perfect way to once you've got the 完善的方式，一旦你已经得到了
simulation down you like the way it 模拟下你喜欢的方式，
looks and you don't want to deal with it 看起来你不想来对付 它
anymore you just want to bake it and 再你只是想烘烤 和
save it cache is what you want to do 保存它的缓存是你想做的事
alright so we have our dynamic fully 好了，所以我们完全有我们的动态
cached so we can just hit the play and 高速缓存，所以我们就可以点击播放和
we have full speed ahead full cache we 我们必须全速缓存全速我们
don't have any of those jerks fears jump 没有任何这些混蛋的担心跳
out or anything and now we can again go 出或任何东西，现在我们可以再次去
ahead and just go all the way to the end 一路前进，只是去年底
here and we can actually see what this 这里， 我们可以清楚地看到这是什么
looks like at the end and now we can 看起来像在年底，现在我们可以
start lighting and texturing and seeing 启动灯光和纹理，看到
exactly what this is going to look like 究竟这是怎么回事的样子
so perfect let's get to uh lighting and 如此完美，让我们来恩照明
texturing so let's just create a Airy 纹理所以我们只建立一个艾里
light and just go to our for up view 光，只是去到我们的局部放大图
click that button right up there and 单击该按钮右边那里，
just move my light this is going to be a 只要将我的光这将是一个
light up right over to the left and just 点亮右到左 ，只是
kind of angle it so it's facing our 一种角度它，所以它面临的我们
scene let's go ahead and add some area 现场，让我们继续前进，添加一些区域
shadows let's go ahead 阴影，让我们继续
and create some fall-off so it actually 并创建一些脱落因此它实际上
behaves like a real light source where 行为类似于真实光源，其中
it doesn't actually light source doesn't 它实际上并没有光源不
go to infinity actually falls off a 去无穷会跌出一个
little bit and you can see just in our 点点，你可以看到刚才我们
viewport here that the lighting is kind 视口这里，照明是一种
of hot so let's just bring this down a 热让我们只是把这个下来
little bit see what that looks like go 点点看是什么样子去
we got our shadows but it's too 我们有我们的影子，但它太
contrasty so what we're going to do is 反差所以我们要做的就是
let's create another light and let's 让我们创建另一个光，让我们
just make this more of like a rim light 只是使这更象 一个轮廓光
so we'll put this right back behind it a 所以我们把这个右后卫它的背后
little bit so you see just a nice little 点点，所以你看到的只是一个可爱的小
backlight let's turn off shadows for 背光让我们关闭了阴影
this one so we only have one light with 这一个，所以我们只有一个光
shadows and let's see what this looks 阴影， 让我们看看这看起来是什么
like 喜欢
I'm liking now we have this nice back 我喜欢现在我们有这个漂亮的回
highlight here this nice little rim kind 在此强调的这个可爱的小边样
of light and right now we just have 光线，现在我们只是有
normal diffuse textures let's go it 正常的漫反射贴图，让我们去它
let's add some sexy reflections let's go 让我们添加一些性感的思考，让我们去
ahead and go and add some Beckmann 进取，去添加一些贝克曼
reflection we don't want any specular 反思我们不希望任何镜面
strength in here and we just want a 实力这里，我们只是想要一个
little 20 bit of reflection say like 7% 反射的小20位说喜欢7％
of a little bit goes a long way and 一点点走一段很长的路要走，
we're going to change the attenuation 我们要改变衰减
you additive and then also add this on 你添加剂，然后还添加此上
top of our specular and let's just make 我们镜面的顶部，让我们只是让
this specular a little more sharp or 此镜面多一点尖锐或
something like that and let's add some 类似的东西，让我们添加一些
luminance to this I'm going to copy the 亮度这个我要去复制
color Channel to get that pink and load 颜色通道得到 那个粉红色和负载
it into luminance and what this is going 它为亮度，什么这是怎么回事
to kind of do is almost give this like a 来样做的是几乎给这个像
glow er like it's being lit from the 发光呃像它正在从点燃
inside so let's see what this looks like 里面让我们看看这是什么样子
you can see that looks nice you can see 你可以看到，看起来不错，你可以看到
that the shadows are a little bit lesser 该阴影是一点点小的
they're almost looks like these are 他们几乎看起来像这些
these little spheres are glowing a 这些小球是泛着
little bit digging that so I think 点点挖那个让我觉得
that's good what I'm going to do is just 这是个好东西，我要做的就是
duplicate this and since I like the 复制这个因为我喜欢
reflection and everything instead of 反思一切，而不是
just bloating in the stuff - the same - 只是腹胀的东西-是相同的-
this white material just rename this 该白色物质，只是这重新命名
white 白色
and change this to a gray change this 和更改为一个灰度变化这
luminance to great as well let me even 亮度相当好，让我连
bring this down a little bit more bring 这带来了一个小一点的把
the luminance down and then just I'm 亮度下来，然后就我
going to hold option and drag that over 将要举办选项而过分拖累
and that will replace that white texture 并且将取代白色质地
and we can hit render you see that the 我们可以打渲染你看到
white spheres are a little washed out I 白球是有点冲了出去我
like how the pink ones look 怎么样粉红色的人看
so let's actually get rid of some of the 让我们真正摆脱一些
luminance there maybe make this a little 亮度有可能使这一点
bit darker darker right like that and 有点暗暗权这样的，
what we can do to make this top a little 我们能做些什么，使这个顶部一点点
bit more is adding some ambien occlusion 位更多的是加入一些安眠药闭塞
that'll add nice little shading where 这将添加可爱的小阴影哪里
our objects are close together so let's 我们的对象并拢让我们
go ahead to effect let's go to ambient 继续前进，实现我们去环境
occlusion and since our spheres are so 闭塞因为我们的球是如此
small our biggest fear is let's see 17 小我们最大的恐惧让我们来看看17
centimeters so 100 centimeters is a 公分因此100厘米是一个
little bit overkill because 100 有点矫枉过正，因为100
centimeters is like the pretty thick 厘米就像漂亮的厚
right so it's about one of these grid 右所以它是关于这些网格中的一个
spaces here you see these little square 这里的空间，你看这些小方
grid really what we want to do is not 格真的是我们想要做的是不
make the shading much bigger than our 使明暗比我们大得多
sphere so maybe we only have like 15 球体，所以也许我们只需要像15
centimeters so that's how much it like 厘米， 这样就是它有多么喜欢
blurs out so we can render here you can 模糊了，所以我们可以在这里呈现，你可以
see a little bit of shading that happens 看到阴影的一点点发生这种情况
especially in the pink sphere you can 尤其是在粉红色的球，你可以
definitely see that definition that nice 确实看到该定义，那该多好
contrast where our spheres are touching 相比之下在那里我们球是感人
with us that little nice amat occlusion 我们那个小漂亮的艾闭塞
shading that's looking really nice we 阴影是要寻找非常好的，我们
can probably get away with making it a 也许可以蒙混过关使其成为一个
little bit layer so it's not so 点点层，所以它不是那么
contrasting it's looking a little bit 对比它看起来有点
nicer but Abney occlusion definitely 但阿布尼闭塞肯定更好
makes things pop I think what I want to 使事情变得流行我想我要
do is maybe up the aluminum's a little 这样做也许是最多的铝有点
bit just so that shading on that spheres 位刚上，使得该阴影球体
so dang harsh render here I'm liking 所以宕恶劣使这里我喜欢
that a lot more one thing I'm going to ， 很多更一件事我要
do is add some nice highlights and 做的就是添加一些不错的亮点和
reflective highlights on my sphere by 在我的球通过反射亮点
going into my lights both of them going 进入我的灯两者会
to my details I'm going to turn these 我的细节我要去把这些
into soft boxes so right now our lights 为柔光箱所以现在我们的灯
are showing up in a specular but they're 正展现在镜面但他们
not showing up in the reflection so I'm 没有出现在反射所以我
going to do is turn that on and what's 要做的是把这一对的，什么是
going to happen is these little square 事情发生在这些小方块
shapes are going to be come soft boxes 形状将要来软盒
that will show up in the reflection and 将在 反射显示出来，并
what I'm going to do is just up the 我现在要做的就是向上
visibility multiply all of the strengths 可见乘以所有的长处
of that shape to like 1500 and what 该形状的喜欢1500， 什么
you're going to notice is you're going 你要注意的是你要
to start seeing you're going to see a 开始看到你会看到一个
little square it's very faint you can 小方是非常微弱的，你可以
see a little square highlight where that 看到一个小广场的亮点是哪里
little soft boxes and you're going to 小柔光箱，你要去
see it much more noticeably if I 看到它更明显，如果我
actually make this soft box square a 实际上使这种柔光箱广场
little bit wider and bigger just by 有点宽，做大只是
dragging these handles out now let's see 拖动这些手柄了，现在让我们来看看
what this looks like you're definitely 这是什么样子你肯定
going to see a huge rectangle right 要看到一个巨大的矩形权
there being reflected in our spheres and 还有反映在我们的领域和
you see that this is kind of like 你看， 这是一种像
creating a nice little soft box there 创建一个可爱的小柔光箱有
this is a little too overkill 这是一个有点矫枉过正
so what I'm going to do is just move 所以我什么都做的是正义之举
this up and let's grab our handles here 这件事，让我们在这里抢我们的手柄
just shrink that down I just want a 只是缩小下来我只想
little tiny soft box shape but for this 一点微小的柔光箱的形状，但此
back rim light I'll make this a little 背部边缘的光线，我会让这一点
bit bigger now hopefully this will show 大一点， 现在希望这将显示
up on our Sears they put a hitch render 了我们的西尔斯便将顺利渲染
you see just a little bit just a little 你看到的只是一点点只是一点点
nice little highlight looks nice looks 可爱的小亮点看起来不错的外观
like a little bubby 像一个小bubby
bubblegum or something like that and 泡泡糖或类似的东西和
then you can also see kinda like right 那么你也可以看到有点像权
here on this sphere you can see that 这里对这个球你可以看到，
back soft block shape as well so got 回软块形状以及因此得到
that nice little rim highlight look in 那可爱的小边的亮点在看
there 那里
you just rotate this up a little bit 您只需旋转该一点点
alright see what this looks like 没事看看这是什么样子
we've got our nice soft box reflection 我们已经得到了我们很好的柔光箱反射
in the front and then of course all 在前面，然后，当然所有
these spheres are reflecting each other 这些球体反射彼此
so we got these really nice reflections 所以我们得到了这些非常好的思考
and I'm digging that we've got that 和我挖，我们已经得到了
softbox nice little rim highlight off 柔光箱可爱的小边彰显关闭
the back there I'm liking it so what we 后面有我喜欢它所以我们
can do now is I don't want a black 现在能做的就是我不想 黑
background let's just create a 背景让我们只建立一个
background here we'll just make it white 背景在这里我们只是让它白
so I got my background let's create a 所以我得到了我的背景，让我们创建一个
new material apply it and this will just 新材料的运用它，这将只是
be a solid white color just by loading 是纯白色只需加载
solid white in maybe a little bit 在也许有点纯白色
grayish and then luminance and that will 浅灰色，然后亮度，这将
actually show up in our render the white 在我们呈现白色实际显示
background and we can actually do is we 背景，我们实际上可以做的是我们
don't have any color introduced into our 没有任何色彩引入到我们的
light so we can actually do that maybe 光，所以我们实际上可以做，也许
pump some yellow into the one light and 泵一些黄色到一个光
maybe some blue into the back just to 也许一些蓝色到后正好
give it a little bit more contrast 给它多一点对比
because no light is really purely white 因为没有光确实是纯粹的白色
really so that's looking good I think 真正让看起来不错，我认为
that's a little bit too yellow I'm just 这是一个有点太黄，我只是
tiny tiny bit 微小的点点
cool and that's looking a little bit 冷静而这看起来有点
more realistic and since we have our 更加逼真，因为我们有我们的
dynamics cached basically we can just go 动态缓存基本上我们可以去
ahead and just render this bad book 前进，只是使这个坏书
thing you're going to notice is that 你会注意到的是，
since we have this cache we can actually 因为我们有这个缓存我们实际上可以
just render a random frame in the middle 只呈现在中间有一个随机帧
of our composition and see what this 我们的作文，看看这是什么
actually looks like we can again go into 其实看起来我们可以再次进入
our filter here and start playing around 在这里我们的过滤器，并开始玩弄
with some of the curves and all this 一些曲线而这一切的
stuff see what this would look like if 东西看到这将是什么样子，如果
we need to adjust any of the shadows or 我们需要调整任何的阴影或
anything like that or if we can just fix 类似的东西，或者我们可以只修复
some of this stuff and post to make this 一些这方面的东西，后，使这个
look a lot nicer up to the saturation 外观漂亮 ，很多达到饱和
there a lot of cool stuff you can do in 有很多很酷的东西，你可以在做
the filter tab here but can render all 过滤器选项卡在这里，但可以使所有
this out and get this really nice 这一点，并得到这个真的很好
dynamic emitter kind of thing here all 动态发射器之类的话都在这里
right so hopefully that is a nice little 右所以希望这是一个可爱的小
intro to dynamics that can equip you to 介绍到一股能装备你
make your own nice little dynamic 让自己可爱的小动态
compositions we learned a little bit 成分我们学到一点点
about dynamics a little bit of an intro 关于动力学的前奏一点点
to it how to create an emitter to admit 它是如何 创建一个发射器承认
dynamic spheres that we can use to fill 动态领域，我们可以用它来填补
up volume and create a nice little like 大音量，并创建一个可爱的小象
logo review so if you have any questions 标志的评论，如果您有任何疑问，
by anything I covered in this tutorial 通过什么我包括在本教程
please leave them in the comment section 请留下他们 在注释部分
if you create anything using this 如果您使用此创建什么
technique of filling up a dynamic volume 填充动态 卷的技术
please share it with me on Twitter on 请与我分享它在Twitter上
Facebook in the comment sections I Facebook在评论部分我
always love to see what you guys are 总是爱看看你们是
coming up with if you like this tutorial 想出如果你喜欢本教程
please hit the like button I'd really 请按按钮一样我真的
appreciate that in other words they 明白，换句话说，它们
really appreciate you out there watching 真的很感谢你在那里看
all of my tutorials and I'll see you all 我所有的教程 ，我都会看到你
in the next one alright bye everybody 在接下来的一个好吗大家再见