hi everyone Ian here in this video I'm going to show you how to create a 大家好，我在本视频中的Ian将会向您展示如何创建一个
futuristic user interface e-type thing like you see in the animation here so 就像您在此处的动画中看到的那样，未来派用户界面e型内容
this is about about half an hour's work something like that so the tutorial will 大约需要半个小时的工作，所以本教程将
be about that long broke into the different bits so yeah there's a lot of 大约要花很长时间才能分解成不同的部分，是的，有很多
variation of the same thing so these three circles are actually the same 同一事物的变化，所以这三个圆圈实际上是相同的
project with a few different settings same for these three signal type lines 这三个信号类型线具有几个不同设置的项目
and the DNA is slightly complicated in interesting and how to set up and I DNA有点有趣，如何设置，我
think the DNA and then these fading blocks here the equalizer type thing the 认为DNA，然后这些衰落阻止了均衡器类型的事情
bar chart and then these circles at the bottom they all they're all animated 条形图，然后这些圆圈在底部，它们都被动画化了
using maps so show you how you can very quickly great really interesting and 使用地图，向您展示如何快速实现非常有趣和
complex looking animations just them by using someone else's hard work basically 看起来很复杂的动画只是通过使用别人的辛勤工作而得到的
by using different shaders and things to to kind of power the animation of stuff 通过使用不同的着色器和事物来增强事物的动画效果
so yeah let's get going we're going to start with the circle type of things so 是的，让我们开始吧，我们将从圆圈类型开始
let's go okay so um let's create a circle and then let's create a cube and 我们走吧，让我们创建一个圆，然后创建一个立方体，
you want the and keep shove around the circle so um the first thing I need a 您想要并继续推圈，所以我首先需要
bigger circle and I'm not going to scale the circle up instead I'm going to use 更大的圆圈，我不会放大圆圈，而是使用
the radius on the make Erb circle I'll show you why in a moment 我会告诉你为什么会在Erb圆上的半径
so I just create a mash Network ash crayfish Network it goes a bit note I'm 所以我只创建了一个mash Network ash小龙虾Network，这有点说明我
going to turn off the distance X so we've got no distribution to all the 将关闭距离X，所以我们没有分布到所有
plugs on top of each other then I'm going to end up number of points to 100 插在彼此的顶部，然后我将最终将点数增加到100
then I'm going to select the curve and then the waiter go back to the weight is 然后我要选择曲线，然后服务员回到体重
interface and then I'm going to click on add ad curve node so this automatically 界面，然后我将点击“添加广告曲线”节点
connected the curve and the reason it about is because I had it selected when 连接曲线，其原因是因为我在何时选择了它
under the curve note if you don't have the curve selected when you add add the 在曲线注释下，如果添加时未选择曲线，请添加
node all you need to do is middle Mouse drag the curve into this box here and it 您需要做的就是在鼠标中间将曲线拖到此框中，
will be added so that don't if I hit play you'll see how fast our objects are 将被添加，这样，如果我点击播放，您就不会看到我们的物体有多快
moving around the curve now if I go back into the nerve circle here and change 如果我回到这里的神经圈并改变，现在绕曲线移动
the radius to what Mark it was and then scaled the curve up instead of 半径等于标记的大小，然后将曲线放大而不是
increasing the radius and I press play there's how quickly our objects are 增加半径，然后按播放键，我们的物体很快
flying around it and that's because the curve length is used to work out how 在它周围飞来飞去，那是因为曲线长度用于计算
quickly the objects move along the curve so we'll undo that and we will increase 物体沿曲线快速移动，因此我们将撤消该操作并增加
the radius again and yes so we'll get back to work okay and so back on the 再次选择半径，是的，所以我们将恢复正常工作，然后继续
curve node we've got a few settings on who got animation speed we've got the 曲线节点，我们对谁拥有动画速度进行了一些设置，
step slider which will kind of control the distance between the objects now I'm 步进滑块，它将控制我现在在对象之间的距离
just going to ignore that I'm going to click ignore step here which is going to 只是要忽略，我要在这里单击“忽略”步骤
fill the circle and then we're going to use this animation speed to control how 填充圆圈，然后我们将使用此动画速度来控制
quickly our objects moving around the circle over the settings tube we're not 很快我们的物体在设置管上绕圆移动
going to use them for now so that done let's go back onto the waiter and then 现在要使用它们，让我们回到服务员那里，然后
we'll add a noise know to the position channel I'm going to have 0 Y amplitude 我们将噪声信息添加到位置通道中，我将具有0 Y幅度
and then I'm going to get myself an excellent set up attitude and see 然后我要给自己一个良好的设置态度，看看
something like that I'm going to play and there are objects moving around a 像这样的东西，我要玩，并且有物体在
curve and yeah okay so there you go and so I'm going to shrink the cube tightly 弯曲，是的，好了，你去了，所以我要紧缩立方体
so and then I'm going to add a trails node so I know trails mode I select the 所以然后我要添加一个路径节点，所以我知道路径模式
trails mesh you see that we're creating these trails behind our points now which 足迹网格，您会看到我们现在正在点后面创建这些足迹，
is pretty cool in itself now you may want this effect instead of what I'm 本身很酷，现在您可能想要这种效果，而不是我想要的
going to create and so on the trails node which we can get to you via the 将要创建的路径等节点，我们可以通过
trails mesh we have these different options here for mode and so you can 踪迹网格我们在这里有这些模式的不同选项，因此您可以
have this connected point which will just connect it to all of these things 有这个连接点，将其连接到所有这些东西
to a given point which is controlled by this box here we can also have connected 到由此框控制的给定点，在这里我们也可以连接
nearest which will connect to the nearest number of points you have it 最近的，它将连接到您拥有的最近的点数
connect each point to its nearest X number of points and the X is set by 将每个点连接到最接近的X个点，并且X由
than a beeper in this box and so you can have two or there's three and so I will 比这个盒子里的蜂鸣器还多，所以你可以有两个，也可以有三个，所以我会
I'll just point out that if as we increase this number so far what we 我只是指出，如果到目前为止我们增加这个数字，
didn't get all of the trails we would expect to get now bear with me I'll show 并没有得到我们期望得到的所有线索，现在让我忍受
you why that is as soon as we switch to connect a distance so cadet my distance 你，为什么那是我们切换连接距离后就这样保持距离的原因
will connect the points will that I'll attempt to connect to the points within 将连接点，我将尝试连接到其中的点
the search radius except areas small or larger whatever and however as 搜索半径，除了较小或较大的区域外
you can see we're not like the whole curves and filled with these trails 您会看到我们不喜欢整个曲线，而是充满了这些痕迹
these connect these connections and the reason for that is that we have this max 这些连接这些连接，其原因是，我们有最大
trail slider at the top here so I should just add an extra zero on here then we 路径滑块在顶部，所以我应该在此处添加一个额外的零，然后我们
certainly do get all of the points that we want now the reason for that is and I 当然可以得到我们想要的所有要点，原因是，我
will show you if I go back into trails mode here and do if I open the UV editor 将显示给您显示我是否回到此处的跟踪模式，以及是否打开UV编辑器
see we've got blank V's but as I play you'll see that see that all of these 看到我们有空白的V，但是当我演奏时，您会看到所有这些
nice UVs have been created for our trails so all they all get nicely laid 为我们的步道创建了漂亮的UV，因此它们都被很好地铺设了
out so you can texture this with a ramp or whatever you want to do to get 出来，以便您可以使用坡道或任何您想要做的事情来对其进行纹理处理
different colors at the start and end of your of your trails so once we've 在您的足迹的开始和结束处使用不同的颜色，所以一旦我们完成
reached our maximum trail length which is what controls the kind of a spread 达到我们的最大追踪长度，这就是控制点差的方式
down the M now the three axis the UVs and the U axis the UVs is controlled by 沿着M现在是三个轴UV，而U轴则是由UV控制
this max trails number so it shrinks and grows our UV so yeah that's kind of how 这个最大尾迹数使它收缩并增加我们的紫外线，是的，这就是
that works and M it's yeah it's just because I you 那行得通，M是的，只是因为我你
these are fixed and so as you can have this decay trails thing so when it when 这些是固定的，因此您可以让此衰减轨迹发生变化，因此当它何时
a trail stops moving it will shrink gradually and it's just that the u-visa 一条小路停止移动，它会逐渐缩小，只是u型签证
fix and they don't kind of like keep moving across your texture if that's you 修复，如果那样的话，它们就不会像在整个纹理上移动一样
know what you've got going on so that's why we have this max trails and yeah 知道你在做什么，所以这就是为什么我们有这个最大的线索，是的
it's just I know it's a little bit of a pain but it's great for texturing so I'm 只是我知道这有点痛苦，但对纹理处理很有用，所以我
going to go back into the connect by distance and then I'm going to up this 将通过距离返回到连接，然后我要向上
to something like 900 and then I'm just going to play and then tada that's what 达到900左右，然后我就开始演奏，然后是tada
we've got so if I just deselect the trails trails mesh here you can see that 如果我只是取消选择小径小径网格，我们可以看到
we can't we can't really see our M our trails tall that's because we've got the 我们不能真的看不到我们的M步道高，那是因为我们有
wrong up vector in here so I just need to change the vector from X to Y and 在这里向量错了，所以我只需要将向量从X更改为Y即可
then increase the distance here slightly and then you can see that we can see our 然后稍微增加这里的距离，然后您可以看到我们可以看到我们的
trails now you'll notice that they're all kind of going from fat to thin and 现在，您会发现它们从脂肪变成稀薄物质，
the reason for that is a bug sorry about that but what we need to do is go and 这样做的原因是对此感到遗憾，但我们需要做的是
fix that so if I just going to turn M trail scale down a bit and I need to go 解决这个问题，如果我只是稍微降低M步道的缩放比例，我就需要
back into trails mode to and change the taper curve down here 返回到路径模式，并在此处向下更改锥度曲线
because the taper code won't work when you're in the connect by distance 因为当您按距离进行连接时，锥度代码将不起作用
looking at my points mode it's yeah it's a book sorry about that so basically 看着我的积分模式，是的，这是一本很抱歉的书，基本上
having fixed the taper curve we can now go back and taking it by distance and 固定锥度曲线后，我们现在可以返回并按距离和
then we don't get this fat to thin thing going on so then we can just play and we 那么我们就不会再让这种脂肪变薄了，所以我们就可以玩了，我们
have our our M our curves so if i zoom in on these things you'll notice that I 有我们的M我们的曲线，所以如果我放大这些东西，你会注意到我
actually just flat shapes and this might not be what you want so I'll quickly 实际上只是平面形状，这可能不是您想要的，所以我很快
show you how to use a profile curve to extrude long these them trails and we're 向您展示如何使用轮廓曲线将这些轨迹延伸更长的时间
just going to I'm going to create a circle for that then I'm going to go 只是去我要为此创建一个圆圈然后我就去
back into the trails node and I'm going to middle Mouse drag the curve there 回到步道节点，然后我将鼠标拖到中间
onto the profile curve slot here and that will basically just extrude the the 到这里的轮廓曲线槽上，基本上将其挤出
circle along the trails there so we can have nice round 3d shapes instead if you 沿着小径转一圈，以便我们可以制作漂亮的圆形3d形状
want so there you go and then the number of samples is down here so you can have 想要，那么你去那里，然后样本数量在这里减少，所以你可以
a smoother curve where you can have a triangle if you have three points or 较平滑的曲线，如果有三个点，则可以有一个三角形，或者
whatever so um yeah that's controlled by the curve samples down here so that done 嗯，无论是受曲线控制的还是在这里采样
I think I'm just going to shrink the curve a little bit more just cuz that's 我想我只是将曲线缩小一点，因为
what I want to do and then there you go so here's our first element and then 我想做的然后去那里，所以这是我们的第一个要素，然后
what I did is I just selected the the repro mesh which is the cubes and the 我所做的是我刚刚选择了repro网格，即多维数据集和
trails mesh which is always the trails and then I go in cache Alembic cache 步道网格物体始终是步道，然后进入缓存Alembic缓存
export selection to a lambic which exported in both well I'm making the 出口选择到一个lambic出口都很好，我正在
latest imported them into the into the master scene which is this thing that I 最近将它们导入到主场景中，这就是我
showed you before so um that done as is great and a nice boxed off separate 之前向您展示过，嗯，效果很好，并且单独装箱了
project whatever m-z there is there's another way to get at the caching 不管mz项目是什么，还有另一种获取缓存的方法
settings because obviously you can create a mash network as a root Pro mesh 设置，因为显然您可以将混搭网络创建为根Pro网格
or is an instance and if you're creating is an instance then you can't do an 或是一个实例，如果要创建的是一个实例，则不能
Alembic exports Everest because you can't bits like their instance isn't you Alembic出口珠穆朗玛峰，因为你不能像他们的实例一样
can't export that a little bit export instances so what you can do is if you 无法导出一点导出实例，所以您可以做的是
go if you're not sure what you need to export as you can select the waiter go 如果不确定要导出的内容，请选择服务员，然后转到
actually tell artis and then this cash map cash 实际告诉artis，然后把这张现金图现金
Network box which will select your M your output mesh which in this case is 网络框将选择您的M您的输出网格，在这种情况下为
this Reaper image and then it will tell you what the export you need to use so 该收割机图像，然后它将告诉您需要使用什么导出，以便
either it's a lambic export or amber mash cashing like much as a particle 要么是兰比奇出口，要么是琥珀糖浆兑现，就像颗粒一样多
Kasia built-in I say it has a particle pressure built in it uses Maya's 内置的Kasia我说它具有内置的粒子压力，它使用Maya的
particle caches so when you're using instances that's that's what happens in 粒子缓存，所以当您使用实例时，就是这样
the caching is control that's actually I don't want any of this cuz I'm not gonna 缓存是控制，实际上我是不需要的，因为我不会
go into it this sir is down here on the waiter in the caching and this is cache 进入它，这个先生在缓存中的服务员那里，这是缓存
editor and you can create caches down here so yeah anyway ignore all like not 编辑器，您可以在此处创建缓存，所以无论如何都忽略所有内容
everything I've just said we have created our circle okay so how do we 我刚才说的所有内容都已经创建了圈子，那么我们如何
create variations on this well for one of the variations all I did was I 在这口井上创建变化，因为我所做的所有变化之一就是
grabbed the curve and then I did what I said I wouldn't do I shrank it and there 抓住曲线，然后按照我说的去做
I am I think I just increased the noise on the on the curve slightly and that 我想我只是稍微增加了曲线上的噪点，
created the well the noisy island and then for the other for the other one I 创造了喧闹的岛屿，然后又为另一个
changed the mode from connected by distance to connect to nearest and then 将模式从按距离连接更改为连接到最近，然后
I increase the distance of the curve again and then decrease the noise 我再次增加了曲线的距离，然后降低了噪点
sitting like that and then that was the third M that was the third 那样坐着，那是第三个M，那是第三个
this one down here that's how we did that okay so that's done and let's move 这是我们这样做的方式，这样就完成了，我们继续
on so the bar chart element let's get started by creating a plane I'm just 在条形图元素上，让我们从创建一个飞机开始
going to knock the subdivisions out of it and I'm going to change the axis from 要将细分从中剔除，然后将轴从
Y to Z so that it's facing us and then I need to go to build point for this so Y到Z，以便它面对我们，然后我需要为此建立点
I'm going to group it and because I want these things to scale up so if you can 我将对它进行分组，因为我希望这些事情能够扩大规模，所以如果可以的话
see if I in the animation here these are scaling up from the bottom so I want 看看我是否在动画中这些是从底部开始放大的，所以我想
them to scale up from the bottom so I need to create a fake pivot point for a 它们从底部扩大，所以我需要为
match to see so I'm just going to move the plane up inside a group so if I just 比赛看到，所以我只是将飞机向上移动到一个组内，所以如果我只是
change that to half its height changeable Y to half its height there's 将其更改为高度的一半，将Y更改为高度的一半，
a video where I go through you have PowerPoint to work in match so worth 我浏览过的视频让PowerPoint具有可匹配性，因此非常值得
watching that if you don't know what's going on at the moment and I'm going to 看着，如果你不知道现在发生了什么，我要
change this groups name to plane pivot so M quick recap the group is 0 0 0 and 将此组名称更改为平面枢轴，以便M快速回顾该组为0 0 0并
then the plane is sitting underneath it and so you see where the group's 然后飞机正坐在其下方，因此您可以看到该小组的
transforms are here that's going to be the pivot point for the plane so I then 变换在这里将成为飞机的枢轴点，所以我
just create a mash Network I want say a load more objects let's just increase 只是创建一个混搭网络我想说要加载更多的对象，让我们增加
that say 50 and then I'm going to add an offset mode to the scale channel and 那说50，然后我要向比例通道添加偏移模式，
they're going to change the X offset to 0 and the y offset to 0 so this is 他们将X偏移量更改为0，并将y偏移量更改为0，所以这是
basically just adding to the object scale so I can just increase this 基本上只是增加对象比例，所以我可以增加它
something like and then I'm going to what you can do is we can use the 类似的东西，然后我要去做的是，我们可以使用
strengthen map here to affect the m2 affect the strength of this node and I'm 加强这里的地图以影响m2会影响此节点的强度，我
going to click checkerboard here and I'm going to add a volume noise shader I'm 要在这里单击棋盘，我要添加一个音量噪声着色器
going to scale the volume noise up lots like so and then I'm going to on the 像这样将音量噪声放大很多，然后我将继续
offset scale node I'm going to go through to the strength map here and I'm 偏移比例节点，我将在此处查看强度图，
going to change the frequency to something like 2 then what I'm going to 将频率更改为2左右，然后我要
do is I'm going to grab this 3d projection node I'm going to animate it 我要做的就是抓住这个3D投影节点进行动画处理
moving in the Z and you can see what's going on here it creates this really 在Z中移动，您可以看到发生了什么，它创建了这个
cool interesting complex animation for free we're just basically using someone 酷有趣的免费复杂动画，我们基本上只是在使用某人
else's hard work so let's just change the 否则，我们就改变一下
zedd position to zero from zero and then on frame 120 um you've had to say there 将zedd位置从零降至零，然后在第120 um帧上您必须说
or something save and then when I press play we've got this cool animation so 或其他保存的内容，然后当我按播放时，我们会得到一个很酷的动画
really really quick just that's how you create next another element so that done 真的非常快，这就是您创建下一个其他元素的方式
again I would then export this to a lambic like that export to a lambic and 我再次将其导出到lambic，就像将其导出到lambic，
then import it into my master scene or yeah do what you like and so on to the 然后将其导入到我的主场景中，或者做自己喜欢的事情，依此类推
next bit okay this one let's do the let's do these blocks that are fading 接下来一点好吧，让我们做这些渐渐消失的方块
color they're color fading em these ones appear a really another really quick and 他们正在褪色，这些颜色似乎又是一个又快又快
easy one so I won't even bother changing the orientation of the plane here let's 一个简单的，所以我什至不必去改变飞机的方向，让我们
just get this done and we'll create a mesh network and gonna go and create a 只需完成此操作，我们将创建一个网状网络，然后创建一个
grid like so and I'm going to increase the existence quite a lot 660 in the 像这样的网格，我将在660中增加很多存在
north region sixty sixty and then I'll just increase the number of objects we 北部地区六十六十，然后我将增加物体的数量
have along there and then let's get another couple in the height and then 沿着那儿走，然后让我们再去另一对夫妇，然后
I'm just going to go back into our original plane and I'm going to scale it 我将回到我们原来的飞机上，然后进行缩放
side wings and then maybe make it thinner like that okay so that done well 侧翼，然后像这样变薄，好做
let's use color per vertex to M use color per vertex to animate this I don't 让我们使用每个顶点的颜色来M使用每个顶点的颜色来设置动画我不
like the colors so we need to do three things we need to select the node select 像颜色一样，所以我们需要做三件事，我们需要选择节点选择
the mesh sorry and go into the render node modeling menu set and go mesh 对不起，网格物体进入渲染节点建模菜单集并进入网格物体
display toggle display colors attribute then we need to go to the repro node and 显示切换显示颜色属性，然后我们需要转到repro节点，
turn on color for vertex which choses our black colors per vertex and then we 打开顶点的颜色，每个顶点选择我们的黑色，然后我们
need to go into the color node and turn on the color node and then obviously we 需要进入颜色节点并打开颜色节点，然后显然
can sit I'll call it so we can set this to be something like red and then we can 可以坐，我会叫它，所以我们可以将它设置为红色，然后我们可以
do random hue or whatever and then saturation and that and we could just 进行随机色调或其他任何操作，然后进行饱和处理，我们可以
like change the random seed to get cool fun effect I say cool effect that's 就像改变随机种子来获得有趣的效果，我说很酷的效果是
rather nauseating and so that done air let's that not lets click 而是令人作呕，让空气不再让我们点击
bored here and what we'll do is again we'll create our old favorite volume 在这里无聊，我们要做的是再次创建我们最喜欢的卷
noise so I'm going to grab the only noise I'm going to scale it up and you 噪音，所以我要抓住唯一的噪音，我会按比例放大它，而您
can see it there and again all I need to do is animate this moving down so moving 可以在那里看到它，而我要做的就是让这个向下移动的动画
through our objects there so if I set a key there and then set another key 通过那里的对象，所以如果我在那里设置一个键，然后再设置另一个键
something like there if I just remind them plate you can see the animation 像那里的东西，如果我只是提醒他们盘子，你可以看到动画
happening there so back on our core node if I go through to the EM shader here 如果我在这里进行EM着色器，那么就发生在我们的核心节点上
what I can do is in the color balance I'm going to change the color game to be 我能做的是在色彩平衡中，我将色彩游戏更改为
this kind of bluey color and then that will give us the kind of yeah the color 这种蓝色的颜色，然后会给我们一种颜色
that we wanted here okay so here's a catch and we can't export 我们想要在这里好吧，这是一个陷阱，我们不能出口
this to a lambic because a lambic export in maya does not support animating cv 之所以将其转为lambic，是因为Maya中的lambic出口不支持动画CV
colors in Maya 2016 0.5 r2 which is the first version of my lip mash is bundled Maya 2016 0.5 r2中的颜色是我的唇蜜的第一个版本
with so this isn't supported so what you've got to do is actually M send this ，因此不支持此操作，因此实际上您需要M发送此信息
to the renderer as it is so this is like what we've done here is completely 就像渲染器一样，这就像我们在这里所做的完全
procedural doesn't need to be cashed out you can just go through to a render and 程序不需要兑现，您只需进行渲染即可
it will render fine like different parts of the scene 它将像场景的不同部分一样很好地渲染
rendering on different computers is fine there'll be no problem with that 在不同的计算机上进行渲染就可以了
so just need to be aware of that you basically when you're animating as color 因此，基本上，当您将动画设置为颜色时，请注意您
per vertex now you can't bake it to a lambic unless you have seen in house or 每个顶点，除非您在家中看到过，否则无法将其烤成薄片
like third-party Alembic plugin or something like that and then you know 例如第三方Alembic插件之类的东西，然后您就知道了
may well be supported so that's just something to be aware of that 可能会得到很好的支持，这只是需要注意的一点
yes there we go um so I basically add importance into my master scene as a 是的，我们去了，所以我基本上在我的主场景中增加了重要性，
reference and what go from there so that is those kind of those color chips 参考以及从那里得到的东西，那就是那些颜色芯片
change in color yes so on to the next bit in this video let's do the these 改变颜色是的，所以继续播放此视频中的下一个内容
kind of graphic equaliser thing with the bits turning on and bits turning off so 一种图形均衡器，位打开，位关闭，所以
again let's start with plain and I'm just going to turn these subdivisions 再次让我们从简单开始，我将转向这些细分
down just because that helps the repro know that we don't need those 下降只是因为这有助于repro知道我们不需要那些
subdivisions then I'm going to create a mesh network 细分，然后我将创建一个网状网络
and I will give us say and watch Lee what I'll do is I'm going to make the 我会说给我们听，看着李我会做的是
cube with the plain sorry I'm a bit thinner a bit taller like something like 普通的对不起，我有点瘦，像
that okay so then we're going to use a mash know 好的，那么我们将使用mash知道
called a replicator and the replicator is pretty cool in that it has a very 称为复制器，复制器非常酷，因为它有一个非常
similar effect so if you just select this mesh and then go create mash mash 类似的效果，所以如果您只选择此网格然后创建mash mash
Network has a very similar effect to that but it has some cool things built 网络的效果与此非常相似，但它内置了一些很酷的功能
into it that we can make use of so if we go add replicator and if I just turn 我们可以利用它，所以如果我们添加复制器并且如果我只是打开
this replicant account up you see that we're creating lots and lots and lots of 这个复制帐户，您会看到我们正在创建很多很多
the same thing now what's great is if I go back onto the distribute node and I 现在，相同的事情是，如果我返回到分发节点，
adjust the distribution here is everything kind of gets carried over 调整这里的分布是所有结转的东西
very nicely and yeah we've got the sim yeah kind of all it's all very 非常好，是的，我们已经得到了全部的模拟人生
procedural were flowing yeah I don't need to explain that to you so I can 程序很流畅，是的，我不需要向您解释，所以我可以
change this distance if I want to and then I can increase this the Republicans 如果我想改变这个距离，然后我可以增加共和党
and till I get something I'm happy with and then if you notice that what the 直到我得到我满意的东西，然后如果您注意到
strength does and the replicator is it turns off the replicants so we also have 实力确实如此，复制者是它关闭了复制者，所以我们也有
this random strength which will turn them off by bit and the step strength 这种随机的强度会一点一点地将它们关闭
and which tell off one by one so yeah so that done let's use the map a map again 然后一个接一个地讲，是的，让我们再次使用地图
and a yes so what we're going to do is go to create a map and then just for a 是的，所以我们要做的是创建地图，然后仅
change I'll create exactly the same volume noise and M got like a broken 改变，我会产生完全相同的音量噪声，而M就像是坏了一样
record it's just so useful I'm so to scale it up and then what we're going to 记录它是如此​​有用，所以我要扩大它，然后我们要做的是
do is we're just going to animate this moving three and yes so that's how I 我们要做的只是为这三个移动动画，是的，这就是我的方式
created this effect in fact I'm just going to stop it there you don't need to 实际上创建了这种效果，我只是要在不需要的地方停止它
see me animating this it's just that's how I did it and yeah okay so and it's 看到我为它设置动画，这就是我做到的方式，是的，所以
just one of the really cool things about the replicator note is that it basically 关于复制器注释的真正酷的事情之一是，它基本上
turns off objects when you have a map in the strength map it basically turns off 当您在强度贴图中有一个贴图时，它会关闭对象，它基本上会关闭
objects which is really cool yes so as I've done and let's move on to 对象真的很酷，是的，因此，我完成了，接下来继续
something else okay I'm going to tackle DNA now 好的，我现在要解决DNA
probably several different ways to do this however the way I have chosen is 大概有几种不同的方式来做到这一点，但是我选择的方式是
also using the replicator node like showed you in the last section so for 也使用复制器节点，如上一节中所示，因此
this bit engage conscious fear because obviously this is rotating it's going to 这一点引起了有意识的恐惧，因为显然这正在旋转
be 3d so ahem where's everything else we've been doing is a very 2d flat 是3d，所以我们在做的所有其他事情都是2d平面
effect this is actually going to be 3d so I'm just going to turn the solutions 效果这实际上将是3d，所以我将要转向解决方案
down on the sphere and and I don't quite know why I'm well I'm good I think I'm 我不知道为什么我很好我很好我认为我很好
going to do this using the repro node and you don't have to do this using the 将使用repro节点执行此操作，而不必使用
whip around if you don't want to em but because I'm doing color per vertex here 鞭打一下，如果你不想em，但是因为我在这里做每个顶点的颜色
which is something that's only supporting the repro note the maya 只支持repro的东西Maya
particle in sensor does not support call up a vertex which is winding this in 传感器中的粒子不支持调用将其缠绕在其中的顶点
repro note and it's it was always a good idea to give it at the root for notice 复制说明，将其作为提示始终是一个好主意
like a few polygons as you can because it can generate hundreds of thousands of 像一些多边形一样，因为它可以生成数十万个
Polly's in your scene and obviously that's slow to do so I'll I to the mesh Polly在您的场景中，显然这样做很慢，所以我将转到网格
you can give it their better or you can use proxies and things to them make it 您可以给他们更好的选择，也可以使用代理和使之成为现实的东西
faster so um I won't go into that in this video and they'll be here 更快，所以我不会在本视频中介绍，他们会在这里
so let's go that's great much network like so so I've got these m10 points or 所以我们走吧，这是一个很大的网络，所以我得到了这些m10分或
something like that let's have let's just make this fist 像这样的东西，让我们握紧拳头
like smaller and actually I want this to you I what I want to do is I'm going to 像更小，实际上我想要这个给我，我要做的就是
get this this row of objects here and I'm going to rotate them but I want them 把这排物体放在这里，我要旋转它们，但我想要它们
to rotate around the middle so I want them to twist my account rotary promote 围绕中间旋转，所以我希望他们扭转我的帐户旋转促销
kind and I want them to kind of like twist to make the helix shape here but 种类，我希望他们像扭曲一样在此处制成螺旋形状，但是
as you can see they're twist they're kind of rotating from the middle and 如您所见，它们在扭曲，它们从中间旋转，
when I just do at any distribution they rotate from one end so how do you get 当我做任何分配时，它们都从一端旋转，那么您如何获得
them from the middle well I could either add to transform modes which is boring 他们从中间的井，我可以添加到无聊的转换模式
why would you do that or I could just change this to a great distribution and 您为什么要这样做，或者我可以将其更改为一个很好的发行版，
do a kind of one dimensional grid distribution like that so if I just do a 做这样的一维网格分布，所以如果我只是做一个
point something like that and now obviously the pivots in the middle of 指出这样的东西，现在显然是在中间
the mash network and so when you rotate these they will spin from the center so mash网络，所以当您旋转它们时，它们将从中心旋转，因此
and let's create a load more of these to spin so it's a replicator again and 让我们创建更多的负载来旋转，以便再次成为复制器，
just going to create a load of replicants like that and maybe a few 只是要创建这样的复制副本，也许是几个
more and then what I'm going to do is I'm going to go into your rotation 更多，然后我要做的就是进入您的轮换
settings here and I'm going to rotate to these axis and think like 3 try 720 设置在这里，我将旋转到这些轴，并认为像3试试720
something like that there you go um so that is pretty cool and yes that's all 像这样的东西，你去吧，这很酷，是的，仅此而已
good I think I'm going to make these spheres slightly smaller and then I'm 好，我想我要使这些球体稍微变小，然后
going to do I'm not going to animate them yet 我要去做动画
but I'm going to show you how to duplicate a mash Network so did you pick 但我将向您展示如何复制混搭网络，所以您选择了
a to mash Network you need to select the output to the output mesh so this is 要混搭网络，您需要选择输出到输出网格，所以这是
either the repro mesh or it's the my particle intensity select depend depends 复制网格还是我的粒子强度选择取决于
which mode you're in Sofia in mesh mode which is the default select the repro 您在网格模式下处于索非亚的哪种模式，这是默认设置，请选择repro
mesh select it in the viewport and then go edit duplicate special and then we're 网格在视口中选择它，然后编辑特殊副本，然后我们
going to go to the option box here I'm going to go reset just to get everything 转到这里的选项框，我将重置以获取所有信息
back to the beginning and then I'm going to click duplicate input graph and then 回到开头，然后单击重复的输入图，然后
hit duplicate special and this is coated as a second mash Network which is 击中重复的特殊内容，并将其作为第二个mash网络覆盖
exactly the same as the first however on the second mash network I'm going to 与第一个完全相同，但是在第二个mash网络中
make the sphere bigger you see the biggest fear and then what I'm going to 扩大范围，您会看到最大的恐惧，然后我要做什么
do is I'm going to change the on the distribute node on the grid here I'm 我要做的是在这里更改网格上的分发节点
going to change the number of the grid X from 12 I'm going to change to 2 so we 要将网格X的数量从12更改为2，所以我们
only have two and we have two steps our x axis you can see the big sur the big 只有两个，我们有两个步骤，我们的x轴可以看到大的
spheres here going to increase the distance so these kind of sit outside 这里的球体会增加距离，所以坐在外面
our main army and 我们的主要军队
bit of DNA I think I need a coffee and then so this done and what I'm going to 一点DNA，我想我需要一杯咖啡，然后就完成了，我打算
do is I'm going to add what I'm going to do is I'm going to add a transform node 要做的就是我要添加的东西要做的就是我要添加变换的节点
so I'm gonna add a transform node to to our first mash Network and then I'm 所以我要添加一个转换节点到我们的第一个混搭网络，然后
going to go I'm going to right click on ctrl and alt and go create know what 我要右键单击ctrl和alt并创建要知道的内容
this is going to do is it's going to create this controller which I can then 这将要做的是创建该控制器，然后我可以
rotate so this is how I kind of animated the the DNA by doing that and so I also 旋转，这就是我通过这种方式对DNA进行动画处理的方式，所以我也
want the other mash Network to move and so in order to move much networking 希望其他mash网络移动，以便移动很多网络
after a transform those two those create transform mode but instead of creating a 转换后，这两个创建转换模式，而不是创建一个
separate controller though I get a middle Mouse drag the first control and 单独的控制器，虽然我得到了一个中间的鼠标拖动第一个控件，
all onto the second one so both are now being controlled by this control and 全部都放在第二个上，因此现在都由该控件控制，
also if I can I can just do anything and they're both moving at the same time so 如果可以的话，我也可以做任何事，而且他们都在同一时间移动，所以
yeah so that's how you can move a mash network around your scene or whatever so 是的，这就是您可以在场景中移动混搭网络的方法
that all done em now um let's a texture our spheres so just going to go right 现在已经完成了所有的工作，现在让我们为球体添加纹理，这样就可以正确进行了
click surface shader and then change that to crazy blue and but actually on 单击表面着色器，然后将其更改为疯狂的蓝色，但实际上
the first repro mesh here I'm going to use the color per vertex game and so 这里的第一个repro网格我将使用每个顶点游戏的颜色，所以
let's go into the repro node for this network go click vertex then I'm going 让我们进入该网络的repro节点，单击“顶点”，然后开始
to go to the color node ten colors on then we're going to select the mesh and 进入颜色节点上的十种颜色，然后我们选择网格
go display called a touch of you here which shows us our M choses our textures 在这里显示一个称为“触摸您”的显示，向我们展示了我们的M选择了我们的纹理
no it doesn't why think what's going on if I just let this 不，这不是为什么我想让我想怎么回事
then go into it's just subject display and you know there was it was it was 然后进入主题显示，你知道那是
much better display display color so it's on and cure but they've liked the 更好的显示颜色，因此可以打开并固化，但是他们喜欢
answer David over there I don't know um if I give this for if I send it back to 在那儿回答大卫我不知道我是否会把它寄回给我
the default material what happened then yes so sending it back to the default 默认材料发生了什么，然后是，所以将其发送回默认材料
material appears to have made the cover vertex work well we've both learned 我们都已经了解到，材料似乎使覆盖顶点运作良好
something there um so that done let's go back into the color node sorry about 嗯，所以让我们回到颜色节点，抱歉
that everyone and guess I've still got stuff to learn as well um and let's just 每个人都猜我还有很多东西要学习，嗯，让我们
add a shade it and then I think what I added is just for giggles I added a 添加阴影，然后我想我添加的只是傻笑我添加了一个
Mandelbrot 3d texture actually because you know why why not Mandelbrot 3d纹理实际上是因为您知道为什么不这样做
so I'm going to scale this up and then I think I put it into the middle of the 所以我要扩大规模，然后我认为我将其放入
into the DNA strand here and then I went the Mandelbrot and then I just I think I 进入DNA链，然后进入Mandelbrot，然后我只是想
just changed things and then went the settings 刚刚更改了内容，然后进行了设置
yep so there you go and that net when I would because this is a 3d texture when 是的，所以你去了那个网，因为我是3D纹理，
the when you rotate through it and these things change so you can get some cool 当你旋转它时，这些东西改变了，所以你可以得到一些酷
effects I think I've probably gone too crazy with the with the shader mashing 我认为着色器混搭的效果可能太疯狂了
there or bashing I should say and but yeah that's that's kind of how I created 我应该说在那里或扑打，但是是的，那就是我创造的方式
the created the same effect and again because we're using color per vertex we 创建了相同的效果，再次是因为我们在每个顶点使用颜色，
can't export this to a Latin but Alembic we have to add it because we're using 不能将其导出为拉丁文，但Alembic我们必须添加它，因为我们正在使用
animating color vertex we have to use it and put this into our mush into our 为颜色顶点设置动画，我们必须使用它并将其放入我们的糊中
final scene as a as a reference and so yeah there you go 最后一幕作为参考，是的，你去了
so pretty cool and like I said I have overcooked the the mother the Mandelbrot 太酷了，就像我说的那样，我把母亲Mandelbrot煮熟了
texture there but um but anyway is still pretty cool just I like it just because 那里的纹理，但是嗯，但无论如何还是很酷，只是我喜欢它，只是因为
it's M has in crazy fun things going on here look at that anyway yeah so yeah M 这是M疯狂有趣的事情，无论如何，都是这样看，是的，M
have fun and yes on to the next her in typical me fashion we're going to 玩得开心，是的，以典型的我的方式嫁给下一个她，我们要
sprint to the finish line by M just to show you everything else that's in that M冲刺到终点线只是为了向您展示其中的所有其他内容
hood because it's just is all so simple so we have this background grid which is 引擎盖，因为它是如此简单，所以我们有这个背景网格
literally I'm not actually don't think I'm going to show you how to make this 从字面上看，我并不是真的不认为我会向您展示如何做到这一点
background grid because it's so sell as binary it's just a key and then with a 背景网格，因为它以二进制形式出售，所以它只是一个键，然后加上
grid distribution that is it so and that done mmm 如此做并完成mmm的网格分布
I will show you this bit here and then I will show you well this is just Lotus 我会在这里向您展示一下，然后我会很好地展示给您，这就是Lotus
circles with noise on it again so I don't want to bore you with that but 再次在上面打圈，所以我不想让您感到厌烦，但是
I'll show you the join the dots thing this signal thing here and yes oh yeah 我将在这里向您展示加入点的东西，这表示信号，是的，是的，是的
I'll show you this and these kind of moving rectangles so let's do that and 我将向您展示这些以及这些移动矩形，让我们开始吧，
I'm just gonna make these it kind of long and I mean slicing okay right so 我要把它们弄长些，我的意思是切片好吧，所以
create mush network and create lots of these objects and then I go to to the 创建糊状网络并创建许多此类对象，然后转到
distribution down to 0 and I'm going to add a noise and no to the position 分布降低到0，我将在位置上添加噪点而不是
channel and then I'm going to change the amplitude X to something like 40 and 通道，然后我将幅度X更改为40和
then the Y and set to zero and then when I hit play you see these things just 然后将Y设为零，然后当我点击播放时，您会看到这些东西
moving along the line like that which is pretty much what we have in the final 沿着这条线前进，这几乎是我们最终的比赛路线
animation and maybe maybe that frequency is lower but then the other thing that 动画，也许频率较低，但另一件事是
we have is some noise on the scale so if I just change the gain why instead scale 我们在音阶上有些噪音，所以如果我只是改变增益，为什么要改音阶
to zero and just press play here you see that we've got changing thicknesses on 归零，然后按一下此处的播放，您会发现我们在改变厚度
the on the scale of the objects here so maybe the original plugin want to be 在这里对象的规模，所以也许原来的插件想要
slightly thin or something like that but yeah there you go so that's basically 有点薄或类似的东西，但是是的，你去了，所以基本上
how we made that how I made that element and next up I show you the signal II 我们如何制作该元素以及如何制作该元素，接下来我向您展示信号II
kind of zigzag line type of things which is really easy so I'm just going to hide 之字形线型的东西，这真的很容易，所以我要隐藏
that repro mesh and there watching are just done you see why not 那个复制网，在那里看着就完成了，你明白为什么不
um so do this I'm really dead simple just create mash Network in fact you 嗯，这样做我真的很简单，只要创建mash Network，实际上你
could actually create a motion it with nothing selected but 实际上可以创建一个动作，但没有选择
kind of easy to see what's going on but you've got something selected and then I 很容易看到正在发生的事情，但是您已经选择了一些东西，然后我
created just a linear distribution with lots of points and then added a noise 创建具有很多点的线性分布，然后添加噪声
shader to the position channel with only Y noise like that so I just shoot 仅将Y噪声着色器放置到位置通道，所以我只是拍摄
slightly and then while I hit play you get this change the frequency to get 稍有一点，然后当我打游戏时，您会得到改变频率
something at it no easier something like that okay and then you just add a trails 像这样的事情变得简单，然后添加一条小径
node so we had two trails node and do join the dots is the method so our trail 节点，所以我们有两个路径节点，并加入点是方法，所以我们的路径
has appeared there it is side side on I think what we need to do is go to just 已经出现了，我认为我们需要做的只是
this taper curve which you can great stuff like that and then it's still 这样的锥度曲线，您可以像这样很棒的东西，然后它仍然
facing the wrong way so we need to play with our up vector do I want it face 面对错误的方式，所以我们需要使用向上向量进行操作吗？
said I do think there you go so and then when I press play you got the kind of 说我确实认为你去了那里，然后当我按下播放键时，你得到了那种
this thing animating and then obviously you can get rid of the cubes if you want 这东西动起来了，然后很明显，如果你想要的话，你可以摆脱魔方
to just by either removing them for the repro node or just hiding the repro node 只需通过为repro节点删除它们或仅隐藏repro节点
there you go that's how I made those elements and then just variations on the 在那里，您就是我制作这些元素的方式，然后只是
number of points the frequency of the noise and all that kind of thing um 点数噪声的频率以及所有类似的东西
actually it's probably worth mentioning a little trick there is within with the 实际上，可能值得一提的是
noise shader here in that for one of these I wanted to really kind of I 噪声着色器在这里，对于其中之一，我真的想
wanted really low frequency noise which actually is impossible to get without 想要真正的低频噪声，如果没有这种噪声实际上是不可能获得的
reducing the step so I wanted to reduce the step and have this low frequency so 减少步长，所以我想减少步长，使低频
or something like this that's right there's something like this and then 或类似这样的事情，然后有这样的事情，然后
have it when I press play this is going really really slowly and there's no way 当我按下播放键时，它真的非常缓慢，而且没有办法
to speed this up really and because as soon as you increase the frequency 确实加快了速度，因为一旦您增加频率
you're going to get something noisier and and maybe I don't want to have like 你会得到一些嘈杂的东西，也许我不想
maybe I don't want the to have this kind of effects basically I like the look of 也许我不希望这样的效果基本上我喜欢
this I just wanted it to be faster and the way that you would do that remember 我只是想让它更快，并且您要记住的方式
you can add more points to get smooth something smoother so if I add more 您可以添加更多点以使某些内容更平滑，如果我添加更多
points in here and then just just reduce the frequency even more 指向此处，然后只是将频率降低得更多
so I like the look of this but I just wanted to move faster what you can do is 所以我喜欢这种外观，但我只是想更快地移动
disconnect time here and set a keyframe of say zero there and then set a 在此处断开时间并在其中设置一个关键帧，例如说零，然后设置一个
keyframe of say a thousand here so you can actually keyframe time so you can 这里说一千个关键帧，所以您实际上可以关键帧时间，这样您就可以
speed things up that way then when I press play I've got something moving 以这种方式加快速度，然后当我按播放时，我有一些动作
faster course I can actually just times up by ten to get something okay that was 更快的课程我实际上可以快十倍来得到可以
just too much way too much okay so there you go so that's that's kind of how I 太多了太多没关系，所以你去了，那就是我的方式
did if one of the other elements so worth showing um so there's one more tip 如果其他元素之一非常值得展示，那么还有另外一个提示吗
trick kind of thing to show you and which is actually not related to the 欺骗性的东西给你看，实际上与
hood at all but it's kind of cool and that's going to be looping looping this 引擎盖，但它很酷，这将循环循环
noise so the way that we we do that in mash there are two ways to loop noise so 噪声，所以我们在mash中执行此操作的方式有两种循环噪声的方法
if I just create a mash Network and I had a noise know to position channel I'm 如果我只是创建一个混搭网络，但我有噪声知道如何定位频道，
just going to whack up the amplitudes here and we have a noise type called 只是要在这里重振振幅，我们有一种噪声类型称为
looping mode leaping so the loop-the-loop times the number of like 循环模式飞跃，因此循环次数乘以
well how long it is before the loop starts again is set in this sem rollout 在此sem卷展栏中设置了循环再次开始之前需要多长时间
here the purlins loop settings and by default it's set to the same length as 这里是the条循环设置，默认情况下，它的设置长度与
the default Maya scene length which is hundred twenty frames so if I just play 默认的Maya场景长度是一百二十帧，所以如果我只是玩
through this you'll see that our loop is seamless so is our time goes back to the 通过此操作，您将看到我们的循环是无缝的，因此我们的时间回到了
beginning we have like beeping noise which is great okay so that's one way to 开始的时候，我们喜欢发出蜂鸣声，这很好，所以这是
do blooping noise in mash the other way is pretty cool 用另一种方法来消除混搭中的噪音很酷
just because you get access to different noise types that can all be looping so 只是因为您可以访问所有可能不断循环的不同噪声类型，所以
let's create a mash Network and if we add a offset node instead of a noise 让我们创建一个混搭网络，如果我们添加一个偏移节点而不是一个噪声
note so I'm just going to add offset to position and I'm going to put 10 in here 注意，所以我只想在位置上添加偏移量，然后在这里放置10
and then what you can do is with a strength map alright let's add our old 然后您可以做的是使用强度图，让我们添加旧的
friend volume noise I'm going to scale this up a lot and then going to move it 朋友的音量杂音我要把它放大很多然后移动
away from the center so I'm going to move that away from the center and then 远离中心，所以我将其移离中心，然后
I'm going to go back into the noise settings and just turn it to frequency 我将回到噪声设置，然后将其转换为频率
for the frequency constantly really low so that it's not not going to be 因为频率一直很低，所以不会
too noisy then I'm going to group this projection texture so about the 太吵了，那么我将对这个投影纹理进行分组，以便
projection dictionary here they place 3d texture mode and I'm going to group 他们在这里放置3d纹理模式的投影字典，我要分组
it and I'm just going to call this projection rotator then what I can do is 它，我将要称为此投影旋转器，那么我能做的是
I can rotate this right so I can't just rotate it where it is I need to move it 我可以向右旋转，所以我不能仅将其旋转到需要移动的地方
away from the world center so I'm going to move it off the support center and 远离世界中心，所以我将其移离支持中心，
then I can just set two keyframes so I'm going to set a keyframe at frame I'm 然后我可以只设置两个关键帧，所以我要在
going to set a keyframe at frame one and then on frame 121 I'm going sir keyframe 要在第一帧设置一个关键帧，然后在第121帧，我要设置先生关键帧
360 degrees so it ends up back where it started so notice that was on 421 then 360度，所以它返回到起点，因此请注意那是421
I'm going to change my time my the end of my playback range 220 right then I'm 我要更改我的时间，直到播放范围220结束，然后
going to press play and you'll see that our noise is looping I'm probably I 按下播放键，您会看到我们的声音在循环，我可能是
could probably do with scaling this up even more listed yeah see it isn't yes 可能可以将其扩展到更多列出的内容，是的，不是吗
you can tell it sleeping but that's really kind of what goes on behind the 您可以告诉它处于睡眠状态，但这实际上是
scenes when we do the looping noise inside the noise node it's effectively 场景，当我们在噪声节点内进行循环噪声时，它是有效的
the same kind of thing so yeah there you go 同样的事情，是的，你去那里
and that's how you can do a looping noise without the moyshe de and of 这样便可以在没有moyshe de和的情况下发出循环噪音
course you have the advantage of being able to use the different types of noise 当然，您的优势在于能够使用不同类型的噪音
on the on the that you get with the noise shaders so um yeah 在噪点着色器上得到的，所以嗯
and that is that and I think that's the end of the HUD tutorial so I think I've 就是这样，我认为这是HUD教程的结尾，所以我认为
just run over about half now but um yeah so you can see how you can create all 现在只运行了大约一半，但是嗯，所以您可以看到如何创建所有
sorts of cool and fun and interesting effects very very quickly I hope you 希望您很快就能获得各种酷炫，有趣和有趣的效果
found that useful 发现有用