﻿1
00:00:00,367 --> 00:00:00,968
Hey, everyone.

2
00:00:00,968 --> 00:00:02,270
And welcome back.

3
00:00:02,270 --> 00:00:06,310
This part I didn't add into the intro,
but I think it will definitely be useful

4
00:00:06,310 --> 00:00:10,617
for us to do and just to help
bring some more life to the scene as well.

5
00:00:10,617 --> 00:00:13,622
And that's
we can add in some falling leaves.

6
00:00:14,023 --> 00:00:17,495
And I think that will be useful
to add in some directionality

7
00:00:17,495 --> 00:00:19,666
and have them going in the same direction
as these

8
00:00:19,666 --> 00:00:21,636
these clouds
that we've got going on in the background.

9
00:00:23,138 --> 00:00:24,106
I think they'll be good for.

10
00:00:24,106 --> 00:00:27,111
Yeah, just adding some
some extra life to the scene.

11
00:00:27,646 --> 00:00:30,183
So what we're going to do first
is we're just going

12
00:00:30,183 --> 00:00:33,221
to find one of these trees,
whichever one you want.

13
00:00:33,221 --> 00:00:34,090
Really.

14
00:00:34,090 --> 00:00:38,964
We can't click on them
because they are in the landscape tool.

15
00:00:39,432 --> 00:00:43,071
So what we need to do is just go over to
our content browser and just type in tree.

16
00:00:43,272 --> 00:00:44,507
Hopefully they're cool tree.

17
00:00:44,507 --> 00:00:47,278
Maybe they're not called tree.

18
00:00:47,278 --> 00:00:48,380
They're not called tree.

19
00:00:48,380 --> 00:00:51,986
I think they're called like spruce
or something. Yes.

20
00:00:53,155 --> 00:00:53,889
Okay.

21
00:00:53,889 --> 00:00:57,362
So all we're trying to do here
is just grab the material

22
00:00:58,163 --> 00:01:01,168
from one of these
so you can double click on any of them.

23
00:01:01,702 --> 00:01:05,675
So we've got this one here
and then find the material for the leaf.

24
00:01:05,675 --> 00:01:08,647
So if you click either double click
on the material or click that spyglass.

25
00:01:10,216 --> 00:01:10,951
Okay,

26
00:01:10,951 --> 00:01:13,956
this has got some information on it
we can use.

27
00:01:14,290 --> 00:01:16,994
So we could probably steal

28
00:01:16,994 --> 00:01:20,767
one of these little ones over here, map

29
00:01:20,767 --> 00:01:25,141
to one of those and then have that falling
and maybe do another one as well.

30
00:01:25,141 --> 00:01:26,944
We'll find another spot
in there somewhere.

31
00:01:26,944 --> 00:01:29,215
So if you just browse to that material.

32
00:01:29,215 --> 00:01:31,819
Sorry. No. Don't press that material.

33
00:01:31,819 --> 00:01:34,357
Find the texture.

34
00:01:34,357 --> 00:01:35,826
Okay, so the textures aren't in here.

35
00:01:35,826 --> 00:01:37,595
It's in the parent material, I presume.

36
00:01:37,595 --> 00:01:41,068
So you can also double click on that one,
scroll down

37
00:01:41,669 --> 00:01:44,674
and find the parent for that one.

38
00:01:45,141 --> 00:01:48,146
Maybe we'll get there someday soon.

39
00:01:51,418 --> 00:01:54,423
If we go up to the base color.

40
00:01:56,794 --> 00:01:59,765
Where are the leaves?

41
00:02:03,906 --> 00:02:04,640
Where are you?

42
00:02:04,640 --> 00:02:07,645
Leaf?

43
00:02:07,712 --> 00:02:09,816
I think if it
takes us too long to find it,

44
00:02:10,784 --> 00:02:12,420
let's just navigate to one of these.

45
00:02:12,420 --> 00:02:13,856
So just click on it.

46
00:02:13,856 --> 00:02:15,091
And then over here on the left.

47
00:02:15,091 --> 00:02:17,395
Hit that browse button.

48
00:02:17,395 --> 00:02:20,400
Okay, then go to textures.

49
00:02:20,700 --> 00:02:23,705
And then if we just add a little filter

50
00:02:24,406 --> 00:02:27,411
for textures, if we can find it somewhere.

51
00:02:27,946 --> 00:02:29,114
Texture.

52
00:02:29,114 --> 00:02:30,817
there was already one in there.

53
00:02:30,817 --> 00:02:32,687
And now I've made it go away.

54
00:02:32,687 --> 00:02:33,822
Sweet.

55
00:02:33,822 --> 00:02:36,827
Okay, let's have a scroll through here.

56
00:02:38,497 --> 00:02:41,502
See if there's anything in a leaf
we can use.

57
00:02:41,936 --> 00:02:44,239
Yep. There's one small one there.
And then.

58
00:02:44,239 --> 00:02:46,777
Yeah,
let's get one of these pine cones as well.

59
00:02:46,777 --> 00:02:49,081
That might be cool.

60
00:02:49,081 --> 00:02:51,485
Just for some difference in color
between the two.

61
00:02:51,485 --> 00:02:52,053
Maybe.

62
00:02:52,053 --> 00:02:55,058
Or maybe one of these larger ones
and that leaf.

63
00:02:55,458 --> 00:02:55,992
That's fine.

64
00:02:55,992 --> 00:02:59,498
Okay, so what we need to do
to get this texture out of the engine,

65
00:02:59,765 --> 00:03:02,503
we just need to right
click it, go to asset actions

66
00:03:02,503 --> 00:03:06,276
and then export and then decide
where it is you want to export it to.

67
00:03:06,343 --> 00:03:11,485
I'm going to go onto my desktop
and then throw it into Part six resources

68
00:03:12,219 --> 00:03:15,224
and then just call it leaf zero one,
save it there,

69
00:03:15,792 --> 00:03:20,567
and then it should export it out
at the highest resolution, which is four.

70
00:03:20,567 --> 00:03:20,834
Okay,

71
00:03:21,835 --> 00:03:23,772
So what we should have now

72
00:03:23,772 --> 00:03:28,313
is a 4K texture and what we're going to do
is move over to my R

73
00:03:28,313 --> 00:03:30,750
or whatever modeling program
it is that you're using,

74
00:03:30,750 --> 00:03:35,926
and we're going to map the texture
to a piece of geometry,

75
00:03:35,926 --> 00:03:39,097
just like a little plane that then
we're going to have kind of float around

76
00:03:39,365 --> 00:03:42,336
and we can give the plane a bit of a curve
so that we can

77
00:03:42,336 --> 00:03:44,774
when you see it falling,
it has a bit of shape to it.

78
00:03:44,774 --> 00:03:49,148
So we'll do that if everyone can move over
to your modeling program,

79
00:03:49,148 --> 00:03:52,119
we'll carry on from there.

80
00:03:53,021 --> 00:03:53,655
Okay, great.

81
00:03:53,655 --> 00:03:57,127
So now we're in my app or whichever
modeling program you're using,

82
00:03:57,595 --> 00:04:00,633
just create a plane and let's

83
00:04:01,201 --> 00:04:06,109
change the subdivisions to just one in the
middle and let's go for two

84
00:04:07,478 --> 00:04:10,483
to probably be enough.

85
00:04:11,585 --> 00:04:13,421
Maybe three, three be enough.

86
00:04:13,421 --> 00:04:15,024
Okay, perfect.

87
00:04:15,024 --> 00:04:16,326
So this is going to be our leaf.

88
00:04:16,326 --> 00:04:17,795
You can scale it in that way.

89
00:04:17,795 --> 00:04:20,767
And all we're going to do is

90
00:04:21,802 --> 00:04:25,041
to take out our middle one
and let's just have it like this.

91
00:04:25,541 --> 00:04:29,448
So what are we going to do is select
the ends, give it a bit of a curve,

92
00:04:30,416 --> 00:04:33,421
and give the whole thing
observer that angle as well.

93
00:04:33,955 --> 00:04:35,558
And that should be enough.

94
00:04:35,558 --> 00:04:38,730
So let's map our material to our texture,
to it,

95
00:04:39,565 --> 00:04:42,570
create a new material,

96
00:04:42,970 --> 00:04:46,977
find our material should be in to do

97
00:04:47,678 --> 00:04:50,650
too many folders on my desktop.

98
00:04:51,885 --> 00:04:54,890
Part six resources and then leaf.

99
00:04:56,293 --> 00:04:59,298
And then it would help
if we could view the material.

100
00:04:59,465 --> 00:04:59,899
Amazing.

101
00:04:59,899 --> 00:05:04,239
So let's make two of these duplicate
that one and control DX If you're in Maya

102
00:05:05,808 --> 00:05:07,678
and then

103
00:05:07,678 --> 00:05:10,616
let's turn on the image
so that you can see it.

104
00:05:10,616 --> 00:05:12,987
So that's just image
and then display or six.

105
00:05:12,987 --> 00:05:15,825
Is that hockey for that?

106
00:05:15,825 --> 00:05:18,830
And let's just map

107
00:05:19,631 --> 00:05:21,935
this material, this texture as you be

108
00:05:21,935 --> 00:05:24,907
sorry to this texture,

109
00:05:27,578 --> 00:05:29,147
and then we should have a nice leaf mesh

110
00:05:29,147 --> 00:05:33,287
that we can use in a particle system.

111
00:05:35,825 --> 00:05:37,828
So how does that look?

112
00:05:37,828 --> 00:05:40,132
That looks pretty good for that one.

113
00:05:40,132 --> 00:05:41,735
Let's grab another one.

114
00:05:41,735 --> 00:05:44,707
So do exactly the same thing.

115
00:05:46,109 --> 00:05:47,945
I think it would be nice

116
00:05:47,945 --> 00:05:50,917
to let's map this one over here

117
00:05:55,491 --> 00:05:58,496
just so we have one
with a bit of a different shape

118
00:05:59,064 --> 00:06:02,069
to it,

119
00:06:06,242 --> 00:06:09,915
and then we can just increase
the size of that.

120
00:06:09,915 --> 00:06:11,752
There.

121
00:06:11,752 --> 00:06:12,286
So there we go.

122
00:06:12,286 --> 00:06:15,291
We've got two leaves and that one
slightly bigger than the other one.

123
00:06:15,424 --> 00:06:17,127
Put them both at zero.

124
00:06:18,262 --> 00:06:20,166
Perfect.

125
00:06:20,166 --> 00:06:21,835
And then all we're going to do is freeze

126
00:06:21,835 --> 00:06:24,840
the transformers on those and export them.

127
00:06:25,842 --> 00:06:28,413
So we call the first one

128
00:06:28,413 --> 00:06:31,418
leaf all in

129
00:06:31,818 --> 00:06:35,792
the next one and call it falling

130
00:06:36,893 --> 00:06:37,795
leaf.

131
00:06:37,795 --> 00:06:40,566
You just it small

132
00:06:40,566 --> 00:06:43,104
and then let's export those and put those,

133
00:06:43,104 --> 00:06:46,109
just put them into our resources folder

134
00:06:51,451 --> 00:06:52,720
and then put the other one

135
00:06:52,720 --> 00:06:55,725
in exactly the same place.

136
00:07:00,299 --> 00:07:01,568
Great.

137
00:07:01,568 --> 00:07:03,972
Now let's import it into our seed

138
00:07:03,972 --> 00:07:06,576
and we can do that

139
00:07:06,576 --> 00:07:09,080
just by growing it.

140
00:07:09,080 --> 00:07:12,085
We find out where does this one leaf?

141
00:07:13,254 --> 00:07:14,790
We just put that into our materials, fold

142
00:07:14,790 --> 00:07:17,795
it and let's make a effects folder.

143
00:07:17,895 --> 00:07:20,399
So content

144
00:07:20,399 --> 00:07:23,404
new folder effects.

145
00:07:23,771 --> 00:07:26,676
I think we should move the clouds there.

146
00:07:26,676 --> 00:07:29,681
So if we find the cloud material,

147
00:07:30,149 --> 00:07:31,551
if you go here, these guys

148
00:07:33,087 --> 00:07:36,092
and you just click on them

149
00:07:37,394 --> 00:07:39,664
and go move here

150
00:07:39,664 --> 00:07:42,135
and then the engine will sort out
all of the redirections and stuff,

151
00:07:42,135 --> 00:07:43,037
you don't need to worry about that.

152
00:07:43,037 --> 00:07:47,010
So so the next thing we're going to want
to do is import

153
00:07:47,010 --> 00:07:50,015
on the meshes

154
00:07:50,382 --> 00:07:53,387
so only small and falling leaf large

155
00:07:53,855 --> 00:07:56,326
and we can import them into here

156
00:07:56,326 --> 00:07:59,331
into our mesh folder

157
00:08:02,402 --> 00:08:03,638
and let's just

158
00:08:03,638 --> 00:08:06,609
make sure everything's set right

159
00:08:12,619 --> 00:08:15,624
and let's create a material,

160
00:08:16,693 --> 00:08:17,461
but make sure that it's

161
00:08:17,461 --> 00:08:20,466
not finding the textures, which it did.

162
00:08:21,334 --> 00:08:22,369
Amazing.

163
00:08:22,369 --> 00:08:23,137
We don't need it to

164
00:08:23,137 --> 00:08:26,108
because they already exist somewhere,
so we can delete that one out.

165
00:08:27,444 --> 00:08:30,349
So it's not going to load
those textures twice

166
00:08:30,349 --> 00:08:33,354
than if we just opened one of them.

167
00:08:33,354 --> 00:08:35,591
This one here

168
00:08:35,591 --> 00:08:37,561
and then find what
that texture was called.

169
00:08:37,561 --> 00:08:39,765
That was leaf, I think

170
00:08:43,204 --> 00:08:45,307
you go

171
00:08:45,307 --> 00:08:48,078
track one of these in

172
00:08:48,078 --> 00:08:49,547
and then browse back to our folder

173
00:08:49,547 --> 00:08:52,552
just so that we're back with the,
with the materials for this.

174
00:08:52,886 --> 00:08:55,524
So now we've got our leaf in.

175
00:08:55,524 --> 00:08:57,928
You're going to want that in the base
color for sure.

176
00:08:57,928 --> 00:09:00,966
And then let's see how this is handling
Alpha

177
00:09:02,669 --> 00:09:05,674
and just find if we search for it again.

178
00:09:06,743 --> 00:09:10,716
I think this one is where the Alpha lives.

179
00:09:14,556 --> 00:09:14,856
Yeah.

180
00:09:14,856 --> 00:09:19,731
So it's in the our channel or the
G channel if you want a blurry vision.

181
00:09:21,067 --> 00:09:24,072
So we're going
to also need to bring in that one

182
00:09:24,239 --> 00:09:27,244
and the normal map and the same.

183
00:09:28,546 --> 00:09:31,551
So let's drag
all of those into the material.

184
00:09:31,818 --> 00:09:32,753
Have I closed it?

185
00:09:32,753 --> 00:09:35,624
I have a date,
so let's just open all of these

186
00:09:35,624 --> 00:09:38,295
by clicking on them so that we have them
in this little pop out window

187
00:09:39,798 --> 00:09:42,803
and go back over to mesh

188
00:09:43,036 --> 00:09:46,041
and open in
one will rename this afterwards.

189
00:09:48,445 --> 00:09:52,686
So we want to browse
back to those textures.

190
00:09:55,257 --> 00:09:56,425
This one, this one, this one

191
00:09:56,425 --> 00:09:59,430
and this one is what we need

192
00:10:00,699 --> 00:10:03,704
to pull them all into our material.

193
00:10:04,873 --> 00:10:06,910
Great.

194
00:10:06,910 --> 00:10:08,312
So let's start wiring these up

195
00:10:08,312 --> 00:10:11,317
base color into base color.

196
00:10:11,317 --> 00:10:14,322
The normal map into the normal map.

197
00:10:15,290 --> 00:10:18,295
And this is a AOC.

198
00:10:19,831 --> 00:10:27,243
So see, in the A mess

199
00:10:27,911 --> 00:10:30,382
and then a mask in M,

200
00:10:30,382 --> 00:10:32,152
I mean,
I would have packed these differently, but

201
00:10:32,152 --> 00:10:35,157
that's fine.

202
00:10:35,157 --> 00:10:38,162
I'm not sure what it stands for
if occlusion is in.

203
00:10:38,963 --> 00:10:41,968
well, maybe that's a party.

204
00:10:44,205 --> 00:10:46,843
Okay,

205
00:10:46,843 --> 00:10:48,345
so at least we know we have.

206
00:10:48,345 --> 00:10:51,317
And I've just closed out my amazing

207
00:10:53,788 --> 00:10:56,793
and lost all.

208
00:10:59,197 --> 00:11:00,532
Don't be like me, guys.

209
00:11:05,574 --> 00:11:08,579
Take those back in

210
00:11:09,914 --> 00:11:11,250
crates.

211
00:11:11,250 --> 00:11:14,255
So let's start
wearing these back up again.

212
00:11:14,489 --> 00:11:16,692
So a so the albedo

213
00:11:16,692 --> 00:11:21,233
or base color that went into normal
and then this is going to be our mask

214
00:11:21,934 --> 00:11:25,808
and then ambient occlusion and

215
00:11:26,976 --> 00:11:29,948
where we are for roughness
and see how that looks

216
00:11:30,616 --> 00:11:33,621
way too shiny.

217
00:11:39,797 --> 00:11:40,065
Yeah.

218
00:11:40,065 --> 00:11:43,804
I think if we break that
then let's just put a value in.

219
00:11:43,804 --> 00:11:45,974
So hold down one

220
00:11:45,974 --> 00:11:47,978
and then in our roughness,

221
00:11:47,978 --> 00:11:57,761
let's give it a 0.37.5.

222
00:12:00,699 --> 00:12:01,133
And then what

223
00:12:01,133 --> 00:12:04,138
we're going to do
is if we click anywhere in here

224
00:12:04,205 --> 00:12:08,078
and then go down to blend mode and opaque
and then just press masked

225
00:12:09,146 --> 00:12:11,049
and that will be able
to mask the material out.

226
00:12:11,049 --> 00:12:14,054
And what channel was

227
00:12:14,388 --> 00:12:15,958
mask on?

228
00:12:15,958 --> 00:12:17,327
so we'll try both our and G.

229
00:12:19,831 --> 00:12:21,367
G sometimes might be better

230
00:12:21,367 --> 00:12:24,639
if we're using low resolution
so that it blows out a little bit

231
00:12:24,639 --> 00:12:26,575
and you don't get like really harsh
jagged edges.

232
00:12:26,575 --> 00:12:29,580
But we'll see.

233
00:12:31,116 --> 00:12:34,088
So that looks like it will be good enough.

234
00:12:34,088 --> 00:12:37,093
So we'll look at G

235
00:12:37,660 --> 00:12:40,699
now, which is rubbish on a mask
because it doesn't accept correct value.

236
00:12:40,699 --> 00:12:41,700
Sorry, I forgot that.

237
00:12:41,700 --> 00:12:44,705
So we'll need to use our

238
00:12:45,006 --> 00:12:48,011
and then save that

239
00:12:48,846 --> 00:12:50,014
perfecto.

240
00:12:50,014 --> 00:12:50,315
Okay.

241
00:12:50,315 --> 00:12:54,188
We can close that now and just
go back to mesh and that's rename this

242
00:12:55,290 --> 00:12:56,993
playing relief.

243
00:12:56,993 --> 00:12:59,998
That's

244
00:13:00,832 --> 00:13:03,837
and we can delete the other one

245
00:13:05,607 --> 00:13:06,709
And then inside

246
00:13:06,709 --> 00:13:09,947
falling leaf and falling the falling leaf
large and falling leaf small.

247
00:13:10,649 --> 00:13:13,353
Let's just put our material

248
00:13:13,353 --> 00:13:17,126
zoom into the leaf
so you can see it is it's very small.

249
00:13:17,159 --> 00:13:21,333
We might need to scale this
up later, but there we go.

250
00:13:22,735 --> 00:13:23,403
Let's just have a look.

251
00:13:23,403 --> 00:13:26,408
Actually,
is it going to be insanely small?

252
00:13:28,912 --> 00:13:31,049
It is indeed.

253
00:13:31,049 --> 00:13:36,759
So let's go back to my

254
00:13:37,961 --> 00:13:39,897
and then scale these up by,

255
00:13:39,897 --> 00:13:42,902
let's say ten times and

256
00:13:45,774 --> 00:13:48,779
where's my panel gone?

257
00:13:52,084 --> 00:13:52,986
Let's just do it here.

258
00:13:52,986 --> 00:13:55,957
That's fine.

259
00:14:00,164 --> 00:14:03,169
And it's too soon for the other one.

260
00:14:08,578 --> 00:14:11,583
These are transforms
and export them again.

261
00:14:12,452 --> 00:14:15,457
Sorry, one at a time,

262
00:14:18,428 --> 00:14:21,400
and then the other one

263
00:14:21,867 --> 00:14:22,435
falling leaf.

264
00:14:22,435 --> 00:14:24,505
Large

265
00:14:24,505 --> 00:14:27,677
crates now back in
engine re-import those two.

266
00:14:27,677 --> 00:14:30,682
So you just select them, right
click them, re-import,

267
00:14:32,084 --> 00:14:35,089
that's a bit better.

268
00:14:37,360 --> 00:14:40,365
Still going to be a little bit small.

269
00:14:42,067 --> 00:14:43,570
Might look fine when they're falling.

270
00:14:43,570 --> 00:14:45,306
No, let's go for another ten.

271
00:14:45,306 --> 00:14:48,311
So I mean, we could have done it by 100.

272
00:14:52,184 --> 00:14:54,789
That's to leave those

273
00:14:54,789 --> 00:14:56,191
and go up and send

274
00:15:19,864 --> 00:15:20,966
sweet.

275
00:15:20,966 --> 00:15:23,971
So let's re-import those again.

276
00:15:24,939 --> 00:15:27,276
Are we looking now.

277
00:15:27,276 --> 00:15:30,281
Super huge

278
00:15:30,448 --> 00:15:33,453
but closer to what we see

279
00:15:33,987 --> 00:15:36,124
on the tree,

280
00:15:36,124 --> 00:15:37,059
which is fine.

281
00:15:37,059 --> 00:15:39,797
You tweak that down a little bit
once we get them into the M,

282
00:15:39,797 --> 00:15:42,101
once we get them into the emitter.
So that's cool.

283
00:15:42,101 --> 00:15:43,637
At least they kind of match the tree now.

284
00:15:43,637 --> 00:15:46,775
But I think it's going to look a bit
mental, having huge branches

285
00:15:46,775 --> 00:15:49,747
falling through the sky.

286
00:15:50,147 --> 00:15:51,349
So now we've done that.

287
00:15:51,349 --> 00:15:54,688
What we need to do
is start to set up a particle system

288
00:15:58,094 --> 00:15:59,596
and to do that,

289
00:15:59,596 --> 00:16:02,601
basically what we need to do is

290
00:16:03,202 --> 00:16:06,608
just create a new Niagara system.

291
00:16:07,042 --> 00:16:10,548
And basically all you do to do
that is if we go into our effects folder

292
00:16:10,548 --> 00:16:15,924
and right click and then go to Effects
and then go to Niagara system here

293
00:16:16,925 --> 00:16:18,027
we can just use

294
00:16:18,027 --> 00:16:22,167
a new system from selected admins.

295
00:16:22,167 --> 00:16:24,805
So you can choose a mix of emitters

296
00:16:24,805 --> 00:16:28,745
and templates, or you can do a new system
from a template copy

297
00:16:28,745 --> 00:16:31,750
existing system that you really set up
or create a completely empty one.

298
00:16:31,884 --> 00:16:34,889
So for this, what we're going to do
is just do new system from a template

299
00:16:36,024 --> 00:16:38,995
and it's next.

300
00:16:38,995 --> 00:16:42,301
And then I think probably

301
00:16:43,503 --> 00:16:45,573
the easiest one for us to do to use

302
00:16:45,573 --> 00:16:48,578
this from is just directional burst.

303
00:16:48,745 --> 00:16:51,750
We're just going to have them
floating down from the sky.

304
00:16:51,817 --> 00:16:54,822
So let's just do that one
and then let's call it

305
00:16:54,822 --> 00:16:58,094
falling Leaves Effects.

306
00:17:01,099 --> 00:17:02,468
So when it opens up,

307
00:17:02,468 --> 00:17:06,341
what you have is this window,
which looks exactly the same as the asset

308
00:17:06,374 --> 00:17:09,446
you are really,
except it's got some additional parts.

309
00:17:10,181 --> 00:17:11,917
You've got this workspace over here

310
00:17:12,952 --> 00:17:14,989
which has
like a it's called the System Overview.

311
00:17:14,989 --> 00:17:18,762
And then basically it looks the same
as kind of the node view of for materials

312
00:17:18,762 --> 00:17:22,501
or since the blueprint layouts
look like this as well.

313
00:17:24,538 --> 00:17:26,541
But what we'll do
is most of our work in here

314
00:17:26,541 --> 00:17:28,444
and then you have your viewer
over here to the left,

315
00:17:28,444 --> 00:17:32,585
you can move around it in the same way
that you would do the one in for the asset

316
00:17:32,585 --> 00:17:35,723
so you can move the light around
and you can also move around it

317
00:17:35,723 --> 00:17:38,628
by holding left click
and then you move the light around with L

318
00:17:38,628 --> 00:17:41,900
you have this timeline down the bottom,
which is useful that plays

319
00:17:41,900 --> 00:17:44,972
your particle system
over and over and over.

320
00:17:46,474 --> 00:17:50,448
And that's pretty much
what we'll need to use just now.

321
00:17:50,748 --> 00:17:54,187
And you can compile and save it here
and then you can also look at the

322
00:17:54,187 --> 00:17:54,888
performance of it.

323
00:17:54,888 --> 00:17:58,595
If you press performance,
it tells you here what's going on.

324
00:18:00,631 --> 00:18:02,000
So what we're going to do

325
00:18:02,000 --> 00:18:05,005
really is just start working with this

326
00:18:05,206 --> 00:18:08,745
and turning it from this into falling
leaves with some direction to them.

327
00:18:09,179 --> 00:18:10,514
So I'll walk you through that.

328
00:18:10,514 --> 00:18:14,554
And yeah, we should, we should have
something looking quite cool in the end.

329
00:18:15,022 --> 00:18:15,823
So the first things that

330
00:18:15,823 --> 00:18:18,828
we don't want to do is just delete off
this location based ribbon.

331
00:18:18,828 --> 00:18:21,700
You can see that's what's creating these,

332
00:18:21,700 --> 00:18:23,870
these like tails on the particles.

333
00:18:23,870 --> 00:18:24,938
We don't need those.

334
00:18:24,938 --> 00:18:27,776
So you can just delete those,
just delete those out.

335
00:18:27,776 --> 00:18:29,246
That's fine.

336
00:18:29,246 --> 00:18:31,716
And where we want to start

337
00:18:31,716 --> 00:18:34,721
is an emitter update.

338
00:18:37,526 --> 00:18:39,162
We can start here, I suppose.

339
00:18:39,162 --> 00:18:42,033
Yeah, let's start, let's start at the top
and then work our way downwards.

340
00:18:42,033 --> 00:18:45,473
So in here
there are all a bunch of different

341
00:18:45,473 --> 00:18:48,478
settings
or things that you can do to particles.

342
00:18:48,478 --> 00:18:51,483
You can
then also if you press the plus button,

343
00:18:51,516 --> 00:18:54,020
add things extra so you can type like wind

344
00:18:55,389 --> 00:18:57,159
and you can add in a wind force.

345
00:18:57,159 --> 00:18:59,930
There are a whole bunch of different
things that we can add in here.

346
00:18:59,930 --> 00:19:02,267
I'll not go through all of them,
but it's in similar

347
00:19:02,267 --> 00:19:06,007
in ways to the things that you can add
in blueprints or in the material system.

348
00:19:06,274 --> 00:19:08,411
There's just loads of different things
that you can put in here.

349
00:19:08,411 --> 00:19:11,750
If you press the plus button,
it will give you what things you can add.

350
00:19:11,750 --> 00:19:13,619
So you can just have a flick through these

351
00:19:13,619 --> 00:19:16,157
and see what
all of the different things do.

352
00:19:16,157 --> 00:19:19,696
They'll be in context, so you won't be
able to add things that don't work.

353
00:19:19,696 --> 00:19:23,169
So the stuff that you can add to spawn,
you can see that list has gotten smaller

354
00:19:23,502 --> 00:19:26,207
to the list that I can add here.

355
00:19:26,207 --> 00:19:28,077
So these will all do something.

356
00:19:29,179 --> 00:19:29,513
Some of

357
00:19:29,513 --> 00:19:33,352
them play audio, things like that
so you can have a flick through those.

358
00:19:33,352 --> 00:19:36,758
What I'll do is just to stop it
from becoming too complex too quickly.

359
00:19:37,259 --> 00:19:41,065
I'll work through what it is
that we need to do to get the result

360
00:19:41,332 --> 00:19:45,673
and then hopefully you'll pick up
kind of what you can do from there.

361
00:19:45,673 --> 00:19:50,314
And then if you'd like to create
different systems, then go on from there.

362
00:19:50,314 --> 00:19:53,285
But you should gain a base understanding
of kind of what's going on here.

363
00:19:53,419 --> 00:19:56,357
It is all named for you,
which is the best thing.

364
00:19:56,357 --> 00:19:58,060
So this all make sense to some degree.

365
00:19:58,060 --> 00:20:00,765
There are some things in here
that baffle me.

366
00:20:00,765 --> 00:20:03,669
Unless you're an artist,
I imagine they will do,

367
00:20:03,669 --> 00:20:06,574
but it's fairly simple to try and work out

368
00:20:06,574 --> 00:20:10,113
and get something going, which is what
I did here to make the system work.

369
00:20:10,113 --> 00:20:12,584
So yeah, let's start off at Mr.

370
00:20:12,584 --> 00:20:15,589
Update and we want the loop

371
00:20:15,589 --> 00:20:18,694
behavior to be infinite
so that it just keeps going forever.

372
00:20:18,694 --> 00:20:19,997
And it doesn't just happen once,

373
00:20:21,032 --> 00:20:21,566
which is what we

374
00:20:21,566 --> 00:20:24,571
want, and then set the loop duration.

375
00:20:24,571 --> 00:20:27,576
So this is a duration of the lifecycle.

376
00:20:27,876 --> 00:20:29,446
So how long?

377
00:20:29,446 --> 00:20:33,719
So this is going like 1111.

378
00:20:34,354 --> 00:20:37,325
So if we set this to two,

379
00:20:37,826 --> 00:20:42,434
one and two on and to set fires off

380
00:20:43,569 --> 00:20:45,572
every that amount of seconds.

381
00:20:45,572 --> 00:20:47,976
So I think we're right
at leaving it for two.

382
00:20:47,976 --> 00:20:50,748
And then the spawn count,

383
00:20:50,748 --> 00:20:53,218
sorry, not the spawn count,

384
00:20:53,218 --> 00:20:56,223
let's go for,

385
00:21:02,668 --> 00:21:05,606
let's go for,

386
00:21:05,606 --> 00:21:07,509
let's go for a number like.

387
00:21:07,509 --> 00:21:08,611
Yeah.

388
00:21:08,611 --> 00:21:11,616
Well you can see if you put in 100
and it's going to spawn

389
00:21:12,284 --> 00:21:15,289
100 of them,
you put in one, it's going to shoot one.

390
00:21:15,622 --> 00:21:18,394
So let's put in

391
00:21:18,394 --> 00:21:21,432
24 now and see how that goes.

392
00:21:21,432 --> 00:21:24,437
We could add in more later, That's fine.

393
00:21:24,571 --> 00:21:26,574
So after that,

394
00:21:28,344 --> 00:21:30,447
the rest of this is not super necessary.

395
00:21:30,447 --> 00:21:33,452
Let's move down to particles four.

396
00:21:33,853 --> 00:21:36,758
So in here,
this is the lifetime in the lifetime,

397
00:21:36,758 --> 00:21:39,763
max, of the of the particles.

398
00:21:39,763 --> 00:21:41,265
And that set randomly.

399
00:21:41,265 --> 00:21:42,634
So we can set two numbers.

400
00:21:42,634 --> 00:21:46,808
You can put like ten and 15,
and those particles will last

401
00:21:46,808 --> 00:21:51,315
for 10 seconds and a minimum of 10 seconds
and a maximum of ten of 15 seconds.

402
00:21:51,983 --> 00:21:55,956
And that's useful
because our leads are going

403
00:21:55,956 --> 00:21:59,896
to kind of float around through the air
and down towards the ground.

404
00:21:59,896 --> 00:22:00,564
So we'll need them

405
00:22:00,564 --> 00:22:04,571
to have an amount of time on their life
that's bigger than what was there.

406
00:22:04,571 --> 00:22:07,576
Otherwise they'll just disappear as
they're kind of floating through the air,

407
00:22:07,709 --> 00:22:10,714
which is not what you want.

408
00:22:11,515 --> 00:22:13,485
And then after that,

409
00:22:15,322 --> 00:22:17,258
let's just have a scroll down through here

410
00:22:17,258 --> 00:22:20,263
and see what we need to set next.

411
00:22:22,567 --> 00:22:24,337
What do we need to set next?

412
00:22:24,337 --> 00:22:27,475
Okay, so we need to add a few things here.

413
00:22:27,943 --> 00:22:31,616
What we want to do
is delete the add velocity in code.

414
00:22:31,649 --> 00:22:34,654
Let's keep initialize particle
because we need that one.

415
00:22:35,656 --> 00:22:38,995
And then let's add in add velocity.

416
00:22:40,063 --> 00:22:43,068
We don't need to add velocity and current,
so we add velocity and

417
00:22:43,168 --> 00:22:45,739
and this is going to add our velocity.

418
00:22:45,739 --> 00:22:49,078
And then over here
in this little chain bit,

419
00:22:49,445 --> 00:22:52,417
click that and then you want to just type

420
00:22:53,485 --> 00:22:55,188
random range vector

421
00:22:55,188 --> 00:22:57,959
and then this will give us a minimum
and maximum so that we can find

422
00:22:57,959 --> 00:23:01,165
a random range in between these values
and then add that to it.

423
00:23:02,934 --> 00:23:04,504
And what we want to throw in here

424
00:23:04,504 --> 00:23:10,247
are the five

425
00:23:11,849 --> 00:23:15,555
lines, 73.

426
00:23:21,966 --> 00:23:22,267
Okay.

427
00:23:22,267 --> 00:23:25,238
So there's a bit of variation
going on there, which is what we want.

428
00:23:25,372 --> 00:23:29,211
And then next, what we want to do is apply

429
00:23:30,246 --> 00:23:32,517
initial forces

430
00:23:32,517 --> 00:23:35,355
and then just leave that as is

431
00:23:35,355 --> 00:23:36,757
initial mesh orientation.

432
00:23:36,757 --> 00:23:37,959
So we get some rotation on that.

433
00:23:37,959 --> 00:23:40,964
So let's try that.

434
00:23:43,502 --> 00:23:46,507
Sorry, not rotation, but position

435
00:23:47,375 --> 00:23:49,145
and then we're going to leave
that one as it is

436
00:23:49,145 --> 00:23:52,116
and then go to what do we want to do next.

437
00:23:53,552 --> 00:23:56,557
Yeah, at some rotational,

438
00:23:59,161 --> 00:24:02,166
rotational velocity

439
00:24:02,934 --> 00:24:05,939
and two to getting.

440
00:24:07,108 --> 00:24:09,412
So I had something in here as well.

441
00:24:09,412 --> 00:24:12,417
So for a random range vector

442
00:24:12,417 --> 00:24:15,422
on that as well,

443
00:24:17,993 --> 00:24:19,161
let's

444
00:24:19,161 --> 00:24:22,166
keep this 1.5

445
00:24:24,170 --> 00:24:27,175
and then do the opposite.

446
00:24:33,318 --> 00:24:36,624
And then in sorry, in the orientation
one above,

447
00:24:36,624 --> 00:24:40,363
let's add some rotation there as well to
the mesh and then give that,

448
00:24:41,398 --> 00:24:43,301
let's give that to

449
00:24:43,301 --> 00:24:45,906
and I should go up, let's add a

450
00:24:45,906 --> 00:24:47,909
random range there

451
00:24:47,909 --> 00:24:50,914
to the opposite.

452
00:24:54,386 --> 00:24:57,625
And then what we want to do
as a final thing in particle spawn.

453
00:24:57,625 --> 00:25:01,799
So this is doing things to the particles,
adding some position

454
00:25:01,799 --> 00:25:06,139
and some position on the orientation
and some rotational velocity as well.

455
00:25:06,139 --> 00:25:09,178
You can't really see it too much
because these are just dot particles.

456
00:25:09,178 --> 00:25:12,183
But when you have a mesh on it,
you begin to see things happen.

457
00:25:12,250 --> 00:25:17,358
What we want to do lastly
is just add on a a box

458
00:25:18,393 --> 00:25:20,797
location, which is going to set them.

459
00:25:20,797 --> 00:25:23,268
So at the moment they're all kind
of dropping out of a point.

460
00:25:23,268 --> 00:25:26,540
And when we set the box
or you can see that sphere as well,

461
00:25:27,007 --> 00:25:30,780
it's going to drop them out from points
all over that box depending on the size

462
00:25:30,780 --> 00:25:31,949
that you give the box.

463
00:25:31,949 --> 00:25:35,789
So if we go to box location,
you can also do a grade as well.

464
00:25:36,957 --> 00:25:37,659
You can see now

465
00:25:37,659 --> 00:25:40,664
they're
all kind of coming out of this grid.

466
00:25:40,797 --> 00:25:45,505
So what we want to do now
is just go to give this a size as well

467
00:25:46,206 --> 00:25:50,513
and to just think in a public
we want to make this let's try thousand

468
00:25:50,947 --> 00:25:53,952
the now.

469
00:25:57,458 --> 00:25:58,159
Okay.

470
00:25:58,159 --> 00:26:01,164
So you can see they're kind of falling
from the sky now, which is nice.

471
00:26:04,503 --> 00:26:06,139
This is near what we want to happen.

472
00:26:06,139 --> 00:26:08,042
It's kind of like a light rain.

473
00:26:08,042 --> 00:26:09,879
So it's
not exactly what we want to happen.

474
00:26:09,879 --> 00:26:12,416
And now before we start
to look at particle up there,

475
00:26:12,416 --> 00:26:15,421
I think what we should do is add in our

476
00:26:16,924 --> 00:26:20,396
add in our mesh so that we can see
what's happening in particle up there

477
00:26:20,396 --> 00:26:24,370
because this is where we'll start adding
things like rotation and stuff to it

478
00:26:24,370 --> 00:26:26,707
so that you'll see them
kind of floating around in the air.

479
00:26:26,707 --> 00:26:29,612
And to see that working properly,
you need to have the geometry on it.

480
00:26:29,612 --> 00:26:32,383
So you can see down at the bottom under
where it says render, We've got

481
00:26:32,383 --> 00:26:34,754
Sprite render at the moment
and we don't want Sprite render

482
00:26:34,754 --> 00:26:36,690
because that's
just going to render sprites,

483
00:26:37,925 --> 00:26:39,996
which is those little white dots
that you can see.

484
00:26:39,996 --> 00:26:44,136
But what we want to render
are if we delete that sprite render,

485
00:26:44,203 --> 00:26:47,208
you see everything will be gone here
if we're going to plus.

486
00:26:47,742 --> 00:26:50,213
And then you can see that
the context is changed here

487
00:26:50,213 --> 00:26:53,485
so that you can only get these things
you can put in mesh render.

488
00:26:54,553 --> 00:26:58,293
So this will allow us to render meshes
where those particles were being spawned.

489
00:26:58,827 --> 00:27:02,900
So next you just go over here to mesh
rendering and then hit the plus button

490
00:27:03,268 --> 00:27:06,306
and we'll be able to add in a mesh to it.

491
00:27:07,074 --> 00:27:09,378
So to do this we want to do is

492
00:27:09,378 --> 00:27:12,416
just go and find our way.

493
00:27:12,416 --> 00:27:13,451
Did we have them in mesh?

494
00:27:13,451 --> 00:27:16,590
Find our falling leaf, click back
and then just hit the use button.

495
00:27:17,024 --> 00:27:19,461
The use button. Sorry.
And now you see we have

496
00:27:20,797 --> 00:27:23,167
many falling leaves.

497
00:27:23,167 --> 00:27:24,637
What you can do at this point as well.

498
00:27:24,637 --> 00:27:25,705
Now you can see the leaves.

499
00:27:25,705 --> 00:27:28,710
If you browse to your particle hammer,

500
00:27:29,378 --> 00:27:32,884
we can throw that in
and now you can see all of these leaves

501
00:27:33,952 --> 00:27:36,723
dropping terribly like this,

502
00:27:36,723 --> 00:27:39,695
maybe put up a bit higher
so you can see it.

503
00:27:46,005 --> 00:27:48,209
Okay,

504
00:27:48,209 --> 00:27:50,580
let's pull this over here as well.

505
00:27:50,580 --> 00:27:53,318
So the first thing that you see is
maybe we shouldn't

506
00:27:53,318 --> 00:27:57,391
have scaled them up so big in the mesh,
but you can drop that down here.

507
00:27:57,391 --> 00:28:00,396
Let's change into like 0.3.

508
00:28:01,331 --> 00:28:04,236
So that's just scaling the size
of the mesh in render

509
00:28:04,236 --> 00:28:07,241
and then mesh render,
just scaling that there.

510
00:28:08,944 --> 00:28:11,915
Now they are much smaller

511
00:28:12,616 --> 00:28:15,621
falling from the sky like leaves,

512
00:28:17,124 --> 00:28:19,294
which is awesome.

513
00:28:19,294 --> 00:28:22,500
Okay, so now we want to start adding stuff
to particle updates.

514
00:28:22,500 --> 00:28:26,306
So this will be where you put in
kind of what happens to you.

515
00:28:26,306 --> 00:28:29,077
Can you can already see that
they're falling in different rotations

516
00:28:29,077 --> 00:28:32,349
and orientations and that's
because of what we added in up here.

517
00:28:33,117 --> 00:28:37,658
But what we're going to do now
is adding things that allow the particles

518
00:28:37,658 --> 00:28:41,197
or the little meshes to rotate
as they're falling and stuff like that.

519
00:28:41,631 --> 00:28:43,535
So I think the first thing
that we're going to want to do really

520
00:28:43,535 --> 00:28:47,040
is change the gravity, because right now
it's moving too quickly.

521
00:28:47,408 --> 00:28:50,112
So let's just drop
that to something like 100

522
00:28:51,414 --> 00:28:54,620
and then they'll fall a bit more like
you would expect.

523
00:28:54,620 --> 00:28:57,625
Leaves to fall

524
00:28:58,259 --> 00:29:00,964
through the air,

525
00:29:00,964 --> 00:29:02,466
which is sweet.

526
00:29:02,466 --> 00:29:04,703
So now we have some cool falling leaves.

527
00:29:04,703 --> 00:29:08,009
Now they just have no rotation
or direction to them.

528
00:29:08,009 --> 00:29:11,014
What we really going to want
is for them to move

529
00:29:11,715 --> 00:29:13,050
with the wind.

530
00:29:13,050 --> 00:29:14,853
And you can see from the clouds
that the means to move

531
00:29:14,853 --> 00:29:17,057
the wind is moving over to the left.

532
00:29:17,057 --> 00:29:19,261
We're going to want them
to move over to the left.

533
00:29:19,261 --> 00:29:22,266
So let's add in those things.

534
00:29:22,399 --> 00:29:24,937
I think firstly, let's let's
get the wind working first.

535
00:29:24,937 --> 00:29:27,908
So if we just click on Particle up there
and just type in wind,

536
00:29:28,977 --> 00:29:31,982
you can add in a wind force.

537
00:29:32,015 --> 00:29:36,022
And let's let's set it to two. Now

538
00:29:39,027 --> 00:29:39,828
what should we do?

539
00:29:39,828 --> 00:29:41,631
What should we do, 100 from here?

540
00:29:41,631 --> 00:29:44,636
Yeah, let's go out there

541
00:29:45,137 --> 00:29:46,940
and then push that.

542
00:29:46,940 --> 00:29:49,945
So right now

543
00:29:50,913 --> 00:29:53,050
try and let's
see if you can see anything happening.

544
00:29:53,050 --> 00:29:56,055
You shouldn't be able to.

545
00:29:56,155 --> 00:29:58,493
And that's because wind
force is not above.

546
00:29:58,493 --> 00:30:02,032
So forces and velocity,
which you need it to be for it to do that.

547
00:30:02,032 --> 00:30:05,037
So you see
now they start moving over to the left,

548
00:30:05,504 --> 00:30:08,276
which is exactly what we want,
although maybe,

549
00:30:08,276 --> 00:30:11,281
maybe they're moving a little bit to

550
00:30:11,447 --> 00:30:13,351
maybe bring this down.

551
00:30:13,351 --> 00:30:16,356
But it's not happening above the trees.

552
00:30:18,927 --> 00:30:19,461
They do.

553
00:30:19,461 --> 00:30:22,466
So now we have these lovely leaves

554
00:30:22,866 --> 00:30:25,871
falling in one direction,

555
00:30:27,040 --> 00:30:28,609
which is great.

556
00:30:28,609 --> 00:30:29,377
That's what we want.

557
00:30:29,377 --> 00:30:32,883
So we need to make sure that we have wind
force above so forces and velocity

558
00:30:33,217 --> 00:30:36,189
so that it solves the forces in velocity
and they actually work.

559
00:30:36,690 --> 00:30:41,698
The next thing that we're going to want
to do is to just add in some rotation.

560
00:30:43,167 --> 00:30:45,337
So what
we want to do for that is just to add

561
00:30:45,337 --> 00:30:48,843
in a solver, rotational forces
and velocity, which is kind of like that.

562
00:30:48,843 --> 00:30:50,613
But yeah,

563
00:30:50,613 --> 00:30:52,750
so, so

564
00:30:52,750 --> 00:30:55,755
rotation

565
00:30:56,856 --> 00:31:00,563
and now you'll see
all of the rotation stuff

566
00:31:00,563 --> 00:31:04,235
that we added in to add rotational
velocity up here is now being solved

567
00:31:05,404 --> 00:31:07,441
and we've got some leaves

568
00:31:07,441 --> 00:31:10,446
spinning around in the wind,

569
00:31:12,750 --> 00:31:15,621
which is great.

570
00:31:15,621 --> 00:31:16,088
That's it.

571
00:31:16,088 --> 00:31:18,693
Pretty much We've,
we've kind of nailed it already, right?

572
00:31:18,693 --> 00:31:22,265
We've got these sweet
looking leaves floating through the air.

573
00:31:25,738 --> 00:31:28,743
Now the next thing we want to do
is add in the other leaf, Right?

574
00:31:28,977 --> 00:31:30,512
So to do that,

575
00:31:30,512 --> 00:31:33,818
we're just going to delete that comment
box that I've managed to make.

576
00:31:34,987 --> 00:31:37,958
We're just going to copy this one.

577
00:31:39,995 --> 00:31:40,562
And where

578
00:31:40,562 --> 00:31:44,002
we've got mesh render,
we just find the other leaf

579
00:31:45,905 --> 00:31:46,840
that in there

580
00:31:46,840 --> 00:31:49,611
and then because they're bigger,
they'll be a little bit heavier.

581
00:31:49,611 --> 00:31:50,946
So let's give them some more gravity.

582
00:31:50,946 --> 00:31:54,052
So let's give that like 300
and they should fall quicker

583
00:31:55,988 --> 00:31:56,890
than the other ones.

584
00:31:56,890 --> 00:31:59,895
And those should have two. Lots

585
00:32:00,128 --> 00:32:03,133
of leaves falling through the sky,

586
00:32:03,768 --> 00:32:06,773
which is great.

587
00:32:08,676 --> 00:32:09,911
Now what you'll notice

588
00:32:09,911 --> 00:32:12,983
we don't have is some collisions.

589
00:32:12,983 --> 00:32:17,925
So these particles at the moment are just
kind of falling through the floor and

590
00:32:19,294 --> 00:32:23,634
considering considering their leaves
and the rotation that they have and so on

591
00:32:24,135 --> 00:32:25,804
and all these different factors is really

592
00:32:25,804 --> 00:32:28,776
I mean, we're only going to be able
to do so much here

593
00:32:29,444 --> 00:32:31,447
without getting too in-depth into this.

594
00:32:31,447 --> 00:32:34,185
So what I'm going to do
is let's add in some collision

595
00:32:34,185 --> 00:32:36,756
and then have them
so that they come to a gradual stop

596
00:32:36,756 --> 00:32:39,327
and then they'll leave for a few seconds
before they disappear and die.

597
00:32:40,796 --> 00:32:43,968
And the way that we
do that is by just hitting particles up.

598
00:32:43,968 --> 00:32:46,973
They and then just type in collision

599
00:32:47,407 --> 00:32:51,280
and let's just pull that under wind force

600
00:32:52,749 --> 00:32:55,387
and let's

601
00:32:55,387 --> 00:32:56,288
do some things here.

602
00:32:56,288 --> 00:33:00,195
So what we've what we've done should
initially just give us some collision

603
00:33:00,195 --> 00:33:00,562
anyway.

604
00:33:00,562 --> 00:33:03,567
So you'll see that one,
they're just rolling along the floor.

605
00:33:03,667 --> 00:33:05,571
I'm trying to find another one.

606
00:33:05,571 --> 00:33:07,874
There you go. There's another one
rolling on the floor there.

607
00:33:07,874 --> 00:33:10,879
The large ones are still falling through
because we've not had a collision to them.

608
00:33:10,879 --> 00:33:12,916
And there's another one there.
So you can see them.

609
00:33:12,916 --> 00:33:15,487
They just continue on along the floor.

610
00:33:15,487 --> 00:33:18,659
So there are a few settings here
that we can add in there, some bounce.

611
00:33:18,659 --> 00:33:21,497
So there's like restitution.

612
00:33:21,497 --> 00:33:23,801
If you add in zero,
they'll stop initially.

613
00:33:23,801 --> 00:33:25,203
Well, they won't have any bounce at all.

614
00:33:25,203 --> 00:33:27,173
And if they have one, then they'll bounce

615
00:33:27,173 --> 00:33:30,178
with exactly the same amount
as force as they hit the ground with.

616
00:33:30,512 --> 00:33:32,081
So let's give them

617
00:33:33,350 --> 00:33:36,288
0.3. They shouldn't be very bouncy.

618
00:33:36,288 --> 00:33:38,826
That leads 2.2, actually. Let's do that.

619
00:33:38,826 --> 00:33:40,095
And then friction.

620
00:33:40,095 --> 00:33:43,768
The friction coefficient defines
how quickly a particle will slow down

621
00:33:43,768 --> 00:33:45,637
as it slows across the surface.

622
00:33:45,637 --> 00:33:46,806
So let's just give that one.

623
00:33:46,806 --> 00:33:49,778
Let's make it slow down pretty quickly,

624
00:33:51,948 --> 00:33:53,517
maybe 0.8.

625
00:33:53,517 --> 00:33:55,420
Let's make it slow down
very quickly that way.

626
00:33:55,420 --> 00:33:59,227
And then all we do after that is

627
00:34:01,998 --> 00:34:03,968
control roll on collision,

628
00:34:03,968 --> 00:34:08,108
which should stop
all of the rotational stuff

629
00:34:08,108 --> 00:34:11,113
that we've got going on
when it hits the ground.

630
00:34:11,647 --> 00:34:14,752
So let's turn that on
and then let's do that

631
00:34:14,752 --> 00:34:17,757
for I mean, copy and paste over here.

632
00:34:18,559 --> 00:34:21,464
We can be pulled out to force
the wind falls

633
00:34:21,464 --> 00:34:24,502
under wind force, and then let's have a
look and see how that looks.

634
00:34:26,739 --> 00:34:29,277
See if we can see you hit the ground.

635
00:34:29,277 --> 00:34:32,282
So they hit the ground a bit, spin around
and then stop.

636
00:34:32,983 --> 00:34:35,988
So we're getting some leaves falling
on the ground here, which is quite nice.

637
00:34:39,527 --> 00:34:40,228
So I think

638
00:34:40,228 --> 00:34:43,534
probably what we're going to want to do
just to stop this being a constant

639
00:34:43,534 --> 00:34:46,505
gust of wind is just reduce the amount
that is happening.

640
00:34:47,006 --> 00:34:50,011
So if we just make this big again,

641
00:34:50,211 --> 00:34:53,517
go over to emitter update
and then change this form,

642
00:34:53,517 --> 00:34:56,522
count down to ten for each,

643
00:34:57,457 --> 00:34:59,293
you should have half the amount of leaves

644
00:34:59,293 --> 00:35:02,298
should feel a little bit more natural.

645
00:35:03,367 --> 00:35:05,437
Perfecto.

646
00:35:05,437 --> 00:35:08,442
So let's save that.

647
00:35:08,509 --> 00:35:10,746
And here we have our falling leaves.

648
00:35:10,746 --> 00:35:13,751
Next what we'll move on to
is just doing a similar thing.

649
00:35:14,251 --> 00:35:16,088
The rest of the systems
work in a similar way. We're

650
00:35:16,088 --> 00:35:19,861
just going to kind of hijack a system
and then make it work for what we want.

651
00:35:19,861 --> 00:35:23,500
But the dust motes and the little sprites
work in very similar ways.

652
00:35:23,500 --> 00:35:26,138
Just one we're going
to have much more small and contained,

653
00:35:26,138 --> 00:35:28,609
and the other one
is going to be a very much larger area,

654
00:35:28,609 --> 00:35:31,213
and then one of them will be a little bit
massive and the other one won't.

655
00:35:31,213 --> 00:35:34,218
But those two will be fairly simple.

656
00:35:34,218 --> 00:35:37,056
But yeah, hopefully
you've gotten a bit more to grips

657
00:35:37,056 --> 00:35:40,028
with the Niagara system

658
00:35:40,094 --> 00:35:43,567
and I would try
some of the other forces as well.

659
00:35:43,567 --> 00:35:44,569
They're really cool

660
00:35:44,569 --> 00:35:48,275
and throw loads of particles in
and then play around with the other forces

661
00:35:48,275 --> 00:35:50,078
and see what kind of cool effects
you can get.

662
00:35:50,078 --> 00:35:52,882
You can make some really sweet stuff
using this system,

663
00:35:52,882 --> 00:35:55,687
but you can see how quickly it was just
to make falling leaves, which is nice.

