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Are those getting it started with the next one we're going to work on the leaves falling to our particle

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scene.

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You can go to our scenes and open up our scene get

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inside the scene.

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We have a particle's full article folder you can place your particles inside of here and or you these

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places outside and work on them from there over in the leaves falling folder inside of our particles

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folder.

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EULA's we have our texture for the leaf pattern we currently have is like a fall autumn type of leaf

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with the yellow and oranges instead of being gray.

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The reason for this is it is excellent for a little bit more detail into the leaf rather than just doing

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a gradient color going across it.

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It does mean that there's less that you can actually shift with when it comes to the particles.

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You could still use still and the color on top and then blend with it.

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But the main mango for this one though is to actually have that rich detail and inside that while we're

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using it we also have the leaf material that's been made.

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This one is just using the standard Apfel blended from the particle shade.

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Have those two set up so in the next then there's going to be going to her hierarchy and clicking on

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create these go down to the particle system and click on it.

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So the standard default particle system right.

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Well we're going to do inside.

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This is just work through our particles.

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Now you can either work through the editor side this window right here the window looks like this one

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if you're going to be working on this when you could even dock it so that you could see this one all

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the time.

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If you think you're going to get what you need is only required the space for like the inspectors side

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and you can use the inspector part of it will stick with the inspector on this one because we're going

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to make a single particle system.

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When you start doing two or three or four all combined together that's when you usually find yourself

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going to the editor side and using that particle pan.

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All right so for this one what we have on it with the discounting it started with we have our default

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unity particle going up in this direction.

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What we want to do though is actually the opposite way we want leaves falling downward and just kind

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of floating off to the ground.

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Then when they hit the ground we're going to collision check and then have the leaf stop at the bottom

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.

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I want to take my position in actually zero without here.

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On the Y.

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Let's take the wind actually put it up to about five.

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That way we're going to have a little space for the Leafs to fall this direction.

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So starting from the and going down and when it comes to the particles you may find yourself jumping

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around tweaking variables and things but we'll try to go in a general top down approach that we can

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just kind of get used to seeing this same type of rollout the same type of labels and what to expect

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with when you get to them.

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The first one is going to be the duration.

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If you have a looping that means it's going to be how many seconds before read loops get.

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So we're going to go ahead and click for the duration side will instead of doing five let's just do

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a one second loop and then the pre-warned means that it's going to actually immediately start if it's

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already checked.

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So instead of being a starting slow.

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Well then leave this on checked to alleged gas starts up for this third late start lifetime starts.

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Or its size and rotation in color.

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This is all the standard of what you want to look like with when first get started to just kind of end

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.

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And these are the things I just continually continually saying can we stay just to hopefully get it

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in your head about your approach and the direction you want to take with.

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So the first thing we have in our strt lifetime we have a delay we'll leave it 7 0 we'll have a get

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started right then the start lifetime.

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Kind of hard to disguise that when we're first starting it is they may be playing between one second

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to 20 seconds.

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We'll start with a for speed.

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We know we want go in a negative direction.

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So let's go ahead to this third speed and just drag it down here.

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So let's go and get it going downward in a negative direction.

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And then looking at it

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you think about leaf falling What's the speed of the leaf falling that you want to actually happen here

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.

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And that might be I keep it to a whole numbers or two or two looks like it'll work pretty good right

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there.

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So that with two on this one.

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Now one of the first things we wanna do though is go from instead of the top jump to the bottom where

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it says render.

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And let's go ahead and place in there.

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So we have the leaf on the material.

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If you go the render roll out right here you can left click and drag the material over to the material

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roll out right there and replace the default.

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So you know when you replace that one then you actually get the texture right there with the lead.

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All right.

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And then we want to take with this one which from the hand.

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We'll check our color on here.

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And I will believe it about 50 percent for now and then we'll adjust colors and do all that good stuff

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to it here.

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The next thing that we wanna do is take our start size the start size eyes on this one for the leaves

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thing trees are going to be random in terms of size.

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So we're in the right hand side you have that little drop down option for the start size and instead

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of doing a constant on this one let's do a random between two constant.

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And we'll then just start two sizes and we'll say that the one size would be like a point two point

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three and up to a point four.

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So we want to be just enough this kind of small and it can vary between the two as it goes.

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All right.

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On the rotation side as well.

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Let's go ahead to say that we can do a rotation between the two Constans and let's say we're allowed

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to actually choose a zero to 360 so that it has the option to start the direction.

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If you notice the Dirkson can be anywhere between a full rotation around.

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So it's going to be like really creating a nice variant on the direction of the leaf for the Sturk color

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.

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I'm just going to place in a color with this try see with a greenish tint looks like C being sort of

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looks good.

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We might even go.

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There we go.

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If we go for more of a oring just read this going Can it help blend with what we currently have going

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on right there.

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So for my color on the start color I've just got a 255 59.

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Or we can do 160 so it looks more even.

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And the 100 you get.

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So we have those on there.

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And then the grab the multiplier Currently it's at zero because our speed is actually going downward

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.

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It's there's no gravity it's not actually saying that the speed is actually the thing dictating where

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it goes but we'll go ahead and apply a little bit more gravity to it.

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So go ahead and place this one on it and let's just do very very minimal here.

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I do like a 0.05 maybe.

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Let's see if we do a little bit.

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Yeah we do a little bit too much is going to fall too quick.

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So we'll stick to about a point to the point 0 5 on that one.

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And we just one a little bit extra pool from the gravity going down right there.

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All right.

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So now current is the simulation space is on local.

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I remember local means that when you move it it's going to stick directly with it.

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Now if I change to local the world and I move it that means it's just going to spawn it as it goes and

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all the pieces that go from it just stay wherever they were spawned from.

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Right now we're going to assume that our tree is in a local space you place in the the particle directly

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on a tree so you don't really have to worry about it.

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That being connected to the world is just the tree itself.

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All right so go ahead and keep the play on the wake.

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Happening right there Max particles Max particles if you find yourself needing to optimize or need to

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kind of control how much is happening.

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This is always a great spot to build your particles for.

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And go to our missions.

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So the missions can be the rate and what the particles.

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Each one of these particles remember these are just square polygons coming down.

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So each one coming out we're saying that we want to have 10 coming out per second.

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How have we said we wanted one per second.

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Then you can see it's just one on each one coming down like that.

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So for this one we want to have a few more say like 15.

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You might want to do 15 or 20 just kind of it will depend on the size of your tree and what kind of

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effect you're going to give you might want to have like just one point one every couple of seconds even

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if you just want to be really really soft and really minimal for the shape that we currently have this

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on the cone and the cones going to work for us but we actually want to make this kind of a little bit

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bigger.

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At the start of it we kind of have a if we have a tree size than we probably need to have something

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larger for the whole all the branches and everything to be able to be usable.

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I'll go for see somewhere around three looks pretty good.

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The actually should work pretty nice.

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So do the three on that one the the angle number when you do an angle this is going to be zero all the

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way up to I believe this can be 90.

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And so you can do all the way straight down or all the way where it goes all across wise towards that

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when take this all the way down to zero that we can that have a nice week.

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We have a guarantee this falling in one direction and we'll stick to the base the base and from means

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is going to be this will circle right here is where the pieces start from.

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All right.

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So let's go ahead and go a little bit more here.

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Will do the velocity over lifetime and actually hold off on this just yet.

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Let's see.

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Well actually we can probably go and do the speed and if we do this speeded this one the velocity of

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our lifetime we're just saying we're just simply saying that we want to make it so that it goes either

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slower faster from the start to the finish of its cycle for the X actually put in a negative one and

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put it in a negative one or a here and instead of on the local though let's go and just do a world on

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this.

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There we go.

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And that's a range.

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So we're going to go from a random between two constants.

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So I'm not going to keep them for us.

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So Will do negative ones.

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That way we have a nice little range between the speed and then all of the sudden we're going to have

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some leaves falling faster than some leaves falling slower.

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So now with our velocity if you can tell now and still that consistent going down we'll have just a

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nice little end in this too as it goes across.

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All right so now we have the velocity in there.

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The next thing we want take a look at here is that when it's coming out of the tree and when it's landing

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do you notice one thing that's happening is it's just popping.

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And we don't really want to pop we want something that feels like it fades in and then fades back out

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when it goes away.

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So there's an option for that one.

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And what we want to use is the color over a lifetime right here and the color of her lifetime will use

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the gradient colors.

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If you notice that gradient right here so like that I'm left click on the grating color and remember

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for a green color if you click on the top portion right here that's the alpha on the bottom portion

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.

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This is the color when you left click on it to highlight or select the color.

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You'll see it changes to Alpha If you click down here it will change the color.

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It also allows you to see the location.

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So you know where you are in in the space that you have right here.

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So for instance if I was wanting to make a new one right here I'm just going left click I want to delete

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it I can just push the delete key if it's selected I'm going to place one in and I'll put this one about

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25 percent to 25 percent here will place one down here and will do this from about 75 percent.

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Now give us a nice quarter between those on the ends for the Alpha.

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We want to feed them Slyke right now.

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It's a 100 percent showing.

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So I'm going to take my alpha and drop it all the way the black and left click to select the other one

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and drop it all the way the black.

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So now if you notice now all we have is that they come out and they fade and then they have a nice moment

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where they're solid and then once we get our Collider set to them see when they get down here they fade

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up to we want to do is make sure that the full life cycle when they hit they'll stick and then they'll

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fade away.

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All right.

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So that's going to be the goal for that one.

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Now again notice I didn't actually do anything with the color on this side of it it's just white so

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it's applying directly what the color is.

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If you want to apply some color you could right there.

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All right.

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So this can be the color of a lifetime.

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The next one is the size of our lifetimes.

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Let's go and click on that one.

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So again our size over a lifetime in every use of the curve inside of the Inspector I remember down

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here at the bottom.

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See that little bar right there at the very bottom right there.

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Particle system curves you can click on it.

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So the size over lifetime this is just going to be starting from one.

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And then what happens from it.

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Well really we wanted to kind of go from a regular state and then we can have a kind of soft shrink

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away.

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OK we'll go ahead and take the end point right here.

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When they make a new point on this one in order to make a new point on the line.

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You just want to right click those and make sure all right on that line right there.

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See if I can grab the line here.

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Mean on the grab line side of here.

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OK there we go.

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Just a single click will let you do it on this one.

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There we go.

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So if you're inside of this one you can single click if you're on the particle panel window then you're

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right click on the smaller window right here just left click on it.

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Point on the side I'm going to choose in place in this one.

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So I want to drag this one down to about the notice you can see right here it says point five.

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Take the very end point five will make a nice hard edge angle to it right there.

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Right.

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And I'm going to keep this one just about at the top.

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What we really want to do is have the right if notice right when it gets to the very bottom of its lifetime

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.

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So we're about point nine to one.

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So right around point nine is when we just simply wanted to start dropping down and then shrinking away

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.

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If he knows these are just streaking right there at the at that point.

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So that's going to give us a nice tool set up for that.

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The can then go back up to the top.

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So the next thing we do we've got falling down but we want it to fall and hit the object here the ground

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playing in our particle system as scroll down here and we go in lower my particle system curved window

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there inside of our let's see where we have collision rollout.

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You click on the checkbox for collision collision you can actually choose a plane or you can choose

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the world.

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It just depends on what objects you're looking for.

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I'm going to say that we're actually using objects within the world.

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So that means that it collides with it says everything certain things so you may only have leaves only

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collide with the ground so they'll fall through any other objects or they won't get it.

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Or if you want to have characters included then you add extra worklife collisions with those and the

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layers just say everything at the moment.

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Now if you notice when you do collision if you can you know check out what's happening right now is

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that they come down the hill and they bounce when you turn on collision by default.

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The balance is actually set to 1.

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We want to set bounds to zero because leaves don't really bounce.

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Now when they fall now they fall and they kind of scatter to the side and Leavesden right now it was

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windy maybe they would they probably go in a direction not every direction for this one though we want

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to take our Dan Finn and this is going to be like the friction the mount of how much movement we take

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this to one what's going to happen is this actually when they fall and hit they stop and then the nice

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part is they stop and they're there for a little bit then they start to shrink and they fade away at

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the same time.

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So now all of a sudden you have this really nice leaves falling to the ground real pretty and gentle

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.

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And then they stay for a while.

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So it's going to have a nice feel to it.

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And then you can scale this up or down depending on the size of your tree to fit in just three the leaves

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falling as well.

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All right.

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So that's going to give sir a collision part on that one.

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The only other thing it's just going to be a common thing that you made on those two you start to look

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to see if we can catch one right here.

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And when a pause.

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That's the thing.

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And here we go.

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So notice that see that.

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Well actually those are are working some time there.

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There we go.

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You see right here you see a leaf the big leaf is in front but the small leaf is also showing out in

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order to make sure you get the right sorting on the depth for that side.

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There is a sort of no down side to render rollout.

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You can click on instead of none.

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You can do by distance and know this.

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When I did by distance that small leaf is now gone.

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So if you're working with this and you have things that you really do need to have front and back then

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be sure you turn your your sword mode on and just choose which type assorting you're doing from it.

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And then you'll have close leaves sorting properly from the back leaves.

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All right.

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So that is a nice little system for your particles falling down.

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Having some leaves hitting the ground staying and then just going away after some time.

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All right.

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So last thing to finish this off.

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Let's go ahead and really relabel this we'll say leaves falling

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and I'm going to make this a prefab by dragging in from the higher keel over into our Leif's falling

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folder.

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We now have our leaves falling right here.

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I want to go ahead and zero out the X and zero out the Z.

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And those would just be for that position.

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So if you drag it into your hierarchy's the least they'll start in the center of the screen above the

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ground plane a little ways.

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All right.

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And then last thing for this one.

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Just a quick check and we'll just do this on occasion.

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Well we'll open up the scene texture then we'll just drag this over to our higher key and check out

298

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some of the leaves falling.

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If you notice it starts to fall like this the leaves are a little bit too bright and this is one of

300

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those things that helps you when you see it inside an environment is that we would want to make sure

301

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the leaves are a little bit darker but also that the leaves are little bit smaller.

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Our percentage currently on start size.

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Point to Point four could actually be about half of that.

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We could probably go for a point one and point two and then reduce that from the others.

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All right.

306

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So you can fix and correct as you see needed for that part of it.

307

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And when are you going to lead this when up to this point will leave the least free for the falling

308

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pre-fab rate here and call this one done except for a little bit more.

