WEBVTT

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And this lesson, we're going to finish up creating the Firefly's and create a couple more fields to

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animate so that they will scurry away when the grave explodes.

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So there's one of their little visibility thing I forgot to mention in the last lesson when I was talking

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about how slow everything was going.

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We can actually limit the particles being populated by only what this camera sees.

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And that's a something specific to MASH and the visibility node.

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So let me crank up the distribution that we have back to what we, you know, originally had here to

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make it look a little more full.

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And you can see everything is kind of getting a lot slower.

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So what we can do let's go back to frame first frame here.

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And I'm going to lower this down a little bit because it looks like it was shooting everything up,

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maybe too much, and I'm just going to maybe reduce this down as well.

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Twenty five hundred or what was that half yet?

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Twenty five hundred and then.

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Yeah.

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So for this visibility thing, if we go to the visibility node and the Masche set up here, we go down

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to a fresh tom filtering.

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And if we enable that, we just need to connect a camera and it will limit which particles are drawn

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based on that camera.

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So it's middle mouse drag the render cam into this camera slot and let go and then watch this and it

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should update and get rid of a lot of these particles that we can't see.

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So check that out.

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It's pretty cool.

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So it should speed everything up quite a bit now.

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And we can leave things at the kind of settings that we wanted.

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7C We're starting to get some Firefly motion here and.

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It's looking OK.

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I want to increase the frequency of this first.

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Turbulent field, so let's just crank that up and because I want a little more higher frequency here,

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because I want to I want to see them change direction more frequently.

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So I'm just going to continue to play with this frequency and let's just crank that all the way up to

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100.

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And part of dynamics work in dynamics as things get a little slow, as everything is trying to update,

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so especially when you're starting to work with, you know, these MASH dynamics and this many particles.

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So it looks like things are moving a little quicker.

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Let me escape.

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And the one thing I'm seeing is that this uniform field is maybe still way too much.

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So I'm just going to knock a zero off of that and add spacebar here and go to dynamics and let's just

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crank way up.

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That's going to turn the field and crank up the frequency to like 300 and see what happens.

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So I'm just going to escape out of this and I am actually going to also reduce the number here, you

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know, we're using the restroom thing.

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It's still just so much that it's it's going so slow.

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It's hard to tell what actually is happening with turbulence field.

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So I'm just going to crank those way down and then go back to turbulence field.

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And I think this is maybe acting on it too much.

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I think we need more frequency and less motion.

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Basically, what I'm getting at is what you can stack on multiple fields so we could have multiple turbulence

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fields.

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Yeah, it's way too slow.

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We could have multiple turbulence fields and on top of each other that have different magnitudes.

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So we could have like a really high frequency one and then a really low frequency one and another and

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escape on that and then go back to frame one.

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And let me just make sure sometimes on the bullet over the start frame, if you reopen a scene, it

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might not save that star frame.

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So always check that as well.

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So we have the turbines field adjusted now to 15000.

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And a really high frequency.

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So it looks like things are moving, but it's still.

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Still pretty slow, some cranking up the magnitude again.

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I think I need to add a zero on this frequency.

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Let's add a zero to this frequency and see where that gets us.

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Yeah, so I'm happy with that and we could do a bigger turbulence field if we wanted to, but I think

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really this is enough, we could just keep stacking on turbulence fields.

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But I do want to add one for the kind of moment when the gravy breaks.

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So let's crank this way up.

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Let's look at the first one and do like double that.

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So that's 25000 and 6000.

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So let's do like 50000 and.

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12000, and then we just need to attach this again to the bullet solver, so let's go to there and middle

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mouse trying to the this field in and play.

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I think we could maybe even use another zero here, this term loans field is going to be animated on

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so we can use the max distance or, you know, we could use a volume as well.

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So I'm just going to crank this up maybe to a eighty thousand and see if that really makes things erratic.

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Because basically what I want to see is these things really starting to move.

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Yeah, I think we could go even higher.

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So we're at 100000, I believe.

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It's too like one 150.

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Yeah, now these are really starting to move, so I think I think 150 will do us is pretty well.

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And so then I want to create a credit as a volume and let's have something like a sphere and I'll go

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back to the perspective mode and scale this guy up.

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And I'm going to introduce it when the animation kind of first happens with the first.

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Which is kind of early on.

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And we can just animate this on just like everything else.

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So let's figure out there is kind of where we want it to.

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Come on.

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And I'll just drag this down.

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So it will kind of introduced into this area and then let's go forward.

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And then when we zoom out right before that happens, I want them to really scatter, so I'm just going

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to scale it up one, two, three and.

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Let's maybe do like six frames.

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And I kind of wanted to cover the whole area here.

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And then the other thing I want to do, let's just make sure this is working first, but then I'm going

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to add a radio field so that everything just kind of.

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You know, it goes way, way out, just shoots out with a radio field and away from this grave.

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So right now, everything is pretty calm, I don't even know if we have a particle in there that we

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can really see this is happening, some might want to increase the distribution again to 20.

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So now let's play it back with that turbulence field and these particles kind of increased here.

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And let's see what we can get.

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So it looks like it's spread them up enough that they get NALGO outside of that field, which is pretty

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good.

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And so the next thing I want to do is add the radial field.

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So I'll go to radio and then let's go to the board, salver and millennialist drag in the radio field.

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And then let's go to the radio field, we can just double click it here to get to it and let's use max

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distance and it's already kind of where we need it to be so we can just leave it here and then max distance,

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we just want to animate that.

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So let's go to the frame where he really starts to bust out of this thing.

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So it started right in here, I'm al Qaeda and then let's go.

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Kind of in here and let's just increase this distance to.

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Let's say five hundred or so.

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So now the plane is back, we should have all of these kind of fireflies scurrying away when the grave

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busts open.

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So for us to see that a little better, I'm going to show turn off the everything basically and just

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say show polygons and show the GPU cash.

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So that we can see this better, I'm actually just going to play blast this, so before I do that,

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I want to turn off everything under show and only turn on polygons and the particle and sensors.

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And then I'm going to start a play blast by.

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Right.

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Clicking going to the play blast options here and all that looks fine.

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And I might just want to turn off the film gate here so it won't include that.

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And I'll hit play Blast and I'll see you in one second.

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Now we're back and we can kind of see what we've accomplished here in real time, it looks like we have

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some OK motion happening here and everything kind of disperses.

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I think everything could happen a lot quicker.

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Like all these are moving pretty slow.

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So I think we just crank up the magnitude on everything.

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And these are moving not ideally either.

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So you can tell a lot of this is just kind of playing with the attributes of.

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Yeah, I think we just really need to crank up the radio and then also maybe add.

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A little more frequency.

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And magnitude to the first turbulence, so we just get a little more emotional, these guys, so let's

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take a look at that again real quick and let's just increase the magnitude on the radio field.

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So this really needs to.

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Oh, this is this is what the problem was, we never increased the magnitude on this, that would be

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it.

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That's that's what's going on.

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That's why everything is moving so slowly.

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I was wondering, we animated the max distance, but we didn't increase the magnitude.

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So let's also just grab this first one and let's increase that 6000 insinuation.

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And just for fun.

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I'm going to add another turbulent field and I'm going to yeah, again, I don't eat anything selected

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to add one, and then I need to minimize drag it to the field here.

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And what this one's going to be for me is going to be the same similar values, maybe even more like

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50000.

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But the fact is that 50000, the frequency is going to be very low.

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So that's going to do is move these around a larger area.

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And so we'll have like small motion from the first turbulence field.

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The second one is going to be animated and then the third one is going to just make sure has big sweep

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motion.

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So I'm going to play blast this again with more radial field magnitude and more magnitude on both of

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these.

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And I will see you once that's done.

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Now, let's take a look at this updated playlist together, and we definitely have a lot more motion,

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which is kind of nice.

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And yeah, all of those fireflies go away pretty quickly.

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Might even slow down the motion a little bit on these.

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But it has really nice, erratic look to it, if you if you look here in the left before the camera

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motion really starts, you can kind of see they have their own life and they feel alive and they're

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all kind of doing their own thing, actually, kind of like the speed they're they're running at right

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now.

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Almost just wish they were denser around the grave, so I might change the speed on them to get more

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around the grave, and then other than that, I think it's looking pretty good.

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And I'm going to decrease the scale here so that the you know, here's the last couple of things I'm

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going to do when I decrease the scale on the original one.

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So they're all kind of smaller.

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And then I'm going to animate the visibility step here as this kind of happens.

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So they're all kind of kind of flicker out as they get further away, someone had a keyframe here on

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random strength and then I'll just go forward a little bit and then just dial that out to zero or her

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pretty close to zero.

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So if I select that, then I can actually see the key frames here.

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So now we have that.

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We've reduced the scale of that of this.

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Let's go back to the first frame.

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It's not updating because it's simulation now, so.

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We actually had a simulated every time, maybe I'm just going to increase the distribution a little

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bit, just get a few more in here, I think we were at 25 and 25 when we first started.

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Yeah, that's looking a lot better and let's just change the seat a little bit to see if we can't get

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more concentrated around the grave area.

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So now that we have this in a pretty good place, let's cash it out like we've done everything else.

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And before we do that, we need to switch over this mesh network into the mesh type.

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So let's let's also just reduce the random scale here a little bit and the scale of the base firefly.

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Cool.

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Yeah, so I just want to make it look like it's kind of a hint of activity going on and not so big that

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we can really tell what these things are, actually.

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So they're just going to kind of be these glowing shapes.

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So I'm going to select the MASH network and go to MASH utilities and say switch mash geometry type.

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So now we have a MASH repro mash and we can cache that with the same Alembic cache we've done before,

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not for bullet that was had its own, but we can export this as a selection to match to Alembic.

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So I'm going to call this 10 Firefly's one.

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And we have the whole range and we are going to go back to the normal file format here and we will export

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the selection.

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So now that we have a repro mesh cashed out, we can actually just turn off this mesh network and we

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can go to Cash Alembic, import Alembic and import the Firefly's.

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And it looks like it's quite a bit.

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That's two hundred and five megabytes.

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So, yeah, we we might want to wait until the very end to add those, but yeah, here they are, they

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are the Olympic cash.

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And now we can kind of scrub playback without having to simulate them on every frame, and I'm just

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going to add that surface shader material that we've already chosen from before it's down here, I'll

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frame a little bit so we can actually see those fireflies a little bit better.

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And yeah.

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So in the next lesson, we are going to start looking at the Closs simulation for Bones.

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Thanks for watching.
