WEBVTT

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Now that our cash is done, let's take a look at it, but before we start scrubbing through the timeline,

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we want to remember that we want to change cash control back to one.

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And that means it will read the cash files from this location that we've set.

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So let's change this back to one.

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And now we can scrub and see the cash.

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So there's one little thing that ended up happening when I copy paste in the frames for the ATM, the

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the if we take a look at the graph editor here, we can see that in this section it actually goes scale's

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into the negative, which I didn't intend for it to do.

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I meant for it to be a flat tangent handle.

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So it'll be flat like this, but it was set to spline.

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And so in this middle section, it actually goes to zero and then comes back out.

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So it has a little bit of a whisper of smoke here, which maybe is kind of cool.

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But because also we set the dissipation to be higher, we can see the smoke kind of dissipates pretty

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quickly.

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It rises up and then it goes away.

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And that also helps us because you can see as the simulation continues to go and run, this bounding

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box gets bigger and bigger because the voxel area, which the smoke is covering, is getting bigger

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and bigger.

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And the longer we let that smoke rise, the bigger and larger of an area that it has to calculate.

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So when we set the dissipation high and the smoke disappears, we can help kind of limit that kind of

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very computationally expensive expansion to be smaller.

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So see how the box now reduces back down.

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So we never really get to a huge size because the smoke dissipates before that happens.

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And we were controlling that through the dissipation here under the properties.

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And we were down here on the air.

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And we want smoke dissipation and we increase that to 10 from one.

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So that helped us with that.

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And then we had this little trail smoke here because the emitter was scaled into the negative because

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of the tangent handles.

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And now we can see the smoke from him popping out.

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And you can see where the collider actually worked really well, that it drug this smoke out with it.

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So we can see as he passes through the smoke, it kind of collects around the vest a little bit and

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then it gets dragged and pulled with his motion, which is really nice, is going to help direct the

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eye through this fast animation.

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It's going to kind of help to have that motion of the smoke be centered around him.

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And so at this stage of the game, we have a pretty good simulation working.

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The last thing I want to take a take a look at is in the rendering of this.

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So I'm just going to create a directional light just so we have some type of light in the scene.

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So I'm just going to create a directional light and I'm a scale that up and I want to show lights so

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that we can see that and the direction it's going in, it's going to kind of go at a three quarter angle

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downward.

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And now let's go into the Bifrost container here and we can go to the mesh and that way we can get over

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to the arrow material.

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So we click on that.

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We can see the volume material is in a standard volume.

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We click this little arrow, we get into the material itself.

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So let's turn on the Arnold reinterview here and just see what we have right out of the box so we can

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see it's it's dark.

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It's basically black and but it's looking pretty good.

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It's a little it doesn't have a ton of texture to it.

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And again, that's because our resolution is still fairly low, but it's looking pretty good.

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But to make this a little more readable, I want to change the color of this.

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So in the scatter spot over here, I'm just going to increase that color to be a little more white.

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We can also give it a color.

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We could give it like a purple color or something like that.

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But yeah, that's in general how that works.

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We could also increase the kind of emission instead of temperature.

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We could change that to density.

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So basically the emission of this color is dependent on the temperature.

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And so we don't really have we can change the channel so that that should change it.

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As we do this, you can see it really changes the look.

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So this is more for something like fire or something like that, because temperature obviously is more

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related to fire type of things.

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So we could change the color of.

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That we could also change this to density so that the density of the smoke is what affects the color

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in this channel, but it's pretty sensitive, as you can tell.

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So I don't really use that one that much.

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But basically, it's going to be between density here.

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We can increase it.

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So it's like very, very smoky, thick smoke or we could just reduce it down.

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So it's just barely even there, kind of like a magical smoke.

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So that's pretty much it for the smoke.

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And feel free to mess around with all of these different attributes to get a type of look that you're

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interested in and yeah, keep playing around with it.

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And again, you know, we can change.

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We can go values past what's here.

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This value is on one.

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But, you know, I can just crank that up so that it's, you know, a value that I want.

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So it's a little bit brighter.

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We could also keep going with that.

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You can see it changes the edge of this stuff, too.

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So because this is based on

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just kind of the density of the smoke, these values will change quite a bit, the transparency of it.

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So anyway, just play around with the material a little bit and we're going to light this again later

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on in the course.

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But just wanted to show you how to change basic stuff like color and.

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Yeah, and the next lesson, we will continue on and finish up work on finishing up the scene.

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So thanks for watching.
