Houdini Tutorial 3D Lightning Part 03 Custom Solver

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3d landing tutorial part 3 so in this part I'm going to be going over how to use the solver to take our bolts that we had from last time and make them animate you know more interesting way and kind of evolve over time so just continuing on with the previous scene file which is available to download like if you don't have it check the description so yeah basically the last time we just had a this kind of thing going on it's pretty much these bolts that would like to flicker around from spot to spot they've all got the same kind of like turbulence to them they're pretty consistent then we'll buy the same color and so adding a solver is gonna allow us to do something a little more like this so it W there and loops and play this so here we go so now you can see instead of our being these consistent like kind of turbulent bolts now we've got the bolts that are spawn in this kind of like dark purple color and then over time they kind of evolve like getting more and more turbulent and then going through this color gradient of like purple to blue or and then almost white when they get really turbulent and then they kind of die so yep that's pretty much the lightning silver so let's dive in here and the first thing is I'm just gonna kind of like go over basically the silver does so here we use like a you know pop net like pie or whatever like they're all solvers obviously and pretty much the difference between a silver and are something like this that we have so far which is you know totally procedural is that the solver starts at a point in time and then you know makes the calculation based on what data exists at that time so frame 1 there will be like certain data and then based on that it will calculate friend to then frame to the data is now different and then it will calculate on that and become frame 3 so you can see if I click around on the time study here it pretty much is just gonna calculate instantly like based on whatever frame I click on so all that's happening is it's going from the top of the chain and then calculating all the way down to the bottom and then once it gets to the bottom you know it runs a few kind of scripts and some flops like based on current frame and that's what causes it to animate around but essentially it's making a brand-new calculation for every single frame like this this information that has nothing to do with the information on the frame before right we've just kind of made the noise change by a tiny increment every single frame which kind of gives the illusion of animation even there really it's a brand new calculation on every single frame and if we just hit D and the network here we can go to dependency and show time dependencies and so that will just give us some more glowing green kind of nodes here and so basically what's going on here is anything that's green is time dependent well it has a time dependent cook so these two things up here the sphere and the grid like they have to calculate once so you know at the very beginning it goes here's a sphere here's a grid I know what they look like but then go down to this scatter now it has an expression here which is based on current frame so now it knows that it has to re-cook this scatter every single frame and as a result anything down the chain below it also is going to have to get recoup every single frame and yes oh yeah this stuff you know it's time independent so again like this stuff gets calculated once and then you know it's in memory like we can scrub around and only the green stuff has to recalculate so yeah that's a bit of a tangent but it's kind of good to know for optimization but then the silver on the other hand you know it takes the information that existed one frame ago and then uses that as the basis for the next frame so yeah back to the silver let's just make a sphere here and I'll kind of try show what the solder does so just look at the sphere I'll hide everything else and make a tracks one just goes in so just found out is these buttons I'm good luck hit those hit those just like lines everything up real nice which is a fun thing to do so take us fear and I'm going to offset it and you don't do this by the way I'm just kind of like trying to demonstrate this little off and then I'm just kind of rotate around the y axis by 13 13 maybe uh 11 is good yeah so now we have us fear just traveling in a circle over time and if I look through the silver now nothing happens and the reason for that if we just take a look at the solver so it's basically got initial geometry is the first input I'm just like hitting middle mouse key on one of the inputs to see what that input is you can do that on like any node so first input is initial geometry second auxilary one ox2 and ox-3 and we can double click to dive inside and you can see here we've got input 1 2 3 4 and something called previous frame so the way this works is input 1 is you know our circle with the transform because I was plugged into the first input so if we look through it now and we've got our Spirit circling around the previous frame though pretty much shows the result of the silver on the previous frame so pretty much wherever this blue flag is it's going to show what that blue flag was showing but one frame ago so you know at the moment it's not doing anything and the reason for that is because on frame 1 which is the first frame that starts calculating you know nothing's happened before that if we go to frame 2 then it's showing what was on frame 1 which is that circle being there now if we go up to frame 3 it's going to show what was on frame 2 which is that circle being in the same spot so for its same spot so pretty much it's just showing the previous frame all the way back to frame 1 so nothing is happening when we have it set up like that but we can do something if we are merge to get to input 1 is the current frame that's the spear spinning around and then we merge that with the previous frame and remember the previous frame shows the result of the hole solver so whoever this blue flag is looking set the moments on the mode just going to show where that was one frame ago so let's take a look now frame 1 the sphere is there frame to the spheres moved and it's now merged the moved sphere from this transform with the sphere as it was on frame 1 now frame 3 it's showing frame 2 which was these two and the current frame 3 which is this new on so as we play through it's basically going to leave a trail behind of all the spheres so hopefully that kind of makes sense so yeah basically we're just adding you know whatever's going into input 1 to whatever was showing the previous frame so just accumulating things every single frame so yeah as you can see like operating on the data that already existed rather than kind of calculating afresh and just one other thing to note if you'd like never used to solve it before as we have this blue bar down here pretty much that just means that it's a cashing out they solve so pretty much like it doesn't really matter here I couldn't click away up here it's gonna calculate instantly and that's no problem but suppose we had you know some really complicated things going on inside the silver and you know it took like maybe three or four seconds to calculate every single frame so you know took like maybe a minute to calculate the first second of footage then instead of having to wait a whole you know another second every single time we want to uh you know three or four seconds every time I want to watch these frames like now they're cached now they're blue so just we'll save it into the memory and allow us to prescribe to it freely and also it means you know we can play through and then also like scrub backwards like you know in some programs like Mar would have a lot you know you can play forwards but then you can't go backwards like you've got to go all the way back to the beginning and reset the whole thing if we would have changed something about the simulation so I'm just going to swap the inputs of the merge with the Scorpio with a shift off you can see now it turns orange and that pretty much means that the cache is still saved to memory but it's no longer accurate and look it reflects the information that is a you know those settings that are currently inside the soul ball so you know at the moment the merge you know can doesn't matter which way the inputs go in like that doesn't matter but the point is like something in here has changed so Houdini's basically gone like nope that case is no longer accurate like I'm a would be orange now until I go back to the beginning and then play through again now plays through with the new settings let's blue again and just one last thing about the silver before we move on is if we scrub through here you can see this circle it's kind of like not leaving a trail now and the reason for that is because we're inside this old world like that is just something that will probably confuse you if you don't know about it is you've got to just make sure to go outside of the silver go take it back hit reset simulation to clean that ball let's go inside the soul ball it's just gonna you know not show what's actually happening as soon as I go out it'll show it so yeah that's just kind of like weird glitch Ibadi you just have to make sure like do your changes in here but then go back outside to see what's actually happening so anyway yeah that was a bit of a tangent hopefully that kind of explains how the soul work so I'm basically going to take our soul ball with the merge and just tuck it into a lining here you can see that the circles are still there because it's still cached even though you know it does a different thing plugged in now so it's going to go back to the beginning and now to wreak a so straight away you can see instead of you know up here we've got our bolt kind of flickering around now our bolts are sorry just no but instead the bolts are persisting so pretty much every time one is created it stays there forever because it gets merged with the previous frame and it gets remembered by the soul ball and you can see actually if we scrub through the first say like eight frames like nothing happens right everything looks the same but if we go to the geometry spreadsheet check out I'll just order this by point number so there we've got 23 points go ahead a couple frames now 47 points now 71 points even though you know not nothing's actually moving in this time what's happening is it's merging the previous frame you know starting with these points with the same points again so pretty much we just have the same line being duplicated for every single frame that it is going into the solo so there we go it doesn't change until you know way up here after a second so for the first second why pretty much is having like constant duplicates of these lines being created our four turn on point numbers you can kind of see like there's some overlapping numbers there and they keep going up even though you know it's the same line there the whole time so pretty much the way to solve this is we want the bolts to be in a different position on every single frame so we get no overlap so we can do that by going up to a scatter here and we had this expression for the global seed which would basically make the bolts jump around you know every so often and we're just going to delete that so I'm gonna hold ctrl shift and click on the word global seed so I'm just gonna type in here dollar sign F so current frame so now if we just look through before the silver the bolts are pretty much changing to a different place on every single frame so if we look through the silver you can see you know those are gonna get added together but now we're not getting any overlap like it's scatter into a new point every single frame so you know this is pretty hectic if I'm a little to the end like turn off numbers uh you know this is a get pretty pretty crazy right there it's like I can laggy and stuff too you know it's probably isn't what you want so what we're going to do is try and make these boats spawn in kind of controllably over time so basically have our wrangle here and this is controlling how often they move around and how many there are at a time so you you can go down to some of the settings we made a boat count bring this down so you know it's like one bolt at the time looked a bit more sensible but you know it's doing it's pretty crazy so I think i'ma just get rid of this and copy to like we don't need that and so now we just have our ad going into the copy and you can see everything's disappeared so also I'm just gonna look through before the silver just for now so everything's disappeared and that's because the scatter is currently looking for this brand count parameter in the copy stamp and if we look at the copy the ran count is looking for a at bolt count attribute and that was created by the Wrangell and since we no longer have the Wrangell it's just kind of reverting to zero and you know scattering zero points so that's the first thing we need to do is make a wrangle to control this well actually I am yeah I think I'm gonna do this with a ball like you can do it both ways and in the same file for you know the end of this I'll share it will have like the vault method as well as the wrangle method but yeah just for the Chitra I'm gonna use some faults because I think it's kind of visual and hopefully makes more sense like watching it as it tutorial so yeah let's just check what was it bolt can so I'm Garrett of bolt life get a brand spawn and I'll just cut and paste it and and cut and paste again just ctrl shift click you can see it's still great even though there's nothing written in there that's because it's still kind of an expression mode so just ctrl shift click and it'll go to UM normal and then just click back to back to default so yeah the first thing we need is a bolt count attribute so I was going to dive inside the top here and first thing is make a bind export and call this bolt count and just to start off who's gonna make it a constant so I'll just hold middle mouse click constant and set it to 1 today I've got one bolt which chomps align into place and so what I think we want to do is have some way to make this bolt only appear you know so many times per second you know like with a pub network we have you know so many particles emitting for a second so I won't have so many bolts spinning for a second so let's see if we can find a way to do that so what I'm gonna do first is create a random and I'm just going to plug the result of this into color and for the input I'm gonna plug in frame so frame is pretty much the con frame like as an integer so now look at the geometry spreadsheet the color is you know some random amount based on the card front else I'm just gonna look through just uh oh you can see sometimes it's an orange block and it goes up even when you like no longer the sole ball and you know if we go back to the beginning it doesn't know kind of clear so when that happens you can press the back button and that'll clear it out so yeah anyway so you can see now we've got the color is a random number and this is exactly the same as the ran function in a wrangle it's just going to take some seed you know what have we plug into it and based on that generate a random number between 0 and 1 so if you scrub through you can see for color our numbers changing to different random numbers between 0 and 1 and let me just make this a little bit bigger just it gets pretty a humongous with vex okay today's all changes to rounded so make it a bit NATO nope wait rounded the zo rounded I broke it I broke it let's see new network new lightning effects point book around it there we go that's the sweet stuff all right yeah sorry about that so we've got our random number between 0 & 1 for every single frame now the next day I'm going to do is multiply that by a constant so again I'll just hold me to mouse click on this input and let go and it'll create a constant and the value of the constant I'm gonna set to a little thing called dollar sign FPS which is the global variable for frames per second so you know you could just do 24 but this pretty much means you can change you know the frames per second and it just to work perfectly so now instead of an random number between 0 & 1 we have a random number between 0 and 24 so the next thing I'm just gonna add oh in fact now I'm gonna add constant and put that there and just leave it on 1 so whatever number it was we're just gonna add 1 to it and you see why in a sec we're gonna make a float to integer so the float to integer is the same as the int expression that we used in a wrinkle before so it pretty much rounds down to the nearest whole number so you can see from the add constant we have you know 16.9 and then we'll have used the float to integer just rounded down to 16 so yeah that's why we added the 1 so now instead of having you know rounded down a random number between 0 & 23 we now have a whole number from 1 to 24 you can see as we scrub through well this number would has changed like they're about 24 like sometimes down to 1 and so it'll just be a random thing every single frame okay so the next thing I'm going to add is a little loop so I'm just gonna type gif and make this if block so let's put that there and so the f-block pretty much has this kind of like bubble around it that just you know encompasses whatever's in the in the block that doesn't matter I'm gonna use the ND though we're pretty much gonna use their begin for this so the way it will actually make a compare and the compare will plug the result of this float to int adjourn so the compare is basically going to take our input 1 and then compare it to input 2 and then the result is boolean so either true or false or in other words it'll either be 0 or 1 so the test at the moment is equal we're going to make it greater than so is this value from our float to integer greater than whatever's in input 2 so for this so just making another constant and for now just like so 10 say and then so the bullying can go into the condition for the air flu because that accepts a boolean so that pretty much just means you know if this condition is true you know if this number is 1 then the if loop will occur or you know if the condition is not true then the if the condition will not occur so inside here we're going to make a remove point and by default the point number is minus 1 because you know there's no point minus 1 that starts at 0 so we could either plug in a very global at peaking num variable into here but since we only have this one point going in we can just say 0 and there you can see our point was deleted so that's pretty much what the removed point does it will delete a point based on this loop so yeah this go over this so basically here we have a random number between 0 & 1 is picked every single frame and then that's multiplied and has one added to it so that it becomes a random number between 1 and 25 and they gets rounded down to the nearest whole number so you know any integer from 1 to 24 and then we're comparing that is that number that it's randomly chosen greater than ten and if it is greater than ten then it's going to get deleted the point is going to be removed or if it's not greater than ten it remains so you can see as we scrub through now you know some frames the point gets deleted and it's no longer there or are the frames the value is less than ten so it it remains or you know less than or including ten so pretty much my theory here is that if we randomly pick you know ten out of every 24 frames for this point to not be deleted then that's going to give us roughly ten things you know 10 bolts being spawned every single second now in reality that's not exactly other random works like it is truly random so you know one frame sorry one second we might have you know like 15 frames being spawned well the next we might have like you know like four or five being spawned but overall like the ultimate average would be roughly you know ten bolts a second now so if you jump out and take a look through these Silvo you can see now you know they're kind of being spawned if we change this down to like one per second now let's have a look they're good for seconds in and we've got you know four or like five bolts locked so yeah not you know perfectly accurate but it's kind of like probabilistic so I'm just to give us a little more control over that let's also change the seed it'll give us a controller for the suits and it's gonna add to this a parameter and I'm just going to duplicate this parameter actually so the first one were going to call volts per second and it's number two we're gonna call Rand seed so the volt per second Oh chuckling instead of this constant here so this pretty much the parameters means it like appear outside the bulb and then for this ran seed I'm gonna plug it into this ad and just one other thing I'm gonna do with it I was gonna multiply constant here by just say like 1 3 8 its so basically what's happening there is I'm adding some amount to the random seed before you know the random number is chosen and the reason I've multiplied it by you know a whole bunch is because if I add like 1 or 2 then you know it's like adding 1 or 2 to the frame number so it'll be like instead of having a frame 1 it'll now happen on frame 3 sort of thing it's like offsetting it in time if that makes sense but by multiplying it by you know some huge number now every time we change the seed it's gonna get you know drastically changed like offset by more than all times by this sort of thing so yeah this is jump out now and bring this down a bit so now I have this bolt per second and ran seed so we'll set this to you know 5 volts for a second so there we go our bolts are kind of spawning now and we didn't just change the seed to make something different happen if we don't like the way that that's looking so yeah we it's not a perfect control four bolts per second but over time it should like average you have to be you know roughly correct so the next thing we're going to do is make this work kind of like how particles works and particles basically use this life attribute and this age attribute and that's why they turn up in the kind of global variable see it because life and age are you know common wants of particles and I'll totally suit our purposes here so I'm not going to make another bind export and this one's going to be age and just copy paste that and this one's going to be life okay so the way that agent life works age is starts at zero and as the thing lives for longer and longer than the valley for age goes up over time whereas life is a random number you know in the case of say particles that is chosen when the thing is created and once age reaches life then it dies so you know at it's kind of like destined to only live for whatever the value is for life so I'm gonna make a constant here and leave it on 0 and plug it into age because age will start on 0 and then for life I'm just gonna do something pretty similar to what we had up here so I'm going to take our frame plug it into a random key frame random and then I'm just gonna make a fit branch here so so it's like the holder so I'll just plug this random output into the value for fit and then the result into the blind for life so let's go over what's happening here so the fit will basically take our input value and then between a range of 0 and 1 it will remap that to at the moment a range from 0 to 1 so say I'll ran a number was point 5 and whoops and then for the fit will set this to you know 0 to 100 so our input number is 0.5 and in a range from 0 to 1 we're remapping that from 0 to 100 so our point 5 would become 50 because it's half of that if I starting number was 2 then it would get clamped down to 1 and then would get remapped up to 100 if that makes sense so yeah pretty much now we just have our random number which is between 0 and 1 and it's getting remapped to between these two values and for those two values I'm going to create two more parameters so this one is going to be cool old life mint and we'll plug that in to destination mint and copy paste and so on will be called life max and we'll put those - max so now our thing is gonna randomly you know have a life given to it for every single bolt and that life is going to be between this minimum amount and this maximum amount so let's just take a look at our solvent now I know L so we'll just set your life min will make it say 1 and say 3 and on one more thing in the copy we need to tell it to apply those attributes to you know whatever it's copying so we need to go up to this attribute tab and just go use template point attributes and we don't want alpha or blah blah blah any of that little that we just want age actually I don't think and life oops life and there the only entrance want a stamp on today okay now I've got age and life and she scrubbed through looks oval you can see now our our ages zero so everything and our life is some random amount and it'll come in pairs because we've got you know two points for each bolt like one at the top one in the bottom and just one other thing which I notice with this so I should do those before take a look here we need to add some arbitrary amount to this random here because do something I noticed when I was doing this earlier if we have nothing for this seed so let's just turn this yeah rancid down to 0 and then pretty much you know nothing's being added here so it's pretty much as if the seed for this random frame and the seed for this random is also frame so these are always going to produce the same result and since over here where you know doing some stuff and then deleting the highest values so any values which are higher than this amount are being deleted then that means the highest values for this are also going to be deleted for life so we take a look here through the solver you know so I'm max life in a moment is 3 we look for the soul ball like nothing is gonna get anywhere near 3 like it's all you know 1.4 is kind of the biggest number we get and that's because it has the same random seed so just a solution for that is I'm just gonna make a multiply constant here and multiply it by the meaning of everything you know just some arbitrary amount just to make sure that the the amount going into this random is different to the amount going into this random so now if you have a look through the solver just reset that now we are getting you know some large values that could you know we can get all the way up to 3 sometimes yeah just something to be mindful of so anyway let's move on so we've got kind of our age and our life set up you know being created onto every bolt now now I want them to the age to kind of increase over time and then for the points to be deleted once age reaches life so the way we can do that if you jump into a snowball it's gonna make another point fall and the thing about a point vault inside a solver is it's going to obviously operate on the thing every single frame so you know say we're adding 10 then it's gonna add 10 to the thing every single frame rather than you know just making it 10 bigger it's gonna you know increase by Ken over time so I'll show you that so we're gonna take age and I'm gonna buy an export age so age is going out into age and I'm just going to add a little bit to it so I'm gonna add whoops not over there sorry add and then the mint I'm gonna add is [Music] 124th because I basically wanted every 24 frames I want the whole thing to go up by one you know so one second so I'm just going to make a divide and I make it constant for the first input and that would just be one and I'll make it constant for the second and that will be again dull cyan fps now we have one over 24 and we're gonna add that to it every single frame so let's just jump back out of the soil because again well wait inside the solver because right now we're inside of up inside the silver it's not gonna update properly we jump out and reset this so now you can see a edge is going up constantly by 124th so you know after one second our edge is like nothing spawns on the first frame but let's just find a see where it does born on the first frame so blood or blood or blood seed so now we go up to 24 frames say that it is now one second old so our largest value today is one so let's start back in yeah dad back in here so again we want to make a little if loop with removed points so now we're going to compare the age to life so let's make another compare and I'll grab a global variable for life and I'll plug that into the first input and then I'll grab age you know resulting age I'm talking bout into the second input and so I'll compare is going to do test is this number less than this number and then we'll make an if loop on this block or other plug the bullying in and then remove point and the difference here is because now we have like a whole bunch of random point numbers we can't just say you know delete point number zero we needed to delete the point that it's currently operating on I thought make sense so I need to get PT num where is it here and plug that into the PT num for the remove point so basically you can tell it you know if this condition is true delete a specific point and you know if you plug in PT number then I'm just going to delete the point that is you know larger than the value and all I'm also just going to move this down so I'm not kind of crossing the streams there so yeah hopefully that makes sense so now age is increasing over time we're bind exporting it there so that it gets remembered and you know the updated one gets reread at the beginning of every frame and then every frame we're gonna compare it is this number less than life and if it is less than life then it will get deleted I think I might have this around I don't we actually let me just test this out nope that is around the right way yeah you can see now you know a kind of life goes up once this number becomes bigger than so 2.45 whatever because bigger than two point nine eight whatever then it disappears so let's watch our bolts here so that kind of like living for a bit and then die for a bit so that's pretty cool arms are going to go in here and create a new value so I'm just going to make another find export and then this one is going to be called energy I basically wanted to be kind of representative of how long the bulk is lived for you know how much energy it's kind of accrued over its lifetime so just to kind of demonstrate this I'm just going to get a divided and if I put age oops age of the life I was put that into energy you can see as we go along energy I'm going to go out of the thing to make it happen energy is going to start off at zero as it lives and then will end up as one well you know well quite make it at one but lend up as you know one like right before it dies for every single thing and this is okay but it means that every bolt is going to always reach one energy if that makes sense you know because it's age over life and I don't want every single bolt to reach the maximum amount of energy like it should you know if it lives for the full three seconds like that is when it will reach the maximum amount of energy but suppose this board only lives for like one second you know don't want it to get all the way there so instead of doing age over life I'm gonna do age over the maximum amount that life could possibly be so disconnect that so how can we get that like a constant and we'll plug that in there and there's going to jump out and go to our point for Peter and for our life max value I'm just gonna right click copy parameter go into our solver go to the point volt and then for this constant right click on the value and paste copied relative references and I'll just say this is a constant named max life so that now we can see if we take this back now energy goes up but it never quite reaches you know the full like point nine like almost one value like some bolts will you know if they're if they're life is you know this one's almost three it's almost the maximum amount but other bolts where it's you know it's left zoning you know 1.5 its energy values and you're gonna reach about point five before the bolt dies great so take a look at the scene view here so now we have this energy value which kind of like increases over the life of the bolt and we can use that to control the color so I'm just gonna grab the collar from Pierre and put it off to the sole ball and we'll look through it it's gonna reset that there scrub ahead a bit and so for the color time instead of constant now I'm going to change it to ramp from attribute and the attribute is going to be energy and so you can see now the bolts kind of start off black and become what at the time because we had this black to white gradient so we'll just change this to lake purple make the other end kind of like blue and then make that elector heaps what kind of blue and then over here to make it like straight-up blue darker kind of you know and they will bring kind of darker quality kind of color in there I know see ya okay so now we have our boats basically um changing color over the lifetime based on that energy value and so yeah you can see along with the energy value like some bolts will make it all the way to like almost that perfect white color but other boats will die off you know before they even stop being purple almost because the energy doesn't reach the maximum value for every single bolt like sometimes they disappear before then so let's just take a look through the end so they've got one last thing to do is control the turbulence with that so I'm just going to dive inside the point pop here and so this is where we had our three kind of levels of noise controlling how turbulent the lining is so I'm pretty much going to and much like tomorrow at first actually going to grab this move it over a bit it's gonna make a bind and again binding our energy attribute and we're going to grab our noise and Adam multiply to each one so paste that there paste that on the medium noise and then put snot on the small guys so yeah just kind of space inside a bit butter and then our energy I'm going to plug this into the multiplier for each one so you can see now and then when energy is zero like I'm all know he's gets multiplied by zero and the line becomes completely straight now I think this is a little too much at the moment so I'm gonna make a clamp and so the clamps just going to keep it between a certain range so I'd say for the large noise I do want to multiply it by you know zero have like no lodge nose at the beginning of the bulbs left but for the medium noise and the small noise I'm just gonna sorry this giving a little messy here so your energy multiplying by the lodge noise you know before the noises get added together and then for the medium noise in the small noise I'm going to multiply it by this clamped energy and the clamp is going to be from say 0.3 to one so instead of the smallest value being 0 the smallest value will be point 3 and it'll go up to 1 over the lifetime let's a look at that so they can now our noise is kind of getting Wiggly over time and I might even just increase the maximum amount of noise for these so like the medium amplitude maximum maybe like 2.5 a large noise I'll make it uh say 3.75 it was for and the reason is because you know that is the maximum value now like most bolts like won't even reach that amount it's only like the few that live for the longest amount of time where I'll even get that towed one so let's play through that so yeah they would gear so yeah that is pretty much how you can use the Silva to create evolution of the bolts and make a lightning silver so I hope that was helpful again feel free to message me or whatever if you have any questions and stay tuned for next time where I'll be going over some rendering and compositing of this effect so yeah thanks watching
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Channel: 吴柯
Views: 1,114
Rating: 5 out of 5
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Id: jh5G8nfQ0O4
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Length: 45min 1sec (2701 seconds)
Published: Sat Jul 13 2019
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