Infected System | Beginner Houdini Tutorial

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hey everyone how's it going welcome to another houdini tutorial now before we get to the actual video i just wanted to take a moment and mention that if you want to support me and support the channel you can actually buy some of my nfts i'm minting my pieces on the tezos blockchain which is pretty cheap and environmental friendly so they are not expensive at all in fact a formation piece is uh two tezos and the velomite crystal is three tesos each tesla's i think right now is about four dollars i'm not sure uh so yeah if you want to support me it will help me a lot because creating videos is not my day job and i kind of have to find the time between my projects or when i'm waiting for my scenes to render which is for example right now as i'm sitting here waiting for my cash so i just decided to record this video and yeah if you want to support me it will help me a lot it would mean a lot to me there are uh editions so for example this piece has 15 editions i think uh nine editions are now available and uh let me see here yeah nine editions are on the marketplace uh the crystal only has one edition on the marketplace but i'm still keeping like five so i can definitely add more i'm also collecting stuff in fact i recently collected this piece by tim j design tim is a great friend and a great artist so i would encourage you to buy his nft as well uh and also uh if if you have anything cool i'd love to see it and uh i'm interested in uh buying nfts as well so let me know okay let's get to the video now uh one of the pieces that has been requested a lot uh recently is the infected system let me just mute this and so we're gonna create this today it's gonna be a pretty uh i'm hoping a pretty fast tutorial so uh let's just see how it goes i don't think we're gonna do any shading because it's not really complicated at all i'm gonna uh share some uh stuff with you just so you know how how you can do it also uh depending on when i post this uh we also might have uh another episode of the how to series uh which is gonna be a scientific visualization i had uh kate zagoraris on the channel and we talked about science scientific visualization and other interesting stuff so yeah please check that out okay let's get to the video uh i'm gonna use uh a geometry uh here for our tutorial and uh you can actually go to 3dscans.com these are all free uh objects in fact if you remember from one of our previous videos we used this one uh for this video i'm going to be using this uh what it is this jaguar or uh hello we're gonna use this one whatever it is uh let me have my scene as well because i want to see what i'm doing there we go let's place down a geometry node let's place down a file and i'm just gonna load it now most of the time when you load uh objects from 3d scans or in fact anywhere else they're going to be kind of weird distorted maybe the orientation is corr is not correct this is usually because of the the method that they used for the uh 3d scan so uh what i'm going to do here is i'm going to put down two nodes match axis and match size and these two are actually very helpful i'm gonna go go to the match access and i'm gonna say let me actually save this one real quick tutorials can i already sell save this one i guess not no worries system and i'm gonna call it inspected oriole so match axis we have from vector 0 1 0 and we're going to say -1 so immediately we see the orientation is correct now let's go to the match size we're going to say justify y the minimum it's going to sit on the ground in fact you can also upset it if you want go up and down but the scale is too big right now and uh the thing is you can scale it to whatever value you like in fact there's like a target size in here you can say scale to fit it's gonna go uh be very small in fact it will be the biggest uh essentially the biggest axis is going to be one the way it's set up here you cannot actually set it to be like you want your x direction to be one which is what's uh you can see right now you can go with y and go with uh z direction i'm just gonna leave it as best fit but i'm not gonna use one one one i'm gonna use a three point uh three 3.5 i think yeah in my experiments uh bigger values with the way this setup works uh are kind of better uh you're free to just experience with whatever number you like now we have a lot of details in here and we're going to use this geometry for the render but i just prefer using a little bit of a less denser [Music] geometry for our simulation so bdb from polygon that's the old friend and i'm gonna set it to 0.008 these values i just experimented with them so i know they work but you're free to go with a higher resolution if oh in fact a lower resolution uh if it's uh slow you can go to like 0.1 0.15 i mean i guess this is too small but 0.05 might work 0.01 might also be fine but i'm going to go with 0.008 and i'm gonna convert vdb set it to be polygons and we have our geometry but it's still pretty dense so uh 500 000 this was about 1 million but i'm gonna also put down a remesh note now the rematch stop is uh pretty slow i'm not the biggest fan of it but uh we're gonna use it right now i'm gonna also show you an alternative so let's use adaptive and i'm gonna set these two values just waiting for this thing to load okay so for the relative density i'm going to put down let me also manual because it's going to be super slow i'm going to put down one in here and also one in the second one so i will set it to on mouse up it's a better method i think because then when you're changing something it won't constantly load it as you can see this is actually much better now and we won't use this one for our render because if you look here there's just so much more resolution and it's just better but for our purposes and in fact for the simulation i think this is pretty good all right now as an alternative there's a node called remesh and it's not available by default but it was available in side effects uh competition they did a while ago i'm not sure where it was i think it was called eckhart if i'm not mistaken art was it let's just see heck should be able to find it egg art challenge yes so if you want to download these you can go to the forum uh i think it's in one of these categories but let's just go to the form itself and best utility entries and if you scroll down here pretty much near the end i think this one the faster image it's an amazing node i'm hoping the labs tools will actually load this one uh because it's just amazing now when you go to it you just bring this one up as you can see it's pretty fast you set the target length and just it's it's great and there are sims and if you don't like it you can just check this one and it remeshes everything and as you can see it's a great way of remeshing stuff i'm not going to include this one uh in the scene file because i'm not sure if i can share it but you can just go there and download it we're going to go with our normal read mesh all right so we're going to use some pyro techniques actually we've used similar techniques before in the velomite crystal tutorial but i'm just gonna walk you through it again so first things first uh we are gonna create a resource let's place it right here we're gonna uh we're not gonna keep the input let's go with a surface scatter it's more uniform because if you look at it uh for example you can see there are some points that are closer to each other you can go ahead with this one as well it's just i prefer surface you can also go with a volume scatter for normal stuff but let's just go with surface and for our separation i'm going to put down 0.025 i think it's a good value i'm going to create the uh hit this plus button create the temperature i'm going to set the value to be zero now we're going to work with temperature in let's let's scatter some points the way essentially the way it works is i'm creating these particles in here uh i'm setting the temperature attribute it's going to be equal to zero now usually when we work like this we're going to put down a pyrospread and the pyrospread is a simulation if you have a temperature value it's going to use that and uh do something with it for example burn your c but we don't have any values in here in fact let me just put this scale to zero as well there we go now uh if you have a temperature attribute it's going to be red in here in fact if i bring it up should be i think since it's just one value uh it's not showing it let me check real quick there we go so this is like the temperature but we don't want to work like this what we want to do is we want to pick some of these and give them the temperature so they spread we don't want it to be on the whole geometry so the way i'm gonna do that uh i have my points in here i'm gonna bring it down and disconnect this for the time being i'm gonna scatter a bunch of points now you you can be uh very exact place them by hand i'm just gonna do something random uh let's see i'm gonna place nine points maybe yeah that's fine so what i'm going to do next i'm going to put down a sphere and i'm going to copy this sphere to these points ctp capture points they're pretty huge we're going to make them smaller now i'm going to put down an attribute randomize i'll randomize the p scale attribute bring it down and fit it between 0.05 and 0.1 now alternatively you can also use adjust float which is probably better uh because it has a lot of options including the random and by default it puts a pc so in fact let's just use this one 0.05 as zero point one there we go now next up we're gonna create a group i'm gonna say group i'm gonna change it to be points i'm gonna call it i don't know usb box since we're gonna use bounding regions and we're gonna switch it to bounding object and we're gonna connect this one so now we're selecting these points i'm going to put down a wrangle you can also put down an attribute create it doesn't matter i'm going to select this group i'm going to say sine temperature is equal to 1. so now when i visualize this temperature actually see some of them have this value value of one so let's connect it to the pyro spread now let's visualize the burn you can just go through these and visualize the one attribute that you want when we play we start to see something but then it dies out pretty quickly so let's dial in some settings now first things first uh i'm gonna play with these uh cooling rate so let's say 0.3 when i play it now you can see we're actually seeing something but uh it's not enough it's kind of boring you can also visualize temperature if it helps better yeah maybe this one's better okay so uh let's go to diffusion now the diffusion is sort of like uh how it's gonna burn so diffusion rate we're gonna switch this one i i like alligator noise there we go it's pretty cool uh i'm gonna bring this one a little bit forward as you can see and by the way you can actually see the effect of this on mouse up right here so if i put it to auto update you can see whenever i move it see what's happening but if you put it to on mouse up when you stop it you get to see it now it might not be so useful right now but if you you're doing something very heavy it becomes very helpful because you might want to go between values and you actually have something specific in mind so i'm going to leave it somewhere here and i'm going to bring this one well maybe here yeah that looks good uh element size 0.5 and for element scale also i'm going to bring it to 0.5 so small and i think that's pretty good let's look at the temperature now very very interesting okay but it's still a little bit fast for me so what i like to do it's a kind of a trick but i put down an attribute warp i jump inside now here's the thing we have this burn attribute this note by default puts out a bunch of attributes in fact these are the stuff that we are visualizing in here uh we're going to work with the burn attribute it's here and it's going to show how much of this thing is actually burned or infected so i'm gonna bind my burn attribute but what i'm gonna do i'm gonna actually multiply it so let's put down a multiply i'm gonna put a noise on it so my position gonna put a a noise and connect it here and connect it not to p actually find export and connect it back to burn so sucks now because uh it's just too small you gotta dial it up so uh i dialed it up to these values so for amplitude i used 17.8 i brought down this roughness to 0.082 and i also changed frequency to 5.9 these are just values i experimented with and when we play it now you can see it's actually really interesting but here's the thing we're multiplying this by a huge number now when we go to our uh geometry spreadsheet burn it's actually pretty big we don't want that we want zero and one so let's just clamp it this way it's going to be between zero and one so still has the same effect it's just between zero and one now great so let's put down a group expression and in here we're gonna select these so let's say uh if you can put whatever name you want i'm gonna say infected i'm gonna say assign burn is equal equal to one let's select it so these are our points and we're gonna just blast them out plasti infected and delete non-select so these are our starting points i'm gonna clean our setup now and make sure uncheck this unused point because and also this one the remove degenerate primitives because we want to keep our points and just check these two so now we don't have any attributes i mean uh let's let's put down a pop now we need to actually come back here and change something but let's just keep it like this uh also we had a p scale attribute since we're cleaning our setup now we don't have the p scale attribute i'm actually gonna put this carrot symbol and say p skip because i i want to preserve the p scale in case we need it because right now it will be equal to zero if i don't do it but overall we usually actually don't include this one let's just keep it for now we're gonna see some problems we're gonna come back the only reason i'm keeping it is because you might forget this clean let's just go without the clean on it then we're gonna come back to it yeah that's better so let's create our uh stuff this one okay so let's just start from the top i have a bunch of points what i'm gonna do is uh i actually learned this trick from uh doxio studio and if you wanna check his tutorials it's you definitely should in fact he actually takes a similar approach it just i think he uses a pc find but it's pretty much uh same i think his method is harder so this is a pretty easy uh version of uh kind of similar let's put down pop grain and we are gonna change some stuff in here uh first of all assume uniform radius we don't need that clumping we need that and uh i think that's it i don't think we need anything else so let's just play it right now uh now we're creating points on top of each other and also i'm gonna set this one to all points here we go now they are clumping but it's terrible so how do we fix that one thing that we need to do right here is setting the velocity zero on each frame so we at v you don't actually need to say it's a vector just you can say uh sine v put to zero let's play it we're getting something but it's a uniform it's because we have this p scale attribute up there now if i set the p scale to zero assign p scale equals to zero this problem will be resolved but then we won't see anything but if you turn on this number in here and see that we are actually placing points on top of each other so this scale is equal to zero but we're putting them on top so that's why i put down the clean you don't need to say a piece getting close to zero and we don't need to actually exclude it either you can connect it directly and it will still give you the same results the only thing is uh it's it's equal to zero so essentially the same thing let me just a little bit nicer yup so what i'm gonna do now is i'm gonna add something to the p scale i'm gonna do it before the time to scale i'm gonna say pck plus equals and a value like 0.00 let's check it out working now right but then it's growing to infinity so we need to clamp it scale and we need two values so i went with 0 and 0.01 so essentially it starts from zero it we add 0.001 each frame and when we get to 0.01 we're gonna stop now when we play it we're gonna grow up but then they're gonna pretty much stay in the same spot great now we're pretty much done in here the only thing is uh if i actually come out here and let's see let's add in null down here from our uh for our object let's just merge these two together now if you go inside there's no collision let's make it collide with our statue put down emerging here and i'm also gonna bring out line and put down another merge because i also want to include a ground so let's put a static object also let's put down ground object ground plane let's merge them together there we go and make sure you're not connecting them like this uh it will kind of fail it it's not how houdini likes it the order operations matter you should either put it like this or come here and say a mutual relationship should be there we go mutual so both work fine oh if it's like this and it's set to mutual it's fine but i kind of prefer using it like this so we have a ground and then we want to add our collision so for ground 0.15 i think worked let's just check it out with our object as well but let's also bring our object so we need to uh put down some nulls now i'm going to use this remesh for our glider so out call let's copy this dive inside and paste it in sub path there we go and when we play it we start to see something if you go inside it's still as you can see uh going inside and one way that you can actually visualize this is go to collisions uncheck display geometry and check the collision guide and as you can see this is the actual collider that we have in here which is terrible now one way thing that you can do is you can just bring this up go to the first frame and you start to see something but it's still not really good so what's the best way to do this is actually uh using a volume now we already have this vdb up here so i'm just gonna bring another null you don't need to bring nose but i mean you should because you need to stay organized so i'm gonna call this one out call wall so copy this one go inside now if you scroll down here you see a proxy volume i'm going to paste this one but nothing really happens you need to come up here and say volume sample and now we actually see our object it's so much better okay now you shouldn't keep this one on because it will slow this down quite a lot as you can see i'm actually playing it right now but it's super slow you can uncheck this you can visualize your geometry and when you play it it's actually pretty fast great it looks really cool and also uh it's not really going here but when we play it start to see some weird stuff happening in fact maybe uh will be visible on the inside probably if you look around you're gonna see some problems even though we have this uh collider and let me actually uncheck the guides here there we go so yeah there are some stuff down there in fact you can also uncheck this and it right here it's not perfect so how can we fix that uh my solution is to actually come up here and we're scattering the points now i'm just going to clip my geometry it's pretty easy but it's actually pretty helpful now i placed my ground on 0.15 so i'm just going to use the same value i'm actually in fact i'm going to copy this parameter dive inside my pop net and place it in here as well so they're going to be related to each other now another thing that i'm going to do is i'm also going to connect my pyrosource to my clip so this way my object is actually clipped it's not the full geometry so now i don't have to worry about my points going under this particular surface that i put there and there are like some seeds that would have gone down there because right now it looks pretty good but playing with our global seed you might come across something that you don't like this way you're just cutting anything beneath it so let's go back to our pubnet now we're gonna play it and it's gonna be much better in fact we're not seeing anything down here and we're just gonna go around yep nothing great let's just let it play and i'm gonna take a sip of water there we go so i think around here is just fine uh let it do more frames okay and also you can just increase these values you can increase your cache size probably this would be better so let's just simulate it i'm going to stop around 72 which i think is pretty much like this the best frame for us now also i forgot to name this one so i'm gonna call it out statue because this was coming from uh our actual geometry gonna be the render geometry our statue let's merge so one problem we're actually seeing this static object here so i'm just going to come here and say hop and this asterisk sign so see that anymore if you want to see that you can just merge these two together now next thing that i'm going to do in fact let's just merge it for rendering stuff we need to actually disconnect it especially with redshift since we're going to render points but if you want to see geometry right now you can actually put down a sphere i would recommend using a primitive because it gets pretty heavy really fast and use a copy points and there you go now you have geometry oh we're not gonna render it like this so let's do something cool let's add some color i'm gonna put down attribute adjust color i think it's a new note i think they introduced this one in 19 or maybe it was one of the last builds of uh 18.5 let's actually check that real quick it helped people and it was introduced in 19 yeah so we're going to come here we're going to say let's use let's remap an attribute i'm going to use the age attribute which we're getting from our uh up nets but i'm not going to use this range i'm going to use 0 to 4 because it's just inches or you can actually use 0 to 5. it would be pretty much like in the middle i think 024 is better but let's use one of these presets let's use twilight that's pretty cool and i would recommend not using the geometry as i mentioned make it slow let's just use the points directly we're going to keep this one as a visualizing help tool but let's just wait for this thing to go forward a little bit perhaps frame 120 to play there we go that's cool okay we're pretty much done in here let me just stop the simulation and i guess we can wait for 170 frames just to see how it would there we go it's super bright but i think it works and we're probably just gonna add somewhere anyway so we're gonna remove this merge we're going to add a null call it out grains maybe copy this go out here another geo jump inside object merge paste it now i made the mistake of not naming these so let's also name them but the thing is this one is going to get destroyed our cache will be gone as we're changing the name and i'm going to call this one thatcher you can also call it setup if it's easier for you to follow this way because all our setup is inside here this is just for rendering i have to wait for this remesh as well okay pretty much have everything one thing that you can do is also include a grid merge these two together and put down a null say out render yep uh you can also put down output node in here so that even if you're like or else when you jump out here it would automatically load the output this is in fact what happens inside a pubnet or any other simulation we have this oh it doesn't really matter let's just simulate one more time and see what happens i think somewhere around here is fine let's set this to show all objects and go to render very pretty click it let's set a camera one thing that you can do is set a photography studio type situation so go to our grid i'm going to put down a bend it's like a backdrop but when you hit m it essentially shifts the situation uh in the band swap you can also shift the uh axis you can also hit b to kind of switch between all the different possibilities i'm gonna go back to default one and hit and one more time i'm gonna bend it 90 degrees and you can also compensate this thing because if you go 180 degrees as you can see they're not equal one thing that you can do is in fact adding this value so let me for you you can copy this and come in here paste it and divide it by two so now we're going to be always equal we also need more resolution so i'm just gonna 50 by 50 or maybe even like 100 by 100 there we go pretty good and you can also increase this depending on your setup i think works fine and then at the end i'm just gonna transform this a little bit behind someone like this camera everything looks good i'm gonna zoom in a little bit on our grains everything works fine on our our statue i'm gonna set it to out render i'm also gonna include a couple of groups in here so let's put down group also group this would be g background one would be statue material note g statue there's a weird group it's coming i guess by default it's coming from there so we can also move that one yeah let's let's do that um delete you can also use a clean node pretty much the same thing uh i'm just gonna remove the group and let me also and so this whole thing we don't need that right now group blah blah blah as i mentioned geometries are sometimes a little bit weird when they're coming from programs that they use for uh scanning yep know why i can't speak today it's weird so uh let's just play this to frame 48 maybe 72. fine come out here everything looks good but the thing is we're now using the color directly what i like to do actually is i usually switch this to uh like i i develop it like this i kind of pick up colors in the viewport but then when i get to the rendering section i actually switch this to grayscale and this way we only have a grayscale ramp and it's much easier to control this uh the end engine because this way you can actually get creative you don't need to come back to the subs level to set up your colors let's send our materials so we're going to go to the material tab we're going to create our smart builder we're going to need three materials eg statue and trains recording good let's assign these materials let's assign statue let's assign g and let's go back here let's go to our greens and we don't need to jump inside we're going to go to redshift now to render and we're going to set the grains and we're also gonna go to redshift particles check this render as particles and i think we need to dial this i'm not sure maybe not probably it's gonna work fine yeah also on our statue since i know i'm gonna tessellate it and i'm also gonna use displacements later so let's just include now i'm not gonna really get into the lighting right now or the rendering because it's pretty normal the only thing is we're gonna use attributes and pretty normal stuff so let's just do a really quick uh lighting setup one light from here and light from the other side and maybe one light um sort of like a rim light new camera let's just check out our render i'm gonna save it i'm using redshift 3.0.63 i upgraded to 65 and i didn't like it i think it weird the noiser didn't work well i'm gonna use the older version but it's still pretty new so don't worry we use optics we're using uh ocio and the only thing is i think we forgot to bring this one up uh yeah just stop this real quick now if you remember uh on our object here we need to actually bring it to this value as well in fact i think we have it yeah no we don't let me let me go back i need to copy this there we go because that's where we set our ground and picture the reference there we go now it's collating correctly and you can actually set it up where it was initially but then you kind of have to play with everything right and since if you look at it from here it's not really straight so you can play with it rotate it i just feel like this is easier select camera go back to our render let's render it out and let's see what we have right off the bat it's actually pretty cool i like it i'm going to go to material go to grains we're not going to really worry about anything else except brains let's look down rs user data color and we're going to bring our cd let's just directly connect it we need to refresh the ipr there we go let's add a ramp and let's use i like twilight let's just use that one now the colors look pretty good i might let it uh go further a little bit get some uh more interesting colors in here because if you remember they're reacting to the age attribute that's pretty cool if you don't like it you can actually come back here and set this to work on four and will probably be a brighter view there we go and since we're getting a little bit of white i i'll probably go back to 72 is this thing working i don't think the fresh okay so one thing that you can do is go to your out go to your redshift ipr and you can check live sub updates i i like to switch this to advanced uh i usually don't use automatic sampling but let's just use it right now because fine go back to our grains now when we refresh now you can actually go back and forth our timeline so you actually get to see update there we go around here is fine it's actually connected to the material so we're gonna use the diffuse color but also i'm gonna uh add some uh mission so mission color go to mission i'm just gonna bring it up to like 0.25 it's the tiny bit as you can see it's actually has a huge effect this is 0 0.5 maybe in fact 0.5 better you can play with it until we like it this is a pretty cool color there's the thing you can actually switch it you can go to uh black body it's pretty cool uh if you're using blackberry you should probably stick to like 0.25 maybe even 0.2 yeah that that's better i think all right you can also connect like noise to your uh roughness you can make it rough you can not do that it's fine up to you uh let's go to our background now one thing that i like to do here is i want to put down a maximum noise and as you can see we can actually see the background but i still want to see the reflections but i don't want to see the actual lights now you can go to your light settings and uncheck this background but then they're in the same same object so you have to kind of separate them obviously that's the normal way but one thing that you can do is actually you can add a very tiny displacement to everything and i mean uh everything always has some sort of displacement so actually more physically accurate as well it's going to go crazy now because nothing is correct wow i'm gonna check this bring this to 0.002 maybe and in here i'm gonna switch it to fbm and maybe 0.2 very tiny let's add the displacement not visible at all and we're going to connect the material as well and it looks let me check my settings i'm using 0.00 15 minus 0.5 and five and on the noise i'm using 0.1 obviously it's not going to resolve everything so you still might want to move your lights so they're in better positions uh you might want to actually bring them out so this is the slide i'm gonna just move it out a little bit not that obvious maybe put it in here let's go to the other one i still have to move that one because it's perfect that's fine 0.1 also pretty good that's not perfect there's still a lot of work that we can do we can put the light here and it will probably be acceptable say obviously one thing that you can do in here is adding some roughness to your backdrop it will help a lot so let's add 0.3 maybe that looks pretty good place one light in here i'm gonna place it kind of left side and switch to the first one bring it right to the right looks now maybe put one light up here so you have a bit of a uh light in the front as well usually helps with setup make sure you're not overexposing anything and i mean we're pretty much done uh also i include a bokeh effect i'm gonna save the scene because sometimes crashes this way 0.315 let's place our focal point and some around here zero point is fine and switch the colors as you like play with everything go to grains wish this to still kind of want to go with highlights i just love it there we go it's cool in the thumbnail i'm actually using uh blackbody and also on my own setup and you get the one you saw on youtube but i think right now this looks pretty cool let's just put them into one and you can obviously play with the materials as well you want maybe you can use the copper might look cool i don't know it's up to you guys uh you can just play with them as we've done before and mix them up add some noises use material blenders all the nice stuff that we always do let's just put something very basic in here i'm gonna put down a maxon noise and maybe just use something like there we go very basic nothing complicated and also you can displacement and connect the displacement displacement 0.005 maybe and i like to keep minus point five and point five this essentially means uh your uh displacement won't be just towards outside it's going to be sort of a little bit outside a little bit inside it it's it will help look i think we usually tend to do that but feel free to just stick to the normal one 0.5 in the emission because it was a little bit too bright yeah that that's that's our setting i hope you guys like this one uh i always say i want to keep my tutorials short but i think this one also turned out pretty long about an hour so better than our two hour stuff uh i hope you guys like this as i mentioned you can uh support me by buying my nfts uh thank you guys uh i've been getting a lot of messages from you guys it's been awesome and uh keep an eye out for the uh interview i'm not sure if i'll post that one first or this one after that i'm not sure what i'm gonna do i guess we'll see and yeah thanks for joining me and have a nice day bye guys [Music] you
Info
Channel: Motion Designers Community
Views: 6,433
Rating: undefined out of 5
Keywords: motion designers community, tutorial, motion design, video, copilot, greyscale gorilla, greyscalegorilla, eyedesyn, brograph
Id: 0RRmZ0-k29c
Channel Id: undefined
Length: 53min 44sec (3224 seconds)
Published: Fri Feb 11 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.