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@Mohansundaram-g9m
@Mohansundaram-g9m 23 күн бұрын
Thanks buddy you saved my day in office
@mirroredchaos
@mirroredchaos Ай бұрын
its really cool that unreal already has this feature, my way of doing it is usually to change particle travel time based on a raycast distance and its travel speed.
@waleedthanvi2907
@waleedthanvi2907 2 ай бұрын
Amazing. First time I could have understood the pipeline of that confusing and complicated Render Setup. The way you made and presented the tutorial is itself a tutorial for me about how to teach a novice like me. Hats off to you. Love you.
@user-ny7rc1vb6j
@user-ny7rc1vb6j 2 ай бұрын
13:05 python for 구문
@Magdas101Portfolio
@Magdas101Portfolio 3 ай бұрын
Never had someone explained things so well before, I understood every step and the visualization of the forcefield was really big help! Thank you!!
@MagnusHertzberg
@MagnusHertzberg 4 ай бұрын
I have a material applied and nothing happens, they won't fade out?
@zepstrip100
@zepstrip100 4 ай бұрын
Great and Thanks! simple and straight forward how to do that effect on an eye lid
@MightyZeusXo
@MightyZeusXo 5 ай бұрын
will this work the same way in FK also
@JavidShah_RD
@JavidShah_RD 5 ай бұрын
ایولا داش، دنبال همچین چیزی بودم.
@sarahfav_5444
@sarahfav_5444 6 ай бұрын
Thankssss for this tutorial !
@irvinelau9212
@irvinelau9212 7 ай бұрын
How to connect both controller?
@quocanhtruong7354
@quocanhtruong7354 8 ай бұрын
really helpful, thanks man!!
@Pane_Dulce
@Pane_Dulce 8 ай бұрын
Hey dude! nice tutorial. I have a question about the group. What should i do if i am referencing the rig? cause in that case, you can not create the group in the ik ctrl. Please any help is really helpfull for me, thank you!
@richardblaise8931
@richardblaise8931 10 ай бұрын
Promo-SM
@alvarozacarias6248
@alvarozacarias6248 11 ай бұрын
so complex, friend, you need to do this class with a less complex scene.
@ihabiano
@ihabiano Жыл бұрын
Wonderful!!!
@vanesieg7097
@vanesieg7097 Жыл бұрын
At the time of adding the shader override, the shadows do not appear, the whole white figure appears, do you know why?
@falfieri3167
@falfieri3167 Жыл бұрын
I avoided the render new render layers for the longest time because I always thought it looked so complicated but only 10 minutes in and I realize its actually very simple and much more efficient than the legacy render layers. Cant wait to try them out!
@ivanraimi5524
@ivanraimi5524 Жыл бұрын
Why you need to duplicate passes though
@DianaSimonyan
@DianaSimonyan Жыл бұрын
Thank you so much! This was very helpful
@mateuszabramek7015
@mateuszabramek7015 Жыл бұрын
Cool idea. Why isn't this video more popular?
@kennetherhabor5543
@kennetherhabor5543 Жыл бұрын
Everytime I see a video on collision in Niagara, it is always people using the default sprite renderer. I would like to see one where they use a custom created material/shader or even the fire sub UV that comes with the starter content. Now that is where the work is and for sure that would be interesting to see.
@RubenLangedijk
@RubenLangedijk Жыл бұрын
most difficult of this series, so far but you explain it so well. thanks, in unreal 5 its a bit different from i noticed it has uniform option to start with
@meghdad61
@meghdad61 Жыл бұрын
Yes, unreal 5 made it much it easier.
@mr-1667
@mr-1667 Жыл бұрын
Thanks!!!! you're amazing!!!!
@lemmeknow9584
@lemmeknow9584 Жыл бұрын
excellent explanation for the 2 forces in different modules! i was struggling to grasp the idea of why’d i have a force in the particle spawn and the same force in the particle update, but now i understand. thank you!
@DrZotac
@DrZotac Жыл бұрын
ur amazing bro
@danseminara1988
@danseminara1988 Жыл бұрын
This is great.... question though, how do you export it to still have the multiply divide nodes affect when exporting the character rig.... I tried exporting my character after doing everything you showed and then importing it into a new scene and it didn't save the multiply divide connection affect
@meghdad61
@meghdad61 Жыл бұрын
any node you cerate should be a part of the rig, and should come along. Though, my question is, why do you export/import a rig? You should "reference" it.
@danielseminara3044
@danielseminara3044 Жыл бұрын
@@meghdad61 well I am trying to import it into Unreal Engine/ Unity Engine...
@danielseminara3044
@danielseminara3044 Жыл бұрын
I tried bringing it into Unreal and doesn't seem like the nodes carry into it... so not sure how to do this
@meghdad61
@meghdad61 Жыл бұрын
@@danielseminara3044 Oh yes, I didn't know you were talking about importing in Unreal. Yep, for Unreal, the connections won't transfer properly, and you technically need to rig your character in Unreal using ControlRig.
@devilsforkdigital1490
@devilsforkdigital1490 Жыл бұрын
Well, this is a very long winded and wordy tutorial for the amount of content (should have been half the length), but is a nice quick overview of the most important basics of the incredibly convoluted mess that is Render Setup. However, the production approach is questionable -- doesn't take into account the need for things like reflections, GI or AO from the scene as a whole (none of the three layers knows about the other two render layers, and should have been set up with everything on each layer but with primary rays off for invisible elements). Also, if you're going to output your shadows this way, you might as well just use the matte shadow AOV in whatever renderer you're using, since you did not separate out the ground shadows (often what compers want) from self shadowing, which is what I was expecting. And you seem confused about the matte shadow AOV, which you enable but then don't need or use anyway since your shadow passes are in the alpha of the shadow render layers. I know this tut is four years old, but also on top of all of this the advent of cryptomattes has changed the way that compositing is done anyway. Overall this is quite an overly complex setup for such a simple scene. A simple set of back to beauty AOVs and cryptomattes would be the way to go today, with possibly the ground shadows on their own layer only.
@RahulPatil-os9pw
@RahulPatil-os9pw Жыл бұрын
Really nicely explained ! Thanks a lot :)
@RahulPatil-os9pw
@RahulPatil-os9pw Жыл бұрын
Superbly demonstrated and explained :)
@particle808
@particle808 Жыл бұрын
Excellent tutorial, exactly what I was looking for. Easy to follow and learn new render set up for Maya. Thank you 🙏🏻
@chanonhong212
@chanonhong212 Жыл бұрын
Thanks man, this is easy to understand and really helps.
@ayushman9329
@ayushman9329 Жыл бұрын
How i can make an invisible collider?
@i20010
@i20010 Жыл бұрын
13:20 Yes we need, for the bounce light.
@MNK_Games
@MNK_Games Жыл бұрын
JUST AMAZING HOW CALMLY YOU EXPLAINED IT>>>> UNDERSTOOD OVERRIDE SHIT FOR THE FIRST TIME
@tomasaldazabal219
@tomasaldazabal219 Жыл бұрын
This is amazing but, what about FK? How can i do that, if you coulkd answer it will bv very helpfull for me
@srinuvasu7796
@srinuvasu7796 Жыл бұрын
hi we need muster arnold submission panel settings how to arrange in muster9
@OscarTorresWork
@OscarTorresWork Жыл бұрын
Awesome video thank you!
@subjectlife82
@subjectlife82 2 жыл бұрын
Kindly work on increasing your voice and decreasing video time. Thanks
@BVCStudios
@BVCStudios 2 жыл бұрын
Great tutorial, thank you! Quick question: I'm using redshift 3.5 with Maya render layers, and I was wondering if instead of separate render layers for shadows, you can just use the redshift AOVs for shadows instead? It would of course include the shadow information in beauty render layer but you would have your diffuseLighting/diffuseRaw AOVs to piece the scene back together. Any thoughts? Thanks!
@devilsforkdigital1490
@devilsforkdigital1490 Жыл бұрын
Yes, you can. This tutorial shows a completely redundant render layer setup for shadows, since that's exactly what the matte shadow AOV is for in just about any renderer.
@islaamberreed8505
@islaamberreed8505 2 жыл бұрын
Thanks for the very clear clarification! Straight to the point without too much here and there, easy to follow.
@Omar.bin.khattab
@Omar.bin.khattab 2 жыл бұрын
thanks so much for your time , you said that spawn rate spawn particle per frame but its per second not frame ...
@meghdad61
@meghdad61 2 жыл бұрын
Thanks Omar. :)
@xavmarz755
@xavmarz755 2 жыл бұрын
great tutorial! I love these shorter, straight to the point style tutorials
@Yamagatabr
@Yamagatabr 2 жыл бұрын
This is so cool! You actually made it rigged!
@TimV777
@TimV777 2 жыл бұрын
how can we do this with mesh particles?
@mohiuddinahmed477
@mohiuddinahmed477 2 жыл бұрын
Please make more videos on Toon Boon Harmony if you have some spare time for us. Thanks.
@mohiuddinahmed477
@mohiuddinahmed477 2 жыл бұрын
Thanks a lot for the detailed video. It helped a lot man. Would like to learn more from you.
@JaSoNopeth12
@JaSoNopeth12 2 жыл бұрын
13:02 The Scale Sprite Size Curve is not there anymore. Do you know how can i scale depending of lifetime?