Transcripts
1. Course Promo: Hi guys, and welcome to this introductory course
on using mash with Maya. This course is going to be an introduction to
how to use mash. We're going to
look at a range of different nodes within
mash and utilities. And we're going to
produce a load of different examples by
the end of this course. So to start this course, you'll need a basic
understanding of Maya. Nothing too intense,
just kind of where things are and the
basic layout of Maya, we'll be using the
Arnold Render Engine. So don't worry if you
don't have Arnold. If you do, then you can follow along with me in the
vendor and path. But if you have
another vendor engine, then you'll need to use
that render engine. Like I said, by the
end of this course, you'll have completed a range of different exercises and
activities and should be equipped with the skills to
go and use mash and develop your own
funky animations. Anything that you do create
off the back of this course, I'd love you to
upload so I can see it and I can give
you some feedback. So what are we waiting for? Let's dive on into
the course and learn how to use mash for Maya.
2. Lesson 1 - Know the nodes: Hi folks. So in this first lesson, we're going to be
looking at a range of different nodes within mash. And we're going to be creating something that looks like this. We're just going to
instance a load of geometry and just kinda move
it around a little bit. And this will serve as a
purpose of just showing you the kind of basics that
you need to know for mash. So what you'll wanna do is you want to go ahead
and open up Maya, I'm going to be using the
Arnold renderer when I do mine. But feel free to use any
handy render of your choice. This is the setup that
I like to go for. I'll have the outliner is really handy to have the
outline on the left, um, and your spective view, and this will be
our camera view. So few, a few enlightenment for V or something or one view, just go panels and layouts,
two panes side-by-side. And again with the
outliner to turn that on, it's just, it's just
this button by here. And then we can snap it to the side if it isn't already
snapping to the site. Okay, so what we
wanna do first of all is make sure our project
is set up puppies well, so go to File and project window and then navigate to where
you want to save it. I'm not going to do one or I will actually, I'll do a mash. I'll go match the code. And I've already
got a mash folder where I've been doing
all these projects. But what that's gonna do, it's gonna make a
folder in here. And so if I open up this
actually you'll be able to see my projects and
I've got all these, all these projects here. And it's going to
make, if I just click, except it's going to make a folder with all of
these folders in there. So let's jump back in and I've now got mesh recall
in with all of these. Okay? And all I wanted to do then
is go to file and set project and just make sure that we select mesh
recording and click Set. Okay, so that's the first
thing that we need to do. Now when we save a file,
it'll go straight there. Next, what I want to do
is I'm just going to create a cube just
by clicking that. So let's frame that up. There we go. That's our cube. And what we're gonna wanna do now is we're going to want to navigate to match now mashes, but here, or if you want to go FX and then you've got it here. Okay? And what we
wanna do is we want to create a new network. I'm going to click
the option box. Okay, so a few things in here. I want to go through
geometry type. We're going to
keep that to mesh. You would only use
instance if you were using perhaps loads and
loads of geometry. But for the most
part we'll want to use mesh distribution type. We'll go through that and we can give it a name
of whatever we want. I'm happy with all less, so I'm just going to
click Apply and click X. Well, you'll notice
now is in the outliner we've got this new mash network. And then we've got ten
of these cubes now. And we've also got an
learn stuff over here. So first of all, what's happening is it's taken
our original cube and it's basically reproduce
in Etsy repro mash. Okay, so we produce a net
and you can see over here, we've got a weight of 10 as basically saying we've
got count of 10. Okay? What we're gonna do
first of all is we're going to go into the Distribute node and have, just have
a look through this. So for example, I've got a
number of points swiping, click and drag and increase
the number of instances. Geometry, they're all
we produce geometry. Distance is kind of how
her father traveling. So I can maybe zoom out and
kinda go chuck a load in. You know, it's pretty
self-explanatory. What I would recommend that I recommend just having a play
through these yourself. For example, you've got
rotate, rotate in y. And so you can just combine
some randomness in there, then you can scale it up so as they get further
away, they get longer. Oh, let's scale up in the Y. So it's a bit like a graph then. So that's cool. You can offset them. See a kind of game came, what was going on here? We've also got something called
distribution type, okay? So you can say distribute
them radially. So in a circle. So it increased the number
of points and radius, stuff like that,
which is pretty cool. Let's go, let's go
look at strength. So strength is how much of a
radial effect it's having. So it'll go to from
none to full circle. And if we went back to linear, it's called strengthen as
well as just the strength of how strong what
we're doing is. So if I go up like that, there is decrease the number. If we bring down the strength
of this distribution, it'll just basically
shrink back to 0 so you can kinda grow, grow it up if you wanted to. Okay? So also we've got excited
linear spherical mesh. Okay, so what you can do with
this is looking at same, Please connect a mesh. So if we've got some
gold import mesh here, so if I just go
ahead and create a tall us and let's scale that up. Go back to mash. What I can do is I
can middle mouse click this torus here. And I'm using my
middle mouse and drag into the input mesh, okay? And what I'll do is
it'll distribute, distribute this
all over the mesh. So. And Canada observes
distributed all over the mesh. You've got different methods. So you can say on the vertexes, you can say Flood mesh. And I'll just do
all over the mesh and we can hide the
original tours. And that's what's happening. Nap for equal. So let's go back. You've got Method, you
can Vox allies it, which is basically
going to solve, turn it in, you know, use a lot of voxels to do it. So if we turn voxel size down or even play around with these settings
and get different locks. Where you can do is if you get your original cube and just scale that
original cube down, you can get smaller cubes in. And let's go back to mash and Tylenol voxel
size you can get, you can get really
cools or pixelated kind of geometry,
which is quite cool. So you've also got edge, so you can have them along the
edges and stuff like that. Okay? So there's loads of different
distribution type types in. What we are going to, is we're probably
going to go back and think we're going to go
to spherical for this. Okay? Now what I want to
do is I've got cube being actually going to delete my tours just as I am and
bugs were not need 90. But what, what was
going on here is it's basically taking that cube and reproduce in it in
this spherical manner. But what happens in my example
is I've got a several, OK, I've got some tours in
there and spheres as well. So how do we replicate
multiple pieces of geometry? Well, let's have a look. So I'm gonna make a little cone, maybe scale it down a touch, and we'll make a Taurus again. Maybe let's toss settings and section radius
moving at the point 1, 5, and the radius down to
0.3, Something like that. Okay, Unless have another seven. Another piece of geometry
Lascaux for platonic solid. I like them, they're
pretty cool. And yeah, okay, cool. Now, what we want is
we want the tours, the cone and the Platonic. I'm just going to
select them and hit Control H, just hide them. We want these chapter
around in here. So if we go to our mash network, we've got mash repro, and what we can do is
we can add stuff in. Oops, go back, mash repro, if I middle mouse click and drag the cone and the tours
and the Platonic, then it's going to be
basically reproduce these, but it's not doing
it at the moment. And the reason it's
not doing it is because we need to check
an ID note in there. So I'm gonna come back
to mash but here. And if I go ahead and
click ID and an ID node, you'll see it's
night we do in it. So basically this is
a sign in each of those pieces of geometry
and ID number one, number two, number
three, number four. And then each instance particle is picking one of
those at random. So let's go ahead and say why as also add a
sphere in there. We have less atmosphere
and scale it down. Now let's get back to
the mash and mash repro. And if we just click and
drag this sphere in here, you'll see it
doesn't get updated. And it's a real simple
reason for that. So just hidden that
sphere as well. We've got 12345 pieces
of geometry in here. If we come to our mash ID node, it's got an ID count of four. So all we need to do is just
chuck us up to five, okay? And now we've got some
spheres in there as well. It was automatically when we
created the ID note earlier, it's saw that there were
four in there originally, such as when the
four and you can see if I turn this ID down to three, It's only going to do the
first three instances, which is a cube, cone and a torus. So let's just change
that back to five. Okay, So we've got all that. I think I'm gonna go to my
distribute and I'm going to turn this up to 350. Just so you know, some more
stuff going on in there. Cool. Okay, I saw unlike in, so next what we wanna
do is we want to really start to randomize the, all, all this going on in here. So I'm gonna go back to mash
and just come to match here. Also figured a mash mash editor. You can also see all the
nodes that you've got. So we've just got
distributes which comes naturally and ID. We can go ahead and I think
create some stuff in here. Oh, yes, we can create
a new note in here. I personally prefer
doing it just by clicking mash and
community exigency and nice, so a visual
representation of them. So I'll add a random node. So come to random, click it, and then click Add random node. And what you've got in here is a bunch of
randomization options. So the rotation, for
example, on the poll, each of them up to a
180 and it's going to randomize the rotation
on each axis. So you can see now
they're all completely random or as if I pulled
them all back to 0. For example, all
of the cones are pointed up and that's
just not what we want. So we can do that. We can also, you've got legacy, you've got scale in here. I'm going to turn on. If we do just this one, it does, it owns one access. So if we turn on Uniform
Scale, now with this, slider is now going to randomize the sort of scales uniformly. What am I do is I might
bring the Platonic. If I go to the original
platonic and scale down, it's going to scale
them down overall. Safe, the cone, the
cones appear quite big. And let's go to the tours, do the same for that. And what that means. And maybe cubic touch. What that means is
we can come back into the random node and just, just afford to push the
randomness a little bit more. Okay, Cool. Again, I think maybe
when the spheres down and photonics and
the edges to you just, you just want to
play around ready? I'm kind of happy with
what I've got there. That's pretty cool. I'm like in that
looks interesting. Okay. Well, we wanna do now is this is currently it's intersecting
floor and I don't like that. So I'm going to do is I'm going to get
to what you can't do actually is you can kind
of get this and yeah, No, you can't slice off. So you can't select the
mesh and just bring it up. You need to do that with a node. Okay? So we're going to do is kind of mash and then Transform, Transform, Note, and unload, go to the position in the y and maybe bring
it up to plus 20. And we go and it's
just, it's just brought it up, which
is quite nice. Next we're going to
add another node. We're going to add
a signal note. And this is basically like
some sort of 3D noise. So if I just click Add, now if I would stop playing, you can see it's got
that noise in there. Whereas if I go back into the mash editor and turn it off, before, we didn't have
any movement in there. We just distributed them as
assigned them an ID give that gave them random
transformations and brought it up in the Y. Now this gives us some
animated noise in terms of playing back is sims if you haven't done so simulation
stopped before. What you'll wanna do is go into your animation
preferences down here and 24 frames per seconds. What I want to work at a could work at 25
frames per second. Actually, I'll mix a bit
more sense for me in the UK. In terms of playback speed, you'll want to turn play every
frame on and click Save. It may go a bit fast. Jag was very fat. Well, I'm signal on as well. So yeah, who's very, very fast. So I often alternate between player B frame and
25 frames times 1. That's basically real time. Okay? So I'll, I'll kind of
alternate between the two. That should have playback. I didn't save as I click
Save, and so neither. So play back in real-time, can see asks you for a
little bit too fast for me. So I've got timescale in here. Let's put that, I mean a
signal note as put that 2.5 and sugar touch slower. There we go. Each time you
make a change the animation, you'll want to make sure
that you click, go, start, go to Start
a playback range. I just, it's just important that So you've got
different signal types. You've got looping
noise, trigonometry. It's a bit of a weird one. And it uses some sort of trigonometry, basically
calculation stuff. Anyway, you've also got curl noise that basically
different kind of like algorithms really like 40 noise is the kind of bog
standard 10 to 10 to use. Now you'll notice that it's off. It's going to be
moving them plus five in the y plus 1 and
plus 1 and y in the x and z. So I see what happens
if I put this to 25. You'll see that the
memorandum movement is a lot more accentuated in
the y, the up and down. So I'm probably just
going to keep this to five and these 211. So it's mainly up
and down movements, but there is some
side, side, Let's, let's say put two in nice, they go side to side
a little bit more. There we go. Ask That's
pretty cool Actually. Yeah, I'm liking that. So you've got loads of stuff
to play around with in here. Just, just kind of have a little have a little play
through with that. And I'll put sacrament
back to 150. It's mainly that
sort of timescale. And the stuff in
here that I'm using, you got the rotation stuff. You can kind of have a, have a look and play
around with that. A lot of this is
kind of actually thus has quite nice them
skull turn them all up. And just to make
sure I'll go back to the beginning and play again. Yeah, That is, that is
quite nice actually. And a lot of this comes
from just playing around and can see
and what, what works. Again, you've got the strength. So if you come down to
strengthen, bring us to 0. You'll notice that
they don't move. And basically the strength is
the strength of this node. So the strength of the signal, if you only want to feel
like these settings, but you only want it
to move a little bit. Then you can kind of do that. You can obviously key frame this kind of ramp up over time, which would be quite cool. So, yeah, that's,
that's the signal node. And then we're going
to add a color node. So one mole. I'm just trying to
introduce you to very briefly a bunch of nodes. So don't wanna go
too much detail into anyone's specifically. But I want to give you
a very brief overview of different, different nodes. There's one called color, so click and add color. Note. I'm going to go ahead
and give us a bluish color. Favorite color is blue
or something like that. And now I'm just going to
come into the random hue and introduce some random colors. Or randomize that hue. Just something, I don't want purple in there, just
something like that. And I may come back across, maybe bring it a
little bit more here. And see if I can push
that randomness. Just a touch more. Maybe no 0.94. Yeah. Mask or no, 0.11. Yes. So again, blue in there. Okay. I'm liking that. So this is what
we've got so far, which is pretty cool
because now we're at a time where we want to render this. But before we do,
I'm going to show you how to make a play blast. So let's go to the
Animation menu set, come down into playback, and come to the option
box or play blast. And you'll get a
little box like this. And the format I normally use QuickTime and only good
for H.264 quality of 100. And I do it from the window. And basically you can say where do you want
it to save two. So if you've set up
your project correctly, it's gonna go to mash recording and school movies,
the movies folder. So I'm just going to
click Play blast. Land is basically going to record it as it's doing
that they'll swim. It's a nice, it's a
cheaper way of doing a render just to kind
of see how it's moving. If you're rendering,
it'll take, you know, a 100 times as long with all the calculations
is gonna do. So that's how you
do a play blast. But what I'm gonna do is I'm
gonna show you if I were to render this in because
I'm using Arnold's, if you use a mental
way or something else, then this won't be terroir. I'll split this
into another video. And so I'll put
this into Video 2. This is our first
little Sim, okay? We've kind of played around
a bunch of different nodes. Our obscene here, you can kind of turn them
off so you can turn the transform off and still play it foo,
and you've got that. So it's quite a nice
way of work and I really do like
this way of working. So what I wanna do
is if I were to try and render this
now with Arnold, this color, these random colors don't get, they
don't get rendered. We need to add some
lighting in here. And we need to add
an Arnold material onto this actual mesh and that gets rid of
the random color. So there's a little bit of a workaround which
you've gotta do. So in the next video
and show you how to actually render this. Now to actually render
this simulation out using Arnold renderer. Okay, So chief tune, and I hope you found that
helpful and I will see you in the next tutorial.
3. Lesson 2 - Rendering our Simulation: Okay, So we're back in
the next video and I'm gonna show you how to render
this simulation this time. Okay, so we've got
up to view setup. What I'm gonna do is I'm
gonna go ahead and I'm gonna create a camera. And in this view, I'm going to go
Panels Perspective and look through camera one. So I'm just pull out like this. And yeah, there we go. Just move out. And one would do is I'm gonna
go to my Render Settings. I'm going to, I'm just gonna do the
common tab first four. So an oil change at a tiff compression
is going to be none. All fine for that. I know that later on when we
venue in an image sequence, soldiers put name
underscore hashtag and I'll be doing frames 1200 streams to a 100. So put that in here. So when I do later render, It'll do frames one to a 100. Renderable camera
will become a one. And preset, I'm
going to do HD 1080. Okay, So think that's
everything I wanted. The common tab I normally
render with my GPU. So I'll just turn that on. And yes, fine. What I'm going to
do now in this view is I'm going to go to View and I'm going to go to camera
settings, resolution gate. And basically this
will then show me this will be the
renderable areas. So I just want to make
sure I frame it up. Nice. Let's have a quick playthrough. Nothing goes out of frame,
something like that. I think that's pretty cool. Okay, cool. So that'll be the
renderable area. What I wanna do
is I want to make a floor plane and scale it up. So in work in a
perspective view, but I'm only concerned about how it looks in this pbar here. So I'm gonna make this
a little bit bigger, so scale up and oneth
floor to go there. Yeah, cool. And what I wanna do is I want
to find where's this edge? This edge right
here. So it's right. There we go. So I want to select
this package, click there and then hold
Shift, double-click there. And I'm gonna hit Control E. And then I'm going to bring this
extrusion up like that. So I'm basically making a
quick little moon really. And I get this object, I'm going to right-click assign new material and I'm
going to give it a Arnold AI standard surface. I like, I really
like the plastic, really do like this
plastic texture. I scroll. All lovely said engineer. So I'm just going to play
around and get a little bit of a yes as as fine. Maybe I'm a lot lighter blue because blue going on
in those particles, it doesn't matter, doesn't
really matter too much to you. Or maybe I'll give it a
bit of a, a purple line. Okay, Cool. Don't anything too
much of an ISO. You can play around
and do whatever college you want,
really continue. Next. We're going to want to give it a light because if we go to Arnold and open
Arnold render view. And if we were to say
right, render the camera. When refresh render, it's honestly it's not going
to do in the assay warning, no light in the scene. So what only use is the Arnold
lights, sky dome light. And now that's plot. You'll see a sky dome around it. So let's go back to the
Arnold render view. And that is gone. Let's just open up and
let's refresh the render. And this is what we've got. Which one are you in at first? But don't worry, like I
said in the previous video, it's not going to render. Let's just add an imager. I'm just going to add
a d noise or optics. And I'm going to vendor again, this is if you're
doing GPU rendering or it may work a CPU Andrew, and I'm not sure, but it
just gets rid of the noise. Okay. Don't worry if, again, if I'm less our quick check, does it do it in CPU rendering? I would have thought
it would actually select Render again. Yes, just gonna
take a lot longer. And yeah, I'd just like
to add in that image are there because it just gets
rid of all the nasty noise. And I'm actually going to hold escape because that
takes far too long. So I'm gonna go back to GPU. Okay, right, so we've got the issue of saw in Moscow
in arm with these things. But here because this isn't an Arnold material on
old, isn't picking it up. So what we've got
to do, and he's got this mesh, assign new material. Let's give it an Arnold material
and AI standard surface. I love the plastic. The plastic. So let's
put plastic on there. But when it comes to color, we've got to do a few things. So let's go back to
mash, repro mash, okay, come into the
mash repro Nash shape. Go down to Arnold and
what you'll wanna do is enable export a vertex colors. Okay, also come
across to mash 1, underscore repro, just
this tab bar here. And just make sure any
output attributes that color per vertex is enabled. What we'll wanna do
now is we want to go back to the material attributes, the material we put on there. Come to the color input and
click that little checkbox. Come down to Arnold. So click there and I
want you to type in the word data and
its user data color, okay, so click that
and you want to type in color set with a capital S. Okay, so now if I click off and do another with my
Arnold render view, another render, Let's
save this one's less. Take a screenshot timeline
and let's do refresh render. What you'll notice now is that color is coming through, okay? Now, what's going on is that little thing
that we've plugged into the color by here. You know, we enabled
color per vertex. It was looking at the vertex is on here and looking at what
color was assigned to end, basically it's doing that. Okay? So that would be how we
go ahead and render this. So if I go and where's my
get my RenderView backup. We can now render the sequence, and this is what we've
got now think MAN life tins a little
bit too strong. What I would do as
well before I render, I would certainly be going into the Render Settings
and bringing up the camera AAA to
about, let's say eight. Okay, let's take a screen shot to see the
quality difference. And let's do new render. And basically it's going to
really bring up the quality. And I'll also give
you a little bit of a kind of run through. And if you're using
CPU and drink, it's ever so slightly different. Not that much different atolls, nothing to really worry about. But if we have a zoom
in like this before, and this is after now,
it's just the quality. I have changed the
frame unfortunately. So that's why things
move in about, but you can see nasty, nasty kind of edge
quality there. But it's got a lot
nicer edge quality. Okay? So that's, that's
kinda what that's doing. And I'd been more
happy to render that. I think what I might
do is I may come into the sky dome light and bring the light intensity down to 0.5. Let's give that another. Where's it gone now?
Another vendor. So save the screenshot from
before and refresh that. Okay, Maybe it's a bit too dark, so it's escape and bring it up. Points 75 split the difference. Open, not refresh, render. Cool. And I saw on 45 percent. So it's looking good. Let's just let it previewing and we'll compare it to before. I think that's kinda,
kinda be a keeper though. Yes, but to brighten,
Yes bit nicer. Cool. So the only thing
left is if you were using the C that I'm using, I'm using GPU anderen
and you can't look at the diffuse
specular transmission, subsurface scattering
and volume and direct. You can't do them separately. You with GPU rendering
is just the camera AA. But that does, as you
do the camera AA, it does increase the samples of spec transmission to fuse. So you'll see as I
pull my camera AIR, it actually does
increase those samples. If you're rendering with CPU, then you'll have these
individually secret. You can do them individually. So, you know, if you're getting
some sort of nasty noisy and even with the de-noise and then you'll just want to
bring up the diffuse. But yeah, all the
camera AA as well. But like I said, I'm
sticking to GPU renderings. I've got a nice graphics card. And what you'd be ready from
here is you'd be ready to go rendering vendor and
then render sequence. And it would start rendering
out your sequence. And you will
hopefully be finished with something that
looks similar to mine. I've just got different
colors in there. Okay. So yeah, I hope that
you found that useful. Looking at mine,
actually, I just had I had more
specular on mine and it's probably because
I went with the def I didn't go with a
plastic last time. So if I open Arnold
RenderView again, I haven't got that much
specularity on mine. So what you could do
is let's just assign, assign new material just
to get them all shiny. Let's just go Arnold. Ai standard surface. Let's go back to
the color and we want to plug in that data. Then we use a data color and
color catalysts for set. And we can go back to
the material attributes. We've got a specular
quite high now. So let's go and again, save the last one. And vendor refresh render. And hopefully we'll
have a bit more specular kind of going on. So I thought we
didn't have specular but we have got
specular going on. It's just the light that we're
using is very, very flat. So if we were to change out
the sky dome light for, let's say Arnold, lights
and physical sky. Let's now do a render
and I'm sure you'll see some nice reflections. So as open that up and
do another render, refresh render and DAC in some more poignant reflections in there and some soft
shadows on the floor. Anyway, I hope you
find that useful. I hope to see you in the
next lesson where we'll be looking at making something a little bit more
cool hopefully. So give that a render out, and I'll see you in
the next lesson. Cheers.
4. Lesson 3 - Dynamics: Hi guys, Welcome back
to another video. Now in this exercise, what we're gonna
do is we're going to look at something called dynamics within within mash. And we're also going
to look at how we get our mash network to interact
with other objects. And we're also going
to have a quick look at something called constraints. So I'll just play through what we're going to
be making today. So we're just going
to be making for us. We want our geometry to kind of, we want these to
bounce off each other. And we want them to kinda like
in tracking someone else, we got these cool
little constraints kind of thing was given on here. So that's what we're
gonna be making. So let's jump in and
let's get on with it. So like, like in
previous lessons, I have my Maya setup with my outliner here
and then two views, just like in the first lesson. So if you want to know how
to set how I set that up, then just go back to
that first lesson. So what we're gonna do is
we're going to create a cube. We're going to go
across to mash, whether that's in here
or in the effects. And we're going to go and create a mash network with
that selected. Okay, now next, what we wanna do is we want to go
and distribute this. So go into the Distribute node, which is the default
one that you get. And I'm going to go for grid. Okay? So what I'm gonna
do Ang would go, I think five by five by five. Okay, so just
distributed knees in a little mice grid like this. And then what I'm gonna
do is I'm going to add a transform node. So come into here
into mash transform. And I think I'm going
to put it up by about plus 20 in the y. So basically just lifted
up off the ground. Next, I'm gonna go
back to my mash node and I'm going to add
a dynamics node. And this is a really,
really cool one. So click and then add dynamics. So let's go and see
what happens if I just go ahead and click Play. You'll notice that now there's gravity and these are
starting to fall. And they interact with this
ground plane and they all start kind of falling
all over the place. Which is quite nice. We got a few issues. It looks like it looks
like ice on the floor. There's absolutely
no friction and also the floor is a
little bit too far down, you know, why is it down there? Why isn't it on
the ground plane? So few things that I like to do. I'm going to go into the mash One Bullet Solver over here. And Collision Iterations,
I normally put this to 12, just basically the quality. And you've also got
friction in here. So I'm going to go and say why? Let's have a look at
what 0.6 to eight. Let's go back to the
beginning and hit play. And I want to see how far
they're kind of like falling, still far too much. Let's pull out a one. And let's pull out
the beginning. Cash is still a bit much. So let's go to three. It's kind of see is click Stop and see what
that's going to do. We may need to go a
little bit higher. Let's go to, let's
say for the friction, I'm going to go say sex. And it stopped and go
back to the beginning. See how much that
affected. There we go. So that's a little bit better. So I think six seems
to be a good value. So they do slide a little bit, but just not too much. Okay. I'm just going to
stretch this out and make sure to 100 and 200 is in there just so
I've got a longer, just we have got a
longer, longer playback. I'm going to want to
go to the ground. And the ground by default
is set to minus 20. So we just want to put that at 0 and go back to the beginning. So now the ground plane is
actually on the ground. Okay, so that's what we've
got going on by there. So we've got some nice
dynamics going on, which is quite cool. But let's see. Let's have a look at how
we kind of make this interact with another object. Notice in the mash
bullet solver, we've got this menu
collider objects. So what I'm gonna do is
I'm gonna go to Windows and general editors
and content browser. I'm going to go
and get this head. So it's just in the modeling, sculpting base shapes look
into bipeds but here, and just click Basic
head or double-click. And now we have our head, which is quite a lot bigger. Okay, so we're gonna go ahead and I'm going to scale it down. Just kind of roundabout. Say Bears, let's just move it up a touch this
up off the floor. Maybe scale it
down a touch more. And there we go. Let's come back
to the beginning. So they could probably do with being moved
up a little bit. So just come back and just go to our mash editor and
go to the transform. And I'm gonna put
this to say plus 40, or maybe too much plus 30. So they start quite
a bit higher. Now. And well for foo for the moment. So what we need to
do is we need to go back into the mash
Bullet Solver. And I'm going to get
c collider objects. It's as I hover over, it says accepts and it's, it accepts mesh, mesh object. So I'm going to get my
default basic head. First of all, click back
in a magic bullet solver, middle mouse click and
drag that into here. Okay, so if I go back
to the beginning now, let's have a look what happens. Brilliant. So we've got them all kind of interaction with each
other, which is quite cool. So it's quite instantly kind of pile up on
each other by day, which is quite fun. So that's kind of how we get that basic interaction
kind of happening. So what I wanna do is I want to kind of adjust a few
more things now. So I'm going to go
back into distribute. So stop the simulation. Let me go back into distribute. And the thing I'm going to
distribute as a sphere, because that feels a bit nicer. So I'm wanna make that
radius down and the number of particles up to say
something like a 150, someone who knows 1550, maybe make the radius
a touch bigger. There we go, some of
my bath pretty cool. Okay, so we've got
accurate nouns. Let's have a quick
preview of that. Cool. So what we wanna do now is
we want to add a constraint, okay, maybe I may
come in and bring the radius down to five. So let's just pause and go back. Yes, curve. That's kinda looking quite nice. Okay, so if we go back
into the dynamics, what we wanna do is
we want to come down to constraints should
be in here somewhere. And what we can do
here is right-click in the empty box and click Create and that's going
to create a constraint. Now if I double-click this now, you can see we've got glue. So let's have a quick preview and you'll see we've
got these lines. So let's have a look
at what collude as us give the app could play. And the kinds of
all glued together. So one did get knocked off. But Yeah, we've got this. So we've also got connection mode
connecting nearest or connect to the
ones that touch in. So let's have a
quick thing of that. So go back to the beginning. And so the only going to connect to the nearest
ones now, okay, So almost like in clusters, which is quite cool, connects 2. So let's, so the point is
by default on the floor. So this is kinda
what was happening, that kind of just glued to that point and they
don't really fall. Because because of
the nature of that blue connected to
offset pointless. I haven't actually
used that one before. And see what happens doing. Okay, you'd probably have to go in and play around
with a few settings, but let's have a look at spring. This is quite a good
one. I do like the sun. So connect to the ones
that touch in spring. Let's go back. And okay, it's a
little bit different. Connecting nearest spring
connected Nero's less. Go back and have a
look at that one. This is quite cool. Nice. You can also make these
breakable on K. So let's go back here because they're all sticking
together at the moment. But if we make it breakable, That's kind of see
what happens now. So they can break
away from each other. And you've got this threshold, which kind of says basically how easy it is for them to
break away from each other. So let's, let's pull
it all the way up and kind of see what results we are
going to get from that. It's all about experimentation. So they're really not breaking
away from each other. But if we put it in really low, they are breaking away with
each other from each other. Okay. So those are some of the, what you'll wanna
do is you probably, there's also some
engineer called slider. I really haven't played
that one that much. So let's have a look and see what results
we're getting from that. Okay. And like I said, Do you
just want to kind of, do you really want to play
around with these and just see what different
results yet a law, a lot of the stuff which
I've done in Masha, the law of it is come
from kinda like playing around and just
just kind of yeah, just playing around and
see what results I got. I know that in the example I was kind of like in I
often use spring. I always like them to be a
little bit breakable as well. Connect in the US. So I think let's
go back and see. Think of May. Yeah, breaking a bit too easy. So I'm gonna bring
the threshold up to say 1.6 has played. I can break in just
a little too easily. And maybe even going out up to three, see what
that looks like. And give it another play. Maybe 2.5, I think two points. Let's get to 14 and
back to the beginning. Cool. Yeah, some random enough for me. I'm, I'm like in
Moscow, in on there. So what I wanna do now is
I actually want to add a color nodes just to give
them some random colors. If I open up my example and I'll try and match the colors
I got going on here. Okay, So I've got school. That's sort of orangey thing. And it looks like I've
got more of a sort of very high a break-in
threshold in that one. So let's bring it up to 3.5. Just to kind of try and
match as best we can. Just they stick together
a little bit more. Yeah. I like that they're getting caught around
him is pretty cool. So let's go back to
mash and I'm going to add a color node. I'm going to go four terms. I'm going to go for a red or maybe an orange,
kinda like that. And then bring that
random hue up, starting to introduce a
little bit of green there. So let's bring it back down. Maybe bring it over
into the veils bit more and then increase this. Okay, Cool, happy with that. Although I wouldn't bring
the saturation down. Touch something like that. And you can random, randomize the saturation
if you wanted to. But I don't tend to
like doing that. Cool. So that's cool. Well, I'm gonna do is I'm going to
very briefly touch on, you've got different
kinds of node in here. So if we go back to mash and
let's get our mash editor. You've got something called
utilities down here. Basically, nodes
can be ordered so you can change the order in
which things take place, so you can kind of
move things around. But the color bottom
for whatever reason, for the transform
of a top back now. And color back at top. There we go. Yeah,
nodes you can order with these, with, with color. You can order as well,
but with utility. So utility is, you can't. Okay? So what I'm
gonna do is I'm going to make a utility. They won't pop up here. So trails and add trails node. And if you ever
want to get to it, just this little button here. It'll show you the
utilities that you've got. So Bullet Solver being one of them and
trails be any other. So we've got this all
looking quite nice. But the problem is when
we come to render this, these little yellow lines
which look quite nice, these yellow lines, if
we try select them, luck there not a mesh. So what we wanna do is these, these basically
one side is these won't show up in the render. So a little bit weird if there wasn't anything
there because you like, how are they say in together, there's nothing
holding them together. So what we're gonna do is
we're going to go into mash. You'll notice we've got
these utilities down here. And the reason I utilities
and not nodes is if I get my message to these
nodes, these are, these are things which can
be reordered so your color can come first before your
transform or stuff like that. And when you've got
more complex stuff going on, you may need to, you may see changes if you have dynamics before transform
and stuff like that, especially if you've
got key framed thing in the transform. So utilities because
of the way they work, they can't be ordered
in different orders. So you can get your
utilities by going here. You can see we've got mash
1 trails can think of already maybe over the main
one and bullet solver shape. But if we just come into mash by here, you can also
see them down here. So I'm going to click trails and I'm going to
add a trails node. And you'll notice it
doesn't pop up in here. Okay, It's in here. So Mash Trails one
is the one that I want to look at this
I did one earlier. You'll just be
called Mash Trails. And you'll notice we've
now got Mash Trails mesh. Okay, so let's go
back to the beginning and let's just play it
through something like this. You'll notice that we've got
these meshes, this mesh now. And actually, yes,
It's currently set to trails mode is
currently set to trails. So it's actually
pull it and making these trails behind it. Now, I don't want that. I mean, you can make
the trails longer. So let's play it again. You can make the trails
longer or you can have more of them to trail
length and you can have or you can have more
of them, stuff like that. If you adjust these, you may have to be
simulated again. But you've got all these
different options, but here the scale of them. So you know, if you want and
thicker oh, I spit mental. But yeah. So you've got
loads of stuff in there. But you've also got
different modes. So join the dots,
connect, appoint. Another one I'm going
to go for is I think the one I'm going
to go 4s probably going to be joining the dots. So let's kind of have a lock. Basically, what we
will see is if we click Mash Trails mesh, you'll see that there are
no lines within here. And what we'll probably
want to do is, let's go back to my shales one. I want to make a little
bit thicker so it's fine. Join the dots trails scale. So I want to make
them a bit thicker, something like that, maybe 1.3, something like that. And so you will actually be able to render these now we can apply material to it and
that'll be all good. So that's quite cool. Now, yeah, I think that
we don't wanna do count. We can increase count. Not gonna do much a tree and
just leave it like that. So 1, I'm going to
burn to Africa 1.4. So we have got something that's
actually renderable now. Okay, So what we wanna do now is we want to start add in
where we've got color. So we want to start
the rendering process. And so I'm very much
like we did before. What we're going to
want to do is first of all, click Create camera. Change this view to the camera, start to pull out
something like that. Now let's go to our common tab. Change back to the
Arnold renderer. Go teff. I'm going to go name underscore hashtag because I'm
gonna do one to 200. When I render it. I want to make sure that it's Camera
1's renderable HD 1080. And that's all that I know that I prefer to
render with my GPU. And I'll put the
AAA up to about, I put it up to six for now. I may increase that as
I rendered depends. So if I come back in here, I want to go to View camera
settings, resolution gate. So I know, right, let's go back to the beginning. So that's where it started
and may want to frame it. So just kind of stand outside
and then it comes in. This comes down. And there we go. So let's, let's play that again. Actually. Let me go to 200 as well. Just let it settle. And let's pull this out
just to see the foramen. Yeah, I think we could afford
to go in and touch more. So going like that. Perfect. Okay, I framed nice. So I'm going to lock
this camera so that, that now what we can't move. Okay? And what we wanna do is we
want to make a ground plane. So click that, scale it up. And that's cool. What I'm gonna do is I'm
going to go to the edge mode and then Shift double-click and Control D or
Command D on a Mac. To bring this up. There we go. So we've got a nice little room. And now I'm going to
go to add a light. So go to Arnold. If you add a skydiver will have soft light
in soft shadows. If you add a physical Skylab, harsh light in harsh shadows, and obviously harsh
reflections then. And they're both good. I'm going to go for just
soft layer for this. So sky dome light. And now I can open up
my Arnold render view and give it a quick
render cam shape. We refresh and let's have
a look at what we've got. I don't know why that always
did that often defaults to go to that long view. So let's refresh it again, and let's go back now to camera shape and
now it will do it. Yeah, That's weird. Okay, so we can see that
mesh is coming through, but everything is a little
bit gray scale at the moment. So let's go and add
a new material. And it's going to be
AI standard surface. And what was the
color I went forward if it was blue wasn't
it slips go presets. So I like that one
and keep it blue. Thing, that's fine. So let's go. Also,
we want to get this, get these sort of
these square squares. So we mash easier. And again to rent
because we're using the color node like in
the previous example. It's not going to
automatically render the, it's just going to
render it Quakers, it needs an Arnold material. So what we'll do is we'll
assign a new material. And again, it'll be an
AI standard surface. And what we wanna do is go
back to the repro mash. Go into the Arnold tab of
the week for mesh shape. Make sure export vertex
colors is ticked. Come into mesh one repro, make sure we should
probably is that yeah, color per vertex ticked. Now if we go back into the AI standard to the material
which is on these cubes, we want to go into
the color node. And if we click on old
and just type in data, we want AI user data
color and type in color sat with a capital S.
And if we were to render, now let's open Arnold
RenderView again. So let's save this screenshot. I'm also going to add
a de-noised optics. And let's do a refresh
of the render. And right, so we've got
the color coming through. This is still gray, so I'm not sure why I must
have done something wrong. But that's a nice render, actually nice stuff coming
through their love and the shading service go here. Let's go Object Mode,
material attributes. Okay, I didn't assign it, so assign existing material and it was AI
standard surface one. So that's bad. And this, what I'm gonna do is I'm going to
assign new material. I'm going to give it obviously
an AI standard surface. So Arnold, Standard Surface presets are
gonna go for clay, I think. Was that play thing. That was why I
went for last time and maybe just make it a bit brighter and maybe more
desaturated, someone like that. Although that may be too
similar to the colors on there. Let's give this a render and
see what we got going on. So I don't like all this
or shine on the refresh. This is kind of
where we're at now. So let's just let that preview
into 50%, nearly done. And then the denoise or
we'll kinda do its job. We should have something
that's quite nice there. So we've come from
there to there. And the only other thing
we wanna do is we want to add a material on this mesh. Now, let's have a look. What color do I have? It
was yellow, isn't it? Yeah, cool. Okey-dokey. So let's come back out. Let's go down. Mash Trails mesh. So we'll just right-click,
assign new material. Let's go for Arnold
Standard Surface presets. Let's go plastic
again and replace. And let's just make
this yellow and let's make sure there's no
other stuff going on. And here, i, we might want
to make this yellow with, well, I should probably
do that for this one. The AI standard surface
because I was a plastic. Otherwise that's fine. Okay, Let's give this
a final rerender now. And we should so
when we refresh, we should have yeah, we've we've got our yellow lines coming through which
is looking quite cool. So let's just let that
kind of finish up. And there we go. That's looking quite nice now. So what you would then do is you would just
go ahead and go to rendering and render
when the sequence, and you've got another
little animation done. If you wanted to, you could
do a play blast of this. So let's say it was
go to animation, playback, play blast
this number here. That's then go, right. We wanna do it for the
whole time slider. Let's go QuickTime H.264. Quality of 100 scale is one. And it's called playlist
to unless play blast it. And hopefully that will
run through it now. And it will give us a nice
sail play blast of that. So at least we can
see it polymers because we've got our old
material on it in here. Now not showing us
the actual colors, the true colors, the Omega, you know, it kind
of is released. And then we've got
this plate glass, we can see exactly
how it's working. So it's nice you
could send that off to like a soft
supervisor and say, Look, I'm not going
to render yet, but this is how
the Sims look in. Uh, can you give me the
go-ahead to render? So we learned some stuff in
that we looked at dynamics and we looked at the trails
option and constraints. So covered a few new things. Looking forward to seeing
you in the next session where we'll be having a
look at a few more things. And yeah, we'll be making
this little thing right here. So, yeah, looking forward to seeing you in
the next session. Cheers. See you then.
5. Lesson 4 - Using Custom Paths: Hi folks, welcome back
to another video. So in this one we're
going to be making something similar to
what I've got going on here will probably
look a little bit different because I just get different results
each time really, I just play around if I find something else that looks
a little bit cooler. And that's kinda like
the beauty really is just such a creative
application. So let's jump into
watchman, call it maya. And if you've got the
name of the program and wanna do that and start
off by making a sphere. I'm just going to scale it down, just something like that
just to make it smaller. And then I'm going to go to
mash and create mash network. We've got a bunch of spheres. So to illustrate a 0.1 of all, what we'll do is
I'm going to get this little pencil Curve tool. And if I kind of go like that, what we can then do in
the mash network is go curve, AD curve node. And look, it's asking for
us to input a curve here. So middle mouse-click curve one. And this is what we've got if we go back to the beginning, It's not really what we want. So if we come to
mash distribute, what you gotta do is set
the distance x to 0. And now they will all be
going along that curve. Can remind you of the game
snake if you ever played that. Okay, so let's go to
the curve node options. We've got step which kind
of let you space them out. And we've got animation speed, which funnily enough slows
down your animation. You can sort of add
some sort of variation into that speed or
not into the speed, so it into the distance that
they are from each other. Okay, So just to add some
sort of variation in now, just pretty cool,
velocity randomness. So you can, this is the actual velocity of them
and you can randomize that. So maybe some Argo
and a bit faster. And you'll notice some of
them may start taking each other over velocity noise. So you can put basically, I think the best thing really
focuses to play around with these settings and just
get something which is kind of looking quite cool. And you can go back to
the mash distribute, increase the number of number of points on there or particles, whatever
you wanna call them. But yeah, that's kinda of like
we can also, like I said, Actually, let's go and
add a random node. Because you can do that. And let's stop this
and refresh it. Because sometimes yeah. Sometimes if you add
something and yeah, going to have to delete
that from the editor. Sometimes if you add a node with its still play and
it just won't register. Poppy. So let's go back and cool as
what we've got to stop it, put it back to the beginning, and otherwise, otherwise
might respond like it. Okay, so let's add a
random node again. I'm going to, I'm going to
stick with what we've got. And what we can see.
This is not they're not strictly stick into
that line and you all, so you can turn
on Uniform Scale, have like different
scales in there. You want to scale down
the original sphere. And then that's pretty cool. So go back to the random node to know why it's not
popping into that. Sometimes it doesn't. You just turn them
all on and off its usage to willow bark again. See I can kind of if
you had some cubes, you can do the rotation, but isn't really not
going to do much. We could get a position y and that's kind of the
randomness of the why. But, you know, we've used
all that stuff before. So another thing we can do is just make sure back to
the beginning is going to add a signal and
that signal node. And let's give this
a little pages. We can see what it's doing
and it's kind of add in that sort of random sort
of movement in there. Okay, come to the signal node, we've got different types of noise which we've
looked at before. So curl, I'm just going
to keep it for the noise. And then upwardly putting the randomness of the
y position times row 3 to the given a bit
mental and cool. And you can randomize
the scale if you want. So randomize database
to the scale may fluctuate and some of them,
which is pretty cool. Awesome. So I don't
like this curve. So I'm going to not delete it. Delete it. And then what we can
do is go back into the mash curve and it's
looking for one again. So I'm gonna go
to the curves and click a circle and
then scale it up. I'm going to rotate it to
all do and channel box, I can do exactly 90 degrees. And I'm also going to
bring it up off the floor. Okay? Now let's go back into mash and into the curve node. And we're going to click
and drag that nurbs circle. So there we go. It's kind
of go and across that. And that was a bit fast. So let's go back. I ever because it's a
different, it's a shorter path. So come back into the curve and take the animation speed down to a script point to
still quite fast. Let's go. Yeah, 0.02 in here. And then this should
be a lot slower. Cool. Unlike in that. Excellent. So that's what we've
got going on there. Now what we may
wanna do is yeah, the sum of these, Let's
have a quick zoom in. I'm sure this will probably
be happening so much. Yeah, look at these, these are intersecting mass, not good. So we want to stop that so they bounce into each other
rather than insect. And the way to do that, let's
go back to the beginning. And you can still see that they're going to bump into
each other over here. So what we can do is go to mash and we're going to
add a dynamics node. And you might think, first
of all, what you're doing. Because when we play it
now all fall to the floor. But at least they do kind of
like bounce off each other. So what we can do
in the mash bias is positioned strength to
it all the way up to a 100. And so that will basically
override its primary position. Now overrides the, the sort
of gravitational position. So now if we play it, basically what'll happen is if they
bounce into each other, they'll just be
dynamic of each other. So, yeah, that's cool. What I also do is
in a bullet solver, I'll always turn the
iterations after about 12. And it binds really high up if you wanted to,
I probably wouldn't do. Okay, so what I also
wanna do is I want to get my sphere and
make that quite small. So the spheres are going
to be quite small. And what I wanna do is I want
to make a platonic solids. Maybe even inside of that
don't quite touch that. I want to go to mash
and I want to go to the repro mash repro. And I want to drag in
this platonic, solid, but like religion
previous lesson is not just going to pop
in automatically. We need to add an ID node. And that will by
default code too, because we've got
two pieces of GEO. And I'm just going to
get that and make them, I want them to be slightly
bigger than the spheres. So run about math and maybe
the spheres can be a touch bigger, something like that. And I think I'm gonna
go to distribute and I'm going to check the
amount up to maybe 70, maybe double at CR. That's kinda look in. Yes, quite nice. I like that. It's quite different. Why Virginia? But you can see there were
bouncing off each other. Let's have a look
and see if we can do anything more
with the randomness. Let's go to random. They were famines by 55. Kind of have a locker. Oh, ask, gonna look a bit mental
or to their mind. Do still kinda like it, but it's bit too much in it. Let's go for 222. Yeah, I'm kinda like an asked us interested in
as really interesting. Okay. Let's go back. Let's add, I know the
ones I had with blue. So let's add a color, node, add color, and
it's been doing this. It's been bugging
out what Beth some reason the colors and show up. I know that it doesn't
really matter. We're going to be doing
is to Arnold anyway. So I'm just going to
add a, an atom blue. And I'm just going to turn
the random hue up to 0.1. And we can kinda see I
must work in later anyway, but it is a bit weird that it's doing us annoying as well. Okay, so let's have a
look at our editor. So as our mash editor, click OK, well on nodes
going on there now. And we want to do one more. So let's click mash and
C utility that we want. So we can either go in
there and do a utility or we can just go
trails at trails node. Make sure you go back
to the beginning. And let's just click Play
and see what happens. Because, yeah, I'm
really liking that. I am really liking that. The one I went for
my example was connect the dot
o, join the dots. Which to be honest, as kinda quite nice as well. But in all honesty, I'm kind of prefer
in what I had. So I'm gonna go back to
trails because it just it just looks a bit
cooler and yeah, cool. I can go trail length
or may bring it down to 15 and max trails. Well, we've only got 70
odd pieces of geo in that SAS fine trail scale, we may want to make
it a touch larger. Sum of i 1 point
to decay trails. Not quite sure us all look, I think that just makes them so decay off a little bit faster. I have a play around
with that and use that in a lot of detail. But this is looking pretty cool. I'm really liking
what's going on here. So it's time to start
rendering edges. So what I'm gonna
do is I'm going to go across and I'm going to click Create can camera. I'm going to change this
view to my camera view. Command. Line this up, something along
the lines of that. Let's go to my rendering
settings and change it to none name underscore hashtag because they'll be two
in frames 11 to 200. The camera is going
to be camera one. I wanted to be HD 1080, and I want to use my GPU
to render personally, and I'll start off with six. Cool. So let's go
ahead and create, or let's first of all, famous better camera
settings, resolution gate. So we got a lot of wasted
pixels basically by here. So let's play this. And let's just zoom in and frame itself fills the whole thing. Maybe given a little bit. Cool, I'm liking that. So I'm going to lock
this camera view. And I think let's add a floor. Like that. Let's go and over two planes
in certain other one, okay, to leave town. So until the plane one go. So let's get the edges of this. So let's get there and Shift double-click Control
E to extrude upwards. And I'm going to go to object mode and
assign new material. I'm going to go on old
AI standard surface go presets is going to be plastic because I
liked that material. I'm going to go full
on wiped and come down into the subsurface and
go to full on white. I'm then going to go and
select my repro mash. I'm going to right-click and
go to assign new material. I'm going to go to Arnold. I'm going to go AI
standard surface. And then what I wanna do is
I want to go to where it was a repro mash on old export vertex colors
and mesh one reproaches, make sure output, yeah, colored by vertex is there. And then we want to go back to the material
attributes, come into color. Go click on old data
or type in data, then user data, color and type color set with a capital S. And then I want to
go to trails mesh. Right-click, assign
new material, Arnold, AI standard surface. And then I go and give it
a plastic material again. And I will change that to yellow and the subsurface
again to a yellow. So now that we've
got our sorted, I'm going open up my
Arnold render view, um, which is over here. And this is what I was doing earlier with you in
an earlier lesson. So let's get rid
of that and let's, let's render and make sure
we've got camera one. And let's do a render and
see what we got going on. And hopefully we've got
some nice kind of star. We haven't added a light. That's why. So I'm gonna
go for faculty on old, I think I'm going to go
for physical sun and sky. Just a may give us some
harsh shadows on the floor, but I just want to kind of get the sort of nice
plasticky highlights. So if I go physical sky, now if we do a render, we'll see what we've got. Cool, okay. What I needed to do
is I needed to add a image urges to get
rid of that noise. So I'm going to do
another quick render with the noise of optics. So let's refresh that render. And yeah, I'm happy with those colors and like we can save some reason.
I don't know why. But it wasn't, it wasn't
playing ball earlier. The watchman call it
the color node in mash. But you can see that the colors are in fact coming through. We get a nice highlights
on his spheres. And let's go ahead. And I think in the sky dome. And I'm bringing some
tends to up to five. And then I'm gonna do a render. And that's definitely too much. So it's hold escape. And let's go down and
bring out to two. And basically what I'm gonna
do is play around with that render until I get something that's
looking quite nice. And it's probably going
to end up being something like 2.5 or something. But then again, this is
looking quite nice as well. On kind of happy with this, I may change that yellow color, slightly brighter texture
looks a bit dull. And if I zoom in, I'd
need to bring also the quality in my
render settings. So probably go in here and
bringing us maybe to about 12. It'll take twice, at
least twice as long. Let's do a little screenshot and let's refresh the render. And you should see some
significant time increases, but also some
insignificant improvable in terms of the render quality. So I'll just let that
render in and I'll pause the video and I'll
join you in a second. So this is the
Render I've got now. So again, it's not
perfect to be honest. I may want to pump a little bit more lifestyle
it but less have a let's compare it to
how it was before. And you can see that there is considerable
increase in quality. But it may be that I
just need to kind of increase that quality even more. Maybe I'll add, maybe have
a look at the material on, then try changing
the material of it. Maybe try changing the color. But that's what we've got. And if we can have, again, have a look at it in here. This is quite a funky
kinda little animation that we've gotten is
it's looking quite nice. So again, what we've covered in this session is we've
looked at using kind of like curves in order to distribute our, our stuff. I'm going to do, I
think two more session, two more exercises with you, and then we're going
to call a wraps, but yeah, brilliant. Looking forward, seeing
you in the next tutorial.
6. Lesson 5 - Dynamics part 2: Hi guys, Welcome to
another mash lesson. Now in this one
we're going to have a look at this little animation, sort of dominoes
kind of animation. It was a really fun
one to work on. And you've basically got
to mash networks here, two different dynamic
mash networks. And honestly this, this is a
real fun project to work on. Okay, so what I'm
gonna do is we're going to jump straight on it. So let's go and jump into Maya. I've got my setup like this. Again, it's two
panels side-by-side. I'm going to go and get a cube. And what I'm gonna do
is I'm going to do a little bit of Marlin wish I say modeling scaling
is what I'm gonna do. I'm just going to make a domino. And literally that's
as far as I'm doing. Now what I do want to do
is I do want to go to the channel box and
I want to basically move this was sitting
flat on the ground. Okay. So I'm going to go to
Attribute Editor or no, sorry, I'm gonna go why? Because it's one unit tall. I'm gonna go to the Y
and just move it in all 0.5 units up. I saw that was the rotation. I'm going to go to the Y and you move it nought 0.5 units up. So then if it's one unit tall, it should be sitting
exactly on that. Cool. So the setup is
going to be pretty simple. And with that selected, go to my Effects menu and go to mash and
create a network. So we've got this and
what I'm gonna do is I'm going to go to
the attribute editor. And basically I'm going to use the distributed node to
distribute them on a great, okay. So let's go distribute,
distribute, distribute. Where are we? Grid and okay, so this
is what we've got. Now split hard,
see gray on gray, I should change
back on Calloway. I'm going to put grid
acts up to about Haydn, our common, but the
numbers are used. Let's go, let's go 30. And grids, easy to say 50
and maybe put that at 25. Okay? And now x distance, I want to kind of put
across like that. So that's polite. Say 12, 11, quite close. And let's go z distance. Again. I want them quite close. Z distance, some thin, like 20 I think. So if we come out, I think I want my distance to be maybe
a little bit longer. So call it 35. And this, I want to
be wider as well, so call it 18. But then there's not
enough dominoes for me. So let's go to the grid z
and pull out up to say 75. They close enough. I'm going to push that
285 to be honest, or 90 and really, really get a load them in. Cool. And even one's going across an unproven
that up to 40. Now it's too much, just go 35. Okay, last dass,
das enough for me. So that's kinda like the floor sorted in terms of
the actual layout. So yeah, that's kind
of working so well, I think we need to
do is we're going to put a floor plane in here. Just to kinda give some context. I'm gonna get my mash network. And I'm going to add dynamics. Okay, so add dynamics node. And if I kind of do
this first of all, it's basically what's going to happen is they're
going to fall foo and fall to the floor. But there, which is pretty cool, pretty cool simulation actually. But yeah, let's kind of
go back to the beginning. And what we wanna do in the
bullet solver is we want to take this ground too, 0. So what will happen now? Okay, so come in like this. What will happen now is when we play it because they're
already on the floor. I'm not gonna go anywhere, just going to stay where they are. Although it looks as if they
were kind of eye about, looks as if they're kind
of intersect in there. So let's delete this floor plane because they are still
intersect in the floor, which is a bit weird
because we moved up No.5. So what we're gonna
do is we're gonna do that via a transform node. So Transform and Transform
node and pull up nought 0.5. There we go. So they are now definitely
on that ground plane. That's what it was moving. The actual thing itself
doesn't do anything. So now if we play it, basically nothing
happens because they're already on the floor. Okay. So that's pretty cool. That's that sorted.
And to be honest, that's really all we
need to do for this one. So I'm going to rename
this mash network, mash for Dominoes. I'm going to go ahead
and select my cube and go Mash, Create
mash network. And what I'm gonna do now you
can see are all connected. The site is, I'm going to go and distribute, I think linearly. So let's hit 0. Okay? And so they are perhaps
highly list mesh. They are actually in here. So let's get mash to and we were not distribute them kind of
up in the y like this. Okay, We're going to chalk
this up to like flowers and we want to also
kind of offset them. Yes, something like that. So what I am going to
do is I'm going to add a random node just to kind of add some randomness in there. So as go, Why was it
random and random node? And this is a lot more I wanted. So kind of like, you
know, a thing like this. So 111 must find
rotation, rotation vote. So basically what we'll have is a pile of these
four falling down. So if I do go ahead
and think there's too many actually us go 500. Yeah, this is what I like. So maybe also kind of put
them up like that so they got more breathing room and maybe go to mash to an
add a transform. And I'm just going to chuck them maybe like 30 into the air. And also on this mash network, I also want to add
a dynamics node. So what will happen now if
we go back to the beginning is full and they're going
to fall onto that floor. Okay. But there will be let's
turn these back on. Shift and H, there will be these for them to
actually interact with. So you'll notice we can come in, they start all kinda
like fall in them. So let's pull this
edge, they got more. Now I think the friction is far, far, far too much. So I'm going to make sure that I go to the Bullet Solver
and the friction and not change up to like
four, something like that. And let's make sure that
I'm playing every frame. There we go. And come back to the beginning. And now it'll play
every single frame. So shows a lot more accurate
when skip anything. And that's kind of
looking a lot nicer. And then now you just can start. In fact a think, maybe. Yeah, they're not really
interacting there. So we need to kind of have
a look at or they are, but they're not falling over. So I think we need to have a
look at maybe the friction. Hi, Let's have a
look and take that down and see if that makes anything just foreign
across the floor really. Although the friction actually
that is that has improved, it was the friction there was too much friction
there as good to know. So I'm bringing friction
down to maybe one. So let's stop and go back to the beginning and bring it down. I'm glad dazzling awards goes just too much friction
they would do would stick into the ground too much. So you can kind of basically play around with this
as much as you want. Really think it's a little
bit too much friction in, two little friction
in there now. So basically what you'll
wanna do is kinda play around with all
of these settings. So I'm gonna go to 1.5. And also I'm going to go into the randomness of mashed who. So randomness. And basically this is almost
like a tower of them. So if we come from above, I wanted to be
spread a lot more. So let's go say 555. Maybe SCO 3, 3, 3. And let's now see how
it's kinda work in. So go back to the beginning
and click Play. There we go. It's going kinda
like a lot wider. Argue is still quite a little
bit of friction in there. So you may kind of want to play around with that with
the friction properties. So if I get mash floor
dominoes and go to dynamics. And then during the friction of these right friction up to
or down like no point thing. And the, and the rolling
friction down as give that a go. Because there's friction
within the Dynamics and within the bullet solver. So that's important to remember. I reckon that's going to give us a slightly thick male taught, hopefully topple slightly,
a bit more easily and now, and maybe they're
getting pushed a bit. So let's begin with friction
down to nought 0.1. And in the rolling
friction to know 0.1. And basically what
you wanna do is, is it's all about, it's all about trial and error. I'm playing around with
these different things. So it looks if they're
fallen a little bit more easily again, but they are kind of
getting pushed quite a bit. So I'm going to bring an brings friction all
the way down like that. Just see what we get now. And what we wanna do is, I'm relatively happy with
what we've got going on. But you'll just want a little
bit more stuff there now, a lot more, kind of a
lot more top-line us. Cool. That is cool. Yeah. So it's kinda playing with them. And now I like I'm a person. Well, there's a lot
of friction there. So let's go into
the Bullet Solver and maybe try and increase that. And you want to try and find what's kinda kind of work best. Okay? So I'll let you kind of
play around with that because a lot of it is
kinda like problem-solving. But this is quite nice. So just have a play around
and see what works for you. Arguably, I probably
go back into the floor dominoes and just put 0.1 in here and see if that. But this is the last kind
of little trial I'll do. I'll do the rendering part next. What you've probably
seen before. But yeah, kind of have a play around with that and just
kind of see what's working. I think this is working
a little bit nicer. We go a little bit more
friction in there. But yeah, cool. Awesome. So I'll play
around with them. And basically what
you'd want to do now as quite a nice still
kinda of like shot, but I'm going to get
the floor dominoes. Okay, so this is the
one which isn't fallen. Right-click assign new material and Arnold
AI standard surface. Let's remember what
I did mine a thing, I assign them a blue plastic. So plastic and keep it
blue, nice and simple. Then repro mashes
in the fall in one, we're going to go and
right-click, assign new material. And this becomes standard
surface plastic. And we're just going
to go for a nice red desaturated
someone like that. Okay, maybe just go to cool. And so 4.940.8, let's just get to say many
oils actually owns be a, hopefully it'll be
a recent color. So it's got that
wasn't too mild, kept similar color
doesn't really matter. Something like that. Done case we've got
then I'm gonna go ahead and just like normal
ground plane. Let's go and come and we'll color gave,
I think was yellow. Let's go to the edge. Click, Shift,
double-click control. Really. Pull that up. Object mode. Let's go
assign new material. Arnold, standard
surface color. Now. I'm going to go color
change that to a yellow. And this time we don't have to do what we would do him for. And I mean, what we were
doing before was we were having tough to using
the color per vertex. We don't need to do
it in this instance. So I've kinda, kinda
go all that setup. So what I wanna do
is go create camera, camera, change this
view to my camera view. Line it up. So it kinda looking
down on the scene, go into our render settings. Tiff, name, underscore
hashtag, wanted to 100. We want to go
camera view HD 1080 and render the GPU like normal. Chalk that up to eight. Oh, yeah, truck up
to eight for now. And I think that's
kind of everything. Let's just turn our
resolution gate on so that we can see the view that's actually
gonna get rendered. Frame it up a bit more. So something like that, they come into short. Perfect unless render, say
maybe this frame buffer here. You can even afford to
push in a bit more. So Let's go, Arnold. We need to give it a light. So light and let's go sky dome. And now let's open the
Arnold render view. And I saw Mash editors. Let's give this a quick test. Render just to see
what we've got. So Arnold RenderView. And when we refresh,
there we go. So this is what
we've got going on. Yeah, let's hit escape a second. I want to add a
de-noise are in there. And yeah, I'll probably end
up turn in my life down to like 0.2 or something like that. No, no, 0.8, maybe 0.75. But that's kind of looking quite nice as a render is stuck in. Yeah, really nice there. So flat light, soft light in. Really, really
nice like in that. Okay, I mean, obviously these getting stuck out
to the side here, maybe you can make
them a bit thinner. And again, playing around with those friction properties and it's just a matter of kind
of gain loads of different, different, different
tests in things done that last phosphorylase
radius is testing and playing around
with different things. So what you wanna do
then is just go to rendering, render,
render sequence. And then you'll
have something that looks similar to this. And you can see some
of them are getting, we are getting pushed
out a bit by obviously has more friction on in mine. Cool. So again, learn some
new things there. I hope you did pick
up a few new things. And in the next session
we're going to finish off by doing something like this. So we're going to make
this sort of disintegrate. Okay? So I will see you in the
next session. Cheers guys.
7. Lesson 6 - Disintegrating Text: Hi guys, welcome back to a, another, another final
lesson. I click. We've got this little exploding
kind of text tutorial, which we're going to be
doing to finish off. So obviously you can see what
we're going to be doing. Let's jump on in and get to it. So let's go into Maya. Let's close this down. Let's go into Maya. I'm going to go for Panels, layouts, two panes side-by-side. I'm gonna go to the Text tool. And then I'm going to type, I'm just going to type marsh, give whatever font you want really was no drama with that. I'm going to go across
to geometry and I'm going to increase the
curve resolution just to get a little bit of a higher
resolution specifically on that S. But they're so unlike
just up to there again, I could go for go more SCO 15, but yeah, cool. All right then. So what I'm going to do
is I also want to make this deformable type to
give it all these spaces. And to be honest, is, is not great. What we wanna do
is you want to get even faces as much as possible. Now you can play around with the settings here and you can see low and this
adds more faces, was bringing it
up and move some. But it's not really having
an effect on the stage. And, you know, and you can play around
with these settings, but it's not, I haven't really managed to get what I'm
looking for with this. So what I normally do
is I'll get the object. I'll go to modeling and
I'm going to go to Mesh. And I'm going to apologize. Now I'll leave this, do its job. And it may take a few minutes. But this is the kind of
thing which I'm after. As you can see now, the sort of mesh but their
satisfaction survey result. And you can see it's a lot more, the faces of a lot
more sort of balanced. So what I'm gonna do
after I've done this is I'm just going
to select the mesh. And I'm going to go
to Edit and then delete all by type history and you want to make
sure you do that. Otherwise, you may get some
issues kind of come in along. All right, So that's kind
of work in how a Leica. So what I wanna do next is
I want to actually start doing the watchman
call it the match. So I'm going to get a cube. And I know from
doing this in past, I want this to be quite small. So I'm gonna go 0.1.1.1. With it selected. I'm gonna go to mash and
create mash network. And then what I want to do is basically I want to distribute
this across the mesh. So go linear, change
that to mesh. You want to middle
mouse click and drag it into the input mesh. And what I wanna do is I want to click type mesh shape
1. So that's fine. Scatter or vertex. And yeah, so change it to, I think it's going
to be face center and then click flood mesh. And what you'll notice
is we've now got, we've now got this cube on every single frame,
which is quite cool. However, it's good to kind of, but two thing I might want. So I'm going to
add a random node and I'm probably going to change maybe the
strength up to five. And you can see this
random node kinda makes it all kind of random. And if I increase this, you'll see kinda like it's
all sort of dispersed now. Okay? So this is the kind of
thing that we're going for. So what we're gonna do is thus, thus the fact that we
are going to have them all disperse like this
as they break enough. I'm gonna go to mash. And I'm going to
go where we go in, we're going to go for
the explodes utility. Okay, so click that and
click Add explode node. So it's going to ask what meshed you are asked to explode. So we'll need to
middle click and drag the type mesh to here. And you can see its
use in that kind of thing we've just done
with that randomness to, to kind of do this and it's
exploding those faces. Okay, So that's kind
of what's going on, but they're, so what we wanna do now is we
want to kind of have this happening gradually. So in order to do
that, first of all, I want to get my
repro mash and I want to click Control H
just to hide it. So there's no kind of
mesh in the middle is just this type mesh here
that we're concerned about. Okay? Now, back in mash, if we go back to explode dimers, this fall off object down, right-click and I want
you to click Create. So basically what's happening
here is if we get this, they'll fall off thing
right here and get scale. This is exactly
what's happening. So I'm going to scale
this all the way up like this and just move
it to the side. So then we can kind
of bring it in like so and maybe scale it
up just a touch more. Okay, cool. So it's
going off to the side. So I think I'm have
come in at frame 30. So I'm going to get this. I'm going to come
to the Translate. I'm going to set key. And by the time we get to
frame 75 or move frame. Sme five, I'm going to pull it in and it'll have
exploded like that. And so I'm going to
right-click and set key. So if we play, Let's just
go and play real-time. That was going too fast. We've now got this
kind of happening. Okay? So next what we
wanna do is we want to go to our mash network and
create an offset node. At offset node. And in scale for the x, y, and z wherever that's gone. Yeah, Here what we wanna
do is we want to set this to minus one because and basically we want
that kind of habits scale basically completely down as
this fall off comes across. So minus1, you'll see
what happens now, minus one and minus one. So what is going
to happen now as this comes across, disappears. Okay? So the only thing
that's left to do in this one guys, it's a
bit of a quick one. This one. It's been six minutes. I'm done more or less
is I'm gonna come back to the beginning.
I'll tell you what to do. Wanna do actually is I'd like to bring this up off the floor. So let's go and add
a transform node. And let's go and say plus 10. And I didn't think that
would do actually. So yeah, let's maybe have a look at possibly
reordering it. If we go to mash editor, Let's see if maybe
we can reorder this. This happens first, and it
doesn't seem to like it. So what we are interested
in is kind of when, when you do that, then it kind of
disintegrates upwards, which is quite interesting. So if I turn this off now, it doesn't do that. That is really
interesting. Cool wanna do is I'm just going
to delete that. I don't want to mess
around too much. So what I'll do is let's
get a ground plane. Scale it up and mirrors, bring it down a bit. I know it's kind of offset
for it didn't really matter. If it's below ground is not
too much big deal really. Let's bring this across. And let's go edge, Shift, double-click, Control
E, extrude it upwards. Okay, what we wanna do is create a camera and make
this our camera view. Zoom out. Let's go to the Render Settings. Tiff, name underscore hashtag
changes to one to 100. Make sure its camera
view HD 1080. And rendering GPU,
default this to eight. And that's fine. So let's get a standard AI, standard surface
for the background. Let's just make this
plastic and white. And white, okay, and now
basically it's just this now. So assign new material. Let's go AI standard surface and a comment on what
material I had a think it was something like thing like no blushed metal or maybe it was car paint
or ceramic acid. It was and it was a red
ceramic Cisco from that. So if we can have
come across to here, Let's give this a vendor. But first of all, let's
make Arnold thing. I'm going to go for
the physical sky just to get some nice
sharp reflections. And yeah, thing to be honest, the thing I'm okay with that. So maybe intensity, Let's go 1.2 and let's get Arnold render view open and the
de-noise of optics. And let's do a render. And let's see what
we've got going on. Okay, so that's going
to take a little bit of a wild preview in with
my example earlier as, as preview name, what you've noticed is I actually went for a bit of a
different background. So I got this. This was one material, just a blue kind of like
sort of math material. And this I kind of
texture mapped a sort of pattern onto the background just to make it a bit different. But you can see it's more
or less the same thing. It's just the floor and
this thing over here, the same color, so it
doesn't really matter. We got some nice shadow
is going along the floor. But yes, it can quite nice. So like I said, what you could do
is you could go ahead and put a
texture on knees, back faces by here. If you wanted to
suggest that, maybe. Thank go to automatic
UV mapping, UV editor burnout
across just some thing like UV shell crossover
there and witness on across. Maybe you wanna go
assign new material. Let's just go AI
standard surface. I'm plugging into the color a file and that file
is going to be, let's go back into Marsh and source images
and something like that. Click Open. And hopefully
if we enable that, we can start to see both
of them as well as nine. Okay, so let's right-click Face. Select all these faces,
assign existing material. And I think it was AI
standard surface one. So now if we just
get that shell, UV shell, we can kind of scale it just so it
doesn't have that much. I think I was fine Actually. Yeah, let's go for that and
let's open Arnold render view and do one more close up to one
mole that will render. And we should have something
that looks like this. Pretty cool. And again, I might
play around with the light in a bit
more in that one. Perhaps go for it, Go for the sky domes. We don't get our shadow. But again, it doesn't really matter just to get it
looking like mine. All I did is if we go to
AI standard surface one, I just made a bit of an off
blue when I did it before. So you can kinda just do that. And if we just open up
the render view again, just do a, another vendor. And that's very similar to the other one I've
got over here. The look is a little
bit different. The colors are touched
different, but it's near enough. The same thing really. So, yeah, I really do
hope you enjoyed that. I hope you've
enjoyed the course. I hope you learned a lot. One do is I'm going to do another last video where I'm going to set you
a little bit of a, a little bit of a task
just to kind of see, I'd love to see what
you guys can do. So yeah, cool. I'll see
you in the final video.
8. Project Task (Assignment): Okay, then folks, welcome to the final summative video where I'm going to set
you a little task. Now I don't know if you've
seen the music video by major laser for light, light it up with things
called yeah, Lyra. But they've got a
load of what they think was coined like
dance in avatars. So I'm going to show
you something I did in Mash, just a little test. We've got this kind
of thing going on, which is pretty cool. Okay, so we've got
this sort of dance. I can't just go in for it. And then I've, basically, I've used the distribute
mesh and I use the voxel method for this and that's all
I'm going to give you. But it's, it's a really nice
kinda little animation. So I'm going to set you a task to just do something
really creative with this. Now, another little tip
is where I got this. I didn't animate this myself. If you go to Mixamo.com
is owned by Adobe. If you've got an Adobe account, what you can do is you
can go to mix them. O.com, come into here, you can click like dance. And then you can say wireless, get this lumber dance in. And you can adjust the kinda of like enthusiasm and make
it more enthusiastic. Space. The arms go bit wilder. And basically then you can, what you can do is download and you'll want to
download an FBX file. And let's say 24 frames per second with skin and download. And what I'll do
is I'll give you a FBX file, like I said. And you can just
then go into Maya. And when you into Maya, you can just go File
Import and then you'd need to locate
that FBX file. And basically you've
got your mesh then even that you can use
to distribute stuff on. So I'd love for you guys to do, love for you to
kind of get one of these and then do your
render and then post it up just so I can kind
of see what you've kind of done because I'm
really intrigued. I'd love to kinda like
get like loads of people together and kind of
like clip after clip, like in the major laser, light it up music video. That will be so cool. So now that I've
downloaded that and rumba dance into FBX, what I can do is go to file. What you, what you really should do is you should locate that. So I'll copy this. This is the one I used earlier
to copy this and go into your project setup and
put it into scenes. Okay, so I'll put it mash
record and into scenes. I would save any of them, say. And then what I can do
is make sure that I have set my project. And let's set to mash recording. And then I can go
to File Import. And there we go. I've got lumber dance in FBX and import that
and come out. Now. This is what I've got. I've got what looks
like 55 frames. And it would then repeat. Okay, So that's why I want you to kinda do
have a little look. What you may wanna do is you may want to get a little bit of inspiration from if we go to major laser and it lights it up so you can I don't really
play it on this, but if you watch this video, There's loads are kinda stuff
in naturally really cool. So thank you again for
taking this course. I'm really intrigued
to see what you can do and see if you can get
something looking like this. Cheers guys. See you soon.