And this lesson, we're going to finish up creating the Firefly's and create a couple more fields to
animate so that they will scurry away when the grave explodes.
So there's one of their little visibility thing I forgot to mention in the last lesson when I was talking
about how slow everything was going.
We can actually limit the particles being populated by only what this camera sees.
And that's a something specific to MASH and the visibility node.
So let me crank up the distribution that we have back to what we, you know, originally had here to
make it look a little more full.
And you can see everything is kind of getting a lot slower.
So what we can do let's go back to frame first frame here.
And I'm going to lower this down a little bit because it looks like it was shooting everything up,
maybe too much, and I'm just going to maybe reduce this down as well.
Twenty five hundred or what was that half yet?
Twenty five hundred and then.
Yeah.
So for this visibility thing, if we go to the visibility node and the Masche set up here, we go down
to a fresh tom filtering.
And if we enable that, we just need to connect a camera and it will limit which particles are drawn
based on that camera.
So it's middle mouse drag the render cam into this camera slot and let go and then watch this and it
should update and get rid of a lot of these particles that we can't see.
So check that out.
It's pretty cool.
So it should speed everything up quite a bit now.
And we can leave things at the kind of settings that we wanted.
7C We're starting to get some Firefly motion here and.
It's looking OK.
I want to increase the frequency of this first.
Turbulent field, so let's just crank that up and because I want a little more higher frequency here,
because I want to I want to see them change direction more frequently.
So I'm just going to continue to play with this frequency and let's just crank that all the way up to
100.
And part of dynamics work in dynamics as things get a little slow, as everything is trying to update,
so especially when you're starting to work with, you know, these MASH dynamics and this many particles.
So it looks like things are moving a little quicker.
Let me escape.
And the one thing I'm seeing is that this uniform field is maybe still way too much.
So I'm just going to knock a zero off of that and add spacebar here and go to dynamics and let's just
crank way up.
That's going to turn the field and crank up the frequency to like 300 and see what happens.
So I'm just going to escape out of this and I am actually going to also reduce the number here, you
know, we're using the restroom thing.
It's still just so much that it's it's going so slow.
It's hard to tell what actually is happening with turbulence field.
So I'm just going to crank those way down and then go back to turbulence field.
And I think this is maybe acting on it too much.
I think we need more frequency and less motion.
Basically, what I'm getting at is what you can stack on multiple fields so we could have multiple turbulence
fields.
Yeah, it's way too slow.
We could have multiple turbulence fields and on top of each other that have different magnitudes.
So we could have like a really high frequency one and then a really low frequency one and another and
escape on that and then go back to frame one.
And let me just make sure sometimes on the bullet over the start frame, if you reopen a scene, it
might not save that star frame.
So always check that as well.
So we have the turbines field adjusted now to 15000.
And a really high frequency.
So it looks like things are moving, but it's still.
Still pretty slow, some cranking up the magnitude again.
I think I need to add a zero on this frequency.
Let's add a zero to this frequency and see where that gets us.
Yeah, so I'm happy with that and we could do a bigger turbulence field if we wanted to, but I think
really this is enough, we could just keep stacking on turbulence fields.
But I do want to add one for the kind of moment when the gravy breaks.
So let's crank this way up.
Let's look at the first one and do like double that.
So that's 25000 and 6000.
So let's do like 50000 and.
12000, and then we just need to attach this again to the bullet solver, so let's go to there and middle
mouse trying to the this field in and play.
I think we could maybe even use another zero here, this term loans field is going to be animated on
so we can use the max distance or, you know, we could use a volume as well.
So I'm just going to crank this up maybe to a eighty thousand and see if that really makes things erratic.
Because basically what I want to see is these things really starting to move.
Yeah, I think we could go even higher.
So we're at 100000, I believe.
It's too like one 150.
Yeah, now these are really starting to move, so I think I think 150 will do us is pretty well.
And so then I want to create a credit as a volume and let's have something like a sphere and I'll go
back to the perspective mode and scale this guy up.
And I'm going to introduce it when the animation kind of first happens with the first.
Which is kind of early on.
And we can just animate this on just like everything else.
So let's figure out there is kind of where we want it to.
Come on.
And I'll just drag this down.
So it will kind of introduced into this area and then let's go forward.
And then when we zoom out right before that happens, I want them to really scatter, so I'm just going
to scale it up one, two, three and.
Let's maybe do like six frames.
And I kind of wanted to cover the whole area here.
And then the other thing I want to do, let's just make sure this is working first, but then I'm going
to add a radio field so that everything just kind of.
You know, it goes way, way out, just shoots out with a radio field and away from this grave.
So right now, everything is pretty calm, I don't even know if we have a particle in there that we
can really see this is happening, some might want to increase the distribution again to 20.
So now let's play it back with that turbulence field and these particles kind of increased here.
And let's see what we can get.
So it looks like it's spread them up enough that they get NALGO outside of that field, which is pretty
good.
And so the next thing I want to do is add the radial field.
So I'll go to radio and then let's go to the board, salver and millennialist drag in the radio field.
And then let's go to the radio field, we can just double click it here to get to it and let's use max
distance and it's already kind of where we need it to be so we can just leave it here and then max distance,
we just want to animate that.
So let's go to the frame where he really starts to bust out of this thing.
So it started right in here, I'm al Qaeda and then let's go.
Kind of in here and let's just increase this distance to.
Let's say five hundred or so.
So now the plane is back, we should have all of these kind of fireflies scurrying away when the grave
busts open.
So for us to see that a little better, I'm going to show turn off the everything basically and just
say show polygons and show the GPU cash.
So that we can see this better, I'm actually just going to play blast this, so before I do that,
I want to turn off everything under show and only turn on polygons and the particle and sensors.
And then I'm going to start a play blast by.
Right.
Clicking going to the play blast options here and all that looks fine.
And I might just want to turn off the film gate here so it won't include that.
And I'll hit play Blast and I'll see you in one second.
Now we're back and we can kind of see what we've accomplished here in real time, it looks like we have
some OK motion happening here and everything kind of disperses.
I think everything could happen a lot quicker.
Like all these are moving pretty slow.
So I think we just crank up the magnitude on everything.
And these are moving not ideally either.
So you can tell a lot of this is just kind of playing with the attributes of.
Yeah, I think we just really need to crank up the radio and then also maybe add.
A little more frequency.
And magnitude to the first turbulence, so we just get a little more emotional, these guys, so let's
take a look at that again real quick and let's just increase the magnitude on the radio field.
So this really needs to.
Oh, this is this is what the problem was, we never increased the magnitude on this, that would be
it.
That's that's what's going on.
That's why everything is moving so slowly.
I was wondering, we animated the max distance, but we didn't increase the magnitude.
So let's also just grab this first one and let's increase that 6000 insinuation.
And just for fun.
I'm going to add another turbulent field and I'm going to yeah, again, I don't eat anything selected
to add one, and then I need to minimize drag it to the field here.
And what this one's going to be for me is going to be the same similar values, maybe even more like
50000.
But the fact is that 50000, the frequency is going to be very low.
So that's going to do is move these around a larger area.
And so we'll have like small motion from the first turbulence field.
The second one is going to be animated and then the third one is going to just make sure has big sweep
motion.
So I'm going to play blast this again with more radial field magnitude and more magnitude on both of
these.
And I will see you once that's done.
Now, let's take a look at this updated playlist together, and we definitely have a lot more motion,
which is kind of nice.
And yeah, all of those fireflies go away pretty quickly.
Might even slow down the motion a little bit on these.
But it has really nice, erratic look to it, if you if you look here in the left before the camera
motion really starts, you can kind of see they have their own life and they feel alive and they're
all kind of doing their own thing, actually, kind of like the speed they're they're running at right
now.
Almost just wish they were denser around the grave, so I might change the speed on them to get more
around the grave, and then other than that, I think it's looking pretty good.
And I'm going to decrease the scale here so that the you know, here's the last couple of things I'm
going to do when I decrease the scale on the original one.
So they're all kind of smaller.
And then I'm going to animate the visibility step here as this kind of happens.
So they're all kind of kind of flicker out as they get further away, someone had a keyframe here on
random strength and then I'll just go forward a little bit and then just dial that out to zero or her
pretty close to zero.
So if I select that, then I can actually see the key frames here.
So now we have that.
We've reduced the scale of that of this.
Let's go back to the first frame.
It's not updating because it's simulation now, so.
We actually had a simulated every time, maybe I'm just going to increase the distribution a little
bit, just get a few more in here, I think we were at 25 and 25 when we first started.
Yeah, that's looking a lot better and let's just change the seat a little bit to see if we can't get
more concentrated around the grave area.
So now that we have this in a pretty good place, let's cash it out like we've done everything else.
And before we do that, we need to switch over this mesh network into the mesh type.
So let's let's also just reduce the random scale here a little bit and the scale of the base firefly.
Cool.
Yeah, so I just want to make it look like it's kind of a hint of activity going on and not so big that
we can really tell what these things are, actually.
So they're just going to kind of be these glowing shapes.
So I'm going to select the MASH network and go to MASH utilities and say switch mash geometry type.
So now we have a MASH repro mash and we can cache that with the same Alembic cache we've done before,
not for bullet that was had its own, but we can export this as a selection to match to Alembic.
So I'm going to call this 10 Firefly's one.
And we have the whole range and we are going to go back to the normal file format here and we will export
the selection.
So now that we have a repro mesh cashed out, we can actually just turn off this mesh network and we
can go to Cash Alembic, import Alembic and import the Firefly's.
And it looks like it's quite a bit.
That's two hundred and five megabytes.
So, yeah, we we might want to wait until the very end to add those, but yeah, here they are, they
are the Olympic cash.
And now we can kind of scrub playback without having to simulate them on every frame, and I'm just
going to add that surface shader material that we've already chosen from before it's down here, I'll
frame a little bit so we can actually see those fireflies a little bit better.
And yeah.
So in the next lesson, we are going to start looking at the Closs simulation for Bones.
Thanks for watching.