Now that our cash is done, let's take a look at it, but before we start scrubbing through the timeline,
we want to remember that we want to change cash control back to one.
And that means it will read the cash files from this location that we've set.
So let's change this back to one.
And now we can scrub and see the cash.
So there's one little thing that ended up happening when I copy paste in the frames for the ATM, the
the if we take a look at the graph editor here, we can see that in this section it actually goes scale's
into the negative, which I didn't intend for it to do.
I meant for it to be a flat tangent handle.
So it'll be flat like this, but it was set to spline.
And so in this middle section, it actually goes to zero and then comes back out.
So it has a little bit of a whisper of smoke here, which maybe is kind of cool.
But because also we set the dissipation to be higher, we can see the smoke kind of dissipates pretty
quickly.
It rises up and then it goes away.
And that also helps us because you can see as the simulation continues to go and run, this bounding
box gets bigger and bigger because the voxel area, which the smoke is covering, is getting bigger
and bigger.
And the longer we let that smoke rise, the bigger and larger of an area that it has to calculate.
So when we set the dissipation high and the smoke disappears, we can help kind of limit that kind of
very computationally expensive expansion to be smaller.
So see how the box now reduces back down.
So we never really get to a huge size because the smoke dissipates before that happens.
And we were controlling that through the dissipation here under the properties.
And we were down here on the air.
And we want smoke dissipation and we increase that to 10 from one.
So that helped us with that.
And then we had this little trail smoke here because the emitter was scaled into the negative because
of the tangent handles.
And now we can see the smoke from him popping out.
And you can see where the collider actually worked really well, that it drug this smoke out with it.
So we can see as he passes through the smoke, it kind of collects around the vest a little bit and
then it gets dragged and pulled with his motion, which is really nice, is going to help direct the
eye through this fast animation.
It's going to kind of help to have that motion of the smoke be centered around him.
And so at this stage of the game, we have a pretty good simulation working.
The last thing I want to take a take a look at is in the rendering of this.
So I'm just going to create a directional light just so we have some type of light in the scene.
So I'm just going to create a directional light and I'm a scale that up and I want to show lights so
that we can see that and the direction it's going in, it's going to kind of go at a three quarter angle
downward.
And now let's go into the Bifrost container here and we can go to the mesh and that way we can get over
to the arrow material.
So we click on that.
We can see the volume material is in a standard volume.
We click this little arrow, we get into the material itself.
So let's turn on the Arnold reinterview here and just see what we have right out of the box so we can
see it's it's dark.
It's basically black and but it's looking pretty good.
It's a little it doesn't have a ton of texture to it.
And again, that's because our resolution is still fairly low, but it's looking pretty good.
But to make this a little more readable, I want to change the color of this.
So in the scatter spot over here, I'm just going to increase that color to be a little more white.
We can also give it a color.
We could give it like a purple color or something like that.
But yeah, that's in general how that works.
We could also increase the kind of emission instead of temperature.
We could change that to density.
So basically the emission of this color is dependent on the temperature.
And so we don't really have we can change the channel so that that should change it.
As we do this, you can see it really changes the look.
So this is more for something like fire or something like that, because temperature obviously is more
related to fire type of things.
So we could change the color of.
That we could also change this to density so that the density of the smoke is what affects the color
in this channel, but it's pretty sensitive, as you can tell.
So I don't really use that one that much.
But basically, it's going to be between density here.
We can increase it.
So it's like very, very smoky, thick smoke or we could just reduce it down.
So it's just barely even there, kind of like a magical smoke.
So that's pretty much it for the smoke.
And feel free to mess around with all of these different attributes to get a type of look that you're
interested in and yeah, keep playing around with it.
And again, you know, we can change.
We can go values past what's here.
This value is on one.
But, you know, I can just crank that up so that it's, you know, a value that I want.
So it's a little bit brighter.
We could also keep going with that.
You can see it changes the edge of this stuff, too.
So because this is based on
just kind of the density of the smoke, these values will change quite a bit, the transparency of it.
So anyway, just play around with the material a little bit and we're going to light this again later
on in the course.
But just wanted to show you how to change basic stuff like color and.
Yeah, and the next lesson, we will continue on and finish up work on finishing up the scene.
So thanks for watching.