1 00:00:00,066 --> 00:00:02,456 >> Hello and welcome, everyone, to another video. 2 00:00:02,626 --> 00:00:06,886 Recently, I have created this Dragon Ball Z aura type effect in Blender. 3 00:00:06,886 --> 00:00:08,996 And today, I'm going to show you how you can make it yourself. 4 00:00:09,136 --> 00:00:12,316 Of course, as most of my videos, this effect is fully procedural. 5 00:00:12,316 --> 00:00:15,656 So, if you don't like something about it or you just have your own vision, 6 00:00:15,726 --> 00:00:19,826 then chances are you can just adjust the values that I will show you later and make it your own. 7 00:00:20,136 --> 00:00:23,876 So, again, as in every video, if you managed to make something out of it or use it 8 00:00:23,876 --> 00:00:26,246 in some scene, I would really love to see your creation, 9 00:00:26,246 --> 00:00:28,466 so make sure to share with me on Twitter. 10 00:00:28,466 --> 00:00:29,766 Link for that is in the description. 11 00:00:29,766 --> 00:00:31,926 And now, let's just jump right into Blender. 12 00:00:32,096 --> 00:00:36,016 So, first of all, we will delete everything and we will start with a mesh sphere. 13 00:00:36,016 --> 00:00:40,156 And for those of you that watched my recent tutorial about the fire effect, 14 00:00:40,156 --> 00:00:42,506 the beginning is going to be very, very similar. 15 00:00:42,506 --> 00:00:44,816 So, you may just skip to the shader creation part. 16 00:00:44,816 --> 00:00:48,106 And for those of you that are new, we will start by going into modifiers 17 00:00:48,106 --> 00:00:53,386 and add a subdivision surface modifier as first one, then a normal edit modifier, 18 00:00:53,386 --> 00:00:55,766 and as last we will add a displace modifier. 19 00:00:55,846 --> 00:00:57,976 So, your stack should look something like this. 20 00:00:58,006 --> 00:01:02,026 The next step, we will create an empty and put it below ours here. 21 00:01:02,136 --> 00:01:05,386 Let's also name it "normal controller" because we will use it 22 00:01:05,386 --> 00:01:07,746 to control the normals of our sphere. 23 00:01:07,846 --> 00:01:11,156 It may not make a lot of sense right now, but just bear with me 24 00:01:11,156 --> 00:01:14,106 and you should soon see visually what I'm talking about. 25 00:01:14,166 --> 00:01:18,346 So, now, let's go into the displace modifier and click "new" to get a new texture. 26 00:01:18,346 --> 00:01:21,656 And go down to the texture tab and change the type to clouds. 27 00:01:21,766 --> 00:01:25,536 Now, back in the modifier stack in the normal edit, the target is going 28 00:01:25,536 --> 00:01:28,466 to be the normal controller, so the empty we created. 29 00:01:28,466 --> 00:01:32,196 And then, open up mix and change the mix mode from copy to add. 30 00:01:32,196 --> 00:01:35,966 You may also notice that we have this warning that tells us to enable auto smooth 31 00:01:35,966 --> 00:01:38,416 for this modifier to work, so we'll do just that. 32 00:01:38,416 --> 00:01:42,076 Go to the object data properties, normals, and enable auto smooth. 33 00:01:42,076 --> 00:01:43,566 Now, as you can see, not much happened. 34 00:01:43,726 --> 00:01:47,386 But as you move this empty around, it may look like we are moving a light source, 35 00:01:47,386 --> 00:01:50,866 and that is because we are actually editing the normals of our mesh, 36 00:01:50,936 --> 00:01:54,776 which also means we can use these custom normals in our displace modifier 37 00:01:54,776 --> 00:01:56,496 to displace it only where we want to. 38 00:01:56,496 --> 00:01:59,686 So, in the displace modifier, change the direction from normal 39 00:01:59,686 --> 00:02:01,766 to custom normal, so the one we edit. 40 00:02:01,766 --> 00:02:05,566 And now as you move the empty, you can see that the mesh is being displaced according 41 00:02:05,566 --> 00:02:08,266 to the custom normal that we are editing in real time. 42 00:02:08,356 --> 00:02:09,376 So, let's keep it under. 43 00:02:09,376 --> 00:02:11,446 And now, in order to have further control 44 00:02:11,446 --> 00:02:14,156 over the displacement itself, we will create another empty. 45 00:02:14,206 --> 00:02:15,306 So, again, empty. 46 00:02:15,306 --> 00:02:18,496 Plain access is fine or any other will do just fine. 47 00:02:18,496 --> 00:02:21,626 And this one we will call a displace controller. 48 00:02:21,626 --> 00:02:24,226 Now, back in our sphere in the displace modifier, 49 00:02:24,256 --> 00:02:26,426 change coordinates from local to object. 50 00:02:26,426 --> 00:02:29,756 And the object is going to be the displace controller that we created. 51 00:02:29,756 --> 00:02:34,436 This way, we can easily control the displace texture by simply scaling our empty. 52 00:02:34,436 --> 00:02:38,416 Also, moving it around is going to phase through the three-dimensional texture. 53 00:02:38,516 --> 00:02:43,976 Now, with this basic setup, let's make our aura look like an aura, so sort of an egg shape. 54 00:02:44,096 --> 00:02:46,046 We can just pick the top vertex. 55 00:02:46,046 --> 00:02:50,706 And with the proportional editing enabled, we can see simply move it up and just adjust it. 56 00:02:50,706 --> 00:02:54,226 Just make it look like a sort of egg or a droplet of water. 57 00:02:54,226 --> 00:02:56,086 And then when you get out of the edit mode, 58 00:02:56,086 --> 00:02:58,546 you can see that it resembles aura a little bit more. 59 00:02:58,686 --> 00:03:02,006 Now, one thing to pay attention to is when you go back into the edit mode, 60 00:03:02,006 --> 00:03:06,476 you can see that the density of the vertices is much higher down here than it is up here, 61 00:03:06,476 --> 00:03:09,226 so it is a good practice to sort of even it out. 62 00:03:09,226 --> 00:03:14,406 So, feel free to just add some loop cuts in the middle to sort of have a uniform or at least 63 00:03:14,406 --> 00:03:17,116 around a uniform across the whole surface. 64 00:03:17,196 --> 00:03:21,806 So, with that done, right-click shade smooth so we have a nice smooth sort 65 00:03:21,806 --> 00:03:24,616 of bush looking mesh, which is perfectly fine. 66 00:03:24,796 --> 00:03:27,796 Don't worry too much about the displacement and the values so far 67 00:03:27,796 --> 00:03:30,256 yet because we can always adjust it later down the road. 68 00:03:30,256 --> 00:03:32,496 And now, let's just focus on the material itself. 69 00:03:32,496 --> 00:03:35,396 So, let's get a new window, change it to shader editor, 70 00:03:35,396 --> 00:03:37,246 and click "new" to create a new material. 71 00:03:37,246 --> 00:03:42,936 We can delete the principled BDSF and get an emission shader node as well as transparent BDSF 72 00:03:42,936 --> 00:03:45,536 and also a mix shader connected like so, 73 00:03:45,536 --> 00:03:47,846 the transparent on top and the emission on the bottom. 74 00:03:47,846 --> 00:03:52,736 And now, let's add a Fresnel node as well as layer weight node. 75 00:03:52,736 --> 00:03:55,686 Now, let's also go into the render preview so we see what we're doing. 76 00:03:55,746 --> 00:04:00,306 And as we preview the Fresnel node, the preview is control-shift left mouse button, 77 00:04:00,306 --> 00:04:02,386 but you have to have a node wrangler enabled. 78 00:04:02,386 --> 00:04:05,566 For those of you wondering, it's under edit, preferences, add-ons. 79 00:04:05,626 --> 00:04:09,186 And by default, it should be in Blender already, so just make sure it's enabled. 80 00:04:09,266 --> 00:04:14,486 So, the Fresnel node as you see gives us this really, really nice effect where only the edges 81 00:04:14,486 --> 00:04:18,946 of the mesh is highlighted, which is going to play perfectly into what we are trying to do. 82 00:04:18,946 --> 00:04:21,816 So, right after Fresnel node, let's add a color ramp. 83 00:04:22,016 --> 00:04:24,306 And here, we can already start laying in some colors. 84 00:04:24,406 --> 00:04:27,306 First of all, let's change the interpolation from linear to constant 85 00:04:27,306 --> 00:04:31,476 so that we don't have any gradient, but rather sharp contrasty look between the colors. 86 00:04:31,476 --> 00:04:36,506 And now, let's start with the darkest being sort of reddish, maybe something like this. 87 00:04:36,596 --> 00:04:41,726 Then, the next one, we will go through orange then to yellow and the last one sort 88 00:04:41,726 --> 00:04:43,976 of washed out yellow going into the white. 89 00:04:44,276 --> 00:04:46,916 Now, we can adjust it as it is right now or you can do it later. 90 00:04:46,916 --> 00:04:52,076 Just make sure it looks something like that, it gradually goes from darkest to the lightest 91 00:04:52,076 --> 00:04:55,636 in the edges poking out of the mesh, but don't worry about it too much. 92 00:04:55,636 --> 00:04:56,936 We can always come back to it later. 93 00:04:57,066 --> 00:05:00,016 And this color ramp is going straight into the emission node. 94 00:05:00,016 --> 00:05:03,046 Now, as we preview the mix shader, you can see that we have just that 95 00:05:03,046 --> 00:05:06,846 and we don't have any transparency yet, and that is because first of all we need to go 96 00:05:06,846 --> 00:05:11,226 into the material properties and in blend mode enable alpha blend instead of opaque. 97 00:05:11,226 --> 00:05:13,756 And the second thing, let's also enable backface culling. 98 00:05:13,756 --> 00:05:18,046 Now, as you see, everything is sort of half transparent because this mix shader is now set 99 00:05:18,046 --> 00:05:21,206 to being half transparent BDSF and half emission. 100 00:05:21,266 --> 00:05:23,986 So, what we need to do is we need to get an alpha mask. 101 00:05:23,986 --> 00:05:25,906 And for this, we will use this layer weight node. 102 00:05:25,906 --> 00:05:30,136 So, let's get another color ramp and connect facing into the color ramp. 103 00:05:30,136 --> 00:05:30,936 And let's preview this. 104 00:05:31,046 --> 00:05:33,836 Here, we can change the interpolation from linear to B-spline 105 00:05:33,836 --> 00:05:36,626 to get a much softer gradient than with linear. 106 00:05:36,626 --> 00:05:39,626 And also, let's bring in the black value quite high. 107 00:05:39,746 --> 00:05:44,366 And the white one, just slightly move it from the edge to like 0.9. 108 00:05:44,436 --> 00:05:49,266 Now, let's duplicate this color ramp and this time connect it with Fresnel from layer weight. 109 00:05:49,266 --> 00:05:52,296 And as you preview this one, it has slightly different result. 110 00:05:52,696 --> 00:05:57,506 You can see that the facing has more of that gradient going into our aura 111 00:05:57,506 --> 00:06:00,666 and Fresnel only really highlights the very edges. 112 00:06:00,716 --> 00:06:04,116 So, here, we can actually dial back this black value a little bit 113 00:06:04,176 --> 00:06:05,636 to have that gradient as well. 114 00:06:05,636 --> 00:06:08,046 And now, we just need to combine these two color ramps. 115 00:06:08,136 --> 00:06:11,826 So, let's get a math node, connect both of them together, leave it at add. 116 00:06:11,826 --> 00:06:12,666 Let's preview that. 117 00:06:12,926 --> 00:06:16,456 And the only thing you need to do is enable clamp just to make sure 118 00:06:16,456 --> 00:06:20,046 that the white values do not exceed one because this will go directly 119 00:06:20,046 --> 00:06:24,806 into the mix shader factor, and so everything of value one is going to be fully opaque 120 00:06:24,806 --> 00:06:26,866 and the black values are going to be transparent. 121 00:06:26,866 --> 00:06:31,056 So, as we preview this, we can see that we already have something going on in here. 122 00:06:31,156 --> 00:06:34,086 Now, make sure that the backface culling is on because if you turn it off, 123 00:06:34,086 --> 00:06:36,016 then you see that we have some sort of artifact. 124 00:06:36,486 --> 00:06:38,296 Not sure why it happens, but it does. 125 00:06:38,376 --> 00:06:40,136 So, just make sure it's checked in. 126 00:06:40,476 --> 00:06:44,866 And here, we can adjust the color ramp values just to make sure that our colors are popping 127 00:06:44,866 --> 00:06:48,826 in nicely and they are not too faded, but also that we still have this nice gradient. 128 00:06:48,956 --> 00:06:51,226 Also, if this mesh is pretty spiky, 129 00:06:51,226 --> 00:06:55,386 remember that in the modifier stack we added a subdivision modifier at the beginning, 130 00:06:55,466 --> 00:07:00,226 so we can up the levels of subdivision and this should give you a lot more geometry 131 00:07:00,366 --> 00:07:03,316 to work with, which should also make the gradient a little bit smooth. 132 00:07:03,316 --> 00:07:07,596 And then as you see in my case, I have very noisy displacement going on right now 133 00:07:07,666 --> 00:07:11,636 and that is why we have this displace controller in here so we can easily just scale it 134 00:07:11,636 --> 00:07:14,706 up a little bit in order to get much softer results. 135 00:07:14,766 --> 00:07:19,376 Now, because it's an aura and it's supposed to be glowing, we can up the emission strength 136 00:07:19,376 --> 00:07:21,236 in here to something like maybe 10. 137 00:07:21,786 --> 00:07:26,096 And if you don't have this glow going around your mesh, just make sure that you go 138 00:07:26,096 --> 00:07:28,486 into the render settings and you have a bloom enabled 139 00:07:28,486 --> 00:07:31,786 because that's the setting that's allowing your emissive areas to glow. 140 00:07:31,956 --> 00:07:35,616 Now, as you can see, we have very cell shaded sort of stylized look of the aura. 141 00:07:35,616 --> 00:07:39,036 And if you want to have it more gradual, I would say blurry or smooth, 142 00:07:39,156 --> 00:07:42,526 you can go into this color ramp that is dealing with the color of your aura 143 00:07:42,776 --> 00:07:45,886 and just change the interpolation from constant to whatever you like. 144 00:07:46,116 --> 00:07:48,226 I would recommend B-spline because it gives this really, 145 00:07:48,226 --> 00:07:51,966 really nice soft gradient between the values that we have. 146 00:07:53,686 --> 00:07:56,136 So, as I said, just an artistic choice for you to make. 147 00:07:56,366 --> 00:07:59,176 And now, to put a little bit more life into this whole effect, 148 00:07:59,236 --> 00:08:03,586 we can take the displace controller and just animate it going up because as you see 149 00:08:03,586 --> 00:08:07,526 with the displace controller, the texture that is displacing the mesh is going up as well. 150 00:08:07,646 --> 00:08:11,676 So, on the frame one in his base position, I'll just click "I" 151 00:08:11,876 --> 00:08:14,546 and add a location keyframe to the first frame. 152 00:08:14,546 --> 00:08:19,406 And then on let's say frame 20th, I will move it upwards and then click "I" again 153 00:08:19,406 --> 00:08:21,126 and add another keyframe location. 154 00:08:21,126 --> 00:08:24,806 And now, if we play this, you can see that it's moving from 1 to 20, 155 00:08:24,806 --> 00:08:29,366 but what we can also do is change the interpolation to linear by clicking "T" 156 00:08:29,366 --> 00:08:34,266 on the keyboard and choosing linear and then shift-E and choose linear extrapolation. 157 00:08:34,386 --> 00:08:36,836 And this will take these two keyframes and based 158 00:08:36,836 --> 00:08:40,536 on them it will extrapolate this animation further so that we don't need 159 00:08:40,536 --> 00:08:45,126 to have the keyframe all the way up there in order to have this animation going infinitely. 160 00:08:45,126 --> 00:08:47,176 And then if you want this to go faster or slower, 161 00:08:47,256 --> 00:08:51,816 you just move this second keyframe further or crunch it in closer to the first keyframe 162 00:08:51,816 --> 00:08:53,886 to have it really, really frantic. 163 00:08:53,886 --> 00:08:56,316 I like the slower one, so I'll put it somewhere around here. 164 00:08:56,446 --> 00:09:00,776 So, with this flamy color done, the next step is to add those bluish sparks 165 00:09:00,776 --> 00:09:02,746 that are moving through the whole aura. 166 00:09:02,806 --> 00:09:06,516 I'm talking about those blue sparks that you can see appearing and disappearing. 167 00:09:06,516 --> 00:09:10,026 So, for that first of all we will duplicate this color ramp with the colors 168 00:09:10,026 --> 00:09:12,236 and connect the Fresnel node to it as well. 169 00:09:12,236 --> 00:09:13,236 And let's preview it up. 170 00:09:13,236 --> 00:09:18,256 And here, we want to change the color scheme from this orangey yellowy flamy looking one 171 00:09:18,256 --> 00:09:20,736 into the bluish sort of sparky colors. 172 00:09:20,766 --> 00:09:25,196 So, we will just go through all those color stops and just move it into the blue areas. 173 00:09:25,396 --> 00:09:29,746 So, this one here, this one maybe a little bit like this, this one much, much brighter, 174 00:09:29,876 --> 00:09:33,596 and then the last one going into almost whitish just to have 175 00:09:33,596 --> 00:09:36,206 that little oomph at the at the very edge. 176 00:09:36,236 --> 00:09:39,646 Now, if we preview this blue spark color by plugging it into the emission, 177 00:09:39,646 --> 00:09:44,816 you can see that it looks nice, but looks much better if its interpolation is changed 178 00:09:44,816 --> 00:09:48,606 to constant because electricity usually is quite harsh and jagged. 179 00:09:48,756 --> 00:09:50,056 So, I would recommend this. 180 00:09:50,056 --> 00:09:51,306 But again, your choice. 181 00:09:51,356 --> 00:09:55,136 So, let's move back the flamy boy into emission as a default. 182 00:09:55,136 --> 00:09:58,306 And then, we want this blue one only to appear in waves. 183 00:09:58,306 --> 00:10:00,736 So, let's start by adding a wave texture. 184 00:10:00,776 --> 00:10:05,286 And then again, if you have the node wrangler enabled with the node selected, click control-T. 185 00:10:05,436 --> 00:10:09,636 To get a mapping and texture coordinates node, change it from generated to object. 186 00:10:09,636 --> 00:10:13,096 And then as you preview this, you can see that now the waves are going vertically. 187 00:10:13,226 --> 00:10:18,386 So, we will need to rotate it on the y-axis by 90 degrees and also change the scale all the way 188 00:10:18,386 --> 00:10:21,976 down to something like 0.7 so we have those waves quite big. 189 00:10:22,086 --> 00:10:24,786 The next step is to animate the phase offset. 190 00:10:24,786 --> 00:10:28,266 As you can see, we have the single value that can control the waves going up. 191 00:10:28,456 --> 00:10:33,116 So, we will simply type in here hashtag frame, which is going to change it into a driver. 192 00:10:33,116 --> 00:10:35,256 And then, we can divide it by let's say two. 193 00:10:35,256 --> 00:10:38,966 And as we play the animation, you can see that these waves are moving downwards. 194 00:10:39,016 --> 00:10:42,896 So, in order to change the direction, we just need to put a minus sign before. 195 00:10:43,006 --> 00:10:44,016 Now, it's moving upwards. 196 00:10:44,016 --> 00:10:47,946 And if it's moving too slow, you can just change the frame divided by 2 197 00:10:47,946 --> 00:10:51,226 to like frame divided by 0.5, whatever you like. 198 00:10:51,226 --> 00:10:55,326 I will have it at 0.8 because I found this value to work great for me. 199 00:10:55,326 --> 00:10:57,406 And then in order to refine this gradient, 200 00:10:57,406 --> 00:11:00,686 we will get another color ramp right after the wave texture. 201 00:11:00,766 --> 00:11:05,226 And this time, we will change it to B-spline again so we have much, much softer gradient 202 00:11:05,226 --> 00:11:09,016 and move the black value all the way in and the white value just a little bit 203 00:11:09,016 --> 00:11:13,516 so that we have this really, really white value in here, then the gradient, 204 00:11:13,516 --> 00:11:16,606 and then the black values in here, which is exactly what we're looking for. 205 00:11:16,686 --> 00:11:19,206 Now, in order to give a little bit more variation to this, 206 00:11:19,206 --> 00:11:22,186 we can increase the distortion, the detail scale in order 207 00:11:22,186 --> 00:11:24,626 to just give it a little bit of irregularities. 208 00:11:24,776 --> 00:11:30,086 Now that we have this wave texture already done, we will need a mix RGB in order to change 209 00:11:30,086 --> 00:11:33,146 between the yellow and the blue based on this mask. 210 00:11:33,246 --> 00:11:38,646 So, this mask goes into the factor, and then the yellow one goes into the color one input 211 00:11:38,646 --> 00:11:40,516 and the blue into the color two input, 212 00:11:40,516 --> 00:11:43,696 and the output of the mix RGB goes straight into the emission. 213 00:11:43,786 --> 00:11:46,796 Now, as we preview the mix shader, so our finer material, 214 00:11:46,796 --> 00:11:50,786 you can see that we have this nice sort of sparky wave going 215 00:11:50,786 --> 00:11:52,986 from the bottom to the top of the whole effect. 216 00:11:52,986 --> 00:11:55,976 But right now, it's visible all the time and I just feel 217 00:11:55,976 --> 00:11:57,726 like it's much better when it's blinking. 218 00:11:57,726 --> 00:12:00,596 So, we will need a couple more nodes in order to achieve that. 219 00:12:00,656 --> 00:12:05,046 The first one will be a math node changed from add to ping-pong. 220 00:12:05,366 --> 00:12:11,056 So, in order for us to have a blinking mask, we need to type in hashtag frame, again a driver. 221 00:12:11,056 --> 00:12:15,126 And then depending on how fast we want it to blink, we can divide it by some number. 222 00:12:15,296 --> 00:12:18,766 I will leave it at divided by 2 because I want it to blink quite fast. 223 00:12:18,766 --> 00:12:23,216 And now, a disclaimer for those of you that may have problem with fast blinking images 224 00:12:23,216 --> 00:12:27,866 or epilepsy, just maybe skip this part because I'm going to preview it and it's just going 225 00:12:27,866 --> 00:12:29,976 to blink black and white, so be prepared. 226 00:12:30,086 --> 00:12:32,136 So, as you can see, it's blinking right now. 227 00:12:32,416 --> 00:12:35,466 And if it's too fast, too slow, again, you can adjust the driver. 228 00:12:35,466 --> 00:12:39,476 And one more thing we can do is right now as you can see as we scroll through the animation, 229 00:12:39,476 --> 00:12:44,176 it goes from black to gray and only then through white, and we want to skip the gray values. 230 00:12:44,176 --> 00:12:47,716 We only want zero and one, so like invisible and visible. 231 00:12:47,716 --> 00:12:51,216 And for that, we will need another math node connected right after ping-pong 232 00:12:51,216 --> 00:12:56,286 and this time change the add to snap, and this will snap to whatever value we have in here. 233 00:12:56,286 --> 00:13:01,666 So, I will put in one so it snaps to every round number without anything after comma. 234 00:13:01,756 --> 00:13:03,646 Again, disclaimer, flashing images. 235 00:13:03,696 --> 00:13:08,386 As you preview this, you have a clear zero to one mask flashing. 236 00:13:08,386 --> 00:13:11,466 So, we move this a little bit further, get another math node. 237 00:13:11,626 --> 00:13:16,616 And this time, it's going to be a multiply, and we want to multiply the result of the snap 238 00:13:16,796 --> 00:13:19,156 with the color ramp going from our wave texture. 239 00:13:19,306 --> 00:13:22,046 So, if we preview that, we have the same blinking thing, 240 00:13:22,156 --> 00:13:25,366 but this time it's the waves that are blinking upwards. 241 00:13:25,416 --> 00:13:27,846 And this goes into the mix RGB factor. 242 00:13:28,026 --> 00:13:32,786 Now, as we preview everything, you should have these really blue sparks only visible every now 243 00:13:32,786 --> 00:13:34,726 and then depending on how fast it's blinking. 244 00:13:34,726 --> 00:13:37,946 And I just feel like it looks so much better than when it's always visible. 245 00:13:38,076 --> 00:13:41,666 You can of course adjust the size of the waves and the scale of it all, 246 00:13:41,666 --> 00:13:44,726 so like the scale of the wave texture, in order to have less 247 00:13:44,846 --> 00:13:47,356 or more of the sparks going at the same time. 248 00:13:47,446 --> 00:13:48,576 Again, all up to you. 249 00:13:48,856 --> 00:13:50,736 I'll maybe change it to like 0.4. 250 00:13:50,826 --> 00:13:54,676 And yeah, now is the time to sort of adjust all the values that you want. 251 00:13:54,676 --> 00:13:55,776 And just small tip. 252 00:13:55,906 --> 00:13:59,966 It's better if your background is much, much darker than this grayish value. 253 00:14:00,166 --> 00:14:02,716 Then, everything that's happening is just more visible. 254 00:14:02,716 --> 00:14:06,656 So, I would recommend just go into the world settings, change the color to something -- 255 00:14:06,656 --> 00:14:09,536 I don't know -- maybe bluish and then get the value all the way 256 00:14:09,536 --> 00:14:12,196 down to almost like black, but not quite. 257 00:14:12,196 --> 00:14:14,006 And then, you see what's really going on. 258 00:14:14,066 --> 00:14:16,816 So, again, all the values that we went through, all the color ramps, 259 00:14:16,876 --> 00:14:18,896 just feel free to adjust them as you wish. 260 00:14:18,896 --> 00:14:20,386 I think I will leave it as it is. 261 00:14:20,426 --> 00:14:23,846 Now, as you can see, the difference is that my frame rate here is much, 262 00:14:23,846 --> 00:14:26,086 much higher than in the presentation video. 263 00:14:26,086 --> 00:14:32,136 And that is because I just like this 12 FPS sort of look that I have had in this scene, 264 00:14:32,136 --> 00:14:36,176 and you can easily have that as well just going into the render settings 265 00:14:36,176 --> 00:14:40,176 and change the frame rate from 24 to custom and then just type in 12. 266 00:14:40,236 --> 00:14:45,286 But then again, the whole speed of your animation, speed of your displace controller, 267 00:14:45,506 --> 00:14:48,776 everything has to be adjusted based on the frame rate that you choose to have. 268 00:14:48,876 --> 00:14:52,246 So, for this tutorial, I will just use 30 to have smooth-looking thing, 269 00:14:52,366 --> 00:14:54,686 but just know that it's a possibility in order 270 00:14:54,686 --> 00:14:57,026 to achieve a totally different look to the whole thing. 271 00:14:57,026 --> 00:15:00,086 So, now, the last thing to do is the stones, the particles, 272 00:15:00,126 --> 00:15:01,806 and that is done with the particle system. 273 00:15:01,896 --> 00:15:04,446 So, we can just shift a mesh plane 274 00:15:04,446 --> 00:15:08,026 to have a particle emitter on the bottom of the whole aura. 275 00:15:08,106 --> 00:15:09,906 And we can also name it "emitter." 276 00:15:09,906 --> 00:15:11,886 And then, we need just a couple of stones. 277 00:15:11,886 --> 00:15:14,976 And I just simply took mesh rock generator. 278 00:15:14,976 --> 00:15:18,116 I believe you need to have an add-on enabled for that as well, 279 00:15:18,116 --> 00:15:21,556 which is I think extra object, add mesh extra object. 280 00:15:21,616 --> 00:15:24,546 So, make sure it's enabled or you can just create any rock that you want. 281 00:15:24,546 --> 00:15:27,116 I just found that this method is so much faster. 282 00:15:27,116 --> 00:15:30,956 You just generate a rock, you go into the modifier stack, apply all of them, 283 00:15:30,956 --> 00:15:34,106 and then add a decimate modifier and just go all the way 284 00:15:34,106 --> 00:15:36,286 down until you have like a low poly version. 285 00:15:36,286 --> 00:15:39,396 In order to see the faces better, you just right-click shade flat 286 00:15:39,396 --> 00:15:42,226 and then bring it all the way down and then apply the decimate. 287 00:15:42,226 --> 00:15:47,526 And you can just generate a few rocks like that, decimate all the way down shade flat and done. 288 00:15:47,606 --> 00:15:51,596 So, when you have your rock collection, I don't know how many different variations you want, 289 00:15:51,596 --> 00:15:54,846 just select both of them, click "M" and choose "new collection." 290 00:15:54,926 --> 00:15:58,816 Name them "rocks" or something like that and this should create a new collection for you. 291 00:15:58,816 --> 00:16:03,156 And now in our particle emitter in this plane, we can create a particle system 292 00:16:03,156 --> 00:16:06,876 and under render change the render as from halo to collection 293 00:16:06,956 --> 00:16:09,206 and the collection being rocks that we just created. 294 00:16:09,276 --> 00:16:12,576 We can change the scale also to one so we see what's going on. 295 00:16:12,576 --> 00:16:14,976 And as you click "play," you can see we have our rocks. 296 00:16:15,216 --> 00:16:18,506 Now, first of all, of course, let's increase the scale randomness 297 00:16:18,616 --> 00:16:20,816 so we have a variation with the scale. 298 00:16:20,896 --> 00:16:24,956 Let's choose the frame start to be like minus 50 so we have a little bit 299 00:16:24,956 --> 00:16:27,436 of pre-warn before the whole animation starts. 300 00:16:27,496 --> 00:16:32,446 The end also 250 so it encompasses the whole animation frame that we have right here. 301 00:16:32,446 --> 00:16:34,836 And now, first of all, obviously, the rocks are falling. 302 00:16:34,836 --> 00:16:35,936 We don't want them to fall. 303 00:16:35,936 --> 00:16:39,986 All the way down into field weights and turn down the gravity all the way to zero. 304 00:16:40,036 --> 00:16:44,356 This will make our particles go up, but in very uniform and not pleasing way. 305 00:16:44,356 --> 00:16:48,896 So, first of all, let's decrease the number to like something more sensible, maybe 100. 306 00:16:48,896 --> 00:16:55,116 And then under the velocity tab, let's add an object aligned z velocity 1 meter per second. 307 00:16:55,116 --> 00:16:59,646 And then under randomize, let's increase it to something like one so we can see 308 00:16:59,646 --> 00:17:04,306 that the rocks are not going straight up, but have a little bit of random velocity. 309 00:17:04,376 --> 00:17:08,446 We can also increase the lifetime randomness to like 0.5 so not all 310 00:17:08,446 --> 00:17:10,516 of them will disappear at the same height. 311 00:17:10,516 --> 00:17:13,266 Next thing, as you can see, they are all rotated the same way. 312 00:17:13,486 --> 00:17:15,326 So, under rotation, let's enable it. 313 00:17:15,326 --> 00:17:19,926 Crank the randomize all the way up, randomize space all the way up, enable dynamic. 314 00:17:19,926 --> 00:17:25,236 And under angular velocity, we can increase the amount so that they will rotate as they fly 315 00:17:25,236 --> 00:17:28,976 up as well, which I think gives a little bit more dynamism to the whole scene. 316 00:17:29,136 --> 00:17:33,856 Now, if they are a little bit too big, you can either scale your models down or scale them 317 00:17:33,856 --> 00:17:37,796 under the render tab to scale a little bit lower so they are not as big. 318 00:17:37,886 --> 00:17:41,186 And now, I think the last thing to do is as you can see they just fly 319 00:17:41,186 --> 00:17:43,096 up and disappear sort of abruptly. 320 00:17:43,176 --> 00:17:46,596 In order to make this transition much smoother, we scroll all the way 321 00:17:46,596 --> 00:17:51,566 down until we find the textures tab, then open it up, click "new" to create new texture, 322 00:17:51,566 --> 00:17:55,036 go into the textures tab again, change type from image or movie to blend, 323 00:17:55,036 --> 00:17:57,046 and we will use this texture in order 324 00:17:57,046 --> 00:18:01,566 to tell the particle system how big the particles should be at given moment of life. 325 00:18:01,686 --> 00:18:04,536 So, first of all, open influence and we want this texture only 326 00:18:04,576 --> 00:18:07,466 to influence the size of our particle. 327 00:18:07,466 --> 00:18:12,766 And then under mapping, the coordinates we want to be not generated, but per strand and particle 328 00:18:12,856 --> 00:18:17,436 so each of these particles will be affected by this texture as its own entity basically. 329 00:18:17,436 --> 00:18:20,696 Now, let's open colors, enable color ramp and open it up. 330 00:18:20,696 --> 00:18:24,856 And here, first of all, let's increase the alpha of this to like one so we see what we're doing. 331 00:18:24,976 --> 00:18:28,386 This basically represents the scale of our object throughout its life. 332 00:18:28,386 --> 00:18:30,646 So, black is zero obviously, white is one. 333 00:18:30,736 --> 00:18:32,816 So, we want it to start with the size one. 334 00:18:33,206 --> 00:18:37,206 And then as it grows old, we want it to be zero by the time it disappears. 335 00:18:37,246 --> 00:18:41,476 We can also change the interpolation to B-spline to have much smoother transition 336 00:18:41,476 --> 00:18:43,106 and just bring it a little bit closer. 337 00:18:43,206 --> 00:18:46,856 So, as you can see, the particles now start with their normal size 338 00:18:46,856 --> 00:18:49,976 and then they just gradually scale down until they disappear. 339 00:18:50,046 --> 00:18:53,406 We can increase the render scale now because they are a little bit too small. 340 00:18:53,516 --> 00:18:57,566 And when you're happy with your particles going up, the last thing to do is take them 341 00:18:57,726 --> 00:19:00,636 and create the material for them because right now in the render preview 342 00:19:00,636 --> 00:19:03,856 as you can see we have this emissive color and then we have those stones. 343 00:19:03,946 --> 00:19:05,786 And then, it depends what you want to go for. 344 00:19:05,906 --> 00:19:10,016 I in my previous scene had a simple setup of area light shining 345 00:19:10,196 --> 00:19:12,856 from the top quite big and quite strong. 346 00:19:12,946 --> 00:19:18,246 And based on this light information, I had the stones cell shaded, and I will show you how. 347 00:19:18,346 --> 00:19:20,346 So, first of all, let's select the stone. 348 00:19:20,346 --> 00:19:23,886 And in the material editor, click "new" to create new material. 349 00:19:23,886 --> 00:19:27,696 And we can delete the principled BDSF and instead have a diffuse. 350 00:19:27,696 --> 00:19:32,026 And now right after the diffuse, we want a shader to RGB node, 351 00:19:32,076 --> 00:19:35,946 which is going to take the shader information and turn it into an RGB color, 352 00:19:36,006 --> 00:19:38,386 which we can further connect to a color ramp. 353 00:19:38,386 --> 00:19:39,666 And let me show you what it does. 354 00:19:39,786 --> 00:19:44,576 So, it takes this information of how this object looks like being lit by the light. 355 00:19:44,576 --> 00:19:47,166 And based on that, we can just give it some different color. 356 00:19:47,276 --> 00:19:50,636 So, because it's stone, I went with like the basic brown setup. 357 00:19:50,636 --> 00:19:51,846 Let's do it again as well. 358 00:19:51,956 --> 00:19:55,436 Change the interpolation to constant again to have the cell shaded look. 359 00:19:55,436 --> 00:19:58,626 Now, the second one's going to be much brighter, but not too bright. 360 00:19:58,626 --> 00:20:00,286 And a highlight on top. 361 00:20:00,596 --> 00:20:02,856 So, you can spend much more time adjusting it. 362 00:20:02,856 --> 00:20:04,506 I'm just hungry, so I'm going to wrap it up. 363 00:20:04,506 --> 00:20:08,136 So, simply select the second rock, go in here and choose the material 364 00:20:08,136 --> 00:20:09,756 that we just created for our rocks. 365 00:20:09,826 --> 00:20:14,726 And now, as you see, as they fly upwards as the light changes, the material reflects 366 00:20:14,806 --> 00:20:16,616 that as well and changes with it. 367 00:20:16,616 --> 00:20:18,866 If the lighting is too strong for you, 368 00:20:18,866 --> 00:20:22,086 then you can always just decrease the strength of the light. 369 00:20:22,086 --> 00:20:24,176 And as you can see, it affects the color 370 00:20:24,406 --> 00:20:28,496 because again it's taking the diffuse shader and then turning it into color. 371 00:20:28,606 --> 00:20:31,736 So, depending on how the diffuse shader looks in the first place, 372 00:20:31,906 --> 00:20:33,566 that's how the result is going to look like. 373 00:20:33,566 --> 00:20:35,856 And yeah, because it's aura, one last thing. 374 00:20:36,256 --> 00:20:37,056 You can select it. 375 00:20:37,106 --> 00:20:38,666 You can see we have a shadow right now. 376 00:20:38,756 --> 00:20:40,086 Go into the material properties. 377 00:20:40,256 --> 00:20:44,126 And under the shadow mode, just click "none" so that it doesn't cast any shadow 378 00:20:44,126 --> 00:20:45,986 because I just believe it shouldn't. 379 00:20:45,986 --> 00:20:48,096 And this would be it for the tutorial. 380 00:20:48,136 --> 00:20:52,536 I hope that you learned something, that you enjoyed it and you will be able to use it 381 00:20:52,536 --> 00:20:55,436 in your personal project, which I would love to see if you do so. 382 00:20:55,436 --> 00:20:57,036 Please share with me on Twitter. 383 00:20:57,036 --> 00:20:58,346 Link for that in the description. 384 00:20:58,346 --> 00:21:01,776 And if you have any requests for the future tutorials, comment section is for you, 385 00:21:01,776 --> 00:21:03,136 and I will see you in the next one. 386 00:21:03,346 --> 00:21:03,646 Bye-bye. 387 00:00:00,066 --> 00:00:02,456 >> Hello and welcome everyone to another video. 388 00:00:02,626 --> 00:00:07,546 Recently I have created this Dragon Ball Z aura type effect in Blender, and today I'm going 389 00:00:07,546 --> 00:00:08,996 to show you how you can make it yourself. 390 00:00:09,136 --> 00:00:12,316 Of course as most of my videos this effect is fully procedural. 391 00:00:12,316 --> 00:00:15,656 So if you don't like something about it or you just have your own vision, 392 00:00:15,726 --> 00:00:19,826 then chances are you can just adjust the values that I will show you later and make it your own. 393 00:00:20,136 --> 00:00:23,876 So again, as in every video, if you manage to make something out of it or use it 394 00:00:23,876 --> 00:00:26,246 in some scene, I would really love to see your creation. 395 00:00:26,246 --> 00:00:29,766 So make sure to share with me on Twitter, link for that is in the description. 396 00:00:29,766 --> 00:00:31,926 And now let's just jump right into Blender. 397 00:00:32,096 --> 00:00:36,016 So first of all, we will delete everything and we'll start with a mesh sphere. 398 00:00:36,016 --> 00:00:40,156 And for those of you that watched my recent tutorial about the fire effect, 399 00:00:40,156 --> 00:00:42,506 the beginning is going to be very, very similar. 400 00:00:42,506 --> 00:00:44,816 So you may just skip to the shader creation part. 401 00:00:44,816 --> 00:00:48,106 And for those of you that are new, we will start by going into modifiers 402 00:00:48,106 --> 00:00:53,386 and add a subdivision surface modifier as first one, then a normal edit modifier, 403 00:00:53,386 --> 00:00:55,766 and as last, we will add a displace modifier. 404 00:00:55,846 --> 00:00:57,976 So your stack should look something like this. 405 00:00:58,006 --> 00:01:02,026 The next step, we'll create an empty and put it below our sphere. 406 00:01:02,136 --> 00:01:05,386 Let's also name it normal controller because we will use it 407 00:01:05,386 --> 00:01:07,746 to control the normals of our sphere. 408 00:01:07,836 --> 00:01:11,156 It may not make a lot of sense right now but just bear with me 409 00:01:11,156 --> 00:01:14,106 and you should soon see visually what I'm talking about. 410 00:01:14,166 --> 00:01:18,346 So now let's go into the displace modifier and click new to get a new texture 411 00:01:18,346 --> 00:01:21,656 and go down to the texture tab and change the type to clouds. 412 00:01:21,766 --> 00:01:25,536 Now back in the modifier stack in the normal edit, the target is going 413 00:01:25,536 --> 00:01:28,466 to be the normal controller, so the empty we created. 414 00:01:28,466 --> 00:01:32,196 And then open up mix and change the mix mode from copy to add. 415 00:01:32,196 --> 00:01:35,966 You may also notice that we have this warning that tells us to enable auto smooth 416 00:01:35,966 --> 00:01:38,416 for this modifier to work, so we'll do just that. 417 00:01:38,416 --> 00:01:42,076 Go to the object data properties, normals, and enable auto smooth. 418 00:01:42,076 --> 00:01:45,246 Now as you can see not much happened, but as you move this empty around, 419 00:01:45,246 --> 00:01:47,806 it may look like we are moving a light source and that is 420 00:01:47,806 --> 00:01:50,866 because we are actually editing the normals of our mesh, 421 00:01:50,936 --> 00:01:54,776 which also means we can use this custom normals in our displace modifier 422 00:01:54,776 --> 00:01:56,496 to displace it only where we want to. 423 00:01:56,496 --> 00:01:59,686 So in the displace modifier, change the direction from normal 424 00:01:59,686 --> 00:02:01,766 to custom normal, so the one we edit. 425 00:02:01,766 --> 00:02:05,566 And now as you move the empty, you can see that the mesh is being displaced according 426 00:02:05,566 --> 00:02:08,266 to the custom normal that we are editing in the real time. 427 00:02:08,356 --> 00:02:09,376 So let's keep it under. 428 00:02:09,376 --> 00:02:11,446 And now in order to have further control 429 00:02:11,446 --> 00:02:14,156 over the displacement itself, we will create another empty. 430 00:02:14,206 --> 00:02:18,496 So again, empty plane axis is fine or any other will do just fine. 431 00:02:18,496 --> 00:02:21,626 And this one we will call a displace controller. 432 00:02:21,626 --> 00:02:25,916 Now back in our sphere, in the displace modifier, change coordinates from local 433 00:02:25,916 --> 00:02:29,756 to object, and the object is going to be the displace controller that we created. 434 00:02:29,756 --> 00:02:34,356 This way we can easily control the displace texture by simply scaling our empty. 435 00:02:34,436 --> 00:02:38,416 Also moving it around is going to phase through the three-dimensional texture. 436 00:02:38,516 --> 00:02:43,976 Now with this basic set up, let's make our aura look like an aura, so sort of an egg shape. 437 00:02:44,096 --> 00:02:49,296 We can just pick the top vertice, and with the proportional editing enabled we can simply move 438 00:02:49,296 --> 00:02:50,706 it up and just adjust it. 439 00:02:50,706 --> 00:02:55,086 Just make it look like a sort of egg or a droplet of water, and then when you get 440 00:02:55,086 --> 00:02:58,546 out of the edit mode you can see that it resembles aura a little bit more. 441 00:02:58,696 --> 00:03:02,006 Now one thing to pay attention to is when you go back into the edit mode, 442 00:03:02,006 --> 00:03:06,476 you can see that the density of the vertices is much higher down here than it is up here. 443 00:03:06,476 --> 00:03:09,226 So it is a good practice to sort of even it out. 444 00:03:09,226 --> 00:03:13,776 So feel free to just add some loop cuts in the middle to sort of have a uniform -- 445 00:03:13,926 --> 00:03:17,116 or at least around a uniform across the whole surface. 446 00:03:17,196 --> 00:03:21,806 So with that done, right click shade smooth so we have a nice smooth sort 447 00:03:21,806 --> 00:03:24,616 of bush-looking mesh which is perfectly fine. 448 00:03:24,796 --> 00:03:27,796 Don't worry too much about displacement and the value so far 449 00:03:27,796 --> 00:03:30,256 yet because we can always adjust it later down the road. 450 00:03:30,256 --> 00:03:32,516 And now let's just focus on the material itself. 451 00:03:32,516 --> 00:03:37,246 So let's get a new window, change it to shader editor, and click new to create a new material. 452 00:03:37,246 --> 00:03:41,026 We can delete the principled BDSF and get a emission shader node as well 453 00:03:41,026 --> 00:03:46,636 as transparent BSDF, and also a mix shader connected like so, the transparent on top 454 00:03:46,636 --> 00:03:52,736 and emission on the bottom, and now let's add a fernel node as well as layer weight node. 455 00:03:52,736 --> 00:03:55,686 Now let's also go into the render preview so we see what we're doing. 456 00:03:55,746 --> 00:04:00,296 And as we preview the fernel node -- the preview is ctrl shift left mouse button, 457 00:04:00,336 --> 00:04:02,386 but you have to have a node wrangler enabled. 458 00:04:02,386 --> 00:04:05,566 For those of you wondering it's under edit, preferences, add-ons. 459 00:04:05,626 --> 00:04:09,186 And by default it should be in Blender already, so just make sure it's enabled. 460 00:04:09,266 --> 00:04:14,486 So the fernel node as you see gives us this really, really nice effect where only the edges 461 00:04:14,486 --> 00:04:18,946 of the mesh is highlighted which is going to play perfectly into what we are trying to do. 462 00:04:18,946 --> 00:04:21,816 So right after fernel node let's add a color ramp, 463 00:04:22,016 --> 00:04:24,306 and here we can already start laying in some colors. 464 00:04:24,406 --> 00:04:27,306 First of all, let's change the interpolation from linear to constant 465 00:04:27,306 --> 00:04:31,476 so that we don't have any gradient but rather sharp, contrasty look between the colors. 466 00:04:31,476 --> 00:04:36,506 And now let's start with the darkest being sort of reddish, maybe something like this. 467 00:04:36,596 --> 00:04:41,726 Then the next one it will go through orange, then to yellow, and the last one sort 468 00:04:41,726 --> 00:04:44,316 of washed out yellow going into the white. 469 00:04:44,316 --> 00:04:46,916 Now we can adjust it as it is right now or you can do it later. 470 00:04:46,916 --> 00:04:49,136 Just make sure it looks something like that. 471 00:04:49,136 --> 00:04:54,436 It gradually goes from darkest to the lightest in the edges poking out of the mesh. 472 00:04:54,436 --> 00:04:56,936 But don't worry about it too much, we can always come back to it later. 473 00:04:57,066 --> 00:05:00,016 And this color ramp is going straight into the emission node. 474 00:05:00,016 --> 00:05:03,046 Now as we preview the mix shader, you can see that we have just that 475 00:05:03,046 --> 00:05:06,846 and we don't have any transparency yet, and that is because first of all we need to go 476 00:05:06,846 --> 00:05:11,226 into the material properties and in blend mode enable alpha blend instead of opaque. 477 00:05:11,226 --> 00:05:13,756 And the second thing, let's also enable back face culling. 478 00:05:13,756 --> 00:05:18,046 Now as you see everything is sort of half transparent because this mix shader is now set 479 00:05:18,046 --> 00:05:21,206 to being half transparent BSDF and half emission. 480 00:05:21,266 --> 00:05:23,986 So what we need to do is we need to get an alpha mask, 481 00:05:23,986 --> 00:05:25,906 and for this we will use this layer weight node. 482 00:05:25,906 --> 00:05:29,086 So let's get another color ramp and connect the facing 483 00:05:29,146 --> 00:05:30,936 into the color ramp, and let's preview this. 484 00:05:31,046 --> 00:05:33,836 Here we can change the interpolation from linear to B-spline 485 00:05:33,836 --> 00:05:36,626 to get a much softer gradient than with linear. 486 00:05:36,626 --> 00:05:39,626 And also, let's bring in the black value quite high 487 00:05:39,746 --> 00:05:44,366 and the white one just slightly move it from the edge to like 0.9. 488 00:05:44,436 --> 00:05:49,266 Now let's duplicate this color ramp, and this time connect it with fernel from layer weight. 489 00:05:49,266 --> 00:05:52,296 And as you preview this one it has slightly different result. 490 00:05:52,696 --> 00:05:57,486 You can see that the facing has more of that gradient going into our aura, 491 00:05:57,486 --> 00:06:00,666 and fernel only really highlights the very edges. 492 00:06:00,716 --> 00:06:05,226 So here we can actually dial back this black value a little bit to have that gradient 493 00:06:05,226 --> 00:06:08,046 as well, and now we just need to combine these two color ramps. 494 00:06:08,136 --> 00:06:12,666 So let's get a math node, connect both of them together; leave it at add; let's preview that. 495 00:06:12,926 --> 00:06:16,456 And the only thing you need to do is enable clamp just to make sure 496 00:06:16,456 --> 00:06:20,046 that the white values do not exceed one because this will go directly 497 00:06:20,046 --> 00:06:24,806 into the mix shader factor, and so everything of value one is going to be fully opaque, 498 00:06:24,806 --> 00:06:26,866 and the black values are going to be transparent. 499 00:06:26,866 --> 00:06:31,056 So as we preview this, we can see that we already have something going on in here. 500 00:06:31,166 --> 00:06:34,486 Now make sure that the back face calling is on because if you turn it off then you see 501 00:06:34,486 --> 00:06:36,016 that we have some sort of artifact. 502 00:06:36,486 --> 00:06:40,136 Not sure why it happens, but it does, so just make sure it's checked in. 503 00:06:40,476 --> 00:06:44,866 And here we can adjust the color ramp values just to make sure that our colors are popping 504 00:06:44,866 --> 00:06:48,826 in nicely and they are not too faded but also that we still have this nice gradient. 505 00:06:48,956 --> 00:06:51,636 Also if this mesh is pretty spiky, remember 506 00:06:51,636 --> 00:06:54,556 that in the modifier stack we added a subdivision modifier, 507 00:06:54,556 --> 00:06:57,836 at the beginning so you can up the levels of subdivision. 508 00:06:57,936 --> 00:07:00,696 And this should give you a lot more geometry to work 509 00:07:00,696 --> 00:07:03,316 with which should also make the gradient a little bit smooth. 510 00:07:03,316 --> 00:07:07,596 And then as you see in my case, I have very noisy displacement going on right now 511 00:07:07,666 --> 00:07:11,636 and that is why we have this displace controller in here so we can easily just scale it 512 00:07:11,636 --> 00:07:14,706 up a little bit in order to get much, much softer results. 513 00:07:14,766 --> 00:07:19,376 Now because it's an aura and it's supposed to be glowing, we can up the emission strength 514 00:07:19,376 --> 00:07:21,236 in here to something like maybe ten. 515 00:07:21,786 --> 00:07:26,096 And if you don't have this glow going around your mesh, just make sure that you go 516 00:07:26,096 --> 00:07:28,486 into the render settings and you have a bloom enabled 517 00:07:28,486 --> 00:07:31,786 because that's the setting that's allowing your emissive areas to glow. 518 00:07:31,956 --> 00:07:35,616 Now as you can see, we have [inaudible] shaded, sort of stylized look of the aura. 519 00:07:35,616 --> 00:07:39,036 And if you want to have it more gradual, I would say blurry or smooth, 520 00:07:39,156 --> 00:07:42,526 you can go into this color ramp that is dealing with the color of your aura 521 00:07:42,776 --> 00:07:45,886 and just change the interpolation from constant to whatever you like. 522 00:07:46,116 --> 00:07:48,226 I would recommend the B-spline because it gives this really, 523 00:07:48,226 --> 00:07:51,276 really nice soft gradient between the values that we have. 524 00:07:51,476 --> 00:07:56,136 So as I said, just a -- So as I said, just an artistic choice for you to make. 525 00:07:56,366 --> 00:07:59,176 And now to put a little bit more life into this whole effect, 526 00:07:59,236 --> 00:08:02,876 we can take the displace controller and just animate it going up. 527 00:08:02,876 --> 00:08:04,866 Because as you see with this displace controller, 528 00:08:04,866 --> 00:08:07,526 the texture that is displacing the mesh is going up as well. 529 00:08:07,646 --> 00:08:11,676 So on the frame one, in his base position, I'll just click I 530 00:08:11,876 --> 00:08:14,546 and add a location keyframe to the first frame. 531 00:08:14,546 --> 00:08:19,406 And then on, let's say, frame 20th, I will move it upwards, and then click I again 532 00:08:19,406 --> 00:08:21,126 and add another keyframe location. 533 00:08:21,126 --> 00:08:24,806 And now if you play this you can see that it's moving from 1 to 20. 534 00:08:24,806 --> 00:08:29,366 But what we can also do is change the interpolation to linear by clicking T 535 00:08:29,366 --> 00:08:34,266 on the keyboard and choosing linear, and then shift E and choose linear extrapolation. 536 00:08:34,386 --> 00:08:37,216 And this will take these two keyframes and based on them, 537 00:08:37,346 --> 00:08:40,536 it will extrapolate this animation further so that we don't need 538 00:08:40,536 --> 00:08:45,126 to have the keyframe all the way up there in order to have this animation going infinitely. 539 00:08:45,126 --> 00:08:47,176 And then if you want this to go faster or slower, 540 00:08:47,256 --> 00:08:51,816 you just move this second keyframe further or crunch it in closer to the first keyframe 541 00:08:51,816 --> 00:08:53,886 to have it really, really frantic. 542 00:08:53,886 --> 00:08:56,316 I like the slower one, so I'll put it somewhere around here. 543 00:08:56,446 --> 00:09:00,776 So with this flamey color done, the next step is to add those bluish sparks 544 00:09:00,776 --> 00:09:02,746 that are moving through the whole aura. 545 00:09:02,806 --> 00:09:06,516 I'm talking about those blue sparks that you can see appearing and disappearing. 546 00:09:06,516 --> 00:09:10,026 So for that, first of all, we will duplicate this color ramp with the colors 547 00:09:10,026 --> 00:09:13,236 and connect the fernel node to it as well; and let's preview that. 548 00:09:13,236 --> 00:09:18,256 And here we want to change the color scheme from this orangey, yellowy, flamey looking one 549 00:09:18,256 --> 00:09:20,736 into the bluish sort of sparky colors. 550 00:09:20,766 --> 00:09:25,196 So we will just go through all those color stops and just move it into the blue areas. 551 00:09:25,396 --> 00:09:29,746 So this one here, this one may be a little bit like this, this one much, much brighter, 552 00:09:29,876 --> 00:09:36,206 and then the last one going into almost whitish just to have that little oomph at the very edge. 553 00:09:36,236 --> 00:09:39,646 Now if you preview this blue spark color by plugging it into the emission, 554 00:09:39,646 --> 00:09:44,816 you can see that it looks nice, but it looks much better if its interpolation is changed 555 00:09:44,816 --> 00:09:48,606 to constant because electricity usually is quite harsh and jagged. 556 00:09:48,766 --> 00:09:51,306 So I would recommend this, but again your choice. 557 00:09:51,356 --> 00:09:55,136 So let's move back the flamey [inaudible] to emission as a default, 558 00:09:55,136 --> 00:09:57,976 and then we want this blue one only to appear in waves. 559 00:09:58,236 --> 00:10:00,736 So let's by adding a wave texture. 560 00:10:00,776 --> 00:10:04,186 And then again if you have the node wrangler enabled with the node selected, 561 00:10:04,186 --> 00:10:07,456 click CTRL T. To get a mapping and texture coordinates node, 562 00:10:07,526 --> 00:10:09,636 change it from generated to object. 563 00:10:09,636 --> 00:10:13,096 And then as you preview this you can see that now the waves are going vertically, 564 00:10:13,276 --> 00:10:16,606 so we will need to rotate it on the y-axis by 90 degrees, 565 00:10:16,606 --> 00:10:20,296 and also change the scale all the way down to something like 0.7. 566 00:10:20,406 --> 00:10:21,996 So we have those waves quite big. 567 00:10:22,086 --> 00:10:24,786 The next step is to animate the phase offset. 568 00:10:24,786 --> 00:10:28,266 As you can see we have the single value that can control the waves going up. 569 00:10:28,456 --> 00:10:33,116 So we'll simply type in here hashtag frame which is going to change it into a driver, 570 00:10:33,116 --> 00:10:35,256 and then we can divide it by let's say 2. 571 00:10:35,256 --> 00:10:38,966 And as we play the animation you can see that these waves are moving downwards. 572 00:10:39,026 --> 00:10:42,896 So in order to change the direction, we just need to put a minus sign before. 573 00:10:43,006 --> 00:10:44,016 Now it's moving upwards. 574 00:10:44,016 --> 00:10:48,126 And if it's moving too slow, you can just change the frame divided by 2 to -- 575 00:10:48,246 --> 00:10:51,226 like frame divided by 0.5 whatever you like. 576 00:10:51,226 --> 00:10:55,326 I will have it at 0.8 because I found this value to work great for me. 577 00:10:55,326 --> 00:10:57,406 And then in order to refine this gradient, 578 00:10:57,406 --> 00:11:00,686 we will get another color ramp right after the wave texture. 579 00:11:00,766 --> 00:11:05,226 And this time we will change it to B-spline again so we have much, much softer gradient. 580 00:11:05,226 --> 00:11:09,016 And move the black value all the way in and the white value just a little bit 581 00:11:09,016 --> 00:11:13,516 so that we have this really, really white value in here, then the gradient, 582 00:11:13,516 --> 00:11:16,606 and then the black values in here, which is exactly what we're looking for. 583 00:11:16,686 --> 00:11:20,826 Now in order to give a little bit more variation to this, we can increase the distortion, 584 00:11:20,856 --> 00:11:24,626 the detail scale in order to just give it a little bit of irregularities. 585 00:11:24,776 --> 00:11:30,086 Now that we have this wave texture already done, we will need a mix RGB in order to change 586 00:11:30,086 --> 00:11:33,146 between the yellow and the blue based on this mask. 587 00:11:33,246 --> 00:11:38,646 So this mask goes into the factor and then the yellow one goes into the color one input 588 00:11:38,646 --> 00:11:40,516 and the blue into the color two input. 589 00:11:40,516 --> 00:11:43,696 And the output of the mix RGB goes straight into the emission. 590 00:11:43,786 --> 00:11:46,796 Now as we preview the mix shader, so our final material, 591 00:11:46,796 --> 00:11:50,786 you can see that we have this nice sort of sparky wave going 592 00:11:50,786 --> 00:11:52,986 from the bottom to the top of the whole effect. 593 00:11:52,986 --> 00:11:54,636 But right now it's visible all the time, 594 00:11:54,856 --> 00:11:57,726 and I just feel like it's much better when it's blinking. 595 00:11:57,726 --> 00:12:00,596 So we will need a couple more nodes in order to achieve that. 596 00:12:00,656 --> 00:12:05,046 The first one will be a math node changed from add to ping pong. 597 00:12:05,376 --> 00:12:11,056 So in order for us to have a blinking mask, we need to type in hashtag frame, again, a driver, 598 00:12:11,056 --> 00:12:15,126 and then depending on how fast we want it to blink we can divide it by some number. 599 00:12:15,296 --> 00:12:18,766 I will leave it at divided by 2 because I want it to blink quite fast. 600 00:12:18,766 --> 00:12:23,216 And now a disclaimer, for those of you that may have problem with fast-blinking images 601 00:12:23,216 --> 00:12:27,866 or epilepsy just maybe skip this part because I'm going to preview it and it's just going 602 00:12:27,866 --> 00:12:30,156 to blink black and white, so be prepared. 603 00:12:30,156 --> 00:12:32,136 So as you can see, it's blinking right now. 604 00:12:32,416 --> 00:12:35,466 And if it's too fast, too slow, again, you can adjust the driver. 605 00:12:35,466 --> 00:12:39,476 And one more thing we can do is -- right now as you can see as we scroll through the animation, 606 00:12:39,476 --> 00:12:42,586 it goes from black to gray and only then through white. 607 00:12:42,586 --> 00:12:45,386 And we want to skip the gray values; we only want zero 608 00:12:45,386 --> 00:12:47,716 and one, so like invisible and visible. 609 00:12:47,716 --> 00:12:51,216 And for that we will need another math node, connected right after ping pong, 610 00:12:51,216 --> 00:12:53,886 and this time change the add to snap. 611 00:12:53,886 --> 00:12:56,286 And this will snap to whatever value we have in here. 612 00:12:56,286 --> 00:13:01,666 So I will put in one so it snaps to every round number without anything after comma. 613 00:13:01,756 --> 00:13:03,646 Again disclaimer, flashing images. 614 00:13:03,696 --> 00:13:08,386 As you preview this, you have a clear zero to one mask flashing. 615 00:13:08,386 --> 00:13:12,766 So we move this a little bit further, get another math node, and this time it's going 616 00:13:12,766 --> 00:13:16,616 to be multiplying, and we want to multiply the result of the snap 617 00:13:16,796 --> 00:13:19,156 with the color ramp going from our wave texture. 618 00:13:19,306 --> 00:13:22,046 So if we preview that we have the same blinking thing, 619 00:13:22,156 --> 00:13:25,366 but this time it's the waves that are blinking upwards. 620 00:13:25,416 --> 00:13:27,846 And this goes into the mix RGB factor. 621 00:13:28,026 --> 00:13:32,786 Now as we preview everything, you should have this really blue sparks only visible every now 622 00:13:32,786 --> 00:13:34,726 and then depending on how fast it's blinking. 623 00:13:34,726 --> 00:13:37,946 And I just feel like it looks so much better than when it's always visible. 624 00:13:38,076 --> 00:13:41,666 You can, of course, adjust the size of the waves and the scale of it all, 625 00:13:41,666 --> 00:13:44,726 so like the scale of the wave texture in order to have less 626 00:13:44,846 --> 00:13:47,356 or more of the sparks going at the same time. 627 00:13:47,446 --> 00:13:48,576 Again, all up to you. 628 00:13:48,856 --> 00:13:50,736 I will maybe change it to like 0.4. 629 00:13:50,826 --> 00:13:54,676 And here now is the time to sort of adjust all the values that you want. 630 00:13:54,676 --> 00:13:57,886 And just small tip, it's better if your background is much, 631 00:13:57,886 --> 00:14:02,136 much darker than this grayish value then everything that's happening is just 632 00:14:02,136 --> 00:14:02,716 more visible. 633 00:14:02,716 --> 00:14:06,656 So I would recommend just go into the world settings, change the color to something, 634 00:14:06,656 --> 00:14:11,256 I don't know maybe bluish, and then get the value all the way down to almost like black 635 00:14:11,256 --> 00:14:14,006 but not quite, and then you see what's really going on. 636 00:14:14,066 --> 00:14:16,816 So again, all the values that we went through, all the color ramps, 637 00:14:16,876 --> 00:14:18,896 just feel free to adjust them as you wish. 638 00:14:18,896 --> 00:14:20,386 I think I will leave it as it is. 639 00:14:20,426 --> 00:14:23,846 Now as you can see the difference is that my frame rate here is much, 640 00:14:23,846 --> 00:14:29,596 much higher than in the presentation video and that is because I just like this 12 FPS sort 641 00:14:29,596 --> 00:14:34,546 of look that I have had in this scene, and you can easily have that as well just going 642 00:14:34,546 --> 00:14:40,176 into the render settings, and change the frame rate from 24 to custom and then just type in 12. 643 00:14:40,236 --> 00:14:45,286 But then again, the whole like speed of your animation, speed of your displace controller, 644 00:14:45,506 --> 00:14:48,776 everything has to be adjusted based on the frame rate that you choose to have. 645 00:14:48,876 --> 00:14:52,246 So for this tutorial I will just use 30 to have smooth-looking thing, 646 00:14:52,366 --> 00:14:54,686 but just know that it's a possibility in order 647 00:14:54,686 --> 00:14:57,026 to achieve a totally different look to the whole thing. 648 00:14:57,026 --> 00:14:59,996 So now the last thing to do is the stones, the particles 649 00:14:59,996 --> 00:15:00,976 and that is done with the particle system. 650 00:15:01,356 --> 00:15:06,916 So we can just shift a mesh plane to have a particle emitter on the bottom 651 00:15:06,916 --> 00:15:09,906 of the whole aura, and we can also name it emitter. 652 00:15:09,906 --> 00:15:11,886 And then we need just couple of stones. 653 00:15:11,886 --> 00:15:14,976 And I just simply took mesh, rock generator. 654 00:15:14,976 --> 00:15:19,296 I believe you need to have an add-on enabled for that as well which is, I think, 655 00:15:19,296 --> 00:15:21,556 extra object add mesh extra object. 656 00:15:21,616 --> 00:15:22,676 So make sure it's enabled. 657 00:15:22,676 --> 00:15:24,546 Or you can just create any rock that you want. 658 00:15:24,546 --> 00:15:27,116 I just found that this method is so much faster. 659 00:15:27,116 --> 00:15:28,376 You just generate a rock. 660 00:15:28,376 --> 00:15:32,686 You go into the modifier stack, apply all of them, and then add a decimate modifier, 661 00:15:32,826 --> 00:15:36,286 and just go all the way down until you have like a low-poly version. 662 00:15:36,286 --> 00:15:40,596 In order to see the faces better, you just right click, shade flat, and then bring it all the way 663 00:15:40,596 --> 00:15:42,226 down and then apply the decimate. 664 00:15:42,226 --> 00:15:44,726 And you can just generate a few rocks like that. 665 00:15:44,726 --> 00:15:47,526 Decimate all the way down, shade flat, and done. 666 00:15:47,606 --> 00:15:51,596 So when you have your rock collection, I don't know how many different variations you want, 667 00:15:51,596 --> 00:15:54,846 just select both of them, click M and choose new collection. 668 00:15:54,926 --> 00:15:58,816 Name them rocks or something like that, and this should create a new collection for you. 669 00:15:58,816 --> 00:16:03,156 And now in our particle emitter, in this plane, we can create a particle system, 670 00:16:03,156 --> 00:16:06,876 and under render, change the render as from halo to collection, 671 00:16:06,956 --> 00:16:09,206 and the collection being rocks that we just created. 672 00:16:09,276 --> 00:16:12,576 We can change the scale also to one, so we see what's going on. 673 00:16:12,576 --> 00:16:15,116 And as you click play you can see we have our rocks. 674 00:16:15,216 --> 00:16:18,506 Now first of all, of course let's increase the scale randomness 675 00:16:18,616 --> 00:16:20,816 so we have a variation with the scale. 676 00:16:20,896 --> 00:16:24,956 Let's choose the frame, start to be like minus 50, so we have a little bit 677 00:16:24,956 --> 00:16:27,436 of pre-warm before the whole animation starts. 678 00:16:27,496 --> 00:16:32,446 The end also 250 so it encompasses the whole animation frame that we have right here. 679 00:16:32,446 --> 00:16:34,836 And now first of all, obviously the rocks are falling. 680 00:16:34,836 --> 00:16:37,656 We don't want them to fall -- all the way down into field weights, 681 00:16:37,736 --> 00:16:39,986 and turn down the gravity all the way to zero. 682 00:16:40,036 --> 00:16:44,356 This will make our particles go up but in very uniform and not pleasing way. 683 00:16:44,356 --> 00:16:48,896 So first of all, let's decrease the number to, like, something more sensible maybe 100. 684 00:16:48,896 --> 00:16:55,116 And then under the velocity tab, let's add a object aligned Z velocity, one meter per second, 685 00:16:55,116 --> 00:16:58,876 and then under randomize let's increase it to something like one. 686 00:16:58,986 --> 00:17:01,776 So we can see that the rocks are not going straight up 687 00:17:01,876 --> 00:17:04,306 but have a little bit of random velocity. 688 00:17:04,376 --> 00:17:07,576 We can also increase the lifetime randomness to like 0.5. 689 00:17:07,686 --> 00:17:10,516 So not all of them will disappear at the same height. 690 00:17:10,516 --> 00:17:13,266 Next thing, as you can see, they're all rotated the same way. 691 00:17:13,486 --> 00:17:15,326 So under rotation, let's enable it. 692 00:17:15,326 --> 00:17:19,926 Crank the randomize all the way up, the randomized phase all the way up, enable dynamic. 693 00:17:19,926 --> 00:17:25,236 And under angular velocity we can increase the amount so that they will rotate as they fly 694 00:17:25,236 --> 00:17:29,056 up as well, which I think gives a little bit more dynamism to the whole scene. 695 00:17:29,136 --> 00:17:32,926 Now if they are a little bit too big, you can either scale your models down, 696 00:17:32,996 --> 00:17:37,796 or scale them under the render tab to scale a little bit lower so they are not as big. 697 00:17:37,886 --> 00:17:39,756 And now I think the last thing to do is -- 698 00:17:39,756 --> 00:17:43,096 as you can see they just fly up and disappear sort of abruptly. 699 00:17:43,176 --> 00:17:46,596 In order to make this transition much, much smoother, we scroll all the way 700 00:17:46,596 --> 00:17:50,286 down until we find the textures tab, then open it up, click new. 701 00:17:50,426 --> 00:17:55,036 To create new texture, go into the textures tab again, change type from image or movie to blend, 702 00:17:55,036 --> 00:17:57,046 and we will use this texture in order 703 00:17:57,046 --> 00:18:01,566 to tell the particle system how big the particles should be at given moment of life. 704 00:18:01,686 --> 00:18:04,536 So first of all, open influence, and we want this texture only 705 00:18:04,576 --> 00:18:07,466 to influence the size of our particle. 706 00:18:07,466 --> 00:18:09,626 And then under mapping -- the coordinates we want 707 00:18:09,666 --> 00:18:12,766 to be not generated but per strand and particle. 708 00:18:12,856 --> 00:18:17,436 So each of this particle will be affected by this texture as its own entity basically. 709 00:18:17,436 --> 00:18:18,616 Now let's open colors. 710 00:18:18,706 --> 00:18:20,696 Enable color ramp and open it up. 711 00:18:20,696 --> 00:18:24,856 And here, first of all, let's increase the alpha of this to like one so we see what we're doing. 712 00:18:24,976 --> 00:18:28,386 This basically represents the scale of our object throughout its life. 713 00:18:28,386 --> 00:18:30,646 So black is zero, obviously; white is one. 714 00:18:30,746 --> 00:18:34,866 So we want it to start with the size one, and then as it grows old, 715 00:18:34,866 --> 00:18:37,206 we want it to be zero by the time it disappears. 716 00:18:37,246 --> 00:18:41,476 We can also change the interpolation to B-spline to have much smoother transition 717 00:18:41,476 --> 00:18:43,146 and just bring it a little bit closer. 718 00:18:43,146 --> 00:18:46,856 So as you can see the particles now start with their normal size 719 00:18:46,856 --> 00:18:49,976 and then they just gradually scale down until they disappear. 720 00:18:50,046 --> 00:18:53,406 We can increase the render scale now because they are a little bit small. 721 00:18:53,516 --> 00:18:57,566 And when you're happy with your particles going up, the last thing to do is take them 722 00:18:57,726 --> 00:19:01,096 and create a material for them because right now in the render preview as you can see, 723 00:19:01,096 --> 00:19:03,856 we have this emissive color, and then we have those stones, 724 00:19:03,946 --> 00:19:05,786 and then it depends what you want to go for. 725 00:19:05,906 --> 00:19:11,016 I, in my previous scene, had a simple setup of area light shining from the top, 726 00:19:11,046 --> 00:19:13,446 quite big and quite strong, and based 727 00:19:13,446 --> 00:19:18,246 on this light information I had the stones cell shaded, and I will show you how. 728 00:19:18,366 --> 00:19:20,346 So first of all let's select the stone, 729 00:19:20,346 --> 00:19:23,886 and in the material editor click new to create new material. 730 00:19:23,886 --> 00:19:27,696 And we can delete the principled BSDF and instead have a diffuse. 731 00:19:27,696 --> 00:19:32,026 And now right after the diffuse, we want a shader to RGB node, 732 00:19:32,076 --> 00:19:35,946 which is going to take the shader information and turn it into an RGB color, 733 00:19:36,006 --> 00:19:38,216 which we can further connect to a color ramp. 734 00:19:38,336 --> 00:19:39,666 And let me show you what it does. 735 00:19:39,786 --> 00:19:44,576 So it takes this information of how this object looks like being lit by the light, 736 00:19:44,576 --> 00:19:47,166 and based on that we can just give it some different color. 737 00:19:47,276 --> 00:19:50,566 So because it's stone, I went with like the basic brown set up. 738 00:19:50,566 --> 00:19:51,846 Oh, let's do it again as well. 739 00:19:51,956 --> 00:19:55,436 Change the interpolation to constant again to have the cell-shaded look. 740 00:19:55,436 --> 00:19:57,976 Now the second one's going to be much brighter but not too bright. 741 00:19:58,046 --> 00:20:00,286 Add a highlight, highlight on top. 742 00:20:00,596 --> 00:20:02,856 So yeah, you can spend much more time adjusting it. 743 00:20:02,856 --> 00:20:04,506 I'm just hungry so I'm going to wrap it up. 744 00:20:04,506 --> 00:20:08,136 So simply select the second rock going in here and choose the material 745 00:20:08,136 --> 00:20:09,756 that we just created for our rocks. 746 00:20:09,826 --> 00:20:14,726 And now as you see as they fly upwards, as the light changes, the material reflects 747 00:20:14,806 --> 00:20:16,616 that as well and changes with it. 748 00:20:16,616 --> 00:20:21,366 If the lighting is too strong for you, then you can always just decrease the strength 749 00:20:21,696 --> 00:20:25,236 of the light, and as you can see it affects the color because, again, 750 00:20:25,356 --> 00:20:28,496 it's taking the diffuse shader and then turning it into color. 751 00:20:28,606 --> 00:20:31,736 So depending on the how the diffuse shader looks in the first place, 752 00:20:31,906 --> 00:20:33,566 that's how the result is going to look like. 753 00:20:33,566 --> 00:20:37,056 And yeah, because it's aura, one last thing, you can select it. 754 00:20:37,106 --> 00:20:38,666 You can see we have a shadow right now -- 755 00:20:38,756 --> 00:20:42,376 go into the material properties and under the shadow mode just click none 756 00:20:42,726 --> 00:20:45,986 so that it doesn't cast any shadow because I just believe it shouldn't. 757 00:20:45,986 --> 00:20:48,096 And this would be it for the tutorial. 758 00:20:48,136 --> 00:20:52,536 I hope that you learned something, that you enjoyed it, and you will be able to use it 759 00:20:52,536 --> 00:20:54,646 in your personal project, which I would love to see. 760 00:20:54,736 --> 00:20:56,846 If you do so, please share with me on Twitter. 761 00:20:56,966 --> 00:20:58,346 Link for that in the description. 762 00:20:58,346 --> 00:21:01,776 And if you have any requests for the future tutorials, comment section is for you. 763 00:21:01,776 --> 00:21:03,136 And I will see you in the next one. 764 00:21:03,346 --> 00:21:03,646 Bye bye.