[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.07,0:00:02.46,Default,,0000,0000,0000,,>> Hello and welcome, everyone,\Nto another video. Dialogue: 0,0:00:02.63,0:00:06.89,Default,,0000,0000,0000,,Recently, I have created this Dragon\NBall Z aura type effect in Blender. Dialogue: 0,0:00:06.89,0:00:08.100,Default,,0000,0000,0000,,And today, I'm going to show you\Nhow you can make it yourself. Dialogue: 0,0:00:09.14,0:00:12.32,Default,,0000,0000,0000,,Of course, as most of my videos,\Nthis effect is fully procedural. Dialogue: 0,0:00:12.32,0:00:15.66,Default,,0000,0000,0000,,So, if you don't like something about\Nit or you just have your own vision, Dialogue: 0,0:00:15.73,0:00:19.83,Default,,0000,0000,0000,,then chances are you can just adjust the values\Nthat I will show you later and make it your own. Dialogue: 0,0:00:20.14,0:00:23.88,Default,,0000,0000,0000,,So, again, as in every video, if you managed\Nto make something out of it or use it Dialogue: 0,0:00:23.88,0:00:26.25,Default,,0000,0000,0000,,in some scene, I would really\Nlove to see your creation, Dialogue: 0,0:00:26.25,0:00:28.47,Default,,0000,0000,0000,,so make sure to share with me on Twitter. Dialogue: 0,0:00:28.47,0:00:29.77,Default,,0000,0000,0000,,Link for that is in the description. Dialogue: 0,0:00:29.77,0:00:31.93,Default,,0000,0000,0000,,And now, let's just jump right into Blender. Dialogue: 0,0:00:32.10,0:00:36.02,Default,,0000,0000,0000,,So, first of all, we will delete everything\Nand we will start with a mesh sphere. Dialogue: 0,0:00:36.02,0:00:40.16,Default,,0000,0000,0000,,And for those of you that watched my\Nrecent tutorial about the fire effect, Dialogue: 0,0:00:40.16,0:00:42.51,Default,,0000,0000,0000,,the beginning is going to be very, very similar. Dialogue: 0,0:00:42.51,0:00:44.82,Default,,0000,0000,0000,,So, you may just skip to\Nthe shader creation part. Dialogue: 0,0:00:44.82,0:00:48.11,Default,,0000,0000,0000,,And for those of you that are new,\Nwe will start by going into modifiers Dialogue: 0,0:00:48.11,0:00:53.39,Default,,0000,0000,0000,,and add a subdivision surface modifier as\Nfirst one, then a normal edit modifier, Dialogue: 0,0:00:53.39,0:00:55.77,Default,,0000,0000,0000,,and as last we will add a displace modifier. Dialogue: 0,0:00:55.85,0:00:57.98,Default,,0000,0000,0000,,So, your stack should look something like this. Dialogue: 0,0:00:58.01,0:01:02.03,Default,,0000,0000,0000,,The next step, we will create an\Nempty and put it below ours here. Dialogue: 0,0:01:02.14,0:01:05.39,Default,,0000,0000,0000,,Let's also name it "normal\Ncontroller" because we will use it Dialogue: 0,0:01:05.39,0:01:07.75,Default,,0000,0000,0000,,to control the normals of our sphere. Dialogue: 0,0:01:07.85,0:01:11.16,Default,,0000,0000,0000,,It may not make a lot of sense\Nright now, but just bear with me Dialogue: 0,0:01:11.16,0:01:14.11,Default,,0000,0000,0000,,and you should soon see visually\Nwhat I'm talking about. Dialogue: 0,0:01:14.17,0:01:18.35,Default,,0000,0000,0000,,So, now, let's go into the displace modifier\Nand click "new" to get a new texture. Dialogue: 0,0:01:18.35,0:01:21.66,Default,,0000,0000,0000,,And go down to the texture tab\Nand change the type to clouds. Dialogue: 0,0:01:21.77,0:01:25.54,Default,,0000,0000,0000,,Now, back in the modifier stack in\Nthe normal edit, the target is going Dialogue: 0,0:01:25.54,0:01:28.47,Default,,0000,0000,0000,,to be the normal controller,\Nso the empty we created. Dialogue: 0,0:01:28.47,0:01:32.20,Default,,0000,0000,0000,,And then, open up mix and change\Nthe mix mode from copy to add. Dialogue: 0,0:01:32.20,0:01:35.97,Default,,0000,0000,0000,,You may also notice that we have this\Nwarning that tells us to enable auto smooth Dialogue: 0,0:01:35.97,0:01:38.42,Default,,0000,0000,0000,,for this modifier to work,\Nso we'll do just that. Dialogue: 0,0:01:38.42,0:01:42.08,Default,,0000,0000,0000,,Go to the object data properties,\Nnormals, and enable auto smooth. Dialogue: 0,0:01:42.08,0:01:43.57,Default,,0000,0000,0000,,Now, as you can see, not much happened. Dialogue: 0,0:01:43.73,0:01:47.39,Default,,0000,0000,0000,,But as you move this empty around, it may\Nlook like we are moving a light source, Dialogue: 0,0:01:47.39,0:01:50.87,Default,,0000,0000,0000,,and that is because we are actually\Nediting the normals of our mesh, Dialogue: 0,0:01:50.94,0:01:54.78,Default,,0000,0000,0000,,which also means we can use these\Ncustom normals in our displace modifier Dialogue: 0,0:01:54.78,0:01:56.50,Default,,0000,0000,0000,,to displace it only where we want to. Dialogue: 0,0:01:56.50,0:01:59.69,Default,,0000,0000,0000,,So, in the displace modifier,\Nchange the direction from normal Dialogue: 0,0:01:59.69,0:02:01.77,Default,,0000,0000,0000,,to custom normal, so the one we edit. Dialogue: 0,0:02:01.77,0:02:05.57,Default,,0000,0000,0000,,And now as you move the empty, you can see\Nthat the mesh is being displaced according Dialogue: 0,0:02:05.57,0:02:08.27,Default,,0000,0000,0000,,to the custom normal that\Nwe are editing in real time. Dialogue: 0,0:02:08.36,0:02:09.38,Default,,0000,0000,0000,,So, let's keep it under. Dialogue: 0,0:02:09.38,0:02:11.45,Default,,0000,0000,0000,,And now, in order to have further control Dialogue: 0,0:02:11.45,0:02:14.16,Default,,0000,0000,0000,,over the displacement itself,\Nwe will create another empty. Dialogue: 0,0:02:14.21,0:02:15.31,Default,,0000,0000,0000,,So, again, empty. Dialogue: 0,0:02:15.31,0:02:18.50,Default,,0000,0000,0000,,Plain access is fine or any\Nother will do just fine. Dialogue: 0,0:02:18.50,0:02:21.63,Default,,0000,0000,0000,,And this one we will call a displace controller. Dialogue: 0,0:02:21.63,0:02:24.23,Default,,0000,0000,0000,,Now, back in our sphere in\Nthe displace modifier, Dialogue: 0,0:02:24.26,0:02:26.43,Default,,0000,0000,0000,,change coordinates from local to object. Dialogue: 0,0:02:26.43,0:02:29.76,Default,,0000,0000,0000,,And the object is going to be the\Ndisplace controller that we created. Dialogue: 0,0:02:29.76,0:02:34.44,Default,,0000,0000,0000,,This way, we can easily control the\Ndisplace texture by simply scaling our empty. Dialogue: 0,0:02:34.44,0:02:38.42,Default,,0000,0000,0000,,Also, moving it around is going to phase\Nthrough the three-dimensional texture. Dialogue: 0,0:02:38.52,0:02:43.98,Default,,0000,0000,0000,,Now, with this basic setup, let's make our aura\Nlook like an aura, so sort of an egg shape. Dialogue: 0,0:02:44.10,0:02:46.05,Default,,0000,0000,0000,,We can just pick the top vertex. Dialogue: 0,0:02:46.05,0:02:50.71,Default,,0000,0000,0000,,And with the proportional editing enabled, we\Ncan see simply move it up and just adjust it. Dialogue: 0,0:02:50.71,0:02:54.23,Default,,0000,0000,0000,,Just make it look like a sort\Nof egg or a droplet of water. Dialogue: 0,0:02:54.23,0:02:56.09,Default,,0000,0000,0000,,And then when you get out of the edit mode, Dialogue: 0,0:02:56.09,0:02:58.55,Default,,0000,0000,0000,,you can see that it resembles\Naura a little bit more. Dialogue: 0,0:02:58.69,0:03:02.01,Default,,0000,0000,0000,,Now, one thing to pay attention to is\Nwhen you go back into the edit mode, Dialogue: 0,0:03:02.01,0:03:06.48,Default,,0000,0000,0000,,you can see that the density of the vertices\Nis much higher down here than it is up here, Dialogue: 0,0:03:06.48,0:03:09.23,Default,,0000,0000,0000,,so it is a good practice to sort of even it out. Dialogue: 0,0:03:09.23,0:03:14.41,Default,,0000,0000,0000,,So, feel free to just add some loop cuts in the\Nmiddle to sort of have a uniform or at least Dialogue: 0,0:03:14.41,0:03:17.12,Default,,0000,0000,0000,,around a uniform across the whole surface. Dialogue: 0,0:03:17.20,0:03:21.81,Default,,0000,0000,0000,,So, with that done, right-click shade\Nsmooth so we have a nice smooth sort Dialogue: 0,0:03:21.81,0:03:24.62,Default,,0000,0000,0000,,of bush looking mesh, which is perfectly fine. Dialogue: 0,0:03:24.80,0:03:27.80,Default,,0000,0000,0000,,Don't worry too much about the\Ndisplacement and the values so far Dialogue: 0,0:03:27.80,0:03:30.26,Default,,0000,0000,0000,,yet because we can always\Nadjust it later down the road. Dialogue: 0,0:03:30.26,0:03:32.50,Default,,0000,0000,0000,,And now, let's just focus\Non the material itself. Dialogue: 0,0:03:32.50,0:03:35.40,Default,,0000,0000,0000,,So, let's get a new window,\Nchange it to shader editor, Dialogue: 0,0:03:35.40,0:03:37.25,Default,,0000,0000,0000,,and click "new" to create a new material. Dialogue: 0,0:03:37.25,0:03:42.94,Default,,0000,0000,0000,,We can delete the principled BDSF and get an\Nemission shader node as well as transparent BDSF Dialogue: 0,0:03:42.94,0:03:45.54,Default,,0000,0000,0000,,and also a mix shader connected like so, Dialogue: 0,0:03:45.54,0:03:47.85,Default,,0000,0000,0000,,the transparent on top and\Nthe emission on the bottom. Dialogue: 0,0:03:47.85,0:03:52.74,Default,,0000,0000,0000,,And now, let's add a Fresnel node\Nas well as layer weight node. Dialogue: 0,0:03:52.74,0:03:55.69,Default,,0000,0000,0000,,Now, let's also go into the render\Npreview so we see what we're doing. Dialogue: 0,0:03:55.75,0:04:00.31,Default,,0000,0000,0000,,And as we preview the Fresnel node, the\Npreview is control-shift left mouse button, Dialogue: 0,0:04:00.31,0:04:02.39,Default,,0000,0000,0000,,but you have to have a node wrangler enabled. Dialogue: 0,0:04:02.39,0:04:05.57,Default,,0000,0000,0000,,For those of you wondering, it's\Nunder edit, preferences, add-ons. Dialogue: 0,0:04:05.63,0:04:09.19,Default,,0000,0000,0000,,And by default, it should be in Blender\Nalready, so just make sure it's enabled. Dialogue: 0,0:04:09.27,0:04:14.49,Default,,0000,0000,0000,,So, the Fresnel node as you see gives us this\Nreally, really nice effect where only the edges Dialogue: 0,0:04:14.49,0:04:18.95,Default,,0000,0000,0000,,of the mesh is highlighted, which is going to\Nplay perfectly into what we are trying to do. Dialogue: 0,0:04:18.95,0:04:21.82,Default,,0000,0000,0000,,So, right after Fresnel node,\Nlet's add a color ramp. Dialogue: 0,0:04:22.02,0:04:24.31,Default,,0000,0000,0000,,And here, we can already\Nstart laying in some colors. Dialogue: 0,0:04:24.41,0:04:27.31,Default,,0000,0000,0000,,First of all, let's change the\Ninterpolation from linear to constant Dialogue: 0,0:04:27.31,0:04:31.48,Default,,0000,0000,0000,,so that we don't have any gradient, but rather\Nsharp contrasty look between the colors. Dialogue: 0,0:04:31.48,0:04:36.51,Default,,0000,0000,0000,,And now, let's start with the darkest being\Nsort of reddish, maybe something like this. Dialogue: 0,0:04:36.60,0:04:41.73,Default,,0000,0000,0000,,Then, the next one, we will go through\Norange then to yellow and the last one sort Dialogue: 0,0:04:41.73,0:04:43.98,Default,,0000,0000,0000,,of washed out yellow going into the white. Dialogue: 0,0:04:44.28,0:04:46.92,Default,,0000,0000,0000,,Now, we can adjust it as it is\Nright now or you can do it later. Dialogue: 0,0:04:46.92,0:04:52.08,Default,,0000,0000,0000,,Just make sure it looks something like that,\Nit gradually goes from darkest to the lightest Dialogue: 0,0:04:52.08,0:04:55.64,Default,,0000,0000,0000,,in the edges poking out of the mesh,\Nbut don't worry about it too much. Dialogue: 0,0:04:55.64,0:04:56.94,Default,,0000,0000,0000,,We can always come back to it later. Dialogue: 0,0:04:57.07,0:05:00.02,Default,,0000,0000,0000,,And this color ramp is going\Nstraight into the emission node. Dialogue: 0,0:05:00.02,0:05:03.05,Default,,0000,0000,0000,,Now, as we preview the mix shader,\Nyou can see that we have just that Dialogue: 0,0:05:03.05,0:05:06.85,Default,,0000,0000,0000,,and we don't have any transparency yet, and\Nthat is because first of all we need to go Dialogue: 0,0:05:06.85,0:05:11.23,Default,,0000,0000,0000,,into the material properties and in blend\Nmode enable alpha blend instead of opaque. Dialogue: 0,0:05:11.23,0:05:13.76,Default,,0000,0000,0000,,And the second thing, let's\Nalso enable backface culling. Dialogue: 0,0:05:13.76,0:05:18.05,Default,,0000,0000,0000,,Now, as you see, everything is sort of half\Ntransparent because this mix shader is now set Dialogue: 0,0:05:18.05,0:05:21.21,Default,,0000,0000,0000,,to being half transparent\NBDSF and half emission. Dialogue: 0,0:05:21.27,0:05:23.99,Default,,0000,0000,0000,,So, what we need to do is we\Nneed to get an alpha mask. Dialogue: 0,0:05:23.99,0:05:25.91,Default,,0000,0000,0000,,And for this, we will use\Nthis layer weight node. Dialogue: 0,0:05:25.91,0:05:30.14,Default,,0000,0000,0000,,So, let's get another color ramp and\Nconnect facing into the color ramp. Dialogue: 0,0:05:30.14,0:05:30.94,Default,,0000,0000,0000,,And let's preview this. Dialogue: 0,0:05:31.05,0:05:33.84,Default,,0000,0000,0000,,Here, we can change the interpolation\Nfrom linear to B-spline Dialogue: 0,0:05:33.84,0:05:36.63,Default,,0000,0000,0000,,to get a much softer gradient than with linear. Dialogue: 0,0:05:36.63,0:05:39.63,Default,,0000,0000,0000,,And also, let's bring in\Nthe black value quite high. Dialogue: 0,0:05:39.75,0:05:44.37,Default,,0000,0000,0000,,And the white one, just slightly\Nmove it from the edge to like 0.9. Dialogue: 0,0:05:44.44,0:05:49.27,Default,,0000,0000,0000,,Now, let's duplicate this color ramp and this\Ntime connect it with Fresnel from layer weight. Dialogue: 0,0:05:49.27,0:05:52.30,Default,,0000,0000,0000,,And as you preview this one, it\Nhas slightly different result. Dialogue: 0,0:05:52.70,0:05:57.51,Default,,0000,0000,0000,,You can see that the facing has more\Nof that gradient going into our aura Dialogue: 0,0:05:57.51,0:06:00.67,Default,,0000,0000,0000,,and Fresnel only really highlights\Nthe very edges. Dialogue: 0,0:06:00.72,0:06:04.12,Default,,0000,0000,0000,,So, here, we can actually dial\Nback this black value a little bit Dialogue: 0,0:06:04.18,0:06:05.64,Default,,0000,0000,0000,,to have that gradient as well. Dialogue: 0,0:06:05.64,0:06:08.05,Default,,0000,0000,0000,,And now, we just need to\Ncombine these two color ramps. Dialogue: 0,0:06:08.14,0:06:11.83,Default,,0000,0000,0000,,So, let's get a math node, connect\Nboth of them together, leave it at add. Dialogue: 0,0:06:11.83,0:06:12.67,Default,,0000,0000,0000,,Let's preview that. Dialogue: 0,0:06:12.93,0:06:16.46,Default,,0000,0000,0000,,And the only thing you need to do\Nis enable clamp just to make sure Dialogue: 0,0:06:16.46,0:06:20.05,Default,,0000,0000,0000,,that the white values do not exceed\None because this will go directly Dialogue: 0,0:06:20.05,0:06:24.81,Default,,0000,0000,0000,,into the mix shader factor, and so everything\Nof value one is going to be fully opaque Dialogue: 0,0:06:24.81,0:06:26.87,Default,,0000,0000,0000,,and the black values are\Ngoing to be transparent. Dialogue: 0,0:06:26.87,0:06:31.06,Default,,0000,0000,0000,,So, as we preview this, we can see that we\Nalready have something going on in here. Dialogue: 0,0:06:31.16,0:06:34.09,Default,,0000,0000,0000,,Now, make sure that the backface culling\Nis on because if you turn it off, Dialogue: 0,0:06:34.09,0:06:36.02,Default,,0000,0000,0000,,then you see that we have some sort of artifact. Dialogue: 0,0:06:36.49,0:06:38.30,Default,,0000,0000,0000,,Not sure why it happens, but it does. Dialogue: 0,0:06:38.38,0:06:40.14,Default,,0000,0000,0000,,So, just make sure it's checked in. Dialogue: 0,0:06:40.48,0:06:44.87,Default,,0000,0000,0000,,And here, we can adjust the color ramp values\Njust to make sure that our colors are popping Dialogue: 0,0:06:44.87,0:06:48.83,Default,,0000,0000,0000,,in nicely and they are not too faded, but\Nalso that we still have this nice gradient. Dialogue: 0,0:06:48.96,0:06:51.23,Default,,0000,0000,0000,,Also, if this mesh is pretty spiky, Dialogue: 0,0:06:51.23,0:06:55.39,Default,,0000,0000,0000,,remember that in the modifier stack we added\Na subdivision modifier at the beginning, Dialogue: 0,0:06:55.47,0:07:00.23,Default,,0000,0000,0000,,so we can up the levels of subdivision and\Nthis should give you a lot more geometry Dialogue: 0,0:07:00.37,0:07:03.32,Default,,0000,0000,0000,,to work with, which should also make\Nthe gradient a little bit smooth. Dialogue: 0,0:07:03.32,0:07:07.60,Default,,0000,0000,0000,,And then as you see in my case, I have\Nvery noisy displacement going on right now Dialogue: 0,0:07:07.67,0:07:11.64,Default,,0000,0000,0000,,and that is why we have this displace controller\Nin here so we can easily just scale it Dialogue: 0,0:07:11.64,0:07:14.71,Default,,0000,0000,0000,,up a little bit in order\Nto get much softer results. Dialogue: 0,0:07:14.77,0:07:19.38,Default,,0000,0000,0000,,Now, because it's an aura and it's supposed\Nto be glowing, we can up the emission strength Dialogue: 0,0:07:19.38,0:07:21.24,Default,,0000,0000,0000,,in here to something like maybe 10. Dialogue: 0,0:07:21.79,0:07:26.10,Default,,0000,0000,0000,,And if you don't have this glow going\Naround your mesh, just make sure that you go Dialogue: 0,0:07:26.10,0:07:28.49,Default,,0000,0000,0000,,into the render settings\Nand you have a bloom enabled Dialogue: 0,0:07:28.49,0:07:31.79,Default,,0000,0000,0000,,because that's the setting that's\Nallowing your emissive areas to glow. Dialogue: 0,0:07:31.96,0:07:35.62,Default,,0000,0000,0000,,Now, as you can see, we have very cell\Nshaded sort of stylized look of the aura. Dialogue: 0,0:07:35.62,0:07:39.04,Default,,0000,0000,0000,,And if you want to have it more\Ngradual, I would say blurry or smooth, Dialogue: 0,0:07:39.16,0:07:42.53,Default,,0000,0000,0000,,you can go into this color ramp that\Nis dealing with the color of your aura Dialogue: 0,0:07:42.78,0:07:45.89,Default,,0000,0000,0000,,and just change the interpolation\Nfrom constant to whatever you like. Dialogue: 0,0:07:46.12,0:07:48.23,Default,,0000,0000,0000,,I would recommend B-spline\Nbecause it gives this really, Dialogue: 0,0:07:48.23,0:07:51.97,Default,,0000,0000,0000,,really nice soft gradient\Nbetween the values that we have. Dialogue: 0,0:07:53.69,0:07:56.14,Default,,0000,0000,0000,,So, as I said, just an artistic\Nchoice for you to make. Dialogue: 0,0:07:56.37,0:07:59.18,Default,,0000,0000,0000,,And now, to put a little bit\Nmore life into this whole effect, Dialogue: 0,0:07:59.24,0:08:03.59,Default,,0000,0000,0000,,we can take the displace controller and\Njust animate it going up because as you see Dialogue: 0,0:08:03.59,0:08:07.53,Default,,0000,0000,0000,,with the displace controller, the texture that\Nis displacing the mesh is going up as well. Dialogue: 0,0:08:07.65,0:08:11.68,Default,,0000,0000,0000,,So, on the frame one in his base\Nposition, I'll just click "I" Dialogue: 0,0:08:11.88,0:08:14.55,Default,,0000,0000,0000,,and add a location keyframe to the first frame. Dialogue: 0,0:08:14.55,0:08:19.41,Default,,0000,0000,0000,,And then on let's say frame 20th, I will\Nmove it upwards and then click "I" again Dialogue: 0,0:08:19.41,0:08:21.13,Default,,0000,0000,0000,,and add another keyframe location. Dialogue: 0,0:08:21.13,0:08:24.81,Default,,0000,0000,0000,,And now, if we play this, you can\Nsee that it's moving from 1 to 20, Dialogue: 0,0:08:24.81,0:08:29.37,Default,,0000,0000,0000,,but what we can also do is change the\Ninterpolation to linear by clicking "T" Dialogue: 0,0:08:29.37,0:08:34.27,Default,,0000,0000,0000,,on the keyboard and choosing linear and then\Nshift-E and choose linear extrapolation. Dialogue: 0,0:08:34.39,0:08:36.84,Default,,0000,0000,0000,,And this will take these two keyframes and based Dialogue: 0,0:08:36.84,0:08:40.54,Default,,0000,0000,0000,,on them it will extrapolate this\Nanimation further so that we don't need Dialogue: 0,0:08:40.54,0:08:45.13,Default,,0000,0000,0000,,to have the keyframe all the way up there in\Norder to have this animation going infinitely. Dialogue: 0,0:08:45.13,0:08:47.18,Default,,0000,0000,0000,,And then if you want this\Nto go faster or slower, Dialogue: 0,0:08:47.26,0:08:51.82,Default,,0000,0000,0000,,you just move this second keyframe further\Nor crunch it in closer to the first keyframe Dialogue: 0,0:08:51.82,0:08:53.89,Default,,0000,0000,0000,,to have it really, really frantic. Dialogue: 0,0:08:53.89,0:08:56.32,Default,,0000,0000,0000,,I like the slower one, so I'll\Nput it somewhere around here. Dialogue: 0,0:08:56.45,0:09:00.78,Default,,0000,0000,0000,,So, with this flamy color done, the\Nnext step is to add those bluish sparks Dialogue: 0,0:09:00.78,0:09:02.75,Default,,0000,0000,0000,,that are moving through the whole aura. Dialogue: 0,0:09:02.81,0:09:06.52,Default,,0000,0000,0000,,I'm talking about those blue sparks that\Nyou can see appearing and disappearing. Dialogue: 0,0:09:06.52,0:09:10.03,Default,,0000,0000,0000,,So, for that first of all we will\Nduplicate this color ramp with the colors Dialogue: 0,0:09:10.03,0:09:12.24,Default,,0000,0000,0000,,and connect the Fresnel node to it as well. Dialogue: 0,0:09:12.24,0:09:13.24,Default,,0000,0000,0000,,And let's preview it up. Dialogue: 0,0:09:13.24,0:09:18.26,Default,,0000,0000,0000,,And here, we want to change the color scheme\Nfrom this orangey yellowy flamy looking one Dialogue: 0,0:09:18.26,0:09:20.74,Default,,0000,0000,0000,,into the bluish sort of sparky colors. Dialogue: 0,0:09:20.77,0:09:25.20,Default,,0000,0000,0000,,So, we will just go through all those color\Nstops and just move it into the blue areas. Dialogue: 0,0:09:25.40,0:09:29.75,Default,,0000,0000,0000,,So, this one here, this one maybe a little\Nbit like this, this one much, much brighter, Dialogue: 0,0:09:29.88,0:09:33.60,Default,,0000,0000,0000,,and then the last one going\Ninto almost whitish just to have Dialogue: 0,0:09:33.60,0:09:36.21,Default,,0000,0000,0000,,that little oomph at the at the very edge. Dialogue: 0,0:09:36.24,0:09:39.65,Default,,0000,0000,0000,,Now, if we preview this blue spark\Ncolor by plugging it into the emission, Dialogue: 0,0:09:39.65,0:09:44.82,Default,,0000,0000,0000,,you can see that it looks nice, but looks\Nmuch better if its interpolation is changed Dialogue: 0,0:09:44.82,0:09:48.61,Default,,0000,0000,0000,,to constant because electricity\Nusually is quite harsh and jagged. Dialogue: 0,0:09:48.76,0:09:50.06,Default,,0000,0000,0000,,So, I would recommend this. Dialogue: 0,0:09:50.06,0:09:51.31,Default,,0000,0000,0000,,But again, your choice. Dialogue: 0,0:09:51.36,0:09:55.14,Default,,0000,0000,0000,,So, let's move back the flamy\Nboy into emission as a default. Dialogue: 0,0:09:55.14,0:09:58.31,Default,,0000,0000,0000,,And then, we want this blue\None only to appear in waves. Dialogue: 0,0:09:58.31,0:10:00.74,Default,,0000,0000,0000,,So, let's start by adding a wave texture. Dialogue: 0,0:10:00.78,0:10:05.29,Default,,0000,0000,0000,,And then again, if you have the node wrangler\Nenabled with the node selected, click control-T. Dialogue: 0,0:10:05.44,0:10:09.64,Default,,0000,0000,0000,,To get a mapping and texture coordinates\Nnode, change it from generated to object. Dialogue: 0,0:10:09.64,0:10:13.10,Default,,0000,0000,0000,,And then as you preview this, you can see\Nthat now the waves are going vertically. Dialogue: 0,0:10:13.23,0:10:18.39,Default,,0000,0000,0000,,So, we will need to rotate it on the y-axis by\N90 degrees and also change the scale all the way Dialogue: 0,0:10:18.39,0:10:21.98,Default,,0000,0000,0000,,down to something like 0.7 so\Nwe have those waves quite big. Dialogue: 0,0:10:22.09,0:10:24.79,Default,,0000,0000,0000,,The next step is to animate the phase offset. Dialogue: 0,0:10:24.79,0:10:28.27,Default,,0000,0000,0000,,As you can see, we have the single value\Nthat can control the waves going up. Dialogue: 0,0:10:28.46,0:10:33.12,Default,,0000,0000,0000,,So, we will simply type in here hashtag frame,\Nwhich is going to change it into a driver. Dialogue: 0,0:10:33.12,0:10:35.26,Default,,0000,0000,0000,,And then, we can divide it by let's say two. Dialogue: 0,0:10:35.26,0:10:38.97,Default,,0000,0000,0000,,And as we play the animation, you can see\Nthat these waves are moving downwards. Dialogue: 0,0:10:39.02,0:10:42.90,Default,,0000,0000,0000,,So, in order to change the direction,\Nwe just need to put a minus sign before. Dialogue: 0,0:10:43.01,0:10:44.02,Default,,0000,0000,0000,,Now, it's moving upwards. Dialogue: 0,0:10:44.02,0:10:47.95,Default,,0000,0000,0000,,And if it's moving too slow, you can\Njust change the frame divided by 2 Dialogue: 0,0:10:47.95,0:10:51.23,Default,,0000,0000,0000,,to like frame divided by 0.5, whatever you like. Dialogue: 0,0:10:51.23,0:10:55.33,Default,,0000,0000,0000,,I will have it at 0.8 because I found\Nthis value to work great for me. Dialogue: 0,0:10:55.33,0:10:57.41,Default,,0000,0000,0000,,And then in order to refine this gradient, Dialogue: 0,0:10:57.41,0:11:00.69,Default,,0000,0000,0000,,we will get another color ramp\Nright after the wave texture. Dialogue: 0,0:11:00.77,0:11:05.23,Default,,0000,0000,0000,,And this time, we will change it to B-spline\Nagain so we have much, much softer gradient Dialogue: 0,0:11:05.23,0:11:09.02,Default,,0000,0000,0000,,and move the black value all the way in\Nand the white value just a little bit Dialogue: 0,0:11:09.02,0:11:13.52,Default,,0000,0000,0000,,so that we have this really, really\Nwhite value in here, then the gradient, Dialogue: 0,0:11:13.52,0:11:16.61,Default,,0000,0000,0000,,and then the black values in here,\Nwhich is exactly what we're looking for. Dialogue: 0,0:11:16.69,0:11:19.21,Default,,0000,0000,0000,,Now, in order to give a little\Nbit more variation to this, Dialogue: 0,0:11:19.21,0:11:22.19,Default,,0000,0000,0000,,we can increase the distortion,\Nthe detail scale in order Dialogue: 0,0:11:22.19,0:11:24.63,Default,,0000,0000,0000,,to just give it a little bit of irregularities. Dialogue: 0,0:11:24.78,0:11:30.09,Default,,0000,0000,0000,,Now that we have this wave texture already\Ndone, we will need a mix RGB in order to change Dialogue: 0,0:11:30.09,0:11:33.15,Default,,0000,0000,0000,,between the yellow and the\Nblue based on this mask. Dialogue: 0,0:11:33.25,0:11:38.65,Default,,0000,0000,0000,,So, this mask goes into the factor, and then\Nthe yellow one goes into the color one input Dialogue: 0,0:11:38.65,0:11:40.52,Default,,0000,0000,0000,,and the blue into the color two input, Dialogue: 0,0:11:40.52,0:11:43.70,Default,,0000,0000,0000,,and the output of the mix RGB\Ngoes straight into the emission. Dialogue: 0,0:11:43.79,0:11:46.80,Default,,0000,0000,0000,,Now, as we preview the mix\Nshader, so our finer material, Dialogue: 0,0:11:46.80,0:11:50.79,Default,,0000,0000,0000,,you can see that we have this\Nnice sort of sparky wave going Dialogue: 0,0:11:50.79,0:11:52.99,Default,,0000,0000,0000,,from the bottom to the top of the whole effect. Dialogue: 0,0:11:52.99,0:11:55.98,Default,,0000,0000,0000,,But right now, it's visible\Nall the time and I just feel Dialogue: 0,0:11:55.98,0:11:57.73,Default,,0000,0000,0000,,like it's much better when it's blinking. Dialogue: 0,0:11:57.73,0:12:00.60,Default,,0000,0000,0000,,So, we will need a couple more\Nnodes in order to achieve that. Dialogue: 0,0:12:00.66,0:12:05.05,Default,,0000,0000,0000,,The first one will be a math node\Nchanged from add to ping-pong. Dialogue: 0,0:12:05.37,0:12:11.06,Default,,0000,0000,0000,,So, in order for us to have a blinking mask, we\Nneed to type in hashtag frame, again a driver. Dialogue: 0,0:12:11.06,0:12:15.13,Default,,0000,0000,0000,,And then depending on how fast we want it\Nto blink, we can divide it by some number. Dialogue: 0,0:12:15.30,0:12:18.77,Default,,0000,0000,0000,,I will leave it at divided by 2\Nbecause I want it to blink quite fast. Dialogue: 0,0:12:18.77,0:12:23.22,Default,,0000,0000,0000,,And now, a disclaimer for those of you that\Nmay have problem with fast blinking images Dialogue: 0,0:12:23.22,0:12:27.87,Default,,0000,0000,0000,,or epilepsy, just maybe skip this part because\NI'm going to preview it and it's just going Dialogue: 0,0:12:27.87,0:12:29.98,Default,,0000,0000,0000,,to blink black and white, so be prepared. Dialogue: 0,0:12:30.09,0:12:32.14,Default,,0000,0000,0000,,So, as you can see, it's blinking right now. Dialogue: 0,0:12:32.42,0:12:35.47,Default,,0000,0000,0000,,And if it's too fast, too slow,\Nagain, you can adjust the driver. Dialogue: 0,0:12:35.47,0:12:39.48,Default,,0000,0000,0000,,And one more thing we can do is right now as\Nyou can see as we scroll through the animation, Dialogue: 0,0:12:39.48,0:12:44.18,Default,,0000,0000,0000,,it goes from black to gray and only then through\Nwhite, and we want to skip the gray values. Dialogue: 0,0:12:44.18,0:12:47.72,Default,,0000,0000,0000,,We only want zero and one, so\Nlike invisible and visible. Dialogue: 0,0:12:47.72,0:12:51.22,Default,,0000,0000,0000,,And for that, we will need another math\Nnode connected right after ping-pong Dialogue: 0,0:12:51.22,0:12:56.29,Default,,0000,0000,0000,,and this time change the add to snap, and this\Nwill snap to whatever value we have in here. Dialogue: 0,0:12:56.29,0:13:01.67,Default,,0000,0000,0000,,So, I will put in one so it snaps to every\Nround number without anything after comma. Dialogue: 0,0:13:01.76,0:13:03.65,Default,,0000,0000,0000,,Again, disclaimer, flashing images. Dialogue: 0,0:13:03.70,0:13:08.39,Default,,0000,0000,0000,,As you preview this, you have a\Nclear zero to one mask flashing. Dialogue: 0,0:13:08.39,0:13:11.47,Default,,0000,0000,0000,,So, we move this a little bit\Nfurther, get another math node. Dialogue: 0,0:13:11.63,0:13:16.62,Default,,0000,0000,0000,,And this time, it's going to be a multiply,\Nand we want to multiply the result of the snap Dialogue: 0,0:13:16.80,0:13:19.16,Default,,0000,0000,0000,,with the color ramp going from our wave texture. Dialogue: 0,0:13:19.31,0:13:22.05,Default,,0000,0000,0000,,So, if we preview that, we\Nhave the same blinking thing, Dialogue: 0,0:13:22.16,0:13:25.37,Default,,0000,0000,0000,,but this time it's the waves\Nthat are blinking upwards. Dialogue: 0,0:13:25.42,0:13:27.85,Default,,0000,0000,0000,,And this goes into the mix RGB factor. Dialogue: 0,0:13:28.03,0:13:32.79,Default,,0000,0000,0000,,Now, as we preview everything, you should have\Nthese really blue sparks only visible every now Dialogue: 0,0:13:32.79,0:13:34.73,Default,,0000,0000,0000,,and then depending on how fast it's blinking. Dialogue: 0,0:13:34.73,0:13:37.95,Default,,0000,0000,0000,,And I just feel like it looks so much\Nbetter than when it's always visible. Dialogue: 0,0:13:38.08,0:13:41.67,Default,,0000,0000,0000,,You can of course adjust the size of\Nthe waves and the scale of it all, Dialogue: 0,0:13:41.67,0:13:44.73,Default,,0000,0000,0000,,so like the scale of the wave\Ntexture, in order to have less Dialogue: 0,0:13:44.85,0:13:47.36,Default,,0000,0000,0000,,or more of the sparks going at the same time. Dialogue: 0,0:13:47.45,0:13:48.58,Default,,0000,0000,0000,,Again, all up to you. Dialogue: 0,0:13:48.86,0:13:50.74,Default,,0000,0000,0000,,I'll maybe change it to like 0.4. Dialogue: 0,0:13:50.83,0:13:54.68,Default,,0000,0000,0000,,And yeah, now is the time to sort of\Nadjust all the values that you want. Dialogue: 0,0:13:54.68,0:13:55.78,Default,,0000,0000,0000,,And just small tip. Dialogue: 0,0:13:55.91,0:13:59.97,Default,,0000,0000,0000,,It's better if your background is much,\Nmuch darker than this grayish value. Dialogue: 0,0:14:00.17,0:14:02.72,Default,,0000,0000,0000,,Then, everything that's happening\Nis just more visible. Dialogue: 0,0:14:02.72,0:14:06.66,Default,,0000,0000,0000,,So, I would recommend just go into the world\Nsettings, change the color to something -- Dialogue: 0,0:14:06.66,0:14:09.54,Default,,0000,0000,0000,,I don't know -- maybe bluish and\Nthen get the value all the way Dialogue: 0,0:14:09.54,0:14:12.20,Default,,0000,0000,0000,,down to almost like black, but not quite. Dialogue: 0,0:14:12.20,0:14:14.01,Default,,0000,0000,0000,,And then, you see what's really going on. Dialogue: 0,0:14:14.07,0:14:16.82,Default,,0000,0000,0000,,So, again, all the values that we\Nwent through, all the color ramps, Dialogue: 0,0:14:16.88,0:14:18.90,Default,,0000,0000,0000,,just feel free to adjust them as you wish. Dialogue: 0,0:14:18.90,0:14:20.39,Default,,0000,0000,0000,,I think I will leave it as it is. Dialogue: 0,0:14:20.43,0:14:23.85,Default,,0000,0000,0000,,Now, as you can see, the difference\Nis that my frame rate here is much, Dialogue: 0,0:14:23.85,0:14:26.09,Default,,0000,0000,0000,,much higher than in the presentation video. Dialogue: 0,0:14:26.09,0:14:32.14,Default,,0000,0000,0000,,And that is because I just like this 12 FPS\Nsort of look that I have had in this scene, Dialogue: 0,0:14:32.14,0:14:36.18,Default,,0000,0000,0000,,and you can easily have that as well\Njust going into the render settings Dialogue: 0,0:14:36.18,0:14:40.18,Default,,0000,0000,0000,,and change the frame rate from 24\Nto custom and then just type in 12. Dialogue: 0,0:14:40.24,0:14:45.29,Default,,0000,0000,0000,,But then again, the whole speed of your\Nanimation, speed of your displace controller, Dialogue: 0,0:14:45.51,0:14:48.78,Default,,0000,0000,0000,,everything has to be adjusted based on\Nthe frame rate that you choose to have. Dialogue: 0,0:14:48.88,0:14:52.25,Default,,0000,0000,0000,,So, for this tutorial, I will just\Nuse 30 to have smooth-looking thing, Dialogue: 0,0:14:52.37,0:14:54.69,Default,,0000,0000,0000,,but just know that it's a possibility in order Dialogue: 0,0:14:54.69,0:14:57.03,Default,,0000,0000,0000,,to achieve a totally different\Nlook to the whole thing. Dialogue: 0,0:14:57.03,0:15:00.09,Default,,0000,0000,0000,,So, now, the last thing to do\Nis the stones, the particles, Dialogue: 0,0:15:00.13,0:15:01.81,Default,,0000,0000,0000,,and that is done with the particle system. Dialogue: 0,0:15:01.90,0:15:04.45,Default,,0000,0000,0000,,So, we can just shift a mesh plane Dialogue: 0,0:15:04.45,0:15:08.03,Default,,0000,0000,0000,,to have a particle emitter on\Nthe bottom of the whole aura. Dialogue: 0,0:15:08.11,0:15:09.91,Default,,0000,0000,0000,,And we can also name it "emitter." Dialogue: 0,0:15:09.91,0:15:11.89,Default,,0000,0000,0000,,And then, we need just a couple of stones. Dialogue: 0,0:15:11.89,0:15:14.98,Default,,0000,0000,0000,,And I just simply took mesh rock generator. Dialogue: 0,0:15:14.98,0:15:18.12,Default,,0000,0000,0000,,I believe you need to have an\Nadd-on enabled for that as well, Dialogue: 0,0:15:18.12,0:15:21.56,Default,,0000,0000,0000,,which is I think extra object,\Nadd mesh extra object. Dialogue: 0,0:15:21.62,0:15:24.55,Default,,0000,0000,0000,,So, make sure it's enabled or you can\Njust create any rock that you want. Dialogue: 0,0:15:24.55,0:15:27.12,Default,,0000,0000,0000,,I just found that this method is so much faster. Dialogue: 0,0:15:27.12,0:15:30.96,Default,,0000,0000,0000,,You just generate a rock, you go into\Nthe modifier stack, apply all of them, Dialogue: 0,0:15:30.96,0:15:34.11,Default,,0000,0000,0000,,and then add a decimate modifier\Nand just go all the way Dialogue: 0,0:15:34.11,0:15:36.29,Default,,0000,0000,0000,,down until you have like a low poly version. Dialogue: 0,0:15:36.29,0:15:39.40,Default,,0000,0000,0000,,In order to see the faces better,\Nyou just right-click shade flat Dialogue: 0,0:15:39.40,0:15:42.23,Default,,0000,0000,0000,,and then bring it all the way\Ndown and then apply the decimate. Dialogue: 0,0:15:42.23,0:15:47.53,Default,,0000,0000,0000,,And you can just generate a few rocks like that,\Ndecimate all the way down shade flat and done. Dialogue: 0,0:15:47.61,0:15:51.60,Default,,0000,0000,0000,,So, when you have your rock collection, I don't\Nknow how many different variations you want, Dialogue: 0,0:15:51.60,0:15:54.85,Default,,0000,0000,0000,,just select both of them, click\N"M" and choose "new collection." Dialogue: 0,0:15:54.93,0:15:58.82,Default,,0000,0000,0000,,Name them "rocks" or something like that and\Nthis should create a new collection for you. Dialogue: 0,0:15:58.82,0:16:03.16,Default,,0000,0000,0000,,And now in our particle emitter in this\Nplane, we can create a particle system Dialogue: 0,0:16:03.16,0:16:06.88,Default,,0000,0000,0000,,and under render change the\Nrender as from halo to collection Dialogue: 0,0:16:06.96,0:16:09.21,Default,,0000,0000,0000,,and the collection being\Nrocks that we just created. Dialogue: 0,0:16:09.28,0:16:12.58,Default,,0000,0000,0000,,We can change the scale also to\None so we see what's going on. Dialogue: 0,0:16:12.58,0:16:14.98,Default,,0000,0000,0000,,And as you click "play," you\Ncan see we have our rocks. Dialogue: 0,0:16:15.22,0:16:18.51,Default,,0000,0000,0000,,Now, first of all, of course,\Nlet's increase the scale randomness Dialogue: 0,0:16:18.62,0:16:20.82,Default,,0000,0000,0000,,so we have a variation with the scale. Dialogue: 0,0:16:20.90,0:16:24.96,Default,,0000,0000,0000,,Let's choose the frame start to be\Nlike minus 50 so we have a little bit Dialogue: 0,0:16:24.96,0:16:27.44,Default,,0000,0000,0000,,of pre-warn before the whole animation starts. Dialogue: 0,0:16:27.50,0:16:32.45,Default,,0000,0000,0000,,The end also 250 so it encompasses the whole\Nanimation frame that we have right here. Dialogue: 0,0:16:32.45,0:16:34.84,Default,,0000,0000,0000,,And now, first of all, obviously,\Nthe rocks are falling. Dialogue: 0,0:16:34.84,0:16:35.94,Default,,0000,0000,0000,,We don't want them to fall. Dialogue: 0,0:16:35.94,0:16:39.99,Default,,0000,0000,0000,,All the way down into field weights and\Nturn down the gravity all the way to zero. Dialogue: 0,0:16:40.04,0:16:44.36,Default,,0000,0000,0000,,This will make our particles go up, but\Nin very uniform and not pleasing way. Dialogue: 0,0:16:44.36,0:16:48.90,Default,,0000,0000,0000,,So, first of all, let's decrease the number\Nto like something more sensible, maybe 100. Dialogue: 0,0:16:48.90,0:16:55.12,Default,,0000,0000,0000,,And then under the velocity tab, let's add an\Nobject aligned z velocity 1 meter per second. Dialogue: 0,0:16:55.12,0:16:59.65,Default,,0000,0000,0000,,And then under randomize, let's increase\Nit to something like one so we can see Dialogue: 0,0:16:59.65,0:17:04.31,Default,,0000,0000,0000,,that the rocks are not going straight up,\Nbut have a little bit of random velocity. Dialogue: 0,0:17:04.38,0:17:08.45,Default,,0000,0000,0000,,We can also increase the lifetime\Nrandomness to like 0.5 so not all Dialogue: 0,0:17:08.45,0:17:10.52,Default,,0000,0000,0000,,of them will disappear at the same height. Dialogue: 0,0:17:10.52,0:17:13.27,Default,,0000,0000,0000,,Next thing, as you can see, they\Nare all rotated the same way. Dialogue: 0,0:17:13.49,0:17:15.33,Default,,0000,0000,0000,,So, under rotation, let's enable it. Dialogue: 0,0:17:15.33,0:17:19.93,Default,,0000,0000,0000,,Crank the randomize all the way up, randomize\Nspace all the way up, enable dynamic. Dialogue: 0,0:17:19.93,0:17:25.24,Default,,0000,0000,0000,,And under angular velocity, we can increase\Nthe amount so that they will rotate as they fly Dialogue: 0,0:17:25.24,0:17:28.98,Default,,0000,0000,0000,,up as well, which I think gives a little\Nbit more dynamism to the whole scene. Dialogue: 0,0:17:29.14,0:17:33.86,Default,,0000,0000,0000,,Now, if they are a little bit too big, you can\Neither scale your models down or scale them Dialogue: 0,0:17:33.86,0:17:37.80,Default,,0000,0000,0000,,under the render tab to scale a little\Nbit lower so they are not as big. Dialogue: 0,0:17:37.89,0:17:41.19,Default,,0000,0000,0000,,And now, I think the last thing to\Ndo is as you can see they just fly Dialogue: 0,0:17:41.19,0:17:43.10,Default,,0000,0000,0000,,up and disappear sort of abruptly. Dialogue: 0,0:17:43.18,0:17:46.60,Default,,0000,0000,0000,,In order to make this transition\Nmuch smoother, we scroll all the way Dialogue: 0,0:17:46.60,0:17:51.57,Default,,0000,0000,0000,,down until we find the textures tab, then\Nopen it up, click "new" to create new texture, Dialogue: 0,0:17:51.57,0:17:55.04,Default,,0000,0000,0000,,go into the textures tab again, change\Ntype from image or movie to blend, Dialogue: 0,0:17:55.04,0:17:57.05,Default,,0000,0000,0000,,and we will use this texture in order Dialogue: 0,0:17:57.05,0:18:01.57,Default,,0000,0000,0000,,to tell the particle system how big the\Nparticles should be at given moment of life. Dialogue: 0,0:18:01.69,0:18:04.54,Default,,0000,0000,0000,,So, first of all, open influence\Nand we want this texture only Dialogue: 0,0:18:04.58,0:18:07.47,Default,,0000,0000,0000,,to influence the size of our particle. Dialogue: 0,0:18:07.47,0:18:12.77,Default,,0000,0000,0000,,And then under mapping, the coordinates we want\Nto be not generated, but per strand and particle Dialogue: 0,0:18:12.86,0:18:17.44,Default,,0000,0000,0000,,so each of these particles will be affected\Nby this texture as its own entity basically. Dialogue: 0,0:18:17.44,0:18:20.70,Default,,0000,0000,0000,,Now, let's open colors, enable\Ncolor ramp and open it up. Dialogue: 0,0:18:20.70,0:18:24.86,Default,,0000,0000,0000,,And here, first of all, let's increase the alpha\Nof this to like one so we see what we're doing. Dialogue: 0,0:18:24.98,0:18:28.39,Default,,0000,0000,0000,,This basically represents the scale\Nof our object throughout its life. Dialogue: 0,0:18:28.39,0:18:30.65,Default,,0000,0000,0000,,So, black is zero obviously, white is one. Dialogue: 0,0:18:30.74,0:18:32.82,Default,,0000,0000,0000,,So, we want it to start with the size one. Dialogue: 0,0:18:33.21,0:18:37.21,Default,,0000,0000,0000,,And then as it grows old, we want it\Nto be zero by the time it disappears. Dialogue: 0,0:18:37.25,0:18:41.48,Default,,0000,0000,0000,,We can also change the interpolation to\NB-spline to have much smoother transition Dialogue: 0,0:18:41.48,0:18:43.11,Default,,0000,0000,0000,,and just bring it a little bit closer. Dialogue: 0,0:18:43.21,0:18:46.86,Default,,0000,0000,0000,,So, as you can see, the particles\Nnow start with their normal size Dialogue: 0,0:18:46.86,0:18:49.98,Default,,0000,0000,0000,,and then they just gradually\Nscale down until they disappear. Dialogue: 0,0:18:50.05,0:18:53.41,Default,,0000,0000,0000,,We can increase the render scale now\Nbecause they are a little bit too small. Dialogue: 0,0:18:53.52,0:18:57.57,Default,,0000,0000,0000,,And when you're happy with your particles\Ngoing up, the last thing to do is take them Dialogue: 0,0:18:57.73,0:19:00.64,Default,,0000,0000,0000,,and create the material for them\Nbecause right now in the render preview Dialogue: 0,0:19:00.64,0:19:03.86,Default,,0000,0000,0000,,as you can see we have this emissive\Ncolor and then we have those stones. Dialogue: 0,0:19:03.95,0:19:05.79,Default,,0000,0000,0000,,And then, it depends what you want to go for. Dialogue: 0,0:19:05.91,0:19:10.02,Default,,0000,0000,0000,,I in my previous scene had a\Nsimple setup of area light shining Dialogue: 0,0:19:10.20,0:19:12.86,Default,,0000,0000,0000,,from the top quite big and quite strong. Dialogue: 0,0:19:12.95,0:19:18.25,Default,,0000,0000,0000,,And based on this light information, I had the\Nstones cell shaded, and I will show you how. Dialogue: 0,0:19:18.35,0:19:20.35,Default,,0000,0000,0000,,So, first of all, let's select the stone. Dialogue: 0,0:19:20.35,0:19:23.89,Default,,0000,0000,0000,,And in the material editor, click\N"new" to create new material. Dialogue: 0,0:19:23.89,0:19:27.70,Default,,0000,0000,0000,,And we can delete the principled\NBDSF and instead have a diffuse. Dialogue: 0,0:19:27.70,0:19:32.03,Default,,0000,0000,0000,,And now right after the diffuse,\Nwe want a shader to RGB node, Dialogue: 0,0:19:32.08,0:19:35.95,Default,,0000,0000,0000,,which is going to take the shader\Ninformation and turn it into an RGB color, Dialogue: 0,0:19:36.01,0:19:38.39,Default,,0000,0000,0000,,which we can further connect to a color ramp. Dialogue: 0,0:19:38.39,0:19:39.67,Default,,0000,0000,0000,,And let me show you what it does. Dialogue: 0,0:19:39.79,0:19:44.58,Default,,0000,0000,0000,,So, it takes this information of how this\Nobject looks like being lit by the light. Dialogue: 0,0:19:44.58,0:19:47.17,Default,,0000,0000,0000,,And based on that, we can just\Ngive it some different color. Dialogue: 0,0:19:47.28,0:19:50.64,Default,,0000,0000,0000,,So, because it's stone, I went\Nwith like the basic brown setup. Dialogue: 0,0:19:50.64,0:19:51.85,Default,,0000,0000,0000,,Let's do it again as well. Dialogue: 0,0:19:51.96,0:19:55.44,Default,,0000,0000,0000,,Change the interpolation to constant\Nagain to have the cell shaded look. Dialogue: 0,0:19:55.44,0:19:58.63,Default,,0000,0000,0000,,Now, the second one's going to be\Nmuch brighter, but not too bright. Dialogue: 0,0:19:58.63,0:20:00.29,Default,,0000,0000,0000,,And a highlight on top. Dialogue: 0,0:20:00.60,0:20:02.86,Default,,0000,0000,0000,,So, you can spend much more time adjusting it. Dialogue: 0,0:20:02.86,0:20:04.51,Default,,0000,0000,0000,,I'm just hungry, so I'm going to wrap it up. Dialogue: 0,0:20:04.51,0:20:08.14,Default,,0000,0000,0000,,So, simply select the second rock,\Ngo in here and choose the material Dialogue: 0,0:20:08.14,0:20:09.76,Default,,0000,0000,0000,,that we just created for our rocks. Dialogue: 0,0:20:09.83,0:20:14.73,Default,,0000,0000,0000,,And now, as you see, as they fly upwards\Nas the light changes, the material reflects Dialogue: 0,0:20:14.81,0:20:16.62,Default,,0000,0000,0000,,that as well and changes with it. Dialogue: 0,0:20:16.62,0:20:18.87,Default,,0000,0000,0000,,If the lighting is too strong for you, Dialogue: 0,0:20:18.87,0:20:22.09,Default,,0000,0000,0000,,then you can always just decrease\Nthe strength of the light. Dialogue: 0,0:20:22.09,0:20:24.18,Default,,0000,0000,0000,,And as you can see, it affects the color Dialogue: 0,0:20:24.41,0:20:28.50,Default,,0000,0000,0000,,because again it's taking the diffuse\Nshader and then turning it into color. Dialogue: 0,0:20:28.61,0:20:31.74,Default,,0000,0000,0000,,So, depending on how the diffuse\Nshader looks in the first place, Dialogue: 0,0:20:31.91,0:20:33.57,Default,,0000,0000,0000,,that's how the result is going to look like. Dialogue: 0,0:20:33.57,0:20:35.86,Default,,0000,0000,0000,,And yeah, because it's aura, one last thing. Dialogue: 0,0:20:36.26,0:20:37.06,Default,,0000,0000,0000,,You can select it. Dialogue: 0,0:20:37.11,0:20:38.67,Default,,0000,0000,0000,,You can see we have a shadow right now. Dialogue: 0,0:20:38.76,0:20:40.09,Default,,0000,0000,0000,,Go into the material properties. Dialogue: 0,0:20:40.26,0:20:44.13,Default,,0000,0000,0000,,And under the shadow mode, just click\N"none" so that it doesn't cast any shadow Dialogue: 0,0:20:44.13,0:20:45.99,Default,,0000,0000,0000,,because I just believe it shouldn't. Dialogue: 0,0:20:45.99,0:20:48.10,Default,,0000,0000,0000,,And this would be it for the tutorial. Dialogue: 0,0:20:48.14,0:20:52.54,Default,,0000,0000,0000,,I hope that you learned something, that you\Nenjoyed it and you will be able to use it Dialogue: 0,0:20:52.54,0:20:55.44,Default,,0000,0000,0000,,in your personal project, which\NI would love to see if you do so. Dialogue: 0,0:20:55.44,0:20:57.04,Default,,0000,0000,0000,,Please share with me on Twitter. Dialogue: 0,0:20:57.04,0:20:58.35,Default,,0000,0000,0000,,Link for that in the description. Dialogue: 0,0:20:58.35,0:21:01.78,Default,,0000,0000,0000,,And if you have any requests for the future\Ntutorials, comment section is for you, Dialogue: 0,0:21:01.78,0:21:03.14,Default,,0000,0000,0000,,and I will see you in the next one. Dialogue: 0,0:21:03.35,0:21:03.65,Default,,0000,0000,0000,,Bye-bye. Dialogue: 0,0:00:00.07,0:00:02.46,Default,,0000,0000,0000,,>> Hello and welcome everyone to another video. Dialogue: 0,0:00:02.63,0:00:07.55,Default,,0000,0000,0000,,Recently I have created this Dragon Ball Z aura\Ntype effect in Blender, and today I'm going Dialogue: 0,0:00:07.55,0:00:08.100,Default,,0000,0000,0000,,to show you how you can make it yourself. Dialogue: 0,0:00:09.14,0:00:12.32,Default,,0000,0000,0000,,Of course as most of my videos\Nthis effect is fully procedural. Dialogue: 0,0:00:12.32,0:00:15.66,Default,,0000,0000,0000,,So if you don't like something about\Nit or you just have your own vision, Dialogue: 0,0:00:15.73,0:00:19.83,Default,,0000,0000,0000,,then chances are you can just adjust the values\Nthat I will show you later and make it your own. Dialogue: 0,0:00:20.14,0:00:23.88,Default,,0000,0000,0000,,So again, as in every video, if you manage\Nto make something out of it or use it Dialogue: 0,0:00:23.88,0:00:26.25,Default,,0000,0000,0000,,in some scene, I would really\Nlove to see your creation. Dialogue: 0,0:00:26.25,0:00:29.77,Default,,0000,0000,0000,,So make sure to share with me on Twitter,\Nlink for that is in the description. Dialogue: 0,0:00:29.77,0:00:31.93,Default,,0000,0000,0000,,And now let's just jump right into Blender. Dialogue: 0,0:00:32.10,0:00:36.02,Default,,0000,0000,0000,,So first of all, we will delete everything\Nand we'll start with a mesh sphere. Dialogue: 0,0:00:36.02,0:00:40.16,Default,,0000,0000,0000,,And for those of you that watched my\Nrecent tutorial about the fire effect, Dialogue: 0,0:00:40.16,0:00:42.51,Default,,0000,0000,0000,,the beginning is going to be very, very similar. Dialogue: 0,0:00:42.51,0:00:44.82,Default,,0000,0000,0000,,So you may just skip to the\Nshader creation part. Dialogue: 0,0:00:44.82,0:00:48.11,Default,,0000,0000,0000,,And for those of you that are new,\Nwe will start by going into modifiers Dialogue: 0,0:00:48.11,0:00:53.39,Default,,0000,0000,0000,,and add a subdivision surface modifier as\Nfirst one, then a normal edit modifier, Dialogue: 0,0:00:53.39,0:00:55.77,Default,,0000,0000,0000,,and as last, we will add a displace modifier. Dialogue: 0,0:00:55.85,0:00:57.98,Default,,0000,0000,0000,,So your stack should look something like this. Dialogue: 0,0:00:58.01,0:01:02.03,Default,,0000,0000,0000,,The next step, we'll create an\Nempty and put it below our sphere. Dialogue: 0,0:01:02.14,0:01:05.39,Default,,0000,0000,0000,,Let's also name it normal\Ncontroller because we will use it Dialogue: 0,0:01:05.39,0:01:07.75,Default,,0000,0000,0000,,to control the normals of our sphere. Dialogue: 0,0:01:07.84,0:01:11.16,Default,,0000,0000,0000,,It may not make a lot of sense\Nright now but just bear with me Dialogue: 0,0:01:11.16,0:01:14.11,Default,,0000,0000,0000,,and you should soon see visually\Nwhat I'm talking about. Dialogue: 0,0:01:14.17,0:01:18.35,Default,,0000,0000,0000,,So now let's go into the displace\Nmodifier and click new to get a new texture Dialogue: 0,0:01:18.35,0:01:21.66,Default,,0000,0000,0000,,and go down to the texture tab\Nand change the type to clouds. Dialogue: 0,0:01:21.77,0:01:25.54,Default,,0000,0000,0000,,Now back in the modifier stack in\Nthe normal edit, the target is going Dialogue: 0,0:01:25.54,0:01:28.47,Default,,0000,0000,0000,,to be the normal controller,\Nso the empty we created. Dialogue: 0,0:01:28.47,0:01:32.20,Default,,0000,0000,0000,,And then open up mix and change\Nthe mix mode from copy to add. Dialogue: 0,0:01:32.20,0:01:35.97,Default,,0000,0000,0000,,You may also notice that we have this\Nwarning that tells us to enable auto smooth Dialogue: 0,0:01:35.97,0:01:38.42,Default,,0000,0000,0000,,for this modifier to work,\Nso we'll do just that. Dialogue: 0,0:01:38.42,0:01:42.08,Default,,0000,0000,0000,,Go to the object data properties,\Nnormals, and enable auto smooth. Dialogue: 0,0:01:42.08,0:01:45.25,Default,,0000,0000,0000,,Now as you can see not much happened,\Nbut as you move this empty around, Dialogue: 0,0:01:45.25,0:01:47.81,Default,,0000,0000,0000,,it may look like we are moving\Na light source and that is Dialogue: 0,0:01:47.81,0:01:50.87,Default,,0000,0000,0000,,because we are actually editing\Nthe normals of our mesh, Dialogue: 0,0:01:50.94,0:01:54.78,Default,,0000,0000,0000,,which also means we can use this\Ncustom normals in our displace modifier Dialogue: 0,0:01:54.78,0:01:56.50,Default,,0000,0000,0000,,to displace it only where we want to. Dialogue: 0,0:01:56.50,0:01:59.69,Default,,0000,0000,0000,,So in the displace modifier,\Nchange the direction from normal Dialogue: 0,0:01:59.69,0:02:01.77,Default,,0000,0000,0000,,to custom normal, so the one we edit. Dialogue: 0,0:02:01.77,0:02:05.57,Default,,0000,0000,0000,,And now as you move the empty, you can see\Nthat the mesh is being displaced according Dialogue: 0,0:02:05.57,0:02:08.27,Default,,0000,0000,0000,,to the custom normal that we\Nare editing in the real time. Dialogue: 0,0:02:08.36,0:02:09.38,Default,,0000,0000,0000,,So let's keep it under. Dialogue: 0,0:02:09.38,0:02:11.45,Default,,0000,0000,0000,,And now in order to have further control Dialogue: 0,0:02:11.45,0:02:14.16,Default,,0000,0000,0000,,over the displacement itself,\Nwe will create another empty. Dialogue: 0,0:02:14.21,0:02:18.50,Default,,0000,0000,0000,,So again, empty plane axis is fine\Nor any other will do just fine. Dialogue: 0,0:02:18.50,0:02:21.63,Default,,0000,0000,0000,,And this one we will call a displace controller. Dialogue: 0,0:02:21.63,0:02:25.92,Default,,0000,0000,0000,,Now back in our sphere, in the displace\Nmodifier, change coordinates from local Dialogue: 0,0:02:25.92,0:02:29.76,Default,,0000,0000,0000,,to object, and the object is going to be\Nthe displace controller that we created. Dialogue: 0,0:02:29.76,0:02:34.36,Default,,0000,0000,0000,,This way we can easily control the displace\Ntexture by simply scaling our empty. Dialogue: 0,0:02:34.44,0:02:38.42,Default,,0000,0000,0000,,Also moving it around is going to phase\Nthrough the three-dimensional texture. Dialogue: 0,0:02:38.52,0:02:43.98,Default,,0000,0000,0000,,Now with this basic set up, let's make our aura\Nlook like an aura, so sort of an egg shape. Dialogue: 0,0:02:44.10,0:02:49.30,Default,,0000,0000,0000,,We can just pick the top vertice, and with the\Nproportional editing enabled we can simply move Dialogue: 0,0:02:49.30,0:02:50.71,Default,,0000,0000,0000,,it up and just adjust it. Dialogue: 0,0:02:50.71,0:02:55.09,Default,,0000,0000,0000,,Just make it look like a sort of egg or\Na droplet of water, and then when you get Dialogue: 0,0:02:55.09,0:02:58.55,Default,,0000,0000,0000,,out of the edit mode you can see that\Nit resembles aura a little bit more. Dialogue: 0,0:02:58.70,0:03:02.01,Default,,0000,0000,0000,,Now one thing to pay attention to is\Nwhen you go back into the edit mode, Dialogue: 0,0:03:02.01,0:03:06.48,Default,,0000,0000,0000,,you can see that the density of the vertices\Nis much higher down here than it is up here. Dialogue: 0,0:03:06.48,0:03:09.23,Default,,0000,0000,0000,,So it is a good practice to sort of even it out. Dialogue: 0,0:03:09.23,0:03:13.78,Default,,0000,0000,0000,,So feel free to just add some loop cuts\Nin the middle to sort of have a uniform -- Dialogue: 0,0:03:13.93,0:03:17.12,Default,,0000,0000,0000,,or at least around a uniform\Nacross the whole surface. Dialogue: 0,0:03:17.20,0:03:21.81,Default,,0000,0000,0000,,So with that done, right click shade\Nsmooth so we have a nice smooth sort Dialogue: 0,0:03:21.81,0:03:24.62,Default,,0000,0000,0000,,of bush-looking mesh which is perfectly fine. Dialogue: 0,0:03:24.80,0:03:27.80,Default,,0000,0000,0000,,Don't worry too much about\Ndisplacement and the value so far Dialogue: 0,0:03:27.80,0:03:30.26,Default,,0000,0000,0000,,yet because we can always\Nadjust it later down the road. Dialogue: 0,0:03:30.26,0:03:32.52,Default,,0000,0000,0000,,And now let's just focus on the material itself. Dialogue: 0,0:03:32.52,0:03:37.25,Default,,0000,0000,0000,,So let's get a new window, change it to shader\Neditor, and click new to create a new material. Dialogue: 0,0:03:37.25,0:03:41.03,Default,,0000,0000,0000,,We can delete the principled BDSF and\Nget a emission shader node as well Dialogue: 0,0:03:41.03,0:03:46.64,Default,,0000,0000,0000,,as transparent BSDF, and also a mix shader\Nconnected like so, the transparent on top Dialogue: 0,0:03:46.64,0:03:52.74,Default,,0000,0000,0000,,and emission on the bottom, and now let's add\Na fernel node as well as layer weight node. Dialogue: 0,0:03:52.74,0:03:55.69,Default,,0000,0000,0000,,Now let's also go into the render\Npreview so we see what we're doing. Dialogue: 0,0:03:55.75,0:04:00.30,Default,,0000,0000,0000,,And as we preview the fernel node -- the\Npreview is ctrl shift left mouse button, Dialogue: 0,0:04:00.34,0:04:02.39,Default,,0000,0000,0000,,but you have to have a node wrangler enabled. Dialogue: 0,0:04:02.39,0:04:05.57,Default,,0000,0000,0000,,For those of you wondering it's\Nunder edit, preferences, add-ons. Dialogue: 0,0:04:05.63,0:04:09.19,Default,,0000,0000,0000,,And by default it should be in Blender\Nalready, so just make sure it's enabled. Dialogue: 0,0:04:09.27,0:04:14.49,Default,,0000,0000,0000,,So the fernel node as you see gives us this\Nreally, really nice effect where only the edges Dialogue: 0,0:04:14.49,0:04:18.95,Default,,0000,0000,0000,,of the mesh is highlighted which is going to\Nplay perfectly into what we are trying to do. Dialogue: 0,0:04:18.95,0:04:21.82,Default,,0000,0000,0000,,So right after fernel node\Nlet's add a color ramp, Dialogue: 0,0:04:22.02,0:04:24.31,Default,,0000,0000,0000,,and here we can already start\Nlaying in some colors. Dialogue: 0,0:04:24.41,0:04:27.31,Default,,0000,0000,0000,,First of all, let's change the\Ninterpolation from linear to constant Dialogue: 0,0:04:27.31,0:04:31.48,Default,,0000,0000,0000,,so that we don't have any gradient but rather\Nsharp, contrasty look between the colors. Dialogue: 0,0:04:31.48,0:04:36.51,Default,,0000,0000,0000,,And now let's start with the darkest being\Nsort of reddish, maybe something like this. Dialogue: 0,0:04:36.60,0:04:41.73,Default,,0000,0000,0000,,Then the next one it will go through orange,\Nthen to yellow, and the last one sort Dialogue: 0,0:04:41.73,0:04:44.32,Default,,0000,0000,0000,,of washed out yellow going into the white. Dialogue: 0,0:04:44.32,0:04:46.92,Default,,0000,0000,0000,,Now we can adjust it as it is\Nright now or you can do it later. Dialogue: 0,0:04:46.92,0:04:49.14,Default,,0000,0000,0000,,Just make sure it looks something like that. Dialogue: 0,0:04:49.14,0:04:54.44,Default,,0000,0000,0000,,It gradually goes from darkest to the\Nlightest in the edges poking out of the mesh. Dialogue: 0,0:04:54.44,0:04:56.94,Default,,0000,0000,0000,,But don't worry about it too much,\Nwe can always come back to it later. Dialogue: 0,0:04:57.07,0:05:00.02,Default,,0000,0000,0000,,And this color ramp is going\Nstraight into the emission node. Dialogue: 0,0:05:00.02,0:05:03.05,Default,,0000,0000,0000,,Now as we preview the mix shader,\Nyou can see that we have just that Dialogue: 0,0:05:03.05,0:05:06.85,Default,,0000,0000,0000,,and we don't have any transparency yet, and\Nthat is because first of all we need to go Dialogue: 0,0:05:06.85,0:05:11.23,Default,,0000,0000,0000,,into the material properties and in blend\Nmode enable alpha blend instead of opaque. Dialogue: 0,0:05:11.23,0:05:13.76,Default,,0000,0000,0000,,And the second thing, let's\Nalso enable back face culling. Dialogue: 0,0:05:13.76,0:05:18.05,Default,,0000,0000,0000,,Now as you see everything is sort of half\Ntransparent because this mix shader is now set Dialogue: 0,0:05:18.05,0:05:21.21,Default,,0000,0000,0000,,to being half transparent\NBSDF and half emission. Dialogue: 0,0:05:21.27,0:05:23.99,Default,,0000,0000,0000,,So what we need to do is we\Nneed to get an alpha mask, Dialogue: 0,0:05:23.99,0:05:25.91,Default,,0000,0000,0000,,and for this we will use this layer weight node. Dialogue: 0,0:05:25.91,0:05:29.09,Default,,0000,0000,0000,,So let's get another color\Nramp and connect the facing Dialogue: 0,0:05:29.15,0:05:30.94,Default,,0000,0000,0000,,into the color ramp, and let's preview this. Dialogue: 0,0:05:31.05,0:05:33.84,Default,,0000,0000,0000,,Here we can change the interpolation\Nfrom linear to B-spline Dialogue: 0,0:05:33.84,0:05:36.63,Default,,0000,0000,0000,,to get a much softer gradient than with linear. Dialogue: 0,0:05:36.63,0:05:39.63,Default,,0000,0000,0000,,And also, let's bring in\Nthe black value quite high Dialogue: 0,0:05:39.75,0:05:44.37,Default,,0000,0000,0000,,and the white one just slightly\Nmove it from the edge to like 0.9. Dialogue: 0,0:05:44.44,0:05:49.27,Default,,0000,0000,0000,,Now let's duplicate this color ramp, and this\Ntime connect it with fernel from layer weight. Dialogue: 0,0:05:49.27,0:05:52.30,Default,,0000,0000,0000,,And as you preview this one it\Nhas slightly different result. Dialogue: 0,0:05:52.70,0:05:57.49,Default,,0000,0000,0000,,You can see that the facing has more\Nof that gradient going into our aura, Dialogue: 0,0:05:57.49,0:06:00.67,Default,,0000,0000,0000,,and fernel only really highlights\Nthe very edges. Dialogue: 0,0:06:00.72,0:06:05.23,Default,,0000,0000,0000,,So here we can actually dial back this black\Nvalue a little bit to have that gradient Dialogue: 0,0:06:05.23,0:06:08.05,Default,,0000,0000,0000,,as well, and now we just need to\Ncombine these two color ramps. Dialogue: 0,0:06:08.14,0:06:12.67,Default,,0000,0000,0000,,So let's get a math node, connect both of them\Ntogether; leave it at add; let's preview that. Dialogue: 0,0:06:12.93,0:06:16.46,Default,,0000,0000,0000,,And the only thing you need to do\Nis enable clamp just to make sure Dialogue: 0,0:06:16.46,0:06:20.05,Default,,0000,0000,0000,,that the white values do not exceed\None because this will go directly Dialogue: 0,0:06:20.05,0:06:24.81,Default,,0000,0000,0000,,into the mix shader factor, and so everything\Nof value one is going to be fully opaque, Dialogue: 0,0:06:24.81,0:06:26.87,Default,,0000,0000,0000,,and the black values are\Ngoing to be transparent. Dialogue: 0,0:06:26.87,0:06:31.06,Default,,0000,0000,0000,,So as we preview this, we can see that we\Nalready have something going on in here. Dialogue: 0,0:06:31.17,0:06:34.49,Default,,0000,0000,0000,,Now make sure that the back face calling is\Non because if you turn it off then you see Dialogue: 0,0:06:34.49,0:06:36.02,Default,,0000,0000,0000,,that we have some sort of artifact. Dialogue: 0,0:06:36.49,0:06:40.14,Default,,0000,0000,0000,,Not sure why it happens, but it does,\Nso just make sure it's checked in. Dialogue: 0,0:06:40.48,0:06:44.87,Default,,0000,0000,0000,,And here we can adjust the color ramp values\Njust to make sure that our colors are popping Dialogue: 0,0:06:44.87,0:06:48.83,Default,,0000,0000,0000,,in nicely and they are not too faded but\Nalso that we still have this nice gradient. Dialogue: 0,0:06:48.96,0:06:51.64,Default,,0000,0000,0000,,Also if this mesh is pretty spiky, remember Dialogue: 0,0:06:51.64,0:06:54.56,Default,,0000,0000,0000,,that in the modifier stack we\Nadded a subdivision modifier, Dialogue: 0,0:06:54.56,0:06:57.84,Default,,0000,0000,0000,,at the beginning so you can\Nup the levels of subdivision. Dialogue: 0,0:06:57.94,0:07:00.70,Default,,0000,0000,0000,,And this should give you a\Nlot more geometry to work Dialogue: 0,0:07:00.70,0:07:03.32,Default,,0000,0000,0000,,with which should also make the\Ngradient a little bit smooth. Dialogue: 0,0:07:03.32,0:07:07.60,Default,,0000,0000,0000,,And then as you see in my case, I have\Nvery noisy displacement going on right now Dialogue: 0,0:07:07.67,0:07:11.64,Default,,0000,0000,0000,,and that is why we have this displace controller\Nin here so we can easily just scale it Dialogue: 0,0:07:11.64,0:07:14.71,Default,,0000,0000,0000,,up a little bit in order to\Nget much, much softer results. Dialogue: 0,0:07:14.77,0:07:19.38,Default,,0000,0000,0000,,Now because it's an aura and it's supposed to\Nbe glowing, we can up the emission strength Dialogue: 0,0:07:19.38,0:07:21.24,Default,,0000,0000,0000,,in here to something like maybe ten. Dialogue: 0,0:07:21.79,0:07:26.10,Default,,0000,0000,0000,,And if you don't have this glow going\Naround your mesh, just make sure that you go Dialogue: 0,0:07:26.10,0:07:28.49,Default,,0000,0000,0000,,into the render settings\Nand you have a bloom enabled Dialogue: 0,0:07:28.49,0:07:31.79,Default,,0000,0000,0000,,because that's the setting that's\Nallowing your emissive areas to glow. Dialogue: 0,0:07:31.96,0:07:35.62,Default,,0000,0000,0000,,Now as you can see, we have [inaudible]\Nshaded, sort of stylized look of the aura. Dialogue: 0,0:07:35.62,0:07:39.04,Default,,0000,0000,0000,,And if you want to have it more\Ngradual, I would say blurry or smooth, Dialogue: 0,0:07:39.16,0:07:42.53,Default,,0000,0000,0000,,you can go into this color ramp that\Nis dealing with the color of your aura Dialogue: 0,0:07:42.78,0:07:45.89,Default,,0000,0000,0000,,and just change the interpolation\Nfrom constant to whatever you like. Dialogue: 0,0:07:46.12,0:07:48.23,Default,,0000,0000,0000,,I would recommend the B-spline\Nbecause it gives this really, Dialogue: 0,0:07:48.23,0:07:51.28,Default,,0000,0000,0000,,really nice soft gradient\Nbetween the values that we have. Dialogue: 0,0:07:51.48,0:07:56.14,Default,,0000,0000,0000,,So as I said, just a -- So as I said,\Njust an artistic choice for you to make. Dialogue: 0,0:07:56.37,0:07:59.18,Default,,0000,0000,0000,,And now to put a little bit more\Nlife into this whole effect, Dialogue: 0,0:07:59.24,0:08:02.88,Default,,0000,0000,0000,,we can take the displace controller\Nand just animate it going up. Dialogue: 0,0:08:02.88,0:08:04.87,Default,,0000,0000,0000,,Because as you see with this\Ndisplace controller, Dialogue: 0,0:08:04.87,0:08:07.53,Default,,0000,0000,0000,,the texture that is displacing\Nthe mesh is going up as well. Dialogue: 0,0:08:07.65,0:08:11.68,Default,,0000,0000,0000,,So on the frame one, in his\Nbase position, I'll just click I Dialogue: 0,0:08:11.88,0:08:14.55,Default,,0000,0000,0000,,and add a location keyframe to the first frame. Dialogue: 0,0:08:14.55,0:08:19.41,Default,,0000,0000,0000,,And then on, let's say, frame 20th, I will\Nmove it upwards, and then click I again Dialogue: 0,0:08:19.41,0:08:21.13,Default,,0000,0000,0000,,and add another keyframe location. Dialogue: 0,0:08:21.13,0:08:24.81,Default,,0000,0000,0000,,And now if you play this you can\Nsee that it's moving from 1 to 20. Dialogue: 0,0:08:24.81,0:08:29.37,Default,,0000,0000,0000,,But what we can also do is change the\Ninterpolation to linear by clicking T Dialogue: 0,0:08:29.37,0:08:34.27,Default,,0000,0000,0000,,on the keyboard and choosing linear, and\Nthen shift E and choose linear extrapolation. Dialogue: 0,0:08:34.39,0:08:37.22,Default,,0000,0000,0000,,And this will take these two\Nkeyframes and based on them, Dialogue: 0,0:08:37.35,0:08:40.54,Default,,0000,0000,0000,,it will extrapolate this animation\Nfurther so that we don't need Dialogue: 0,0:08:40.54,0:08:45.13,Default,,0000,0000,0000,,to have the keyframe all the way up there in\Norder to have this animation going infinitely. Dialogue: 0,0:08:45.13,0:08:47.18,Default,,0000,0000,0000,,And then if you want this\Nto go faster or slower, Dialogue: 0,0:08:47.26,0:08:51.82,Default,,0000,0000,0000,,you just move this second keyframe further\Nor crunch it in closer to the first keyframe Dialogue: 0,0:08:51.82,0:08:53.89,Default,,0000,0000,0000,,to have it really, really frantic. Dialogue: 0,0:08:53.89,0:08:56.32,Default,,0000,0000,0000,,I like the slower one, so I'll\Nput it somewhere around here. Dialogue: 0,0:08:56.45,0:09:00.78,Default,,0000,0000,0000,,So with this flamey color done, the\Nnext step is to add those bluish sparks Dialogue: 0,0:09:00.78,0:09:02.75,Default,,0000,0000,0000,,that are moving through the whole aura. Dialogue: 0,0:09:02.81,0:09:06.52,Default,,0000,0000,0000,,I'm talking about those blue sparks that\Nyou can see appearing and disappearing. Dialogue: 0,0:09:06.52,0:09:10.03,Default,,0000,0000,0000,,So for that, first of all, we will\Nduplicate this color ramp with the colors Dialogue: 0,0:09:10.03,0:09:13.24,Default,,0000,0000,0000,,and connect the fernel node to it\Nas well; and let's preview that. Dialogue: 0,0:09:13.24,0:09:18.26,Default,,0000,0000,0000,,And here we want to change the color scheme\Nfrom this orangey, yellowy, flamey looking one Dialogue: 0,0:09:18.26,0:09:20.74,Default,,0000,0000,0000,,into the bluish sort of sparky colors. Dialogue: 0,0:09:20.77,0:09:25.20,Default,,0000,0000,0000,,So we will just go through all those color\Nstops and just move it into the blue areas. Dialogue: 0,0:09:25.40,0:09:29.75,Default,,0000,0000,0000,,So this one here, this one may be a little\Nbit like this, this one much, much brighter, Dialogue: 0,0:09:29.88,0:09:36.21,Default,,0000,0000,0000,,and then the last one going into almost whitish\Njust to have that little oomph at the very edge. Dialogue: 0,0:09:36.24,0:09:39.65,Default,,0000,0000,0000,,Now if you preview this blue spark\Ncolor by plugging it into the emission, Dialogue: 0,0:09:39.65,0:09:44.82,Default,,0000,0000,0000,,you can see that it looks nice, but it looks\Nmuch better if its interpolation is changed Dialogue: 0,0:09:44.82,0:09:48.61,Default,,0000,0000,0000,,to constant because electricity\Nusually is quite harsh and jagged. Dialogue: 0,0:09:48.77,0:09:51.31,Default,,0000,0000,0000,,So I would recommend this,\Nbut again your choice. Dialogue: 0,0:09:51.36,0:09:55.14,Default,,0000,0000,0000,,So let's move back the flamey\N[inaudible] to emission as a default, Dialogue: 0,0:09:55.14,0:09:57.98,Default,,0000,0000,0000,,and then we want this blue\None only to appear in waves. Dialogue: 0,0:09:58.24,0:10:00.74,Default,,0000,0000,0000,,So let's by adding a wave texture. Dialogue: 0,0:10:00.78,0:10:04.19,Default,,0000,0000,0000,,And then again if you have the node\Nwrangler enabled with the node selected, Dialogue: 0,0:10:04.19,0:10:07.46,Default,,0000,0000,0000,,click CTRL T. To get a mapping\Nand texture coordinates node, Dialogue: 0,0:10:07.53,0:10:09.64,Default,,0000,0000,0000,,change it from generated to object. Dialogue: 0,0:10:09.64,0:10:13.10,Default,,0000,0000,0000,,And then as you preview this you can see\Nthat now the waves are going vertically, Dialogue: 0,0:10:13.28,0:10:16.61,Default,,0000,0000,0000,,so we will need to rotate it\Non the y-axis by 90 degrees, Dialogue: 0,0:10:16.61,0:10:20.30,Default,,0000,0000,0000,,and also change the scale all the\Nway down to something like 0.7. Dialogue: 0,0:10:20.41,0:10:21.100,Default,,0000,0000,0000,,So we have those waves quite big. Dialogue: 0,0:10:22.09,0:10:24.79,Default,,0000,0000,0000,,The next step is to animate the phase offset. Dialogue: 0,0:10:24.79,0:10:28.27,Default,,0000,0000,0000,,As you can see we have the single value\Nthat can control the waves going up. Dialogue: 0,0:10:28.46,0:10:33.12,Default,,0000,0000,0000,,So we'll simply type in here hashtag frame\Nwhich is going to change it into a driver, Dialogue: 0,0:10:33.12,0:10:35.26,Default,,0000,0000,0000,,and then we can divide it by let's say 2. Dialogue: 0,0:10:35.26,0:10:38.97,Default,,0000,0000,0000,,And as we play the animation you can see\Nthat these waves are moving downwards. Dialogue: 0,0:10:39.03,0:10:42.90,Default,,0000,0000,0000,,So in order to change the direction, we\Njust need to put a minus sign before. Dialogue: 0,0:10:43.01,0:10:44.02,Default,,0000,0000,0000,,Now it's moving upwards. Dialogue: 0,0:10:44.02,0:10:48.13,Default,,0000,0000,0000,,And if it's moving too slow, you can\Njust change the frame divided by 2 to -- Dialogue: 0,0:10:48.25,0:10:51.23,Default,,0000,0000,0000,,like frame divided by 0.5 whatever you like. Dialogue: 0,0:10:51.23,0:10:55.33,Default,,0000,0000,0000,,I will have it at 0.8 because I found\Nthis value to work great for me. Dialogue: 0,0:10:55.33,0:10:57.41,Default,,0000,0000,0000,,And then in order to refine this gradient, Dialogue: 0,0:10:57.41,0:11:00.69,Default,,0000,0000,0000,,we will get another color ramp\Nright after the wave texture. Dialogue: 0,0:11:00.77,0:11:05.23,Default,,0000,0000,0000,,And this time we will change it to B-spline\Nagain so we have much, much softer gradient. Dialogue: 0,0:11:05.23,0:11:09.02,Default,,0000,0000,0000,,And move the black value all the way in\Nand the white value just a little bit Dialogue: 0,0:11:09.02,0:11:13.52,Default,,0000,0000,0000,,so that we have this really, really\Nwhite value in here, then the gradient, Dialogue: 0,0:11:13.52,0:11:16.61,Default,,0000,0000,0000,,and then the black values in here,\Nwhich is exactly what we're looking for. Dialogue: 0,0:11:16.69,0:11:20.83,Default,,0000,0000,0000,,Now in order to give a little bit more variation\Nto this, we can increase the distortion, Dialogue: 0,0:11:20.86,0:11:24.63,Default,,0000,0000,0000,,the detail scale in order to just give\Nit a little bit of irregularities. Dialogue: 0,0:11:24.78,0:11:30.09,Default,,0000,0000,0000,,Now that we have this wave texture already\Ndone, we will need a mix RGB in order to change Dialogue: 0,0:11:30.09,0:11:33.15,Default,,0000,0000,0000,,between the yellow and the\Nblue based on this mask. Dialogue: 0,0:11:33.25,0:11:38.65,Default,,0000,0000,0000,,So this mask goes into the factor and then\Nthe yellow one goes into the color one input Dialogue: 0,0:11:38.65,0:11:40.52,Default,,0000,0000,0000,,and the blue into the color two input. Dialogue: 0,0:11:40.52,0:11:43.70,Default,,0000,0000,0000,,And the output of the mix RGB\Ngoes straight into the emission. Dialogue: 0,0:11:43.79,0:11:46.80,Default,,0000,0000,0000,,Now as we preview the mix\Nshader, so our final material, Dialogue: 0,0:11:46.80,0:11:50.79,Default,,0000,0000,0000,,you can see that we have this\Nnice sort of sparky wave going Dialogue: 0,0:11:50.79,0:11:52.99,Default,,0000,0000,0000,,from the bottom to the top of the whole effect. Dialogue: 0,0:11:52.99,0:11:54.64,Default,,0000,0000,0000,,But right now it's visible all the time, Dialogue: 0,0:11:54.86,0:11:57.73,Default,,0000,0000,0000,,and I just feel like it's much\Nbetter when it's blinking. Dialogue: 0,0:11:57.73,0:12:00.60,Default,,0000,0000,0000,,So we will need a couple more\Nnodes in order to achieve that. Dialogue: 0,0:12:00.66,0:12:05.05,Default,,0000,0000,0000,,The first one will be a math node\Nchanged from add to ping pong. Dialogue: 0,0:12:05.38,0:12:11.06,Default,,0000,0000,0000,,So in order for us to have a blinking mask, we\Nneed to type in hashtag frame, again, a driver, Dialogue: 0,0:12:11.06,0:12:15.13,Default,,0000,0000,0000,,and then depending on how fast we want it\Nto blink we can divide it by some number. Dialogue: 0,0:12:15.30,0:12:18.77,Default,,0000,0000,0000,,I will leave it at divided by 2\Nbecause I want it to blink quite fast. Dialogue: 0,0:12:18.77,0:12:23.22,Default,,0000,0000,0000,,And now a disclaimer, for those of you that\Nmay have problem with fast-blinking images Dialogue: 0,0:12:23.22,0:12:27.87,Default,,0000,0000,0000,,or epilepsy just maybe skip this part because\NI'm going to preview it and it's just going Dialogue: 0,0:12:27.87,0:12:30.16,Default,,0000,0000,0000,,to blink black and white, so be prepared. Dialogue: 0,0:12:30.16,0:12:32.14,Default,,0000,0000,0000,,So as you can see, it's blinking right now. Dialogue: 0,0:12:32.42,0:12:35.47,Default,,0000,0000,0000,,And if it's too fast, too slow,\Nagain, you can adjust the driver. Dialogue: 0,0:12:35.47,0:12:39.48,Default,,0000,0000,0000,,And one more thing we can do is -- right now as\Nyou can see as we scroll through the animation, Dialogue: 0,0:12:39.48,0:12:42.59,Default,,0000,0000,0000,,it goes from black to gray\Nand only then through white. Dialogue: 0,0:12:42.59,0:12:45.39,Default,,0000,0000,0000,,And we want to skip the gray\Nvalues; we only want zero Dialogue: 0,0:12:45.39,0:12:47.72,Default,,0000,0000,0000,,and one, so like invisible and visible. Dialogue: 0,0:12:47.72,0:12:51.22,Default,,0000,0000,0000,,And for that we will need another math\Nnode, connected right after ping pong, Dialogue: 0,0:12:51.22,0:12:53.89,Default,,0000,0000,0000,,and this time change the add to snap. Dialogue: 0,0:12:53.89,0:12:56.29,Default,,0000,0000,0000,,And this will snap to whatever\Nvalue we have in here. Dialogue: 0,0:12:56.29,0:13:01.67,Default,,0000,0000,0000,,So I will put in one so it snaps to every\Nround number without anything after comma. Dialogue: 0,0:13:01.76,0:13:03.65,Default,,0000,0000,0000,,Again disclaimer, flashing images. Dialogue: 0,0:13:03.70,0:13:08.39,Default,,0000,0000,0000,,As you preview this, you have a\Nclear zero to one mask flashing. Dialogue: 0,0:13:08.39,0:13:12.77,Default,,0000,0000,0000,,So we move this a little bit further, get\Nanother math node, and this time it's going Dialogue: 0,0:13:12.77,0:13:16.62,Default,,0000,0000,0000,,to be multiplying, and we want to\Nmultiply the result of the snap Dialogue: 0,0:13:16.80,0:13:19.16,Default,,0000,0000,0000,,with the color ramp going from our wave texture. Dialogue: 0,0:13:19.31,0:13:22.05,Default,,0000,0000,0000,,So if we preview that we\Nhave the same blinking thing, Dialogue: 0,0:13:22.16,0:13:25.37,Default,,0000,0000,0000,,but this time it's the waves\Nthat are blinking upwards. Dialogue: 0,0:13:25.42,0:13:27.85,Default,,0000,0000,0000,,And this goes into the mix RGB factor. Dialogue: 0,0:13:28.03,0:13:32.79,Default,,0000,0000,0000,,Now as we preview everything, you should have\Nthis really blue sparks only visible every now Dialogue: 0,0:13:32.79,0:13:34.73,Default,,0000,0000,0000,,and then depending on how fast it's blinking. Dialogue: 0,0:13:34.73,0:13:37.95,Default,,0000,0000,0000,,And I just feel like it looks so much\Nbetter than when it's always visible. Dialogue: 0,0:13:38.08,0:13:41.67,Default,,0000,0000,0000,,You can, of course, adjust the size\Nof the waves and the scale of it all, Dialogue: 0,0:13:41.67,0:13:44.73,Default,,0000,0000,0000,,so like the scale of the wave\Ntexture in order to have less Dialogue: 0,0:13:44.85,0:13:47.36,Default,,0000,0000,0000,,or more of the sparks going at the same time. Dialogue: 0,0:13:47.45,0:13:48.58,Default,,0000,0000,0000,,Again, all up to you. Dialogue: 0,0:13:48.86,0:13:50.74,Default,,0000,0000,0000,,I will maybe change it to like 0.4. Dialogue: 0,0:13:50.83,0:13:54.68,Default,,0000,0000,0000,,And here now is the time to sort of\Nadjust all the values that you want. Dialogue: 0,0:13:54.68,0:13:57.89,Default,,0000,0000,0000,,And just small tip, it's better\Nif your background is much, Dialogue: 0,0:13:57.89,0:14:02.14,Default,,0000,0000,0000,,much darker than this grayish value\Nthen everything that's happening is just Dialogue: 0,0:14:02.14,0:14:02.72,Default,,0000,0000,0000,,more visible. Dialogue: 0,0:14:02.72,0:14:06.66,Default,,0000,0000,0000,,So I would recommend just go into the world\Nsettings, change the color to something, Dialogue: 0,0:14:06.66,0:14:11.26,Default,,0000,0000,0000,,I don't know maybe bluish, and then get the\Nvalue all the way down to almost like black Dialogue: 0,0:14:11.26,0:14:14.01,Default,,0000,0000,0000,,but not quite, and then you\Nsee what's really going on. Dialogue: 0,0:14:14.07,0:14:16.82,Default,,0000,0000,0000,,So again, all the values that we\Nwent through, all the color ramps, Dialogue: 0,0:14:16.88,0:14:18.90,Default,,0000,0000,0000,,just feel free to adjust them as you wish. Dialogue: 0,0:14:18.90,0:14:20.39,Default,,0000,0000,0000,,I think I will leave it as it is. Dialogue: 0,0:14:20.43,0:14:23.85,Default,,0000,0000,0000,,Now as you can see the difference\Nis that my frame rate here is much, Dialogue: 0,0:14:23.85,0:14:29.60,Default,,0000,0000,0000,,much higher than in the presentation video and\Nthat is because I just like this 12 FPS sort Dialogue: 0,0:14:29.60,0:14:34.55,Default,,0000,0000,0000,,of look that I have had in this scene, and\Nyou can easily have that as well just going Dialogue: 0,0:14:34.55,0:14:40.18,Default,,0000,0000,0000,,into the render settings, and change the frame\Nrate from 24 to custom and then just type in 12. Dialogue: 0,0:14:40.24,0:14:45.29,Default,,0000,0000,0000,,But then again, the whole like speed of your\Nanimation, speed of your displace controller, Dialogue: 0,0:14:45.51,0:14:48.78,Default,,0000,0000,0000,,everything has to be adjusted based on\Nthe frame rate that you choose to have. Dialogue: 0,0:14:48.88,0:14:52.25,Default,,0000,0000,0000,,So for this tutorial I will just\Nuse 30 to have smooth-looking thing, Dialogue: 0,0:14:52.37,0:14:54.69,Default,,0000,0000,0000,,but just know that it's a possibility in order Dialogue: 0,0:14:54.69,0:14:57.03,Default,,0000,0000,0000,,to achieve a totally different\Nlook to the whole thing. Dialogue: 0,0:14:57.03,0:14:59.100,Default,,0000,0000,0000,,So now the last thing to do\Nis the stones, the particles Dialogue: 0,0:14:59.100,0:15:00.98,Default,,0000,0000,0000,,and that is done with the particle system. Dialogue: 0,0:15:01.36,0:15:06.92,Default,,0000,0000,0000,,So we can just shift a mesh plane to\Nhave a particle emitter on the bottom Dialogue: 0,0:15:06.92,0:15:09.91,Default,,0000,0000,0000,,of the whole aura, and we\Ncan also name it emitter. Dialogue: 0,0:15:09.91,0:15:11.89,Default,,0000,0000,0000,,And then we need just couple of stones. Dialogue: 0,0:15:11.89,0:15:14.98,Default,,0000,0000,0000,,And I just simply took mesh, rock generator. Dialogue: 0,0:15:14.98,0:15:19.30,Default,,0000,0000,0000,,I believe you need to have an add-on\Nenabled for that as well which is, I think, Dialogue: 0,0:15:19.30,0:15:21.56,Default,,0000,0000,0000,,extra object add mesh extra object. Dialogue: 0,0:15:21.62,0:15:22.68,Default,,0000,0000,0000,,So make sure it's enabled. Dialogue: 0,0:15:22.68,0:15:24.55,Default,,0000,0000,0000,,Or you can just create any rock that you want. Dialogue: 0,0:15:24.55,0:15:27.12,Default,,0000,0000,0000,,I just found that this method is so much faster. Dialogue: 0,0:15:27.12,0:15:28.38,Default,,0000,0000,0000,,You just generate a rock. Dialogue: 0,0:15:28.38,0:15:32.69,Default,,0000,0000,0000,,You go into the modifier stack, apply all\Nof them, and then add a decimate modifier, Dialogue: 0,0:15:32.83,0:15:36.29,Default,,0000,0000,0000,,and just go all the way down until\Nyou have like a low-poly version. Dialogue: 0,0:15:36.29,0:15:40.60,Default,,0000,0000,0000,,In order to see the faces better, you just right\Nclick, shade flat, and then bring it all the way Dialogue: 0,0:15:40.60,0:15:42.23,Default,,0000,0000,0000,,down and then apply the decimate. Dialogue: 0,0:15:42.23,0:15:44.73,Default,,0000,0000,0000,,And you can just generate a few rocks like that. Dialogue: 0,0:15:44.73,0:15:47.53,Default,,0000,0000,0000,,Decimate all the way down, shade flat, and done. Dialogue: 0,0:15:47.61,0:15:51.60,Default,,0000,0000,0000,,So when you have your rock collection, I don't\Nknow how many different variations you want, Dialogue: 0,0:15:51.60,0:15:54.85,Default,,0000,0000,0000,,just select both of them, click\NM and choose new collection. Dialogue: 0,0:15:54.93,0:15:58.82,Default,,0000,0000,0000,,Name them rocks or something like that, and\Nthis should create a new collection for you. Dialogue: 0,0:15:58.82,0:16:03.16,Default,,0000,0000,0000,,And now in our particle emitter, in this\Nplane, we can create a particle system, Dialogue: 0,0:16:03.16,0:16:06.88,Default,,0000,0000,0000,,and under render, change the\Nrender as from halo to collection, Dialogue: 0,0:16:06.96,0:16:09.21,Default,,0000,0000,0000,,and the collection being\Nrocks that we just created. Dialogue: 0,0:16:09.28,0:16:12.58,Default,,0000,0000,0000,,We can change the scale also to\None, so we see what's going on. Dialogue: 0,0:16:12.58,0:16:15.12,Default,,0000,0000,0000,,And as you click play you\Ncan see we have our rocks. Dialogue: 0,0:16:15.22,0:16:18.51,Default,,0000,0000,0000,,Now first of all, of course let's\Nincrease the scale randomness Dialogue: 0,0:16:18.62,0:16:20.82,Default,,0000,0000,0000,,so we have a variation with the scale. Dialogue: 0,0:16:20.90,0:16:24.96,Default,,0000,0000,0000,,Let's choose the frame, start to be\Nlike minus 50, so we have a little bit Dialogue: 0,0:16:24.96,0:16:27.44,Default,,0000,0000,0000,,of pre-warm before the whole animation starts. Dialogue: 0,0:16:27.50,0:16:32.45,Default,,0000,0000,0000,,The end also 250 so it encompasses the whole\Nanimation frame that we have right here. Dialogue: 0,0:16:32.45,0:16:34.84,Default,,0000,0000,0000,,And now first of all, obviously\Nthe rocks are falling. Dialogue: 0,0:16:34.84,0:16:37.66,Default,,0000,0000,0000,,We don't want them to fall -- all\Nthe way down into field weights, Dialogue: 0,0:16:37.74,0:16:39.99,Default,,0000,0000,0000,,and turn down the gravity all the way to zero. Dialogue: 0,0:16:40.04,0:16:44.36,Default,,0000,0000,0000,,This will make our particles go up but\Nin very uniform and not pleasing way. Dialogue: 0,0:16:44.36,0:16:48.90,Default,,0000,0000,0000,,So first of all, let's decrease the number\Nto, like, something more sensible maybe 100. Dialogue: 0,0:16:48.90,0:16:55.12,Default,,0000,0000,0000,,And then under the velocity tab, let's add a\Nobject aligned Z velocity, one meter per second, Dialogue: 0,0:16:55.12,0:16:58.88,Default,,0000,0000,0000,,and then under randomize let's\Nincrease it to something like one. Dialogue: 0,0:16:58.99,0:17:01.78,Default,,0000,0000,0000,,So we can see that the rocks\Nare not going straight up Dialogue: 0,0:17:01.88,0:17:04.31,Default,,0000,0000,0000,,but have a little bit of random velocity. Dialogue: 0,0:17:04.38,0:17:07.58,Default,,0000,0000,0000,,We can also increase the\Nlifetime randomness to like 0.5. Dialogue: 0,0:17:07.69,0:17:10.52,Default,,0000,0000,0000,,So not all of them will disappear\Nat the same height. Dialogue: 0,0:17:10.52,0:17:13.27,Default,,0000,0000,0000,,Next thing, as you can see,\Nthey're all rotated the same way. Dialogue: 0,0:17:13.49,0:17:15.33,Default,,0000,0000,0000,,So under rotation, let's enable it. Dialogue: 0,0:17:15.33,0:17:19.93,Default,,0000,0000,0000,,Crank the randomize all the way up, the\Nrandomized phase all the way up, enable dynamic. Dialogue: 0,0:17:19.93,0:17:25.24,Default,,0000,0000,0000,,And under angular velocity we can increase the\Namount so that they will rotate as they fly Dialogue: 0,0:17:25.24,0:17:29.06,Default,,0000,0000,0000,,up as well, which I think gives a little\Nbit more dynamism to the whole scene. Dialogue: 0,0:17:29.14,0:17:32.93,Default,,0000,0000,0000,,Now if they are a little bit too big,\Nyou can either scale your models down, Dialogue: 0,0:17:32.100,0:17:37.80,Default,,0000,0000,0000,,or scale them under the render tab to scale\Na little bit lower so they are not as big. Dialogue: 0,0:17:37.89,0:17:39.76,Default,,0000,0000,0000,,And now I think the last thing to do is -- Dialogue: 0,0:17:39.76,0:17:43.10,Default,,0000,0000,0000,,as you can see they just fly up\Nand disappear sort of abruptly. Dialogue: 0,0:17:43.18,0:17:46.60,Default,,0000,0000,0000,,In order to make this transition much,\Nmuch smoother, we scroll all the way Dialogue: 0,0:17:46.60,0:17:50.29,Default,,0000,0000,0000,,down until we find the textures\Ntab, then open it up, click new. Dialogue: 0,0:17:50.43,0:17:55.04,Default,,0000,0000,0000,,To create new texture, go into the textures tab\Nagain, change type from image or movie to blend, Dialogue: 0,0:17:55.04,0:17:57.05,Default,,0000,0000,0000,,and we will use this texture in order Dialogue: 0,0:17:57.05,0:18:01.57,Default,,0000,0000,0000,,to tell the particle system how big the\Nparticles should be at given moment of life. Dialogue: 0,0:18:01.69,0:18:04.54,Default,,0000,0000,0000,,So first of all, open influence,\Nand we want this texture only Dialogue: 0,0:18:04.58,0:18:07.47,Default,,0000,0000,0000,,to influence the size of our particle. Dialogue: 0,0:18:07.47,0:18:09.63,Default,,0000,0000,0000,,And then under mapping --\Nthe coordinates we want Dialogue: 0,0:18:09.67,0:18:12.77,Default,,0000,0000,0000,,to be not generated but per strand and particle. Dialogue: 0,0:18:12.86,0:18:17.44,Default,,0000,0000,0000,,So each of this particle will be affected\Nby this texture as its own entity basically. Dialogue: 0,0:18:17.44,0:18:18.62,Default,,0000,0000,0000,,Now let's open colors. Dialogue: 0,0:18:18.71,0:18:20.70,Default,,0000,0000,0000,,Enable color ramp and open it up. Dialogue: 0,0:18:20.70,0:18:24.86,Default,,0000,0000,0000,,And here, first of all, let's increase the alpha\Nof this to like one so we see what we're doing. Dialogue: 0,0:18:24.98,0:18:28.39,Default,,0000,0000,0000,,This basically represents the scale\Nof our object throughout its life. Dialogue: 0,0:18:28.39,0:18:30.65,Default,,0000,0000,0000,,So black is zero, obviously; white is one. Dialogue: 0,0:18:30.75,0:18:34.87,Default,,0000,0000,0000,,So we want it to start with the\Nsize one, and then as it grows old, Dialogue: 0,0:18:34.87,0:18:37.21,Default,,0000,0000,0000,,we want it to be zero by the time it disappears. Dialogue: 0,0:18:37.25,0:18:41.48,Default,,0000,0000,0000,,We can also change the interpolation to\NB-spline to have much smoother transition Dialogue: 0,0:18:41.48,0:18:43.15,Default,,0000,0000,0000,,and just bring it a little bit closer. Dialogue: 0,0:18:43.15,0:18:46.86,Default,,0000,0000,0000,,So as you can see the particles\Nnow start with their normal size Dialogue: 0,0:18:46.86,0:18:49.98,Default,,0000,0000,0000,,and then they just gradually\Nscale down until they disappear. Dialogue: 0,0:18:50.05,0:18:53.41,Default,,0000,0000,0000,,We can increase the render scale now\Nbecause they are a little bit small. Dialogue: 0,0:18:53.52,0:18:57.57,Default,,0000,0000,0000,,And when you're happy with your particles\Ngoing up, the last thing to do is take them Dialogue: 0,0:18:57.73,0:19:01.10,Default,,0000,0000,0000,,and create a material for them because right\Nnow in the render preview as you can see, Dialogue: 0,0:19:01.10,0:19:03.86,Default,,0000,0000,0000,,we have this emissive color,\Nand then we have those stones, Dialogue: 0,0:19:03.95,0:19:05.79,Default,,0000,0000,0000,,and then it depends what you want to go for. Dialogue: 0,0:19:05.91,0:19:11.02,Default,,0000,0000,0000,,I, in my previous scene, had a simple\Nsetup of area light shining from the top, Dialogue: 0,0:19:11.05,0:19:13.45,Default,,0000,0000,0000,,quite big and quite strong, and based Dialogue: 0,0:19:13.45,0:19:18.25,Default,,0000,0000,0000,,on this light information I had the stones\Ncell shaded, and I will show you how. Dialogue: 0,0:19:18.37,0:19:20.35,Default,,0000,0000,0000,,So first of all let's select the stone, Dialogue: 0,0:19:20.35,0:19:23.89,Default,,0000,0000,0000,,and in the material editor click\Nnew to create new material. Dialogue: 0,0:19:23.89,0:19:27.70,Default,,0000,0000,0000,,And we can delete the principled\NBSDF and instead have a diffuse. Dialogue: 0,0:19:27.70,0:19:32.03,Default,,0000,0000,0000,,And now right after the diffuse,\Nwe want a shader to RGB node, Dialogue: 0,0:19:32.08,0:19:35.95,Default,,0000,0000,0000,,which is going to take the shader\Ninformation and turn it into an RGB color, Dialogue: 0,0:19:36.01,0:19:38.22,Default,,0000,0000,0000,,which we can further connect to a color ramp. Dialogue: 0,0:19:38.34,0:19:39.67,Default,,0000,0000,0000,,And let me show you what it does. Dialogue: 0,0:19:39.79,0:19:44.58,Default,,0000,0000,0000,,So it takes this information of how this\Nobject looks like being lit by the light, Dialogue: 0,0:19:44.58,0:19:47.17,Default,,0000,0000,0000,,and based on that we can just\Ngive it some different color. Dialogue: 0,0:19:47.28,0:19:50.57,Default,,0000,0000,0000,,So because it's stone, I went\Nwith like the basic brown set up. Dialogue: 0,0:19:50.57,0:19:51.85,Default,,0000,0000,0000,,Oh, let's do it again as well. Dialogue: 0,0:19:51.96,0:19:55.44,Default,,0000,0000,0000,,Change the interpolation to constant\Nagain to have the cell-shaded look. Dialogue: 0,0:19:55.44,0:19:57.98,Default,,0000,0000,0000,,Now the second one's going to be\Nmuch brighter but not too bright. Dialogue: 0,0:19:58.05,0:20:00.29,Default,,0000,0000,0000,,Add a highlight, highlight on top. Dialogue: 0,0:20:00.60,0:20:02.86,Default,,0000,0000,0000,,So yeah, you can spend much\Nmore time adjusting it. Dialogue: 0,0:20:02.86,0:20:04.51,Default,,0000,0000,0000,,I'm just hungry so I'm going to wrap it up. Dialogue: 0,0:20:04.51,0:20:08.14,Default,,0000,0000,0000,,So simply select the second rock\Ngoing in here and choose the material Dialogue: 0,0:20:08.14,0:20:09.76,Default,,0000,0000,0000,,that we just created for our rocks. Dialogue: 0,0:20:09.83,0:20:14.73,Default,,0000,0000,0000,,And now as you see as they fly upwards, as\Nthe light changes, the material reflects Dialogue: 0,0:20:14.81,0:20:16.62,Default,,0000,0000,0000,,that as well and changes with it. Dialogue: 0,0:20:16.62,0:20:21.37,Default,,0000,0000,0000,,If the lighting is too strong for you, then\Nyou can always just decrease the strength Dialogue: 0,0:20:21.70,0:20:25.24,Default,,0000,0000,0000,,of the light, and as you can see it\Naffects the color because, again, Dialogue: 0,0:20:25.36,0:20:28.50,Default,,0000,0000,0000,,it's taking the diffuse shader\Nand then turning it into color. Dialogue: 0,0:20:28.61,0:20:31.74,Default,,0000,0000,0000,,So depending on the how the diffuse\Nshader looks in the first place, Dialogue: 0,0:20:31.91,0:20:33.57,Default,,0000,0000,0000,,that's how the result is going to look like. Dialogue: 0,0:20:33.57,0:20:37.06,Default,,0000,0000,0000,,And yeah, because it's aura, one\Nlast thing, you can select it. Dialogue: 0,0:20:37.11,0:20:38.67,Default,,0000,0000,0000,,You can see we have a shadow right now -- Dialogue: 0,0:20:38.76,0:20:42.38,Default,,0000,0000,0000,,go into the material properties and\Nunder the shadow mode just click none Dialogue: 0,0:20:42.73,0:20:45.99,Default,,0000,0000,0000,,so that it doesn't cast any shadow\Nbecause I just believe it shouldn't. Dialogue: 0,0:20:45.99,0:20:48.10,Default,,0000,0000,0000,,And this would be it for the tutorial. Dialogue: 0,0:20:48.14,0:20:52.54,Default,,0000,0000,0000,,I hope that you learned something, that you\Nenjoyed it, and you will be able to use it Dialogue: 0,0:20:52.54,0:20:54.65,Default,,0000,0000,0000,,in your personal project,\Nwhich I would love to see. Dialogue: 0,0:20:54.74,0:20:56.85,Default,,0000,0000,0000,,If you do so, please share with me on Twitter. Dialogue: 0,0:20:56.97,0:20:58.35,Default,,0000,0000,0000,,Link for that in the description. Dialogue: 0,0:20:58.35,0:21:01.78,Default,,0000,0000,0000,,And if you have any requests for the future\Ntutorials, comment section is for you. Dialogue: 0,0:21:01.78,0:21:03.14,Default,,0000,0000,0000,,And I will see you in the next one. Dialogue: 0,0:21:03.35,0:21:03.65,Default,,0000,0000,0000,,Bye bye.