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>> Hello and welcome, everyone,
to another video.
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>> Hello and welcome everyone to another video.
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Recently, I have created this Dragon
Ball Z aura type effect in Blender.
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Recently I have created this Dragon Ball Z aura
type effect in Blender, and today I'm going
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And today, I'm going to show you
how you can make it yourself.
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to show you how you can make it yourself.
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Of course, as most of my videos,
this effect is fully procedural.
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Of course as most of my videos
this effect is fully procedural.
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So, if you don't like something about
it or you just have your own vision,
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So if you don't like something about
it or you just have your own vision,
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then chances are you can just adjust the values
that I will show you later and make it your own.
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then chances are you can just adjust the values
that I will show you later and make it your own.
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So, again, as in every video, if you managed
to make something out of it or use it
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So again, as in every video, if you manage
to make something out of it or use it
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in some scene, I would really
love to see your creation,
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in some scene, I would really
love to see your creation.
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so make sure to share with me on Twitter.
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So make sure to share with me on Twitter,
link for that is in the description.
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Link for that is in the description.
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And now, let's just jump right into Blender.
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And now let's just jump right into Blender.
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So, first of all, we will delete everything
and we will start with a mesh sphere.
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So first of all, we will delete everything
and we'll start with a mesh sphere.
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And for those of you that watched my
recent tutorial about the fire effect,
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And for those of you that watched my
recent tutorial about the fire effect,
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the beginning is going to be very, very similar.
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the beginning is going to be very, very similar.
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So, you may just skip to
the shader creation part.
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So you may just skip to the
shader creation part.
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And for those of you that are new,
we will start by going into modifiers
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And for those of you that are new,
we will start by going into modifiers
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and add a subdivision surface modifier as
first one, then a normal edit modifier,
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and add a subdivision surface modifier as
first one, then a normal edit modifier,
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and as last we will add a displace modifier.
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and as last, we will add a displace modifier.
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So, your stack should look something like this.
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So your stack should look something like this.
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The next step, we will create an
empty and put it below ours here.
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The next step, we'll create an
empty and put it below our sphere.
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Let's also name it "normal
controller" because we will use it
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Let's also name it normal
controller because we will use it
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to control the normals of our sphere.
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to control the normals of our sphere.
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It may not make a lot of sense
right now but just bear with me
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It may not make a lot of sense
right now, but just bear with me
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and you should soon see visually
what I'm talking about.
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and you should soon see visually
what I'm talking about.
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So, now, let's go into the displace modifier
and click "new" to get a new texture.
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So now let's go into the displace
modifier and click new to get a new texture
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And go down to the texture tab
and change the type to clouds.
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and go down to the texture tab
and change the type to clouds.
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Now, back in the modifier stack in
the normal edit, the target is going
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Now back in the modifier stack in
the normal edit, the target is going
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to be the normal controller,
so the empty we created.
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to be the normal controller,
so the empty we created.
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And then, open up mix and change
the mix mode from copy to add.
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And then open up mix and change
the mix mode from copy to add.
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You may also notice that we have this
warning that tells us to enable auto smooth
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You may also notice that we have this
warning that tells us to enable auto smooth
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for this modifier to work,
so we'll do just that.
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for this modifier to work,
so we'll do just that.
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Go to the object data properties,
normals, and enable auto smooth.
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Go to the object data properties,
normals, and enable auto smooth.
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Now, as you can see, not much happened.
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Now as you can see not much happened,
but as you move this empty around,
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But as you move this empty around, it may
look like we are moving a light source,
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it may look like we are moving
a light source and that is
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and that is because we are actually
editing the normals of our mesh,
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because we are actually editing
the normals of our mesh,
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which also means we can use these
custom normals in our displace modifier
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which also means we can use this
custom normals in our displace modifier
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to displace it only where we want to.
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to displace it only where we want to.
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So, in the displace modifier,
change the direction from normal
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So in the displace modifier,
change the direction from normal
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to custom normal, so the one we edit.
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to custom normal, so the one we edit.
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And now as you move the empty, you can see
that the mesh is being displaced according
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And now as you move the empty, you can see
that the mesh is being displaced according
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to the custom normal that
we are editing in real time.
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to the custom normal that we
are editing in the real time.
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So, let's keep it under.
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So let's keep it under.
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And now, in order to have further control
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And now in order to have further control
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over the displacement itself,
we will create another empty.
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over the displacement itself,
we will create another empty.
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So, again, empty.
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So again, empty plane axis is fine
or any other will do just fine.
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Plain access is fine or any
other will do just fine.
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And this one we will call a displace controller.
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And this one we will call a displace controller.
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Now, back in our sphere in
the displace modifier,
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Now back in our sphere, in the displace
modifier, change coordinates from local
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change coordinates from local to object.
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to object, and the object is going to be
the displace controller that we created.
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And the object is going to be the
displace controller that we created.
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This way, we can easily control the
displace texture by simply scaling our empty.
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This way we can easily control the displace
texture by simply scaling our empty.
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Also, moving it around is going to phase
through the three-dimensional texture.
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Also moving it around is going to phase
through the three-dimensional texture.
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Now, with this basic setup, let's make our aura
look like an aura, so sort of an egg shape.
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Now with this basic set up, let's make our aura
look like an aura, so sort of an egg shape.
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We can just pick the top vertex.
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We can just pick the top vertice, and with the
proportional editing enabled we can simply move
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And with the proportional editing enabled, we
can see simply move it up and just adjust it.
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it up and just adjust it.
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Just make it look like a sort
of egg or a droplet of water.
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Just make it look like a sort of egg or
a droplet of water, and then when you get
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And then when you get out of the edit mode,
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out of the edit mode you can see that
it resembles aura a little bit more.
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you can see that it resembles
aura a little bit more.
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Now, one thing to pay attention to is
when you go back into the edit mode,
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Now one thing to pay attention to is
when you go back into the edit mode,
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you can see that the density of the vertices
is much higher down here than it is up here,
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you can see that the density of the vertices
is much higher down here than it is up here.
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so it is a good practice to sort of even it out.
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So it is a good practice to sort of even it out.
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So, feel free to just add some loop cuts in the
middle to sort of have a uniform or at least
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So feel free to just add some loop cuts
in the middle to sort of have a uniform --
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or at least around a uniform
across the whole surface.
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around a uniform across the whole surface.
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So, with that done, right-click shade
smooth so we have a nice smooth sort
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So with that done, right click shade
smooth so we have a nice smooth sort
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of bush looking mesh, which is perfectly fine.
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of bush-looking mesh which is perfectly fine.
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Don't worry too much about the
displacement and the values so far
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Don't worry too much about
displacement and the value so far
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yet because we can always
adjust it later down the road.
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yet because we can always
adjust it later down the road.
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And now, let's just focus
on the material itself.
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And now let's just focus on the material itself.
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So, let's get a new window,
change it to shader editor,
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So let's get a new window, change it to shader
editor, and click new to create a new material.
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and click "new" to create a new material.
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We can delete the principled BDSF and get an
emission shader node as well as transparent BDSF
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We can delete the principled BDSF and
get a emission shader node as well
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as transparent BSDF, and also a mix shader
connected like so, the transparent on top
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and also a mix shader connected like so,
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the transparent on top and
the emission on the bottom.
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and emission on the bottom, and now let's add
a fernel node as well as layer weight node.
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And now, let's add a Fresnel node
as well as layer weight node.
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Now, let's also go into the render
preview so we see what we're doing.
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Now let's also go into the render
preview so we see what we're doing.
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And as we preview the Fresnel node, the
preview is control-shift left mouse button,
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And as we preview the fernel node -- the
preview is ctrl shift left mouse button,
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but you have to have a node wrangler enabled.
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but you have to have a node wrangler enabled.
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For those of you wondering, it's
under edit, preferences, add-ons.
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For those of you wondering it's
under edit, preferences, add-ons.
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And by default, it should be in Blender
already, so just make sure it's enabled.
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And by default it should be in Blender
already, so just make sure it's enabled.
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So, the Fresnel node as you see gives us this
really, really nice effect where only the edges
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So the fernel node as you see gives us this
really, really nice effect where only the edges
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of the mesh is highlighted, which is going to
play perfectly into what we are trying to do.
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of the mesh is highlighted which is going to
play perfectly into what we are trying to do.
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So, right after Fresnel node,
let's add a color ramp.
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So right after fernel node
let's add a color ramp,
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And here, we can already
start laying in some colors.
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and here we can already start
laying in some colors.
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First of all, let's change the
interpolation from linear to constant
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First of all, let's change the
interpolation from linear to constant
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so that we don't have any gradient, but rather
sharp contrasty look between the colors.
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so that we don't have any gradient but rather
sharp, contrasty look between the colors.
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And now, let's start with the darkest being
sort of reddish, maybe something like this.
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And now let's start with the darkest being
sort of reddish, maybe something like this.
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Then, the next one, we will go through
orange then to yellow and the last one sort
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Then the next one it will go through orange,
then to yellow, and the last one sort
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of washed out yellow going into the white.
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of washed out yellow going into the white.
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Now, we can adjust it as it is
right now or you can do it later.
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Now we can adjust it as it is
right now or you can do it later.
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Just make sure it looks something like that,
it gradually goes from darkest to the lightest
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Just make sure it looks something like that.
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It gradually goes from darkest to the
lightest in the edges poking out of the mesh.
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in the edges poking out of the mesh,
but don't worry about it too much.
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But don't worry about it too much,
we can always come back to it later.
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We can always come back to it later.
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And this color ramp is going
straight into the emission node.
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And this color ramp is going
straight into the emission node.
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Now, as we preview the mix shader,
you can see that we have just that
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Now as we preview the mix shader,
you can see that we have just that
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and we don't have any transparency yet, and
that is because first of all we need to go
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and we don't have any transparency yet, and
that is because first of all we need to go
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into the material properties and in blend
mode enable alpha blend instead of opaque.
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into the material properties and in blend
mode enable alpha blend instead of opaque.
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And the second thing, let's
also enable backface culling.
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And the second thing, let's
also enable back face culling.
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Now, as you see, everything is sort of half
transparent because this mix shader is now set
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Now as you see everything is sort of half
transparent because this mix shader is now set
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to being half transparent
BDSF and half emission.
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to being half transparent
BSDF and half emission.
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So, what we need to do is we
need to get an alpha mask.
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So what we need to do is we
need to get an alpha mask,
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And for this, we will use
this layer weight node.
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and for this we will use this layer weight node.
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So, let's get another color ramp and
connect facing into the color ramp.
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So let's get another color
ramp and connect the facing
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into the color ramp, and let's preview this.
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And let's preview this.
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Here, we can change the interpolation
from linear to B-spline
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Here we can change the interpolation
from linear to B-spline
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to get a much softer gradient than with linear.
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to get a much softer gradient than with linear.
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And also, let's bring in
the black value quite high.
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And also, let's bring in
the black value quite high
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And the white one, just slightly
move it from the edge to like 0.9.
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and the white one just slightly
move it from the edge to like 0.9.
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Now, let's duplicate this color ramp and this
time connect it with Fresnel from layer weight.
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Now let's duplicate this color ramp, and this
time connect it with fernel from layer weight.
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And as you preview this one, it
has slightly different result.
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And as you preview this one it
has slightly different result.
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You can see that the facing has more
of that gradient going into our aura
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You can see that the facing has more
of that gradient going into our aura,
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and fernel only really highlights
the very edges.
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and Fresnel only really highlights
the very edges.
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So, here, we can actually dial
back this black value a little bit
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So here we can actually dial back this black
value a little bit to have that gradient
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to have that gradient as well.
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as well, and now we just need to
combine these two color ramps.
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And now, we just need to
combine these two color ramps.
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So, let's get a math node, connect
both of them together, leave it at add.
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So let's get a math node, connect both of them
together; leave it at add; let's preview that.
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Let's preview that.
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And the only thing you need to do
is enable clamp just to make sure
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And the only thing you need to do
is enable clamp just to make sure
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that the white values do not exceed
one because this will go directly
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that the white values do not exceed
one because this will go directly
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into the mix shader factor, and so everything
of value one is going to be fully opaque
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into the mix shader factor, and so everything
of value one is going to be fully opaque,
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and the black values are
going to be transparent.
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and the black values are
going to be transparent.
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So, as we preview this, we can see that we
already have something going on in here.
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So as we preview this, we can see that we
already have something going on in here.
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Now, make sure that the backface culling
is on because if you turn it off,
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Now make sure that the back face calling is
on because if you turn it off then you see
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then you see that we have some sort of artifact.
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that we have some sort of artifact.
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Not sure why it happens, but it does.
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Not sure why it happens, but it does,
so just make sure it's checked in.
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So, just make sure it's checked in.
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And here, we can adjust the color ramp values
just to make sure that our colors are popping
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And here we can adjust the color ramp values
just to make sure that our colors are popping
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in nicely and they are not too faded, but
also that we still have this nice gradient.
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in nicely and they are not too faded but
also that we still have this nice gradient.
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Also, if this mesh is pretty spiky,
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Also if this mesh is pretty spiky, remember
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remember that in the modifier stack we added
a subdivision modifier at the beginning,
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that in the modifier stack we
added a subdivision modifier,
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at the beginning so you can
up the levels of subdivision.
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so we can up the levels of subdivision and
this should give you a lot more geometry
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And this should give you a
lot more geometry to work
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to work with, which should also make
the gradient a little bit smooth.
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with which should also make the
gradient a little bit smooth.
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And then as you see in my case, I have
very noisy displacement going on right now
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And then as you see in my case, I have
very noisy displacement going on right now
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and that is why we have this displace controller
in here so we can easily just scale it
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and that is why we have this displace controller
in here so we can easily just scale it
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up a little bit in order
to get much softer results.
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up a little bit in order to
get much, much softer results.
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Now, because it's an aura and it's supposed
to be glowing, we can up the emission strength
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Now because it's an aura and it's supposed to
be glowing, we can up the emission strength
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in here to something like maybe 10.
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in here to something like maybe ten.
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And if you don't have this glow going
around your mesh, just make sure that you go
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And if you don't have this glow going
around your mesh, just make sure that you go
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into the render settings
and you have a bloom enabled
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into the render settings
and you have a bloom enabled
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because that's the setting that's
allowing your emissive areas to glow.
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because that's the setting that's
allowing your emissive areas to glow.
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Now, as you can see, we have very cell
shaded sort of stylized look of the aura.
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Now as you can see, we have [inaudible]
shaded, sort of stylized look of the aura.
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And if you want to have it more
gradual, I would say blurry or smooth,
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And if you want to have it more
gradual, I would say blurry or smooth,
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you can go into this color ramp that
is dealing with the color of your aura
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you can go into this color ramp that
is dealing with the color of your aura
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and just change the interpolation
from constant to whatever you like.
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and just change the interpolation
from constant to whatever you like.
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I would recommend B-spline
because it gives this really,
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I would recommend the B-spline
because it gives this really,
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really nice soft gradient
between the values that we have.
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really nice soft gradient
between the values that we have.
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So as I said, just a -- So as I said,
just an artistic choice for you to make.
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So, as I said, just an artistic
choice for you to make.
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And now, to put a little bit
more life into this whole effect,
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And now to put a little bit more
life into this whole effect,
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we can take the displace controller and
just animate it going up because as you see
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we can take the displace controller
and just animate it going up.
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Because as you see with this
displace controller,
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with the displace controller, the texture that
is displacing the mesh is going up as well.
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the texture that is displacing
the mesh is going up as well.
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So, on the frame one in his base
position, I'll just click "I"
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So on the frame one, in his
base position, I'll just click I
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and add a location keyframe to the first frame.
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and add a location keyframe to the first frame.
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And then on let's say frame 20th, I will
move it upwards and then click "I" again
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And then on, let's say, frame 20th, I will
move it upwards, and then click I again
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and add another keyframe location.
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and add another keyframe location.
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And now, if we play this, you can
see that it's moving from 1 to 20,
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And now if you play this you can
see that it's moving from 1 to 20.
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but what we can also do is change the
interpolation to linear by clicking "T"
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But what we can also do is change the
interpolation to linear by clicking T
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on the keyboard and choosing linear and then
shift-E and choose linear extrapolation.
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on the keyboard and choosing linear, and
then shift E and choose linear extrapolation.
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And this will take these two keyframes and based
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And this will take these two
keyframes and based on them,
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on them it will extrapolate this
animation further so that we don't need
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it will extrapolate this animation
further so that we don't need
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to have the keyframe all the way up there in
order to have this animation going infinitely.
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to have the keyframe all the way up there in
order to have this animation going infinitely.
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And then if you want this
to go faster or slower,
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And then if you want this
to go faster or slower,
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you just move this second keyframe further
or crunch it in closer to the first keyframe
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you just move this second keyframe further
or crunch it in closer to the first keyframe
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to have it really, really frantic.
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to have it really, really frantic.
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I like the slower one, so I'll
put it somewhere around here.
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I like the slower one, so I'll
put it somewhere around here.
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So, with this flamy color done, the
next step is to add those bluish sparks
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So with this flamey color done, the
next step is to add those bluish sparks
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that are moving through the whole aura.
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that are moving through the whole aura.
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I'm talking about those blue sparks that
you can see appearing and disappearing.
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I'm talking about those blue sparks that
you can see appearing and disappearing.
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So, for that first of all we will
duplicate this color ramp with the colors
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So for that, first of all, we will
duplicate this color ramp with the colors
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and connect the Fresnel node to it as well.
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and connect the fernel node to it
as well; and let's preview that.
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And let's preview it up.
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And here, we want to change the color scheme
from this orangey yellowy flamy looking one
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And here we want to change the color scheme
from this orangey, yellowy, flamey looking one
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into the bluish sort of sparky colors.
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into the bluish sort of sparky colors.
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So, we will just go through all those color
stops and just move it into the blue areas.
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So we will just go through all those color
stops and just move it into the blue areas.
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So, this one here, this one maybe a little
bit like this, this one much, much brighter,
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So this one here, this one may be a little
bit like this, this one much, much brighter,
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and then the last one going
into almost whitish just to have
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and then the last one going into almost whitish
just to have that little oomph at the very edge.
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that little oomph at the at the very edge.
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Now, if we preview this blue spark
color by plugging it into the emission,
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Now if you preview this blue spark
color by plugging it into the emission,
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you can see that it looks nice, but looks
much better if its interpolation is changed
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you can see that it looks nice, but it looks
much better if its interpolation is changed
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to constant because electricity
usually is quite harsh and jagged.
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to constant because electricity
usually is quite harsh and jagged.
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So, I would recommend this.
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So I would recommend this,
but again your choice.
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But again, your choice.
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So, let's move back the flamy
boy into emission as a default.
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So let's move back the flamey
[inaudible] to emission as a default,
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And then, we want this blue
one only to appear in waves.
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and then we want this blue
one only to appear in waves.
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So let's by adding a wave texture.
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So, let's start by adding a wave texture.
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And then again, if you have the node wrangler
enabled with the node selected, click control-T.
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And then again if you have the node
wrangler enabled with the node selected,
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click CTRL T. To get a mapping
and texture coordinates node,
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To get a mapping and texture coordinates
node, change it from generated to object.
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change it from generated to object.
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And then as you preview this, you can see
that now the waves are going vertically.
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And then as you preview this you can see
that now the waves are going vertically,
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So, we will need to rotate it on the y-axis by
90 degrees and also change the scale all the way
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so we will need to rotate it
on the y-axis by 90 degrees,
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and also change the scale all the
way down to something like 0.7.
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down to something like 0.7 so
we have those waves quite big.
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So we have those waves quite big.
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The next step is to animate the phase offset.
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The next step is to animate the phase offset.
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As you can see, we have the single value
that can control the waves going up.
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As you can see we have the single value
that can control the waves going up.
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So, we will simply type in here hashtag frame,
which is going to change it into a driver.
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So we'll simply type in here hashtag frame
which is going to change it into a driver,
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And then, we can divide it by let's say two.
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and then we can divide it by let's say 2.
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And as we play the animation, you can see
that these waves are moving downwards.
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And as we play the animation you can see
that these waves are moving downwards.
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So, in order to change the direction,
we just need to put a minus sign before.
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So in order to change the direction, we
just need to put a minus sign before.
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Now, it's moving upwards.
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Now it's moving upwards.
-
And if it's moving too slow, you can
just change the frame divided by 2
-
And if it's moving too slow, you can
just change the frame divided by 2 to --
-
to like frame divided by 0.5, whatever you like.
-
like frame divided by 0.5 whatever you like.
-
I will have it at 0.8 because I found
this value to work great for me.
-
I will have it at 0.8 because I found
this value to work great for me.
-
And then in order to refine this gradient,
-
And then in order to refine this gradient,
-
we will get another color ramp
right after the wave texture.
-
we will get another color ramp
right after the wave texture.
-
And this time, we will change it to B-spline
again so we have much, much softer gradient
-
And this time we will change it to B-spline
again so we have much, much softer gradient.
-
and move the black value all the way in
and the white value just a little bit
-
And move the black value all the way in
and the white value just a little bit
-
so that we have this really, really
white value in here, then the gradient,
-
so that we have this really, really
white value in here, then the gradient,
-
and then the black values in here,
which is exactly what we're looking for.
-
and then the black values in here,
which is exactly what we're looking for.
-
Now, in order to give a little
bit more variation to this,
-
Now in order to give a little bit more variation
to this, we can increase the distortion,
-
we can increase the distortion,
the detail scale in order
-
the detail scale in order to just give
it a little bit of irregularities.
-
to just give it a little bit of irregularities.
-
Now that we have this wave texture already
done, we will need a mix RGB in order to change
-
Now that we have this wave texture already
done, we will need a mix RGB in order to change
-
between the yellow and the
blue based on this mask.
-
between the yellow and the
blue based on this mask.
-
So, this mask goes into the factor, and then
the yellow one goes into the color one input
-
So this mask goes into the factor and then
the yellow one goes into the color one input
-
and the blue into the color two input,
-
and the blue into the color two input.
-
and the output of the mix RGB
goes straight into the emission.
-
And the output of the mix RGB
goes straight into the emission.
-
Now, as we preview the mix
shader, so our finer material,
-
Now as we preview the mix
shader, so our final material,
-
you can see that we have this
nice sort of sparky wave going
-
you can see that we have this
nice sort of sparky wave going
-
from the bottom to the top of the whole effect.
-
from the bottom to the top of the whole effect.
-
But right now, it's visible
all the time and I just feel
-
But right now it's visible all the time,
-
and I just feel like it's much
better when it's blinking.
-
like it's much better when it's blinking.
-
So, we will need a couple more
nodes in order to achieve that.
-
So we will need a couple more
nodes in order to achieve that.
-
The first one will be a math node
changed from add to ping-pong.
-
The first one will be a math node
changed from add to ping pong.
-
So, in order for us to have a blinking mask, we
need to type in hashtag frame, again a driver.
-
So in order for us to have a blinking mask, we
need to type in hashtag frame, again, a driver,
-
And then depending on how fast we want it
to blink, we can divide it by some number.
-
and then depending on how fast we want it
to blink we can divide it by some number.
-
I will leave it at divided by 2
because I want it to blink quite fast.
-
I will leave it at divided by 2
because I want it to blink quite fast.
-
And now, a disclaimer for those of you that
may have problem with fast blinking images
-
And now a disclaimer, for those of you that
may have problem with fast-blinking images
-
or epilepsy, just maybe skip this part because
I'm going to preview it and it's just going
-
or epilepsy just maybe skip this part because
I'm going to preview it and it's just going
-
to blink black and white, so be prepared.
-
to blink black and white, so be prepared.
-
So, as you can see, it's blinking right now.
-
So as you can see, it's blinking right now.
-
And if it's too fast, too slow,
again, you can adjust the driver.
-
And if it's too fast, too slow,
again, you can adjust the driver.
-
And one more thing we can do is right now as
you can see as we scroll through the animation,
-
And one more thing we can do is -- right now as
you can see as we scroll through the animation,
-
it goes from black to gray and only then through
white, and we want to skip the gray values.
-
it goes from black to gray
and only then through white.
-
And we want to skip the gray
values; we only want zero
-
We only want zero and one, so
like invisible and visible.
-
and one, so like invisible and visible.
-
And for that, we will need another math
node connected right after ping-pong
-
And for that we will need another math
node, connected right after ping pong,
-
and this time change the add to snap, and this
will snap to whatever value we have in here.
-
and this time change the add to snap.
-
And this will snap to whatever
value we have in here.
-
So, I will put in one so it snaps to every
round number without anything after comma.
-
So I will put in one so it snaps to every
round number without anything after comma.
-
Again, disclaimer, flashing images.
-
Again disclaimer, flashing images.
-
As you preview this, you have a
clear zero to one mask flashing.
-
As you preview this, you have a
clear zero to one mask flashing.
-
So, we move this a little bit
further, get another math node.
-
So we move this a little bit further, get
another math node, and this time it's going
-
And this time, it's going to be a multiply,
and we want to multiply the result of the snap
-
to be multiplying, and we want to
multiply the result of the snap
-
with the color ramp going from our wave texture.
-
with the color ramp going from our wave texture.
-
So, if we preview that, we
have the same blinking thing,
-
So if we preview that we
have the same blinking thing,
-
but this time it's the waves
that are blinking upwards.
-
but this time it's the waves
that are blinking upwards.
-
And this goes into the mix RGB factor.
-
And this goes into the mix RGB factor.
-
Now, as we preview everything, you should have
these really blue sparks only visible every now
-
Now as we preview everything, you should have
this really blue sparks only visible every now
-
and then depending on how fast it's blinking.
-
and then depending on how fast it's blinking.
-
And I just feel like it looks so much
better than when it's always visible.
-
And I just feel like it looks so much
better than when it's always visible.
-
You can of course adjust the size of
the waves and the scale of it all,
-
You can, of course, adjust the size
of the waves and the scale of it all,
-
so like the scale of the wave
texture, in order to have less
-
so like the scale of the wave
texture in order to have less
-
or more of the sparks going at the same time.
-
or more of the sparks going at the same time.
-
Again, all up to you.
-
Again, all up to you.
-
I'll maybe change it to like 0.4.
-
I will maybe change it to like 0.4.
-
And yeah, now is the time to sort of
adjust all the values that you want.
-
And here now is the time to sort of
adjust all the values that you want.
-
And just small tip.
-
And just small tip, it's better
if your background is much,
-
It's better if your background is much,
much darker than this grayish value.
-
much darker than this grayish value
then everything that's happening is just
-
Then, everything that's happening
is just more visible.
-
more visible.
-
So, I would recommend just go into the world
settings, change the color to something --
-
So I would recommend just go into the world
settings, change the color to something,
-
I don't know -- maybe bluish and
then get the value all the way
-
I don't know maybe bluish, and then get the
value all the way down to almost like black
-
down to almost like black, but not quite.
-
but not quite, and then you
see what's really going on.
-
And then, you see what's really going on.
-
So, again, all the values that we
went through, all the color ramps,
-
So again, all the values that we
went through, all the color ramps,
-
just feel free to adjust them as you wish.
-
just feel free to adjust them as you wish.
-
I think I will leave it as it is.
-
I think I will leave it as it is.
-
Now, as you can see, the difference
is that my frame rate here is much,
-
Now as you can see the difference
is that my frame rate here is much,
-
much higher than in the presentation video.
-
much higher than in the presentation video and
that is because I just like this 12 FPS sort
-
And that is because I just like this 12 FPS
sort of look that I have had in this scene,
-
of look that I have had in this scene, and
you can easily have that as well just going
-
and you can easily have that as well
just going into the render settings
-
into the render settings, and change the frame
rate from 24 to custom and then just type in 12.
-
and change the frame rate from 24
to custom and then just type in 12.
-
But then again, the whole speed of your
animation, speed of your displace controller,
-
But then again, the whole like speed of your
animation, speed of your displace controller,
-
everything has to be adjusted based on
the frame rate that you choose to have.
-
everything has to be adjusted based on
the frame rate that you choose to have.
-
So, for this tutorial, I will just
use 30 to have smooth-looking thing,
-
So for this tutorial I will just
use 30 to have smooth-looking thing,
-
but just know that it's a possibility in order
-
but just know that it's a possibility in order
-
to achieve a totally different
look to the whole thing.
-
to achieve a totally different
look to the whole thing.
-
So, now, the last thing to do
is the stones, the particles,
-
So now the last thing to do
is the stones, the particles
-
and that is done with the particle system.
-
and that is done with the particle system.
-
So we can just shift a mesh plane to
have a particle emitter on the bottom
-
So, we can just shift a mesh plane
-
to have a particle emitter on
the bottom of the whole aura.
-
of the whole aura, and we
can also name it emitter.
-
And we can also name it "emitter."
-
And then, we need just a couple of stones.
-
And then we need just couple of stones.
-
And I just simply took mesh rock generator.
-
And I just simply took mesh, rock generator.
-
I believe you need to have an
add-on enabled for that as well,
-
I believe you need to have an add-on
enabled for that as well which is, I think,
-
which is I think extra object,
add mesh extra object.
-
extra object add mesh extra object.
-
So, make sure it's enabled or you can
just create any rock that you want.
-
So make sure it's enabled.
-
Or you can just create any rock that you want.
-
I just found that this method is so much faster.
-
I just found that this method is so much faster.
-
You just generate a rock, you go into
the modifier stack, apply all of them,
-
You just generate a rock.
-
You go into the modifier stack, apply all
of them, and then add a decimate modifier,
-
and then add a decimate modifier
and just go all the way
-
and just go all the way down until
you have like a low-poly version.
-
down until you have like a low poly version.
-
In order to see the faces better,
you just right-click shade flat
-
In order to see the faces better, you just right
click, shade flat, and then bring it all the way
-
and then bring it all the way
down and then apply the decimate.
-
down and then apply the decimate.
-
And you can just generate a few rocks like that,
decimate all the way down shade flat and done.
-
And you can just generate a few rocks like that.
-
Decimate all the way down, shade flat, and done.
-
So, when you have your rock collection, I don't
know how many different variations you want,
-
So when you have your rock collection, I don't
know how many different variations you want,
-
just select both of them, click
"M" and choose "new collection."
-
just select both of them, click
M and choose new collection.
-
Name them "rocks" or something like that and
this should create a new collection for you.
-
Name them rocks or something like that, and
this should create a new collection for you.
-
And now in our particle emitter in this
plane, we can create a particle system
-
And now in our particle emitter, in this
plane, we can create a particle system,
-
and under render change the
render as from halo to collection
-
and under render, change the
render as from halo to collection,
-
and the collection being
rocks that we just created.
-
and the collection being
rocks that we just created.
-
We can change the scale also to
one so we see what's going on.
-
We can change the scale also to
one, so we see what's going on.
-
And as you click "play," you
can see we have our rocks.
-
And as you click play you
can see we have our rocks.
-
Now, first of all, of course,
let's increase the scale randomness
-
Now first of all, of course let's
increase the scale randomness
-
so we have a variation with the scale.
-
so we have a variation with the scale.
-
Let's choose the frame start to be
like minus 50 so we have a little bit
-
Let's choose the frame, start to be
like minus 50, so we have a little bit
-
of pre-warn before the whole animation starts.
-
of pre-warm before the whole animation starts.
-
The end also 250 so it encompasses the whole
animation frame that we have right here.
-
The end also 250 so it encompasses the whole
animation frame that we have right here.
-
And now, first of all, obviously,
the rocks are falling.
-
And now first of all, obviously
the rocks are falling.
-
We don't want them to fall.
-
We don't want them to fall -- all
the way down into field weights,
-
All the way down into field weights and
turn down the gravity all the way to zero.
-
and turn down the gravity all the way to zero.
-
This will make our particles go up, but
in very uniform and not pleasing way.
-
This will make our particles go up but
in very uniform and not pleasing way.
-
So, first of all, let's decrease the number
to like something more sensible, maybe 100.
-
So first of all, let's decrease the number
to, like, something more sensible maybe 100.
-
And then under the velocity tab, let's add an
object aligned z velocity 1 meter per second.
-
And then under the velocity tab, let's add a
object aligned Z velocity, one meter per second,
-
And then under randomize, let's increase
it to something like one so we can see
-
and then under randomize let's
increase it to something like one.
-
So we can see that the rocks
are not going straight up
-
that the rocks are not going straight up,
but have a little bit of random velocity.
-
but have a little bit of random velocity.
-
We can also increase the lifetime
randomness to like 0.5 so not all
-
We can also increase the
lifetime randomness to like 0.5.
-
So not all of them will disappear
at the same height.
-
of them will disappear at the same height.
-
Next thing, as you can see, they
are all rotated the same way.
-
Next thing, as you can see,
they're all rotated the same way.
-
So, under rotation, let's enable it.
-
So under rotation, let's enable it.
-
Crank the randomize all the way up, randomize
space all the way up, enable dynamic.
-
Crank the randomize all the way up, the
randomized phase all the way up, enable dynamic.
-
And under angular velocity, we can increase
the amount so that they will rotate as they fly
-
And under angular velocity we can increase the
amount so that they will rotate as they fly
-
up as well, which I think gives a little
bit more dynamism to the whole scene.
-
up as well, which I think gives a little
bit more dynamism to the whole scene.
-
Now, if they are a little bit too big, you can
either scale your models down or scale them
-
Now if they are a little bit too big,
you can either scale your models down,
-
or scale them under the render tab to scale
a little bit lower so they are not as big.
-
under the render tab to scale a little
bit lower so they are not as big.
-
And now, I think the last thing to
do is as you can see they just fly
-
And now I think the last thing to do is --
-
as you can see they just fly up
and disappear sort of abruptly.
-
up and disappear sort of abruptly.
-
In order to make this transition
much smoother, we scroll all the way
-
In order to make this transition much,
much smoother, we scroll all the way
-
down until we find the textures tab, then
open it up, click "new" to create new texture,
-
down until we find the textures
tab, then open it up, click new.
-
To create new texture, go into the textures tab
again, change type from image or movie to blend,
-
go into the textures tab again, change
type from image or movie to blend,
-
and we will use this texture in order
-
and we will use this texture in order
-
to tell the particle system how big the
particles should be at given moment of life.
-
to tell the particle system how big the
particles should be at given moment of life.
-
So, first of all, open influence
and we want this texture only
-
So first of all, open influence,
and we want this texture only
-
to influence the size of our particle.
-
to influence the size of our particle.
-
And then under mapping, the coordinates we want
to be not generated, but per strand and particle
-
And then under mapping --
the coordinates we want
-
to be not generated but per strand and particle.
-
so each of these particles will be affected
by this texture as its own entity basically.
-
So each of this particle will be affected
by this texture as its own entity basically.
-
Now, let's open colors, enable
color ramp and open it up.
-
Now let's open colors.
-
Enable color ramp and open it up.
-
And here, first of all, let's increase the alpha
of this to like one so we see what we're doing.
-
And here, first of all, let's increase the alpha
of this to like one so we see what we're doing.
-
This basically represents the scale
of our object throughout its life.
-
This basically represents the scale
of our object throughout its life.
-
So, black is zero obviously, white is one.
-
So black is zero, obviously; white is one.
-
So, we want it to start with the size one.
-
So we want it to start with the
size one, and then as it grows old,
-
And then as it grows old, we want it
to be zero by the time it disappears.
-
we want it to be zero by the time it disappears.
-
We can also change the interpolation to
B-spline to have much smoother transition
-
We can also change the interpolation to
B-spline to have much smoother transition
-
and just bring it a little bit closer.
-
and just bring it a little bit closer.
-
So as you can see the particles
now start with their normal size
-
So, as you can see, the particles
now start with their normal size
-
and then they just gradually
scale down until they disappear.
-
and then they just gradually
scale down until they disappear.
-
We can increase the render scale now
because they are a little bit too small.
-
We can increase the render scale now
because they are a little bit small.
-
And when you're happy with your particles
going up, the last thing to do is take them
-
And when you're happy with your particles
going up, the last thing to do is take them
-
and create the material for them
because right now in the render preview
-
and create a material for them because right
now in the render preview as you can see,
-
as you can see we have this emissive
color and then we have those stones.
-
we have this emissive color,
and then we have those stones,
-
And then, it depends what you want to go for.
-
and then it depends what you want to go for.
-
I in my previous scene had a
simple setup of area light shining
-
I, in my previous scene, had a simple
setup of area light shining from the top,
-
from the top quite big and quite strong.
-
quite big and quite strong, and based
-
And based on this light information, I had the
stones cell shaded, and I will show you how.
-
on this light information I had the stones
cell shaded, and I will show you how.
-
So, first of all, let's select the stone.
-
So first of all let's select the stone,
-
And in the material editor, click
"new" to create new material.
-
and in the material editor click
new to create new material.
-
And we can delete the principled
BDSF and instead have a diffuse.
-
And we can delete the principled
BSDF and instead have a diffuse.
-
And now right after the diffuse,
we want a shader to RGB node,
-
And now right after the diffuse,
we want a shader to RGB node,
-
which is going to take the shader
information and turn it into an RGB color,
-
which is going to take the shader
information and turn it into an RGB color,
-
which we can further connect to a color ramp.
-
which we can further connect to a color ramp.
-
And let me show you what it does.
-
And let me show you what it does.
-
So, it takes this information of how this
object looks like being lit by the light.
-
So it takes this information of how this
object looks like being lit by the light,
-
And based on that, we can just
give it some different color.
-
and based on that we can just
give it some different color.
-
So, because it's stone, I went
with like the basic brown setup.
-
So because it's stone, I went
with like the basic brown set up.
-
Oh, let's do it again as well.
-
Let's do it again as well.
-
Change the interpolation to constant
again to have the cell shaded look.
-
Change the interpolation to constant
again to have the cell-shaded look.
-
Now, the second one's going to be
much brighter, but not too bright.
-
Now the second one's going to be
much brighter but not too bright.
-
Add a highlight, highlight on top.
-
And a highlight on top.
-
So, you can spend much more time adjusting it.
-
So yeah, you can spend much
more time adjusting it.
-
I'm just hungry, so I'm going to wrap it up.
-
I'm just hungry so I'm going to wrap it up.
-
So, simply select the second rock,
go in here and choose the material
-
So simply select the second rock
going in here and choose the material
-
that we just created for our rocks.
-
that we just created for our rocks.
-
And now, as you see, as they fly upwards
as the light changes, the material reflects
-
And now as you see as they fly upwards, as
the light changes, the material reflects
-
that as well and changes with it.
-
that as well and changes with it.
-
If the lighting is too strong for you,
-
If the lighting is too strong for you, then
you can always just decrease the strength
-
then you can always just decrease
the strength of the light.
-
of the light, and as you can see it
affects the color because, again,
-
And as you can see, it affects the color
-
because again it's taking the diffuse
shader and then turning it into color.
-
it's taking the diffuse shader
and then turning it into color.
-
So, depending on how the diffuse
shader looks in the first place,
-
So depending on the how the diffuse
shader looks in the first place,
-
that's how the result is going to look like.
-
that's how the result is going to look like.
-
And yeah, because it's aura, one last thing.
-
And yeah, because it's aura, one
last thing, you can select it.
-
You can select it.
-
You can see we have a shadow right now.
-
You can see we have a shadow right now --
-
Go into the material properties.
-
go into the material properties and
under the shadow mode just click none
-
And under the shadow mode, just click
"none" so that it doesn't cast any shadow
-
so that it doesn't cast any shadow
because I just believe it shouldn't.
-
because I just believe it shouldn't.
-
And this would be it for the tutorial.
-
And this would be it for the tutorial.
-
I hope that you learned something, that you
enjoyed it and you will be able to use it
-
I hope that you learned something, that you
enjoyed it, and you will be able to use it
-
in your personal project, which
I would love to see if you do so.
-
in your personal project,
which I would love to see.
-
If you do so, please share with me on Twitter.
-
Please share with me on Twitter.
-
Link for that in the description.
-
Link for that in the description.
-
And if you have any requests for the future
tutorials, comment section is for you,
-
And if you have any requests for the future
tutorials, comment section is for you.
-
and I will see you in the next one.
-
And I will see you in the next one.
-
Bye-bye.
-
Bye bye.