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Make ANYTHING Look Like Dragon Ball Super Sayian - TUTORIAL

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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
  • 7:19 - 7:21
    in here to something like maybe 10.
  • 7:19 - 7:21
    in here to something like maybe ten.
  • 7:22 - 7:26
    And if you don't have this glow going
    around your mesh, just make sure that you go
  • 7:22 - 7:26
    And if you don't have this glow going
    around your mesh, just make sure that you go
  • 7:26 - 7:28
    into the render settings
    and you have a bloom enabled
  • 7:26 - 7:28
    into the render settings
    and you have a bloom enabled
  • 7:28 - 7:32
    because that's the setting that's
    allowing your emissive areas to glow.
  • 7:28 - 7:32
    because that's the setting that's
    allowing your emissive areas to glow.
  • 7:32 - 7:36
    Now, as you can see, we have very cell
    shaded sort of stylized look of the aura.
  • 7:32 - 7:36
    Now as you can see, we have [inaudible]
    shaded, sort of stylized look of the aura.
  • 7:36 - 7:39
    And if you want to have it more
    gradual, I would say blurry or smooth,
  • 7:36 - 7:39
    And if you want to have it more
    gradual, I would say blurry or smooth,
  • 7:39 - 7:43
    you can go into this color ramp that
    is dealing with the color of your aura
  • 7:39 - 7:43
    you can go into this color ramp that
    is dealing with the color of your aura
  • 7:43 - 7:46
    and just change the interpolation
    from constant to whatever you like.
  • 7:43 - 7:46
    and just change the interpolation
    from constant to whatever you like.
  • 7:46 - 7:48
    I would recommend B-spline
    because it gives this really,
  • 7:46 - 7:48
    I would recommend the B-spline
    because it gives this really,
  • 7:48 - 7:52
    really nice soft gradient
    between the values that we have.
  • 7:48 - 7:51
    really nice soft gradient
    between the values that we have.
  • 7:51 - 7:56
    So as I said, just a -- So as I said,
    just an artistic choice for you to make.
  • 7:54 - 7:56
    So, as I said, just an artistic
    choice for you to make.
  • 7:56 - 7:59
    And now, to put a little bit
    more life into this whole effect,
  • 7:56 - 7:59
    And now to put a little bit more
    life into this whole effect,
  • 7:59 - 8:04
    we can take the displace controller and
    just animate it going up because as you see
  • 7:59 - 8:03
    we can take the displace controller
    and just animate it going up.
  • 8:03 - 8:05
    Because as you see with this
    displace controller,
  • 8:04 - 8:08
    with the displace controller, the texture that
    is displacing the mesh is going up as well.
  • 8:05 - 8:08
    the texture that is displacing
    the mesh is going up as well.
  • 8:08 - 8:12
    So, on the frame one in his base
    position, I'll just click "I"
  • 8:08 - 8:12
    So on the frame one, in his
    base position, I'll just click I
  • 8:12 - 8:15
    and add a location keyframe to the first frame.
  • 8:12 - 8:15
    and add a location keyframe to the first frame.
  • 8:15 - 8:19
    And then on let's say frame 20th, I will
    move it upwards and then click "I" again
  • 8:15 - 8:19
    And then on, let's say, frame 20th, I will
    move it upwards, and then click I again
  • 8:19 - 8:21
    and add another keyframe location.
  • 8:19 - 8:21
    and add another keyframe location.
  • 8:21 - 8:25
    And now, if we play this, you can
    see that it's moving from 1 to 20,
  • 8:21 - 8:25
    And now if you play this you can
    see that it's moving from 1 to 20.
  • 8:25 - 8:29
    but what we can also do is change the
    interpolation to linear by clicking "T"
  • 8:25 - 8:29
    But what we can also do is change the
    interpolation to linear by clicking T
  • 8:29 - 8:34
    on the keyboard and choosing linear and then
    shift-E and choose linear extrapolation.
  • 8:29 - 8:34
    on the keyboard and choosing linear, and
    then shift E and choose linear extrapolation.
  • 8:34 - 8:37
    And this will take these two keyframes and based
  • 8:34 - 8:37
    And this will take these two
    keyframes and based on them,
  • 8:37 - 8:41
    on them it will extrapolate this
    animation further so that we don't need
  • 8:37 - 8:41
    it will extrapolate this animation
    further so that we don't need
  • 8:41 - 8:45
    to have the keyframe all the way up there in
    order to have this animation going infinitely.
  • 8:41 - 8:45
    to have the keyframe all the way up there in
    order to have this animation going infinitely.
  • 8:45 - 8:47
    And then if you want this
    to go faster or slower,
  • 8:45 - 8:47
    And then if you want this
    to go faster or slower,
  • 8:47 - 8:52
    you just move this second keyframe further
    or crunch it in closer to the first keyframe
  • 8:47 - 8:52
    you just move this second keyframe further
    or crunch it in closer to the first keyframe
  • 8:52 - 8:54
    to have it really, really frantic.
  • 8:52 - 8:54
    to have it really, really frantic.
  • 8:54 - 8:56
    I like the slower one, so I'll
    put it somewhere around here.
  • 8:54 - 8:56
    I like the slower one, so I'll
    put it somewhere around here.
  • 8:56 - 9:01
    So, with this flamy color done, the
    next step is to add those bluish sparks
  • 8:56 - 9:01
    So with this flamey color done, the
    next step is to add those bluish sparks
  • 9:01 - 9:03
    that are moving through the whole aura.
  • 9:01 - 9:03
    that are moving through the whole aura.
  • 9:03 - 9:07
    I'm talking about those blue sparks that
    you can see appearing and disappearing.
  • 9:03 - 9:07
    I'm talking about those blue sparks that
    you can see appearing and disappearing.
  • 9:07 - 9:10
    So, for that first of all we will
    duplicate this color ramp with the colors
  • 9:07 - 9:10
    So for that, first of all, we will
    duplicate this color ramp with the colors
  • 9:10 - 9:12
    and connect the Fresnel node to it as well.
  • 9:10 - 9:13
    and connect the fernel node to it
    as well; and let's preview that.
  • 9:12 - 9:13
    And let's preview it up.
  • 9:13 - 9:18
    And here, we want to change the color scheme
    from this orangey yellowy flamy looking one
  • 9:13 - 9:18
    And here we want to change the color scheme
    from this orangey, yellowy, flamey looking one
  • 9:18 - 9:21
    into the bluish sort of sparky colors.
  • 9:18 - 9:21
    into the bluish sort of sparky colors.
  • 9:21 - 9:25
    So, we will just go through all those color
    stops and just move it into the blue areas.
  • 9:21 - 9:25
    So we will just go through all those color
    stops and just move it into the blue areas.
  • 9:25 - 9:30
    So, this one here, this one maybe a little
    bit like this, this one much, much brighter,
  • 9:25 - 9:30
    So this one here, this one may be a little
    bit like this, this one much, much brighter,
  • 9:30 - 9:34
    and then the last one going
    into almost whitish just to have
  • 9:30 - 9:36
    and then the last one going into almost whitish
    just to have that little oomph at the very edge.
  • 9:34 - 9:36
    that little oomph at the at the very edge.
  • 9:36 - 9:40
    Now, if we preview this blue spark
    color by plugging it into the emission,
  • 9:36 - 9:40
    Now if you preview this blue spark
    color by plugging it into the emission,
  • 9:40 - 9:45
    you can see that it looks nice, but looks
    much better if its interpolation is changed
  • 9:40 - 9:45
    you can see that it looks nice, but it looks
    much better if its interpolation is changed
  • 9:45 - 9:49
    to constant because electricity
    usually is quite harsh and jagged.
  • 9:45 - 9:49
    to constant because electricity
    usually is quite harsh and jagged.
  • 9:49 - 9:50
    So, I would recommend this.
  • 9:49 - 9:51
    So I would recommend this,
    but again your choice.
  • 9:50 - 9:51
    But again, your choice.
  • 9:51 - 9:55
    So, let's move back the flamy
    boy into emission as a default.
  • 9:51 - 9:55
    So let's move back the flamey
    [inaudible] to emission as a default,
  • 9:55 - 9:58
    And then, we want this blue
    one only to appear in waves.
  • 9:55 - 9:58
    and then we want this blue
    one only to appear in waves.
  • 9:58 - 10:01
    So let's by adding a wave texture.
  • 9:58 - 10:01
    So, let's start by adding a wave texture.
  • 10:01 - 10:05
    And then again, if you have the node wrangler
    enabled with the node selected, click control-T.
  • 10:01 - 10:04
    And then again if you have the node
    wrangler enabled with the node selected,
  • 10:04 - 10:07
    click CTRL T. To get a mapping
    and texture coordinates node,
  • 10:05 - 10:10
    To get a mapping and texture coordinates
    node, change it from generated to object.
  • 10:08 - 10:10
    change it from generated to object.
  • 10:10 - 10:13
    And then as you preview this, you can see
    that now the waves are going vertically.
  • 10:10 - 10:13
    And then as you preview this you can see
    that now the waves are going vertically,
  • 10:13 - 10:18
    So, we will need to rotate it on the y-axis by
    90 degrees and also change the scale all the way
  • 10:13 - 10:17
    so we will need to rotate it
    on the y-axis by 90 degrees,
  • 10:17 - 10:20
    and also change the scale all the
    way down to something like 0.7.
  • 10:18 - 10:22
    down to something like 0.7 so
    we have those waves quite big.
  • 10:20 - 10:22
    So we have those waves quite big.
  • 10:22 - 10:25
    The next step is to animate the phase offset.
  • 10:22 - 10:25
    The next step is to animate the phase offset.
  • 10:25 - 10:28
    As you can see, we have the single value
    that can control the waves going up.
  • 10:25 - 10:28
    As you can see we have the single value
    that can control the waves going up.
  • 10:28 - 10:33
    So, we will simply type in here hashtag frame,
    which is going to change it into a driver.
  • 10:28 - 10:33
    So we'll simply type in here hashtag frame
    which is going to change it into a driver,
  • 10:33 - 10:35
    And then, we can divide it by let's say two.
  • 10:33 - 10:35
    and then we can divide it by let's say 2.
  • 10:35 - 10:39
    And as we play the animation, you can see
    that these waves are moving downwards.
  • 10:35 - 10:39
    And as we play the animation you can see
    that these waves are moving downwards.
  • 10:39 - 10:43
    So, in order to change the direction,
    we just need to put a minus sign before.
  • 10:39 - 10:43
    So in order to change the direction, we
    just need to put a minus sign before.
  • 10:43 - 10:44
    Now, it's moving upwards.
  • 10:43 - 10:44
    Now it's moving upwards.
  • 10:44 - 10:48
    And if it's moving too slow, you can
    just change the frame divided by 2
  • 10:44 - 10:48
    And if it's moving too slow, you can
    just change the frame divided by 2 to --
  • 10:48 - 10:51
    to like frame divided by 0.5, whatever you like.
  • 10:48 - 10:51
    like frame divided by 0.5 whatever you like.
  • 10:51 - 10:55
    I will have it at 0.8 because I found
    this value to work great for me.
  • 10:51 - 10:55
    I will have it at 0.8 because I found
    this value to work great for me.
  • 10:55 - 10:57
    And then in order to refine this gradient,
  • 10:55 - 10:57
    And then in order to refine this gradient,
  • 10:57 - 11:01
    we will get another color ramp
    right after the wave texture.
  • 10:57 - 11:01
    we will get another color ramp
    right after the wave texture.
  • 11:01 - 11:05
    And this time, we will change it to B-spline
    again so we have much, much softer gradient
  • 11:01 - 11:05
    And this time we will change it to B-spline
    again so we have much, much softer gradient.
  • 11:05 - 11:09
    and move the black value all the way in
    and the white value just a little bit
  • 11:05 - 11:09
    And move the black value all the way in
    and the white value just a little bit
  • 11:09 - 11:14
    so that we have this really, really
    white value in here, then the gradient,
  • 11:09 - 11:14
    so that we have this really, really
    white value in here, then the gradient,
  • 11:14 - 11:17
    and then the black values in here,
    which is exactly what we're looking for.
  • 11:14 - 11:17
    and then the black values in here,
    which is exactly what we're looking for.
  • 11:17 - 11:19
    Now, in order to give a little
    bit more variation to this,
  • 11:17 - 11:21
    Now in order to give a little bit more variation
    to this, we can increase the distortion,
  • 11:19 - 11:22
    we can increase the distortion,
    the detail scale in order
  • 11:21 - 11:25
    the detail scale in order to just give
    it a little bit of irregularities.
  • 11:22 - 11:25
    to just give it a little bit of irregularities.
  • 11:25 - 11:30
    Now that we have this wave texture already
    done, we will need a mix RGB in order to change
  • 11:25 - 11:30
    Now that we have this wave texture already
    done, we will need a mix RGB in order to change
  • 11:30 - 11:33
    between the yellow and the
    blue based on this mask.
  • 11:30 - 11:33
    between the yellow and the
    blue based on this mask.
  • 11:33 - 11:39
    So, this mask goes into the factor, and then
    the yellow one goes into the color one input
  • 11:33 - 11:39
    So this mask goes into the factor and then
    the yellow one goes into the color one input
  • 11:39 - 11:41
    and the blue into the color two input,
  • 11:39 - 11:41
    and the blue into the color two input.
  • 11:41 - 11:44
    and the output of the mix RGB
    goes straight into the emission.
  • 11:41 - 11:44
    And the output of the mix RGB
    goes straight into the emission.
  • 11:44 - 11:47
    Now, as we preview the mix
    shader, so our finer material,
  • 11:44 - 11:47
    Now as we preview the mix
    shader, so our final material,
  • 11:47 - 11:51
    you can see that we have this
    nice sort of sparky wave going
  • 11:47 - 11:51
    you can see that we have this
    nice sort of sparky wave going
  • 11:51 - 11:53
    from the bottom to the top of the whole effect.
  • 11:51 - 11:53
    from the bottom to the top of the whole effect.
  • 11:53 - 11:56
    But right now, it's visible
    all the time and I just feel
  • 11:53 - 11:55
    But right now it's visible all the time,
  • 11:55 - 11:58
    and I just feel like it's much
    better when it's blinking.
  • 11:56 - 11:58
    like it's much better when it's blinking.
  • 11:58 - 12:01
    So, we will need a couple more
    nodes in order to achieve that.
  • 11:58 - 12:01
    So we will need a couple more
    nodes in order to achieve that.
  • 12:01 - 12:05
    The first one will be a math node
    changed from add to ping-pong.
  • 12:01 - 12:05
    The first one will be a math node
    changed from add to ping pong.
  • 12:05 - 12:11
    So, in order for us to have a blinking mask, we
    need to type in hashtag frame, again a driver.
  • 12:05 - 12:11
    So in order for us to have a blinking mask, we
    need to type in hashtag frame, again, a driver,
  • 12:11 - 12:15
    And then depending on how fast we want it
    to blink, we can divide it by some number.
  • 12:11 - 12:15
    and then depending on how fast we want it
    to blink we can divide it by some number.
  • 12:15 - 12:19
    I will leave it at divided by 2
    because I want it to blink quite fast.
  • 12:15 - 12:19
    I will leave it at divided by 2
    because I want it to blink quite fast.
  • 12:19 - 12:23
    And now, a disclaimer for those of you that
    may have problem with fast blinking images
  • 12:19 - 12:23
    And now a disclaimer, for those of you that
    may have problem with fast-blinking images
  • 12:23 - 12:28
    or epilepsy, just maybe skip this part because
    I'm going to preview it and it's just going
  • 12:23 - 12:28
    or epilepsy just maybe skip this part because
    I'm going to preview it and it's just going
  • 12:28 - 12:30
    to blink black and white, so be prepared.
  • 12:28 - 12:30
    to blink black and white, so be prepared.
  • 12:30 - 12:32
    So, as you can see, it's blinking right now.
  • 12:30 - 12:32
    So as you can see, it's blinking right now.
  • 12:32 - 12:35
    And if it's too fast, too slow,
    again, you can adjust the driver.
  • 12:32 - 12:35
    And if it's too fast, too slow,
    again, you can adjust the driver.
  • 12:35 - 12:39
    And one more thing we can do is right now as
    you can see as we scroll through the animation,
  • 12:35 - 12:39
    And one more thing we can do is -- right now as
    you can see as we scroll through the animation,
  • 12:39 - 12:44
    it goes from black to gray and only then through
    white, and we want to skip the gray values.
  • 12:39 - 12:43
    it goes from black to gray
    and only then through white.
  • 12:43 - 12:45
    And we want to skip the gray
    values; we only want zero
  • 12:44 - 12:48
    We only want zero and one, so
    like invisible and visible.
  • 12:45 - 12:48
    and one, so like invisible and visible.
  • 12:48 - 12:51
    And for that, we will need another math
    node connected right after ping-pong
  • 12:48 - 12:51
    And for that we will need another math
    node, connected right after ping pong,
  • 12:51 - 12:56
    and this time change the add to snap, and this
    will snap to whatever value we have in here.
  • 12:51 - 12:54
    and this time change the add to snap.
  • 12:54 - 12:56
    And this will snap to whatever
    value we have in here.
  • 12:56 - 13:02
    So, I will put in one so it snaps to every
    round number without anything after comma.
  • 12:56 - 13:02
    So I will put in one so it snaps to every
    round number without anything after comma.
  • 13:02 - 13:04
    Again, disclaimer, flashing images.
  • 13:02 - 13:04
    Again disclaimer, flashing images.
  • 13:04 - 13:08
    As you preview this, you have a
    clear zero to one mask flashing.
  • 13:04 - 13:08
    As you preview this, you have a
    clear zero to one mask flashing.
  • 13:08 - 13:11
    So, we move this a little bit
    further, get another math node.
  • 13:08 - 13:13
    So we move this a little bit further, get
    another math node, and this time it's going
  • 13:12 - 13:17
    And this time, it's going to be a multiply,
    and we want to multiply the result of the snap
  • 13:13 - 13:17
    to be multiplying, and we want to
    multiply the result of the snap
  • 13:17 - 13:19
    with the color ramp going from our wave texture.
  • 13:17 - 13:19
    with the color ramp going from our wave texture.
  • 13:19 - 13:22
    So, if we preview that, we
    have the same blinking thing,
  • 13:19 - 13:22
    So if we preview that we
    have the same blinking thing,
  • 13:22 - 13:25
    but this time it's the waves
    that are blinking upwards.
  • 13:22 - 13:25
    but this time it's the waves
    that are blinking upwards.
  • 13:25 - 13:28
    And this goes into the mix RGB factor.
  • 13:25 - 13:28
    And this goes into the mix RGB factor.
  • 13:28 - 13:33
    Now, as we preview everything, you should have
    these really blue sparks only visible every now
  • 13:28 - 13:33
    Now as we preview everything, you should have
    this really blue sparks only visible every now
  • 13:33 - 13:35
    and then depending on how fast it's blinking.
  • 13:33 - 13:35
    and then depending on how fast it's blinking.
  • 13:35 - 13:38
    And I just feel like it looks so much
    better than when it's always visible.
  • 13:35 - 13:38
    And I just feel like it looks so much
    better than when it's always visible.
  • 13:38 - 13:42
    You can of course adjust the size of
    the waves and the scale of it all,
  • 13:38 - 13:42
    You can, of course, adjust the size
    of the waves and the scale of it all,
  • 13:42 - 13:45
    so like the scale of the wave
    texture, in order to have less
  • 13:42 - 13:45
    so like the scale of the wave
    texture in order to have less
  • 13:45 - 13:47
    or more of the sparks going at the same time.
  • 13:45 - 13:47
    or more of the sparks going at the same time.
  • 13:47 - 13:49
    Again, all up to you.
  • 13:47 - 13:49
    Again, all up to you.
  • 13:49 - 13:51
    I'll maybe change it to like 0.4.
  • 13:49 - 13:51
    I will maybe change it to like 0.4.
  • 13:51 - 13:55
    And yeah, now is the time to sort of
    adjust all the values that you want.
  • 13:51 - 13:55
    And here now is the time to sort of
    adjust all the values that you want.
  • 13:55 - 13:56
    And just small tip.
  • 13:55 - 13:58
    And just small tip, it's better
    if your background is much,
  • 13:56 - 14:00
    It's better if your background is much,
    much darker than this grayish value.
  • 13:58 - 14:02
    much darker than this grayish value
    then everything that's happening is just
  • 14:00 - 14:03
    Then, everything that's happening
    is just more visible.
  • 14:02 - 14:03
    more visible.
  • 14:03 - 14:07
    So, I would recommend just go into the world
    settings, change the color to something --
  • 14:03 - 14:07
    So I would recommend just go into the world
    settings, change the color to something,
  • 14:07 - 14:10
    I don't know -- maybe bluish and
    then get the value all the way
  • 14:07 - 14:11
    I don't know maybe bluish, and then get the
    value all the way down to almost like black
  • 14:10 - 14:12
    down to almost like black, but not quite.
  • 14:11 - 14:14
    but not quite, and then you
    see what's really going on.
  • 14:12 - 14:14
    And then, you see what's really going on.
  • 14:14 - 14:17
    So, again, all the values that we
    went through, all the color ramps,
  • 14:14 - 14:17
    So again, all the values that we
    went through, all the color ramps,
  • 14:17 - 14:19
    just feel free to adjust them as you wish.
  • 14:17 - 14:19
    just feel free to adjust them as you wish.
  • 14:19 - 14:20
    I think I will leave it as it is.
  • 14:19 - 14:20
    I think I will leave it as it is.
  • 14:20 - 14:24
    Now, as you can see, the difference
    is that my frame rate here is much,
  • 14:20 - 14:24
    Now as you can see the difference
    is that my frame rate here is much,
  • 14:24 - 14:26
    much higher than in the presentation video.
  • 14:24 - 14:30
    much higher than in the presentation video and
    that is because I just like this 12 FPS sort
  • 14:26 - 14:32
    And that is because I just like this 12 FPS
    sort of look that I have had in this scene,
  • 14:30 - 14:35
    of look that I have had in this scene, and
    you can easily have that as well just going
  • 14:32 - 14:36
    and you can easily have that as well
    just going into the render settings
  • 14:35 - 14:40
    into the render settings, and change the frame
    rate from 24 to custom and then just type in 12.
  • 14:36 - 14:40
    and change the frame rate from 24
    to custom and then just type in 12.
  • 14:40 - 14:45
    But then again, the whole speed of your
    animation, speed of your displace controller,
  • 14:40 - 14:45
    But then again, the whole like speed of your
    animation, speed of your displace controller,
  • 14:46 - 14:49
    everything has to be adjusted based on
    the frame rate that you choose to have.
  • 14:46 - 14:49
    everything has to be adjusted based on
    the frame rate that you choose to have.
  • 14:49 - 14:52
    So, for this tutorial, I will just
    use 30 to have smooth-looking thing,
  • 14:49 - 14:52
    So for this tutorial I will just
    use 30 to have smooth-looking thing,
  • 14:52 - 14:55
    but just know that it's a possibility in order
  • 14:52 - 14:55
    but just know that it's a possibility in order
  • 14:55 - 14:57
    to achieve a totally different
    look to the whole thing.
  • 14:55 - 14:57
    to achieve a totally different
    look to the whole thing.
  • 14:57 - 15:00
    So, now, the last thing to do
    is the stones, the particles,
  • 14:57 - 15:00
    So now the last thing to do
    is the stones, the particles
  • 15:00 - 15:01
    and that is done with the particle system.
  • 15:00 - 15:02
    and that is done with the particle system.
  • 15:01 - 15:07
    So we can just shift a mesh plane to
    have a particle emitter on the bottom
  • 15:02 - 15:04
    So, we can just shift a mesh plane
  • 15:04 - 15:08
    to have a particle emitter on
    the bottom of the whole aura.
  • 15:07 - 15:10
    of the whole aura, and we
    can also name it emitter.
  • 15:08 - 15:10
    And we can also name it "emitter."
  • 15:10 - 15:12
    And then, we need just a couple of stones.
  • 15:10 - 15:12
    And then we need just couple of stones.
  • 15:12 - 15:15
    And I just simply took mesh rock generator.
  • 15:12 - 15:15
    And I just simply took mesh, rock generator.
  • 15:15 - 15:18
    I believe you need to have an
    add-on enabled for that as well,
  • 15:15 - 15:19
    I believe you need to have an add-on
    enabled for that as well which is, I think,
  • 15:18 - 15:22
    which is I think extra object,
    add mesh extra object.
  • 15:19 - 15:22
    extra object add mesh extra object.
  • 15:22 - 15:25
    So, make sure it's enabled or you can
    just create any rock that you want.
  • 15:22 - 15:23
    So make sure it's enabled.
  • 15:23 - 15:25
    Or you can just create any rock that you want.
  • 15:25 - 15:27
    I just found that this method is so much faster.
  • 15:25 - 15:27
    I just found that this method is so much faster.
  • 15:27 - 15:31
    You just generate a rock, you go into
    the modifier stack, apply all of them,
  • 15:27 - 15:28
    You just generate a rock.
  • 15:28 - 15:33
    You go into the modifier stack, apply all
    of them, and then add a decimate modifier,
  • 15:31 - 15:34
    and then add a decimate modifier
    and just go all the way
  • 15:33 - 15:36
    and just go all the way down until
    you have like a low-poly version.
  • 15:34 - 15:36
    down until you have like a low poly version.
  • 15:36 - 15:39
    In order to see the faces better,
    you just right-click shade flat
  • 15:36 - 15:41
    In order to see the faces better, you just right
    click, shade flat, and then bring it all the way
  • 15:39 - 15:42
    and then bring it all the way
    down and then apply the decimate.
  • 15:41 - 15:42
    down and then apply the decimate.
  • 15:42 - 15:48
    And you can just generate a few rocks like that,
    decimate all the way down shade flat and done.
  • 15:42 - 15:45
    And you can just generate a few rocks like that.
  • 15:45 - 15:48
    Decimate all the way down, shade flat, and done.
  • 15:48 - 15:52
    So, when you have your rock collection, I don't
    know how many different variations you want,
  • 15:48 - 15:52
    So when you have your rock collection, I don't
    know how many different variations you want,
  • 15:52 - 15:55
    just select both of them, click
    "M" and choose "new collection."
  • 15:52 - 15:55
    just select both of them, click
    M and choose new collection.
  • 15:55 - 15:59
    Name them "rocks" or something like that and
    this should create a new collection for you.
  • 15:55 - 15:59
    Name them rocks or something like that, and
    this should create a new collection for you.
  • 15:59 - 16:03
    And now in our particle emitter in this
    plane, we can create a particle system
  • 15:59 - 16:03
    And now in our particle emitter, in this
    plane, we can create a particle system,
  • 16:03 - 16:07
    and under render change the
    render as from halo to collection
  • 16:03 - 16:07
    and under render, change the
    render as from halo to collection,
  • 16:07 - 16:09
    and the collection being
    rocks that we just created.
  • 16:07 - 16:09
    and the collection being
    rocks that we just created.
  • 16:09 - 16:13
    We can change the scale also to
    one so we see what's going on.
  • 16:09 - 16:13
    We can change the scale also to
    one, so we see what's going on.
  • 16:13 - 16:15
    And as you click "play," you
    can see we have our rocks.
  • 16:13 - 16:15
    And as you click play you
    can see we have our rocks.
  • 16:15 - 16:19
    Now, first of all, of course,
    let's increase the scale randomness
  • 16:15 - 16:19
    Now first of all, of course let's
    increase the scale randomness
  • 16:19 - 16:21
    so we have a variation with the scale.
  • 16:19 - 16:21
    so we have a variation with the scale.
  • 16:21 - 16:25
    Let's choose the frame start to be
    like minus 50 so we have a little bit
  • 16:21 - 16:25
    Let's choose the frame, start to be
    like minus 50, so we have a little bit
  • 16:25 - 16:27
    of pre-warn before the whole animation starts.
  • 16:25 - 16:27
    of pre-warm before the whole animation starts.
  • 16:27 - 16:32
    The end also 250 so it encompasses the whole
    animation frame that we have right here.
  • 16:27 - 16:32
    The end also 250 so it encompasses the whole
    animation frame that we have right here.
  • 16:32 - 16:35
    And now, first of all, obviously,
    the rocks are falling.
  • 16:32 - 16:35
    And now first of all, obviously
    the rocks are falling.
  • 16:35 - 16:36
    We don't want them to fall.
  • 16:35 - 16:38
    We don't want them to fall -- all
    the way down into field weights,
  • 16:36 - 16:40
    All the way down into field weights and
    turn down the gravity all the way to zero.
  • 16:38 - 16:40
    and turn down the gravity all the way to zero.
  • 16:40 - 16:44
    This will make our particles go up, but
    in very uniform and not pleasing way.
  • 16:40 - 16:44
    This will make our particles go up but
    in very uniform and not pleasing way.
  • 16:44 - 16:49
    So, first of all, let's decrease the number
    to like something more sensible, maybe 100.
  • 16:44 - 16:49
    So first of all, let's decrease the number
    to, like, something more sensible maybe 100.
  • 16:49 - 16:55
    And then under the velocity tab, let's add an
    object aligned z velocity 1 meter per second.
  • 16:49 - 16:55
    And then under the velocity tab, let's add a
    object aligned Z velocity, one meter per second,
  • 16:55 - 17:00
    And then under randomize, let's increase
    it to something like one so we can see
  • 16:55 - 16:59
    and then under randomize let's
    increase it to something like one.
  • 16:59 - 17:02
    So we can see that the rocks
    are not going straight up
  • 17:00 - 17:04
    that the rocks are not going straight up,
    but have a little bit of random velocity.
  • 17:02 - 17:04
    but have a little bit of random velocity.
  • 17:04 - 17:08
    We can also increase the lifetime
    randomness to like 0.5 so not all
  • 17:04 - 17:08
    We can also increase the
    lifetime randomness to like 0.5.
  • 17:08 - 17:11
    So not all of them will disappear
    at the same height.
  • 17:08 - 17:11
    of them will disappear at the same height.
  • 17:11 - 17:13
    Next thing, as you can see, they
    are all rotated the same way.
  • 17:11 - 17:13
    Next thing, as you can see,
    they're all rotated the same way.
  • 17:13 - 17:15
    So, under rotation, let's enable it.
  • 17:13 - 17:15
    So under rotation, let's enable it.
  • 17:15 - 17:20
    Crank the randomize all the way up, randomize
    space all the way up, enable dynamic.
  • 17:15 - 17:20
    Crank the randomize all the way up, the
    randomized phase all the way up, enable dynamic.
  • 17:20 - 17:25
    And under angular velocity, we can increase
    the amount so that they will rotate as they fly
  • 17:20 - 17:25
    And under angular velocity we can increase the
    amount so that they will rotate as they fly
  • 17:25 - 17:29
    up as well, which I think gives a little
    bit more dynamism to the whole scene.
  • 17:25 - 17:29
    up as well, which I think gives a little
    bit more dynamism to the whole scene.
  • 17:29 - 17:34
    Now, if they are a little bit too big, you can
    either scale your models down or scale them
  • 17:29 - 17:33
    Now if they are a little bit too big,
    you can either scale your models down,
  • 17:33 - 17:38
    or scale them under the render tab to scale
    a little bit lower so they are not as big.
  • 17:34 - 17:38
    under the render tab to scale a little
    bit lower so they are not as big.
  • 17:38 - 17:41
    And now, I think the last thing to
    do is as you can see they just fly
  • 17:38 - 17:40
    And now I think the last thing to do is --
  • 17:40 - 17:43
    as you can see they just fly up
    and disappear sort of abruptly.
  • 17:41 - 17:43
    up and disappear sort of abruptly.
  • 17:43 - 17:47
    In order to make this transition
    much smoother, we scroll all the way
  • 17:43 - 17:47
    In order to make this transition much,
    much smoother, we scroll all the way
  • 17:47 - 17:52
    down until we find the textures tab, then
    open it up, click "new" to create new texture,
  • 17:47 - 17:50
    down until we find the textures
    tab, then open it up, click new.
  • 17:50 - 17:55
    To create new texture, go into the textures tab
    again, change type from image or movie to blend,
  • 17:52 - 17:55
    go into the textures tab again, change
    type from image or movie to blend,
  • 17:55 - 17:57
    and we will use this texture in order
  • 17:55 - 17:57
    and we will use this texture in order
  • 17:57 - 18:02
    to tell the particle system how big the
    particles should be at given moment of life.
  • 17:57 - 18:02
    to tell the particle system how big the
    particles should be at given moment of life.
  • 18:02 - 18:05
    So, first of all, open influence
    and we want this texture only
  • 18:02 - 18:05
    So first of all, open influence,
    and we want this texture only
  • 18:05 - 18:07
    to influence the size of our particle.
  • 18:05 - 18:07
    to influence the size of our particle.
  • 18:07 - 18:13
    And then under mapping, the coordinates we want
    to be not generated, but per strand and particle
  • 18:07 - 18:10
    And then under mapping --
    the coordinates we want
  • 18:10 - 18:13
    to be not generated but per strand and particle.
  • 18:13 - 18:17
    so each of these particles will be affected
    by this texture as its own entity basically.
  • 18:13 - 18:17
    So each of this particle will be affected
    by this texture as its own entity basically.
  • 18:17 - 18:21
    Now, let's open colors, enable
    color ramp and open it up.
  • 18:17 - 18:19
    Now let's open colors.
  • 18:19 - 18:21
    Enable color ramp and open it up.
  • 18:21 - 18:25
    And here, first of all, let's increase the alpha
    of this to like one so we see what we're doing.
  • 18:21 - 18:25
    And here, first of all, let's increase the alpha
    of this to like one so we see what we're doing.
  • 18:25 - 18:28
    This basically represents the scale
    of our object throughout its life.
  • 18:25 - 18:28
    This basically represents the scale
    of our object throughout its life.
  • 18:28 - 18:31
    So, black is zero obviously, white is one.
  • 18:28 - 18:31
    So black is zero, obviously; white is one.
  • 18:31 - 18:33
    So, we want it to start with the size one.
  • 18:31 - 18:35
    So we want it to start with the
    size one, and then as it grows old,
  • 18:33 - 18:37
    And then as it grows old, we want it
    to be zero by the time it disappears.
  • 18:35 - 18:37
    we want it to be zero by the time it disappears.
  • 18:37 - 18:41
    We can also change the interpolation to
    B-spline to have much smoother transition
  • 18:37 - 18:41
    We can also change the interpolation to
    B-spline to have much smoother transition
  • 18:41 - 18:43
    and just bring it a little bit closer.
  • 18:41 - 18:43
    and just bring it a little bit closer.
  • 18:43 - 18:47
    So as you can see the particles
    now start with their normal size
  • 18:43 - 18:47
    So, as you can see, the particles
    now start with their normal size
  • 18:47 - 18:50
    and then they just gradually
    scale down until they disappear.
  • 18:47 - 18:50
    and then they just gradually
    scale down until they disappear.
  • 18:50 - 18:53
    We can increase the render scale now
    because they are a little bit too small.
  • 18:50 - 18:53
    We can increase the render scale now
    because they are a little bit small.
  • 18:54 - 18:58
    And when you're happy with your particles
    going up, the last thing to do is take them
  • 18:54 - 18:58
    And when you're happy with your particles
    going up, the last thing to do is take them
  • 18:58 - 19:01
    and create the material for them
    because right now in the render preview
  • 18:58 - 19:01
    and create a material for them because right
    now in the render preview as you can see,
  • 19:01 - 19:04
    as you can see we have this emissive
    color and then we have those stones.
  • 19:01 - 19:04
    we have this emissive color,
    and then we have those stones,
  • 19:04 - 19:06
    And then, it depends what you want to go for.
  • 19:04 - 19:06
    and then it depends what you want to go for.
  • 19:06 - 19:10
    I in my previous scene had a
    simple setup of area light shining
  • 19:06 - 19:11
    I, in my previous scene, had a simple
    setup of area light shining from the top,
  • 19:10 - 19:13
    from the top quite big and quite strong.
  • 19:11 - 19:13
    quite big and quite strong, and based
  • 19:13 - 19:18
    And based on this light information, I had the
    stones cell shaded, and I will show you how.
  • 19:13 - 19:18
    on this light information I had the stones
    cell shaded, and I will show you how.
  • 19:18 - 19:20
    So, first of all, let's select the stone.
  • 19:18 - 19:20
    So first of all let's select the stone,
  • 19:20 - 19:24
    And in the material editor, click
    "new" to create new material.
  • 19:20 - 19:24
    and in the material editor click
    new to create new material.
  • 19:24 - 19:28
    And we can delete the principled
    BDSF and instead have a diffuse.
  • 19:24 - 19:28
    And we can delete the principled
    BSDF and instead have a diffuse.
  • 19:28 - 19:32
    And now right after the diffuse,
    we want a shader to RGB node,
  • 19:28 - 19:32
    And now right after the diffuse,
    we want a shader to RGB node,
  • 19:32 - 19:36
    which is going to take the shader
    information and turn it into an RGB color,
  • 19:32 - 19:36
    which is going to take the shader
    information and turn it into an RGB color,
  • 19:36 - 19:38
    which we can further connect to a color ramp.
  • 19:36 - 19:38
    which we can further connect to a color ramp.
  • 19:38 - 19:40
    And let me show you what it does.
  • 19:38 - 19:40
    And let me show you what it does.
  • 19:40 - 19:45
    So, it takes this information of how this
    object looks like being lit by the light.
  • 19:40 - 19:45
    So it takes this information of how this
    object looks like being lit by the light,
  • 19:45 - 19:47
    And based on that, we can just
    give it some different color.
  • 19:45 - 19:47
    and based on that we can just
    give it some different color.
  • 19:47 - 19:51
    So, because it's stone, I went
    with like the basic brown setup.
  • 19:47 - 19:51
    So because it's stone, I went
    with like the basic brown set up.
  • 19:51 - 19:52
    Oh, let's do it again as well.
  • 19:51 - 19:52
    Let's do it again as well.
  • 19:52 - 19:55
    Change the interpolation to constant
    again to have the cell shaded look.
  • 19:52 - 19:55
    Change the interpolation to constant
    again to have the cell-shaded look.
  • 19:55 - 19:59
    Now, the second one's going to be
    much brighter, but not too bright.
  • 19:55 - 19:58
    Now the second one's going to be
    much brighter but not too bright.
  • 19:58 - 20:00
    Add a highlight, highlight on top.
  • 19:59 - 20:00
    And a highlight on top.
  • 20:01 - 20:03
    So, you can spend much more time adjusting it.
  • 20:01 - 20:03
    So yeah, you can spend much
    more time adjusting it.
  • 20:03 - 20:05
    I'm just hungry, so I'm going to wrap it up.
  • 20:03 - 20:05
    I'm just hungry so I'm going to wrap it up.
  • 20:05 - 20:08
    So, simply select the second rock,
    go in here and choose the material
  • 20:05 - 20:08
    So simply select the second rock
    going in here and choose the material
  • 20:08 - 20:10
    that we just created for our rocks.
  • 20:08 - 20:10
    that we just created for our rocks.
  • 20:10 - 20:15
    And now, as you see, as they fly upwards
    as the light changes, the material reflects
  • 20:10 - 20:15
    And now as you see as they fly upwards, as
    the light changes, the material reflects
  • 20:15 - 20:17
    that as well and changes with it.
  • 20:15 - 20:17
    that as well and changes with it.
  • 20:17 - 20:19
    If the lighting is too strong for you,
  • 20:17 - 20:21
    If the lighting is too strong for you, then
    you can always just decrease the strength
  • 20:19 - 20:22
    then you can always just decrease
    the strength of the light.
  • 20:22 - 20:25
    of the light, and as you can see it
    affects the color because, again,
  • 20:22 - 20:24
    And as you can see, it affects the color
  • 20:24 - 20:28
    because again it's taking the diffuse
    shader and then turning it into color.
  • 20:25 - 20:28
    it's taking the diffuse shader
    and then turning it into color.
  • 20:29 - 20:32
    So, depending on how the diffuse
    shader looks in the first place,
  • 20:29 - 20:32
    So depending on the how the diffuse
    shader looks in the first place,
  • 20:32 - 20:34
    that's how the result is going to look like.
  • 20:32 - 20:34
    that's how the result is going to look like.
  • 20:34 - 20:36
    And yeah, because it's aura, one last thing.
  • 20:34 - 20:37
    And yeah, because it's aura, one
    last thing, you can select it.
  • 20:36 - 20:37
    You can select it.
  • 20:37 - 20:39
    You can see we have a shadow right now.
  • 20:37 - 20:39
    You can see we have a shadow right now --
  • 20:39 - 20:40
    Go into the material properties.
  • 20:39 - 20:42
    go into the material properties and
    under the shadow mode just click none
  • 20:40 - 20:44
    And under the shadow mode, just click
    "none" so that it doesn't cast any shadow
  • 20:43 - 20:46
    so that it doesn't cast any shadow
    because I just believe it shouldn't.
  • 20:44 - 20:46
    because I just believe it shouldn't.
  • 20:46 - 20:48
    And this would be it for the tutorial.
  • 20:46 - 20:48
    And this would be it for the tutorial.
  • 20:48 - 20:53
    I hope that you learned something, that you
    enjoyed it and you will be able to use it
  • 20:48 - 20:53
    I hope that you learned something, that you
    enjoyed it, and you will be able to use it
  • 20:53 - 20:55
    in your personal project, which
    I would love to see if you do so.
  • 20:53 - 20:55
    in your personal project,
    which I would love to see.
  • 20:55 - 20:57
    If you do so, please share with me on Twitter.
  • 20:55 - 20:57
    Please share with me on Twitter.
  • 20:57 - 20:58
    Link for that in the description.
  • 20:57 - 20:58
    Link for that in the description.
  • 20:58 - 21:02
    And if you have any requests for the future
    tutorials, comment section is for you,
  • 20:58 - 21:02
    And if you have any requests for the future
    tutorials, comment section is for you.
  • 21:02 - 21:03
    and I will see you in the next one.
  • 21:02 - 21:03
    And I will see you in the next one.
  • 21:03 - 21:04
    Bye-bye.
  • 21:03 - 21:04
    Bye bye.
Title:
Make ANYTHING Look Like Dragon Ball Super Sayian - TUTORIAL
Description:

more » « less
Video Language:
English (United States)
Duration:
21:03

English (United States) subtitles

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