Blender 2.8 Tutorial - Blender Text Tutorial

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[Music] hi and welcome to this DCP web tutorial in today's tutorial we'll be using blender to create some exploding text using the explode modifier so let's watch this little video sequence that I created so what is text that floats down then it disintegrates and then it gets to a certain point and then all these particles fly away so I'm using the explode modifier to do this there's kind of a few things going on here I've got this text here and I've got these particles so those are two elements and then we've got this volumetric lighting with a HDRI map and then you can see here the text starts to disintegrate and I'm using the explode modifier to do that then these particles kind of dance on the floor a little bit and then they just get pushed up using a win object so you can use this logic for quite a lot of different things you can use it's quite fireworks all sorts of stuff I tried to look on YouTube for some good tutorials about the explode modifier and a lot of them are older versions of blender and they just didn't really make much sense to me so I thought let's make one myself and let's share that with you so let's aim to make something like this let's aim to do something a little bit better maybe let's close this and let's open up blender and the first thing we'll do is click on general file save as like usual I've got a folder on my desktop I'm gonna call this exploding text so just call you on give your file a sensible name put a dash 0 1 because we're going to save different version 0 to 0 3 as we go along this project let's save this let's click on the cube and delete it and then hold down the middle mouse button and pan around so you've got the X&Y in this direction let's press ctrl s to save let's press shift a shift a to insert a text object and then we'll hit the tab key where you can go to edit mode here try remember the tab key that's easier and I'm going to type in exploding like this and then hit the tab key or go to edit mode object mode so we just got this test called exploding you can put any text in here you like you don't have to type exploding put your name your company name whatever you like try and keep the text roughly around these many characters and try and keep it one word if possible but you not have to do right it's entirely your choice so we'll go to my web browser and we're going to go to commercial once so we go to this website called free commercial fonts and we want to download a font so we want to look for something that's got quite a thick edge to it so let's just create a folder here actually we want to do that let's look for a fun now one thing about this website which I didn't know before is in here in this little text box here you can type in something like exploding like exactly what I've typed into blender when you type that in then all the fonts will show with that word so this is quite useful actually I never knew this was there just find it other day you can type in whatever you like and then all of the characters the fonts will show with that word in there which is quite useful because then you can see the fonts quite clearly and I want a really thick hedge fund right something that's a very very basic shape and thick layer you don't want anything crazy or anything too thin you want something like this something like this will be perfect right this one here so I'm going to use this one click download I'll put a link to this one - let me click on it and we'll make some notes here so this will be the font that we'll use and I'll keep track of all the files that we download let's drag this into here and you can see the phone here what it looks like let's right-click and let's extract that phone to this directory will minimize the browser and then we delete this zip file we don't need it and we'll rename this to fun let's just see what's inside this will got another folder and then we got the fun here so we'll leave it like this it doesn't really matter very much so let's close this let's go back to blender and we will press will click on this text it's really selected anyway or press a to select actually don't do that just go up to here and click on the text here and then press X through when I just don't do that let's press auto-rotate then X then 99 0 just want to rotate it around and then we'll go to the object area here go to font and then open the folder head then go to the font folder you've created and go and select that fun and then click open now we've got that text in let's just zoom in a little bit here and we want to give it a bit more spacing so let's space it out a little bit just by one then we want to give it some geometry so we want to do the extrusion it's it's about 0.2 I think we'll be good 0.2 and we don't want any bevels or anything like that we want the font to have it just the nice straight flat edge like this so that's what we need to do with the font here that's it pretty much done let's go to object set origin geometry the origin that puts this little yellow dot in the center of the text and that will be its rotation point that's quite an important step let's let's really what you want to do is get your viewport to this sort of angle yeah in fact we should ready click on this text and drag it up a bit drag it off of the floor can you see there's a gap here it's off the floor then rotate around and try and get your viewport to somewhere like here then press control alt 0 and that will bring the camera into that view we can click on the camera and press G on our keyboard the letter G that grabs the camera then you can just move your mouse wheel up to try and center it out something like this let's get that sent it a bit bonus zoom in a little bit we will click on the camera and let's click on the camera object data here we'll set the X location to 0 who set the will leave the y&z we'll set the rotation on the Y to 0 and we set the rotation under Zed to 0 so that's nice and leveled out and straight bang in the middle and we want to move back a little bit and move it up a little bit something like this that's one with a rotator about 90 degrees so rotate the X to 90 degrees and then just grab it up like this something like this here that should be okay for now let's middle mouse click and if we move into this text and select it and then go to the edit mode actually just not do that let's go to object mode let's go to object and then we want to go to convert and convert it to a mesh rest there so we convert it to a mesh now we can't really edit the tip where we can edit the text but we can't change the characters right as soon as you go to object mode and go to convert to a mesh now now it's actually a mesh object if we select it and go to edit mode we can see the vertices here and how these shapes are being created so this isn't really good for the the dish the way that the mesh has been created all these vertices this isn't really good for the explode modifiers we want to change this let's go through object mode again let's go to the modifier and in the modifier we want to select remesh here so when we select we mesh something strange happens here uncheck this option remove disconnected pieces and then in the OP tree depth just keep moving this up until you see the text correctly alright so around 8 for me around 8 is really good if you've got text with a bit more funny sort of shape inside the you may need to go a little bit higher but H would be about good and you can see the text looks perfect now again right so what did that do first of all we need to apply it so let's click on play and once we click to apply we can go back to edit mode and now you can see how the mesh is been made it's nice and clean it's really looking good right it's all uniformed and that's what that particular option does it remesh is it and it gives it a nice clean vertices and this is perfect for the explode modifier right it's exactly what we want there's a lot of vertices in here but that's ok let's just go back to the object mode and really what we want to do first let's have a little think of this is quite a few things that we need to do so let's first of all let's go and grab a haich-d alright map I think will be a smart move so let's press ctrl s to save let's go to file save as and save this as version 2 and version 2 let's save this let's minimize this and let's go back to our web browser and let's go to HDR I HDR Haven let's open up our folder again and we want to create a new folder called HDR I and we're going to go down here we're going to download a few different HDRI maps so let's go to nighttime and we download the usual one I use this one in Shanghai so we'll click on this one this is what it looks like let's click 4k to download that one and then let's go back a few steps and I only try something different listen if we see it goes from new ones here right so let's click on this cinema lobby this one and let's download that one so and we download one more let's see it's how we look let's look at something with higher contrast let's try this one Sitara nitrite this one let me copy this we'll click download on this one I'll just make a note eh DOI maps the ones I'm downloading let's drag them into this folder so we drive all three and then we can see how these affect our scene so we need actually one more thing let's go through let's have a think here we want to go to free PPO and they will make a new folder call it material it's worth making these folders because I just keeps cleaning and you know everything keys afterwards right let's click on metal here and in my example is the cold material I think we do something different today so if you want to follow the example that I did before like in this video then I use this gold material here scoff gold so maybe we will try let's try the copper one today so let's do pop-up and I'm gonna try this scuffed Unreal Engine one let's see I think it's this I think it might be the Unni one we need so let's click on Unni I'll check for you quickly so we download that if it's the wrong one then we need the other one I'm making as well let's track this in here right click and we'll extract it see if this is the right this is the wrong one so let's delete this I know it's the wrong one because it's got a PSD file in here and I couldn't convert that PSD file but that's kind of a bit long this is not it's not longest easy enough but what did we just download the unity one so let's download the Unreal Engine this is the one we want so let's put all of this into the notes here though this will be okay so let's go to this material folder we've got this second one which is the Unreal Engine did I download the same one again unis just trying to extract that so this is the one we want under engine okay so we got everything we need let's close down the browser and then we will go to blender again and the first thing we do is let's add a material to this text so let's go to our render view for now time to render view let's go to the shading this go file save in fact before we go shading let's go to UV editor and in UV editor let's press B on our keyboard to box select so let's just do that one more time so you press the letter B and then drag your mouse over the text and that will select all of the vertices on this text then press U and then do UV smart UV project and then click OK then you can see it's projected this text unwrapped it basically right then we can go to the shading and this is our text here and we want to give that text a new material so click new here and then name that material the text material I'm getting used to naming my materials now don't normally do that but I think it's a good idea so start naming your materials let's drag this to the side let's go to the desktop and inside this folder we've got the material here the scoffed copper so this is it and we'll pick this darker version there's two versions here there's a lighter and a darker version of this copper material will contract the darker version down it says that it's a base color right base color here so connect the color to the base color here then take this little option in the corner to minimize it this minimize maximize and then drag this one down this is the metallic so what you do is connect the color to the metallic here and then go to non-holiday art and minimize that one then we'll go to the roughness let's drag that and connect it to the roughness minimize that one in fact set it to non-colored era then minimize it sometimes in the viewport you need to just move this a little bit right so in this viewport what you can see is the wireframe the solid view and this is a cool look they've and basically if you don't have a HDR IMAP because at the moment we don't have one so we use look dev mode then we can see what that text is going to look like with HDR image with all the reflections and stuff right at different angles so we can see that so that's what that is this option here then we'll drag this what was this one we done that one I think we drag this one this is the normal so this will give the object some bumps and stuff right so if we zoom right in let's apply it first shift a and then vector a bump here so let's do that one more time so press shift ade the vector and then bump connect the color to the height set it to your long holiday up and then connect the normal to the normal here and it might be a little bit tricky to see this let's have a look here on the edge for example if I'll get real close right here it's all these little dents and stuff so if you reduce the strength they'll disappear like this and you can invert them as well so you can have them pushing out rubbing it in but we want them pushing it in and then it's those little things that make a difference right at some times so this is looking good it's looking okay right nice and shiny good let's go back to let's go to file/save let's go to the lao so we've got exploding text in here and at the moment we're looking at the render view so we're to render this press f12 you can see it just looks rubbish right it's got no HDR a map so let's create the map first this is really easy let's go to shading let's go to the world view here when you click on world view as default inside the world view here use node should be blue here right you should always be blue so let's click on this green background here and delete it and then we'll press shift 8 and we will go to the texture environmental texture let's just move this over to the side then we'll press shift there again and we'll insert an import which will be a texture coordinate and then shift a and we want to come no we don't want to convert we want a vector mapping so every time you want to add objects into this edit art just press shift a just like you do on the viewport right when you're creating objects generate it to vector vector to vector here and then the color to the surface here so that you won't really see anything at the moment because we're looking in look dev mode so we now we're going to go to the render view so now we render view let's click open here and let's go to the HDRI Maps remember we downloaded three so the cinema Lobby was the latest one the newest one so let's click open on that and then you can see what the text looks like in this particular view and the advantage you're putting this mapping here you can rotate the actual HDRI maps you can pick a point where the lighting is really nice right but for me yes sir let's do one thing let's go to the render view and let's turn on bloom to turn bloom on here for now and for me let's see let's try one of the other one so let's click the folder here and we've got the Satara night let's click open on that one now you can see the big difference between those two maps right now you've got all this gold and it's looking nice and shining and all this good stuff so we'll pick a point where we like the lighting for now and we might adjust it later so let's ease to overkill there I think somewhere around here will be good and then we can change this week and allows us stuff to it later let's go to layout so now when we render f12 we'll see our text here but we'll also see this background we don't want that background there so let's press shift 8 and insert a UV swing it's probably a few different ways to do this but this is the way I do it so this UV sphere let's drag it up a little bit and then press 0 on your keyboard that's the camera view so this sphere is in front of the camera and the text is in front of the camera on this fearless selected so it's already selected it's highlighted orange press s to scale and keep scaling it until you see the the text inside right like this so now we can see the text inside let's just pan hot pan around here a little bit and I think we've got enough space we might need to make it a bit bigger I think that's pretty good in terms of size if we click on this sphere and go to the object there you can see it's set to around 41 so just make it 42 42 42 and 42 so let's click on the sphere let's go to the material create a new material name that back around let's call it background material let's click on the base color and set that to black all the way down and then the specular turn that all the way off and then the roughness turn out all the way to the top so now we just got a black background which is what we want you can see a lot of bloom is coming off of this text it's going to shine it's going to all this good stuff right so we'll adjust this a little bit later because it overkill one here let's do that now shading and then let's just words here this will rotate around here we'll adjust this afterwards anyway let's go to the bloom settings let's just turn down the radius a little bit right for now we'll turn it right down and we can increase or decrease the as when we do the animation sequence in fact for now let's turn it right down to something like this might even turn it off okay we'll turn it down for now let's just turn it off for now we're going to turn it back on later because I want to see the text quite clearly and what would do so let's think about this we want to this file save we want to now explode this right so let's go to the particle system and this clicking new tile one minute let's click on the text click on the text then go to the particle system then click new and set this to around 1,500 particles 1,500 and press ctrl s to save then go to the modifier and you see the particle system for the text in here leave this alone click on the drop down arrow here and select the explode here and then in theory we should start to see the text disintegrate right like this you didn't see okay let's save this every time you do something you should ready get used to pressing control s and save blenders crashed a few times on me and it's worth saving your work as you go along so let's set let's go back to the particle system let's set the number of particles to around 5,000 for now and that will give us more segments right a lot more segments flowing off that's what we want and then let's set the set the end frame to around 564 now let's go to the actually let's deal with this first let's set the start frame I said that to around let's see about 120 and we want to set the end frame to around 150 so the duration in between this explosion or this is this explosion here is going to be very short we want it to be fast right then let's set the lifetime through around 450 its want them to last quite a long time because they're going to do a lot of things these this this explosion right particles are going to do a lot of things then we will let's see let's go to the velocity we'll leave this at one will pretty much leave all these settings as they are and in the physics we want to set the Brownian to around five and then let's have a look here in the render we want to set this to none the render size render as none right because we don't want to see well we don't need to see let's see yeah we don't really need to see the halo the halo never gets rendered anyway so all Maslin all just just not sure when I need that because these all these segments are going to be the particles right so what we want to do now is create a floor so let's put a shift a and insert a plane and that floor plane will be let's set the size up let's have a look so we want this to be around we're better off doing this in solid view right so we can see everything what's going on solid views a good view for this so let's set it to around 40 wide it's going to be quite wide and we will set this to around 70 I said it's around 80 80 and you can see the lines cutting through here we need to go to the camera let's click on the camera go to the camera settings and with that camera - see we want to set the end clip into 300 for that it's quite it's going to be able to see pretty far into the distance right that's what we want let me just pan around here it looks like we've got enough space right yeah we've got plenty of space to have these text floating down and hit the floor and all that good stuff right so that's fine let's press 0 on our keyboard in fact let's press number three number three takes us into the side view but because we've got this sphere we can't really see anything so let's click on the sphere and hide it for the moment now we're going to zoom in and see the text and we want to click on the floor this is really important right click on the plane let's name it the floor and drag it up just so that it's above the green line here you should see this green line make sure it's above the green line then click on the text and we want to drag this down so that it sits just above the flop like this so let's click on the floor the floors here this is the baseline you can say whether we want the flow to be above and then the text to be just above the floor like this something like this well middle mouse click on rotate around and let's press it on our keyboard so we see the camera view this is the camera view we want to now click on the floor go to the particle system now go to the physic system and select collision here for the floor that way now the particles should hit the floor like this let's see let's turn back on a sphere and yeah that should be good let's go to the we need to get this floor material right so let's click on the floor let's go to the material is click on new material let's name this floor and we'll set the color to black we want it to be black and then we set the sub look we're going to bring you speculate down right and then bring the roughness down as well just something like this offering good maybe a little bit more something like this should be good unless you try the other HDRI map because it seems to have better coloring in it so let's go to end up not render let's go to shading and in the map let's open this here so we should be in the world view let's go to open and we select the Shanghai one and click open for me it's just got better colors in it it just looks better right it's got nicer colors in there and I want to rotate it around through around let's see through around 440 or forty - 440 let's do - - 440 you get these purple colors but you can play around with this I'll leave you to experiment and rotate or we look at that bit later then we got better colors on this floor prefer these colors rather than the the other ones who never HDRI map so let's go back to the render and turn on bloom and we need to increase the radius right let's increase the radius a bit and let's just move our mouse cross key and see what's going on these particles would do their thing we've got control him in some way right so we'll control them we've probably wind and we'll add some turbulence and a few other things as well so let's save this and this seems something ain't quite right with this floor right so let's click on it okay so let's go to the render settings here and let's turn on screen space reflection here screen space reflection and let's turn the trace all the way up set the tracing all the way up to the top and the max roughness let's bring that down to around here and the edge fading let's get rid of that and then we should see all our particles reflect off the floor like this surrender dismiss press f12 now we can see as particles reflecting off of the floor as they bounce around and do their thing so that's okay we'll play around with this a little bit more and try and tidy up a little bit and get it just the way we like it I think we need to increase this slightly around here should be good this edge freakness let's have a look here there should be fine okay set this to a hundred for now I'm still experiment with blend I'm still learning quite a lot of things off of its a lot of my stuff is trying to narrow I'm figuring out and reading the manual but this is very much still in beta right so it's hard to UM work everything out the render settings let's press 128 in the viewport they set this to around 100 for now and then what we would do this looks pretty good here maybe this radius can be a bit more I think this is pretty good okay so in my example this text kind of spins and floats down from the top at the camera view floats down hits the floor slides in and then these particles start flying off here and stuff right so let's try and get that part done let's go to the first frame and let's press shift a and we want to insert a cylinder so here's a cylinder we want to rotate this so let's press R to rotate on the x-axis so press R then X and then type in a it's not going to be on the x-axis is it this I'm doing I want to rotate it this way so that will be on the y axis let's press R to rotate and then Y then 90 so R then Y then type in 90 that will rotate 90 degrees this way let's just move to the top view in fact this press number seven turn off the where is the background so this sphere let's call this background let's turn it off for a second so we can see it from the top view the light here let's right-click on this light here light right click and delete it then this cylinder let's drag that into this collection here drag the cylinder into this collection here you don't need to do that though it's nice to keep everything together and then we want to scale this on the x-axis so let's press s to scale on the x-axis and scale it out so that's the same width basically as the text it can be slightly smaller slightly bigger it doesn't matter but I want to be roughly the same width as the text and then we want to scale it on the let's go to its object they are and we want to scale this right down so that 0.15 let's see that should work let's drag it in front of the text let's drag it up a little bit so it sits above the floor and it's still probably too big so let's bring it down through I reckon about 0.5 so it's quite it's quite a small cylinder now right we press the number three when we first number three on our keyboard will see it from right orthographic then we can position it exactly where we want so we want to be around here and then let's zoom in onto the cylinder here and we'll go through object mode and go to edit mode and then in edit mode we need to turn on the show whole scene transparent and then we need to press the letter A twice so when we press it twice fast it will unselect all of the vertices you press it once it will select everything press it twice fast and it one selects everything and let's see we want to we want to get rid of some of these vertices well I'm just working out how much we want to get rid of so probably what we'd do is get rid of all it so we're gonna box select all of these bottom ones not the middle ones here right all of these bottom ones here and when you turn this option on whole scene transparent when you box select you end up selecting all the vertices this is just I want to try and explain what while we're using that option right so you select everything from this side all the way across to this side as well when you've got these show transparent so let's press the number three again that takes us back into the same view we've selected these hit the Delete key on your keyboard and say delete vertices here so that gets rid of half of them and then really we don't want these ones here so we're going to select these ones as well all of these right here and then do the same delete so we're left with this sort of shape like almost a quarter right quark quarter section so let's go back into object mode and in that rightfully we can't really see it so let's see the first number three maybe we need to give it a bit of you need to solidify it a little bit so let's go through the modifier in fact I didn't do that in my last example so just not do that let's move it to the front and drag it down to about here we'll just want to get it close to the face of this object let's drag it here this is through man so you had our looks so you want it sitting in front of the object right like this here it's what so let me explain why we actually create and this might help this here's gonna what it's going to do is be used for the particle email so let's click on this this object let's go to background let's turn it on first so let's click on that objects will select it's already selected this cylinder let's call it particle emitter it's already selected so let's select that first then select the text so hold down the shift key and select the text afterwards so the particle emitter first then the text afterwards moving to the viewport press ctrl P and click objects here so that will parent them together so when we click on this explode text to move it the cylinder will move with it right that's what we want so now let's press what do we do with each of these spheres right so let's press shift a and we'll insert a I go elsewhere so this I plus R is here let's move it up and move it to the side a little bit and this press s to scale it down needs to be a bit smaller for now they're zooming on that and [Music] maybe in this example we'll create a few different colors in the last one it was just a single color particle just a blocky yellow color so maybe in this one we use a few different colors let's make it a bit different so to do that let's click on this icon swim press shift e to duplicate it and drag it across then press shift D again to duplicate it and drag it across you've got three eyebrows raised now let's click on the first one go to the material click new material and then in here select emission set it through around ten for now and then the color pick whatever color you want I'm going to try and pick colors that are roughly like within the scenes I wanna call oranges or color click the middle one new material let's go to the emission shader so select a mission here set this to 10 and I'm gonna go for like a blue color got some luck or almost like a purple right up or you know purple and then the last one I'm gonna leave white but I'm gonna go to new and let's select mission and set it to 10 so it's going to be white then let's click on this right click on this collection here create create a new collection and name these particles then click on this one here to hold down the shift key and select the other ones and drag them into the particles collection here then click on this cylinder that we created this course Eleanor go to the missile here and if you don't see them it just move your mask a little show click new and we'll leave it a thousand particles for now and when we scroll down let's just have a quick look here so this this actually increase this to around 3,000 we're going to start from the first frame will set their lifetime to 150 then we'll let's go down through the render settings here let's select collection here collection in this collection in this box here we need to select particles pick a random and then we can set random size let's just move our mouse across here we can see these particles being a mate now right here they need to be a bit bigger so let's set them through see probably without procedure on our keyboard if we click anywhere in this side should we find maybe a little bit bigger one point 0.15 and they said randomness and then they'll be all random sizes okay so let's click on this one hold down the shift key and select in fact let's click on this top one here I go this way hold down the shift key and select all of them and just drag them up let's zoom out a little bit and just drag them off to the side here for now let's press ctrl s to save then we'll go back through this particle emitter and we need to do a few other things in here I guess that's how I look really we should turn off the show I may turn that off here and in the viewport we can leave it on for now and I'm pretty sure let's see that should be pretty good for us yeah that should be fine so let's press shift a let's press shift a insert a force field wind the wind is point in the upward direction but it's been added into the pike whole collection here just take this wind object and drag it into the top collection up here so now you see it's called field let's call it field wind and let's set the let's go to the shrimp setting then let's set the strength to seven for now and let's see what that does right okay that should be fine let's press let's click on this top collection if you click on it and press shift a and insert turbulence let's see turbulence surveillance yeah then it will add it into this collection rather than in the particles one right let's minimize that particles one and make sure that when we add something if we select this then it will add it into that bottom collection there and we want to call this field tu our field turbulent so let's click on that one and we want to set this to only set is pretty high to around 20 so let's go back and click play now you can see these particles will start to do what turbulence applied to the right so it'll start to move in all different directions do a lot of things here so they're quite big actually I think let's zoom out a little bit here we need to make them smaller so let's click on the park limit here go to the particle settings and then inside the scale let's set this to 0.1 let's make them a bit smaller seem a bit to people II what you can do is turn off overlays here and that will give you a better view of what's going on okay so let's have a look here for the particle limit are here let's try and set a brand new to round 2 whatever reason don't really like this blue one in here so what we do it's the purple one so we zoom out click on the let's click back on overlays here turn it back on click on the purple one I mean you can leave it if you like it but I don't really like that color so I'm going to go back to hit and change this to maybe like a lighter a light blue I think we look Bell you prefer that that color I think there's too many of them right so let's click on the particle emitter go back to here let's set this to around 3000 nothing that we better so let's go back to the first frame file save as and we say where's version 3 and now we want to animate the text movement right so let's click on the text let's move to I less a little here so we're gonna run this at 60 frames a second so let's just go to here in the output settings and say yeah 60 frames a second so at least it's playing at the speed my small computer is running at off that framerate right at less than half is I'm in some instances but we want to run out 60 frames a second and we'll go to the first frame in fact what we'll do let's um let's move to frame sixty so that'll be one second yeah let's move to frame sixty so i'm frame sixty let's hit the record button and press the letter i in fact we can go through the object here and press make sure the text object is selected press i here and i here so that will put keyframe for there so i'd like to put the keyframe here first then move back to the first frame then we can move this text backwards let's move it backwards into the same and let's move it upwards out of the camera view like up here somewhere then if we scrub forward we'll see the text will flow down like this right and i think it needs to be back more so let's shift it on this sixty keyframe let's move it back a bit so around here so let's have a look it's going to come down like this that's good so on this sixty keyframe we want to rotate it right not on this axis go beyond is that not open on the x-axis so we want to do in my example of it i rotated it once so maybe we will rotate it twice in this let's see what it looks like so it's 90 plus 360 plus 360 will take us to 810 copy down and paste it into the rotation exhale eight hundred and ten degrees and for some reason let's have a look well you know rotating 810 okay let's go to the first frame on this first way and press the little eye here on this first frame and set that to 90 degrees here in this example we rotate twice and I'm not sure if this would be overkill I think it might be right so let's go back to our calculator and we just want to do singly 360 plus 90 450 set that to 450 now we rotate once your fingers bail then when it hits the floor we want to give it a few frames or probably about half a second right so that would be 30 frames so that will take us to 90 60 to 90 half a second and we just want to move this forward it's right around here so we can almost imagine the text he's gonna spin all these particles flowing off of it hit the floor the particles would still keep being emitted and then he's gonna get to this point and then it's gonna disintegrate like this right so we'll think about what we're gonna do in here is have a look we probably want to move these keyframes out of it so I think they bit too close so this 60 ready warning I ran a hundred so let's drag this one across let's click on this keyframe and drag it to around a hundred here and let's try that what's this one set to 100 oh and I set that on a hundred and ten so it started disintegrate around this keyframe to 120 let's move a bit more forward about 180 Connor what the text it'd be moving as it's disintegrating and maybe what would do he's uh let's click on the camera the camera has no key for him his right so let's uncheck the record button let's move it back a little bit it's a bit too close so around here so about minus 15 I think it's too close so as this flows down what I would like it to do let's click back on the record button and go to the text object then on this keyframe just drag it forward more to about 100 and it's gonna be slightly different to my other animation right so I want to do something different really wild like is the the text to be moving forward as it disintegrates so let's click on here and on the y-axis let's move it forward so if did that keyframe was shifted one to a hundred and other one to 150 and we've moved a camera back so we can move the text forward more to about here somewhere let's see what that looks like so the text we need to move because we move the camera back we need to move this text up a little bit more at a camera view so the text will come in with the particles flowing up it will slide and as its sliding it's going to disintegrate which I think will are much better than the last example I think it's going to be very cool and then it all these particles do their thing what we need to do on this timeline is hit the record button and use the mouse wheel to zoom out so rotate it downwards so that and you can use the middle mouse to pan it across so really we want to see frame zero to frame 560 here let's just scrub through this slowly sometimes it's worth looking at from a different view to see what's going on so let's see I think 5,000 on this text particle seems a lot right I say - like 3,100 I think that might be good enough it seemed to be getting pushed out quite far the particles right just pursue oh phone a camera view sometimes it's worth baking before you make judgment right so click on the text here and go to the cache and click bake or dynamics so they'll take a little bit of time to do but sometimes when you're trying to render things out in real time you've got a lot of things going on all at the same time in blender you don't always get to see what that simulation is going to look like until you bake it properly until blenders memorize where all those particles are going so sometimes I like to bake things and then click on the particle emitter and click bagel dynamics then check it now we got a better idea what's going on here not sure I want them to be moving out that far so let's click on the text here Venis down to the turbulence right that turbulence will set pretty high like 20 let's click on the filter balance here go through settings and let's bring that down to around 10 let's set it to around 10 and then go back to the text go back to the particle systems delete the Bakke and click Baykal dynamics again sometimes you have to experiment that turbulence might be pushing these particles or you know creating too much turbulence in that particle system which is pushing them out too far distributing them too far so let's see if we can get them to stay a bit closer to the object you know you can see they're staying much closer some of them are getting pushed out but they're not moving they're all around the object now right well we didn't get pushed out really really far just see that from the camera view let's turn off the overlay for a minute yeah I think that's going to be much better let's press f12 just to render out and see what it looks like so we need to tidy this up because he looks a bit iffy so we'll fix that but I like um it looks quite abstract actually it's oh it's quite cool okay so let's try and sort out this floor a little bit because when we're end up we can see this isn't looking quite right down here it looks okay but we want to improve that right so let's go to the floor here and this down to this roughness I reckon we need to increase this a little bit so let's just set it a little bit higher through around one point zero point one seven three it's really like you can adjust it slightly oh we want to get more color in here right so when we render it out now you see it just looks a bit better the floor you've got the particles and then we reflect off the floor and I think it'll look quite nice I think that's going to be a good improvement just trying to set that to that you have to be quite precise with these settings to high in it what you want to see anything too low and it just looks a bit rubbish so let's set it to one point seven six that's what I'm going to do with zero point 176 with a floor let's render that and see what it looks like it's looking pretty good I should be okay we can improve that a little bit more after it's got to file save as and set it as a version 4 and then we want to add some volumetric lighting so let's press shift 8 and we want to insert a light whether we want our spotlight right so just pan around to the side here let's turn on our overlays turn the overlays on and here's our spotlight and we only drag that behind the content I'm going to rotate so it's facing the camera so this press R to rotate on the x-axis - 90 degrees you want to set it to minus 90 degrees the rotation here for the for the spotlight right - 90 it's facing the camera let's press shift s to save let's go through the shading and in here you should still be in the world setting right world let's press shift a shift a and insert a volumetric sky here and then let's work this out we want to set this to let's have a look let's drag the volume to here and then the color we want to really set this to like at the dock so gray rock around here set the color to like a dark grey like this and then the density we want to set it to zero point zero one five and then turn this setting up a bit and let's see in this viewport which we pressed zero just move our mouse up to here press zero we can see what the camera sees and let's just see how we can improve that we're not really seeing it actually we need to go through the render settings here and turn on volumetrics we won't see the light they can see the light getting casted here let's set the samples to 90 turn on volumetric shadows and set those to 90 and then set the tile size to four you can set it to but two takes literally ages to render at each frame so I'll leave mine on for let's save this and then we'd probably want to rotate this a little bit right so let's click on the Coralie see these objects here quickly so let's try them see just want to drag this down here she drove it down so we can see them a bit easier let's click on the spotlight and go through its object day up we want to rotate this around to around pull it up I won't increase that I say it's about one hundred and five hundred and five s is pointing upwards of direction something like this and we wouldn't actually bring this a bit in a bit closer thing and she wanted to be around here then let's go to the lamp settings the spotlight settings and the energy will increase that up are quite a lot we're going to ramp that wood way up through around 40 to set around 45 for now the radius we can set to zero the size we can increase that bit to around 50 somewhere around there and then let's set the color you can choose what color you want but I reckon we should go for like a light blue color to match those light blue particles something like that should be good let's press f12 to render that and see what it looks like so we've got this volumetric light that's going to push the light to the floor in fact often we need to move that down a bit right when it closer to the floor so let's click on the object and then on the z-axis let's bring it down let's see we want to bit around here somewhere I reckon because then it'll be behind that text let's go to the layout view press 0 to see the camera view and then we'll have our text float down like this let's click on that layer so that we've selected the light source must move that because we want to get some shadows in here right something like here that's causing this shadow here it's looking pretty good the text is going to flow down like this it's gonna hit the floor slide disintegrates the particles will bounce around a little bit now we want to probably finally animate those particles what one thing we can do in the viewport here we can still see this cylinder right in the final render we won't see that but if you don't want to see it in the viewport you can go to the particle emitter go to the particle settings and underneath the viewport here viewport display you can turn off show emitter so you won't really see that in the viewport and sometimes I'll do that because it's kind of a distraction and it's nice to just see how it might look without that so I think we're pretty close I think what we need to do is turn off the overlays just get in a bit closer in this text we need to go to the bloom settings right now set the threshold all the way up to the top and we'll increase the intensity the radius we don't want it to be too much somewhere around here I think it's going to be better I just pick this frame of render it f12 I think that's going to be pretty good let's go to file save as version 5 ok just going to the shading here we'll drag this down so we can see more here assuming this is the camera where the camera can see right if you can't see it like this press 0 on your keyboard and then you can rotate around this HDRI map and as you rotate around you can get a completely different color scheme using that gold in there and get all sorts of colors right so you want to pick colors that complement this scene and we could pick a completely different HDRI map we can go to open this is a natural one or Sun Santara click that one we've got a completely different color scheme now for the floor and the reflections and all that good stuff so we'll stick with the one that's all this cinema one looks like now so I think we stick with the original one that we chose this one quite like the colors and I think this is a perfect 501 degrees there you go that's why I'm sitting mine too 501 degrees I like the colors that are coming off of here let's go to file save and let's go back through the layout this blue I'm not sure about so let's go through the spotlight color usually rotate around here and find the color that you like right it's all about experimenting you can have a lot of completely off color that green may be blue was okay kind of got orange in this scene as well I think blue is okay actually we can adjust this this the volumetric light if we're going to the shading and zoom in a little bit here in these settings here we can adjust this layer right so we're going to kind of be a bit hazy so I'm setting mind to this click here let's set it to zero point eight four zero so setting it to zero point eight four zero and the density set to zero point zero one five here and then this this option here the reason why we made it darker because if you make it full white you can see it's just all blown up so as we bring this down we won't get it to like a gray color then you get some of the haze coming off of the light but then it's not overpowering the scene too much right this is pretty good here what I think it would be pretty good let's just render it one more time and see okay I'm happy with that so let's just finish this off let's go to file/save let's go back to the first room that text will flow in like this it would disintegrate and as it's moving towards the camera when it gets to around here let's just see if we click on the camera and go through the camera settings unless what we could do on this frame 100 yeah frame 100 hit the record button and press it the letter I hear and they letter I hear so we sit insert a keyframe here let Sun take the record button and just move a few frames forward just a few frames and I want to see what the text will look like in fact let's go back a few frames to around here let's try and move the camera up a little bit let's see where we can get some let's try to rotate downwards so I think we need to rotate it this is set to 90 degrees I think if we bring the camera down so around here that volumetric light is going to hit these edges right and give some bloom to them so I think that will look better so that's set to 0.33 on the z-axis right so we move back to this frame here and drag it to the first frame frame one here that's where the camera will be set on the first frame and as the camera as this animation plays we'll hit the record button for the frame 100 and say let's just bring it down we can do it manually just bring the right down close to the floor with a closeness make sure you don't go too far right somewhere around here let's bring up a little bit super I think he is going to be good let's see so as it flows the camera move and then we'll get some nice lighting over this but that's we get blown out there right so let's move this might look good like that but let's move this keyframe to 120 this slightly adjust this so maybe here I didn't do this in the last animation it was just stag and then the other thing we can do is we can go to that frame you say frame 540 its new frame 550 frame 550 we can move the camera slightly so let's move it up a little bit and let's point it down like here so between those two frames is going to be a slight camera movement a small one which I think will make it look a bit better right Robert Lee it's always nice how the camera moving when you're doing this sort of stuff boy if the camera is very still then it's just not the best thing so I think that might be a little bit too much let's go back and move down a little bit I'll rotate it this way let's see yeah I never got like over slightly less movement and what we might do as well he's moved the camera forward slightly just a little bit it's good to have some movement in there on the camera just makes it look better let's uncheck the record button go to the first ring and now we need to do a few last things to finish this off so what we want to do as this text frog thing like this really the first thing we should sort out let's see so the text will flow in and hit the floor and then slide across right and in this first frame let's go make some decisions here all right so I think what would do let's go to frame 60 frame 60 here hit the record button go to the floor with the floor floor here and then go to the material and on the specular press the letter I and then on the roughness press the letter I then go back to the first frame so go to frame 1 press the letter I here and press the letter I here then turn the specular all the way off and turn the roughness all the way up so it's like this so as the cup as this object flies in the floor will light up like this No now on frame 30 frame 30 go to the spotlight and press I on the energy the letter I on energy here go back to the first frame let's go back to frame 1 press the letter I on energy and set it to 0 now we've got a completely black frame right so as this text flows in the light will start to appear or light up then you'll get this effect like this which often will not much better now when it gets to the end we want to repeat that logic right so we set the floor to fade out off the thay say frames right missed a frame so this 560 minus 30 will take us to 5:30 let's go to frame 530 here fine frame 5 very let's click on the floor and then press the letter I for where is it specular hello I hear and then roughness to press the letter I these insert keyframes between these two distances nothing will happen and then on frame normally I'll leave our lap back frame 555 pressed allow I here again and then iron here again and set these to this set the specular all the way off and then set the roughness all the way through the top like this then we want to fade out the lights also click on the spotlight and let's see we want that to happen quite late so that will be on frame five three six frame five three six press the letter I and then go to frame go to the very last frame five sixty press the letter I and set that to zero now the lights will be turned off okay so five sixty and then on five hundred that gives us one second right so on this frame five hundred let's press the record button here let's press shift a to insert a another wind object let's turn on our overlays so we can see this wind object here and let's just check let's see what what's the best option here okay so this this second wind object let's name it where is it it's here filled right let's drag that into the collection up here the very top one will do they'll move that field here drag into the top collection here so we'll sit here called field it's called field name it wind and field wind and this is going to be controlling the end of these this animation right so what we want to do is move to the let's put it onto this frame here five hundred and we'll set the strength through one let's see yeah set it to or from beginning we don't want anything to happen until it gets to frame five hundred so really we should set this to zero and press the letter I hear that inserts a keyframe move all the way back to the first way jump to the first frame press the letter I hear as well so between these two distances this wind object isn't doing anything so right now it does nothing then when it gets to less this will be pretty quick right so five hundred to five thirty so this is a let's see 5:30 see when thing starts you I reckon about frame 540 press the letter I here and set it to something like one here that didn't seem to do anything I see set the strength through one I have to turn on the record button yo turn on the record button then say it's a 1 and hit enter now we won't really see anything happen because we need to rebake this so let's just rebake it I'll take the record button press ctrl s to save go to the park limiter go to the particle settings and when you put in new objects like wind objects or turbulence or you change the particle system somehow you do something you have to go and rebake it so delete this bake and click vehicle dynamics that will rebate the particles don't diem it like this explosion right of this text and then we need to go and do the same for D lose it for the text here as well so this is the particle I'm actually sorry let's click on the text delete the bake and click vehicle dynamics let's break that as well let's see what happens now let's go to the first frame and turn off the overlays this is what the render is kind of gonna look like right exactly but we see what's going on here and in this view pointing that a quite a slow framework compared to what the final frame rate will actually be so that didn't work out too well so also our particles seem to be ending too soon so this sorta let's go to the particle emitter and let's see they end on frame 200 so they stop a meeting here on frame 200 and they lost 150 so probably we set this to a much lower number they don't we sell it to 2000 it was 5,000 before so let's delete this delete this bake and set this to around 4,000 and let's give it a bit more lifetime let's say it's around 220 then click bake and let this bake those particles the part we should finish around 420 now so let's see yeah ain't nobody brought this were ended this frame press f12 to Astoria Park was in there mixed with the text that's what I wanted and then this text is supposed to flow up at the end but you can see that's not working so we need to fix that I mean that needs to happen sooner as well so let's click on the that's gonna be this filled wind here the end one so let's see we'll probably start that around 4:40 so let's grab this keyframe and drag it back to 4:40 here and then on this keyframe let's click it and go to the wind settings the full wind let's turn on the record button let's move to this frame here actually frame him 5:40 let's go through the field we'll world field wind end and click on here and let's set the strength through something like 40 let's make it much stronger so hopefully that will push these particles straight up at this scene it might be too much might not be enough I'm not sure I Sun take they were called button and unfortunately we've got a rebake again so let's click on the text let's click on the particle settings delete the Bakke click the bake let's bake that one more time and see what happens we could set it to bake only the end part but I think it's worth just baking it doesn't take three long takes like 20 seconds or something so which is a big so look we can see a clear frame here right and then they flow up like this so let's play this play it from here nothing that's going to be okay this life fading our own at a fader a few frames early on a few black frames at the end so if we were doing you sort of cutting editing transitions and stuff like that we'll have a few black frames at the end which is always a small thing to do so go to the spotlight we can see that fades out here so let's drag this back a little bit through around here at this keyframe and then drag this keyframe back a bit so we've got a few blankie frames so then this should fade out and then you've got a few black key frames only a handful we only need like about five probably right she tried to fall a little bit say here so that should be good I reckon this end part could have been a bit better like these particles floating up I think that's all actually I think that she'll be fine I think we're good to to render this out just render this frame f12 yeah I think we're good to go so let's go to file/save let's go to the render settings here everything is good in here let's go to the output make sure it's set to 60 frames a second so five sixty five hundred five hundred and sixty divided by sixty because I was just nine point three second animation let's go to the AVI JPEG here in the output file for my AVI JPEG RGB click on the folder let's find that folder on my desktop here let's select it let's press let's go to the first frame let's go to file save and press ctrl and f12 this check is going to render out that first friend I'm a bit paranoid let me close this I'm going to stop the render go to the first frame and I've made this mistake before particle emitter go to the particle system delete the bake and click vehicle dynamics do this first it will cost you around a minute of time 30 seconds but I've done stuff in blender and I've gone to prevent about all of the frames and once I've rendered all that waited an hour and a half of where it is I've gone to check the actual animation and the park wasn't right or there's something wrong so let's click on the text let's click delete bait and then click vehicle dynamics this will take a little bit of time doing this now it's going to save you the problem of rendering that only them frames takes an hour and a half of whatever it takes and then you find and you watch the video aim right then you have to you have to do this anyway you have to come back we bake it and then render it so let's just do this now and then we make sure we haven't got a problem when we render because you can't really check you can sit down watch the frames window but we know for a long time so this looks good to me now okay I am NOT no longer paranoid okay Wow let's go to file let's cancel that file save ctrl f12 we'll see that we can at least see one or two frames when we know we can see one or two frames then we can just let blender go and do its thing so she see some blue light let's just see we can see the volumetric light coming through now I saw the frame - it's taken about five seconds of frame what you've noticed is when blend is rendering at these frames the more volumetric light the longer it will take each frame to render these first ones will be quite quick so I'm going to leave this to render and we'll check it once it's all done okay so blenders finish rendering out all of the five hundred and sixty frames so let's close this down and let's just see in blender we'll go to file save let's close down blender let's open up this folder and we'll come make a copy of this avi file here so there were two got the original one and the new one let's check out this new one let's play it one more time so I can see some differences between this one and the original one that I did before this one I can see the particle is lost a lot longer way way longer so to fix this if you wanted it to be more like that or is this one the particles flow down and then they disappear quite early all right you can still see them but they actually disappear quite early in that particular scene so to fix that we can open up blender this just open up the window this version 5 right when we open up blender these these small particles what we could do is go to the particle emitter here go to the particle settings and delete this bake and we can extend their lifetime we can give the clues you see we'll go all the way up and we've got all of this gap here for the particles so we extend the lifetime this red line will increase so we couldn't extend it all the way down to around 540 I think around here so be at 338 let's call it 340 so now the particles will live longer so if we go back to the first frame and scrub through particle should live a lot longer we can still see them when they're flowing upwards right at the end so we can still see particles in the scene towards the end of the animation and we could probably add more particles as well as set it to around 5,000 or even more and then we'll have more particles in this scene so let's see and I believe in the previous one that I did the particles were a little bit bigger as well so we could set the size here the scale we could scale them up a little bit maybe so at 0.2 that's probably a bit too big let's say about 1.5 a bit bigger then I think that would work out a bit better so now for you to really going experiment let's render out this frame here see what it looks like so we can see the particles in here really we need to bake it to be honest to see the particle position would have to actually read so when you change these settings in the particle if you change the text settings particles for that anything in here always moments you have to go and rebake everything right about the dynamics as if the rebake everything are good after you change the settings so when you render the particles will be in the correct position otherwise when you render a frame a test frame or the actual animation it won't be in the correct place it which is a little wrong so you can go and experiment add more particles remove some change the colors change the turbulence this is the turbulence that we added Rome that will affect the particles change the wind change the wind settings going experiment play around with the settings and you know you can go and create your own version of this I think this will be a lot better with more particles you see they jumping around a bit more I think maybe a bit more turbulence maybe would have been good as well but over what I think it's quite close to the original I think it still looks good and that's your time to take this tutorial and make it your own right so go and experiment let's go to file save and save this will close this down we've got this video here we'll watch it one more time yeah and I think ain't too bad then we've got the original one that I made before watch that one time you can see in the original one at the beginning it was black frames a lot a lot of black frames up until about here up until about 1 seconds up until about 60 frames it was all black so you could see it up quite clearly thinking this new one the lighting shows quite quick on the floor so you could have changed the way these lighting shows maybe have the text flock down hit the floor then show the light and then show the floor it's up to you you are experiment with this and you know try and make it different you can move the camera angle you can maybe move at an angle rather than having it just for you could have twisted around the side or something and just change it but the whole objective of this tutorial was really to explain how to use the modifier here right the explode modifier so you can use this to make fireworks you can use this to make loads of different things so I'm going to be experimenting with a lot of these tools in here I'm actually learning blender myself as and when I learn something new or I experiment and I find something good like I did an ocean one before we did this fluid simulation we've done the explode we've done now so I'm going to look at some of these other ones and see what they can do and try and understand how they work and make more tutorials for you guys to learn from so let's close this that's the end of this tutorial and I look forward to seeing you in the next DCP web tutorial [Music] you
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Channel: DCP Web Designers
Views: 28,614
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Keywords: blender 2.8, Blender Eevee Particles tutorial, Blender 2.8 3D Text Animation, Blender Particles Tutorial, Blender Explode Modifier Tutorial, Blender Animation Tutorial, blender explode, blender 2.8 eevee, blender 2.8 tutorial beginner, blender tutorial for beginners animation, blender 2.8 tutorial for beginners, blender 2.8 particles tutorial, blender explode mesh, blender explode text, blender explode object, blender explode model, blender explode faces
Id: Fv1GxBEpXug
Channel Id: undefined
Length: 104min 36sec (6276 seconds)
Published: Mon Feb 25 2019
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