Blender 2.8 Tutorial: Crumbling Transformation

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in this blender video I'll be demonstrating how to make this animation the blender version that I'm using is 2.8 beta since this is a beta version of blender you should be aware that some of the things that I'll be showing might change also Version 2.8 is a major update to blender so if you're using an earlier version than some of the things I'll be showing will be different let's start by creating a new project so from the file menu select new and then general we're going to be using this cube a little later but for now let's hide it so find it in the outliner and click the button that looks like an eye and now we're going to add some text so press shift a and select text now rotate it on the x-axis by pressing R then X then 90 then enter next tab into edit mode delete the text and enter your own text then tab back into object mode now we'll add some depth to the text so switch to the object data panel and then open the geometry section set the extrude value to 0.1 the bevel value to point 0 2 and the resolution value to 3 next we're going to add a remesh modifier to the text we're doing this to give the text a more uniform mesh to see this better I'll switch to wireframe view by pressing Z and then I'll select wireframe now switch to the modifiers panel and add a remesh modifier then remove the check mark from next to remove disconnected pieces so that the modifier will be applied to all of the letters in the text then add a check mark next to smooth shading next we'll set the octree depth value which will determine how much detail the text will have I'm going to use a value of 7 in general the more letters that your text has the higher you'll want to set this value but don't set it too high because the text should look a little rough the density of your mesh should look similar to what you see here we're going to be using an image texture to give the text its color and texture but for this to work properly we first need to convert this text into a mesh to do this right-click the text and select convert to mesh when we do this it will also apply the Ramesh modifier now select the material panel and then click the new button name this material concrete will keep the default principle shader for the base color click the small button next to the white color and select image texture I'm going to be using this image of a concrete floor you can find a link to it in the video description after you have an image to use click the Open button navigate to your image and select it now press Z and select look dev this will give us an idea of what this will look like before the lighting is set up next we're going to unwrap the text so that blender will know how we want the image to be applied to it so tab into edit mode then press a to select all now rotate the view until you can see the right side of the text and some of the top of the text for the final render we're going to be looking at the text from the left side I found that if I unwrap the text from the opposite side from what the final render will use then the results look very good now press u to unwrap and select project from view bounds now tab back into object mode to prevent the from looking glassy set the roughness value to one now we'll give the text some texture so open the shading workspace I'll zoom in so that we can see the text up close the bottom window is where we can set up the nodes for this material we're going to add a displacement node so press shift a and select vector here you should see displacement and vector displacement select displacement then connect the displacement output to the displacement input then connect the image color output to the Heights input you can see the texture on the text but it's too strong so change the scale value to 0.1 the texture looks good with this value now switch back to the layout workspace now let's work on the cube so in the outliner unhide the cube now press 1 on the number pad for front view then select the cube now press Z and select wireframe so that we can see the cube and the text next we're going to move and resize the cube so tab into edit mode then press a to select all now press G and then X and center the cube over the text then scale it on the x axis by pressing s then X then scale it until it's wider than the text now scale it on the z-axis by pressing s then Z then point 4 then enter then move it on the z-axis by pressing G then Z then align the bottom of the cube with the bottom of the text now we'll scale it on the y-axis so press S then Y then point to then enter next we'll add a bevel so press control B drag the mouse down to set the bevel size and use the scroll wheel to set the number of segments then left click to complete the operation next we're going to add a remesh modifier to the cube so tab into object mode then switch to the modifiers panel and add a remesh modifier set the octree depth value to 6 then click the apply button we need to apply the modifier so that when we unwrap the cube it will unwrap based on the mesh that the remesh modifier generates now press Z and select look dev to see what this looks like so far next we're going to add a wireframe modifier to give the inside of the cube more geometry and thickness so add a wireframe modifier set the thickness to point zero five sometimes you can get unwanted spikes when you use the wireframe modifier to prevent this remove the checkmark from next to even thickness also remove the checkmark from next to replace original so that the original cube will still be visible we want the wireframe to be located inside the cube so change the offset value to minus one next let's set up the material for the cube so switch to the material panel we're going to use the same material that we use for the text so open the drop-down menu on the left side of the material name and select concrete now we're going to unwrap the cube so tab into edit mode and then press a to select all then press u to unwrap and select cube projection now tab back into object mode this is a good time to save what I have so far I'm going to name it text dot blend now effect where we break apart the cube into pieces so from the object menu select quick effects and then quick explode you'll notice that it looks pretty strange now we're going to be used in the cycles render engine for the final render so what will look fine then for now press Z and select the solid view now switch to the particles panel set the number of particles to 10,000 to make sure that the particles remain throughout the entire animation set the lifetime to a value larger than the number of frames in the animation I'm going to set it to 1000 next set the frame end value to 10 and the start value to 2 these two values are only temporary we'll be changing them later now open the source section then add a checkmark next to use modifier stack so that the wireframe modifier will be used now I'll click the play button to see what this looks like so far some of the pieces look flat so we're going to add a solidify modifier so switch to the modifiers panel and add a solidify modifier set the thickness to point zero three now I'll set the frame number to one and press play again this looks better now we're going to set things up so that the cube will chip into pieces starting from the left side and continue to the right we'll do this by adding a blend texture to the particle system so switch to the particles panel then open the texture section and click the new button now switch to texture panel make sure particle settings texture is selected for the type select blend the default mapping coordinates value is set to generated change this to UV now we need to select which UV map we want to use we created one earlier when we unwrap the cube using cube projection that one will not work well for what we're trying to do now so we're going to unwrap it again so tab into edit mode then switch to the object data panel and open the UV map section then click the plus button to add a new map and name it crumble now rotate the view until you're looking at the cube from the front then press u to unwrap and select project from view bounds now tab back into object mode next switch to the texture panel now for the map select the map that we just created named crumble when I click the play button now the cube chips into pieces starting from the left side and it continues to the right to gain even more control over this open the color section and add a checkmark next to color ramp then open the color ramp section you can change the direction that the pieces will chip off by clicking this arrow button and selecting flip color ramp now if I play it the pieces will chip off starting on the right I'll switch back now now let's add a floor for the cube to sit on so press shift a and add a mesh plane then switch to the material panel and click the new button change the base color to a hex value of e 7 6 F 0 0 I'm going to keep all of the other default values now scale it up in size by pressing s then 100 then enter next we'll move it into position so press 1 on the number pad for front view then press G to move and drag it to the bottom of the cube now when I press play you'll notice that the pieces fall through the floor to prevent this switch to the physics panel and click the collision button now the pieces will bounce off of the floor instead of passing through it to reduce the amount of bouncing set the particle damping value to 0.7 then to reduce how far the pieces will slide on the floor set the particle friction value to 0.7 then set the friction randomize value to 1 to add randomness to this this is what it looks like now when I play it now that pieces don't fall through the floor and the amount of bouncing looks good also the pieces don't slide too far next let's work on the text so go to the outliner and hide the cube by clicking the button that looks like an eye then select the text we're going to make this text fall apart from the left to the right and then reassemble itself in a different spot so from the object menu select quick effects and then quick explode now switch to the particles panel change the number of particles to 10,000 then set the frame end value to 10 and the value - - these two values are only temporary we'll be changing them later now we're going to make the text come apart from left to right so in the texture section click the new button to add a texture then switch to the texture panel select particle settings texture 1 from the drop-down menu for the type select blend in the mapping section for the coordinates value select UV then in the map entry box select UV map this is the UV map that we created earlier when we unwrap to the text now add a checkmark next to color ramp next I'll press the play button to see what this looks like the text comes apart from left to right so this looks good if yours is backwards then click this arrow button and select flip color ramp next we're going to add a wireframe modifier to give the text more geometry and thickness so switch to the modifiers panel and add a wireframe modifier to get rid of the spikes remove the check mark that's next to even thickness then remove the check mark that's next to replace original to bring back the original text then set the offset value to minus 1 so that the original text will be on the outside of the wireframe now I'll set the frame number to 1 and press play the individual pieces look better I'm going to save what I have so far next we're going duplicate the text and move it to the left so press shift D to duplicate then X to restrict the movement to the x-axis then move the duplicate to the left it's okay if the two texts overlap a little this duplicate text by default is named text zero zero one now we're going to set things up so that when the pieces break off from the right side text then they will move to the left side text to do this we'll use keyed physics so switch to the particles panel then open the physics section and for the physics type select keyed then open the relations section now click the plus button to add a key then for the target object select text this is the text on the right now click the plus button again to add another key for the target object select text 0 0 1 this is the text on the left this keyed physics setup will cause the pieces of the right side text to move to the left side text when using keyed physics the lifetime value controls the speed of the particles set this value to 30 now set the frame end value to 90 then set the frame start value to 20 next switch to the modifiers panel then remove the check mark that's next to unborn which will prevent the left side text from being seen until the broken pieces move into place now add a check mark next to dead so that the reassembled pieces will remain visible after they're done moving next select the right side text then remove the check marks from next to unborn and alive so that this text will not be seen now I'll press play to see what this looks like this runs a little slow so I'll speed up the video for this part you can see that at frame 20 the pieces start appearing on the right and then they move to the left when they reach their destination on the left then the pieces start assembling ends a text also at the frame number 2 1 we're done setting up the text so let's finish the cube so go to the outliner and unhide the cube then select it now switch to the particles panel and set the frame end value to 90 this is the same value that we used with the text then set the frame start value to 15 this is five frames before the text pieces start to move this animation is going to be 150 frames long so set the end frame value to 150 now I'll press play you'll notice that the pieces are not breaking off of the cube the way that we would expect so I'll show you a sequence of three steps this seems to reset things and allows the animation to work as expected the first step is to play the animation until the cube starts to crumble which we've just done the second step is to switch to the modifiers panel and click this refresh button the third step is to switch to the particles panel open the cache section and click the bake all dynamics button this is going to take a little while to bake and so I'll pause the video until it's done baking is done later on if the pieces are not breaking off of the cube correctly you can follow these three steps again to reset things but you need to click the delete all bakes button first now I'll set the frame number to 1 and press play again I'll also speed up the video to make it play faster this is looking good next we'll set up the camera view so press 0 on the number pad for camera view this is the view looking through the camera I'll zoom in a little now I'm going to lock the camera to the view to do that press n to open the properties panel select the View tab and put a check mark next to lock camera to view then press in again to close the properties panel now I can zoom pan and rotate while looking through the camera now I'll set up the view that I'd like to use next let's set up the lighting some of the lighting settings are different for different render engines so we'll select the render engine now so select it by switching to the render panel and then select cycles now press 7 on the number pad for top view then in the outliner find the plane and click the button that looks like an eye to hide the floor so that we can see the grid lines if you don't see the grid lines then open this drop-down menu and add a check mark next to grid now select the lamp and press G to move I'm going to put the lamp three large grid divisions above the left edge of the text then press one on the number pad for front view now press G again and drag the lamp until it's five large grid divisions above the bottom of the text next switch to the object data panel make sure that the point lamp is selected and set the size to 3 then set the power to five thousand now let's see what this looks like so press 0 on the number pad for camera view then in the outliner find the plane and click the button that looks like an eye to unhide the floor now press Z and select rendered you'll note the text does not look right to fix this select the text and then switch to the shading workspace then connect the output of the principal shader to the surface input of this node now switch back to the layout workspace the text looks much better now next we're going to set the background color to black so switch to the world panel then set the color to black now the floor looks like it disappears into the distance I'll switch back to solid view now by pressing Z and then pressing solid now let's set things up for the final render so switch to the render panel the sampling section is where you set the number of render samples the larger this value is the better the final animation will look but the longer it will take to render I'm going to set it to 50 now switch to the output panel I'm going to use the default resolution of 1920 by 1080 the output directory is where you set the directory where your animation will be saved click on this button and navigate to the directory that you want to use then click this button to create a subdirectory I'm going to name it render now select the new directory and click accept next click here to set the file format if you select an image format then each frame will be rendered as an individual image if you select a movie format then the animation will be rendered as a single movie file I'm going to select the PNG format which will render each frame as an individual image now we're ready to render the animation but I'm going to save the project first it's a good idea to save the project before rendering in case something goes wrong during the rendering process to render the animation go to the render menu and select render animation when you render an animation blender opens a new window where you can see the progress of the render if you want to stop the rendering process before it's done and just closed this new window this is going to take a while to render and so I'm going to pause the video until it's done the animation is done rendering now to play the animation switch to the main blender window and from the render menu select view animation if you would like to convert your animation into a single movie file then you can watch my video on rendering an animation using blender version 2.8 you can find a link to it in the video description well that concludes this video thanks for watching and please subscribe and leave a comment
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Channel: tutor4u
Views: 116,615
Rating: undefined out of 5
Keywords: blender, transformation, crumbling, blender version 2.8 Beta, how to, tutorial, tutorials, tips, tricks, beginner, intermediate, Blender (Software)
Id: qUAw91HPFoE
Channel Id: undefined
Length: 24min 25sec (1465 seconds)
Published: Tue Jun 11 2019
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