Create a Realistic Abstract Object Environment in Blender (Blender Tutorial)

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how's it going guys so in today's tutorial i'm going to be showing you how to make this really cool render here we're going to do some really cool magnifying glass stuff some fun bokeh and figuring out how to do this just really weird structure if you do want to get the project file for this render it's available in the description for a dollar if you're on patreon you'll be getting that on all three tiers if you're unaware of the patreon i have exclusive tutorials i release 10 procedural materials a month last month i released the paint materials i have iridescence i have tiles i have wood all that fun stuff is on the patreon i also just started doing frequent live streams and every time i finish the live stream it is posted for the guys on patreon so if you want to see the re-uploaded streams you can catch those on the patreon with tier 2 and tier 3. that being said let's get into how to make this really cool thing all right so we're going to open up a clean slate here i'm going to be using cycles for this you can use ev it will look slightly different specifically when we get into glass but outside of that you should be able to do this render just fine so let's go ahead and get an icosphere and make that first little weird shape so let's get an icosphere i'm going to hit tab right click subdivide and on subdivide i'm going to go to smoothness of 1 and number of cuts at 10. what i'm going to do is i'm going to hop on over here to wireframe mode i'm going to go to the modifiers and i'm going to get in the decimate modifier set it to planar and bring up that angle limit and then we'll go out of wireframe mode and we can see what we're doing here let's go ahead and get a smoothing modifier and you'll see what that does when we play with the repeat you'd see it just does what it sounds like it smooths out everything i'm going to bring that angle limits up some more something like this that's always editable what's really cool about this whole system is nothing is applied so you can always go back and change things it's fully procedural within our modifiers next let's go ahead and get in a edge split that edge split is going to work once we add in another smooth modifier so let's get that and then we bring up that repeat again it's going to bring those guys up like that i'm going to bring it to maybe 60 on the repeat and then we have these floating little weird circles we'll give it maybe 70. bring those guys in so now we have this we can bring that um that decimate back a little bit more to add some more or take away some more again all fully procedural here now let's go ahead and get in a uh solidify going to give you some thickness which is really really cool so bring that in a little bit to whatever you like and then let's get an a bevel modifier set it here to angle and set it to width and then we'll bring up that segment count up a little bit and you can pray with the play with the width if you'd like and then right click shade smooth and now you have that object now let's shift a get in another ico sphere i'm going to right click and subdivide and bring those number of cuts to 10 shades smooth and we'll bring it in so he's just like that making sure he's not intersecting with anything like that so we'll bring it up a little bit and he should be good now we have our weird little object shift a i'm going to go ahead and get a plane scaled up pretty big shift and then control a apply scale so that'll be good we need to do that for when we add in our materials click this guy hold down shift click that guy and we'll just bring them up so that they're just like this now let's go ahead and make sure we're in the cycles render engine here and i'm going to go to the rendered view and we're going to add in some lights so let's shift a we'll add in an area light here bring it up to pretty high up and then we're going to go and bring that power pretty high and then i'm going to bring him scale it up pretty big i'm going to duplicate and then bring it over here and then bring it somewhere over here i'm going to hit r twice to point him where i want i'm gonna hit g to kind of bring it down r twice again just get it pointing the direction i want again my camera is going to be positioned in this general vicinity i'm gonna go ahead and get this guy again and then r just point it over where i want it to be just by hitting r twice and then we'll scale this guy down and so this is pretty much the lighting setup we're going to be using here for this animation just like that now if you're wondering why am i not using viewboard viewport denoising not a big fan of it i'm also not using that version of blender but again i think it kind of looks muddy and i can kind of see what's going on here with the noise so let's go ahead and start getting our camera set setup so shift a get my camera ctrl alt 0 snap it to view and then i'm going to get my focal length to be about 80 and then i'm going to just uh bring my camera down a little bit i'm going to go out of render view and then we'll just bring it up bring it down something like this looks really cool i like that all right so now we're ready to start adding some really fun stuff to this so let's go and make that really cool glass material let's hop on over to shading and we'll go to rendering here and we'll start getting those materials going so click new so click new here and then we're going to immediately make this here transmission and then bring your roughness down to zero so now we have some pretty cool looking glass let's go ahead and bring this over and we'll get a mix shader and what we're going to do is uh bring that up here get an emission node em bring that here and i'm gonna make this kind of orange what i'm looking for so now we're already getting some glowing going on let's get a color ramp here so we can crunch what we're gonna go behind this and which is a layer weight so l-a-y layer weight node and now we're going to see the magic happen so let's go ahead and bring that blend down and so when we bring the blend in depending on where you're going you might have to slide it this direction or that direction will bring up the strength and bring up my strength to 50 and then now bring that blend and so you can see in the b when we see in the front we're just seeing this and then in the back we're seeing that let's go ahead and make this ground plane um metallic if you haven't already clicked the new button click new and then make it metallic and we'll make it kind of gray here mid dark and we'll do the same thing in this middle one make it metallic and now we're going to have some fun here with this ball so let's go ahead and get a bump node here bump and we'll plug the bump node into the normal so that we can add in so we're going to get a really cool node combination i've done quite a bit so let's go ahead and get a voronoi texture get this voronoi right here we're going to switch this from f1 to smooth f1 and we'll keep it all here plug the distance into the height and then we're going to get in a must grave must grave texture plug the factor into the vector and so now we have this and then if you want to bring that scale down i'm hopping over here to material preview and bring that scale down makes this bigger or smaller i'm going to i like it right about here gives you a nice scale and a nice really cool swirl pattern what i don't like is how the roughness is pretty much even throughout so let's go ahead and play around with that let's first get a color ramp so we can crunch what's going to go behind it and that's going to be a must grave for me the musgrave material node is the um the best one for rust or you know weathering kind of thing so we're going to bring here on the must grab the dimension down detail up so now we already get this but i don't like how this is practically a mirror very reflective we're going to take the black portion of the color ramp and bring it up closer so now you get a better interaction a better looking rust not really rust but better weathered metal so now you can see this happening we can bring that a little little darker so you can see it happening better within the metal and we're going to make the metal itself kind of a mid kind of gray here so now we have this really cool material going on on the ground however we we're going to make something kind of similar to that but we're going to do a little bit different so we're going to get a bump node plug the bump into the normal and we're going to get a magic texture so m-a-g magic texture plug the color into the height and now we get this really cool thing i'm gonna go ahead and switch on over to material preview so we'd have to look at all that craziness so bring your distortion up like that so you get these really weird bubble action and bring your scale down and what you're going to get is this really cool swirly action if you bring the depth up you get more detail in the lines but i'm going to bring it to right about here and then play with my distortion some more something like this and then bring my scale play with the scale tell you like um you know what what you're seeing what you're dealing with all preference all up to you and if we hop on over to rendered view now we get this whole situation looks really cool but it's just not that great looking what's it missing well first off let's add let's click on the ball here and we're gonna hover over that ctrl c click on the ground plane control v and we're just pasting in this node setup and plug that into the roughness so now we get some fun stuff happening except what we're going to do here is take this gray part and bring it all the way to black and what that's going to do is get us some really interesting really cool reflections here i'm going to bring the scale down to 1 actually a 0.2 on the scale here for the ground so we get more interesting things happening here on this ground plane now what i'm going to do is i'm going to add some atmospheric sort of effects here and to me i just don't entirely like the way this is looking it looks bland it looks boring so i want to it just feels like it's missing something so i'm going to get a cube and i'm going to scale it up all the way till it passes up my camera ctrl a and apply the scale i'm going to hop on over to shading and what i'm going to do is i'm going to click new delete the principle get in a volume node so vol in the search and principled volume plug the volume into the volume here and give your density 0.05 on the density and so now we're getting some atmospheric effects i'm going to go to my my uh my lights here and give them all just a slight hint of blue and that's going to really make your scene look a little bit better and better color playing around here so now we have this really nice view this really nice effect with your scene now if you look at my render you'll see we have these these little bokeh these little light things going on how do you do that well let's that's what we're going to do next so what i'm going to do first off you can see how this box is in the way it's kind of hard to navigate your scene with it in the way click on this little yellow icon go to viewport display and switch from textured to wire that'll keep it out of the view while you can work so i'm going to get in a plane and i'm gonna hit g to move it toward my camera i'm gonna hit r i'm gonna hit r twice to try to position him right here in front of my camera just hitting r twice and what we're gonna do is we're gonna make a simple little particle system that is going to make all these little particles in front of this guy so that when the camera is focused on here it'll make those guys out of focus and make that nice real camera effect that will give a little bit more photo realism to your scene first we need to make that object so i'm going to get an ico sphere my favorite object they're fun to play with and i like the topology i'm gonna hit g and move them over here and then i'm gonna go to material preview give it a quick material right here on the emission make it orange like the other one and i'm gonna keep it at a strength of one for now i might pop that up later here on the plane one thing i want to do is hit tab and subdivide it uh give it number of cuts at maybe 20. so that's really important because we're going to be displacing it in a second take this plane here and we're going to add in a particle system so right here is the particle systems click that click here on render go from path to object and then you can go ahead and select that object with the little eye drop tool and now you have all your guys bring that scale randomness all the way in and i'm gonna hit shift and bring that um scale down so it's 0.05 maybe 0.005 sorry so let's see how that looks these are really big so 0.0005 that looks about right so just play around with your objects so just play around with your particles tell you like the scale of them now i'm just going to make quickly make this plane disappear so we're going to go ahead and just add in a wireframe bring that thickness down to zero and now our particles are here i don't like how many there are so we can go back to the particle system and bring down those that number and then we'll see how that looks here in the render so the particles are certainly not bright enough so we'll go to the icosphere material and then bring the strength up to like 10 maybe so we'll bring that strength to like something say like 30 like that and then i'm gonna bring up my particle size just by a little bit all right so i like the particles what i don't like is how they're all in the same place they're all just in a flat position in front of my camera and that just doesn't make the out of focus what's called a bokeh so that does this does not make the bokeh look that good so what i'm going to do is i'm going to take away that wireframe for now and add in a a displace and then we'll bring the displace above the particle system so keeps it on the plane new we'll click that we're going to go to clouds and then we'll bring we'll keep that just like it is and then we'll go ahead and bring up the strength of it and then we'll bring that wireframe back just to make this guy disappear and what that's doing is i'm going to actually make that displace a little bit more extreme it places those particles farther away so we get different scales in the out of focus look and that's really going to make it more dynamic so let's go ahead and get that out that depth of field going all right so to get the camera to focus on something you could do it manually or you can get a um empty which i'm going to be using a plane axis i'm gonna hit g and you can tell it precisely where to be focused so i'm gonna focus it right there and then what we'll do is we'll go to our camera here click on the camera click on the little green camera icon turn on depth of field on our focus object we're just going to click that empty and then we're going to go here to rendered view and now you can see our objects are already giving us that nice out of focus look we'll bring our blades all the way up to 16 and we'll give our f-stop at 2 and that'll give us a perfect nice bokeh it looks very warm and gives a nice effect one thing you can do if you don't like where these um you know these particles are positioned we'll click on the particles here go to the particle system and click on seed and that'll move them around and what's nice is you can actually animate that if you want it's very jumpy there's better ways to animate it but it's an idea if you want to play with it i'm going to bring a number down on the particles we'll go back to the view and see how it's looking so i'm going to render this really quick and we'll hop on over to compositing and really finalize this look so for your render samples i'm going to pop it up at 300 i'm not sure if that's what i want but i'm going to keep it there for now and then now we'll go to render render image and we'll let that render and then we'll come back to composite it all right so now that it's finished rendering this gets kind of noisy but we'll denoise it in a little bit so i'm going to hop on over to compositing hit use nodes shift a and get a viewer node so click that bring the image to the image now before we start adding nodes here i'm going to show you a really quick trick if you hold shift and right click and do this now you can just plug the nodes into one thing if you hit g to move it now you can just plug stuff right in there and it goes to the composite and the viewer and that's super important i'm gonna go to view click fit shift a and i'm gonna go to a glare node here pop that right there get all this craziness i'm gonna go from streaks to fog glow and i'm gonna bring down that mix to make the glow a little bit more subtle i'm going to make it from medium to a high quality here and then now we have a nice subtle glow if i just hit m it kind of brings that away it'll hit m back you can see how it affects the scene it's very subtle but it really helps it out one more thing i'm going to do is i'm going to get a lens distortion note so l e click on the lens distortion and click on dispersion and that's going to mess with this stuff over here it's a little bit too much so i'm going to go 0.05 here on it just to make it a little less extreme but gives you that nice thing and i also want to zoom my camera out just a little bit so i'm going to do that really quick i'm going to hit g middle click zoom it out some and then that's kind of what i want to do for my composition so now we have this really cool really nice scene now i forgot to do one thing is that's that really cool mirror effect i'm going to uh hide the cube just so we have better viewport less noise i'm going to click on the icosphere right here go back to shading and how do we make it look like that magnifying glass so to get that zoom in that really cool zoom in effect first off i'm going to bring that base color all the way to pure white so we can see through it perfectly you want to bring that ior to a much higher value so if you bring that ior up you can start see you can start to see that really cool magnifying effect happening it's kind of subtle it's hard to see with all this noise but if you bring it up too much it'll you can see now it's really really brought up it's hard to see with all the noise but you can see it happening so i'm going to say the magnifying glass effect happens really well at 3.45 for me and that's how you get that effect if i just bring down hide that plane here if we hide the particle plane you can see it better and i would reposition my lights to be a little bit to to complement this glass a little bit more so that's how you do the glass for this particular setup with my lights it doesn't look that great so i'm going to get 1.45 but depending on where your lights are set up it can actually look really cool like in my piece the lights were more perfected i kind of placed them quickly here in my tutorial but if you really optimize it you really play with your design you can have it really pop like that the only issue is with this blackness right here i don't know how to fix that if you're okay with it i was fine with it you can really have that nice magnifying glass effect i'm gonna leave it out for this particular recording we'll bring that cube back in and uh yeah it looks like we're about ready what i'm going to do here the last thing is bring that denoising data and so we can denoise our scene head over to compositing i'm going to get in a denoise so right here pop that there and then we need to change some stuff so noisy image noisy normal and the noisy albedo and now where that's all done i'm going to go over here to my render samples and give it 800 samples that's a lot my computer can handle that you can bring it down to 500 if you want and the denoising will do a lot of the work for you and now let's render this and see how the final result looks all right so this is my final result here it's a little bit messy i would actually go in and optimize everything here and improve the composition again if you are a part of the patreon you can watch the uh live stream that i did to make this exact composition here it took a while so again after watching my tutorial you can go in and perfect the composition perfect the lighting really get it to where you think it looks the best so that's how you make this really cool design i hope you enjoyed it i hope you learned some stuff and thank you for watching
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Channel: Ducky 3D
Views: 40,707
Rating: undefined out of 5
Keywords: Blender, Beginner, Blender tutorial, Blender Animation, Blender Loop, Blender Animation Loop, Blender 2.8, Blender eevee, Eevee Animation, Abstract, Blender Abstract tutorial, Blender Modeling, Blender Enviornment, Blender Easy, Blender easy tutorial, Blender cycles, Blender 3D, b3d, Blender Guru, Remington Graphics, Intro to Blender, CG Geek, Olav3D, CG Cookie, Midge Sinnaeve, Gleb Alexandrov
Id: llqkBOSaDH4
Channel Id: undefined
Length: 19min 41sec (1181 seconds)
Published: Thu Aug 13 2020
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