kinetic Typography | Blender Tutorial

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[Music] hey guys welcome back today we're gonna be making kinetic typography like you just saw in the intro for that we'll be using blender i'm using version 2.91 and photoshop the principle behind this technique is using our text as a displacement map for blender first we're going to start up photoshop we're going to create a new file make it square and then it will be easier to work with within blender i'm gonna choose a high resolution like 4000 pixels by 4000 pixels so we have plenty of room okay i'm just gonna write some text you can choose whatever you want i'm gonna go with airwaves um yeah that's actually a really great song by pashanim you can choose whatever font you like i'm just gonna go with ariel because i think it looks quite nice and it's a free font so everyone can use it then next thing you're gonna do is scale the text up we want it to nearly fill the width of our file so like that then we're just gonna make some copies of this okay then um we're gonna space it evenly we can do that with this function watch out that there's an even border around the whole thing we will add a background to it um we're gonna choose solid white then we're going to choose all of the layers and press ctrl e to merge them into one single layer then the next thing we do is blur it a little bit we need to blur it so the edges of our displacement within blender aren't as harsh we want a little bit of smooth transition i will show you why that's important later um i'm gonna go around eight pixels like that and we're just gonna save it on a place that will find it again as a jpeg i'm also saving one that's not blurred to show you the difference um okay now that we got our text we will go back into blender where we can use it as a displacement texture first thing we're gonna do in blender is add a new plane and we're gonna press shift into edit mode and subdivide it our plane will need a lot of resolution to be sub uh to be displaced else it won't really work and i'm also gonna scale the thing up a little bit more so we have some space to work with then we're gonna add a subdivision modifier to give it even more resolution then we're gonna choose the plane and create a new material in the shading editor then we're gonna add an image texture we're gonna press open and choose our image that we created in photoshop plug it into the base color then we're gonna go in the into the material preview now you can see we have our texture on our plane but we want to repeat it a little bit so we're gonna press ctrl t to add the mapping node and for that you will also need the node wrangler add-on and to activate the add-on you can go under edit preferences and just search for nodewrangler and activate that it's a very helpful add-on i can highly recommend it now we can choose how much we want to scale our texture i'm gonna go with three so we have three on each side for a total of nine next thing we will do is add a displacement node displacement and we will plug the color channel of our texture into the height and the displacement output in our material output now you can see there isn't much happening and that's because we will need to switch to the rendered view and to cycles this technique only works with cycles but you will see there's still nothing happening and that's because we will need to go into the material properties of our material scroll down and in settings you will find displacement we will change that to displacement and bump and now we'll see our plane has been displaced first of all it's in the wrong direction our letters are engraved and aren't coming out and also it's way too much we're gonna change that to minus point two okay it looks a little bit better but wait it's gonna it's gonna be all right so we're gonna unplug the base color so we only see the material then we're gonna add the light to better see what's going on gonna increase the strength 2 000 this looks better so yeah now you see our text is there but it's very blocking and this is due to the subdivision level of our plane it's basically the resolution we're working with first of all we're gonna increase it to see what's going on you will probably need to go to five s that it looks all right but be cautious um it's very taxing for your computer and he might freeze or take a long time to load we're also going to choose the plane and shade its move so this will also iron out some of the imperfections you see looks much better now and right now i will show you why we blurred our image texture this is the not blurred version and now you can see it's very harsh and it looks very ugly because we would need even more resolution but this would probably kill our computer so we're not gonna do that um that's why we chose to blur our texture to get a smoother transition between the edges we're just going to go back and choose our blurred version we're also going to decrease our subdivision to 3 again so we can work with it without lagging then we'll also change the render subdivision to 5 because when we render our image we want it to look really nice and smooth now we're going to add the waves to our plane for that we're using a noise texture you can just add it and basically just plug the color into the height of the displacement now you can already see we got some displacement going on but it's way too small and way too detailed for now so we're gonna decrease the number on the scale you just need to play around with those settings to see find something that suits you so what's our problem now we have our noise texture for the waves and we have the one for our letters next thing we need to do is combine the two for that we'll use a mixed node i'm going to add and search for mix rgb this node basically combines the two rgb values or brightness values of the noise and our text we're just gonna plug them in now we can plug the mix node into the displacement you can see it already looks better but it's not quite there yet i'm gonna choose add and now our text is way too strong but if we dial down our scale right here we will also decrease the value of our waves and we don't want it we were happy with the waves and to change that we're going to be adding an rgb curve by pulling this point around we will decrease the black value to a gray or even white if we want it white means there will be no text left to displace so we just want a little bit of it you will need to play around with the settings i'm gonna go with something very low maybe 0.98 now you can see we combined our wave texture with our text this is exactly what we wanted you can also change the mid level if you like we're going to go with one so we have it where the actual plane is the next thing we need to do is make the animation for our waves we're just gonna go on the noise texture and press ctrl t to create the mapping nodes to see what's going on we will decrease the viewport subdivision again to zero if we change the x or y direction our waves will go in that direction but to create the natural looking wave we will need to play with the set value so now you can see it moves the whole thing very naturally and i think i'm just going to make it 240 frames so 10 seconds with 24fps then i'm gonna set a keyframe at the beginning insert keyframe and then i'm going to go to 240 increase the value maybe 1.5 meters and set another keyframe what's also important is to choose the keyframes and change the interpolation mode from curve to linear so our movement will start immediately and won't gradually increase back to the beginning let it play you see it's very slow right now um so i would like it to be a little bit faster it's very easy you just go there increase the size to maybe one replace the keyframes and play it again as this looks much better and much more organic but you can also do a little bit is also play with the x or y value to let the waves flow in a certain direction then go back here and push the whole thing to the side a little bit and replace the keyframes so now it looks a little bit more like water okay now that we got our animation we will need to work on the lighting i usually prefer to work with hdris because it gives much more natural and pleasing light i get all my hdris from hdri haven they're free to use i will link them down in the description so you can try them yourself for that we're just gonna add an environment texture in our shader editor open our hdris okay i'm gonna choose an outdoor one and i'm gonna use chiara dawn uh it's a sunset hdri and i really like the look of it so now you can already see that the light is much more pleasing and nice looking i like this kind of evening vibe that this hri gives and the next thing we are going to change is the material of our plane i'm going to go back in the object you can just try out different things you can make it metallic like that so the whole reflect uh environment reflects in it looks also quite cool i think but i guess i'm gonna go with a specular material and i guess i will also change the base color to a darker material i would also like to change the displacement a little bit i think it could be a little bit more maybe so we're gonna go in here and adjust this one right here okay right now you see it's blocky again that's because we don't have enough resolution in our viewport so we're gonna change the subdivider to five uh maybe four again and now you can already see it better i'm gonna change this again till i'm happy maybe a seven yes i think this this is a good amount of displacement i like it i'm gonna give it a little bit of a purple tint maybe something like that and maybe even a little bit brighter like this okay i'm just gonna lower the resolution some more again so it's not this heavy on my computer to work with maybe two and then i will create a camera to to choose my angle and make my composition the easiest way to do that is go into camera view then press n and in the tab view you can lock the camera to the view like this you can just move around and choose your angle i'm gonna go for a square image so i'm gonna choose 1920 by 1920 and i'm also gonna choose bigger focal length maybe something like 120 maybe around that and then i'm just gonna go and move the camera down a little bit so we can see the waves a little bit better yes maybe like this this looks quite nice and now one thing that's very important to do is you need to play through the animation because of the waves it might happen that your wave will move out of the camera so i'm just gonna load that again and play through it and it looks quite nice i think so now that we got our camera view the way we like it we will press n again and uncheck this box because if you want to move your camera you might mess up your positioning and then in the shading editor i'm gonna choose my world then i press ctrl t now i can rotate my hdri to get more interesting lighting also one thing i forgot is to delete my point light again i don't want the light of it influencing my render and you can already see it looks way nicer so i can just play around with my hdri again okay i'm very happy with how the lighting looks so i'm gonna go back into the object shading tab and also increase the resolution of my subdivision a little bit maybe four and what i'm gonna do is add some more details in the reflections because right now you see it's very smooth and very perfect and i think it's it would look nicely if we could break up that surface a little bit more for that we're gonna add a must grave texture and a bump node we're going to connect the height into the height and the normal in our normal tab now you see it generated some kind of shadows on our letters that is because our texture is way too big right now we need to decrease the scale and also very important lower the strength we only want it a little bit and also the distance should be a little bit smaller and now you can see what i'm getting at surface looks a little bit more imperfect now but it's still way too much for me i'm just gonna play with the settings now you can kind of see what i mean if you look very closely the surface isn't as perfect as it used to be and i quite like this look it breaks up um the surface a little bit makes it more organic next thing we're going to do is compositing i think this is always a very important step to make your animation look a little bit nicer for that we first need to render a frame we're gonna go and render image okay and as soon as it finished rendering we're gonna close that again and go in the compositing workspace click on use notes and we will get this this is just like working with the material node editor this here is the output what blender will save to see what's going on we're going to press ctrl shift and click on the rendered layers to open a viewer node if it's not already open we press n to open the menu and here in view you can press fit to make it fit to the your workspace and see the whole image then we're gonna add a glare node it always gives a very nice look and makes it feel a little bit more realistic we are gonna make a combination of stars and glare for that i'm gonna just leave it at streaks for now offset the angle by 45 degrees okay i'm gonna put mix to one and then i'm gonna also add another glare node this also input the image right here then we need a mix node we'll put it to add then here we'll take the image and then we're gonna add a second note here and put this image right here now we can choose a forklow for the second you should also put mix to 1 which is very important and i will decrease the size a little bit and increase the quality on both of them and maybe the threshold a little bit up so it's not as much same with the stars i will increase the threshold you will just need to play around with the settings on how you like it so what's very important um is to connect the output of our glare or stars to the composite so when it renders it will also render this now when we render our frame you will see it will take quite long it's around 50 seconds per frame now the question is how do we improve our render times we're gonna go back into our workspace and the first things are you can play around with your samples maybe you don't need as much samples maybe 50 are enough and maybe you can also decrease the resolution a little bit maybe 75 percent also what's if you have it available use optics for rendering it's so much faster another thing you can try is deleting some of the unused geometry this means we can go in here into edit mode choose a part of the mesh that we don't see like this and delete the vertices and same thing on the other side go back into the camera view and see if we cut off too much or if it's right maybe we'll also get away with decreasing the subdivision count to four and one thing that's where also increasing our render time a lot is the hdri what you can try is choosing a lower resolution hdri ours is ak right now which is very very high resolution and because of that it also takes a lot of time to render we're gonna swap it out with one that only has 2k resolution which is fine for that because we don't really see the background we only see the reflection so we don't need very high resolution hdri if we are gonna go to render another image you can see um it loads much much faster last time we were around 50 seconds per frame and now we were able to reduce it around 11 seconds per frame okay guys thanks for watching this concludes the tutorial i hope you had fun i hope you learned something and if you have any kind of feedback just let me know i would be very glad to hear it and if you want to share your work with us i'm gonna leave our instagram down below in the description just take us on your work or send it to us we would be very glad to see it thanks for watching bye guys see you next time
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Channel: toericht
Views: 27,270
Rating: undefined out of 5
Keywords: kinetic typography tutorial, kinetic typography, blender tutorial, blender, typography animation, typography, text animation, blender 3d, graphic design, graphic designer, graphic, typography tutorial, motion graphics tutorial, motion graphics, blender motion graphics, blender compositing, design trends 2021, photoshop tutorial, photoshop, photoshop text effect, animated text, chrometype, chrome type, aesthetics, toericht, toericht.cool, blender kinetic typography, blender wave
Id: oVmico0-Tlc
Channel Id: undefined
Length: 22min 24sec (1344 seconds)
Published: Thu Mar 18 2021
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