How to Create EPIC Wormholes in Blender 4.1

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[Music] creating a wormhole effect in blender just like this one is actually quite easy because all you need is a cone-shaped object that is kind of curved like this and this object then should be transparent from the outside but from the inside it should have all these layers of twisting volumetrics going on and to get started with this yeah we could start off with an beier curve for example and for this beier curve we can go into geometry notes because we're first going to create that cone shape effect so let's click on new to create a new geometry notes for this and we're going to remove the group input for this one because we don't need the original curve what we want to start off with is a curve line note you can connect that with the group input by the way the part of the geometry notes in this tutorial I will go through that a little bit faster than usual since I don't want to put the focus on that I want to put the focus really more on those volumetrics effects and this curved line we want to convert this into a show that's do curve to mesh note right over here and the profile curve we want that to be a curve Circle plug that in over here and then we're already getting like a tube shape but we don't want to have a tube shape like this no we want to have a tube shape that goes kind of like this so what we do is in set curve radius note for which we can set the radius now but the radius of this we want that to be a spline parameter notes and if you put that into the factor then we're already getting this kind of already the shape but this line parameter should not go like this it should go like this right so if we do an float curve note we see that that already is the shape and if you put this like that then you see that nothing changes that's because we only have two points on this curve now like over here is 0.1 and over here is0 2 but we want to have more points in between this so we want to do an resample curve note set that over here and then we're already getting it so you can set this to like 100 or something like that so that we're getting a really smooth mesh and you can make this a bit more or a bit less curved just whatever you like and since we want to give this volume metric later we want to make this not into a plane what it is right now but we want to give this actual thickness so we will do an extrude mesh note right over there and obviously we want to turn off individuals so that's just the mesh and not the individual faces let's set the offset down a little bit so that you can see we're really giving this some thickness for now we'll set the offset on 07 or something like that that's a good enough thickness for the volumetrics however then you will see the mesh is still open right the original plane is gone but we still yeah we still kind of have that we still have that over here right if we join that like this then we see the original one is over there so what we want to do is we want to join these two together so if we do a join geometry we can put that right over there like this and now they are joined together however right now the vertices that are like over here we have double vertices so we have vertices on top of each other and we can check this if we do an scale elements note like this and then we put it like that and you see when you scale this down the top part and the extruded part are separated and to fix this you want to do a merge by distance note so that you're merging vertices together if they are really close to each other and from here we can do CR X to delete the scale element note however there is one more thing that we need to fix because if we take a look at the face orientation right now of our mesh then you see that the inside is red and the outside is blue the outside that is blue that is good because those normals are pointing outwards however the red part yeah the red part is not good because those normals are pointing towards there too however those normals should not Point like downwards those normals should go into that direction in order to make the volume metric actually work l so the only thing we need to do is to do an flip faces note right over here to flip the faces of the original mesh and now we have our cone shape already which is good now we can continue with creating the two materials that this Wormhole is going to have the first material is going to make it that the outside part over here is going to be transparent so that we cannot see the actual volumetric inside of it so that it will really feel like a portal so to say and the second materials going to be the actual volumetrics that we saw earlier so let's actually first go into render View mode so that we can see our object with the rendering and then let's click on the object go over here into the material properties and if you click on new you can create a new material and let's name this material transparent or something like that and then let's create a second material which is going to be the volumetric or something like that let's make uh for now the volum red and the transparent blue just for now just so that we visually can see a difference between the two but you see if we make it blue and red then we don't see anything changing on the actual mesh right and that's because when we're working with geometry nodes we have to assign that material in Geometry notes so if you do an set material note we can set the first material as our volumetric and then everything becomes red so now to set the transparent material we can do shift d on this set material and then set this to transparent and now you see it's it's always the transparent right but we want to make it that the outside is transparent and this part will become the red volumetric for now and so basically what we want is in the extrude mesh we can see we have a top and a side and let's visualize this so if we do control shift click click on this then we see that the top part is that side part over here so if we connect top with the selection of the transparent set material then you will see everything that should become volumetrics is now the volumetric material which is good and everything that should become transparent is the transparent material which is perfect so this is basically everything that we need to do regarding geometry noes so since we don't need geometry noes anymore I think it would be good if we change this geometry noes to the Shader editor just like that and then we see okay we have the transparent over here let's do that one first so let's make this that we can actually see through the mesh and obviously we are not going to do the alpha on zero because then we can still see the inside of it and that's not what I want I want to make it that everything that is behind this blue wall should be invisible and you can do this with one simple note so let's delete the principal bsdf and let's do an hold out note and connect it like this and now you see everything is transparent to make this actually work or to make this actually look better later in the render you want to go into the render properties and then under film you want to turn on transparent so that it's really transparent right over there everywhere where it is but you can see we can still look inside of it which is perfect so now that we have the transparency let's switch over here from slot one to the slot of the volumetric so slot two for the volumetric material we do not want the principal bsdf so let's click on that and let's deleted what we want is an emission texture and let's connect that with the surface for now later we're going to connect it with a volume so that we really have it as a volume like this but for now for now surface is good what we want to do is we want to have a noise texture right we want to have a noise texture and we connect the factor of the noise texture with the color of the emission for now so then we have this so what we basically want in this is that the lower the noise texture gets the more it twists around right like like a tornado kind of so to do this we want to do a texture coordinate and a mapping Noe so if you click on the noise texture you can do contrl T to get those two notes and then instead of the texture coordinance on generated we want to use object and actually instead of previewing the noise texture I want to do control shift click on the mapping note so that's we can visually see what the coordinates of this Vector of the noise texture looks like so basically now you see okay it goes straight down but what I want is that the more it goes down the more it twists around so we want to change the rotation of the Z over here you see if we do that then it already rotates but we want that the more it goes down the higher this Z rotation is so first of all we want to have control over the separate XY and Z rotation so we do a combine XYZ and we connect that like this and then we want to have the Z location data of this texture right and we get that with an separate XYZ node connect the object with the vector and now if you do control shift click click click then you will see it's darker over there and brighter over there so now we can connect the Z axis with the combined XYZ Z like this and now if you do cons shift click on the mapping note then you see it already starts twisting but to create more twisting we can do a MAF note set to multiply and then the higher you set this the more it start twisting which already looks quite cool to be honest and for now we will set this on 18 or something like that so now that we have our coordinates Twisted let's take a look what it looks like with the emission then you will see that looks already pretty cool however what we're now creating is the first layer of volumetric and that first layer I want that to look like this so more like a very soft bluish volumetric so to get this we first of all want to change the scaling of the noise texture more to like8 or something like that to get bigger chunks of noise as you can see and then also I want to create more contrast with an color ramp and then if you put it like this then you see okay that looks cool already but what we want to do is if you put it like this we want to create another black part over there I think that looks really cool so if we do a black part over there yeah maybe to make it a bit more visually more appealing we can put the emission into the volume so that we're getting really what it looks like so to say so it looks like this maybe a little bit bigger bigger chunk yeah something like that and for the color of this first base layer so to say I found that it's cool that if it goes from Blue kind of to purple in the middle so let's do another color ramp and let's connect the Z location of the separate XYZ with the color ramp so that we can do this so now we can say okay it should start on something bluish something like this and it should end on something purple-ish something like this right so let's connect this with the color of the emission and this one then with the strength so now if we put this like this then we see that already looks quite cool but the strength of the emission is still a little bit low and it's not really visible what we are doing so let's add in another ma note which we set on multiply and then we can multiply this by like 30 or something like that and then we're already getting this and that looks way cooler so now we have this it already looks cool we see that these sides over here are very hard edges and I don't really like that I like it more if the blue really Fades out with a gradient so to say and to create this gradient we want to calculate the length from the Middle Point to this gradient so if we do a vector math note which we set on length and we put the object coordinates into the length like this now if we preview this we see we basically create a gradient that goes from the middle to the side and to make the gradient like more darker we can do another Vector math note but this time we set it on multiply and what we want to do is we want to multiply the x-axis by one and the Y AIS by one so that we really only have the x and y axis and not the Z axis we don't need that at the moment so now that we have this we can do a color ramp after the length note and then let's switch the black part and the white part like that right now you will see we already have a gradient of where we want to have the volume matric and now to really see the effect of this color ramp we can multiply the output of the color ramp with the multiply node over here so if we shift d this multiply node and we connect the color ramp with that and then we disconnect the color ramp from the surface again then we see yes that looks really good and you can even play around with this a little bit more so if you want to have more clear volumetric like this then you can have harder edges if you like but you can make it less like that or if you want to make the circle bigger you can make it like this bigger now we basically have the first layer of volumetric already but before we continue with the second layer I think it would be good if we first animate this so that we can later just duplicate that animation so to animate this that it like swirls down we want to use the Z location of the mapping node if we make that higher then you will see it gives the illusion that the swirling effect goes down which is what we want so let's take this combine XYZ again and let's do shift d to duplicate that connected with the location of the mapping node and then we have control over the Z axis again this Z axis should be dependent on the frame that we are on so the further we are in the animation the higher the Z axis becomes so what we can do is a value note and this value note to make that the same as the frame value we can do # frame like this and now if you press play you see it starts playing over here too if you connect this with the Z then you see that goes crazy fast and that's not really what we want to slow this down you can do a ma note set to divide and then divide this by 200 or something like that so that it goes nice and slow I really recommend making the animation go slow of the Wormhole because if it has a slower animation the Wormhole will look bigger because if it goes if it would go very fast then yeah it would it would give the effect that the Wormhole is smaller so to say but you want to have a big Wormhole of course so now let's create the second layer of volume metrix for our Wormhole and this second layer is going to look like this so to create this second layer we're going to take all the notes that we've created already shift d to make it go to the top and to create the second layer we're just going to make make some adjustments in some settings that we have over here so let's connect the emission with the volume again just like that and we see it's the exact same thing of course but the first thing that we want to change is this color ramp let's in the color ramp let's move this part down a little bit and let's move this part so that we have smaller or thinner chunks of noise so to say let's connect that kind of like this that is perfect then also in the noise texture of this thing let's make the scaling a little bit higher so let's set the scaling on like 23 and then you will also see that the noise is quite um it's quite smooth right so if we take a look yeah these parts are quite smooth and I want to add more noise to that so that it looks less abstract so to say so that will really look like that kind of nebula effect and to do this we want to manipulate this line between the mapping note and the noise texture so what we can do is take this noise texture shift d it to here and let's do control shift click on it control shift click on it so that we see the color value of it and for this noise texture let's set the scaling on five and we want to have more detail for this thing so let's do a detail of like 15 or something like that and let's also crack the roughness a little bit up so that we're getting more like noise more detailed noise like this and then we want to mix this with the output of the mapping not so if we do a mix color no connect that over here so let's see if you now do control shift click on this noise texture and we set the factor for now on zero so that it doesn't do anything we can connect the color of the second noise texture with color B and then you will see if you actually do control shift click on the color ramp then you will see that if you put the vector up we're already getting more noisy Parts like that which looks pretty cool so now let's see what it looks like with the volumetric by disconnecting the surface it looks like this which is awesome and this volumetric so this what we've created we want to add that to the previous Shader so if we do an add Shader note we can connect that like this we can add this one to it and now we're getting this so you're getting the base layer plus you're getting this very subtle second layer with more noise on it which I think looks really cool however what I forgot to tell you is that when you duplicate this value note they you will see the hashtag frame thing is not duplicated over so over here we have to do hasht frame again and then you will see it will still work which is amazing oh by the way if you really want to change like the randomization of this noise over here you can set this noise texture from 3D to 4D and then just change it to a different W value or something like that it doesn't really matter what you set it on but you can just find like The Sweet Spot of what looks good for you so for for the third layer we're really going to focus on these strong nebula shapes just like these for example so what we're going to do is very easy again we're going to take the notes of the second layer and you guess it we're going to press shift d to duplicate them again don't forget to type in #f frame in the value note over here so that you keep the animation so let's now connect this emission to the volume output of the material output so that we can preview it so some values that we want to change to get to that results the noise texture the first noise texture we want to make the scaling lower so let's set that on one or something like that then for the mix note over here let's put that a little bit down so that the effect of the noise texture over here is a little bit less but what we can do is in the other noise texture set the detail up to like 13 or something like that and the roughness higher that we're getting more like this then also I want to make this bright either so the multiply note over here we don't want to set this on 30 no we're going to set this on a th000 so that we're getting really like this and then we can still take a look at the color ramp maybe we want to have that a little bit less just like this however I want to change the color a bit so for this color ramp I'm actually going to change it a bit you see these nebulas that are going over here we want to make it that they are not just going from Blue to purple no we want that within the noise over here that they go that they switch between multiple colors so to say so if we click on this purple one let's make that more brighter and let's make that blueish something like this maybe a bit darker something like that and then this one we're going to make that purple is and now I don't want that the color goes from Blue straight to purple no I want that we make use of an HSV so U saturation value now it makes use of this use saturation value like over here and it uses the near function so basically it goes from Blue to purple in the shortest way possible but we want this to go from Blue to purple like counterclockwise like this so that we're really getting like a rainbow a lot of color effect so if you do near to counterclockwise then we're getting this already now it goes like a rainbow from top to bottom because we're still doing the separate XYZ the Z over here I don't want to make this Des set anymore I want that this color ramp is dependent on this color ramp that we're creating over here so connect this one right over there and then you see we're getting a very cool nebula effect already and if you want to swi and if you want to change easily the color of this nebula you can do an U saturation value note put that over there and then you can just change the U to whatever color you like for now I like to have it on a value that makes it kind of purple-ish something like that let's add this layer to the previous layers that we've created so let's take this add Shader note shift d it to over here and let's add this one to it so that we're getting this so now we have this we have a third layer right and you see that when you press play it still works which is perfect so what we can do now is add in another layer and this new layer is basically going to be a new variation of the last layer so if we take it like this shift d again and then let's connect this emission again with the volumetric output of the material output like this for the second one yeah we're not going to make that many changes to it we're just going to differ a little bit in colors and in size of the noise texture again so for the colors I think it would be cool if we make this one a little bit more blueish like this for example you something like this oh yes that looks really cool and then also different randomization of the noise texture of course because we want to have a different so let's just change it to any different value it really doesn't matter just change it around a bit like this and then we can also set the scaling a little bit higher to like three or something so that it looks yeah looks like this that's pretty cool and then maybe this mix note maybe a bit lower yeah something like that yes that's cool and maybe by the way if you see that uh The Edge over here is still too sharp you want to go into this color ramp over here and set it from linear to Beast line and then you will see that you're getting a more softer fall off like this and then you can still like this yes that looks good and this you can do that for the other layers too but you don't have to only if it will make it look better of course in your case but in my case I don't think it will matter that much and now we want to add this again to our previous layers in the same way so let's take this at Shader note shift d and connect it like this and then add the other layers to this and then we're getting this and still oh and of course you want to go over here and type in #f frame again don't forget that so now we have created four layers of volumetrics so maybe you're already happy with this right maybe you're already like yeah I'm that's fine four layers it's enough detail I think a fifth layer is not a bad thing so what we're going to do is we're just going to do this again shift d it to over here and then let's connect this emission node again with the volume of the material output for this layer I want to try something else why not let's try to make this color ramp let's see what happens if we put this one more to here then it should be that there is less variation in colors which I think for one layer is fine so kind of like this so let's now also change the U situation value not to something else so like I don't know maybe uh some some really bluish like this is cool yeah I think oh yeah that's cool maybe later we'll change it but let's see for the rest maybe uh we want to have it a little bit thinner so more like that more like this and again a different variation of noise of course and let's also make the scaling maybe a little bit uh bigger why not let's see let see like this and then if you want we can even put this a little bit up maybe yeah to get a little bit yes okay I think this is already good let's let's put this thing into the Shader again so let's take this add Shader shift d it again to over here and let's connect it with the rest now you see it might not be that visible but it will be a little bit more detailed now the final thing that I want to do for this Wormhole effect is making it that inside of the Wormhole it becomes like there's more like this ball of glow so that it more glows over there so that it's not so detailed so to do this we first want to make a gradient again and to get a gradient let's do a texture coordinate note and let's connect object for now and we want to do the same thing as before with a vector math note we want to calculate the length of it and then let's also do a color ramp and then we switch the black part with the white part again and then you see we're already getting our part that should only glow so like this maybe make it a bit stronger and this we want to put that into an emission note but we set this as the strength like this so that we can set the color to something uh something purplish something pink purplish and now if we add this to the rest like that then you will see that looks like this it's not really doing that much yet that's because the strength of the emission should be a lot higher so let's do a maav note set to multiply and let's multiply this by 100 so that we're having this and now I see that it's a bit too big so let's make it a bit smaller like so like so yeah let's actually make it even smaller so like that yes and now when I press play I see that one part is not animated yet and I again forgot it yes I forgot it again over here in the last layer we want to do #f frame of course and then one final final thing or tip that I want to give to you is if you take a look over here on the bottom we get this the reason that we're getting this part over here is because the transparency only happens on the side parts and not on this part right if you want to make this happen on this part so that you don't see this anymore you can go back into the geometry node editor and then over here we see we have also the side part of the extrude mesh you see if you put that into the selection then you see that that part becomes transparent so basically if you do a MAF note and you add the side part and the top part to each other then you see that you're getting transparency all around it which is really good however yeah what you're then also getting is that you're getting a really hard edge around this which you're not getting when you put only top in it so you really have to take a look at what's more important for me is it more important for me to not see this part or is it more important for me to have like a soft edge around here all the time and from every angle me personally I just prefer to have it just on the top part so that I have a nice soft edge around this and then later in your animation you can just try to avoid to look at this part so to say and yeah then we have our Wormhole created in blender with this really cool transparency effect of course and the cool thing is we can make this bigger for example and you can rotate it around to put it like this and then still the animation Works everything still works so that's cool oh and by the way if you see these geometry notes over here and you're like I have no idea what any of these are doing and I want to learn way more about it then I recommend that you check out my new product the big notebook it explains in detail every single note within geometry notes with real world examples and it goes from very Basics to very Advanced Techniques and with that being said if you like this video please give it a thumbs up comment down below if you have any questions and if you don't want to miss out on any future videos I recommend subscribing to the channel and with that being said thank you for watching and I see you in the next one [Music] n
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Channel: MTR Animation
Views: 2,975
Rating: undefined out of 5
Keywords: blender, wormhole, blender tutorial, blender tutorial for beginners, blender animation, geometry nodes, simulation nodes, shader nodes, texturing, volumetrics, blender cycles, epic, mtr animation, space, blender 3d
Id: TSjd6B0H_6Q
Channel Id: undefined
Length: 28min 40sec (1720 seconds)
Published: Sun Mar 24 2024
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