Make a Cinematic Logo Animation in Blender and Eevee

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let's create a cinematic Globe animation in blender to get started first we need our logo here I have this one a black logo in a white background colors are not that important but since we are going to convert this PNG image to SVG format I found this type of logo to give the best results when converting if you are going to model your own logo then you don't need to worry about any of these simply skip to the next chapter so all you have to do is convert this to SVG format using any of your preferred methods there are plenty of free online file converting sites that let you do that just upload your logo tweet and then download the converted SVG file once they're done you will get something like this now we need to import this to our blender project before that go to any preferences add-ons and make sure you have this SVG import add-on enabled if not take this box code file import scalable vector graphics and find your logo and import it this will import our logo as curve objects since our logo had few separate pieces it imported all of them as separated curves if you are not seeing anything check your SVG file I found some of the converting methods not working when imported to blender now you can see they are very small and they have this black color material attached to them I want all of these as separate pieces later but right now I select all of them and hit Ctrl J to join them into one scale them up and position in the middle and set the origin to 3D cursor I delete a material as well hit RX 90 to rotate it 90 degrees to Face Forward now let's turn this to a 3D logo select our logo and in curve settings under geometry we have this extrude option since we need very small values hold your shift key and add a small amount of Extrusion when I go to the wireframe you can see this topology mess this is what we get if we turn this to a mesh because of that converting this to a mesh and then adding some paper is not going to be any easy so we have to use this bevel option in the curve settings to add some bevel to the logo is not the best option but I think we can make it work so let's add a very small value you can see it adds devil but also scales up our pieces let's try tweaking it more here I like the result of 0.0008 if you model your logo you are not going to face any of these issues so unless you want a quick and easy method I recommend you to model your logo frog then using this method however we got our logo let's go ahead and create a material I call it silver go to the sharing workspace set the metallic slider to 1. you can change the roughness to your liking but this is very uniform right let's create more variation in this I add an image texture and open up this scratches overlay image you can find these type of textures from textures.com or any other preferred textile libraries you can see it mapped nearly we can fix that by hitting Ctrl t get these two rows and hit Ctrl X to remove the mapping node we don't need that change the text or queries from UV to object since we scaled up our object a lot we need to change the scale of the image a lot as well you can use the mapping node we deleted before but here I use a vector mat node and set it to scale change its value to get something like this we got a decent mapping of the logo but it is stretched on the sides we can fix that by changing the projection type to something like box you can see it fixed the issue if you see any harsh seams in the texture then add some blending from here and another important thing is since I am not using any color data from this image I can change the color space to linear or non-color this will fix a lot of issues especially when you use these textures for normal roughness and like that I plug this to roughness immediately it looks way better than previous unicorn roughness using a color ramp node you can adjust these roughness values to add more variations I add a noise texture plug it to object coordinates tweak its values and use a color ramp to adjust it even more since color Ram is a node I use often I have it on my favorite list you can find the color rampton here in the converter hologram using a mix RGB node I mix these two together now depending on your liking you can adjust these even more let's plug this to our color using math nodes you can adjust that as well reason I am using math note is right now I am looking for a gray colored logo if you want some color you can use color notes to add some colors to your logo but I am looking for a silver looking material I am not worried about adding color I'll add more variation using a vector bump node plug this to the height socket and change the strength and distant values to get a little pump in the texture plug the output to the normal socket check the invert button to reverse the pump Direction you can spend a lot more time adjusting these values you are liking but let me move on to the next steps now we need to animate this logo since I like to animate each of these pieces individually I want them as separated objects for that I will convert this to mesh and then separate them before that just in case I will keep a copy of the original curve object duplicate our logo and disable the original from both viewport and render View select the second one right click and convert to mesh now I can go to edit mode hit M and use merge by distance option this should make separating these pieces Easy by joining any overlapping verses but here it gave me weird results let's undo it we have a method but that will be a bit annoying if you have a look of it thousands of pieces so I go to face selection mode and hit L to select these pieces then hit P to separate them into new objects here I have to do this for all the other pieces once you've separated all of the pieces at an empty object call it logo controller and parent all of your pieces to that empty that way we can control all of them at once it's time to add the camera select our scene correction this will make it active collection so new object will add to it add a camera alt R to clear its rotation then rotate it 90 degrees on X and position it like this I divide my window into three and in the top left front I turn off overlays kismos and go to camera view this way I can always keep an eye on the camera view while animating stuff from the other 3D View I dragged the camera back even more or you could change the focal length to something like 24 millimeter which is what I did in my previous animation in the camera settings under viewport display change this value to 1. This way everything outside of my camera view will be black to start animating first I will set the animation framelit this is a 6 second animation so I set the start and end frames to 24 and 168. present for starting at 24 is if you have simulation in your project it is always a great practice to start a few frames back so that your simulation has time settling rather than everything starting from frame one also it helps with some glitches when you have motions left turned on I scale my logo down a bit using logo controller push it back and add the keyframe for its location change this to graph enter and go to 100th frame and bring the controller or above empty forward and add another keyframe since we only animate in the Y location I delete X and set graphs from here then select our y graph and change it to something like this so that it will start a bit slowly cap some speed and then slowly settle into the last posture then I start creating animations for each piece of the logo I want them to come from different directions and settle in around the 120th frame this way it will nicely blend with our empties animation there's nothing really new about this animation I just quickly keep some keyframe for their location and rotation change their timing a bit by moving the keyframes and adjusting the curves spend some time polishing your animation because this is a very important part of the process although I did this in a few minutes make sure to spend more time adjusting the timing speed rotation and everything to make your animation look Epic I ended up with something like this which is far from a good animation but for this tutorial I say it's fine let's start our lighting process go to render view we are currently in Cycles so let's switch to EV using cycles for this type of Animation is unnecessary set the word color to Black we don't need any ambient lighting at an area like place it above the logo make it a rectangular shape and increase the strength angle a bit like this we can get a small Trim Light from this you can enable or disable contact Shadows depending on the look it gives you here I set the custom distance to something like 3.5 so it only affects our logo big part of our liking is volumetric stuff so before moving forward we need to set that one up add a cube and scale it up like this apply the scale and change this to Shader editor let's rename these two volume create a material and delete the principal Shader we don't need any surface shaders just the volume add principle to volume node and plug it to volume output you probably won't see anything because of the high density so I set it to something like 0.005 to get the best out of volumetric lighting let's measure the distance from the camera to here this is the area I want to see my volumetric effects anything beyond that is unnecessary it says 11. so here in the render settings under volumetric enable the polymetric shadows and set the end value to 11 or 12. this way we can get the best of our volumetrical ID now let's add a spotlight and position it behind the logo to Face Forward set the string to a high value like 2000 watt this will give us a rim like and more importantly some volumetric Shadows I align the light with this move's eye set the radius to 0 to get more sharp volumetric Shadows tweak these values to get better results after that I duplicate my Spotlight a few times and place them like this so they will like the pieces when they are on their way to assemble I increase their plane values to make the spotlight shape blend with the rest of the scene here if you don't like the low shading you can tweak it I increase the cone shape of the main Spotlight to cover the whole logo so that way we can get a better Rim light around the whole logo let's improve our volume even more by using a noise texture to its density I use the color ramp to increase the contrast and animate the W value to add some movement to the noise then multiply it with the math node and plug it to density this way we can have a non-uniform spread in our volume here I move back to Spotlight in the last second of the animation also I animate all the lights string to slowly come to its full strength this way at the start it will be pitch black and then you will see lights start gets its full strength let's add some depth of field to our camera here in the camera settings I enable the depth of field and select our controller to be the focus object set the app stock to something like 1.4 here I can change this blades value to get different okay shapes zero for Circle three for triangle then Square pentagon like that if you want an anamorphic lens shape then set this back to zero and change the ratio to 2. here in the settings I check these two options disable ambient occlusion sometimes it gives weird results when you have very shallow Focus enable motion blur you can change the polymetric tile size to lower sides to get better results but in this case I keep it at 8 pixel there's no noticeable difference between the two resolutions you can enable this as well and in the review layer settings enable volume like pass and Bloom pass you can uncheck these now we are ready to do our render pick a good frame and go to render workspace and hit F12 to render let's go to compositing workspace to do some compository control space to maximize the window Ctrl shift click to get a weaver node and hit V to scale down the preview if you want to scale up use alt V first I take volume pass and use RGB curves to increase the contrast a bit since our render is a very dark scene we have to change this bottom cone of the curve to affect the render use an exposure node and increase its exposure then I add a mix RGB node and add our volume to the render Also let's take our Bloom pass and do a similar thing use an exposure node and increase it a bit and add it to the render I want to add more glow to the render let's use filter clear node set it to forklore Quality to high and increase the size if I duplicate the add node set the mix to 1 so that we only get the glow after that edit to render change this factor to control the glow amount now I use another RGB curves node and do an overall color gray I change the curve to add some blue tin to the render then add a lens Distortion and a bit of dispersion check this feed box to fit the image back to its original render size actually in this render you can't really see the effect of the dispersion but in my other end I had these small particles in the air which look like this after adding the dispersion I'll show you how to add those later to add some vignette to the render I use an ellipse mask and set its scale to roughly fit the render then use a Plano set it to fast gaussian and check relative and add some blur to the Mass Now using mix RGB note I multiply it with our render to add some vignette you can control the vignette amount by changing the factor also if you want to add some letter box to your render you can do it in the same way this time using a box mask don't need to play personally I like to do this in my video editing application that way I can decide later whether I want the letterbox or not once you finish the compositing make sure to plug the final node to composite node otherwise you might end up seeing a complete Black render so let's see a before and after switch to a new writer's law render the frame now you see the J key I can switch between the slots yes before compositing and here is after here's my previous attempt to do the animation I spend a little more time in the animation process and more importantly I have these particles in the scene these particles will add some depth to our scene by eliminating the negative space it is very simple to set up add a cube and create a particle system set it to 200 particles that number probably depends on your C set the image source to volume distribution to render set the velocity to low number along with this randomized value this will give the particles a slow movement set the render type to object and add a sphere into the scene select it as the object randomize its scale for the sphere material I use a frenel node with a color ramp to the alpha set the metallic to 1 and roughness to 0.4 this will make it barely visible but enough to contribute to the scene also make sure in the render settings to set the blend mode to Alpha blend and untick these two options show back face and backspace Scully you can grab these project files along with the others from my patreon page so that's it that's how we create our logo animation in blender with a bit of sound designing you can have your final logo animation so just like before you can grab all the project files from my patreon page these videos are possible thanks to these awesome people so I hope you learned something cool something useful I mean that's what we like to do we not only create stuff we let you create with us hit the like button comment your thoughts below and don't forget to subscribe to LFX learn so you point this out in the next video drops if you like to create procedural lightning effects from scratch check this video out or you can learn to create this awesome suit up effect from this video see you there
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Channel: Motion Dreams
Views: 30,337
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Keywords: blender, b3d, animation, 2d, 3d, beginner, geometry nodes, tutorials, logo, logo animation, blender logo animation, 3d logo, logo design tutorial, blender animation, cinematic, title animation, logo animation tutorial, 3d logo animation, blender 3d, blender tutorial, blender animation tutorial, eevee, blender logo design, blender logo tutorial, eevee animation, volumetric lighting, motion graphics, 3d logo design, mograph, blender title animation, beginner tutorial, blender eevee
Id: AFDGgfCV_R0
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Length: 22min 35sec (1355 seconds)
Published: Wed Nov 16 2022
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