Make An Abstract Environment Animation in Blender 2.82

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
how's it going guys so in today's tutorial we're gonna be tackling this animation right here it's rendered in cycles but for those of you who just want to use Eevee feel free to follow along and Eevee it works just the same in that engine if you want to get a hold of this file it is in the description for $1 everybody on patreon you'll be getting that for free if you don't know about the patreon there's a tons of stuff on their weekly project files and I just released a pack of 50 looping animations it's all the project files for all 50 of those animation loops I also dropped the glitch pack which is ten procedural glitch looking materials and next month in April I'll be releasing the wood pack you can see it there so a bunch of cool things happening on patreon I released a couple exclusive tutorials and some really cool client work stuff going on there as well so you can go check that out in the description so let's get into the tutorial all right so we're gonna just open up a blank document here and of course you can use whatever render engine you like I personally think it looks the absolute best in cycles so we're gonna be using cycles now I'm gonna hit shift a and we're gonna be opening up a torus here I'm gonna hit tab right click and click subdivide and then we're gonna smooth it out here and bring the number of cuts all the way to 10 and that's going to give us a really nice smooth object now we're going to distort it and that's going to be done here in the modifiers add modifier and we're going to add in a simple deform and we're gonna bring that angle all the way up to 360 and then we're going to copy it and we're gonna change the axis to Z and now we have that really cool object and then what I'm gonna do click on the scale tool over here and just scale them up to be right about that size and so now we have a really nice really cool object that we can now start doing some fun stuff with so just to give it a really cool dynamic look we're gonna go ahead and get an eco sphere it's shift a add the ICO sphere tab right click subdivide make sure it's all smooth number of cuts all the way to here I'm a shade smooth by getting right click and shade smooth now I'm going to decrease the size here and make it more of like an egg shape by maintaining in the scale object scale mode I mean and then scaling up to me more egg-shaped and then we'll see what go to wireframe view and we'll just scale it a little bit if you want to go to wireframe view hit Z right over here that's also how you go to rendered view here in Lexington start making a really cool scene around so let's go ahead and we're actually gonna shade this first alright so for the egg I'm actually gonna hit click this here hit H to remove it and we're just gonna work with the egg so what I'm gonna do is I'm going to actually go to the shading menu I'm a period to move it up and hit rendered now I'm gonna be designed this in the cycles preview so I'm gonna click this drop-down and click scene world scene lights so I can work with it inside of cycles I'm gonna switch over to the cycles render engine so now we have our egg now we need to make a really special glass material so I'ma click new and I'm gonna delete this i'ma get shift a and add shader add shader and I'ma hit shift D new and then we're gonna put the shader in here so into the surface and we'll put this shader into that shader so we're gonna be using 3 refraction nodes so shift a refraction or e F refraction b SDF and i'm gonna duplicate it two times shift d shift d and then we're going to get RGB here so click on the color go to RGB and bring in the are bring down the the other two and repeat that process and we want G and B and make sure it is those exact RGB otherwise your it will not look correct now let's bring this one run out of here this one in here and this one into here and now we have this going on we have a perfect glass shader here with some weird stuff going on but that's ok now let's go ahead and make this may give you we're gonna give it that RGB effects so this patate 11.4 so 1.4 and then this next one we're gonna give it we're gonna give it one point four two so one point 4 2 so that's looking really cool oops I messed up one point four to put it backwards and then the last one here we're gonna make it one point four four so one point four four and that's going to give us this really cool refracting RGB look here in our glass now to make it work like a regular shader what we're gonna do is we're going to highlight these and hit ctrl G and make it so that we can operate all three of these at the same exact time when we're plugging in new things to it so in this case we're in a group input here and we'll show you how it works just follow along with me and once we get out of it once we come out of this dialog you'll see how it works so go right here to roughness use the same one roughness on all three and then we'll use the normal output right here normal output normal output that's where you can put in bump map so now when you hit head out of tab we have this so we can put in any kind of bump node we want here and we can put in roughness information here so now you have this really cool RGB node group so what we're gonna do is we're gonna shift it so what we're gonna do is hit shifting add in a color ramp so we're gonna add some really cool roughness fun with this so hit the color here and put it right here into the roughness and we're gonna get I don't get a Voronoi note right here and I'ma hit ctrl T if you have the node Wrangler add-on enabled it comes with blender by default you hit ctrl T adds his two little texture coordinates put the object coordinate in here right there and then we're gonna put in the distance here into the color ramp and we're gonna get some fun stuff happening all right now we get this so go from f1 to distance to edge and that's gonna give you that old crackle look and then what we need to do is right here flip the color ramp and then we're gonna bring the black portion in until we get these really cool Voronoi outlines right here which is what we want we're gonna actually bring this part in right there get a really hard edge on this more annoying now we're going to distort that as you can see the RGB effect is really doing some really cool stuff back there now let's just stored it with a musgrave shift a musgrave texture pop it in right there and we're gonna get a mix RGB so we can use only a little bit of that musgrave texture to distort it and we're gonna take this object coordinate color too and then we're gonna bring the dimension down on the most growth and bring the detail up so we get that really smooth musgrave detail now we're gonna be the factor all the way here to get back to where we were and then just bring the factor in just a little bit so we could have a little bit of that distorted look that we're going for in the glass shader and then we can bring this in a little bit and we get this really cool look in our egg designed with some really cool RGB effect so that's that now let's go ahead and make in that really cool colorful material that I made for this so click new and what we're gonna do is when I hit shift a and add any color ramp just like that base color and then going from RGB to HSV from near to far and we're gonna put them both at purple what we're doing is we're making an iridescent shader so click on both and make them purple now you get the full spectrum of the rainbow also we're gonna make this metallic and bring the roughness down a little bit we'll play with that more in a second now what I'm gonna do is I'm gonna get a layer weight layer weight right here and go and plug in facing and now BAM we have a really cool iridescent shader but we're not done we need to play with this a little bit more so what I'm gonna do shift D bring this down here and I'm gonna get a mixed shader so shift a mix shader' plug that there and we're gonna get this principle of BS D F and plug that there so now we get that looks kind of pastel but that's just because they're mixing not in the way that we want so we're gonna get another layer way here shift E and we're gonna get another color ramp plug that there and then we're gonna get this plug the color and then plug the facing now we have that and then we're gonna make we're gonna make this base color here a nice metallic orange and then all we have to do and then what we're gonna do is we're gonna flip the color ramp here so we want the orange to be showing so now so what now what's really cool about this is we can take the blend here and get this really cool green here on the outside and get this really nice orange on the inside as you can see if you want to see it working live so you would take the orange and just move it around it affects the stuff here in the middle and then this one right here the facing affects the stuff on the edge so we're gonna get this really beautiful color change and it's really fun and really flexible to work with here so I'm gonna say get a nice get a nice green going on and then we have that going and this is the shader that we're going to be work with now the last thing I want to do is I'm gonna flick click on the ICO sphere and I'm going to copy over this whole roughness situation so just highlight all of this control see now click on this control V and I'm gonna hit G to move it over and then we're gonna plug it into the roughness of both outputs here so right here and to the roughness output down there so now we've got some cool stuff going on it's too glossy on this particular material so I believe the black portion if you bring it all the way up correct so take the black portion and just bring it up so that it's not completely like a mirror on this particular material and now we have the two materials that we're gonna be working with for this design you can see it very clearly working here in evey and it's cycles it's of course much more photorealistic now let's go ahead and get an HDR eye to light our scene so we're gonna go to H to your eye Haven so this is HDR a Haven if you don't know what NHGRI is it's a 360 image that lights your scene and gives you photorealistic lights from actual images so click on HDR ice and pick just any outdoor image you want I'm gonna go ahead and pick a random outdoor image you can go here and click skies if you'd like and just go and pick a random one so say I pick this one go ahead and download the 4k version now that you're gonna be back in your seeing them hit Z and click rendered so there's no light affecting the world so I'm gonna go ahead click the world click this little object right by world environment texture and navigate to where you saved your HDR I so in my case I have Epping Forest and now we have what we're going with alright so what I'm gonna do now is set up a plane and we're gonna scale it up pretty far something like this may bring up some more I'm hit control a apply scale hit tab right click subdivide I'm going to give it 100 subdivisions now I'm gonna click this one here hold down shift and click this here and we are going to move it above the plane kind of right kind of like right there and then I'm going to take say adjust my lighting here so I'm gonna go right about here and the position where I want my camera to look I'm shift a ad my camera control alt 0 snap that to view and then I'm gonna go down a little bit by hitting G and I'm gonna hit R twice so I can move it up and now I have my composition for now we're gonna change it up a little bit later now let's go ahead and add a displacement to this plane so I'm going to go ahead click the modifiers and add displace new go to the textures right there and go to the clouds bring depth all the way down and bring scale pretty far up probably right there and then what I need to do is add in a subdivision surface modifier and then click this up arrow to put it above they'll add the displacement and click viewport to this one maybe a third viewport right click shade smooth and then I go back to the texture here actually brought the depth the wrong direction bring your death down to zero and that's gonna allow us to use less subdivision because we're gonna add more detail later and then I'm gonna bring my strength down to maybe right about there and then I'm gonna rotate my plane a little bit just to improve the composition something like that now let's go ahead and add a material to this plane so back to shading I'm gonna click 0 to go to my camera I'm gonna click new I'm hit period because I lost it now we're gonna do the same thing I click here i'ma hit ctrl C and go back here control V and plug that straight into my principled I'm gonna get a noise texture and I hit ctrl T to add that texture setup and use the object coordinate and we're going to use factor into the color ramp to distribute that color around and we're gonna bring the scale down a little bit I'm gonna get in a bump texture bump texture because we're gonna add some some texture to here and then we're gonna bring this color ramp bring the factor in to the height and now we have some texture going on I'm gonna bring the detail up to maybe around there and then I don't like what the color that's actually happening so i'ma hit shift a hue/saturation node plug that right there and then we can bring our hue around to something that we're more interested in for this design of course if you don't like it you can still play around with the hue to whatever you like and I'm gonna bring my roughness all the way here and bring my saturation down and my value down a little bit so it looks more like a ground to help with our scene we go back to layout now the last thing we need to add to this here is a background image for our sky so I'm going to go to unsplash this is all royalty-free images including HDR eyes so we're gonna go and find a background image for our sky so here in the search imma type in sky and go ahead and find an image that is the same point of view here so if your camera is pointing really close to the ground you're gonna want an image that looks like it is also close to the ground so what I'm gonna use this image right here and I'm going to download it so what we're gonna do is go to edit preferences and in the add-ons type in image and you're going to want to click import images as planes and so what that's going to allow us to do is it shift a image images plane and then we're gonna go and find my image that I downloaded so right here before you double-click it make sure you click on emit and then import images planes and then we're gonna put this guy really far back so we're going to be adding some depth of field into our scene and we want the depth of field to affect that image as well so it has to be pretty far away and then we're gonna scale it up till it meets our composition here in our camera and then we're gonna sort of play around with play around with a little bit and then we'll check it out how it looks in the render something like that we'll go to the e V preview so we can have a real time work around with it and then say something like that it's gonna look really good what I'm gonna do is play with this displacement on the ground here i'ma go up here back to the texture and play with yes sighs so we're gonna add some more Rolling Hills here and then we're gonna bring it down a little bit as well so that's what I want to do here so now we have our floor and then bring our sky down just a little bit more here now what we're gonna do is add in some depth of field so to really control depth of field to exactly where you want the camera to be focusing I'm gonna add an empty and a plain axis and place this empty exactly where you want the camera to be focusing so I want it to be right here on my object and then we're gonna go back to render view click on the camera little green camera icon depth of field and on focus object click that empty and then blades bring them all the way up to 16 and start bringing down your f-stop until you like how defocused this foreground is so something around here and then now the image behind you is blurred just like it would be in a real camera and this foreground is blurred as well giving you a nice composition and then this is your image we are done all you have to do now is just animate this twisting here if you want to animate it so what I'm gonna do is I'm gonna go back to frame 0 hitting the back arrow I'm gonna get myself 120 frames what I'm gonna do is go here I'm gonna hit this icon here for a keyframe click the very end type in 360 to give it a nice loop and then we'll do that and if we just check out the Eevee preview you're gonna get this really cool really interesting animation loop that the final product when you render it will look like this and it'll look really amazing of course this is cycles glass looks better in cycles so I would recommend rendering in cycles but I know that a lot of people's computers cannot handle that for your export settings I'll run through that really quickly so what you're gonna want to do is pick whatever render engine you're in click right here and place a Trevor file you'd like go to PNG to ffmpeg video encoding go to mp4 and medium quality go to perceptually lossless save your file render it and you're good to go so there you go that's how you create this render this animation here I hope you enjoyed it hope you learned something and thanks for watching
Info
Channel: Ducky 3D
Views: 88,860
Rating: undefined out of 5
Keywords: Blender, Beginner, Blender tutorial, Blender Animation, Blender Abstract, Blender Particles, Blender Lines, Blender Cinema 4D, Blender Abstract Tutorial, Blender loop, Blender VJ Loop, project breakdown, blender breakdown, Blender 2.80, blender 2.8 tutorial, Blender Eevee, Blender 3D, Blender Guru, Remington Graphics, Intro To Blender, blender vaporwave, vaporwave eevee, CG Cookie, Midge Sinnaeve
Id: WgRfMjJLQUo
Channel Id: undefined
Length: 17min 5sec (1025 seconds)
Published: Thu Apr 02 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.