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Tutorial: Spaceship Through Canyon (Vapor trails, etc.)

🕑 Added 2022-02-17 04:02:02 +0000 UTC
Tutorial: Spaceship Through Canyon (Vapor trails, etc.)

Comments

Daniel Smith

Im so confused when making a scene like this. Should I make sure everything is to scale? the mountains are giant, or should I scale the camera down? Any tips?

Joshua Whitney

Hey Ian, I'm making an animated feature film in a year and I'm planning on documenting the whole process with weekly videos on my YouTube channel. I wanted to get in contact with you and see if you would be interested in recording a short clip of yourself answering this: "Do you think it's possible for one guy to make an entire animated feature film in a year?" I'd use the clip in the intro of the first video of the series. Any thoughts?

Sascha Rossier

Pure Fire ... thx a bundle!

parent ( keep transform ) maybe? idk i m a noob

hello i had a problem in my project the trails do parent but do not move with the object can anyone help plz

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Zachary Macintyre

Ah, good point.

hi Kt’scoopies here. Ian, ‘ole buddy, ‘ole pal. im certain you can but will you, create profile picture for my patreon page? time is as valuable as $. I provide information about cannabis stocks as I, personally fight COGNITIVE DECLINE

fab4_Blender

Hey Ian, I wanted to ask you when you could make a tutorial on how to take advantage of geometry nodes, focusing on your way of working

Blaek Creative

Gotta ask even in this post that how you did the heat distortion in this? Your previous tutorial on that was on eevee, and for some reason I still see my planes edges tho.

David McSween

Good for Cycles, not so good for Eevee :(

Zachary Macintyre

Another thing you can do with making the texture planes fade out at the edges of things is use an AO input to mix with transparent, so it will fade anywhere a bit of geometry gets close (useful for uneven terrain but can be annoying if animated objects move through it and turn it off)

Simon Salord

Whoa! Dynamic paint is amazing! I didn't know we could use it with vertex weight! Thanks Zeke!

Zeke Faust

@Allan Not exactly the same technique, but Albin Merle discussed an equivalent method in his x wing crash video: https://www.youtube.com/watch?v=J313g2N5hZc

Pete Burges

This looks great! And fun.

thanks ian

Ian Hubert

Yeah! A big volume scatter shader on a cube! Works great with the HDRI :D

Ian Hubert

Yeah!! I’ll be posting all the desert environments at some point!! I was going to wait until I had them a bit more developed, though.

brilliant. genius like, I tell ya! as soon as i can phrase an intelligent question, ill get you back. ever trade? stock market?

ohhh man thank you! i was trying a way to fix the intersection of the steam with the ground and it's just so simple, thank you again!

Lonnon Foster

Gimme like a quic--Gimme like a quic--Gimme like a quic--Gimme lik--

Joshua Whitney

Thanks!!

I'm wondering is some of the mountain ranges scans you could post as a asset, might be put into some good use ;)

Simon Salord

I don't know, sorry. But it is really easy to do. You have to create a vertex group on your floor where you assign all the vertices with a weight value of 0 and then you add the weight proximity modifier onto it. You choose a target object like an empty for instance and you have to set "geometry" as Proximity Mode. After that you just have to tweak with the parameters. The only strange thing here is that the Lowest value need to be higher than the Highest. All that remains is to use the vertex group as emission surface in the Fluid tab. I did that 2 or 3 years ago and I don't remember all the steps...

Amazing, I feel good 🤘

Allan

is there a tutorial for that one, simon?

Daniel defdac Larsson

I really like the aerial perspective with the canyon being less contrasty and blue:ish in the far. Did you use volumetrics to achieve that?

Simon Salord

I totally understand that. Smoke simulations scared me for a long time but Blender really makes life easier since 2.8 :D

Ian Hubert

OH WHOA! That result is absolutely fantastic! I didn't know about vertex weight proximity, thanks!! :D And honestly I think having "Adaptive Domain" enabled fixes a lot of my reservations with dynamic smoke sims, for some reason I just avoid them.

Simon Salord

You can also use a modifier "vertex weight proximity" on the ground with an empty attached under the ship to emit particles when it flies close to the ground as you can see here https://www.instagram.com/p/CFrT5jiJEXT/ II was wondering, would it work to parent the domain to an animated object to prevent it from being huge? I never tried...

Armando Marchetti

that scene with all the sand particles made my jaw drop: insane stuff as usual, Ian!

amazing stuff

Dangit Ian, I was lookin' at Bebop last night thinking I should rewatch it. Watched something else instead and then saw you post the video on Instagram. Creepin' me out!

Greg Beaudry

Ian, I thought you might enjoy this video! It’s huge old engines starting up haha https://youtu.be/-BE476MvO_g

Ian Hubert

Ohh!!! Thanks, Zeke!

Zeke Faust

If you check "fixed position" on the curve constraint, you can animate the offset factor which acts as a percentage rather than having to use the path animation controls

This content is amazing. Can’t wait to tryin it out

Greg Beaudry

Hey I know that spaceship!

Right when I finished watching bebop now this vid makes me wanna watch again lol, great stuff!!


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