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These are the user uploaded subtitles that are being translated: 1 00:00:02,880 --> 00:00:07,840 Here's an interesting idea, rather than rendering  these flowing and connected polygons as we   2 00:00:07,840 --> 00:00:13,040 might a standard polygonal object, how about we  replace them all with planes of various sizes   3 00:00:13,040 --> 00:00:18,960 with fuzzy animating textures on? it gives a pretty  cool illustrative and very non-photoreal look®   4 00:00:18,960 --> 00:00:22,640 we do have to be a little bit cautious with  this technique though because it can be a   5 00:00:22,640 --> 00:00:27,920 little tricky for the computer to render all of  this, depending on how many planes we use, but we   6 00:00:27,920 --> 00:00:32,240 should be able to play with the settings to get a  pretty cool and very workable result, so i'm going   7 00:00:32,240 --> 00:00:38,640 to use this car from Manu as an object as a kind  of test subject, the crash test dummy so to speak   8 00:00:39,200 --> 00:00:43,360 this car by the way is a sort of stripped  down version from Manu's cheese attack scene   9 00:00:43,360 --> 00:00:48,960 which is so good, i don't know whether this is a  take on cheese not being very healthy and here   10 00:00:48,960 --> 00:00:53,920 it is played out with more agency and urgency, a lifetime of cheese attacking the heart in one   11 00:00:53,920 --> 00:00:58,880 go or something like that, but i love this image  nonetheless and wanted to use this car, so let's   12 00:00:58,880 --> 00:01:04,960 get on with it, so a quick setup of where we are  right now i have this car in two different objects   13 00:01:04,960 --> 00:01:10,000 they both use this same simple car material  and i'm using a vertex color input and plug   14 00:01:10,000 --> 00:01:14,720 that into the base color, here i've switched into  vertex paint mode and now we can see the colors   15 00:01:14,720 --> 00:01:20,160 we have on this selected object, to see it without  shading we can select our flat shading and to see   16 00:01:20,160 --> 00:01:25,120 all vertex colors for all objects within solid  shading mode, we can just switch from material to   17 00:01:25,120 --> 00:01:29,760 vertex here and then we could paint some colours  in there if we like, this is easy stuff all we're   18 00:01:29,760 --> 00:01:34,240 doing here is selecting a colour and then going  paint and then set vertex colours for all the   19 00:01:34,240 --> 00:01:39,680 vertices in that object and then repeating that  step for the other object, this one which is also   20 00:01:39,680 --> 00:01:43,680 using the same material doesn't have a vertex  color set on there just yet, which is why this is   21 00:01:43,680 --> 00:01:48,640 giving us a danger sign and if we take a look at  it in rendered actually material preview, we don't   22 00:01:48,640 --> 00:01:52,800 have any lights in our scene actually, uh we'll  see it all shows up as black as soon as we just   23 00:01:52,800 --> 00:01:58,640 go into vertex paint mode that'll automatically  create a vertex color set for us which we can find   24 00:01:58,640 --> 00:02:04,320 down here, vertex colors and call is the default  name given, so that's all good to go i can paint   25 00:02:04,320 --> 00:02:09,840 on here whatever we like but i'll just keep  that as white and head back into object mode, all   26 00:02:09,840 --> 00:02:14,400 right with that out of the way let's set up our  particle system on just the sphere for the moment   27 00:02:14,400 --> 00:02:18,160 and this is what we're going to use to be able to  create this kind of effect, so i'm going to come   28 00:02:18,160 --> 00:02:23,920 over to the particles tab of the properties window  and then click on the little plus, we'll call this   29 00:02:23,920 --> 00:02:29,680 fuzzy because it's kind of a fuzzy effect, right  now we're given 1 000 particles, but they're only   30 00:02:29,680 --> 00:02:34,160 going to be emitted between frame 1 and 200 and  we want them all at the same time, so i'm going   31 00:02:34,160 --> 00:02:38,880 to click and drag across there set that to one and  there we go! so if we press play and then play to   32 00:02:38,880 --> 00:02:43,760 stop we'll notice that they all fall down, so the  next thing i'm going to do is come over to the   33 00:02:43,760 --> 00:02:48,000 field weights and i'm going to turn the gravity  all the way down and now that's much better   34 00:02:48,000 --> 00:02:53,600 problem is though we've got a lifetime of 50 which  means after 50 frames, a little over two seconds in   35 00:02:53,600 --> 00:02:57,680 this case they're all going to disappear, they're  all going to die basically because their lifetime   36 00:02:57,680 --> 00:03:01,840 is tragically short, so what we're going to do  is just hold down 1 a whole bunch of times   37 00:03:01,840 --> 00:03:06,640 and that will convert it into the longest time  that Blender can handle, it's not quite escaped   38 00:03:06,640 --> 00:03:11,600 mortality but that should be long enough to create  the illusion of immortality, that's all we need to   39 00:03:11,600 --> 00:03:16,240 go back to frame one i can just go Shift and left  arrow by the way which is why we don't need to see   40 00:03:16,240 --> 00:03:21,520 a timeline in this to be able to control the where  we are in the animation, but as we see this they're   41 00:03:21,520 --> 00:03:26,320 expanding out which we don't want, so if we come  over to the velocity we can set our normal down   42 00:03:26,320 --> 00:03:32,160 to 0, now again shift left arrow and then press  space to play the animation and nothing happens   43 00:03:32,160 --> 00:03:36,480 they all just stay in position, which is what we  want, we don't want any movement from this, now we   44 00:03:36,480 --> 00:03:42,720 don't want these little spheres so if we come down  to the render and viewport display area, we can see   45 00:03:42,720 --> 00:03:47,120 it's rendering these little halos, so we want to  change that we're going to change this to a plane   46 00:03:47,120 --> 00:03:51,680 so i'm going to create a plane i'm going to press  m to move it into a collection i'm just going to   47 00:03:51,680 --> 00:03:56,320 keep it into the car collection for the moment and  press g and just move that to the side and then   48 00:03:56,320 --> 00:04:00,080 i'm going to select the sphere again so we can  get back to our particle settings, come down to the   49 00:04:00,080 --> 00:04:05,120 render section and then instead of the halo let's  switch that to object, the object that we want the   50 00:04:05,120 --> 00:04:10,320 instance object is in this list somewhere, but i'm  just going to use this eyedropper and just select   51 00:04:10,320 --> 00:04:14,480 our plane that we have in the scene there and now  all those little halos have been switched to the   52 00:04:14,480 --> 00:04:20,960 plane, perfect for our needs. now in the particle  settings we can see that set to object scale which   53 00:04:20,960 --> 00:04:26,960 means this object so as we scale, here we can see  it going larger and smaller on the sphere itself   54 00:04:26,960 --> 00:04:32,640 but it's not very equivalent to the main plane,  so i like to set this to one so that the actual   55 00:04:32,640 --> 00:04:37,200 size of all these particles are actually the same  size as this plane, so i'm going to scale that down   56 00:04:37,200 --> 00:04:41,920 a little bit to something like this, then select  our particle system again so we can hack at these   57 00:04:41,920 --> 00:04:46,320 settings a little bit more, something we'll notice  here is that they're all facing up to the sky   58 00:04:46,320 --> 00:04:51,360 and we want them to take on the orientation  of the normal of every face in the sphere so   59 00:04:51,360 --> 00:04:56,560 let's get that done, let's click on rotation and  let's set this from velocity to normal, we can see   60 00:04:56,560 --> 00:05:02,160 this has kind of had a sort of an effect that we  want but it's more like standing on end like hairs   61 00:05:02,160 --> 00:05:06,640 than it is taking the orientation that we actually  want, now what happens with the particle in   62 00:05:06,640 --> 00:05:12,000 Blender is that the face of the polygon is  going to align to the positive y direction   63 00:05:12,000 --> 00:05:16,880 so let's come over to the settings in the viewport  display here and we'll just turn on our axis   64 00:05:16,880 --> 00:05:21,840 on this object and we can see that the y-axis  is pointing straight up and that's the way the   65 00:05:21,840 --> 00:05:26,960 particle is going to face, so what i'm going to do  instead is first of all rotate this object around   66 00:05:26,960 --> 00:05:33,200 onto the z axis so that the y is actually facing  towards us, so i'm going to go R Z 180 i didn't   67 00:05:33,200 --> 00:05:37,840 have to do that but i just wanted to be able to  see the plane when we rotate it in a second on   68 00:05:37,840 --> 00:05:43,520 this side of the scene, so i'm going to tab into  edit mode and then press R X and then 90. tab back   69 00:05:43,520 --> 00:05:48,720 out into object mode and now we can see the planes  are all aligning with those normals a lot better   70 00:05:48,720 --> 00:05:53,440 something that might be a little bit confusing  is that the sphere is sort of in the way so   71 00:05:53,440 --> 00:05:59,120 instead of being able to see the sphere, our actual  emitter object as it's named we can actually turn   72 00:05:59,120 --> 00:06:03,600 that off so if we come back over to our sphere  we can come back over to the particle settings   73 00:06:03,600 --> 00:06:08,800 find our render section and disable show emitter,  but also we need to find this in the viewport   74 00:06:08,800 --> 00:06:14,400 display and disable it there, so with that done  if we shrink this down enough we can see straight   75 00:06:14,400 --> 00:06:19,120 through the sphere now those planes are just kind  of slightly overlapping each other, well, not really   76 00:06:19,120 --> 00:06:23,200 slightly they're probably overlapping each other  quite a bit but we've now created this kind of   77 00:06:23,200 --> 00:06:28,480 fuzzy sort of random collection of planes that  fit the sphere and now depending on the texture   78 00:06:28,480 --> 00:06:33,680 that we place on this plane, will depend on exactly  how fuzzy or what kind of effect we actually get   79 00:06:33,680 --> 00:06:38,640 so let's work on our plane material right, now  it's not very exciting, right now it's just   80 00:06:38,640 --> 00:06:43,840 a square so what we're going to do is carve out  the edges with transparency, so we get more of a   81 00:06:44,480 --> 00:06:48,800 circular shape but we'll rougher up the edges a  little bit for some interest, so let's create a   82 00:06:48,800 --> 00:06:53,520 new material for this and we'll just call this  fuzzy and instead of just being principled we   83 00:06:53,520 --> 00:06:59,600 want to have a mix of transparency and principled  so with Shift A add in a mix shader, drop that in   84 00:06:59,600 --> 00:07:04,400 and then also let's add in a transparent shader  and then we can plug that into the first socket   85 00:07:04,400 --> 00:07:08,960 and for transparency to take effect here for  us in our viewport, we need to come down to the   86 00:07:08,960 --> 00:07:14,080 settings and we need to enable transparency from  here which is not immediately obvious because it's   87 00:07:14,080 --> 00:07:19,280 called blend mode but this is referring to our  transparency, so we can set that to alpha blend   88 00:07:19,280 --> 00:07:23,920 and now when we move this slider we've got all  the way principled or all the way transparent   89 00:07:23,920 --> 00:07:29,520 or somewhere in between, but we're going to create  the texture to drive this factor, while we're here   90 00:07:29,520 --> 00:07:34,240 in these settings, i'm also going to turn off any  shadowing from these, so we're just going to switch   91 00:07:34,240 --> 00:07:39,280 that to none, this is more obvious if we actually  do have a light in the scene, let's just go Shift   92 00:07:39,280 --> 00:07:45,440 a and add in a point light let's move that close  to our sphere take a look in our rendered view   93 00:07:45,440 --> 00:07:50,400 let's increase the strength of this a little bit  and bring that over here, turn it up some more then   94 00:07:50,400 --> 00:07:55,360 if we find our shadow mode again and we set that  back to opaque, we can see we're getting a lot of   95 00:07:55,360 --> 00:08:00,880 kind of nasty little smudgy marks over there and  we don't want our fuzziness to be corrupted in   96 00:08:00,880 --> 00:08:04,960 that way, so i'm going to set that back to none  now switch back to material preview because we   97 00:08:04,960 --> 00:08:11,040 get more softer uniform lighting in this instance,  i'm actually chosen to use this environment as our   98 00:08:11,040 --> 00:08:17,360 hdri in this case, so let's set up our sphere, this  is actually pretty simple to do, we can go Shift A   99 00:08:17,360 --> 00:08:22,160 create a texture and let's use a gradient texture  with the Node Wrangler add-on enabled it's easy   100 00:08:22,160 --> 00:08:26,960 for us to generate some coordinates, just to go  Ctrl T, then i'm going to select this mapping node   101 00:08:26,960 --> 00:08:31,040 because i don't think we'll need it and just  go ctrl x to delete it while maintaining the   102 00:08:31,040 --> 00:08:34,800 connection through there instead of the generated  coordinates though i'm going to go with object   103 00:08:34,800 --> 00:08:39,280 coordinates, object coordinates start from the very  center rather than the bottom left of the bounding   104 00:08:39,280 --> 00:08:44,480 box and that's going to be easier for this  gradient to create the circle that we need, that is   105 00:08:44,480 --> 00:08:51,040 if we set this to spherical, so with that done we  can plug that into our mix shader and now we have   106 00:08:51,040 --> 00:08:56,000 the circle. it's not very interesting though  so let's just add a couple of extra nodes to   107 00:08:56,000 --> 00:09:01,280 give ourselves some interesting control, so with  this i'm going to create a converter math node   108 00:09:01,280 --> 00:09:06,400 set this to power and we can kind of use this to  set the size of it, but it's really setting the   109 00:09:06,400 --> 00:09:12,080 general fade, the falloff from white in the center  to the black at the edges, black being completely   110 00:09:12,080 --> 00:09:16,720 transparent in this case though and once we've  got something we like we can kind of fill in the   111 00:09:16,720 --> 00:09:22,640 center of the circle by simply multiplying this  so let's duplicate that and then we'll set this   112 00:09:22,640 --> 00:09:27,760 to multiply and then if we keep a look on the  very center there as we increase this and clamp   113 00:09:27,760 --> 00:09:31,840 it so that we don't get values above one and our  filmic color management doesn't kick in to try   114 00:09:31,840 --> 00:09:37,200 and preserve as much gradient as possible, we can  see we're starting to flatten that out, by plugging   115 00:09:37,200 --> 00:09:42,640 something into the factor here, we've kind of lost  our ability to slide how transparent overall we   116 00:09:42,640 --> 00:09:48,320 want this, so to control this with a little slider  i'm going to create a color mix rgb node and drop   117 00:09:48,320 --> 00:09:53,200 that in and then plug this into the second socket  and then if we change this to black that's like   118 00:09:53,200 --> 00:09:59,600 saying 0 so the more we slide this to use our  first socket the zero, is saying how transparent   119 00:09:59,600 --> 00:10:05,360 we want it overall, so this is kind of a slider now  to show how opaque we want this material and we'll   120 00:10:05,360 --> 00:10:09,840 set this somewhere halfway for now, something  else to improve this is that it's completely   121 00:10:09,840 --> 00:10:15,600 uniform radially, so it's not really interesting  in that regard, so let's kind of rough up the edges   122 00:10:15,600 --> 00:10:21,600 so with that all we need to do is just go crazy  on our coordinates. to introduce some chaos into   123 00:10:21,600 --> 00:10:27,200 this all we need is some noise, so with that i'm  going to plug in our object coordinates and then   124 00:10:27,200 --> 00:10:34,960 let's create a color mix rgb node and drop this in  here and so we have our pure coordinates coming in   125 00:10:34,960 --> 00:10:39,120 in the first socket, so if we slide this all the  way down there's going to be no change to what we   126 00:10:39,120 --> 00:10:44,000 had before, but if we plug in the color output  into this second socket and then switch this   127 00:10:44,000 --> 00:10:49,520 from mix to add, so that we start to add just  a little bit of this noise, i'm going to hold   128 00:10:49,520 --> 00:10:54,480 Shift and left click and drag to the right here  just to add a little bit of that noise into it   129 00:10:54,480 --> 00:11:00,400 we can see we're no longer getting just a simple  circle, we're getting a lot more interest, problem   130 00:11:00,400 --> 00:11:05,520 is of course it's sliding off in a particular  direction there, so we need to correct for that, so   131 00:11:05,520 --> 00:11:10,960 what we're doing here is we're adding all values  above zero, so we're getting zero to one coming   132 00:11:10,960 --> 00:11:16,960 out of this, all we need to do is subtract 0.5 from  it and that will create a range of numbers coming   133 00:11:16,960 --> 00:11:24,320 out of here that are instead of 0 to 1 minus 0.5  to plus 0.5, so that means that overall it's got   134 00:11:24,320 --> 00:11:28,560 half negative and half positive values which  should mean our circle doesn't travel anywhere   135 00:11:28,560 --> 00:11:33,520 not without our permission anyway :) so let's go  shift d to duplicate this node because we can   136 00:11:33,520 --> 00:11:38,480 set this to subtract and we're going to subtract  all the way here and we can already see this seems   137 00:11:38,480 --> 00:11:44,160 to be working because we've got our values set to  0.5 already, luckily we don't have clamp on because   138 00:11:44,160 --> 00:11:48,880 we need those values outside 0 and 1 for this  to work, again for this node here we don't want   139 00:11:48,880 --> 00:11:54,080 clamp on because our vector information is kind of  infinite in either direction, but now we can see we   140 00:11:54,080 --> 00:11:58,400 have a slider that we can introduce the noise and  not worry about it traveling all over the place   141 00:11:58,400 --> 00:12:05,120 let's alter the settings on our noise, let's set  this down to about two we don't need any detail   142 00:12:05,120 --> 00:12:09,600 just keep it quite straightforward, maybe play  with the distortion a little bit, perhaps somewhere   143 00:12:09,600 --> 00:12:14,880 around 1.5 or so and now let's take a look at our  sphere, let's take a look in rendered view again   144 00:12:14,880 --> 00:12:19,440 and we see that's really starting to take effect,  thanks to our principled shader here we're still   145 00:12:19,440 --> 00:12:24,000 getting regular normal shading, it's business as  usual really so that's why we're still getting   146 00:12:24,000 --> 00:12:30,640 this shaded area in the back there's possibly not  quite enough polygons, another way to to solve this   147 00:12:30,640 --> 00:12:36,400 is to simply scale up and close the gaps this  way, so we can play with that setting and also   148 00:12:36,400 --> 00:12:41,360 come over to the particles and create many more  particles, let's double the number there and now   149 00:12:41,360 --> 00:12:47,040 we get some pretty good results, now something  i'd like to do is just offset this plane ever   150 00:12:47,040 --> 00:12:52,800 so slightly, so i'm going to zoom into it tab into  edit mode and then just slide it down the y axis   151 00:12:52,800 --> 00:12:58,160 ever so slightly, so i'm going to press G and then  Y and then just move it forward just a little bit   152 00:12:58,160 --> 00:13:03,680 not too far, if we take this too far as you can see  we're going to move outside of the sphere gradient   153 00:13:03,680 --> 00:13:08,720 that is driving this effect, so i'm going to move  it just a little bit further forwards, something   154 00:13:08,720 --> 00:13:14,480 like that, now the reason for that is because  the origin point is exactly in the position of   155 00:13:14,480 --> 00:13:20,080 where those original polygons in the sphere  were, so if we did want to mix these particles   156 00:13:20,080 --> 00:13:24,880 with the original sphere, then now we can do that  because this is going to be hovering above and   157 00:13:24,880 --> 00:13:31,280 not z-fighting and giving us that weird flicker  but i actually like the uh strange way that the   158 00:13:31,280 --> 00:13:36,320 alpha blend kind of chooses which polygon to show  i think that's a pretty good effect actually but   159 00:13:36,320 --> 00:13:41,840 if we want to change and play with the idea we can  come back over to the particles material settings   160 00:13:41,840 --> 00:13:47,040 and we can change from alpha blend to alpha hashed,  generally speaking alpha hashed is a little bit   161 00:13:47,040 --> 00:13:52,720 more precise a little bit more correct with  alpha blend we can sometimes get sorting issues   162 00:13:52,720 --> 00:13:58,640 and problems that way but i actually think in this  case it looks pretty good the alpha blend which   163 00:13:58,640 --> 00:14:03,840 also has the benefit of not requiring really any  samples to look noise free, it actually just gives   164 00:14:03,840 --> 00:14:09,680 it that nice kind of flickery animated look and  that's an extra detail we can create now on the   165 00:14:09,680 --> 00:14:14,560 particle actually to really enhance that and the  way we can do that is by switching this from 3d   166 00:14:14,560 --> 00:14:21,680 to 4d. enter into the fourth dimension, which is  essentially time, so we have this new slider now   167 00:14:21,680 --> 00:14:28,000 on the w axis which allows us simply to alter  profile in practical terms anyway so all we want   168 00:14:28,000 --> 00:14:33,280 to do is just animate this value, luckily that's  actually pretty easy to do, if we want to create   169 00:14:33,280 --> 00:14:38,880 a driver to drive this value really easily right  here in this field, we just need to use the # 170 00:14:38,880 --> 00:14:43,680 symbol first and then we can type in frame and  then when we do that it turns all purple and   171 00:14:43,680 --> 00:14:48,720 now whatever frame we're on, which is frame one  at the moment, is going to be this value here so   172 00:14:48,720 --> 00:14:54,160 if i press the right arrow and move to frame two  we can see that this has gone to two now that is   173 00:14:54,160 --> 00:14:59,520 going to be crazy fast and just be a crazy flicker  which might be what you're going for, that might be   174 00:14:59,520 --> 00:15:05,520 exactly what we want but we can get some smooth  undulation of the effect, by slowing this down   175 00:15:05,520 --> 00:15:10,560 by quite a lot, so i'm going to right click that  and edit the driver, here's our frame expression   176 00:15:10,560 --> 00:15:17,200 i'm just going to switch that to divide by 25  so roughly speaking at 24 frames a second anyway   177 00:15:17,200 --> 00:15:22,640 actually let's set that to 24 frames a second just  so that it is exactly this, it means it'll take 24   178 00:15:22,640 --> 00:15:27,520 frames to go from zero to one which should look  pretty good at the moment i'm not getting a fast   179 00:15:27,520 --> 00:15:33,120 feedback from the viewer but even here we can kind  of see that it looks like a little bit in slow   180 00:15:33,120 --> 00:15:38,400 motion and hopefully that translates, but we can  just increase that figure or decrease it to taste   181 00:15:39,200 --> 00:15:46,240 so let's now apply this to the car, so i have  this single plane at the moment, which is gray   182 00:15:46,240 --> 00:15:52,000 the color of this is being driven right here so we  can click on this and set this to whatever we like   183 00:15:52,000 --> 00:15:57,440 but as we can see our car is using these blue and  black colors so what we need to actually do this   184 00:15:57,440 --> 00:16:03,040 are two planes, so first of all i'm just going to  move this into a new collection called particles   185 00:16:03,040 --> 00:16:07,440 click ok and then i'm going to duplicate this and  i'm going to select the first one again and press   186 00:16:07,440 --> 00:16:14,080 F2 and instead of playing let's call this the blue  plane let's select this one press F2 to name this   187 00:16:14,080 --> 00:16:18,880 one and we'll call this the black plane so that  it's a little bit easier on us, i'm gonna just   188 00:16:18,880 --> 00:16:24,480 use this one material instead of duplicating extra  materials and we'll just derive the color of these   189 00:16:24,480 --> 00:16:31,280 with vertex colors, let's go Shift a, input, vertex  color and plug the color right into the base color   190 00:16:31,840 --> 00:16:36,640 that's turned black because it doesn't have an  input here but as soon as we go to Control Tab   191 00:16:36,640 --> 00:16:41,200 to switch to vertex paint mode it's going to  create the color set that we want so let's set   192 00:16:41,200 --> 00:16:47,200 that there and we want this to be a shade of blue.  so i'm going to switch the color swatch here, let's   193 00:16:47,200 --> 00:16:52,240 brighten it up a little bit, push it into the blues  let's go with that rather than painting although   194 00:16:52,240 --> 00:16:56,080 there's nothing wrong with that, we could actually  make this multiple colors if we wanted i'm going   195 00:16:56,080 --> 00:17:02,320 to just go the easy route and just set this as  vertex colours and that'll flood fill but actually   196 00:17:02,320 --> 00:17:07,440 this is our black plane, so i should probably just  leave it as it is but actually what i'm going to   197 00:17:07,440 --> 00:17:14,400 do is just take this way darker and flood fill it  a much darker shade of blue instead so set vertex   198 00:17:14,400 --> 00:17:20,160 colours, Ctrl Tab, back into object mode. select this  one this one doesn't have vertex colors yet but   199 00:17:20,160 --> 00:17:25,120 when we select on there now we do and then let's  just take this make it brighter again and then   200 00:17:25,120 --> 00:17:30,160 let's go to paint and then set vertex colors. now  we have the particle colors that we need in just   201 00:17:30,160 --> 00:17:36,160 one simple material, so let's select the car and  come over to the particle settings click on the   202 00:17:36,160 --> 00:17:41,840 plus icon and then we already have our fuzzy  particles in there ready to go, we can also do   203 00:17:41,840 --> 00:17:47,600 that with the other material, so we can come over  to this and then click the plus and then find   204 00:17:47,600 --> 00:17:52,720 our fuzzy and now we have particles there too!  now the problem here is that we need to select   205 00:17:52,720 --> 00:17:58,480 which particle, so we need to click the little  number three there and set this to be fuzzy dark   206 00:17:58,480 --> 00:18:03,440 now we'll go down to find the plane, the instance  plane, instead of the blue plane we want the black   207 00:18:03,440 --> 00:18:08,960 plane, with that done let's take a look at this in  material preview actually and then we can see our   208 00:18:08,960 --> 00:18:15,920 fuzzy car. now currently we can see the original  car underneath, so let's change our particle   209 00:18:15,920 --> 00:18:21,920 settings to allow this to just show the particles,  so let's turn off the show emitter on the render   210 00:18:21,920 --> 00:18:27,440 also on the viewport display and then let's do  that the same for the wheels and the windows   211 00:18:27,440 --> 00:18:33,440 so show emitter and show emitter disabled there in  both of those places and that kind of exposes that   212 00:18:33,440 --> 00:18:38,800 we need a little bit more particles or we need  to simply size them up. i think we can get away   213 00:18:38,800 --> 00:18:45,200 with just adding more particles, so let's try that,  let's come over to here and give this about 9 000   214 00:18:45,200 --> 00:18:50,240 and then the darker stuff, let's make sure so let's  just see what we've got working here, we've got   215 00:18:50,240 --> 00:18:55,120 2 000 of those already actually which looks like  it's working pretty well, it starts to get a little   216 00:18:55,120 --> 00:19:00,480 bit tricky in the viewport, the closer we get, but  the further away we get it kind of renders a lot   217 00:19:00,480 --> 00:19:05,840 more smoothly so that's probably something worth  bearing in mind so there's a few holes in these   218 00:19:05,840 --> 00:19:10,560 wheels here i think i might just remedy that by  selecting our plane the one of these that we can   219 00:19:10,560 --> 00:19:16,160 see in the background there and then just scale  that up a little bit, press S and then we can fill   220 00:19:16,160 --> 00:19:21,440 in a lot of the space there just make them super  fuzzy... almost like uh... monster truck wheels like   221 00:19:21,440 --> 00:19:28,560 the most cuddliest monster truck in the world with  zero fear of cheese although this would be a very   222 00:19:28,560 --> 00:19:33,360 sticky combination :) that's just best not to think  of that. seeing how we're using particles here i'd   223 00:19:33,360 --> 00:19:39,520 like to also mention there is a new alternative  to create these kinds of effects in Blender 2.92   224 00:19:39,520 --> 00:19:44,480 and above and that's with the geometry nodes,  this is something that's just going to get   225 00:19:44,480 --> 00:19:49,360 bigger and bigger with more functionality and  we'll have more and more nodes to play with, so   226 00:19:49,360 --> 00:19:54,320 let's take a quick look at this option just as  a way of some kind of introduction to these new   227 00:19:54,320 --> 00:19:59,280 waters and hopefully it'll encourage a little bit  of playful experimentation, especially when trying   228 00:19:59,280 --> 00:20:04,160 to do these kinds of particle things, so let's  select our car body here, i'm going to come over   229 00:20:04,160 --> 00:20:10,320 to the modifier and we can disable it here but  i'm going to quickly discover that i can't see the   230 00:20:10,320 --> 00:20:15,040 mesh anymore, so i'm going to still need to be able  to come over to the particle settings and we can   231 00:20:15,040 --> 00:20:19,760 see we can re-enable them again here, but really  the only option that i'm looking for just at the   232 00:20:19,760 --> 00:20:25,520 moment so so that we can see it is to be able to  show our emitter again, to show our car and we'll   233 00:20:25,520 --> 00:20:31,200 do the same thing with the wheels and the windows  so let's show the emitter there and also come over   234 00:20:31,200 --> 00:20:35,440 to the top and then let's disable that, let's come  back over to the modifiers though and what we'll   235 00:20:35,440 --> 00:20:42,400 do is we'll switch the shader editor to a geometry  node editor and then just watch over here as i hit   236 00:20:42,400 --> 00:20:48,320 new, but to create some new geometry nodes, we'll  notice we also get a new geometry nodes modifier   237 00:20:48,320 --> 00:20:53,520 i created which we could have also added in  our generate options right here, but luckily   238 00:20:53,520 --> 00:20:57,920 this does it for us so nothing's happening at the  moment because we're just getting this group input   239 00:20:57,920 --> 00:21:02,560 so we're taking our geometry doing nothing to it  and outputting our geometry again but we want to   240 00:21:02,560 --> 00:21:07,760 create that kind of particle effect, so how might  we go about that, it's actually surprisingly simple   241 00:21:07,760 --> 00:21:12,400 some of the terminology might sound a little bit  scary or technical, but it's actually pretty easy   242 00:21:12,400 --> 00:21:16,800 so the first thing we're going to do is come to  our point menu, we've got all of these options in   243 00:21:16,800 --> 00:21:21,600 here and these are all just going to grow and  grow, but now in 2.92 this is what we've got   244 00:21:21,600 --> 00:21:26,080 so i'm going to go to the point and i'm going  to point instance so this is going to say what   245 00:21:26,080 --> 00:21:32,000 object do we want to instance, this is kind of like  which object do we want to use as our particle   246 00:21:32,000 --> 00:21:37,120 now what i'm going to do is take a copy of this, so  i'm going to Shift D to duplicate this plane and   247 00:21:37,120 --> 00:21:42,640 just bring it close to the car, let's rename this  with F2 and instead of it blue plane.001 i'll just   248 00:21:42,640 --> 00:21:48,560 call it GN at the end to just indicate geometry  nodes so let's come over to our car and actually   249 00:21:48,560 --> 00:21:53,920 i was working on the other object, the car dark  stuff at first, but i'd rather start on the car   250 00:21:53,920 --> 00:21:59,200 body, so with this selected i think what i'll do  is just add the modifier this time, geometry nodes   251 00:21:59,200 --> 00:22:03,200 and then from here instead of getting this  new set i'm going to come back to that but   252 00:22:03,200 --> 00:22:06,960 i'm just going to switch back to geometry nodes like this and now they've both disappeared   253 00:22:06,960 --> 00:22:12,000 so this doesn't seem too hopeful at the moment, but  all we need to do is just tell it to use this as   254 00:22:12,000 --> 00:22:18,080 the point instance, so i'm going to click this and  select that blue plane and now we have basically   255 00:22:18,080 --> 00:22:23,840 the position of every vertex in this object, a  plane, this plane that we've told it to render   256 00:22:23,840 --> 00:22:28,400 you'll notice of course though we have no car  or at least it's a little bit tricky to see but   257 00:22:28,400 --> 00:22:33,920 if we take a look from this side, you can see  that the car itself has disappeared, if we wanted   258 00:22:33,920 --> 00:22:40,080 to be able to see it the equivalent to using our  particle nodes show emitter, we need to join what   259 00:22:40,080 --> 00:22:47,040 we've got here with our instances and to do that  we just go to geometry and create a join geometry   260 00:22:47,040 --> 00:22:51,840 node drop that in there, zoom out a little bit just  to speed things up in the viewport a little bit   261 00:22:51,840 --> 00:22:55,920 and then take the original geometry that we've got  and then we're going to plug that into the second   262 00:22:55,920 --> 00:23:00,320 socket there and then you'll see it just popped  up, we don't really need to use this node if we   263 00:23:00,320 --> 00:23:05,040 don't want to, we can toggle this on and off with  the M key to mute it as we could in the shader   264 00:23:05,040 --> 00:23:10,000 editor, so a lot of the same controls are going to  work here in geometry nodes, but rather than using   265 00:23:10,000 --> 00:23:15,280 the position of the vertices, i'm going to create a  little bit more randomization in here and for that   266 00:23:15,280 --> 00:23:20,320 we just need to come to our point menu again and  we can use our point distribute and just drop that   267 00:23:20,320 --> 00:23:26,080 in and it's set to random by default, i'm going to  switch this to i think that's pronounced poisson   268 00:23:26,080 --> 00:23:31,360 like fish in french or something or sound disk  suspect there's a scientist named Poisson of some   269 00:23:31,360 --> 00:23:36,240 kind that has something to do with this, as far  as i understand it this is going to try and not   270 00:23:36,240 --> 00:23:41,360 make things overlap, something that the particle  instances using the particle emitter would do   271 00:23:41,360 --> 00:23:47,520 is often not be aware of how close it is to its  neighbors whereas this can be self-aware in that   272 00:23:47,520 --> 00:23:53,360 way, so if it's a little bit too much on the feet  of something else, we can increase our distance   273 00:23:53,360 --> 00:23:58,640 minimum to say... look we do not want to be this  close to our neighbors and so it'll distribute it   274 00:23:58,640 --> 00:24:03,920 a little bit better and then we have our density  max once we have that set we can increase this   275 00:24:03,920 --> 00:24:08,480 or decrease this to taste, i don't mind a lot of  overlapping here, so i'm going to set this down   276 00:24:08,480 --> 00:24:13,040 quite low, but i'm going to set the density down a  little bit for the moment because we can see that   277 00:24:13,040 --> 00:24:17,920 the alignment of this isn't quite right and we  had our alignment perfect before, we could actually   278 00:24:17,920 --> 00:24:21,920 do it in the nodes but i want to show that it's  actually fairly straightforward to just do it here   279 00:24:21,920 --> 00:24:26,240 as well, but instead of it being along the y-axis  by default things are going to want to be on the   280 00:24:26,240 --> 00:24:33,520 z-axis this time, so i'm going to rotate that back,  R X and then negative 90 in this case and then also   281 00:24:34,080 --> 00:24:39,600 we moved it forwards a little bit i think, just to  come slightly away from the car so i'm going to go   282 00:24:39,600 --> 00:24:44,800 g z and then just raise that a little bit up like  this, that way it won't completely intersect with   283 00:24:44,800 --> 00:24:50,240 the polygons on the car itself, so that's looking  pretty good, i'm starting to see the shape of   284 00:24:50,240 --> 00:24:55,280 the car come back again, now the only other thing  that i want to do in here really is just to give   285 00:24:55,280 --> 00:25:00,320 a little bit of variety to the scale of things  so as we can see these polygons are definitely   286 00:25:00,320 --> 00:25:05,360 not the same size as this, so rather than trying  to scale this up which won't work in object mode   287 00:25:05,360 --> 00:25:10,080 would need to be in edit mode, i'm going to just  set that scale within the nodes instead so let's   288 00:25:10,080 --> 00:25:17,120 go and add in an attribute node and we could set  it to be a particular value or mix between other   289 00:25:17,120 --> 00:25:21,280 factors and a whole host of other things, but we're  just going to use the attribute randomize node   290 00:25:21,280 --> 00:25:26,080 set that there, tell it that it's the scale that  we want to change so i'm going to type in scale   291 00:25:26,080 --> 00:25:31,680 layer and it's going to use values between 0 and  1 in this case and really that's all there is to   292 00:25:31,680 --> 00:25:35,200 it! from here we can just play with these settings  until we get the kind of effect that we're looking   293 00:25:35,200 --> 00:25:39,920 for. but just before we sign off on these nodes  the other thing that i wanted to just point out   294 00:25:39,920 --> 00:25:44,880 on here which makes this really cool, we can use  these like groups, so we can add things to make   295 00:25:44,880 --> 00:25:51,600 things a lot more easily managed, so i can drag  some important values, important sliders and hook   296 00:25:51,600 --> 00:25:57,680 them up to the group input and we'll notice them  being added here in the modifier, so if i just take   297 00:25:57,680 --> 00:26:03,760 all of these here and then even the object as  well, let's plug that into the group input, this min   298 00:26:03,760 --> 00:26:09,360 and max isn't very instructive so i'm going to  press n to open up the sidebar and just change   299 00:26:09,360 --> 00:26:16,720 that instead to scale, rand, min and then similarly  for the max, now with that done we don't really   300 00:26:16,720 --> 00:26:23,040 need our geometry nodes window open anymore, we can  set all our values from here, so let's just slide   301 00:26:23,040 --> 00:26:28,640 up our density max a lot more, something like this  and then let's take a look at the other one, our   302 00:26:28,640 --> 00:26:34,560 car dark stuff select that this is where i'm going  to shift select this one and go Ctrl L and link   303 00:26:34,560 --> 00:26:41,200 the modifiers and now because our geometry nodes  are essentially a modifier, it shows up on this   304 00:26:41,200 --> 00:26:46,880 object as well, so we have the main car and the car  dark stuff with these settings, which are exactly   305 00:26:46,880 --> 00:26:51,120 the same, but we can have these as completely  unique if we like for example we could take   306 00:26:51,120 --> 00:26:56,880 the density max up to 30. but if we take a look  at the original object, the car body, we can see   307 00:26:56,880 --> 00:27:03,520 that's still set to a catchy 5.871. we don't want  to use the blue plane, now we want a dark plane   308 00:27:03,520 --> 00:27:08,960 so let's come over take this one, i'm just going to  hit / on the numpad to isolate the view just   309 00:27:08,960 --> 00:27:14,480 to make it a little bit swifter in the viewport  i'm going to duplicate that, F2 to rename to   310 00:27:14,480 --> 00:27:20,000 darkplane.gn and then with control tab  jump over to vertex paint, i have this pretty   311 00:27:20,000 --> 00:27:25,680 dark color set already, so i'm just going to use  that and then use the paint menu, paint and set   312 00:27:25,680 --> 00:27:31,200 vertex colors. with that done i'm going to jump  back into object mode with Ctrl Tab, / on   313 00:27:31,200 --> 00:27:37,040 the numpad to jump back out into the main scene  and cease our isolation and then select the car   314 00:27:37,600 --> 00:27:45,360 dark stuff object and now we can plug in our dark  plane.gn then it's just a matter of setting this   315 00:27:45,360 --> 00:27:52,160 to taste. so let's try not having any at 0, let's  take that to say 0.2 and then instead of the mean   316 00:27:52,160 --> 00:27:57,920 full, i'll be going too big there, maybe 0.5, but  really it's just a matter of tweaking this until   317 00:27:57,920 --> 00:28:03,360 it fits whatever environment it happens to be in  while still keeping it workable in the viewport. 45417

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