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Here's an interesting idea, rather than rendering
these flowing and connected polygons as we
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might a standard polygonal object, how about we
replace them all with planes of various sizes
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with fuzzy animating textures on? it gives a pretty
cool illustrative and very non-photoreal look®
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we do have to be a little bit cautious with
this technique though because it can be a
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little tricky for the computer to render all of
this, depending on how many planes we use, but we
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should be able to play with the settings to get a
pretty cool and very workable result, so i'm going
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to use this car from Manu as an object as a kind
of test subject, the crash test dummy so to speak
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this car by the way is a sort of stripped
down version from Manu's cheese attack scene
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which is so good, i don't know whether this is a
take on cheese not being very healthy and here
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it is played out with more agency and urgency,
a lifetime of cheese attacking the heart in one
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go or something like that, but i love this image
nonetheless and wanted to use this car, so let's
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get on with it, so a quick setup of where we are
right now i have this car in two different objects
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they both use this same simple car material
and i'm using a vertex color input and plug
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that into the base color, here i've switched into
vertex paint mode and now we can see the colors
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we have on this selected object, to see it without
shading we can select our flat shading and to see
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all vertex colors for all objects within solid
shading mode, we can just switch from material to
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vertex here and then we could paint some colours
in there if we like, this is easy stuff all we're
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doing here is selecting a colour and then going
paint and then set vertex colours for all the
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vertices in that object and then repeating that
step for the other object, this one which is also
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using the same material doesn't have a vertex
color set on there just yet, which is why this is
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giving us a danger sign and if we take a look at
it in rendered actually material preview, we don't
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have any lights in our scene actually, uh we'll
see it all shows up as black as soon as we just
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go into vertex paint mode that'll automatically
create a vertex color set for us which we can find
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down here, vertex colors and call is the default
name given, so that's all good to go i can paint
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on here whatever we like but i'll just keep
that as white and head back into object mode, all
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right with that out of the way let's set up our
particle system on just the sphere for the moment
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and this is what we're going to use to be able to
create this kind of effect, so i'm going to come
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over to the particles tab of the properties window
and then click on the little plus, we'll call this
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fuzzy because it's kind of a fuzzy effect, right
now we're given 1 000 particles, but they're only
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going to be emitted between frame 1 and 200 and
we want them all at the same time, so i'm going
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to click and drag across there set that to one and
there we go! so if we press play and then play to
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stop we'll notice that they all fall down, so the
next thing i'm going to do is come over to the
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field weights and i'm going to turn the gravity
all the way down and now that's much better
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problem is though we've got a lifetime of 50 which
means after 50 frames, a little over two seconds in
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this case they're all going to disappear, they're
all going to die basically because their lifetime
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is tragically short, so what we're going to do
is just hold down 1 a whole bunch of times
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and that will convert it into the longest time
that Blender can handle, it's not quite escaped
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mortality but that should be long enough to create
the illusion of immortality, that's all we need to
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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
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a timeline in this to be able to control the where
we are in the animation, but as we see this they're
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expanding out which we don't want, so if we come
over to the velocity we can set our normal down
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to 0, now again shift left arrow and then press
space to play the animation and nothing happens
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they all just stay in position, which is what we
want, we don't want any movement from this, now we
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don't want these little spheres so if we come down
to the render and viewport display area, we can see
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it's rendering these little halos, so we want to
change that we're going to change this to a plane
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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
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keep it into the car collection for the moment and
press g and just move that to the side and then
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i'm going to select the sphere again so we can
get back to our particle settings, come down to the
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render section and then instead of the halo let's
switch that to object, the object that we want the
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instance object is in this list somewhere, but i'm
just going to use this eyedropper and just select
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our plane that we have in the scene there and now
all those little halos have been switched to the
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plane, perfect for our needs. now in the particle
settings we can see that set to object scale which
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means this object so as we scale, here we can see
it going larger and smaller on the sphere itself
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but it's not very equivalent to the main plane,
so i like to set this to one so that the actual
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size of all these particles are actually the same
size as this plane, so i'm going to scale that down
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a little bit to something like this, then select
our particle system again so we can hack at these
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settings a little bit more, something we'll notice
here is that they're all facing up to the sky
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and we want them to take on the orientation
of the normal of every face in the sphere so
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let's get that done, let's click on rotation and
let's set this from velocity to normal, we can see
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this has kind of had a sort of an effect that we
want but it's more like standing on end like hairs
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than it is taking the orientation that we actually
want, now what happens with the particle in
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Blender is that the face of the polygon is
going to align to the positive y direction
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so let's come over to the settings in the viewport
display here and we'll just turn on our axis
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on this object and we can see that the y-axis
is pointing straight up and that's the way the
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particle is going to face, so what i'm going to do
instead is first of all rotate this object around
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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
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have to do that but i just wanted to be able to
see the plane when we rotate it in a second on
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this side of the scene, so i'm going to tab into
edit mode and then press R X and then 90. tab back
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out into object mode and now we can see the planes
are all aligning with those normals a lot better
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something that might be a little bit confusing
is that the sphere is sort of in the way so
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instead of being able to see the sphere, our actual
emitter object as it's named we can actually turn
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that off so if we come back over to our sphere
we can come back over to the particle settings
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find our render section and disable show emitter,
but also we need to find this in the viewport
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display and disable it there, so with that done
if we shrink this down enough we can see straight
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through the sphere now those planes are just kind
of slightly overlapping each other, well, not really
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slightly they're probably overlapping each other
quite a bit but we've now created this kind of
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fuzzy sort of random collection of planes that
fit the sphere and now depending on the texture
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that we place on this plane, will depend on exactly
how fuzzy or what kind of effect we actually get
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so let's work on our plane material right, now
it's not very exciting, right now it's just
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a square so what we're going to do is carve out
the edges with transparency, so we get more of a
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circular shape but we'll rougher up the edges a
little bit for some interest, so let's create a
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new material for this and we'll just call this
fuzzy and instead of just being principled we
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want to have a mix of transparency and principled
so with Shift A add in a mix shader, drop that in
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and then also let's add in a transparent shader
and then we can plug that into the first socket
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and for transparency to take effect here for
us in our viewport, we need to come down to the
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settings and we need to enable transparency from
here which is not immediately obvious because it's
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called blend mode but this is referring to our
transparency, so we can set that to alpha blend
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and now when we move this slider we've got all
the way principled or all the way transparent
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or somewhere in between, but we're going to create
the texture to drive this factor, while we're here
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in these settings, i'm also going to turn off any
shadowing from these, so we're just going to switch
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that to none, this is more obvious if we actually
do have a light in the scene, let's just go Shift
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a and add in a point light let's move that close
to our sphere take a look in our rendered view
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let's increase the strength of this a little bit
and bring that over here, turn it up some more then
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if we find our shadow mode again and we set that
back to opaque, we can see we're getting a lot of
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kind of nasty little smudgy marks over there and
we don't want our fuzziness to be corrupted in
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that way, so i'm going to set that back to none
now switch back to material preview because we
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get more softer uniform lighting in this instance,
i'm actually chosen to use this environment as our
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hdri in this case, so let's set up our sphere, this
is actually pretty simple to do, we can go Shift A
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create a texture and let's use a gradient texture
with the Node Wrangler add-on enabled it's easy
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for us to generate some coordinates, just to go
Ctrl T, then i'm going to select this mapping node
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because i don't think we'll need it and just
go ctrl x to delete it while maintaining the
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connection through there instead of the generated
coordinates though i'm going to go with object
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coordinates, object coordinates start from the very
center rather than the bottom left of the bounding
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box and that's going to be easier for this
gradient to create the circle that we need, that is
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if we set this to spherical, so with that done we
can plug that into our mix shader and now we have
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the circle. it's not very interesting though
so let's just add a couple of extra nodes to
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give ourselves some interesting control, so with
this i'm going to create a converter math node
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set this to power and we can kind of use this to
set the size of it, but it's really setting the
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general fade, the falloff from white in the center
to the black at the edges, black being completely
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transparent in this case though and once we've
got something we like we can kind of fill in the
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center of the circle by simply multiplying this
so let's duplicate that and then we'll set this
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to multiply and then if we keep a look on the
very center there as we increase this and clamp
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it so that we don't get values above one and our
filmic color management doesn't kick in to try
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and preserve as much gradient as possible, we can
see we're starting to flatten that out, by plugging
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something into the factor here, we've kind of lost
our ability to slide how transparent overall we
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want this, so to control this with a little slider
i'm going to create a color mix rgb node and drop
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that in and then plug this into the second socket
and then if we change this to black that's like
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saying 0 so the more we slide this to use our
first socket the zero, is saying how transparent
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we want it overall, so this is kind of a slider now
to show how opaque we want this material and we'll
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set this somewhere halfway for now, something
else to improve this is that it's completely
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uniform radially, so it's not really interesting
in that regard, so let's kind of rough up the edges
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so with that all we need to do is just go crazy
on our coordinates. to introduce some chaos into
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this all we need is some noise, so with that i'm
going to plug in our object coordinates and then
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let's create a color mix rgb node and drop this in
here and so we have our pure coordinates coming in
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in the first socket, so if we slide this all the
way down there's going to be no change to what we
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had before, but if we plug in the color output
into this second socket and then switch this
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from mix to add, so that we start to add just
a little bit of this noise, i'm going to hold
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Shift and left click and drag to the right here
just to add a little bit of that noise into it
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we can see we're no longer getting just a simple
circle, we're getting a lot more interest, problem
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is of course it's sliding off in a particular
direction there, so we need to correct for that, so
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what we're doing here is we're adding all values
above zero, so we're getting zero to one coming
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out of this, all we need to do is subtract 0.5 from
it and that will create a range of numbers coming
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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
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half negative and half positive values which
should mean our circle doesn't travel anywhere
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not without our permission anyway :) so let's go
shift d to duplicate this node because we can
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set this to subtract and we're going to subtract
all the way here and we can already see this seems
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to be working because we've got our values set to
0.5 already, luckily we don't have clamp on because
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we need those values outside 0 and 1 for this
to work, again for this node here we don't want
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clamp on because our vector information is kind of
infinite in either direction, but now we can see we
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have a slider that we can introduce the noise and
not worry about it traveling all over the place
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let's alter the settings on our noise, let's set
this down to about two we don't need any detail
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just keep it quite straightforward, maybe play
with the distortion a little bit, perhaps somewhere
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around 1.5 or so and now let's take a look at our
sphere, let's take a look in rendered view again
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and we see that's really starting to take effect,
thanks to our principled shader here we're still
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getting regular normal shading, it's business as
usual really so that's why we're still getting
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this shaded area in the back there's possibly not
quite enough polygons, another way to to solve this
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is to simply scale up and close the gaps this
way, so we can play with that setting and also
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come over to the particles and create many more
particles, let's double the number there and now
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we get some pretty good results, now something
i'd like to do is just offset this plane ever
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so slightly, so i'm going to zoom into it tab into
edit mode and then just slide it down the y axis
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ever so slightly, so i'm going to press G and then
Y and then just move it forward just a little bit
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not too far, if we take this too far as you can see
we're going to move outside of the sphere gradient
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that is driving this effect, so i'm going to move
it just a little bit further forwards, something
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like that, now the reason for that is because
the origin point is exactly in the position of
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where those original polygons in the sphere
were, so if we did want to mix these particles
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with the original sphere, then now we can do that
because this is going to be hovering above and
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not z-fighting and giving us that weird flicker
but i actually like the uh strange way that the
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alpha blend kind of chooses which polygon to show
i think that's a pretty good effect actually but
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if we want to change and play with the idea we can
come back over to the particles material settings
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and we can change from alpha blend to alpha hashed,
generally speaking alpha hashed is a little bit
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more precise a little bit more correct with
alpha blend we can sometimes get sorting issues
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and problems that way but i actually think in this
case it looks pretty good the alpha blend which
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also has the benefit of not requiring really any
samples to look noise free, it actually just gives
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it that nice kind of flickery animated look and
that's an extra detail we can create now on the
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particle actually to really enhance that and the
way we can do that is by switching this from 3d
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to 4d. enter into the fourth dimension, which is
essentially time, so we have this new slider now
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on the w axis which allows us simply to alter
profile in practical terms anyway so all we want
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to do is just animate this value, luckily that's
actually pretty easy to do, if we want to create
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a driver to drive this value really easily right
here in this field, we just need to use the #
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symbol first and then we can type in frame and
then when we do that it turns all purple and
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now whatever frame we're on, which is frame one
at the moment, is going to be this value here so
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if i press the right arrow and move to frame two
we can see that this has gone to two now that is
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going to be crazy fast and just be a crazy flicker
which might be what you're going for, that might be
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exactly what we want but we can get some smooth
undulation of the effect, by slowing this down
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by quite a lot, so i'm going to right click that
and edit the driver, here's our frame expression
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i'm just going to switch that to divide by 25
so roughly speaking at 24 frames a second anyway
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actually let's set that to 24 frames a second just
so that it is exactly this, it means it'll take 24
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frames to go from zero to one which should look
pretty good at the moment i'm not getting a fast
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feedback from the viewer but even here we can kind
of see that it looks like a little bit in slow
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motion and hopefully that translates, but we can
just increase that figure or decrease it to taste
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so let's now apply this to the car, so i have
this single plane at the moment, which is gray
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the color of this is being driven right here so we
can click on this and set this to whatever we like
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but as we can see our car is using these blue and
black colors so what we need to actually do this
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are two planes, so first of all i'm just going to
move this into a new collection called particles
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click ok and then i'm going to duplicate this and
i'm going to select the first one again and press
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F2 and instead of playing let's call this the blue
plane let's select this one press F2 to name this
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one and we'll call this the black plane so that
it's a little bit easier on us, i'm gonna just
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use this one material instead of duplicating extra
materials and we'll just derive the color of these
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with vertex colors, let's go Shift a, input, vertex
color and plug the color right into the base color
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that's turned black because it doesn't have an
input here but as soon as we go to Control Tab
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to switch to vertex paint mode it's going to
create the color set that we want so let's set
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that there and we want this to be a shade of blue.
so i'm going to switch the color swatch here, let's
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brighten it up a little bit, push it into the blues
let's go with that rather than painting although
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there's nothing wrong with that, we could actually
make this multiple colors if we wanted i'm going
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to just go the easy route and just set this as
vertex colours and that'll flood fill but actually
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this is our black plane, so i should probably just
leave it as it is but actually what i'm going to
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do is just take this way darker and flood fill it
a much darker shade of blue instead so set vertex
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colours, Ctrl Tab, back into object mode. select this
one this one doesn't have vertex colors yet but
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when we select on there now we do and then let's
just take this make it brighter again and then
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let's go to paint and then set vertex colors. now
we have the particle colors that we need in just
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one simple material, so let's select the car and
come over to the particle settings click on the
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plus icon and then we already have our fuzzy
particles in there ready to go, we can also do
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that with the other material, so we can come over
to this and then click the plus and then find
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our fuzzy and now we have particles there too!
now the problem here is that we need to select
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which particle, so we need to click the little
number three there and set this to be fuzzy dark
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now we'll go down to find the plane, the instance
plane, instead of the blue plane we want the black
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plane, with that done let's take a look at this in
material preview actually and then we can see our
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fuzzy car. now currently we can see the original
car underneath, so let's change our particle
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settings to allow this to just show the particles,
so let's turn off the show emitter on the render
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also on the viewport display and then let's do
that the same for the wheels and the windows
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so show emitter and show emitter disabled there in
both of those places and that kind of exposes that
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we need a little bit more particles or we need
to simply size them up. i think we can get away
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with just adding more particles, so let's try that,
let's come over to here and give this about 9 000
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and then the darker stuff, let's make sure so let's
just see what we've got working here, we've got
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2 000 of those already actually which looks like
it's working pretty well, it starts to get a little
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bit tricky in the viewport, the closer we get, but
the further away we get it kind of renders a lot
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more smoothly so that's probably something worth
bearing in mind so there's a few holes in these
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wheels here i think i might just remedy that by
selecting our plane the one of these that we can
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see in the background there and then just scale
that up a little bit, press S and then we can fill
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in a lot of the space there just make them super
fuzzy... almost like uh... monster truck wheels like
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the most cuddliest monster truck in the world with
zero fear of cheese although this would be a very
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sticky combination :) that's just best not to think
of that. seeing how we're using particles here i'd
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like to also mention there is a new alternative
to create these kinds of effects in Blender 2.92
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and above and that's with the geometry nodes,
this is something that's just going to get
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bigger and bigger with more functionality and
we'll have more and more nodes to play with, so
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let's take a quick look at this option just as
a way of some kind of introduction to these new
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waters and hopefully it'll encourage a little bit
of playful experimentation, especially when trying
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to do these kinds of particle things, so let's
select our car body here, i'm going to come over
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to the modifier and we can disable it here but
i'm going to quickly discover that i can't see the
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mesh anymore, so i'm going to still need to be able
to come over to the particle settings and we can
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see we can re-enable them again here, but really
the only option that i'm looking for just at the
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moment so so that we can see it is to be able to
show our emitter again, to show our car and we'll
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do the same thing with the wheels and the windows
so let's show the emitter there and also come over
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to the top and then let's disable that, let's come
back over to the modifiers though and what we'll
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do is we'll switch the shader editor to a geometry
node editor and then just watch over here as i hit
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new, but to create some new geometry nodes, we'll
notice we also get a new geometry nodes modifier
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00:20:48,320 --> 00:20:53,520
i created which we could have also added in
our generate options right here, but luckily
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this does it for us so nothing's happening at the
moment because we're just getting this group input
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so we're taking our geometry doing nothing to it
and outputting our geometry again but we want to
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create that kind of particle effect, so how might
we go about that, it's actually surprisingly simple
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some of the terminology might sound a little bit
scary or technical, but it's actually pretty easy
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so the first thing we're going to do is come to
our point menu, we've got all of these options in
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here and these are all just going to grow and
grow, but now in 2.92 this is what we've got
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so i'm going to go to the point and i'm going
to point instance so this is going to say what
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object do we want to instance, this is kind of like
which object do we want to use as our particle
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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
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just bring it close to the car, let's rename this
with F2 and instead of it blue plane.001 i'll just
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call it GN at the end to just indicate geometry
nodes so let's come over to our car and actually
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i was working on the other object, the car dark
stuff at first, but i'd rather start on the car
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body, so with this selected i think what i'll do
is just add the modifier this time, geometry nodes
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and then from here instead of getting this
new set i'm going to come back to that but
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i'm just going to switch back to geometry nodes like this and now they've both disappeared
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so this doesn't seem too hopeful at the moment, but
all we need to do is just tell it to use this as
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the point instance, so i'm going to click this and
select that blue plane and now we have basically
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the position of every vertex in this object, a
plane, this plane that we've told it to render
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you'll notice of course though we have no car
or at least it's a little bit tricky to see but
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if we take a look from this side, you can see
that the car itself has disappeared, if we wanted
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to be able to see it the equivalent to using our
particle nodes show emitter, we need to join what
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we've got here with our instances and to do that
we just go to geometry and create a join geometry
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node drop that in there, zoom out a little bit just
to speed things up in the viewport a little bit
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and then take the original geometry that we've got
and then we're going to plug that into the second
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socket there and then you'll see it just popped
up, we don't really need to use this node if we
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don't want to, we can toggle this on and off with
the M key to mute it as we could in the shader
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editor, so a lot of the same controls are going to
work here in geometry nodes, but rather than using
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the position of the vertices, i'm going to create a
little bit more randomization in here and for that
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we just need to come to our point menu again and
we can use our point distribute and just drop that
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in and it's set to random by default, i'm going to
switch this to i think that's pronounced poisson
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like fish in french or something or sound disk
suspect there's a scientist named Poisson of some
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kind that has something to do with this, as far
as i understand it this is going to try and not
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make things overlap, something that the particle
instances using the particle emitter would do
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is often not be aware of how close it is to its
neighbors whereas this can be self-aware in that
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way, so if it's a little bit too much on the feet
of something else, we can increase our distance
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minimum to say... look we do not want to be this
close to our neighbors and so it'll distribute it
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a little bit better and then we have our density
max once we have that set we can increase this
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or decrease this to taste, i don't mind a lot of
overlapping here, so i'm going to set this down
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quite low, but i'm going to set the density down a
little bit for the moment because we can see that
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the alignment of this isn't quite right and we
had our alignment perfect before, we could actually
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do it in the nodes but i want to show that it's
actually fairly straightforward to just do it here
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as well, but instead of it being along the y-axis
by default things are going to want to be on the
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z-axis this time, so i'm going to rotate that back,
R X and then negative 90 in this case and then also
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we moved it forwards a little bit i think, just to
come slightly away from the car so i'm going to go
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g z and then just raise that a little bit up like
this, that way it won't completely intersect with
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the polygons on the car itself, so that's looking
pretty good, i'm starting to see the shape of
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the car come back again, now the only other thing
that i want to do in here really is just to give
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a little bit of variety to the scale of things
so as we can see these polygons are definitely
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not the same size as this, so rather than trying
to scale this up which won't work in object mode
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would need to be in edit mode, i'm going to just
set that scale within the nodes instead so let's
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go and add in an attribute node and we could set
it to be a particular value or mix between other
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factors and a whole host of other things, but we're
just going to use the attribute randomize node
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set that there, tell it that it's the scale that
we want to change so i'm going to type in scale
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layer and it's going to use values between 0 and
1 in this case and really that's all there is to
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it! from here we can just play with these settings
until we get the kind of effect that we're looking
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for. but just before we sign off on these nodes
the other thing that i wanted to just point out
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on here which makes this really cool, we can use
these like groups, so we can add things to make
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things a lot more easily managed, so i can drag
some important values, important sliders and hook
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them up to the group input and we'll notice them
being added here in the modifier, so if i just take
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all of these here and then even the object as
well, let's plug that into the group input, this min
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and max isn't very instructive so i'm going to
press n to open up the sidebar and just change
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that instead to scale, rand, min and then similarly
for the max, now with that done we don't really
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need our geometry nodes window open anymore, we can
set all our values from here, so let's just slide
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up our density max a lot more, something like this
and then let's take a look at the other one, our
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car dark stuff select that this is where i'm going
to shift select this one and go Ctrl L and link
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the modifiers and now because our geometry nodes
are essentially a modifier, it shows up on this
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object as well, so we have the main car and the car
dark stuff with these settings, which are exactly
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the same, but we can have these as completely
unique if we like for example we could take
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the density max up to 30. but if we take a look
at the original object, the car body, we can see
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that's still set to a catchy 5.871. we don't want
to use the blue plane, now we want a dark plane
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so let's come over take this one, i'm just going to
hit / on the numpad to isolate the view just
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to make it a little bit swifter in the viewport
i'm going to duplicate that, F2 to rename to
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darkplane.gn and then with control tab
jump over to vertex paint, i have this pretty
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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
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vertex colors. with that done i'm going to jump
back into object mode with Ctrl Tab, / on
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the numpad to jump back out into the main scene
and cease our isolation and then select the car
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dark stuff object and now we can plug in our dark
plane.gn then it's just a matter of setting this
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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
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full, i'll be going too big there, maybe 0.5, but
really it's just a matter of tweaking this until
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it fits whatever environment it happens to be in
while still keeping it workable in the viewport.
45417
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