How to create an Energy Ball - Blender Stylized VFX Tutorial
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- čas přidán 3. 07. 2024
- In this video, I'll explain how to create a stylized energy ball in Blender.
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The expression to write in a value to animate it procedurally, as mentioned in the video is:
#frame/x
(x, representing the value you want to input. Make sure to put in a number. The lower the value, the faster the animation, the higher the value, the slower the animation)
Great video! Love how to the point this was, and gave me some great ideas of how to approach FX!!
Thank you 👊
Thank you for this amazing tutorial! I managed to create something really cool looking with this.
For people who don't want the energy ball to be too round: you can add a displace modifier with a noise (or other) texture to the sphere object.
Thank you and great point on the displace tip!
Great❤ I was just looking for a tutorial on that. I like your pace, it makes me want to tweak it as I go rather than just copypasting what you're doing
Thank you!
ive been practcing blender over the past maybye month?? although the video is a little fast pace, i understood most of this, its a really good video and very well explained despite how fast it is
Thank you. Lemme know if you have any questions
noice
appreciate it:)
Good video. Just wondering would it be possible to make a orb to use in Gamemaker software to make your own games?
I'm not sure or familiar with Gamemaker. What I would recommend is checking out tutorials on how to import elements in Gamemaker. Figuring out what kind of file-type is required would let you know what export settings to use in Blender.
Thanks for the quick reply
recreate phoenix fire ball flash (valorant)
I'll see what I can do
Pls help me , i cant animate anything evry time i put the code #framr/x i get an eror saying invalid syntax idk what to fo
It's probably your spelling. It's #frame/ and not #framr/
I was very excited to try this tutorial, i prewatched it while very tired the other night, and the day after i attempted it after a sorta tough day, my takeaways form this project were slim.
This was a prerecorded video, which he makes multiple cuts around and gives wrong information on a number of spots, leaving you to figure out what exactly he changed.
While he vocalized what nodes he was using, it was often after a cut where he says we need x node and then pops up with 4 nodes in the next frame with them all connected with no explanation.
I loved the concept, and hated the execution.
Room to grow, but for what was a 6m video, turned into 3 hours of work with ~45m of that being troubleshooting the jumble.
TLDR: okay tutorial, hard to follow without many pauses.
I appreciate the feedback.
If you need more details, here's a step-by-step breakdown I made:
The Core:
Start by adding a sphere to the scene.
Switch to 'Material preview' mode and open a shader editor in the viewport.
Replace the Principled BSDF shader node with an emission node.
Add a 'Voronoi' texture node with a color ramp node.
Adjust the sliders on the color ramp node to achieve more black values than white, creating a swirling energy effect.
Add a 'Simple Deform' modifier to the sphere, set the twist option to 'Z' axis and angle to 360 degrees for a twist effect.
Add a 'Layer Weight' node with a color ramp node.
Adjust the sliders on the color ramp node to create a nucleus and rim light effect.
Add a 'Subdivision Modifier' to smooth the mesh.
Mix the color ramps from the Layer Weight and Voronoi texture with a 'Mix Color' node using 'Linear Light' blend mode.
Add colors to each color ramp node.
Add a single keyframe to the 'blend' value of the Layer Weight node.
In the graph editor, add a noise modifier to the keyframe to create a pulsating effect.
The Flare:
Duplicate the sphere and scale it up.
Duplicate the shader material.
Delete unnecessary nodes except the emission shader.
Add a mix shader, a transparent shader, and a wave texture with a color ramp node.
Adjust the settings of the wave texture.
Enable 'Alpha Blend' mode in the material's shader settings for Eevee render engine.
Animate the 'Phase offset' control of the wave texture node using '#frame/-4' expression.
The Sparks:
Duplicate the flare's sphere and scale it up.
Duplicate the shader material.
Delete unnecessary nodes except the emission, transparent, and mix shader nodes.
Add a Voronoi texture with a color ramp node, Texture Coordinate, and Mapping nodes.
Set the color ramp's blending mode to constant and reverse black and white values.
Adjust the scale values of the Voronoi texture for spark patterns.
Change the Voronoi texture from '3D' to '4D' and adjust the 'W' value.
Animate the 'W' value using the '#frame/' expression.
Open the Drivers Editor for the animation curve and add a 'Stepped interpolation' modifier for choppier animation.
Add a second mix shader node and second transparent node.
Connect a value node to control the opacity of the sparks.
Animate the value node using a noise modifier with 'Stepped interpolation' for added spontaneity.
Why does my Voronoi Texture Node have way less options and sliders than yours?
There could be multiple factors as to why.
- Make sure you're using the same version of Blender as mine (4.0)
- You may have chosen '1D' or '2D' as the type or chosen another type outside of 'F1', which can affect the sliders.
not able to adjust the stepped interpolation value,the sparks really slow,can you help please?
Sure, I'll try. At what step of the tutorial are you encountering the issue? So I can locate the problem
@@sambamproductions8883 after adding stepped interpolation modifier,I'm not able to adjust the step size properly,unlike yours my sparks move really slowly ,can you please guide me
@@sambamproductions8883 not able to adjust the value for stepped interpolation modifier properly,while your sparks looks choppy,my sparks barely even move,can you please guide me
@@TushyaJha it could be a display issue. Zoom out of your the graph much more and keep increasing the value until the choppiness is noticeable in the viewport.
I've had this issue in the past a lot. Lemme know what happens
@@sambamproductions8883 reduced the value quite a bit,now it works perfectly!!
hi im stuck ; you say "add a single key frame to the blend value of the light" but you dont show how so can you explain pls ^^" ?
update : i find thx
@@zolmen7722 no worries. Lemme know if anything else
Heres my question and its frustrating I cant find answer. If i want to export the animated material. How do i do that? How do i bake those values. Or is it a completely different method. Someone for the love of all things holy, let me know
I'm assuming you mean exporting to game engines.
I don't work with game engines myself, but what I would recommend is to type 'how to export from Blender to Unity/Unreal Engine' and start from there.
As for baking, you can select the mesh you want to bake the animation, press 'F3' to make the search menu pop up and type in 'Bake animation' to have keyframes generated on each Keyframe.
@@sambamproductions8883 oh snap so I can make the animation to the material itself?
@@Omnivoid22 yeah, you can bake an animation directly on a mesh. That's what happens when you also export an animated mesh as an alembic file (.ABC).
But I'd highly recommend looking into first since, like I said, I never worked in a pipeline involving exporting from Blender to a game engine.
at 1:39 how do you get that swirly look
You can see at 0:42 where I add the 'Simple Deform' modifier where I set it to twist on the 'Z' axis. This creates the swirly look.
@@sambamproductions8883i already have that down but it didnt change anything
@@claux3400 I'm thinking... It could be the following:
- that you applied it to the wrong sphere
- that the settings in your modifier don't correspond to mine
- that the modifier is turned off for the viewport
i rechekced and made sure i dont have a extra sphere, i redid the modifier settings, it might be the modifier turned off for the viewport
@@sambamproductions8883
i did it, thanks so much the problem was i didnt have the sphere selected you was right
@@sambamproductions8883
too fast. can you make a slower tutorial of this step by step? every step for a noob that doesn't know
Here's a step-by-step breakdown:
The Core:
Start by adding a sphere to the scene.
Switch to 'Material preview' mode and open a shader editor in the viewport.
Replace the Principled BSDF shader node with an emission node.
Add a 'Voronoi' texture node with a color ramp node.
Adjust the sliders on the color ramp node to achieve more black values than white, creating a swirling energy effect.
Add a 'Simple Deform' modifier to the sphere, set the twist option to 'Z' axis and angle to 360 degrees for a twist effect.
Add a 'Layer Weight' node with a color ramp node.
Adjust the sliders on the color ramp node to create a nucleus and rim light effect.
Add a 'Subdivision Modifier' to smooth the mesh.
Mix the color ramps from the Layer Weight and Voronoi texture with a 'Mix Color' node using 'Linear Light' blend mode.
Add colors to each color ramp node.
Add a single keyframe to the 'blend' value of the Layer Weight node.
In the graph editor, add a noise modifier to the keyframe to create a pulsating effect.
The Flare:
Duplicate the sphere and scale it up.
Duplicate the shader material.
Delete unnecessary nodes except the emission shader.
Add a mix shader, a transparent shader, and a wave texture with a color ramp node.
Adjust the settings of the wave texture.
Enable 'Alpha Blend' mode in the material's shader settings for Eevee render engine.
Animate the 'Phase offset' control of the wave texture node using '#frame/-4' expression.
The Sparks:
Duplicate the flare's sphere and scale it up.
Duplicate the shader material.
Delete unnecessary nodes except the emission, transparent, and mix shader nodes.
Add a Voronoi texture with a color ramp node, Texture Coordinate, and Mapping nodes.
Set the color ramp's blending mode to constant and reverse black and white values.
Adjust the scale values of the Voronoi texture for spark patterns.
Change the Voronoi texture from '3D' to '4D' and adjust the 'W' value.
Animate the 'W' value using the '#frame/' expression.
Open the Drivers Editor for the animation curve and add a 'Stepped interpolation' modifier for choppier animation.
Add a second mix shader node and second transparent node.
Connect a value node to control the opacity of the sparks.
Animate the value node using a noise modifier with 'Stepped interpolation' for added spontaneity.
I hope it helps :)
I really prefer video. I am learning from 0. even the blender guru tutorial sometimes being hard :D @@sambamproductions8883
by the way try to record in 4k if you can. it will help for bigger monitors
@@sambamproductions8883 Thank you for taking your time in putting it here!
@@BriceKoua-11-11 Anytime:) Lemme know if you have any questions