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.
    Download my FREE character rigs:
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Komentáře • 48

  • @sambamproductions8883
    @sambamproductions8883  Před 3 měsíci

    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)

  • @AnimationSimplified
    @AnimationSimplified Před 28 dny

    Great video! Love how to the point this was, and gave me some great ideas of how to approach FX!!

  • @RaikageV
    @RaikageV Před měsícem

    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.

  • @ik-y
    @ik-y Před 3 měsíci

    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

  • @iceclaw557
    @iceclaw557 Před 3 měsíci +1

    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

  • @kakarotleo5808
    @kakarotleo5808 Před 3 měsíci

    noice

  • @worldofclassiccultentertai6473

    Good video. Just wondering would it be possible to make a orb to use in Gamemaker software to make your own games?

    • @sambamproductions8883
      @sambamproductions8883  Před měsícem +1

      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.

    • @worldofclassiccultentertai6473
      @worldofclassiccultentertai6473 Před měsícem +1

      Thanks for the quick reply

  • @MILANDANGAR
    @MILANDANGAR Před 3 měsíci

    recreate phoenix fire ball flash (valorant)

  • @mangerkim5946
    @mangerkim5946 Před měsícem

    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

  • @MrSpartanGear
    @MrSpartanGear Před 3 měsíci

    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.

    • @sambamproductions8883
      @sambamproductions8883  Před 3 měsíci +1

      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.

  • @NaBa.O3O
    @NaBa.O3O Před 3 měsíci +1

  • @hiramrichmond3341
    @hiramrichmond3341 Před 3 měsíci

    Why does my Voronoi Texture Node have way less options and sliders than yours?

    • @sambamproductions8883
      @sambamproductions8883  Před 3 měsíci +1

      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.

  • @TushyaJha
    @TushyaJha Před měsícem

    not able to adjust the stepped interpolation value,the sparks really slow,can you help please?

    • @sambamproductions8883
      @sambamproductions8883  Před měsícem

      Sure, I'll try. At what step of the tutorial are you encountering the issue? So I can locate the problem

    • @TushyaJha
      @TushyaJha Před měsícem

      @@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

    • @TushyaJha
      @TushyaJha Před měsícem

      @@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

    • @sambamproductions8883
      @sambamproductions8883  Před měsícem +1

      @@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

    • @TushyaJha
      @TushyaJha Před měsícem

      @@sambamproductions8883 reduced the value quite a bit,now it works perfectly!!

  • @zolmen7722
    @zolmen7722 Před 2 měsíci

    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 ^^" ?

  • @Omnivoid22
    @Omnivoid22 Před 2 měsíci

    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

    • @sambamproductions8883
      @sambamproductions8883  Před 2 měsíci

      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.

    • @Omnivoid22
      @Omnivoid22 Před 2 měsíci

      @@sambamproductions8883 oh snap so I can make the animation to the material itself?

    • @sambamproductions8883
      @sambamproductions8883  Před 2 měsíci

      @@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.

  • @claux3400
    @claux3400 Před 3 měsíci

    at 1:39 how do you get that swirly look

    • @sambamproductions8883
      @sambamproductions8883  Před 3 měsíci

      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.

    • @claux3400
      @claux3400 Před 3 měsíci

      @@sambamproductions8883i already have that down but it didnt change anything

    • @sambamproductions8883
      @sambamproductions8883  Před 3 měsíci

      @@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

    • @claux3400
      @claux3400 Před 3 měsíci

      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

    • @claux3400
      @claux3400 Před 3 měsíci

      i did it, thanks so much the problem was i didnt have the sphere selected you was right
      @@sambamproductions8883

  • @SECourses
    @SECourses Před 3 měsíci +3

    too fast. can you make a slower tutorial of this step by step? every step for a noob that doesn't know

    • @sambamproductions8883
      @sambamproductions8883  Před 3 měsíci +15

      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 :)

    • @SECourses
      @SECourses Před 3 měsíci

      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

    • @BriceKoua-11-11
      @BriceKoua-11-11 Před měsícem

      @@sambamproductions8883 Thank you for taking your time in putting it here!

    • @sambamproductions8883
      @sambamproductions8883  Před měsícem +1

      @@BriceKoua-11-11 Anytime:) Lemme know if you have any questions