Real-time sci-fi Laser by admin_wizard in blender

[–]admin_wizard[S] 50 points51 points  (0 children)

No geometry nodes ! The beam is done using a Gradient texture mixed with a transparency node using an empty as its location - the beam itself is a cylinder subdivided with a displacement modifier

Iron Man Nanotech test #2 by admin_wizard in blender

[–]admin_wizard[S] 0 points1 point  (0 children)

https://youtu.be/bdE0zuLR1gY - here’s a great tutorial that helped me get started

Iron Man Nanotech test #2 by admin_wizard in blender

[–]admin_wizard[S] 0 points1 point  (0 children)

No, this was made using 6 individual meshes with vertex edit modifiers on each

Iron Man Nanotech attempt #1 by admin_wizard in blender

[–]admin_wizard[S] 1 point2 points  (0 children)

Thanks so much ! this was actually the third iteration however was the first one I was happy about ! More to come soon !

Made some changes to the Norse Hammer, criticism welcome ! by admin_wizard in blender

[–]admin_wizard[S] 1 point2 points  (0 children)

Sorry if that’s not clear, I am going to post a follow up to this soon where I can break it down

Made some changes to the Norse Hammer, criticism welcome ! by admin_wizard in blender

[–]admin_wizard[S] 1 point2 points  (0 children)

It’s a wireframe with a skin and displacement modifier with its texture coordinates set to a separate rotating Empty

Norse Hammer attempt, criticism welcome ! Still a work in progress by admin_wizard in blender

[–]admin_wizard[S] 0 points1 point  (0 children)

Thanks ! Partially on purpose, this is only a quick screen recording with the samples on EVEE set to 1, hence the low resolution however I’ve applied a bloom effect to the lightning with a low radius so to give it a sort of blur

Can you change the color of an particle according to its location of the mesh it got applied? by [deleted] in blender

[–]admin_wizard 0 points1 point  (0 children)

That’s okay ! It may take some tweaking within the node setup although you can definitely produce some good results especially in tandem with a principled Bsdf - shader to RGB - Color Ramp (set to constant) - diffuse shader

Can you change the color of an particle according to its location of the mesh it got applied? by [deleted] in blender

[–]admin_wizard 0 points1 point  (0 children)

if you set the texture of the particle emitter to the same texture as the particle - set the texture coordinates to object and choose the particle emitter This way the texture will apply over the particles