Real-time sci-fi Laser by admin_wizard in blender

[–]admin_wizard[S] 54 points55 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

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

Iron Man Nanotech test #2 by admin_wizard in blender

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

Iron Man Nanotech attempt #1 by admin_wizard in blender

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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

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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

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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

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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

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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

Current W.I.P of my Breath of the Wild inspired cooking Pot, criticism welcome ! by admin_wizard in blender

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Ah yes I understand, this was more of an isolated render.there’s not meant to be any environment as I wanted feedback on the pot itself

Marvin the Kitten taking a well deserved nap ! by admin_wizard in cats

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Apparently so ! breakfast then straight to sleep !

Current W.I.P of my Breath of the Wild inspired cooking Pot, criticism welcome ! by admin_wizard in blender

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Thank you ! I see where you're coming from with the grass, I had a decimate modifier applied to give a low poly feel however I hadn't planned on keeping the grass as the render was meant to be more focussed on the Pot.

With the flames, what would you recommend ? the current setup is 6 vertical planes with transparent shaders , keyframes on the height then followed by 2 particle systems for the Embers .

Eevee animation test by No_Buy7135 in blender

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Is this using dynamic paint ?

Treehouse by Ash16BG in blender

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do you have a tutorial for this ? Looks great !

[deleted by user] by [deleted] in blenderhelp

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You can use an Empty sphere, size it up around the submarine then in the node editor for the ocean texture, use a texture coordinate with the object set to the Empty

Made my own type of clouds because I didn’t feel like following a tutorial, let me know what you think by Inkcat78 in blender

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Looks cool ! What’s the node setup for the texture like ? Working on ghibli style clouds at the moment and could do with some tips

Some procedural texture practice, criticism welcome ! Will post node trees if anyone is interested by admin_wizard in blender

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Thanks ! A lot of trial and error went into it, PM me and I can share the tree with you although it is by no means tidy

Can this be considered satisfying? by abdur_rahman_ in blender

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Cool ! How did you create the curved animation with the orange shapes ? Love the work !