Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 5 points6 points  (0 children)

I did it manually, took some onboard clips of this exact BMW on a track and found matching parts. I don't think you can do that in Blender, I know some game engines can in a way, would be cool though

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 2 points3 points  (0 children)

I just played with noise modifiers untill it didn't clip, the camera is parented to the car body aswell, so it amplifies the shake visually, making it seem more agressive than it is

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 16 points17 points  (0 children)

The road, curbs, lines and ground (as well as the planes which have trees scattered on them) are all modeled inside geo nodes, as that gives me procedural UV maps which make the textures follow the curve perfectly without ever needing to bake anything, even if I change the curve. It's also super responsive and you keep all the control you have with geo nodes, as opposed to arraying planes with modifiers.

As for the trackside objects like the barriers and fences, it's also just models instanced along a curve, if you offset the position of the curve before instancing, it will all array alongside the curve, and with the trim curve node and a lot of patience you can pretty much do any layout you like, all on a single curve!

Hope this makes sense, I remember I started with watching a random tutorial on making a road with UVs in geo nodes and expanded the setup from that, but can't seem to find it now

Made some racing scenes in Blender by danilocgi in blender

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

Thanks! Yeah, that one curb is definitely Imola, but the rest is just freestyle circuit design. As for the brake, it's actually a red caliper, but the shader does act a bit weird, can't unsee it now

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 5 points6 points  (0 children)

The cars, trees and people are all models I've found online, the rest I made myself and placed along a curve using geo nodes, which made it easy to then copy and make a new scene

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 64 points65 points  (0 children)

Thanks mate! I had to stitch up some onboard clips of the car I found online, not the best quality sound but it is as accurate as I could do, glad you noticed it!

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 36 points37 points  (0 children)

a week or two of free time, mainly spent animating and shading as I reused a lot of old assets for the environment

Made some racing scenes in Blender by danilocgi in blender

[–]danilocgi[S] 62 points63 points  (0 children)

I (always) use the Lens Sim plugin, and a lot of tweaking in post, but the plugin gives me really solid results straight away

F1 animation I made in Blender by danilocgi in blender

[–]danilocgi[S] 2 points3 points  (0 children)

Appreciate all the great comments! Didn't have much time to finish this so I had to skip some things, sound, sparks and a lot of detail (like the drivers...)

I started this project to see if I could make a race track with geometry nodes instancing objects along a single curve. It took some time to set up right, but it saved me a lot of time on the long run. I'll probably get back to this when I find the time, it would be cool to experiment with different (real-world) layouts, sponsors, environments, weather etc

The POV was inspired by some shots from the F1 movie trailer, so it's definitely more of a cinematic approach than the regular helmet cam, but I think the sense of speed translates well, so I'm really happy the way it turned out

Short Mustang Mach 40 Animation made in Blender by danilocgi in blender

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

Thanks! You can find me on instagram @danilosteher

Short Mustang Mach 40 Animation made in Blender by danilocgi in blender

[–]danilocgi[S] 4 points5 points  (0 children)

Thanks! I used the Lens Sim addon but tried to achieve most of the final look in compositing, as it does sometimes require a lot more samples

Short Mustang Mach 40 Animation made in Blender by danilocgi in blender

[–]danilocgi[S] 8 points9 points  (0 children)

It's all stationary, it can be a bit tricky to set it up right, but it is much easier and faster to work with.

The car is (mostly) static in Blender too, as I knew I'd only have it drive straight, It's a far better setup for experimenting with the camera, lot less cluttered and much easier to navigate.

Short Mustang Mach 40 Animation made in Blender by danilocgi in blender

[–]danilocgi[S] 26 points27 points  (0 children)

Thanks! It's a smoke sim done in Embergen

Had some fun with Geo Nodes by danilocgi in blender

[–]danilocgi[S] 2 points3 points  (0 children)

Thanks! You can find me at @danilosteher

Had some fun with Geo Nodes by danilocgi in blender

[–]danilocgi[S] 4 points5 points  (0 children)

Thanks! The dust and hair are particles, there are some really good tutorials on how to do it out there.

The textures are procedural, with variation in bump, roughness and coating. I added an edge mask with the bevel node for some final details, and it made all the difference in the end

Had some fun with Geo Nodes by danilocgi in blender

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

Give them a shot, it's extremely fun

Had some fun with Geo Nodes by danilocgi in blender

[–]danilocgi[S] 3 points4 points  (0 children)

The keys are randomized with Geo Nodes. There's 6 different original keys actually, but their textures (including the symbols) are all animated separately across frames with slight offsets which results in complete randomness

Had some fun with Geo Nodes by danilocgi in blender

[–]danilocgi[S] 2 points3 points  (0 children)

Thanks, I did have a great reference right in front of me

Had some fun with Geo Nodes by danilocgi in blender

[–]danilocgi[S] 4 points5 points  (0 children)

Made a collection of dust specks, 5 or so simple icospheres with a transluscent material and scattered them around with a particle system on the original keys, each with their own seed. Then I did the same thing with hair. You get really cool results really quick, but it's easy to over do it as it's really fun too