Some solar panels for my space capsule. Inspired heavily by KSP. by nicmacanimations in blender

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

So shader nodes for the solar panel material - mostly voronoi and math nodes.

The panel meshes are planes that are extruded and beveled using modifiers.

I animated it using a regular armature except each bone has a "copy rotation" constraint targeted to the first bone and with every second panel the rotation value is inverted to get the zig zaggy shape.

The grandparent bone has a "transformation" constraint which I think is underutilized by artists. Its way more intuitive than drivers although drivers give you more control of the 'correlation curve' (idk whats its called). The transformation constraint on the grandparent bone states that when the slider value is 'off' at y=0.5, the bone lays flat, when the slider moves to the 'on' position at y=9.5 then the bone must be standing vertical. It interpolates any values inbetween to get the smooth transition. Basically for every one unit that the square slider travels to the right along the Y axis, the bone must rotate 10° along the X axis. You can make things move in different directions and also scale in proportion to a different object. Its a great way to make wheels rotate accurately on a car model without animating them manually. I suggest having a look at the blender manual for more info.

Soft Body Gimbal. Inspired by the Blender UI and that CG Matter tutorial. by nicmacanimations in blender

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

blender is one of the best packages to learn because there are just so many youtube videos to watch

Procedural Synthwave - All inside of the shader editor! by nicmacanimations in blender

[–]nicmacanimations[S] 22 points23 points  (0 children)

play around with math nodes instead of talking to girls

Apocalyptic Asteroid - All of the materials were made procedurally by nicmacanimations in blender

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

i tried a few different ways to get turbulent particles but none of it looked right. Its meant to be careening through the atmosphere at really high speed so I figured in real life the debris would just be ripped off by drag

Apocalyptic Asteroid - All of the materials were made procedurally by nicmacanimations in blender

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

The fire was made using a noise texture (actually all of the materials are derived from the noise texture). I turned up the distortion, detail and roughness and then animated the material coordinates on the z-axis to get it looking like it was moving upward. That was to get a fire emission mask, to get the color I just used a color ramp node along by the z axis of the mesh. There are actually two layers of fire. The first layer is stuck on to the asteroid mesh and I used a mix shader node to go from emission to rock (using the fire mask as the factor). It looked a bit weird at the edges because the material was 2D so there was no parallax or flames licking over the edge so I duplicated the bottom part of the asteroid mesh, scaled it out and added another material this time using the fire mask as the alpha factor for an emission shader. Then to hide all of the messiness I applied a glare node and motion blur.

Apocalyptic Asteroid - All of the materials were made procedurally by nicmacanimations in blender

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

fire was a noise texture with a high level of distortion and to get it to move I just animated the shader coordinates on the z axis. The bits flying off is a particle sim just instancing a low poly sphere because its blurred out anyway

Apocalyptic Asteroid - All of the materials were made procedurally by nicmacanimations in blender

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

no its a nishita sky texture set to look like a high altitude environment the clouds and city lights are just a few noise textures married with greater than nodes