1/12/2024 0 Comments Blender tutorial explodeLet’s wait and see.īack to the main tutorial: This week we are going to go over Blender compositor, After effects & Natron integration. Not that you can’t do it now, but it would represent a huge leap regarding scene management and file sharing (just picture yourself picking up another animator’s animation sequence on the network across offices and refreshing it automatically on the VSE every day but your cuts are already and timmed by the director). Huge news if you ask me, because it would allow Blender artists to complete their workflow for editing clips directly on Blender. Just 1 week after the Blender conference (and while it was happening as well) it was announced that the Video Sequence Editor (VSE for shorts) was going to be the next priority target after Blender 2.8 stable release was released for the public. Meanwhile there are features that deserve hands-up clapping for what it already accomplished on the Compositor with Cryptomatte and other features using the outliner, main property tabs, and even Cycles’ new nodes and speed. The developers are working hard for both of them to be unified in Blender at the stable release of Blender coming up in the following week. We are going to create an Anime stylized explosion from zero to hero using Blender’s compositor, AE & Natron.įor the past 3 weeks I’ve wondered how possible it was to integrate the dependency graph using EEVEE and GreasePencil objects. Select the Cube and under the Physics tab in the Flames section, change the Smoke to 2.Blender #eevee is going to perform awesome combinations with #GreasePencil on #b3d #b2d for this new stylized explosion tutorial. Now when you run the animation, you see a quick explosion followed by a fire and smoke On Frame 6, keyframe the Flame Rate at 0.5 Now when we run the animation, we have smoke coming from the UV SphereĬhange the Fuel Type to Fire (this way, the smoke is produced by the fire itself)Ĭhange the Flame Rate to 4 (this increases the size of the fire)Īt frame 1 keyframe the Flame Rate at 4 (place your cursor over the Flame Rate number field and press “I” on your keyboard) Select the UV Sphere and choose Smoke under the Physics tab and change the type to Flow (this tells Blender that the UV Sphere is the emitter within the domain)Ĭhange the Flow Source to Particle System and choose fuel for the Particle System Move the Cube up along the Z-Axis to the bottom rests near the bottom of the UV Sphere Scale the Cube by 8 so we can cover the explosion area You can change the Resolution Divisions to a higher number in order to increase the quality of the animation (this number will depend upon your computer’s rendering capabilities) Under the Physics tab choose Smoke and then choose Domain for the Type Under the Velocity section, change the Randomize to 8 to give it a starting random variation Under the Velocity section, change the Normal to 8 to give it a starting velocity If you play the animation you will notice that we now have small particles emitting from the emitter (UV Sphere)Ĭhange the Frame End to 2 since we will be using only one frame for the initial explosionĬhange the Lifetime to 6 so the particles will have a lifespan of 6 framesĬhange the Limited Randomness to 1 in order to limit the random variation In Edit Mode, delete the bottom-half of the UV Sphere (we only want the explosion to happen upwards)Īdd a Particle System under the Particles tab and rename the Particle System “fuel” (you will need to do this in both slots) Under the Output tab change the Frame End to 75 In this tutorial we will be making an explosion simulation. Welcome to the next “Let’s Animate” Blender 2.8 tutorial.
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