Уроки: Blender

Dissolve your Logo in Blender 2.62

For this great effect, you need Blender 2.62 or newer. Let's start this from scratch! Create a new scene and delete both default cube and lamp. Then hit Shift+A and add a text object. No need to edit it yet, just rotate it by 90 degress around the X-axis (R|X|90). Next let's set up the camera. Hit 1 on the Numpad. This will be our camera perspective. By hitting CTRL+ALT+Numpad 0 aligns with the viewport. You can also use the menu for that.

Now it's time to edit the text. Select it and hit Tab to go into Edit Mode. Here you can edit the text just like in any text editor. When finished, hit Tab again to go back to Object Mode. For the BlenderDiplom logo I created two text objects and placed them left and right from the center. Of course the default font looks dull and you might want to change spacing, 3D extrusion and various other aspects, too. You can do so in the 'Object Data' of the text which you can find in the Properties Panel under the tab wifh the F-symbol.

Blender doesn't ship any more fonts but the default Blender fonts. If you want to change it, you need to have another font in Trutype-format (.ttf) located on your harddrive. A good resource for fonts with open licenses is the Google Web Font Archive. The following image shows the settings I used for the BlenderDiplom Logo:

'Offset' controls the thickness of the fonts, 'Bevel' add a chamfer but also increases the thickness so you should first do the beveling and then change the offset if required. 'Resolution' sets how round and smooth the beveling is and 'Extrude' adds the third dimension to the text. Beware that 'Small Caps' at the moment only works when your are in edit mode and about to type your text. You cannot change it afterwards.

Next add some simple material to the text. Set the Diffuse Intensity to 1 and the Specular Intensity to 0. For the red of the BlenderDiplom logo I used a value of '9C000D' (Hex) and for the dark grey '161616':

Head over to the world settings and turn on 'Evironment Light' at the default settings. That will add light that's coming from virtually everywhere to the scene. Turn on both 'Paper Sky' and 'Blend Sky' and make the Horizon Color pure white and the Zenith Color pure black.


Now you can start to do the first test renderings. The linear gradient in the background looks a bit dull. Go to the textures panel and add a new world texture. The small globe-symbol should already be selected. Chose 'Blend' for the texture type and 'Quadratic Sphere' for the progression. In the Color-section check 'Ramp' and change the color stops like in the following screenshot. Set the interpolation to 'Ease'. Select 'World' as the preview to find out how the texture will effect the background of the scene.

Deselect 'Blend' and select 'Horizon' under Influence. Voila, it's not longer a black dot but a grey one. By selecting either 'Zenith Up' or 'Zenith Down' the center becomes white just like the color stops. Of course the dot is way too small. To make it considerably bigger go to 'Mapping' and set X to 0.2 and Y to 0.3. In Blender, the size of textures is set in the way "how many times does the texture fit into the space". So by setting 0.2 for the X-axis the dot for the background became 5 times broader. Same for the Y-axis.

The Reclection on the logo that adds the metallic look is created by a simple Blender clouds texture. Select one of the text objects and add a clouds texture. Change the size to 1.35 and the depth to 4. Chose 'Ramp' again for the colors and place the stops very close to each other at the center. The left stop placed at 0.519 and the right one at 0.530 will give a nice result. This way the clouds get a look that reminds of a map or blotches of a cow.

The trick to get the metallic look is to set the Coordinates under 'Mapping' to 'Reflection' and the X-size to 0.2. Under 'Influence' set 'Color' to 0.250 so that the effect isn't to strong and the Blend-type to 'Add' (reflections are always added to materials). Note that when you use two objects with two materials like I did you can re-use the texture on the other objects but have to set mapping and influence again. There should be some reflection-band visible already. By changing the offset you can place it where you want (I used -0.003 for Y on the black part and -0.004 on the red).

To cut the text up into tiny little pieces, it needs to be converted to a mesh. Select the text, hit Alt+C and chose "Mesh from Curve/Meta/Surf/Text". Now when you enter Edit Mode, you can no longer edit the text but you see a mesh with horrible topology. In earlier versions of Blender you would have had to re-topo the entire text. Now things have become a lot easier. If you use two seperate text objects join them with Ctrl+J. Next add a 'Remesh' modifier. It's a new modifier introduced in version 2.62 of Blender and converts the topolgy of a mesh to roughly equal-sized quads. That's perfect for what we are up to. Uncheck 'Remove Disconnected Pieces' and set the 'Octree Depth' to the maximum of 9. Also use 'Smooth' as the mode since 'Sharp' will probaly introduce nasty artifacts. When you look closely at the text now it's made of tiny little quads. Each of these quads will later be one piece of logo-dust.

Usually modifiers should not be applied unless it's absolutely neccessary. This is one of the cases so hit 'Apply'. If you are using a two-part logo then you might have noticed that the entire mesh now has the same material. To fix that go to edit mode and box-select the part that should have the other material. Assign it and everything should be fine again. Set the shading of the entire object to 'Smooth'. You can find that setting on the left in the tool-shelf.

The small flying debris will be controlled by particles. Select the logo in object mode and add a particle system. The settings for start- and end define the duration of the dissolve process (10 and 60). The lifetime (50) defines how long the dust will take to fade out. Under 'Cache' set the step-size to 1. This will let calculations take longer but make the simulation more stable. One very important setting is the numer of particles. It should be exactly the same as the number of faces. You can find the number of faces visible in the top header of Blender. Since the scene does not have any faces but from the logo use exactly that number:

A few further settings are required for the particle system. At the moment, the particles are shot away from the mesh. Under 'Velocity' turn 'Emitter Geometry - Normal' to 0 and the problem is fixed. Later on when the particels are flying around they should rotate a little. Under 'Rotation' turn on 'Dynamic'. There is one important new settings in the 'Physics' section. Next to the 'Subframes'-panel check the small box. This will make the simulation a lot more stable and fix some artifacts that might occur when turning on motion blur. In the 'Render' section select 'None'. Thus the particles will not be visible in the render. We will later be using an explode modifier to render them as shards. But since you might want to see them in the viewport, turn on 'Points' in the display-section. Lastly go to the 'Field Weights' and turn 'Gravity' down to 0. Now the particles should stay in their place. Check it by scrubbing through the timeline.

 

To get the organic movement of the particles add two force fields (Shift+A -> Force Field). First a Wind Field. Rotate it -90 degrees on the Y-axis (R|Y|-90). This will blow the particles to the right. Second a Turbulence Field with the following settings. 'Size' defines the basic size of the turbulences in Blender Units. 'Flow' will make the field act more like the flow in water. The results will be some nice looking cords. Preview the animation with Alt+A.

This already looks smooth and organic. To make the particles spawn from left to right select the logo again and add a Particle Texture (by chosing the particle symbol in the textures tab instead of the material one). Chonse 'Blend' as the type and turn on ramp for the colors. This texture will influence particles according to it's greyscale values. Fortunately, 'Time' is already set under influences so you can check out the result.

When you play back the animation now with Alt+A, only a fraction of the logo will behave correctly. The reason for that is we need to change the mapping. A really cool trick to change the mapping without much hassle but with a lot of control is by using an object for that purpose. Add a plane, rotate it by 90 degrees on the X-axis (R|X|90) and scale it in Object Mode along the X-axis (S|X) until it is a little broader than the logo.

Now the particles are working as desired. Turn off the renderability of the plane in the outliner and set it's display type to 'Wire' in the Object properties. Now for the last part - make the particles render as shards. Add an 'Explode Modifier' to the logo:

Wow! Nearly there! But if you render out the animation you will notice that the particles just die off. To make them fade away nicely the explode modifier can use a texture on a UV layer. No need to unwrap anything. Just go to the Object Data and add a UV map.

Go to the textures tab and add another material texture. Change the type to 'Blend' and enable 'Ramp'. The modifier takes the color values from left to right for the time. Flip the ramp and set the interpolation to 'Ease' for some smoother fadeout. As mapping just select 'UV' and the frieshly created map and for influence select 'Alpha'. If you use two materials like I do, don't forget to set up the texture for both of them.

 

Go to the materials panel and turn on Z transparency and set it to 0 for both diffuse and specularity. Don't forget to do this for both materials. Now if you render everything is somewhat transparent:

To get the nice fade-out effect one last step is required. Go back to the explode modifier, select the UVmap and voila. This setting is actually a hack that was added by the developers of Blender because the current particle system does not allow easy access to the particle lifetime, so it's something you just have to know and that's not very straightforward.

Here some tips for the final render. If your shards are very small, use 'Sampled Motion Blur' instead of Vector Blur because Vector Blur has difficulties with very small pieces. Full Sample Motion Blur also looks a lot better. If you are using bigger shards, giving them some depth via the 'Solidify Modifier' will also enhance the look but add rendertime. One way to save rendertime is to disable both Environment Lighting and Raytracing and using several lamps to light the scene instead.

I hope you enjoyed this tutorial. It proves that Blender now has capabilities that have been the domain of other packages like Houdini for a long time. If you have any comments, suggestions or just want to say thank you, don't hesitate to do so in the comments below. Happy Blending!

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