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Sort of a tangent from the previous "Making an environment from scavenged elements" tutorial, but it's been so fun finally having a desert environment to play with that I keep running in random directions- also at this point so little of Dynamo is action stuff, but fast-paced action shots can be so much fun to work on it's nice to shake things up (the reason Hyperbole happened in the middle of Dynamo Dream postwork :P.) 


Swordfish II Model by Kyaw Zay Ya


Here are some of the steam/puff elements if you want to use them in anything:
Continual Wide Puff Fast (this is the one I use in the tut for the dust trail)
Continual Wide Puff Regular (the one I originally made- just nice "ambient dust")
Single Puff (just an exhale repeated/rotated forever (BONUS: Includes Audio! Apparently!)


Also:
The Hyperbole Engine Crash simulation tutorial
Refraction/Heat Distortion Tutorial
Camera Shakify Addon

Files

Tutorial: Spaceship Through Canyon (Vapor trails, etc.)

Sort of a tangent from the previous "Making an environment from scavenged elements" tutorial, https://www.patreon.com/posts/making-shot-from-62446491 but it's been so fun finally having a desert environment to play with that I keep running in random direction- also at this point so little of Dynamo is action stuff, but fast-paced stuff can be so much fun to work on it's nice to shake things up (basically the reason Hyperbole happened in the middle of Dynamo Dream postwork :P. Swordfish II Model by Kyaw Zay Ya https://skfb.ly/o677D Here are some of the steam/puff elements: Continual Wide Puff Fast (this is the one I use in the tut for the dust trail) https://drive.google.com/file/d/1HME6SKW_5avnUmxYfm7ErOF4--3VMfuJ/view?usp=sharing Continual Wide Puff Regular (the one I originally made- just nice "ambient dust") https://drive.google.com/file/d/10wIBfpApOs3zCUUQr5lRBuD6aSfate2z/view?usp=sharing Single Puff (just an exhale repeated/rotated forever (BONUS: Includes Audio! Apparently!) https://drive.google.com/file/d/1fy6jy9QIysqr3dx0zXejUrrASXudddbd/view?usp=sharing Also: The Hyperbole Engine Crash simulation tutorial https://www.patreon.com/posts/hyperbole-engine-39946567 Refraction Tutorial https://www.patreon.com/posts/refraction-tut-57007748 Camera Shakify Addon https://www.patreon.com/posts/camera-shake-v-2-54198618

Comments

Anonymous

Im so confused when making a scene like this. Should I make sure everything is to scale? the mountains are giant, or should I scale the camera down? Any tips?

Anonymous

Right when I finished watching bebop now this vid makes me wanna watch again lol, great stuff!!

Anonymous

Hey I know that spaceship!

Anonymous

This content is amazing. Can’t wait to tryin it out

Anonymous

If you check "fixed position" on the curve constraint, you can animate the offset factor which acts as a percentage rather than having to use the path animation controls

Anonymous

Ian, I thought you might enjoy this video! It’s huge old engines starting up haha https://youtu.be/-BE476MvO_g

Anonymous

Dangit Ian, I was lookin' at Bebop last night thinking I should rewatch it. Watched something else instead and then saw you post the video on Instagram. Creepin' me out!

Anonymous

amazing stuff

Anonymous

that scene with all the sand particles made my jaw drop: insane stuff as usual, Ian!

Anonymous

You can also use a modifier "vertex weight proximity" on the ground with an empty attached under the ship to emit particles when it flies close to the ground as you can see here https://www.instagram.com/p/CFrT5jiJEXT/ II was wondering, would it work to parent the domain to an animated object to prevent it from being huge? I never tried...

IanHubert

OH WHOA! That result is absolutely fantastic! I didn't know about vertex weight proximity, thanks!! :D And honestly I think having "Adaptive Domain" enabled fixes a lot of my reservations with dynamic smoke sims, for some reason I just avoid them.

Anonymous

I totally understand that. Smoke simulations scared me for a long time but Blender really makes life easier since 2.8 :D

Anonymous

I really like the aerial perspective with the canyon being less contrasty and blue:ish in the far. Did you use volumetrics to achieve that?

Anonymous

Amazing, I feel good 🤘

Anonymous

I don't know, sorry. But it is really easy to do. You have to create a vertex group on your floor where you assign all the vertices with a weight value of 0 and then you add the weight proximity modifier onto it. You choose a target object like an empty for instance and you have to set "geometry" as Proximity Mode. After that you just have to tweak with the parameters. The only strange thing here is that the Lowest value need to be higher than the Highest. All that remains is to use the vertex group as emission surface in the Fluid tab. I did that 2 or 3 years ago and I don't remember all the steps...

Anonymous

I'm wondering is some of the mountain ranges scans you could post as a asset, might be put into some good use ;)

Anonymous

Thanks!!

Anonymous

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Anonymous

ohhh man thank you! i was trying a way to fix the intersection of the steam with the ground and it's just so simple, thank you again!

Anonymous

brilliant. genius like, I tell ya! as soon as i can phrase an intelligent question, ill get you back. ever trade? stock market?

IanHubert

Yeah!! I’ll be posting all the desert environments at some point!! I was going to wait until I had them a bit more developed, though.

IanHubert

Yeah! A big volume scatter shader on a cube! Works great with the HDRI :D

Anonymous

thanks ian

Anonymous

This looks great! And fun.

Anonymous

@Allan Not exactly the same technique, but Albin Merle discussed an equivalent method in his x wing crash video: https://www.youtube.com/watch?v=J313g2N5hZc

Anonymous

Whoa! Dynamic paint is amazing! I didn't know we could use it with vertex weight! Thanks Zeke!

Anonymous

Another thing you can do with making the texture planes fade out at the edges of things is use an AO input to mix with transparent, so it will fade anywhere a bit of geometry gets close (useful for uneven terrain but can be annoying if animated objects move through it and turn it off)

Blaek Creative

Gotta ask even in this post that how you did the heat distortion in this? Your previous tutorial on that was on eevee, and for some reason I still see my planes edges tho.

Anonymous

Hey Ian, I wanted to ask you when you could make a tutorial on how to take advantage of geometry nodes, focusing on your way of working

Anonymous

hi Kt’scoopies here. Ian, ‘ole buddy, ‘ole pal. im certain you can but will you, create profile picture for my patreon page? time is as valuable as $. I provide information about cannabis stocks as I, personally fight COGNITIVE DECLINE

Anonymous

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Anonymous

hello i had a problem in my project the trails do parent but do not move with the object can anyone help plz

Anonymous

parent ( keep transform ) maybe? idk i m a noob

Anonymous

Pure Fire ... thx a bundle!

Anonymous

Hey Ian, I'm making an animated feature film in a year and I'm planning on documenting the whole process with weekly videos on my YouTube channel. I wanted to get in contact with you and see if you would be interested in recording a short clip of yourself answering this: "Do you think it's possible for one guy to make an entire animated feature film in a year?" I'd use the clip in the intro of the first video of the series. Any thoughts?