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Course

Blender Motion Graphics

insert_drive_file Course Overview
Trailer keyboard_arrow_down
  1. 01

    Trailer - Blender Motion Graphics

    lock_open
Intro & Reference Videos keyboard_arrow_down
  1. 01

    Intro Video (Watch this first!)

    lock_open
  2. 02

    Workflow Reference (Blenderman)

  3. 03

    Techniques Reference

Workflow 01: Setup & Previz keyboard_arrow_down
  1. 01

    01a Setup & Previz: FPS & Resolution

  2. 02

    01b Setup & Previz: Linking Assets for Fast Production

Workflow 02: Camera Control & Basic Cinematography keyboard_arrow_down
  1. 01

    02a Camera Control & Basic Cinematography: Basic Camera Movement & Cinematography

  2. 02

    02b Camera Control & Basic Cinematography: Quick Camera Rig

Workflow 03: Creating the Look keyboard_arrow_down
  1. 01

    03a Creating the Look: Creating Interesting Lighting with Basic Techniques

  2. 02

    03b Creating the Look: Procedural Mesh Effects with Modifiers

  3. 03

    03c Creating the Look: Shading with Modifiers

  4. 04

    03d Creating the Look: Creative Color Management

Workflow 04: Title Workflow keyboard_arrow_down
  1. 01

    04a Title Workflow: Quick Basic Titles

  2. 02

    04b - Dynamic Text Rig

  3. 03

    04c - Shading the Titles

Workflow 05: Rendering the Project keyboard_arrow_down
  1. 01

    05a - GI & Clamping

  2. 02

    05b - CPU vs GPU Rendering

  3. 03

    05c - Batch & Farm Rendering

Workflow 06: Compositing & Finishing keyboard_arrow_down
  1. 01

    06a - Basic Compositing Tricks

  2. 02

    06b - Creating Extra Elements

  3. 03

    06c - Finalizing the Edit

Technique 01: Tech Tunnel keyboard_arrow_down
  1. 01

    T01a - Advanced Modifier Modeling

  2. 02

    T01b - Shader Detailing

Technique 02: UI / Hologram keyboard_arrow_down
  1. 01

    T02a - More Modifier Modeling

  2. 02

    T02b - Particle Scattering

  3. 03

    T02c - Shading & Scene Breakdown

Technique 03: Particles Emitting Particles keyboard_arrow_down
  1. 01

    T03a - Particleception

  2. 02

    T03b - Managing Large Simulations

Technique 04: Tracing Particle Trails keyboard_arrow_down
  1. 01

    T04a - Particle Tracing

  2. 02

    T04b - Trail Variations

Source Files keyboard_arrow_down
  1. insert_drive_file

    Blenderman Previz Assets

  2. insert_drive_file

    Blenderman Source Files

  3. insert_drive_file

    Technique Shots Source Files

Renders keyboard_arrow_down
  1. insert_drive_file

    Blenderman Renders (Pt. 1)

  2. insert_drive_file

    Blenderman Renders (Pt. 2)

  3. insert_drive_file

    Blenderman Renders (Pt. 3)

  4. insert_drive_file

    Technique Renders

Course

Blender Motion Graphics

insert_drive_file Course Overview
Trailer keyboard_arrow_down
  1. 01

    Trailer - Blender Motion Graphics

    lock_open
Intro & Reference Videos keyboard_arrow_down
  1. 01

    Intro Video (Watch this first!)

    lock_open
  2. 02

    Workflow Reference (Blenderman)

  3. 03

    Techniques Reference

Workflow 01: Setup & Previz keyboard_arrow_down
  1. 01

    01a Setup & Previz: FPS & Resolution

  2. 02

    01b Setup & Previz: Linking Assets for Fast Production

Workflow 02: Camera Control & Basic Cinematography keyboard_arrow_down
  1. 01

    02a Camera Control & Basic Cinematography: Basic Camera Movement & Cinematography

  2. 02

    02b Camera Control & Basic Cinematography: Quick Camera Rig

Workflow 03: Creating the Look keyboard_arrow_down
  1. 01

    03a Creating the Look: Creating Interesting Lighting with Basic Techniques

  2. 02

    03b Creating the Look: Procedural Mesh Effects with Modifiers

  3. 03

    03c Creating the Look: Shading with Modifiers

  4. 04

    03d Creating the Look: Creative Color Management

Workflow 04: Title Workflow keyboard_arrow_down
  1. 01

    04a Title Workflow: Quick Basic Titles

  2. 02

    04b - Dynamic Text Rig

  3. 03

    04c - Shading the Titles

Workflow 05: Rendering the Project keyboard_arrow_down
  1. 01

    05a - GI & Clamping

  2. 02

    05b - CPU vs GPU Rendering

  3. 03

    05c - Batch & Farm Rendering

Workflow 06: Compositing & Finishing keyboard_arrow_down
  1. 01

    06a - Basic Compositing Tricks

  2. 02

    06b - Creating Extra Elements

  3. 03

    06c - Finalizing the Edit

Technique 01: Tech Tunnel keyboard_arrow_down
  1. 01

    T01a - Advanced Modifier Modeling

  2. 02

    T01b - Shader Detailing

Technique 02: UI / Hologram keyboard_arrow_down
  1. 01

    T02a - More Modifier Modeling

  2. 02

    T02b - Particle Scattering

  3. 03

    T02c - Shading & Scene Breakdown

Technique 03: Particles Emitting Particles keyboard_arrow_down
  1. 01

    T03a - Particleception

  2. 02

    T03b - Managing Large Simulations

Technique 04: Tracing Particle Trails keyboard_arrow_down
  1. 01

    T04a - Particle Tracing

  2. 02

    T04b - Trail Variations

Source Files keyboard_arrow_down
  1. insert_drive_file

    Blenderman Previz Assets

  2. insert_drive_file

    Blenderman Source Files

  3. insert_drive_file

    Technique Shots Source Files

Renders keyboard_arrow_down
  1. insert_drive_file

    Blenderman Renders (Pt. 1)

  2. insert_drive_file

    Blenderman Renders (Pt. 2)

  3. insert_drive_file

    Blenderman Renders (Pt. 3)

  4. insert_drive_file

    Technique Renders

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Workflow 03: Creating the Look

03b Creating the Look: Procedural Mesh Effects with Modifiers

3rd April 2017

info License: CC-BY
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Author

Midge Sinnaeve

Blender's modifiers are powerful tools for creating complex mesh effects. Try thinking outside the box when applying them to your models. You'd be surprised at all of the crazy combinations you can make and animate.

17 Comments

Join to comment publicly.

David mcsween

11th April 2017 - 14:06

Well that 12minutes just paid for this months subscription! Thanks Midge ;-)

B

21st April 2020 - 22:14

How come none of the assets correspond to the lessons in the course. This course is very frustrating without using the file you are using. Calling assets shots doesn't help.

The Mad Philosopher

25th July 2020 - 19:13

This is an excellent video! I learned a great deal. Two things I love about it: (1) you get right to the point and (2) that you emphasize explaining your thought process rather than the specific procedures for achieving the effect. After watching this, I feel as if it made something click about the modifier stack for me which opened up new creative possibilities with Blender that I hadn't even considered before. Great job. Thanks a ton!

Midge Sinnaeve

27th July 2020 - 17:55

*@The Mad Philosopher* Awesome!

Bryan Crochet

25th May 2017 - 21:50

woot

Nicola Sisto Vaccarone

18th June 2017 - 16:15

Hi there , this is my first post here on the cloud. First of all thank you for the wonderful tutorial. I just wondering if you like the animation nodes or sverchok2s approach to do this kind of stuff. Do you think we will see official implementation of visual scripting inside Blender in the near future?

Midge Sinnaeve

30th June 2017 - 20:01

@___nk: I've played around a little with both and they're a lot of fun. I like the idea of building geometry and animations with nodes, but I feel the implementation is still a little clunky for a fast workflow. That's just my opinion though, with the limited experience I've had with them. But I can definitely see this kind of thing really catching on it the future. :)

B

21st April 2020 - 21:57

Kind of disappointing in how you guys organized this. There would should be a source file named Procedural Mess Effects so we can follow along.

Fazıl Gümüş

11th June 2017 - 04:12

The only thing which bugs me is the fall off type. Why is the map only affected by "Y" coordinates. It doesn't make sense.Can you help me out there?.

Midge Sinnaeve

16th June 2017 - 19:24

@fvgumus88: That's what the Mask UV is for. Because I project it in the side view, the blend texture is mapped that way. To change this, simply project the UV's from a different view.

Show more replies

Fazıl Gümüş

18th June 2017 - 17:01

@mantissa: I am misunderstood here. It is not about the UV map itself, whichever UV map i create, I have to adjust the same falloff type of custom curve in VertexWeightEdit and only Y axis on origin affects it. And also the texture type is not even important. The falloff Type option of custom curve is working like a single axis slider which turns it on and off. I know it is maybe too technical but I sometimes I hate "magically" doing things but that's okay. We don't have to figure out what it is, I just assume it as an up-down slider.

Midge Sinnaeve

30th June 2017 - 20:04

@fvgumus88: Ah, I think I catch your drift. It does seem weird to have a simple slider controlling the mask on a 3D object, but it's a limitation of UV's which are inherently 2D.

Christopher Rogers

23rd September 2017 - 21:55

5:25 - Can you explain why inverting the falloff suddenly makes everything work?

Midge Sinnaeve

3rd October 2017 - 11:03

@cajhne: That's the weird part. You'd think it would just work, right? I think it has to do with the difference between adding and removing from the vertex group. Although I'll admit, I use this technique a lot and it still baffles me why the inversion makes it work. Even when you assign all the vertices to the group to begin with and try it like that it still requires the zeroing out of the last point.

There's a logic in there somewhere but I think it isn't meant for us mere mortals. :) Sorry if that doesn't quite answer your question, but I'm still tying to figure that one out myself. I'm sure it's something simple we're missing.

Marshall

4th May 2020 - 06:47

How could one use this method but keep their model looking smooth? Turning the Split Angle field on the Edge Split modifier to zero lets me use the Smooth modifier to get the model to disappear completely, but it makes the model look like it's shaded flat. Selecting shade smooth doesn't work and I can't get a subdivision surface modifier to work.

Midge Sinnaeve

23rd May 2020 - 18:42

*@Marshall* You could also look in to two other methods. One is using Auto Smooth in the Object Data Properties or in newer Blender versions the Weighted Normal modifier could also help.

Marshall

24th May 2020 - 03:35

*@Midge Sinnaeve* Ah okay thanks! I'll have to tinker around with those and see what I can come up with.

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