hard edge displacement

Nikolaus Gradwohl2017-02-15T07:23:03+01:00

For this animation I used a displacement texture in a cycles material that has hard edges and a subdivision modifier set to adaptive mode. I used a voronoi texture in cell mode and also transformed the texture coordinates using a curve.

you can download the blend file here

displacement shift

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hexagon mesh

Nikolaus Gradwohl2017-02-10T08:49:09+01:00

I've installed the "Extra Objects" addon in blender a while ago and didn't pay it much attention - but yesterday I played with the meshes and immediately fell in love with the honeycomb mesh since I really like hexagonal structures - I extruded it with the "Solidify"-Modifier and twisted it around with the help of an empty and the "Simple Deform"-Modifier.

you can download the blend file here

hexagonal mesh

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animated displacement texture

Nikolaus Gradwohl2017-02-08T08:14:47+01:00

For this video I animated various displacement texture parameters of a cycles material

you can download the blend file here

displacement animation

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displacement texture bifurcation

Nikolaus Gradwohl2017-02-02T05:11:07+01:00

I played with animating the texture used in a displacement-node in a cycles render. In this animation I animated the turbulence factor of a Marble texture

you can download the blend file here

displacement bifurcation

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displace vector curve

Nikolaus Gradwohl2017-01-18T07:18:47+01:00

For this blender experiment I used a simple bands texture in a cycles material as a displacement texture. I used the generated texture coordinates for the sphere and modified it by using a vector curve node. Unfortunately cycles renders some wired circular noisy displacement on the poles of the object when I render it on my GPU - I'm not quite sure why this happens yet.

you can download the blend file here

vector curve

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glowing plates

Nikolaus Gradwohl2017-01-11T05:49:31+01:00

for this animation I wanted some glowing panels to light up in a random order. So I created a particle set and used the particle index and compared it to the current frame index using a "less than" Node. Based on that comparison I switch between a diffuse- and an emmision-Shader by using the result of the comparison as the mix factor.

you can download the blend file here

glow plates

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curl noise ring

Nikolaus Gradwohl2016-12-20T06:54:25+01:00

For this animation I made a ico-sphere follow a circular path while emitting particles. The particles have gravity removed from the field weight and use no velocity vector. The only reason they move is a turbulence forcefield with a curl factor of 1

you can download the blend file here

curl noise ring

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animation nodes knot

Nikolaus Gradwohl2016-12-07T07:32:36+01:00

I haven't used the animation nodes addon in a while - so I dug it up and created a new animation with it. It took me a while to get it running on my box due to python installation absurdities but I finally got an 1.6 up and running in my blender 2.78 installation. For this animation I used an empty list of vectors and filled it with random vectors generated by a vector-wiggle-node. I then used these vectors to create curves. Since I wanted to create a knot I used a second loop that creates several of these splines and adds them into a spline list. This spline-list is then added to a new object and rendered.

you can download the blend file here

animation nodes knot

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flow field fluid

Nikolaus Gradwohl2016-12-05T04:50:27+01:00

For this animation I created a particle simulation with fluid particles emitted from an icosphere. The particles are emitted along the y-axis and hit a forcefield, with the flow parameter set to 0.1. I used the cubesurfer addon by pytoevil to create a mesh from the particles.

you can download the blend file here

flow fluid

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forcefield flow explode

Nikolaus Gradwohl2016-12-01T04:19:50+01:00

I used the blender explode modifier to move the vertices of an icosphere in a turbulence forcefield in blender. The particles that move the vertices are form the same icosphere that acts as the emitter of the particles. If you do that make sure the particle system is the first modifier in the stack and that "use modifier stack" in the particle settings is NOT ticked. Otherwise this leads to pretty wired behaviour and probably a blender crash.

The forcefield has an increased flow parameter as with all my flow experiments.

To make the shards look like 3D objects instead of thin paperlike triangles I used the solidify modifier to give them a little bit of depth.

you can download the blend file here

flow explode

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